In this term and game mechanics are combined all character traits, that are permanent throughout the game - unlike Conditions, traits can never be gained, nor lost, after character's creation.
Traits can be divided and three groups - professions, negative traits and positive traits.
Some combinations of traits are set as impossible, in case their are contradictory either in logical or gameplay terms.
Traits are listed in the third tab of the Character screen, which can be opened from the Avatar hub in the top right corner.
The professions differ from the other two groups in their exclusivity - a character can never have two professions. Also, professions usually combine several game-effects, some of which might be negative.
|Aristocrat||Bonus when fighting with firearm or sword.|
|Bard||Adds +1 Sanity bonus for all players upon Socialize. Can use musical instruments (in future).|
|Beggar||Max Health reduced by 20.
No Stamina regeneration penalties, because of missing commodities.
|Blacksmith||Higher chance of making metal items.
Higher chance of repairing metal items.
|Craftsman||Higher chance of success in crafting, breaking down and repairing items.
Does not apply for cooking and brewing.
|Fisherman||Higher chance to succeed in fishing.|
|Herbalist||Higher chance of finding herbs.
Higher chance of making a potion or tea.
|Hunter||Higher chance to find and catch game when hunting.
Higher accuracy when fighting with ranged weapon.
|Laborer||Can carry 20% more weight (and receives Loaded conditions proportionally).|
|Leatherworker||Higher chance of making leather items.
Higher chance of repairing leather items.
|Scout||Better at sneaking. Scouts for less Stamina. Has slightly higher chance to survive in camps.|
|Traveler||Mobility increased (but only while there is no Loaded Condition)|
|Woodsman||Bonus when fighting with axes or hatchets.
25% more efficient in chopping wood and gathering firewood.
Positive traits are one-sided and usually affect a very specific characteristic or action of The Character. They usually contradict with specific negative traits and cannot be in combination with them.
|Beautiful||People fall in love easier with the character.
People receive 50% more Sanity upon successful Romance with that character.
|Dexterous||Dexterity increased by 10.||Clumsy|
|Focused||Concentration increased by 10.||Absentminded|
|Funny||Adds +1 Sanity bonus for all players upon Socialize||Grumpy, Bard|
|Healthy||Max Health increased by 20.||Faint, beggar|
|Intimidating||Enemies are more reluctant regarding attacking this character.||Weak, Faint|
|Sharp-eyed||Perception increased by 10.||Unobservant, Nearsighted|
|Rational||Starting and Max Sanity increased by 20.||Unstable, Absentminded|
|Resistant||50% less chance of gaining Stomach problems / Nauseous Conditions||n/a|
|Scavenger||Better chance of finding Points of interest.||Unobservant|
|Strong||Strength increased by 10.||Weak|
|Vigorous||Starting and Max Stamina increased by 50.||Unfit|
Negative traits are one-sided and usually affect a very specific characteristic or action of The Character. They usually contradict with several positive traits and professions and cannot be in combination with them.
|Absentminded||Concentration decreased by 10.||Focused, Craftsman, Fisherman, Rational|
|Clumsy||Dexterity decreased by 10.||Dexterous, Craftsman, Hunter|
|Faint||Starting and Max Health decreased by 20.||Healthy, Beggar, Intimidating|
|Grumpy||Reduces the Sanity bonus for all players upon Socialize by 1.||Funny, Bard|
|Limp||Mobility decreased.||Traveler, Laborer, Scout|
|Nearsighted||Does not reveal near by areas while travelling.||Scout, Traveler, Hunter, Sharp-eyed|
|Unfit||Max Stamina reduced by 50.||Vigorous, Traveler, Laborer|
|Ugly||People receive 50% less Sanity upon successful Romance with that character.||Beautiful|
|Unobservant||Perception decreased by 10.||Sharp-eyed, Hunter, Scout, Scavenger|
|Unstable||Starting and Max Sanity decreased by 20.||Rational|
|Weak||Strength decreased by 10.||Strong, Woodsman, Intimidating|