Traits
From Ancient Anguish Mud Wiki - AAwiki
(Original source: in-game help files)
Contents
- 1 Introduction
- 2 Commands List
- 3 Advancement
- 4 Individual traits
- 4.1 Quick list
- 4.2 Agile
- 4.3 Alert
- 4.4 Archer
- 4.5 Brawler
- 4.6 Camel
- 4.7 Clean Spirit
- 4.8 Clear Minded
- 4.9 Common Sense
- 4.10 Deft Hands
- 4.11 Dodger
- 4.12 Drunkard
- 4.13 Easy Sleeper
- 4.14 Exceptional Constitution
- 4.15 Exceptional Dexterity
- 4.16 Exceptional Intelligence
- 4.17 Exceptional Strength
- 4.18 Exceptional Wisdom
- 4.19 Fast Talker
- 4.20 Fisher
- 4.21 Glutton
- 4.22 Hard Skinned
- 4.23 Healthy
- 4.24 Innate Evil
- 4.25 Innate Good
- 4.26 Insulated
- 4.27 Linguist
- 4.28 Long Memory
- 4.29 Magic Resistant
- 4.30 Marksman
- 4.31 Medic
- 4.32 Miner
- 4.33 Natural Talent
- 4.34 Packmule
- 4.35 Poison Resistant
- 4.36 Pure Soul
- 4.37 Racial Hate Traits
- 4.38 Relaxed Mind
- 4.39 Seducer
- 4.40 Sense of Direction
- 4.41 Skill Focus
- 4.42 Socialite
- 4.43 Strongarm
- 4.44 Sturdy
- 4.45 Trader
- 4.46 True Evil
- 4.47 True Good
- 4.48 Unnatural Memory
- 4.49 Weapon Expert
Introduction
Choosing traits allows players to fully customise themselves. A wide selection of traits are available to be chosen by every adventurer. For a full list and summary of traits available, type 'thelp list'.
To see what traits you currently possess, type 'thelp current', for what it will cost to gain more, type 'thelp cost' or just 'tcost'. To learn about how to gain new traits, type 'thelp advancement'.
Commands List
This is a list of the commands that the traits project provides you:
thelp You are using it, so you should know what it does!
tadvance <trait> Attempt to advance the trait by 1 point.
traits Lists the traits you currently have. Some traits
in this list may have abbreviated names.
tcost Lists the traits available to you and their costs.
treport <message> Reports a bug related to traits.
tsuggest <message> Make a suggestion regarding traits.
direction To make use of the sense of direction trait.
rest To make use of the easy sleeper trait.
analyse <opponent> To make use of the common sense trait.
Advancement
Traits are learnt over time, from hard work and experience. All new players start with 6 'trait points' and get one more per level up to level 20. After that, one additional point is awarded for every 200,000 experience.
Different traits cost different amount of points to advance. To see how much each trait costs, type 'thelp list'. If you choose to specialise in a trait, each additional point in that trait will cost three times more than the last point you invested in that trait. This inflationary effect will tail off eventually, however.
Note that you can only have a maximum of 15 different traits. To clarify, someone with 1 point in 15 different traits can advance any of those 15 further, but cannot gain a new 16th trait.
Type 'thelp cost' or 'tcost' anywhere to see what traits you can learn, and type 'tadvance <trait name>' to attempt to learn the new trait. You can also see a list of only the traits you possess by typing 'thelp current'.
