1. Notes

Charisma Levels

Charisma


War Leader -

Level 5

You've grown into quite the little leader haven't you? You are now able to lead people more effectively than before, your allies showing up differently than others. While in battle, your allies will be shown in yellow, neutrals in yellow, and enemies in red.

Grants Ability - Captain's Eye [Highlights Allies, Neutrals, and Enemies]

Level 10

You have become adept at leading those around you, the ones you lead tend to do more damage to the enemies around them as well as being more accurate.

You have become an Initiate in War Leader.

Grants Ability - War Master [Allies within your war party deal more damage with melee weapons, ranged users are more accurate]

Level 15

You're quite the upcoming leader, you've gained the ability to bolster your troops in the middle of battle- bringing even the most worn out soldiers back from the brink of exhaustion.

Grants Ability - Bolstering Act [Use a large portion of your own stamina to bolster all nearby allies to full Stamina and remove all exhaustion of lacking sleep.]

Cost: 10% Stamina Per Person, Maximum 80% (Continues with full effect)

Level 20

You've become someone fit to lead a true Militia as its Captain. You are now able to bolster morale of individuals that catch sight of you on the battlefield, slaying enemies can increase this effect.

Grants Ability - Frontline General [While you are uninjured and fighting, anyone under your command is unable to flee from a fight unless told to. Killing enemies will make your own soldiers fight harder]

Diplomacy -

Level 5

You've gained basic knowledge of the basics of diplomacy, You know that when you make a mistake or overstep, sometimes the best course of action is to apologize, even if its not always your fault to calm down those who are aggressive, so that meaningful negotiations can occur.

Grants Ability - Respectful [Apologies Have More of an Effect]

Level 10

You have become adept at Diplomacy, You're capable of stopping petty brawls at bars and keeping your friends and neutrals from tearing each others throats out from rivalies.

You have become an Initiate in Diplomacy.

Grants Ability - Peacekeeper [You are more capable of stopping fights with words, and the occasional standing in the way.]

Level 15

You're quite a skilled Diplomat. Diplomacy often requires talking to alot of people. Some of which who hate each others guts. Words can help prevent a fatal outcome and lessen the results of battle of misunderstanding or sins of man.

Grants Ability - Calming Rivalry [Allies of you that fight each other do 25% less damage to each other. As long as you're in the area.]

Level 20

You've become someone Capable of speaking with very Rowdy people and Prideful Nobles. You've had to endure and listen to their words, and so you've gained the ability to ensure your own can have influence. Careful and Calculated words can lead to an undesirable outcome turning to a desirable one.

Grants Ability - S'all Good Man [You are more capable of convincing others of doing things you want, and avoiding doing things you dislike.]

Trade -

Level 5

You've learned how to overhear price differences in different location, and discussion between more skilled merchants in a way to benefit yourself, After all. If you arent the best trader yet, its a good idea to learn from the best. Even if they aren't aware.

Grants Ability - Rich Rumors [Trade Rumors that are correct grant 10% more Profit or have 10% less cost]

Level 10

You have become a decent trader, So you know how to Ensure you're getting the better deal, not the worse. If you're being asked to overpay, even by a bit. You have the tendency to catch on.

You have become an Initiate in Trade.

Grants Ability - Tradeful Wisdom [Shop Overpayments on items are Reduced by 5%]

Level 15

You've become quite a skilled trader now. You're capable of telling others about the quality and value of your Product. (Even if its not true). To the point people will pay for the name alone once you become popular.

Grants Ability - Convincing Consumers  [Base Sale Price Acceptable increased by 5% of products under 10,000 coins]

Level 20

You've become someone who's capable of starting up their own shop quite well. You'll find that Customers will spread the word of above average or higher quality items you sell more often. However the same happens for below average quality, as they'll openly diss your product to everyone they know.

Grants Ability - Free Advertising [People spread the word of things you sell more often, both good or bad.]

Coercion -

Level 5

You're decent at Coercion now. When the odds aren't in the enemies favor, It saves you a bit of bloodshed to tell them to run off.

Grants Ability - Common Sensed Combat [If an enemy is severely outnumbered, or outpowered by you. It is much easier to convince them to retreat.]

Level 10

You're improving at Coercion, For those who hold little loyalty, and are triumphed over. Its a simple parlor trick to get them on your payroll. As long as they hold no real reasons for fighting that is.

You have become an Initiate in Coercion.

Grants Ability - Pre Enlistment Training [You can now hire bandits/outlaws after combat with them (If they're still alive)]

Level 15

You've learned ways to convince others to stand with you, rather than against. For those who lack motive or loyalties to their previous employer. You may be a better ally than the Previous Ones. And your skills make it easier to grant them motives to stand with you instead.

