Conversion

From MoR-Wiki
Jump to navigation Jump to search

The MC can attempt to convert the NPCs under his influence to his own Religion.

This can only be attempted if the MC has Devotion 100+. Attempts take 2 hours, use up 10 Devotion points, and sap Stamina from both parties (2 points for the MC, 10 points for the NPC he's trying to convert).

There are benefits to the MC having NPCs the same religion as him: he will have Manipulation and Charm bonuses when dealing with NPCs of the same faith, if his own Devotion is high enough (see Religion for details). He will also experience Manipulation and Charm penalties when dealing with NPCs of certain other faiths, depending on his own (e.g. -25 if the MC is Aesir and the NPC is CTM); see Religion for details.

There may also be benefits to the MC for NPCs in his employ being of certain specific religions (e.g. the combat damage bonus for Aesir); many Religion penalties and bonuses apply to NPCs as well as to the MC. So there may be some cases where the MC does not want to convert a follower to his religion. See Religion for possible details.

An attempt to convert can be made through the Interact > Talk > Affect menu.

Percentage chance to succeed is:

  • = the MC's Intelligence,
  • + 0–30 depending on the NPC's Affection for the MC (+10 if 70-89, +20 if 90-119, +30 if 120+),
  • - the NPC's Devotion to their existing Religion,
  • - the NPC's Willpower (or 30, if their Willpower is below 30),
  • - 0–40 depending on how opposed the two Religions are (see below),
  • +15 if the MC has the Preacher trait.

* Converting Aesir or Christian to Islam is at -40, CotE to Islam is at -30, Islam or Christian to CTM is at -40, Islam or CTM or Christian to Aesir is at -30.