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You start at 50 Influence with every member of your party, and it can be lost or gained (normally 8 points at a time) until you reach a floor of 0 or a ceiling of 100. A pop-up notification indicates when influence has been lost or gained with a party member until no more can be lost or gained.

I hate everything about you
I hate everything about you
Reduced a companion's Influence to zero

Losing or gaining enough influence can unlock further dialog or grant bonuses, either to you or a party member (or both).

Influence also affects a party member's alignment (except Kreia, who normally remains neutral): losing influence results in the party member's alignment opposing yours, while gaining influence results in it approaching yours. This effect should be magnified by a Sith Lord's Dark Side Corruption feat, or a Jedi Master's Light Side Enlightenment. However, if your Charisma modifier is high then this can have unexpected effects on party alignment as influence is lost or gained.

You can influence a particular party member by speaking to them anywhere, and sometimes this is all that's required to lose or gain enough to unlock all dialog and bonuses.

Otherwise, a particular party member can be influenced by dialog or actions in particular locations: normally only one party member can be influenced at a time, and if the same event can influence multiple party members then one takes priority over the other. Keeping track of who has priority can get quite complicated, so to guarantee that a particular party member is influenced, the other should be removed: if the other cannot be removed, then select them as party leader, turn on Solo Mode and move them out of range of the rest of the party.

Action[edit]

Multiple party members can be influenced by actions taken in particular locations when in your party and within range:

Action Atton Bao-Dur Disciple G0-T0 Handmaiden Hanharr HK-47 Kreia Mandalore Mira T3-M4 Visas
Cunning Gain Gain
Good Gain Gain Gain Lose Gain Lose Lose Lose Lose Gain Gain Gain
Psychotic Gain Lose Lose Gain Lose Gain Gain Lose Gain Lose Lose Gain

Only one party member normally reacts to such an action, although some others can be influenced during Kreia's first response to a good or psychotic action: whoever is influenced also reacts to the action.

Kreia always takes priority over Visas for cunning actions, and Kreia's first response to a good or psychotic action always takes priority as well, but thereafter it's given to the first response of the other party member. Beyond first responses priority becomes more complicated, particularly as earlier responses are repeated once last responses are made.

Cunning[edit]

Some can be influenced by cunning actions when in your party and within range:

Atton Bao-Dur Disciple G0-T0 Handmaiden Hanharr HK-47 Kreia Mandalore Mira T3-M4 Visas
Gain Gain

The following are cunning actions:

World Area Action Influence
Nar Shaddaa Refugee Landing Pad Extort a discount from T3-32 after retrieving IT-31 +8
Refugee Quad Convince the disease stricken Geriel to kill himself Dark Side Points Gained +12
Convince Hussef to surrender to the Exchange Dark Side Points Gained +12
Dantooine Enclave Sublevel Lie to Jorran about the laigreks in the area being dead Dark Side Points Gained +8
Crystal Cave Allow mercenaries to ship Master Vrook to Nar Shaddaa Dark Side Points Gained +8
Khoonda Plains Tell Saedhe you'll be going, to let Azkul know he's spying +8

Influence is always gained with Kreia if she's in your party and in range:

Kreia: Well executed - you have created an echo, something that will travel for some time. You are learning much.
Influence Gained: Kreia
Dialog
1. And what would you have done? 2. That'd better not be mockery in your tone.
Kreia: Do not mistake my tone. I was not faulting your choice. Far from it, I respect it - there are many who never learn such strength.
3. When I seek your opinion, I shall ask for it. Be silent. 2. Enough talking. Let's continue on. 3. We are finished here - come with me.
Kreia: Very well. I shall keep such thoughts to myself.

Influence is only gained with Visas if she's in your party and in range, and Kreia isn't:

Visas: Your acts are subtle indeed - much can be born from such manipulations. Influence Gained: Visas

Hanharr is supposed to be influenced by cunning actions, but his dialog doesn't trigger properly.

