Many factions are not fixable, so results may vary on what and where you already have killed:
Velks lab - WW form + Collaboration (triggered traps will still agro)
Sol A goblins - Alliance (handy when buying Tinker bags for 5039pp)
Brownie settlement in lfay - Earth illusion
The Hole - Elemental illusion + Alliance(Rats, undead and yael still kos?)
Sirens Grotto - Alliance
Oggok - Skeleton Illusion
Thurgadin - Dwarf Illusion raises faction
Wolf Illusion in Firion Vie will make you KOS to some NPCs in the outpost
Often you can bring a mob from threatingly to non kos with alliance/collab, wave that rod at everything and see what happens!
As a agnostic enchanter you can visit all cities with the right illusion except for Cabilis that I know of, Cabilis SK guards will still kos you in iksar illusion.
In reply to -Catherin- note " The bard has to be carefull with this where a chanter can just increase every faction in the zone if they wanted to."
I find this not to be correct always, the one example I can think of is the Bulthar in CS vs the sirens on SG faction, I noticed this when charming bulthar to kill sirens that I would go kos to bulthar after clicking alliance on siren.
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