These qualities are used in most storylet requirements and challenges. Most advanced stories have a minimum quality level for one or more of these qualities.
Some branches test one of these qualities. If you succeed the challenge, you will normally get a few Change Points in that quality, plus some other reward. If you fail, you still gain some points in that quality (though normally fewer than if you won), and possibly other results.
Once you gain enough Change Points, the level of the quality will increase. You need 1 Change Point (CP) to get to level 1; 2 more CP to get to level 2; 3 more CP to get to level 3; etc. See Gameplay for a summary of how much you gain for challenges.
A handful of special items let you try a challenge again at no penalty. There are 2-3 items that give a second chance for each quality as noted here:
|Dangerous||Hard-Earned Lesson, Surprise Attack|
|Persuasive||Token of Admiration, a Confident Smile, a Twincandle|
|Shadowy||Hastily Scrawled Warning Note, an Anticandle|
|Watchful||Sudden Insight, a Listening Candle|
If you fail and chose to use a second chance, you get the following message:
…but you used up a <second chance item> to get a second chance!
At higher levels (generally around ~33 in a given quality), whenever you fail in a challenge you will get a small increase to one of the major Menaces. They are associated as follows:
You get the following message when that happens:
Now you're reaching higher levels, failures at <Quality> challenges will often increase your <Menace>. There are many ways to reduce <Menace>, including a social action when it rises high enough.