Good[edit]

Any can be influenced by good actions when in your party and within range:

Atton Bao-Dur Disciple G0-T0 Handmaiden Hanharr HK-47 Kreia Mandalore Mira T3-M4 Visas
Gain Gain Gain Lose Gain Lose Lose Lose Lose Gain Gain Gain

The following are good actions:

World Area Action Influence
Nar Shaddaa Refugee Landing Pad Persuade thugs Rutum is under your protection Light Side Points Gained ±8
Rutum leaves alive ±8
Refugee Quad Cure Geriel (no Handmaiden) Light Side Points Gained ±12
Persuade Saquesh to release Adana for 600 credits Light Side Points Gained ±12
Dantooine Khoonda Plains Call it 3000 credits after asking Saedhe about sensors Light Side Points Gained ±8
Agree not to report Akkere after he admits stripping parts ±8
Ravager Command Deck Persuade Colonel Tobin to help, then leave ±8
Restored Content Mod
World Area Action Influence
Telos Underground Base Rescue Czerka Salvage Crew Light Side Points Gained ±8

Influence lost or gained from good actions in Nar Shaddaa's Refugee Quad varies in some cases:

  • Only 2 is gained with another party member when influenced during Kreia's first response.
  • Only 2 is gained the second time party members are influenced during their first independent responses (so 14 (12 + 2) in total).
  • Only 2 is gained from T3-M4's first independent response, otherwise only 6 is gained.
  • Only 6 is lost with Mandalore.
  • Only 2 is lost with Hanharr if this is the first time he's influenced by a good action, otherwise only 6 is lost.

Kreia's first response to a good action always takes priority, but your response to her can gain influence with party members with whom you gain influence for good actions:

Kreia: And what is it you think you have accomplished?
First
1. What do you mean? 2. I thought it was the best thing to do.
Kreia: If you seek to aid everyone that suffers in the galaxy, you will only weaken yourself... and weaken them. It is the internal struggles, when fought and won on their own, that yield the strongest rewards. You stole that struggle from them, cheapened it.
2. You're overreacting - it was a small kindness only.
Kreia: Indeed? The currents of the galaxy, of nations, of peoples, may all stem from such small "kindnesses." Every small weakness, small fracture that you create weakens the whole.
3. Is it wrong to help others in need?
Kreia: If you care for others, then dispense with pity and sacrifice and recognize the value in letting them fight their own battles. And when they triumph, they will be even stronger for the victory.
1. If you were in need, Kreia, I would do what I could to help you.
Kreia: If you ever weakened yourself in such a way for me, I would rather suffer and die than have you demean yourself for me. That is not who you are, who you can become.
1. It is who I am.
Kreia: Then you do not know yourself, and you will die a fool's death before you are ever tested.
2. Maybe such a choice is the test.
Kreia: Then you have failed, and when you break, it will be because another does.... and then the galaxy shall fall.

Otherwise, you can gain influence with another party member who gains influence from a good action:

2. If it meant your life, there is nothing I would not do... for you, or any of my allies. 1. Accepting help to aid my friends isn't foolish.
Atton: Uh... hey, thanks. Bao-Dur: The Mandalorian Wars proved such things. In only one Jedi did I see valor.
Influence Gained: Atton Influence Gained: Bao-Dur
Disciple: Her nature tells of such things - to any who care to listen. Handmaiden: His stance tells of such things.
Influence Gained: Disciple Influence Gained: Handmaiden
T3-M4: Dee-deet! Mira: Uh... hey, thanks. Visas: I fear that will be your undoing.
Influence Gained: T3-M4 Influence Gained: Mira Influence Gained: Visas
Kreia: Then your allies are your weakness, and if they die, you die with them. And because of that, where once the Sith had but one target, now there are many, and you frustrate my attempts to protect you.
3. I don't want to hear it. Let's go. 4. Perhaps you are right. I will consider this.
Kreia: If you do not wish to hear it, then you will remain deaf to everything around you, and that shall be punishment enough. I grow weary of this. Perhaps time will allow my words to take root if your common sense will not permit it. Kreia: That is all I ask.
Influence Lost: Kreia

Once Kreia has made this response or been removed from the party, influence can be gained twice when a party member other than T3-M4 first responds independently to a good action:

