Traits
An overview of all race, class and select-able traits and their effects
INTRODUCTION
Note that there is currently a rework of the traits in progress, the preliminary notes of which can be found [here]. These are not final and will most likely be iterated upon. Everything within is based on the currently playable version of traits and therefore subject to change.
As part of creating your character, you will be asked to choose four traits. Some traits are also tied to your race and class. The grand majority of these traits are merely for convenience, with a few having some value throughout the game. Pick whichever you prefer at the end of the day, for the reasons you prefer. Think of them as a way to add role-playing flavour to your character, adding to their backstory and what they were good at before becoming an adventurer.
RACIAL COMBAT TRAITS
Deep Dwarf
Deep Dwarf Resistances
Deep Elf
Deep Elf Resistances
Deep Elf Resistances
Passive: +5 Corruption/Holy Resistance
Deep Gnome
Deep Gnome Resistances
Deep Gnome Resistances
Passive: +5 Corruption/Holy Resistance
Dwarf
Stone Form, Dwarf Resistances
Stone Form
Active: Turn to stone, removing all harmful Disease, Electricity, and Poison effects and increasing your resistance to them, reducing your Physical Damage received by 10%, and increasing your Armor Class by 25% for 15 seconds.
Dwarf Resistances
Passive: +5 Cold/Magic Resistance
Gnome
Slippery, Gnome Resistances
Slippery
Passive: Your resistance to Root and Snare effects is increased by 15%. Active: Become slippery, removing all Root and Snare effects and granting you immunity to them for 15 seconds.
Gnome Resistances
Passive: +5 Electric/Poison Resistance
Goblin
Bribe, Goblin Resistances
Bribe
Active: Bribe your target, causing them to forget past wrongdoings.
Goblin Resistances
Passive: +5 Disease/Poison Resistance
Halfing
Forage, Sneak, Increased Consumption Rate, Halfling Resistances
Forage
Active: Search your surroundings, attempting to gather food, drink and other supplies.
Sneak
Active: Walk silently, rendering you undetectable to targets while behind them.
Increased Consumption Rate
Passive: You consume food 50% faster.
Halfling Resistances
Passive: +5 Corruption/Disease Resistance
High Elf
High Elf Resistances
Human
Tenacity, Human Resistances
Tenacity
Passive: Your resistance to Incapacitate effects is increased by 15%. Active: Become tenacious, removing all Incapacitate effects and granting you immunity to them for 15 seconds.
Human Resistances
Passive +5 Corruption/Holy Resistance
Lizardman
Lizardman Resistances
Ogre
Ogre Smash, Increased Consumption Rate, Ogre Resistances
Ogre Smash
Active: Forcefully smash nearby targets, stunning them for 2 seconds.
Increased Consumption Rage
Passive: You consume food 50% faster.
Ogre Resistances
Passive: +5 Cold/Magic Resistance
Troll
Troll Resistances
Wood Elf
Hide, Forage, Wood Elf Resistances
Hide
Active: Slip into the shadows, rendering you unseen by the living. This ability is removed by movement and actions.
Forage
Active: Search your surroundings, attempting to gather food, drink and other supplies.
Wood Elf Resistances
Passive: +5 Electricity/Fire Resistance
CLASS TRAITS
Archer
High Ground – Passive: Your damage dealt with a bow is increased when above your target.
Cleric
Blessed – Passive: You receive occasional blessings from your faith.
Druid
Forage – Active: Search your surroundings, attempting to gather food, drink and other supplies.
Enchanter
Enchanting Bonus – Passive: Your Enchanting skill is increased by 10.
Fighter
Berserker Rage – Passive: You enter a berserker rage at low health.
Ranger
Forage – Active: Search your surroundings, attempting to gather food, drink and other supplies.
Shaman
Alchemy Bonus – Passive: Your Alchemy skill is increased by 10.
MAJOR COMBAT TRAITS
Agile
Available to: All
Passive: Your Agility is increased by 5%.
Active: Increases your Agility by 50% for 15 seconds.
Charismatic
Available to: All
Passive: Your Charisma is increased by 5%.
Active: Become charismatic, increasing your Charisma by 50% for 15 seconds.
