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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.