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Avendar

Trait

During character creation you will be given five training points to spend on different traits. These points are lost when you finish creating your character, so we encourage to spending all of them. Some classes or lineages will receive certain traits automatically; this is noted below.

Type Name Cost Function Free for
background aristocrat 2 At level 10 and every year thereafter, you will be granted a small stipend or inheritance.
background forger 1 You may forge the "from" line on notes you send. watcher
background weapon maintenance 1 You can repair weapons when they are damaged. all warriors
background streetwise 2 +10% resistance to the skills: peek, plant, steal, waylay, and garrote.
background Loremaster 1 May use the Lore command to gain extra knowledge about rare items and places.
background thieves cant 1 You know a silent sign language. thief
background mortician 1 Improved chance to trophy a corpse without damaging it. void scholar
background god touched 3 Varies; see individual god touch entries for full information.
general brave 2 +15% chance to provoke, rescue, and distract; +20% fear resistance fighter
general cowardly 1 +50% flee chance, +10% cower chance, higher wimpy floor thief
general cynic 2 +50% feint resist; immunity to mimic and ventriloquate
general frugal 1 +15% to haggle.
general linguistic 1 +1 language; doubles chance of language skillups
magical gifted 1 Allows you to cast a spell you do not have the mana for provided your mana is >0.
magical obscure 1 Your spellcasting speech will be ciphered, even if the observer speaks arcane. void scholar, void templar
magical magic aptitude 1 Reduces initial cost of spells, increase mana gained with cantrips. All Scholars
magical pious 2 Free use of recall past level 25; improved success chance for sacrifice.
magical battlecaster n/a Never lose concentration when casting spells in combat. all Templars
physical ambidextrous 2 Increased chance to make offhand attakcs while dual wielding swordmaster
physical charming 2 +1 base and maximum charisma bard, gladiator
physical cold-natured 1 Immunity to weather cold checks.
physical eagle-eyed 2 +1 scan range alatharya, ranger
physical endurance 1 Halves rate of hunger accrual. psionicist
physical fleet 1 Removes failure chance when using get command in combat thief
physical hollow leg 1 Increases maximum satiety. barbarian
physical iron stomach 1 Immunity to poison from spoiled or tainted food. chaja
physical light sleeper 1 Sends messages when someone enters or leaves the room while you're asleep. watcher
physical long-lived 1 Sets maximum age to highest possible range on character creation. caladaran
physical survivor 1 +10 maximum deaths on character creation. fire templar
stealth Hide n/a Allows the user to hide in urban terrain. Bandit, Assassin, Thief
stealth Sneak n/a Allows the user to move without exiting hide. Assassin, Thief
stealth Camouflage n/a Allows the user to hide in wilderness terrain. Ranger, Bandit
stealth Wilderness Movement n/a Allows the user to move without exiting camouflage. Ranger
mana recovery Brawler's Renewal n/a Recover mana with melee attacks. Gladiator, Fighter, Bandit, Barbarian, Ranger

In game: help trait

Traits represent unusual abilities, training, or expertise in a niche area. Many classes automatically receive one or more traits for free during creation, which represents part of your character's training during their time in the School of Heroes.

In general, the power of a trait is reflected in the number of points required to obtain it. These points cannot be saved or used for anything else, so it is wise to spend down to 0. Traits possessed by a character are shown in SCORE.

There are four categories of traits: background, general, magical, and physical. There are also god touches, chosen at the very end of character creation.

Aristocrat         : You receive money every in-game year starting at level 10.
Forger             : You may forge the "from" line on notes you send.
Weapon Maintenance : You can repair weapons.
Streetwise         : +10% resist to: peek, plant, steal, waylay, garrote
Thieves Cant       : You know a silent sign language.
Mortician          : Improved chances of multiple trophies from a corpse.
Brave              : +15% provoke, rescue, distract chance; +20% fear resist.
Cowardly           : +50% flee chance, +10% cower chance, higher wimpy floor
Cynic              : +50% resist feint; immune to mimic, ventriloquate
Frugal             : +15% to haggle skill.
Linguistic         : +1 language; doubles chance of language skill-ups
Gifted             : You may cast a spell you don't have the mp for if mp is >0
Obscure            : Spellcasting speech remains ciphered to all.
Pious              : Free use of recall after level 25; +5% sacrifice chance
Ambidextrous       : Allows off-hand use of a sword-type weapon of any weight
Charming           : +1 base and maximum charisma
Cold-natured       : Immune to cold weather
Eagle-eyed         : +1 scan range
Endurance          : Halves rate of hunger accrual
Fleet              : Removes failure command from using get in combat
Hollow Leg         : Increases maximum satiety.
Iron Stomach       : Immunity to being poisoned from tainted food.
Light Sleeper      : You see people who enter the room when sleeping.
Long-lived         : Sets max age to highest possible on character creation.
Survivor           : +10 maximum deaths on character creation.