Cold Resistant
Available to: All
Passive: Your base Cold Resistance is increased by 10. Your total Cold Resistance is increased by 15%.
Active: Become immune to cold, removing all stacked Cold effects and greatly increasing your resistance to them for 15 seconds.
Corruption Resistant
Available to: All
Passive: Your base Corruption resistance is increased by 10. Your total Corruption Resistance is increased by 15%.
Active: Become immune to corruption, removing all harmful Corruption effects and greatly increasing your resistance to them for 15 seconds.
Dexterous
Available to: All
Passive: Your Dexterity is increased by 5%.
Active: Become dexterous, increasing your Dexterity by 50% for 12 seconds.
Disease Resistant
Available to: All
Passive: Your base Disease Resistance is increased by 10. Your total Disease Resistance is increased by 15%.
Active: Become resistant to disease, removing all harmful disease effects and greatly increasing your resistance to them for 15 seconds.
Electric Resistant
Available to: All
Passive: Your base Electric Resistance is increased by 10. Your total Electric Resistance is increased by 15%.
Active: Become resistant to electricity, removing all harmful Electric effects and greatly increasing your resistance to them for 15 seconds.
Fire Resistant
Available to: All
Passive: Your base Fire Resistance is increased by 10. Your total Fire Resistance is increased by 15%.
Active: Become immune to fire, removing all harmful Fire effects and greatly increasing your resistance to them for 15 seconds.
Holy Resistant
Available to: All
Passive: Your base Holy Resistance is increased by 10. Your total Holy Resistance is increased by 15%.
Active: Become resistant to holiness, removing all harmful Holy effects and greatly increasing your resistance to them for 15 seconds.
Intelligent
Available to: All
Passive: Your Intelligence is increased by 5%.
Active: Become intelligent, increasing your Intelligence by 50% for 15 seconds.
Magic Resistant
Available to: All
Passive: Your base Magic Resistance is increased by 10. Your total Magic Resistance is increased by 15%.
Active: Become resistant to magic, removing all harmful Magic effects and greatly increasing your resistance to them for 15 seconds.
Poison Resistant
Available to: All
Passive: Your base Poison Resistance is increased by 10. Your total Poison Resistance is increased by 15%.
Active: Become immune to poison, removing all harmful Poison effects and greatly increasing your resistance to them for 15 seconds.
Strong
Available to: All
Passive: Your Strength is increased by 5%.
Active: Increasing your Strength by 50% for 15 seconds.
Tough
Available to: All
Passive: Your Stamina is increased by 5%.
Active: Become tough, increasing your Stamina by 50% for 15 seconds.
Wise
Available to: All
Passive: Your base Wisdom is increased by 5%.
Active: Become wise, increasing your Wisdom by 50% for 15 seconds.
MINOR COMBAT TRAITS
Abjurer
Available to: Beastmaster, Druid, Elementalist, Enchanter, Inquisitor, Necromancer, Ranger, Shadow Knight, Shaman, Spellblade, Wizard
Your Abjuration skill starts at 10. Your Abjuration skill increases 25% faster.
Alterer
Available to: Beastmaster, Cleric, Druid, Elementalist, Enchanter, Inquisitor, Necromancer, Ranger, Shadow Knight, Shaman, Spellblade, Wizard
Your Alteration skill starts at 10. Your Alteration skill increases 25% faster.
Bludgeoner
Available to: Beastmaster, Cleric, Druid, Elementalist, Enchanter, Fighter, Monk, Paladin, Rogue, Shaman, Spellblade, Wizard
Your Bludgeoning skill starts at 5. Your Bludgeoning skill increases 25% faster.
You start with a Trainee’s Staff instead of your default starter weapon.
Bowman
Avaialble to: Archer, Beastmaster, Fighter, Inquisitor, Paladin, Rogue, Shadow Knight, Spellblade
Your Archery skill starts at 5. Your Archery skill increases 25% faster.
You start with a Trainee’s Longbow, a Trainee’s Hit Quiver and 1000x Trainee’s Arrow.
Brawler
Available to: Monk
Your Dual Wield skill starts at 20. Your Dual Wield skill increases 25% faster.
