Post Comment
TLP - Aradune
# Jun 19 2020 at 4:58 AM Rating: Good
4 posts
Takes 6 seconds to cast. Cooldown is 30 seconds.
At level 6, I was able to skill this up to level 5 in 5 attempts on a level 1 sewer rat (dark blue con) with INT 75. 20 more attempts for a total of 25 all resulted in failure accompanied by the message "You aren't scaring anyone." The next attempt succeeded on a level 4 restless skeleton.

Edited, Jun 19th 2020 6:57am by Iamkriil
Intimidation Change
# Nov 04 2012 at 3:47 PM Rating: Decent
Intimidation has once again been changed. Skill ups can once again be achieved in non-hostile zones such as the Bazaar or Lobby. I don't know if you can get the skill up using mercs but pets do work without being in /duel. I used a level 94 mage pet at 95, while in trader mode in the bazaar. The skill still takes forever to get up but at least it's not tied to combat.
# Jan 20 2011 at 7:47 PM Rating: Decent
6 posts

This is Senior GM Anuhadu, thank you for contacting Sony Online Entertainment. I have read through your petition, and I will be happy to clarify the matter. The skill is not broken, but the effort and luck needed to raise it up makes it the hardest skill to master. Additionally, even when it is at the maximum skill possible for a character's level up to its max value, the ability only has a chance to cause an NPC to run in fear. To be honest, it's not broken, but it is so limited in when it would be useful, that it is considered to be worthless by many.

In order to gain a skill up, the intimidate has to succeed on a mob that is close in levels to the character fighting it. Grey, green, light blue, and maybe dark blue (possibly the lower of end dark blue, as opposed to the dark blue one level lower) conning NPCs will not grant a chance at a skill up. In addition to the NPC requirement that it is a challenge to the player, the server will only check for the chance of a skill up on a successful Intimidate. As a successful check is based on the current skill versus an NPCs level, it's very possible to outpace the skill ups, thereby making further skill ups even tougher.

I cannot offer you advice on the matter, but I can lay out the options. If you wish to pursue raising the skill, it will need to be done against NPCs near your level. The higher the level the NPC is, the tougher it will be to scare them, especially if the skill is below the maximum value. The server checked for a chance at intimidate and determines the measure of success at the character's current level versus the NPC's level. For each point under the max, the challenge to surpass the requirements to scare an NPC raises, until the point of the rarity be something to the effect of rolling a natural 20 in D&D games; or hitting the max number possible in whatever /random over 100 or so.

I do not know if this skill will be removed or not, that is something that the Developers of the game will determine. Perhaps one day they will determine that it can be a viable skill and make changes to it, or as you mentioned, may even remove it from the game.

If there is anything else that we can help you with, or if you have any further questions, please feel free to let us know. Good luck to you and safe journeys.

# Feb 21 2011 at 8:13 PM Rating: Decent
41 posts
I loved ID. It makes me so sad that they made it useless. It bought me some time when soloing to get a few hits in, or bind wound a bit. I made a new monk on progression server and when I got the ID skill I set bound it to my left arrow so it would be mashed every time it popped up. For 3 whole levels I did not get a single skill-up. Why would they do that? It's terrible.
Sevlore Fisti`cuffs
100 Ashenhand
<Eye of Eternity>
Erolisi Marr
Skilling up
# Aug 14 2010 at 9:27 AM Rating: Decent
Well, it seems Sony has changed things for the worse with this skill. it was hard to skill up before, but now it is rediculously hard. It used to be that the guild hall tribute lady was a good target for this, and you could skill up in the hall without wasting buffs, so of course sony had to change that. We can't have anything easy like that now can we. Anyway, after a ton of button presses while hunting without a skill up, i petitioned thinking my skill was glitched. Sony was its usual helpfull self, saying to just keep on trying, it would skill up sooner or later. A guildie then pointed me to a good, safe place to work this up, though buffs will be wasted. There is a stonework at the zone line into the instanced zone of vxed in barundu, he is dark blue to a 63, and is far enough down that path that nothing walks through the area. It took over two hours to get 5 skill ups, but at least it is working. Hope you ffolks find this helpful.

Rogues do it from behind!
Kriminall Intent - 63 froglok rogue on tunare
Skilling up
# Jan 14 2011 at 2:09 PM Rating: Decent
6 posts
How do you get to that zone ?
Same here :(
# Nov 07 2008 at 2:00 PM Rating: Decent
Have NEVER seen a skill-up on this Skill.

Played one Rogue to lvl 45, tried on everything---nothing.

Playing Rogue, (currently 31), after many hours and clicks---Nothing.

PC's, NPC's, Pets, -- Never a Skill-up, let alone actually work.