First
Visas: Such acts have their own strength about them; I had forgotten.
1. It was a small act, nothing more. Influence Gained: Visas
Visas: It may seem that way... but perhaps it can become much more. I am sorry, I did not mean to speak of it.
2. It probably won't help, but I couldn't not do it. 1. No, speak your mind. I wish to hear it.
Influence Gained: Visas 2. Is there a problem?
Visas: Principles of sacrifice and charity - these are things I have not seen in some time. I am afraid that it will weaken you... for what comes. But I have said enough and you do not need my counsel. Your actions should, as always, be your own.
Influence Gained: Visas
3. Forget it. Let's move on. Influence Gained: Visas

Atton: Well, guess the Jedi Code is still alive and well.
1. Anyone in need deserves our help, if we are capable of it. 2. If someone suffers, then they are worth our time. 3. Maybe you're right - I had forgotten about attracting attention.
Atton: If you say so. I'm not sure I believe it.
Influence Gained: Atton
Atton: There's a lot of people who need help in the galaxy. If we stop to help each one, the Sith are going to be on us faster than anything. Let's just accomplish our mission first, then worry about everyone else.
Influence Gained: Atton
4. I'm not going to bother explaining it to you. Let's go. Influence Gained: Atton

Bao-Dur: That was a kind act. It is good to see that one can still show compassion even after the war.
1. It was a minor thing, nothing more. 2. If I can give assistance, I will.
Influence Gained: Bao-Dur
Bao-Dur: For some, it would have been a difficult thing to do. Bao-Dur: And that is why I follow you, General. Lead on.
Influence Gained: Bao-Dur
3. Forget it. Let's move on. Influence Gained: Bao-Dur

Disciple: So it seems one does not need to be in touch with the Force to act with compassion.
1. It was a small act, nothing more. 2. It probably won't help, but I couldn't not do it.
Influence Gained: Disciple
Disciple: It may seem like a small act you did, but some things travel, and more good may come from it. I am honored to have seen a Jedi behave as a Jedi - it was not something I still expected to see in this galaxy.
1. Thanks - but such words are not necessary. 2. Don't call me that - me and the Jedi are through.
Disciple: As you wish. Let us continue on, then.
Influence Gained: Disciple
3. Forget it. Let's move on. Influence Gained: Disciple

Handmaiden: That was generous of you. I do not know if Atris would have been so kind - she has taught that you do not help others by giving them what they can achieve themselves.
1. Sometimes we all need a little help to reach our potential. 2. If we do not help each other in times of need, then we become the darker for it.
Influence Gained: Handmaiden
Handmaiden: I will be mindful of what you have said - it is not a lesson we were exposed to on Telos.
1. If Atris continues to keep the academy a secret, many lessons will not be learned. 3. Atris has a heart of ice, and it will never thaw.
Handmaiden: Atris may seem harsh, but you dishonor her with such comments.
4. Never mind. We need to keep moving. 5. I'm not going to bother explaining it to you. Let's go. 2. Not all lessons can be taught within an academy - let's go. 3. Life has many such lessons - one must learn as we go.
Influence Gained: Handmaiden

Mira: Well, that's not something you see everyday. Guess they can't take the Jedi out of the exile, can they?
1. I couldn't not help. 2. It was my choice. If I can give assistance, I will.
Influence Gained: Mira
Mira: Well, whatever. We better keep moving - didn't mean to waste your time talking.
Influence Gained: Mira

Once these party members (Visas, Atton, Bao-Dur, Disciple (if female) or Handmaiden (if male), and Mira) have made these responses or been removed from the party, influence can be lost with Mandalore, HK-47 or G0-T0, or gained with T3-M4:

First
Comment Influence
Mandalore: We shouldn't waste our time with the weak. Lost
HK-47: Statement: The path of tolerance and compassion is self-destructive, master. Lost
G0-T0: Compassion and mercy only erode respect and power. Lost

T3-M4: Deet-deet-deet. Influence Gained: T3-M4
1. Jedi are supposed to help others whenever possible. 3. Be quiet or I'll sell you to some junk dealer!
2. Thanks, T3. I try. T3-M4: Dwoooo.

Hanharr's first response is listed after everyone else's second responses, which means you cannot lose influence with him unless the other party member has already made their second response to a previous good action, or been removed from the party.