Channeler
Available to: Beastmaster, Druid, Elementalist, Enchanter, Inquisitor, Ranger, Shadow Knight, Spellblade, Wizard
Your Channeling skill starts at 10. Your Channeling skill increases 25% faster.
Conjurer
Available to: Beastmaster, Druid, Elementalist, Enchanter, Inquisitor, Ranger, Shadow Knight, Spellblade, Wizard
Your Conjuration skill starts at 10. Your Conjuration skill increases 25% faster.
Cutthroat
Available to: Archer, Bard, Beastmaster, Fighter, Inquisitor, Ranger, Rogue, Shadow Knight, Shaman
Your Piercing skill starts at 5. Your Piercing skill increases 25% faster.
You start with a Trainee’s Dirk instead of your default starter weapon.
Defender
Available to: All
Your Defense skill starts at 5. Your Defense skill increases 25% faster.
Diviner
Available to: Beastmaster, Druid, Elementalist, Enchanter, Inquisitor, Necromancer, Ranger, Shadow Knight, Shaman, Spellblade, Wizard
Your Diviniation skill starts at 10. Your Divination skill increases 25% faster.
Evoker
Available to: Beastmaster, Druid, Elementalist, Enchanter, Inquisitor, Necromancer, Ranger, Shadow Knight, Shaman, Spellblade, Wizard
Your Evocation skill starts at 10. Your Evoker skills increase 25% faster.
Knife Thrower
Available to: Archer, Beastmaster, Fighter, Monk, Ranger, Rogue, Spellblade
Your Throwing skill starts at 5. Your Throwing skill increases 25% faster.
You start with Trainee’s Throwing Dagger x1000.
Shieldman
Available to: Cleric, Druid, Fighter, Inquisitor, Paladin, Ranger, Shadow Knight, Shaman, Spellblade
Your Block skill starts at 5. Your Block skill increases 25% faster.
You start with a Trainee’s Buckler.
Swordsman
Available to: Bard, Beastmaster, Druid, Fighter, Inquisitor, Paladin, Ranger, Shadow Knight, Spellblade, Wizard
Your Slashing skill starts at 5. Your Slashing skill increases 25% faster.
You start with a Trainee’s Scimitar instead of your default starter weapon.
Virtuoso
Available to: Bard
Your Brass, Percussion, String and Woodwind skills starts at 25. Your Brass, Percussion, Strings, and Woodwind skills increase 25% faster.
You start with a Trainee’s Recorder.
Vocalist
Available to: Bard
Your Singing skill starts at 50. Your Singing skill increases 50% faster.
Warrior
Available to: Any
Your Offense skill starts at 5. Your Offensive skill increases 25% faster.
MAJOR NON-COMBAT TRAITS
Fast Metabolism
Available to: All
Your Endurance is increased by 25% but you consume food 25% faster.
Forage
Available to: All
Active: Search your surroundings, attempting to gather food, drink and other supplies.
Infravision
Available to: Dwarf, Gnome, Goblin, Halfling, High Elf, Ogre, Troll, Wood Elf
Your vision in darkness is enhanced.
Iron Lungs
Available to: All
Your underwater air capacity is increased by 200%, but your Endurance is decreased by 25%.
Master Artisan
Available to: All
Your Blacksmithing, Jewelcrafting, Leatherworking, Pottery, Tailoring, and Woodworking skills increase 5% faster.
Readiness
Available to: Cleric, Druid, Elementalist, Enchanter, Necromancer, Shaman, Wizard
You start with an available Cantrip slot, which can be assigned to a memorized spell to retain it after death.
Slow Metabolism
Available to: All
You consume food 25% slower, but your endurance is decreased by 25%
Ultravision
Avaialble to: Deep Dwarf, Deep Elf, Deep Gnome
Your vision in darkness is greatly enhanced, but it is reduced in bright light.
MINOR NON-COMBAT TRAITS
Alchemist
Available to: All
Your Alchemy skill starts at 25. Alchemy skill increases 5% faster.
You start with a Trainee’s Mortar & Pestle.
Blacksmith
Available to: All
Your Blacksmithing skill starts at 25. Your Blacksmithing skill increases 5% faster.
You also start with Trainee’s Smithing Hammer.
