Star Wars Knights of the Old Republic II: The Sith Lords/Influence

You start at 50 Influence with every member of your party, and it can be gained or lost (normally 8 points at a time) until you reach a floor of 0 or a ceiling of 100. Gaining or losing sufficient influence can unlock further dialog or grant bonuses, either to you or your party member (or both).

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

The following are cunning actions:

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


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

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

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

The following are good actions:

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

The following are psychotic actions:

When you perform a psychotic action, priority of influence is given to any member of your party present for the first time, starting with Kreia:

You can also gain influence with other members of your party as you lose influence with her, even some with whom you normally lose influence due to a psychotic action:


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Otherwise:


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Otherwise, influence can be gained with Visas or Atton:


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Otherwise:


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Influence can be lost with Handmaiden, Disciple, Bao-Dur, Mira or T3-M4:

Otherwise:


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Otherwise:


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Otherwise:


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Influence can be gained with HK-47, G0-T0, Mandalore or Hanharr:

Once both members of your party have been present for a psychotic action, priority of influence is given to the following:

Priority of influence is more complicated for the droids, Hanharr and Mandalore:

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