Individual traits
Quick list
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Name | Cost | Max | Description
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Agile | 3 | 5 | +10 climbing and swimming ability
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Alert | 3 | 5 | +10 searching and traps ability
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Archer | 7 | 5 | +10 archery ability
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Brawler | 5 | 10 | Deal more damage when unarmed
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Camel | 2 | 10 | Can drink more fluids
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Clean Spirit | 4 | 5 | Magical tolerance goes away over time
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Clear Minded | 10 | 10 | +10 spell points
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Common Sense | 2 | 1 | Can surmise how difficult an enemy is
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Deft Hands | 15 | 5 | Less likely to break thrown weapons
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Dodger | 15 | 5 | Can dodge better
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Drunkard | 3 | 10 | Can drink more alcohol
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Easy Sleeper | 10 | 1 | Can get some rest anytime, anywhere
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Exceptional | 130 | 5 | +1 constitution
Constitution | | |
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Exceptional | 130 | 5 | +1 dexterity
Dexterity | | |
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Exceptional | 130 | 5 | +1 intelligence
Intelligence | | |
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Exceptional | 130 | 5 | +1 strength
Strength | | |
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Exceptional | 130 | 5 | +1 wisdom
Wisdom | | |
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Fast | 1 | 5 | Player can talk his or her way out of most
Talker | | | situations with otherwise aggressive enemies
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Fisher | 3 | 5 | +10 fishing
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Glutton | 3 | 10 | Can eat more
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Hard Skinned | 7 | 10 | Take less damage in combat
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Healthy | 3 | 5 | Faster regeneration of hit points
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Innate Evil | 2 | 5 | Gets an evil alignment boost for any kill
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Innate Good | 2 | 5 | Gets a good alignment boost for any kill
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Insulated | 5 | 5 | +5 fire and cold resistance
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Linguist | 3 | 5 | +10 to all languages
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Long Memory | 8 | 1 | Remembers thieves well
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Magic | 5 | 5 | +10 magic resistance
Resistant | | |
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Marksman | 7 | 5 | +10 thrown weapon ability
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Medic | 3 | 5 | +10 first aid ability
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Miner | 5 | 5 | +10 miner ability
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Natural | 8 | 1 | Sets a weapon skill to 20 (Must be at least
Talent | | | level 3)
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Packmule | 4 | 10 | Can carry more
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Poison | 5 | 5 | +5 poison resistance, gets unpoisoned over
Resistant | | | time
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Pure Soul | 15 | 3 | 30% less experience lost upon death
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Racial Hate | 5 | 5 | Extra damage against demons
Demon | | |
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Racial Hate | 5 | 5 | Extra damage against dragon
Dragon | | |
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Racial Hate | 5 | 5 | Extra damage against dwarves
Dwarf | | |
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Racial Hate | 5 | 5 | Extra damage against elves
Elf | | |
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Racial Hate | 5 | 5 | Extra damage against giants
Giant | | |
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Racial Hate | 5 | 5 | Extra damage against goblins
Goblin | | |
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Racial Hate | 5 | 5 | Extra damage against humans
Human | | |
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Racial Hate | 5 | 5 | Extra damage against ogre
Ogre | | |
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Racial Hate | 5 | 5 | Extra damage against orcs
Orc | | |
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Racial Hate | 5 | 5 | Extra damage against undeads
Undead | | |
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Relaxed Mind | 3 | 5 | Faster spell point regeneration
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Seducer | 3 | 5 | +10 seduction
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Sense of | 2 | 1 | Can always know general direction of
Direction | | | Tantallon
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Skill | 8 | 5 | Learn one weapon skill faster
Focus | | |
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Socialite | 4 | 3 | Cheaper tells and shouts
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Strongarm | 25 | 5 | Able to wield bigger weapons than base
| | | strength allows
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Sturdy | 10 | 10 | +10 hit points
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Trader | 5 | 5 | +10 trading ability
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True Evil | 10 | 1 | Cannot get more good than 'nice'
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True Good | 10 | 1 | Cannot get more evil than 'nasty'
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Unnatural | 18 | 3 | 30% less skills lost upon death
Memory | | |
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Weapon | 10 | 5 | Deal more damage with one type of weapon
Expert | | |
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Agile
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Trait: Agile Cost 3
Maximum 5
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"As I stared dumbfoundedly at the wall, she had already clambered
up onto it, throwing a rope down and smirking at me."
- unknown adventurer
The agile trait can be taken up to five times. Each level in the
trait allows the adventurer to get a +10 bonus in the climbing and
swimming abilities.