Bookworm
Available to: Cleric, Druid, Elementalist, Enchanter, Inquisitor, Necromancer, Paladin, Ranger, Shadow Knight, Shaman, Spellblade, Wizard
You start with an additional Trainee’s Spellbook.
Brewmaster
Available to: All
Your Brewing skill starts at 25. Your Brewing skill increases 5% faster.
Carpenter
Available to: All
Your Carpentry skill starts at 25. Your Carpentry skill increases 5% faster.
You start with a Trainee’s Construction Hammer.
Chef
Available to: All
Your Cooking skill starts at 25. Your Cooking skill increases 5% faster.
You start with a Trainee’s Cleaver.
Disenchanter
Available to: All
Your Disenchanting skill starts at 25. Your Disenchanting skill increases 5% faster.
You start with a Trainee’s Disenchanting Cube.
Enchanter
Available to: All
Your Enchanting skill starts at 25. Your Enchanting skill increases 5% faster.
You also start with a Trainee’s Tome of Enchantment.
Fisherman
Available to: All
Your Fishing skill starts at 25. Your Fishing skill increases 25% faster.
You start with a Trainee’s Fishing Pole and Trainee’s Fishing Grub x20.
Fletcher
Available to: All
Your Fletching skill starts at 25. Your Fletching skill increases 5% faster.
You now also start with a Trainee’s Fletching Kit.
Herbalist
Available to: All
Your Herbalism skill starts at 25. Your Herbalism increases 5% faster.
You start with a Trainee’s Sickle and a Trainee’s Herb Pouch.
Jewelcrafter
Available to: All
Your Jewelcrafting skill starts at 25. Your Jewelcrafting skill increases 5% faster.
You start with a Trainee’s Jewelcrafting Kit.
Leatherworker
Available to: All
Your Leatherworking skill starts at 25. Your Leatherworking skill increases 5% faster.
You start with a Trainee’s Leatherworking Kit.
Lumberjack
Available to: All
Your Lumberjacking skill starts at 25. Your Lumberjacking skill increases 5% faster.
You start with a Trainee’s Lumberjack Axe and a Trainee’s Lumberjack Pouch.
Medic
Available to: All
Your Bind Wound skill starts at 25 and your Survival skill starts at 5. Your Bind Wound skill increases 25% faster.
You start with a Trainee’s Survival Satchel and Trainee’s Cloth Bandages x20.
Merchant
Available to: All
Your Commerce skill starts at 25. Your Commerce skill increases 25% faster.
Miner
Available to: All
Your Mining skill starts at 25. Your Mining skill increases 5% faster.
You start with a Trainee’s Mining Pick and a Trainee’s Mining Pouch.
Poison Maker
Available to: Rogue
Your Poison Making skill starts at 25. Your Poison Making skills increase 25% faster.
You start with a Trainee’s Poison Making Kit.
Smelter
Available to: All
Your Smelting skill starts at 25. Your Smelting skill increases 5% faster.
Stonecutter
Available to: All
Your Stonecutting skill starts at 25 and increases 5% faster.
You start with a Trainee’s Hammer & Chisel.
Stonemason
Available to: All
Your Masonry skill starts at 25 and increases 5% faster.
You start with a Trainee’s Hammer & Chisel.
Survivalist
Available to: All
Your Survival skill starts at 25. Your Survival skill increases 5% faster.
You start with a Trainee’s Survival Satchel.
Swimmer
Available to: All
Your Swimming skill starts at 25. Your Swimming skill increases 25% faster.
Tailor
Available to: All
Your Tailoring skill starts at 25. Your Tailoring skill increases 25% faster.
You start with a Trainee’s Tailoring Kit.
Tavern Regular
Available to: All
Your Alcohol Tolerance skill starts at 25. Your Alcohol Tolerance skill increases 25% faster.
Tinkerer
Available to: All
Your Tinkering skill starts at 25. Your Tinkering skill increases 5% faster.
You start with a Trainee’s Tinkering Toolkit.
Tracker
Available to: Bard, Druid, Ranger
Your Tracking skill starts at 25 and increases 25% faster.
Woodworker
Available to: All
Your Woodworking skill starts at 25. Your Woodworking skill increases 5% faster.
