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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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.