Traits
Traits are permanent buffs or debuffs that modify a companion's [Attributes] in combat and in the world. Multiple traits can be selected at the start of the game and are automatically accumulated over the course of the game through combat interactions and [Confessions].
Allergic
Doubles the effects of a [Sting] injury.
Altruistic
Increases the chance of recruiting a nearby prisoner.
Ascetic
Consume 1 less Food.
Beastmaster
Can control animals in combat.
Bloodthirsty
Critical Hit increased by 3%.
Brave
Strength and Dexterity are increased by 5% when outnumbered at the beginning of a battle.
Brawny
Constitution increased by 5%.
Carnivorous
Must consume meat or fish at every meal to be satisfied.
Clever
Earn 5% more experience.
Club-footed
Movement reduced by 1.
Confident
Willpower increased by 2.
Cooperative
Damage increased by 10% if next to an ally in combat.
Delicate
Small chance of getting indigestion and falling ill.
Drunkard
Must consume alcohol with every meal to be happy.
Duelist
Critical Hit and Critical Damage increased by 5% when a one-handed weapon is equipped.
Eagle-eyed
Precision increased by 10%.
Eyes in the back of their head
Cannot be hit by allied arrows.
Giant
Strength and Dexterity are increased by 5% when a two-handed weapon is equipped.
Glorious
Chance to generate 1 Valour Point at the end of their turn.
Glutton
Will eat +1 [Food] a day.
Grumpy
Increases the risk of not getting along with their peers.
Immovable
Immune to [Terror].
Instinctive
Immune to [Terror].
Lively
Strength and Dexterity are increased by 5% when a one-handed weapon is equipped.
Loafer
Carrying Capacity reduced by 3
Maniac
Willpower reduced by 5 until their equipment is repaired.
Natural Born Leader
Troop's Maximum Valour Points increased by 1.
Nimble
Dexterity increased by 5%.
Opportunistic
Damage from [Attacks of Opportunity] increased by 5%.
Pickpocket
Costs +3 in wages.
Quick
Movement is increased by 1.
Raised by Boards
Willpower increased by 3 as long as they are next to a boar in the camp.
Resilient
5% chance of resisting poison, bleeding, and burning.
Risk Bonus
Wages increased by 30%.
Shield Connoisseur
5% additional [Guard] when holding a shield.
Sociable
Make friends more quickly.
Snorer
Increases the risk of not getting along with nearby colleagues during a Rest.
Strong
Strength increased by 5%.
Superstitious
Willpower reduced by 5 in the Tomb of the Ancients.
Tormentor
Critical Hit and Critical Damage increased by 5% when a two-handed weapon is equipped.
Tough
Has a chance to not suffer [Injuries] in combat.
Tyrannical
Willpower increased by 2 as long as there are prisoners in the troop.
Valiant
If the group starts a battle with less than 2 Valour Points, grants up to 2.
Volunteer
Wages reduced by half.