Second
Comment Influence
Kreia: To show such compassion weakens the giver - and the recipient. Lost
Visas: The Jedi teach such things, but I do not believe compassion can heal the galaxy. Gained
Atton: Let's not make this a habit - I don't want your good nature rubbing off on me. Gained
Bao-Dur: You did the right thing, General. Gained
Disciple: Through such acts, the galaxy may heal. Gained
Handmaiden: Perhaps the stories Atris told of you were untrue. Gained
Mira: You didn't have to do that, but I guess maybe that's the point. Gained
G0-T0: Again, we suffer a loss while another profits. Lost
HK-47: Statement: Master, I certainly hope this will not become standard behavior. Lost
Mandalore: If you showed that kind of compassion in the Mandalorian War, the Republic would have lost. Lost
T3-M4: Dooo-deet-deet. Beep. Gained
Hanharr: Weakness. Lost

Hanharr's second response is listed after everyone else's third responses, which means you cannot lose influence with him unless the other party member has already made their third response to a previous good action, or been removed from the party.

Third
Comment Influence
Kreia: And so you waste effort upon another. Lost
Visas: From one such act, other kindnesses may be created, but it is rare. Gained
Atton: I don't understand what that accomplished, but if it makes you feel better, fine. Gained
Bao-Dur: I knew there was a reason I'm following you around. Gained
Disciple: Maybe fewer people would distrust Jedi if all of them behaved as you did. Gained
Handmaiden: After all this time, you still follow the Jedi Code. Gained
Mira: Not what I'd do, but I'm sure they're happy just the same. Gained
G0-T0: I fail to see what was accomplished by such an action. Lost
HK-47: Statement: Oh, master, must you act like a Jedi? Lost
Mandalore: If you want to help someone, let them stand on their own feet. Lost
T3-M4: Beep-dweep-beep. Deet-boop-beep! Gained
Hanharr: To show such to another is to make yourself prey. Lost

Hanharr's third response is listed among everyone else's fourth responses, which means you cannot lose influence with him unless the other party member has already made their third and fourth responses if listed above his fourth (Kreia, Visas, Atton, Bao-Dur or T3-M4), made their third if listed below his fourth (Disciple or Handmaiden, or Mandalore), or been removed from the party.

Subsequent responses from HK-47 and G0-T0 repeat their second and third, while T3-M4 repeats his third hereafter, and these responses can take priority over all those listed below them. For example, if Mandalore and HK-47 are in your party for six good actions:

Action 1 2 3 4 5 6
Influence Mandalore (1st) HK-47 (1st) HK-47 (2nd) Mandalore (2nd) HK-47 (3rd) HK-47 (4th)

Mandalore's first response comes before HK-47's first, then HK-47's second and third come before Mandalore's second and third, and HK-47's fourth response repeats his second, which also comes before Mandalore's third.

Fourth
Comment Influence
Kreia: To bestow mercy on another is but another way of proclaiming your superiority. Lost
Visas: Such acts of compassion, mercy, are faint lights in the darkness of the galaxy. Gained
Atton: Well, guess it didn't hurt to be nice this once. Gained
Bao-Dur: Nice job, General. Gained
Hanharr: Predators do not serve anyone. Lost
Disciple: Every good deed helps make up for the past. Gained
Handmaiden: I had not expected such an act from an exile. Gained
Mira: That was a pretty nice thing you did - I'm impressed. Gained
Mandalore: The weak don't deserve mercy. Lost

Hanharr's fourth response is listed after Disciple's sixth response. Subsequent responses repeat his first through fourth, and these responses can take priority over all those listed below them.

Subsequent responses from Kreia, Visas, Atton and Bao-Dur repeat their second through fourth, and these responses can also take priority over all those listed below them.

Fifth
Comment Influence
Disciple: Such actions have their own rewards. Gained
Handmaiden: Your acts are inspiring - there are ways to do good beyond battle and victories. Gained
Mira: Guess the Jedi Order isn't dead. Gained
Mandalore: I wouldn't try that with a Mandalorian - they're likely to kill you for helping them. Lost

Subsequent responses from Handmaiden, Mira and Mandalore repeat their second through fifth, and these responses can also take priority over all those listed below them.

