Overview
When you engage in Civic Diplomacy Parleys, you will push Levers associated with the town that you are in.
Each combination of Station and Conversation will push a different lever. When a Lever has been pushed enough, an appropriate Buff will be activated. Use the /citystatus command to view the current status of each lever and to find out how far the lever has to be pushed to activate the Buff.
Please note that the Interview, Incite, Convince, and Entertain Levers for each Station are tied together in such a way that when you push one Lever, the other three Levers for that Station will be reduced. As a consequence, if you want to activate a Buff, you should push only the Lever associated with that Buff. The Gossip Levers are not tied into this system so you may engage in those Parleys at any time without fear of any negative affects on other Levers.
Before attempting to push a Lever, you are advised to check with other Diplomats in the area to see if anyone else is engaging in Civic Diplomacy for the same Station that you wish to use.
If you wish to make more than one Lever for a Station active at the same time, you should push one Lever at a time until the Buff becomes active. Once the Buff activates you can switch to a different Conversation type to push the next Lever. While switching to another Lever will reduce the first lever, the buff gained will persisit for the full duration of the buff. Thus, if the Diplomat is fast enough, multiple buffs from the same station can be active at once.
Note: also see Civic Parleys
Crafter Buffs
- Soldier Interview - Prepare for Battle - (+25 Blacksmith skills)
- Domestic Interview - Simple Pleasures - (+25 Outfitter skills)
- Academic Interview- Sage Words - (+5% Ingenuity)
- Crafter Interview- Tricks of the Trade - (+25 Artificer skills)
- Noble Interview- Secrets of Telon - (+5% Reasoning)
- Clergy Interview- Consult the Wise - (+5% Problem Solving)
Adventurer Buffs
- Soldier Convince - Increase the Watch - (+5% Accuracy)
- Soldier Entertain - Raise Morale - (+5% AC and Damage Shield)
- Soldier Incite - Call to Arms - (+5% all attributes)
- Domestic Convince - The Will of the People - (+5% Melee Damage)
- Domestic Entertain - Cheer the People - (+5% all resists)
- Domestic Incite - Support of the People - (+10% HP)
- Domestic Incite (Renton Keep only) - Greater Support of the People - (+15% HP) (Requires the lever to remain above 80, rather than 40)
- Academic Convince - Harmony of Ideas - (+5% all spell damage)
- Academic Entertain - Stand Up Philosophy - (+10% Energy)
- Academic Incite - Social Upheaval - (+1% Energy Regeneration every 6 seconds)
- Crafter Convince - Shared Effort - (+15 Harvesting skill)
- Crafter Entertain - Whistle While You Work - (+5% ranged Damage)
- Crafter Incite - Civic Improvement - (5% Rune)
- Noble Convince - Right of Way - (+5% to crit)
- Noble Entertain - Benevolent Mood - (+5% dodge, parry, block; +20% evocation, conjuration)
- Noble Incite - Time for Action - (+10% Spell & Melee Haste)
- Clergy Convince - Inspiration from Beyond - (+10% run speed)
- Clergy Entertain - Power of Faith - (Regenerate 1% total HP every 6 seconds)
- Clergy Incite - Spiritual Revival - (Healing Received +5%)
The following are non-functional, but are listed on some /citystatus reports:
- Merchant ?? - Market Shift - ??
- Merchant ?? - New Markets - ??
- Merchant ?? - New Products - ??
- Merchant ?? - Open the Coffers - ??
Diplomacy Card Buffs
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