Background

Background Traits

The background category contains the following traits, each with its own helpfile:

  • Aristocrat
  • Blacksmith
  • Streetwise
  • Loremaster
  • Forger
  • Thieves' Cant

Aristocrat

See also
bank, note

Cost: 2 trains

Those who take this trait do so to stake their claim as nobility. This feature gives them dividends from their estate every year on the character's birthday. They are notified via a note upon its arrival, and the money is deposited in their bank account.

Blacksmith

See also
repair

Cost: 1 train

The blacksmith trait represents a character's special knowledge of the smithing trade. This manifests itself in an improved ability to wield metal weapons, lessening the damage they take from use.

Streetwise

Cost: 2 trains

A history of growing up on the streets has prepared the taker of this trait for noticing common roguish tricks, such as cutpurse, garrote, plant, steal, rob, and waylay. It also offers them some protection against the effects of peek, concealing their inventory more effectively.

Loremaster

See also
identify, discern magic
Cost     : 1 train
Syntax: Lore <target>

Those who take this trait do so to stake their claim as especially learned and skilled at discerning histories of objects. Not all objects have particularly notable history; nothing interesting will be discovered in these cases.

All bards receive this trait for free.

Forger

Cost     : 1 Train
Syntax: Note Forge <sender>

Watchers and those who opt to take this trait on creation may attempt to forge a false sender of a given note. This may be an arbitrary string; the following examples are all valid syntax:

Note forge Eithol
Note forge Eithol Arandian
Note forge Eithol Arandian, Guildmaster of the Watcher Guild of Var Bandor

The recipient of the note will see the string supplied as the sender of the note, exactly as it is typed. Care is therefore advised when using this skill, as a mis-typed sender could easily alert the recipient. There is, after all, no guarantee that even a good forgery will be believed.

Deities are known to punish those who attempt to impersonate them, even via writing, so attempting to do so is not recommended.

Thieves Cant

Cost     : 1 Train
Syntax: Cant <message>

Thieves cant is a private language primarily known to thieves and others dwelling on the margins of society; it is a form of sign language and is not vocal in any fashion. It will never cause the user to stop hiding.

General

General Traits

The general category contains the following traits, each with its own helpfile:

  • Brave
  • Cowardly
  • Cynic
  • Frugal
  • Linguistic
  • Light Sleeper

Brave

Cost: 2 trains

Characters who possess this trait show exceptional bravery in the face of fear. As such, they have a measure of resistance to magical fear effects, such as those caused by abominable rune, demonic howl, and power word fear. Additionally, this trait grants a bonus to the use of the rescue skill if the character's class receives it.

Spirit templars automatically receive this trait upon creation.

Cowardly

See also
cower, wimpy, flee

Cost: 1 train

A lifetime of duplicity and cowardice reaps special benefits for those who possess this trait. It allows the character in question to set a higher wimpy value than characters without it, as well as increases the potential rate of success for the flee command. Finally, should he have the cower skill, this trait makes its use more successful.

Thieves automatically receive this trait upon creation.

Cynic

Cost: 2 trains

The cynic trait allows characters who possess it to see through common ploys more easily than most. As a result, they are less likely to be fooled by feints, mimicry, enhance pain, or both types of ventriloquate. In addition, they receive a bonus to their ability to resist illusion effects and damage.

Frugal

See also
buy, haggle

Cost: 1 train

Characters who possess the frugal trait have a natural affinity for trade. This manifests as a bonus to the haggle skill, should the character's class receive it. If they do not, they still are treated as having an effective percent in haggle when buying and selling items.

Linguistic

See also
languages

Cost: 1 train

Gifted in the learning of languages, the linguistic trait allows a character to learn them through hearing more rapidly than others would. As language can only be improved through hearing, there is no chance (from this trait, or otherwise) to improve through speech.

Light Sleeper

Cost: 1 train

Some individuals sleep particularly lightly, and are particularly sensitive to activity taking place around them even while asleep. Light sleepers will be informed when anyone they are able to detect enters or leaves the room, or when someone speaks.

Magical

Magical Traits

The magical category contains the following traits, each with its own helpfile:

  • Arcane Touch
  • Gifted
  • Magic Aptitude
  • Obscure
  • Pious

Arcane Touch

See also
wands, staves

Cost: 3 trains

This trait represents an affinity for two types of activated magical devices: wands and staves. If the character who takes this trait does not receive these skills by class, he has an effective percent in wands and staves to allow their use which cannot be improved. If the character in question does have access to those skills, he gains an additional percentile bonus to their use.

Gifted

See also
cast, mana

Cost: 1 train

Representing a special affinity for casting, the gifted trait allows the character who takes it a chance to successfully cast spells even when the cost of that spell exceeds his available mana.

