Leadership
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[[Hawkmen]]: [[Katar]] | [[Hawkmen]]: [[Katar]] | ||
[[Justicars of Tyr]]: [[Strom Thromgald]] | [[Justicars of Tyr]]: [[Strom Thromgald]] | ||
- | [[Knights of the Round Table]]: [[Sir Lancelot]] | + | [[Knights of the Round Table]]: [[Sir Lancelot]] - trains to 270 |
[[Ringwielders]]: [[Merethus]] | [[Ringwielders]]: [[Merethus]] | ||
[[Verynvelyrae]]: [[Sirinil]] | [[Verynvelyrae]]: [[Sirinil]] |
Revision as of 14:56, 4 January 2013
Class: Social Skills Attribute: Charisma Pedagogy: Procedural
The ability to direct and inspire the actions of others. This skill is the primary factor determining how many followers you can keep, and affects experienced gained from followers' actions. In addition, if the leader of an adventuring company has the leadership skill, this provides a bonus to the experience members of the company gain through it while the leader is incarnate.
See Also: followers, keep, Ownership
- Notes
Trainers: Devonshire: Thalask Wandering: Damon Mycenae: Kyros Shadowmyrk: Orchestrating Force Sseraka: Sscantha Association required: Brotherhood of Wine and Song: Danilo Thann Guild required: Coven: Halea Elflords: Celeborn Hawkmen: Katar Justicars of Tyr: Strom Thromgald Knights of the Round Table: Sir Lancelot - trains to 270 Ringwielders: Merethus Verynvelyrae: Sirinil Quest required Corna Quests: Marshall Osaka