Any point to this at all?---Or Sense/Disarm Traps too for that matter .
Never had it work or raise skill
# Aug 03 2008 at 3:36 PM Rating: Decent
I made a zerker 3 weeks ago and worked up to lvl 63 now.

I spent about 48 points into intimidation while in my 20s and used it from time to time on mobs, and not once has it skilled up at all.

To test this I went to the guild lobby and targeted a pet then a NPC and clicked for around a hour... nothing.. also tryed PoK NPCs and nothing..

Feel like I wasted not only my time but also my training points on a broken skill.

oh well, oh yea bribe dosnt work either
Do targets matter?
# Jun 07 2008 at 5:29 PM Rating: Decent
Currently upto 280 of 375 max. I had 1 skill up in the guild lobby while targeting someone's pet. I'm wondering if it can max that way, or do the targets need to be higher con as the skill gets higher?
Hate information
# Jun 06 2007 at 10:41 AM Rating: Default
I am curious if anyone has done any tests to see if this skill is effectinve at increasing hate.

This is purely after NPC's are immune to fear, but the hate is still applicable (much like the lowest level necro fear, as well as SK)

Just curious if I can add a lil more agro for free =p.
Don't Assume He's Correct...
# Sep 10 2005 at 9:07 AM Rating: Decent
The guide Brudish posted seems of questionable value. It is missing some information, and has some I am not certain is correct.
RE: Don't Assume He's Correct...
# Oct 01 2005 at 1:51 PM Rating: Default
Care to be specific instead of cryptic and argumentative?
skillup on anything
# Aug 17 2005 at 1:16 PM Rating: Good
4,596 posts
This skill is practiced by targeting ANY PC or NPC and hitting key

You can get skillups on anything targetable, including pets and even corpses
Nicroll 65 Assassin
Teltorid 52 Druid
Aude Sapere

Oh hell camp me all you want f**kers. I own this site and thus I own you. - Allakhazam
With absolute certainty.
# Jul 08 2005 at 4:06 PM Rating: Default
Alright, I come to post the definitive guide for Intimidation. I've heard many things about it in the past but with my direct experiences with it using it on my monk for well over 30 levels, I have the answers.

All of this information is from a monkly perspective.

First off, a quick explanation of how the skill works. None of the previous bull will be mentioned.

Skill ups can be gained on any targettable object. PCs, NPCs, chests, corpses, pets, whatever. I've never really done it on anything but NPCs while fighting so I can't say this first hand but it seems to be common knowledge.

Press the intimidate button while remaining in taunt range of the target (you can be meleeing something and still be too far away, just like taunt) and wait the 3-4 seconds or so for your guy to show off his mad skills to the mob. Technically, you need only be in taunt range when the skill finishes, but it makes things easier to just do it the entire time.

Once it finishes it will roll a check against your Intimidation skill. If it fails it will say "You're not scaring anyone." and the button will ungray after a second or so.

If you succeed the roll but the target resists the fear it will say "Target has resisted your Fear spell." in red but they may still take damage. On my monk that damage ranged from 1-10 in the beginning and in my 50's now I can occasionally hit over 20.

If you succeed and they don't resist the fear it will say "Target flees in terror" or whatever the fear message is and take a minor amount of damage. The target can get missed by the damage but still be feared. It seems to be flavor damage really.

You can begin to use it while they are still feared and if it successfully rolls and is unresisted again it will refear. I have kept mobs in a fear chain of up to 4 successes in a row and gotten them from 97% to 30% without taking damage. (Take THAT Equestrielle the Corrupted!)

If they are immune to fear it will say "Target is immune to fear." but they can still take damage from the skill. I still use it on these occasions because this is also a good way to skill it up without worry of trains.

I am 100% positive the damage taken after it goes off is from the skill and not from flying kick or something as I have been training Eagle Strike and had successful kicks go off showing "Target has been kicked for 5 points of damage."

Now, some helpful info on Intimidation that should all be accurate as of today.

1. You should automatically gain 1 point in it once you hit 20 so just make a hotkey and get ready to use it.

2. It is highly recommended that if you want it to work, you put about 30-40 points into it to get it jumpstarted, it helps a lot.

3. For the most part in the beginning you can practice it anywhere because you'll be failing 29 of 30 tries. It's best to use it only outdoors though when it starts working consistently because otherwise you've got massive trains to be dealing with in the tight dungeons. If you're grouped with a snarer and have the room to spare by all means use it though because it really cuts down on mob damage.

4. My Intimidation is somewhere in the higher 100's (Like 180 or so) and has a success rate of about 1 in 5 right now. It's highly reliable when soloing mobs in DS. With a virt and an enc haste I can solo there for the duration of my buffs and was doing so pre-potions. I'm sure with potions he can do it even more successfully.