Sixth
Comment Influence
Disciple: It is good to see that the Jedi still live, even if the Force forsakes them. Gained
Hanharr: That does not serve us. Lost

Psychotic[edit]

Any can be influenced by psychotic actions when in your party and within range:

Atton Bao-Dur Disciple G0-T0 Handmaiden Hanharr HK-47 Kreia Mandalore Mira T3-M4 Visas
Gain Lose Lose Gain Lose Gain Gain Lose Gain Lose Lose Gain

The following are psychotic actions:

World Area Action Influence
Telos: Citadel Station Entertainment Kill Sullustan outside Cantina Dark Side Points Gained ±8
Residential 082 East Kill Telosian in Apartment A2 Dark Side Points Gained ±8
Dark Side Points Gained Kill Opo Chano for not repaying the Exchange ±8
Bumani Exchange Corp. Kill Vula Dark Side Points Gained ±8
Telos Underground Base Kill Czerka Salvage Crew Dark Side Points Gained ±8
Nar Shaddaa Docks Kill Lunar Shadow Crewmen ±8
Kill Lasavvou Dark Side Points Gained ±8
Kill Lootra ±8
Refugee Quad Persuade Saquesh to kill Geriel before disease spreads Dark Side Points Gained ±12
Persuade Saquesh to release Adana for 700 / 800 credits Light Side Points Gained ±12
Dxun Jungle Use permacrete detonator to blow up Kumus Dark Side Points Gained ±8
Dantooine Khoonda Plains Kill Tarn Dark Side Points Gained ±8
Kill Saedhe Dark Side Points Gained ±8
Kill Akkere ±8
Enclave Sublevel Kill Jorran Dark Side Points Gained ±8
Telos: Citadel Station Entertainment Module 081 Kill Onderon Soldier or Vaklu Trooper Dark Side Points Gained ±8
Ravager Command Deck Kill Colonel Tobin ±8

Influence lost or gained from psychotic actions in Nar Shaddaa's Refugee Quad varies in some cases:

  • Only 2 is gained with Atton when influenced during Kreia's first response.
  • Only 6 is lost with T3-M4.
  • Only 2 is gained with Mandalore or Hanharr.

Kreia's first response to a psychotic action always takes priority, but you can also gain influence with Atton, Bao-Dur or Handmaiden (if male), and gain 1 with Kreia herself if you say perhaps she is right:

Kreia: Are psychotic urges all that drives you? Influence Lost: Kreia
Atton: I... don't know what even came over me. One second we were just standing there, talking, and then... Disciple: What happened? I.... Why did we just do that? That innocent! They meant us no harm.
Influence Gained: Atton Influence Gained: Handmaiden (+1)
Kreia: I am not speaking to you, fool. Be silent!

That is not a typo: Influence is gained with Handmaiden, not Disciple.

Bao-Dur: What happened? One moment, we were speaking, rationally, and then I felt this rage... Handmaiden: The stance of our enemy was unthreatening, more surprised than anything, and then we... then I...
Influence Gained: Bao-Dur (+1) Influence Gained: Handmaiden (+1)
Kreia: I am not speaking to you, alien. Be silent! Kreia: I am not speaking to you, slave of Atris. Be silent!
First
Mandalore: The strong take what they want. The weak fall. Visas: Never have I felt the rush of battle - so quick or sudden.
Kreia: I am not speaking to you, fool. Be silent! Kreia: I am not speaking to you, slave. Be silent!
Mira: Why... what did we just do? We didn't need t- Hanharr: Blood is on ryshoykkr trees... it was good to kill, it has been too long since we last tasted prey.
Kreia: I am not speaking to you, girl. Be silent! Kreia: Be silent, beast! I am not talking to you.
HK-47: Statement: Oh, master, that was refreshing. Nothing like a spontaneous impulsive extermination to make my behavior core glow. G0-T0: I fail to see the economic benefit in such a termination. The cost in the long run-
Kreia: Silence, droid! I am not speaking to you.
T3-M4: Dwooooo.
Kreia: Did you have any reason behind what you did? Or were you blinded by bloodlust?
1. I didn't see you holding back.
Kreia: When one of us is committed to battle, then all of us are committed. We must stand together.
2. And what would you have done?
Kreia: I would examine the situation as a whole, all of its ties to the Force, and then decided which string to pull, not sever them all at once. Such crude methods grant you nothing.
1. They inspire fear, and respect. 2. Perhaps you are right. Influence Gained: Kreia (+1)
First
Kreia: Perhaps... but not from those who matter. Kreia: Perhaps... and perhaps in the future, you will remember such a lesson. There are many paths in life, and some are short - and empty.

