1,043
edits
(Mentioning how to learn this via the water ritual.) |
m (editing) |
||
(9 intermediate revisions by 4 users not shown) | |||
Line 6: | Line 6: | ||
| desc=You persuade an intelligent creature to join you. | | desc=You persuade an intelligent creature to join you. | ||
| id=Persuasion_Proselytize | | id=Persuasion_Proselytize | ||
}} | }}{{tocright}} | ||
{{name}} is a skill which allows its users to attempt to recruit creatures to their side. | {{name}} is a skill which allows its users to attempt to recruit creatures to their side. | ||
Using the skill takes 1000 [[action cost]], a full turn. | Using the skill takes 1000 [[action cost]], a full turn. | ||
When the player uses it, they will be asked for a direction, then attempt to proselytize the creature standing next to them in that direction. A successful usage will convince that creature to join the proselytizer indefinitely. Only | When the player uses it, they will be asked for a direction, then attempt to proselytize the creature standing next to them in that direction. A successful usage will convince that creature to join the proselytizer indefinitely. Only one creature can be proselytized at a time. | ||
Mechanically, proselytize is an [[Ego]]-based attack versus the target creature's [[Mental Armor]]. However, a failed attempt will not make the target hostile, unlike failing an attempt at {{F|Beguiling}}. | |||
Unlike beguiling, it is possible to proselytize creatures that have [[Mental shield| | Unlike beguiling, it is possible to proselytize creatures that have [[Mental shield|mental shields]]. | ||
Proselytize | Proselytize can be learned through [[water ritual]] with legendary [[Mechanimists]]; this includes {{favilink|Eschelstadt II, High Priest of the Stilt}}, who can be found on every run at the {{favilink|Six Day Stilt}}. | ||
==Proselytizing with Glotrot== | ==Proselytizing with Glotrot== | ||
Line 34: | Line 34: | ||
If both of these are true, the target is [[proselytized]]. | If both of these are true, the target is [[proselytized]]. | ||
==Immunity== | |||
Certain creatures are explicitly unable to be proselytized by the player; this immunity is unrelated to creature stats or [[mental shield]], but is rather a special exemption due to their nature. These include: | |||
* Clones of the player character or their currently controlled body, such as those produced by {{F|Evil Twin}}, {{F|gelatinous prism|plural}} or {{F|gelatinous antiprism|plural}}, {{F|hexagonal crystal|plural}}, and {{F|Temporal Fugue}}. Clones budded from the use of {{F|cloning draught}} lack this property and may be proselytized. | |||
* {{F|Wraith-Knight Templar}} | |||
* All [[Templar]] mecha, such as {{F|Temple mecha mk II|plural}}, {{F|Temple mecha mk Ia|plural}} and {{F|Temple mecha mk Ib|plural}}. | |||
== Ability Cooldown == | == Ability Cooldown == | ||
{{willpower cooldown table | 25 }} | {{willpower cooldown table | 25 }} | ||
{{Skills | {{Factions that teach the skill}} | ||
{{Creatures with the skill}} | |||
{{Skills Navbox}} |