Grants Ability - Change of Plans  [You can convince enemies that arent monsters to change sides and fight with you instead of against easier now.]

Level 20

You've become quite the speaker. And through all this. You've learned there's some things more important than skill, Gathering Intel is a very useful strategy, and could lead to a hopeless discussion turning into an easy conversion from foe to friend. Putting it together with all the right wording makes it a breeze.

Grants Ability - Prepared Plot [Intel gathered about coercion target/coercion targets boss is more effective at convincing now]

Administration -

Level 5

Its likely nobody else in the area was better for the job if you were hired. But you've certainly proved that sentiment quite true by how decent you are. Morale seems to be quite well around you in general.

Grants Ability - Reliable Hands [Morale is Increased for people who work for you, who are nearby to you]

Level 10

Through leading. You've gotten good at snuffing out corruption or those who'd undermine you. You've found that sometimes communication is key to root out bad elements.

You have become an Initiate in Administration.

Grants Ability - Emergency Meeting [Once a Week, you can call a meeting to Improve Stability by 50% for a day, and Potentially have a chance to discover criminals or corrupt individuals in your wake.]

Level 15

You've learned ways to Ensure places you lead stand the test of time. Outside threats shall face the same as inside threats. They shall be vanquished.

Grants Ability - The Ground fell before the Village Did  [As long as you're still alive and in the area. Structures under your control will never Surrender or be Captured until you leave or perish.]

Level 20

You've learned how to properly lead now. You can be considered an effective mayor at this point. Capable of overseeing quite a few people. However one person can only do so much. You've learned to divide up work, and ensure those who work for you see major progress and improvement.

Grants Ability - Guiding Hand [Colonists, Civilians, and Adventurers who are either in a party with you, or work for places you control level up 2x as fast. 4x for skills you're already above them in level for.]

Instruments (Woodwinds, Stringed Instruments, Percussion) -

Level 5

You've become somewhat familiar with the basics of Instruments, You know how to play all the right notes and avoid the wrong ones. Mistakes are less common with your growing experience.

Grants Ability - Practice Makes Perfect [You are less likely to make mistakes while playing instruments.]

Level 10

Through playing instruments often, You've discovered that it can be calming to others at times. You're nowhere near capable of calming someone about to kill you, but aggravated people might stop to listen.

You have become an Initiate in Instruments.

Grants Ability - Bardic Origins [Playing music will now calm others slightly.]

Level 15

As your skills grow, so too does your knowledge. Learning songs is much quicker, now that you're more adept at playing Instruments.

Grants Ability - Playlist  [You now learn Songs 25% Faster if they don't include vocals (Unless you're at least level 15 at singing)]

Level 20

You've learned how to properly play Instruments now. To the point of which you're worth tossing money at for your work. Just be sure to keep the people you're playing for entertained and money will roll.

Grants Ability - Coin For A Song? [Get 5% more in tips when playing with a Tip Jar.]

Singing -

Level 5

You've become somewhat familiar with the basics of Singing,

Grants Ability - Practice Makes Perfect [You are less likely to make mistakes while Singing]

Level 10

Through singing often, You've discovered that it can be calming to others at times. You're nowhere near capable of calming someone about to kill you, but aggravated people might stop to listen.

You have become an Initiate in Singing.

Grants Ability - Vocalist Origins [Singing will now calm others slightly.]

Level 15

As your skills grow, so too does your knowledge. Learning songs is much quicker, now that you're more adept at singing

Grants Ability - Playlist  [You now learn Songs 25% Faster if they're vocal only (Unless you're at least level 15 at Instruments)]

Level 20

You've learned how to properly Sing now. To the point of which you're worth tossing money at for your work. Just be sure to keep the people you're playing for entertained and money will roll.

Grants Ability - Coin For A Song? [Get 5% more in tips when Singing with a Tip Jar.]

Dancing -

Level 5

You are familiar with the basics of dancing, knowing how to perform some moves without falling on your face.

Grants Ability - Farewell Mother Nexia [You are better at dancing, you gain +2 to Dodge]

Level 10

You've become well aware of the basics of dancing, and now understand enough to impress a peasant or two.

You have become an Initiate in Dancing.

Grants Ability - Pushin' The Speed of Dance [You have a higher chance of impressing individuals with dancing. +3 to Diplomacy]

Level 15

You have become well aware of the intricacies of The Dance, you are well aware of your surroundings while dancing and moving around.

Grants Ability - Dawson's Dance [You gain +5 to Self-Awareness]

Level 20

You've become quite good at dancing, and are now able to use it in other less direct ways.

Grants Ability - Blade Dancer [You are now able to use your skills in combat, while moving as if you were dancing, you gain +10 Dodge and +5 to your weapon of choice as a temporary Bonus]

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