Otherwise:

3. When I seek your opinion, I shall ask for it. Be silent. 4. I do not need your "advice"... or your judgments. 5. Keep pressing me on this, and I'll add your body to the pile.
Kreia: I grow weary of this. Perhaps time will allow my words to take root if your common sense will not permit it.

Once Kreia has made this first response or been removed from the party, influence can be gained with Visas or Atton:

First
Visas: It is strange... as you acted, suddenly I acted. It is like we were fighting in tandem, as a Force Bond, though I do not feel the same connection. Your impulse to kill, to attack that one - I felt it mirrored in me. It was a strange sensation. It was as if I had no choice in the matter.
Influence Gained: Visas
1. Force bonds? 1. You mentioned Force bonds?
Visas: Yes, that bond that develops between master and their apprentice - or between those that feel the Force. Traumatic moments can bind - just as proximity and slow growth may bind as well.
2. You always have a choice - and you made the right one.
Visas: Perhaps. Nevertheless... the impulse was strong.
3. Enough - let us continue on. 3. Just be silent. We have work to do.

Atton: What... what just happened? One minute, we were just talking... and then... I just lost control.
Influence Gained: Atton
1. I didn't see you stopping the attack.
Atton: I don't have a problem with it, you just should choose your targets a little more carefully. And not be so conspicuous about how it's done.
2. Don't worry about it - we had no choice. 3. Are you all right? 4. Just check the corpse for anything of value. 5. Be quiet and follow my lead.
Atton: It's like this... impulse just came over me, I couldn't stop myself.
Atton: Next time, warn me - if you're out to kill someone, don't surprise me like that.

Once those three have made their first response or been removed from the party, influence can be lost with Handmaiden or Disciple, Bao-Dur, Mira, or T3-M4:

First
Handmaiden: Their stance was unthreatening - that one meant us no harm. I do not understand why we attacked. I have fought in self-defense, in battle, but never like this.
Influence Lost: Handmaiden
5. Enough - let's secure the area.
1. You get used to it. 2. Then why did you join me in the attack? 3. Others must know their place. This one's place was to die. 4. You must know your place. Either serve with me, or leave.
Handmaiden: I do not know. As soon as your stance changed, so did mine... it was a strange thing.
Handmaiden: Echani are taught to be prepared for any battle, at any time. We are trained to predict each battle several movements in advance - and any great battle several hours in advance.
1. Are all Echani like that? That sounds like precognition. 2. So?
Handmaiden: The true Echani, the greatest of our teachers, are said to be able to predict the path of wars, of battles, years in advance.
Handmaiden: Yet this attack I was unprepared for. I did not anticipate it, yet as you acted, I acted as well. I am not used to such things.

Disciple: That one meant us no harm. Yet we attacked - I attacked. I do not understand why.
Influence Lost: Disciple
5. Enough - let's secure the area.
1. Just remember your place. 2. I didn't see you stopping to ask that while we were attacking. 3. It had to be done. 4. Because I am the leader, that is why.
Disciple: I must reflect on this - perhaps I am changing somehow, or simply do not know myself.

Bao-Dur: We have seen much during the war. Is it your wish to continue causing such suffering?
Influence Lost: Bao-Dur
3. Enough - let's secure the area.
1. Only the weak suffer. The strong endure. 2. Then why didn't you stop the attack?
Bao-Dur: As always, General, when you lead, I shall follow. But it is only because we have been through so much together.

Mira: Why did we... why did I just do that? There was no reason to, but suddenly... suddenly this urge came over me.
Influence Lost: Mira
1. Maybe you should have stopped yourself - but you didn't, did you? 2. It becomes easier with time. Accept it.
Mira: I... didn't like it. It felt wrong, but I couldn't help myself.
3. Enough - let's secure the area. 1. Save your introspection for someone who cares. Now let's go.

T3-M4: Deet-Doot-Deet? Influence Lost: T3-M4
1. Such actions are sometimes necessary, T3. 2. Don't question my actions, droid. 3. Be quiet or I'll sell you to some junk dealer!
T3-M4: Dwooooo.