5. Mobs move at whatever speed they normally move at when feared. Since most mobs can catch up to you when running directly away from them, they will appear to gain a boost of speed when feared and running away. Strafe running (running diagonally by holding forward and side and positioning your character so that he moves in the direction of your target) gives enough run speed to catch up to mobs like this. Jumping will also work.

6. Intimidating, feigning, and then standing up will keep the aggro cleared even when fear wears off. (I am not 100% sure of this, but I'm almost positive.)

7. Mobs do not always run directly away from you when you Intimidate but for the most part they will if pathing allows them to.

And there you go, those are the facts. Get this skill up because, like disarm, it's got some very handy uses in tight spots, soloing, and even grouping.

Edited, Sat Oct 1 15:10:36 2005
Intimidation is cool
# Mar 20 2004 at 1:48 AM Rating: Decent
Monsters also seem to run really fast when I use intimidate. Why can't they just stand there and crap their pants so I can run around and backstab? Geez...

# Nov 07 2003 at 3:26 PM Rating: Decent
I'm a lvl 20 Iksar monk on VZ.
Each time Intimidation has proc'd for me, I've seen a message showing the mob took some damage.
Relatively small but damage nonetheless.

I learned a hard lesson also..never use intimidation in a dungeon as the feared mob will on return bring friends or while feared it will run past other mobs who will come after you even tho the feared mob is still hauling *** around the dungeon. This happened to me in Kurn's.


Patch improved it
# Aug 29 2003 at 12:02 AM Rating: Default
Most recent patch improved the Intimidation. I have used it while attacking a mob and it proc'd while I was using flying kick. I have even used it while chasing a mob that was "feared" by me, and it proc'd again! It seems to have taken a start back to going up in skill level a bit better, since patch, mine has went up 30 points in 3hrs RT gaming. Now I'm @ 87 woo-woo!
Patch improved it
# Aug 29 2003 at 12:00 AM Rating: Default
Most recent patch improved the Intimidation. I have used it while attacking a mob and it proc'd while I was using flying kick. I have even used it while chasing a mob that was "feared" by me, and it proc'd again! It seems to have taken a start back to going up in skill level a bit better, since patch, mine has went up 30 points in 3hrs RT gaming. Now I'm @ 87 woo-woo!
Monk's Intimidation Skill
# Apr 28 2003 at 10:44 AM Rating: Decent
81 posts
Not all of this information comes from this source, but there is a lot of convoluted information out there and obviously not all of it is right.

Some sources say a monk's Intimidate depends also on their kick skill, others say the higher of kick or flying kick, still another says kick (or flying kick) only affect the chance to land the kick and how much damage it does.

Some sources say your special attacks have to be available for the skill to work. Some say your special attack is activated by the intimidation and has to hit to scare your opponent.

Another resource gives this breakdown:
A summary of the requirements for a successful ID

Your 'special attack' button is not greyed out when Intimidate 'kicks'.
The skillcheck for Intimidate succeeds.
A further skillcheck on Intimidate is done to attack the target. This is done as a 'kick' using the skill of Intimidate rather than your kick skill. This kick must connect.
If the target can only be hurt by magical means, you must be wearing magical boots.
The target must not resist the fear spell.

In my limited experience with this skill, here is what I know. It does NOT activate my special attacks (kick, round kick, flying kick, etc). the whole time I'm intimidating, my special attacks are waiting for me to activate them. At the end of the intimidate they are STILL ready to be used.

I have successfully intimidated several times (I said my experience is limited). In each case, I did not see any messages about trying to hit/kick/etc the target, nor any message about damage inflicted. (except from my punches of course)

Is it necessary for the attacks to be available at the beginning/end or a certain point in the intimidate animations? I don't know. Enough people say it is necessary that when I want it to work, I do not use my special attacks until the intimidation is finished (successful or not)

Does the intimidation inflict any damage? Not that I've ever seen. Even on a successful intimidation, I've seen no indication of damage being inflicted, nor any other evidence (other than the dancing of the animation) that it is making any attack.

If anyone has more definitive information in this matter, I would be happy to know with more certainty what I can do to improve my intimidate success rates.
# Feb 07 2003 at 10:57 AM Rating: Decent
As a 53 Monk who's skill COULD be better in this particular one, I've got some tips and/or explanation of the skill... Here goes...

Intimidation is the Ability to show any creature your fighting styles and moves to make them run away in terror..

(My Tips are for Monks only, not Rogues)

1)If your skill sucks, dont count on it working.

2)This skill will NOT Activate if any other of your combat skills are greyed out. (Because it has to use a Round Kick, and if you just used Eagle Strike (Or another move like that) then it can't activate) So for it to even work, all of your secondary combat skills must NOT Be greyed out.

