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.

All 3 in Resources

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