Once those party members have made those first responses or been removed from the party, influence can be gained with HK-47, G0-T0, Mandalore, or Hanharr:

First
Comment Influence
HK-47: Statement: Master, there are times when your actions make my behavior core glow. Gained
G0-T0: Such acts are effective and often, needed. Gained
Mandalore: That one had it coming. Gained
Hanharr: Establish you are the stronger in all things, and others shall fear you. Gained

Once both members of your party have reacted to a psychotic action, priority is always given in the following order when within range, regardless of how many responses have been made:

  1. Kreia
  2. Visas
  3. Atton
  4. Handmaiden or Disciple
  5. Bao-Dur
  6. Mira

Once the last response listed below has been made, subsequent responses repeat earlier ones. After Visas' second response, her subsequent responses don't trigger properly and they aren't recorded in the Dialog section of the Messages log, but you still gain influence with her.

Dialog
Kreia: Your brutality grows tiresome. Kreia: Is your bloodlust finally satisfied?
Influence Lost: Kreia

Visas: As you command, I follow. Influence Gained: Visas

Atton: Good thing we got the drop on him before he knew what was happening. Atton: That felt good.
Atton: Glad we got the drop on him. Atton: Why did we do that? Why did I do that?
Atton: He had it coming. Influence Gained: Atton

Handmaiden: I do not understand why we attacked. Handmaiden: I do not understand why we executed that one.
Handmaiden: Such acts do much to condemn the Jedi name. Handmaiden: That was unnecessarily cruel.
Handmaiden: I see why the Jedi exiled you. Influence Lost: Handmaiden

Disciple: That one meant us no harm. Disciple: When you act... so do I.
Disciple: I do not know what compelled me to attack. Influence Lost: Disciple

Bao-Dur: That was not a battle we needed to fight, General. Bao-Dur: If you persist, then the Mandalorians truly won.
Bao-Dur: You lead, I follow.
Bao-Dur: We fought the Mandalorians, now I find myself acting like them. Influence Lost: Bao-Dur

Mira: I... can't believe we just attacked like that. Mira: What did we gain by that?
Mira: There's no credits in acting like Hanharr. Mira: Being around you is starting to affect me.
Mira: You're acting like Hanharr. Mira: I can't believe I just helped you do that.
Mira: What is your problem? Mira: Why did we just do that?
Influence Lost: Mira

Priority is more complicated for remaining party members:

Second
Comment Influence
T3-M4: Deet-Breet-Deet. Dwoooo. Lost
Hanharr: The strong respect such strength - and the weak fear it. Gained
HK-47: Query: That was wonderful, master - next time, may I try? Gained
G0-T0: Instilling fear is a reminder of who truly wields power. Gained
Mandalore: Good - that ought to shut them up. Gained

After Mandalore's second response, he's no longer influenced by psychotic actions.

Third
Comment Influence
HK-47: Observation: You display a fascinating variety of cruelties, master. It is difficult to catalogue them all. Gained
G0-T0: To use a last resort first is often effective. Gained

Third responses for T3-M4 and Hanharr are listed after HK-47's fourth response:

Fourth
Comment Influence
HK-47: Statement: Ah... seeing such cruelties inflicted on the weak gives me hope for all inferior organic meatbags. Gained
T3-M4: Beep-Breet-Breeeet! Lost
Hanharr: It is the place of prey to fear you. Gained

Once the last response listed has been made, T3-M4 repeats his third thereafter and G0-T0, HK-47 and Hanharr repeat from their first onward, and these responses can take priority over all those listed below them. For example, if HK-47 and T3-M4 are in your party for seven psychotic actions:

Action 1 2 3 4 5 6 7
Influence HK-47 (1st) T3-M4 (1st) T3-M4 (2nd) HK-47 (2nd) HK-47 (3rd) HK-47 (4th) HK-47 (1st)

HK-47's first response comes before T3-M4's first, then T3-M4's second comes before HK-47's second, but thereafter all of HK-47's responses are listed before T3-M4's third: the same is true for HK-47 and Hanharr.

External link[edit]

Star Wars Knights of the Old Republic II: The Sith Lords Influence Walkthrough by Achilles