Magic Aptitude

See also
cast, mana

Cost: 1 train

Characters with the magic aptitude trait allows spells to be cast at the minimum mana cost irrespective of level. Thus, spells become viable for repeated use significantly earlier than their spellcasting counterparts who do not have this trait.

All scholars automatically receive the this trait upon creation. Non-scholars who take this trait will also receive the amount of mana a scholar would when casting iceshard, immolate, sandspray, lightning bolt, enervating ray, and searing light.

Obscure

See also
cast

Cost: 1 train

The obscure trait allows casters to utter the words of their spells in a non- standard dialect, preventing their names from being easily recognizable to others who speak arcane.

Void scholars and templars automatically receive this trait upon creation.

Pious

See also
recall, sacrifice

Cost: 2 Trains

This trait represents a character's natural piety, which exceeds that of the common traveler. As a result, they may use the recall command even past level 25 and and when they sacrifice items to a deity, they are always considered as being on an altar.

Physical

Physical Traits

The physical category contains the following traits, each with its own helpfile:

  • Ambidextrous
  • Armored Caster
  • Charming
  • Cold-Natured
  • Eagle-Eyed
  • Endurance-Trait
  • Fleet
  • Hollow Leg
  • Iron Stomach
  • Long-Lived
  • Nimble
  • Pack Horse
  • Survivor

Ambidextrous

See also
dual wield

Cost: 2 trains

This trait represents a character's natural ambidexterity, which manifests itself in being able to attack with one's offhand more often.

Swordmasters and gladiators automatically receive this trait upon creaton.

Armored Caster

See also
encumbrance

Cost: 1 train

Character who possess this trait are versed in casting spells with armor on, and they will never experience the lightly-encumbered spellcast penalty.

Templars automatically receive this trait.

Charming

See also
charisma

Cost: 2 trains

This trait grants the character who possesses it with unusual charisma. As a result, both his initial and maximum charisma scores are increased by one (and thus allowing him to exceed his racial maximum).

Cold-Natured

See also
weather

Cost: 1 train

The cold-natured trait allows a character to disregard damage that would be dealt to him as a result of cold weather.

Eagle-Eyed

See also
alatharya, scan

Cost: 2 trains

This train represents a character's natural sharpness of vision beyond the norm. As a result, his scan range is increased, by an amount that improves with his level (maximum +2). This trait is cumulative with the alatharya racial ability that improves their scan range.

Endurance

See also
hunger, eat, drink

Cost: 2 trains

Granted of unusual fortitude, characters with the endurance trait will find that they require less food and water to survive. As such, it takes longer for them to become hungry and thirsty.

Water templars automatically receive this trait upon creation.

Fleet

Cost: 2 trains

The fleet trait represents a character's natural speed. This skill manifests itself in the ability to unerringly retrieve items from the ground during combat.

Thieves automatically receive this trait upon creation.

Hollow Leg

See also
hunger, eat, drink

Cost: 1 train

This trait offers the character who possesses it the ability to eat more food than normal for their race before becoming full.

Barbarians automatically receive this trait.

Iron Stomach

See also
chaja, eat, poison

Cost: 1 train

The iron stomach trait represents a character's ability to resist food that would otherwise make them sick. As a result, characters who possess this trait will not be affected by ingested poison, allowing them to scavenge for food even from unlikely or dangerous sources.

Chaja automatically receive this trait upon creation.

Long-Lived

See also
age

Cost: 1 train

A character with the long-lived trait will live longer than his natural span of life without it. It increases a character's maximum age, allowing his permanent death due to the passage of time to be closer to the maximum years his race may live.

Nimble

See also
cast

Cost: 2 trains

The nimble trait represents a character's natural grace. This manifests in his ability to wear heavier armor than normal without facing encumberance and potential spell failure. The bonus granted by this trait is cumulative with the inherent bonus afforded to templars, who are already trained to cast spells while wearing armor.

Pack Horse

See also
strength

Cost: 2 trains

A character with the pack horse trait is especially gifted in his ability to carry items. As a result, his maximum carry value is increased beyond the amount usually afforded to a character of that level and strength score.

Bandits automatically receive this trait upon creation.

Survivor

See also
death

Cost: 1 train

This trait represents an unusual ability for a character to resist his final death due to being repeatedly killed. As such, this trait offers him more than the typical number of deaths afforded to him at creation.

Fire templars automatically receive this trait upon creation.

Aquatic Nature

See also
swim, tick

Cost: 1 train

The aquatic nature trait establishes a character as having an above average ability to swim. As such, he has an effective percent in the swim skill even when he does not receive it, allowing him to move over water without a boat. It also grants him the ability to resist drowning underwater for one additional tick.