Influence makes the wearer's spells or melee more or less effective.
Negative influence is bad, and positive influence is good. Influence
affects only the damage and healing done by the wearer's spells and
skills, and does not affect the duration, saving throws, combat lag, or
any other effects. The amount of damage and healing modification is
based on the skill or spell's base damage and healing.
Wearing equipment with influence stats does not affect the damage
received from an opponent's skills and spells.
INF_MAGE affects the damage done by any mage spells cast by the wearer.
INF_CLERIC affects the damage and healing done by any cleric spells cast
by the wearer.
INF_SPELLS affects the damage and healing done by all spells cast by the
wearer. This is effectively the same as the combination of INF_MAGE and
INF_MELEE affects the chance for an increased number of melee attacks,
backstab attempts, and critical hits in combat. Every 1 point of INF_MELEE
increases the chance for the combatant's second melee or backstab attack,
and the third melee attack. Every 2 points of INF_MELEE increases the
chance for the combatant's third backstab attack. Every 1 point of
INF_MELEE slightly increases the chance of a critical melee or backstab
hit. Note that this stat does not permit classes to get more attacks than
they normally would, i.e. a warrior cannot get three backstab attempts by
wearing INF_MELEE, nor can a non-warrior get three melee attempts with
their primary weapon.