3)Even if you manage to successfully pull off a Round Kick (Meaning that no secondary attacks were greyed out) then you still have that chance to miss the kick outright. As you level up, you will generally stop using Round Kick, so your skill will probably be fairly low, resulting in many missed kicks... If you find yourself using this skill often, and missing kicks, then I suggest sacrificing your Flying Kick (or other skill) in exchange for Round Kick for a little bit... it will raise..

4)Assuming you pull off the Round Kick, and actually HIT your target, they still have a chance to resist the Fear, leaving you right in their face for a few more seconds until you can click the skill again.

This skill is extremely useful for the soloing Monk in outdoor zones, there are so many ways that it can fail...Low Skill, Greyed Attacks, Missed Kick, Resisted Fear.. At any rate, when pulled off, it's very useful. I was able to take 3 HG's at a time with this skill :)

Gesthal Vecter
53 Monk

Edited, Fri Feb 7 10:29:45 2003
Fear kite
# Jan 13 2003 at 10:10 PM Rating: Decent
This is the way to fear kite as a rogue. You use a Balisk poison, then intimidate. As the mob runs from you slowed, you can attack, and backstab without taking damage yourself
RE: Fear kite
# Jan 24 2003 at 1:26 PM Rating: Good
1,262 posts
Even with Intimidation at 200 it still only works one in 5 attempts against dark blue cons. Not the most effective way to Fear Kite. Basilisk poisons are expensive. I suggest using a Serrated Bone Dirk or an Ankle Smasher. Both have a snare effect proc.

Also, your first backstab after a successful Intimidate will fail unless you let the Intimidation timer reset. So you lose 8 sec of backstab opportunity, initially.

Edited, Fri Jan 24 12:59:29 2003
# Jul 24 2002 at 11:52 PM Rating: Decent
im a lvl 22 ranger and how do u train in it and use instill doubt

Edited, Thu Jul 25 00:41:24 2002
# Dec 14 2002 at 5:42 PM Rating: Decent
Be careful practicing on NPCs. I did intimidation on Boomba, a Freeport Vendor, and it worked too well. Boomba went running and the guards came at me with a real bad attitude.
# Dec 13 2002 at 2:59 PM Rating: Decent
news flash bro rangers dont get the skill intimidation, or ID, (used to be called instill doubt, but not n e more:)
# Aug 21 2002 at 1:24 AM Rating: Good
63 posts
Also note:
A) it takes a moment to work, so it effectivly has a casting time without the bar.
B) you also have to sucessfully kick the mob to have it work- you can miss. (this doesnt mean you cant intimidate things hit only by magic weapons- in fact this skill has bought me time to equip my lower magic item than my grimling picks when i encounter those mobs)
C) you dont have to actually hit the mob or be in range for your skill to go up, so practice on everything- guards, PCs, boats, etc
# Aug 19 2002 at 11:38 AM Rating: Decent
1,262 posts
I am a 44 rogue. I use ID frequently. The best way to train it is to take a boat ride.

You can target the boat by clicking on the deck wtih you mouse pointer. Then keep hitting the Instill Doubt (or Intimidation) key repeatedly. You cannot actually fear the boat but you will get skill ups. Below 30 pts and the skill ups will come hard. After that they are fairly regular until you get over 150ish. Then they are rare again. You can also practice on corpses - even PC corpses will do. My ID skill is 191 now.

Once your ID skill gets over 100 you will find that attempts work about 1 in 5. By 150 they were working about 1 in 3 for me. Still do at 191. The level of the mob compared to you can make a difference. Also, the mobs magic resistance seems to play a part. Blues are easier to fear. Yellows and Reds much harder.

To use the skill all you have to do is target the mob and hit the ID key. After about 6 seconds your character will make a kick attack. If the attack hits the mob then makes a resist check. If it fails the mob runs away at best speed it can for about 30 seconds. The ID key timer is tied to any special attack keys you may have (like Backstab for rogues). So, if your special attack has not recycled by the time the kick attack takes place you will automatically fail the ID attempt. You can attempt ID during normal melee. Only the special attack key needs to recycle. With careful timing you can alternate between special attacks and ID attempts.

Warning: I dont recommend using ID indoors. All it will do is call trains. Although it might buy a few precious seconds for that Lesser Succor from your party's druid or wizard.

Edited, Mon Aug 19 12:28:37 2002
# Aug 13 2002 at 10:36 AM Rating: Decent
This skill is practiced by targeting ANY PC or NPC and hitting key. It is actually a fear spell. It advances fairly slowly so don't get discouraged. Be careful, if it works, the mob will take off running....even if you didn't "mean" for it to work at that time.
Instill Doudt
# Feb 25 2002 at 10:29 AM Rating: Default

Edited, Sat Mar 23 00:37:41 2002
Post Comment

Free account required to post

You must log in or create an account to post messages.