It is especially useful for feline clan shapeshifters to counteract their
penalties to swimming.
Alert
=============================================================================
Traits: Alert Cost 3
Maximum 5
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"Few honour the seeker; many honour the finder."
- Gaius the Sage
The alertness trait can be taken up to five times. Each level in the trait
allows the player a bonus 10 points in their searching and traps abilities.
This trait is useful for players of low intelligence who often miss
hidden items or creatures.
Archer
=============================================================================
Trait: Archer Cost 7
Maximum 5
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"Three tactics are essential for a smaller force to defeat a larger:
Be where the enemy expects you not.
Starve your enemy by striking at their supplies;
And smother your enemy with arrows at every opportunity."
- Turgon, Founder of House Turgon of the Eldar
This powerful trait can be taken up to five times. Each level gives the
player an extra 10 archery ability, increasing the damage dealt by the
player's arrows.
This is, obviously, an essential trait for people who often use bows.
Brawler
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Traits: Brawler Cost 5
Maximum 10
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"Fightin' ain't just like knockin' down a wall with yer fists,
bub, you gotta learn tactics'n'stuff."
- Trough the trainer
A skilled brawler does extra damage while unarmed. This trait can be
taken up to ten times.
This trait is especially useful for shapeshifters, who often fight with
their bare hands.
Camel
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Traits: Camel Cost 2
Maximum 10
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"A soldier learns two things quickly: to hold the line,
and to hold his water. The first may save his life in battle,
but the second will save him every other day he straps on his armour."
- anonymous Knight of Drin
The corollary to that is of course, a camel can drink a lot when it needs
to. Players with the camel trait can consume more fluids before getting
cross-legged, and can also drink more over time. Camel can be taken up
to ten times.
This is a trait useful for those fond of Eldar tea or ranger medicine or
the like.
Clean Spirit
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Traits: Clean Spirit Cost 4
Maximum 5
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"Potion, potion, Eats your soul;
'Til your insides are a hole.
Price of magic, You must pay
'Til your body rots away..."
- Children's rhyme,
Those with clean spirits can ease the effects of their body's tolerance
to magical forms of healing over time. This trait can be taken up to five
times.
This useful trait is essential for anybody who uses a lot of potions or
other forms of magical healing.
Clear Minded
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Traits: Clear Minded Cost 10
Maximum 10
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"My advice to you is to forget mastery -- it is beyond you.
Lesser minds like yours must compensate with endurance."
- Alton, Master Mage
The clear minded trait can be taken up to ten times and gives a
player an additional 10 spell points each time.
It is obviously of most use to spellcasting classes.
Common Sense
=============================================================================
Traits: Common Sense Cost 2
Maximum 1
=============================================================================
"The easiest way to die is to underestimate your foe.
The quickest road to cowardice is to underestimate yourself."
- Jansen, former master of the Knights of Drin training hall
This one-off trait allows players to quickly 'analyse' their chances of
defeating any given foe. It is a great way to save yourself from attacking
the wrong foe when exploring.
This is most useful for newer players and players looking to do a lot
of exploration.
To use the ability, just 'analyse <name of target>'. It will cost 10
spell points.
Deft Hands
=============================================================================
Traits: Deft Hands Cost 15
Maximum 5
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Bort hit you with a poisoned throwing knife!
You die.
- Courtesy of Bort, the fence
This money-saving trait allows players to care better for their thrown
weapons so that they are less likely to break when thrown. It can be
taken a maximum of five times.
This is useful for anyone who often uses thrown weapons.
Dodger
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Traits: Dodger Cost 15
Maximum 5
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"Hitting them hard is only half of battle. If you can't
duck and dodge, you'll never stay alive."
- Trough, the trainer
Dodgers are quicker on their feet than other folks, allowing them to avoid
more blows while dodging. The most nimblefooted adventurer will take
this five times.
This trait is essential for those who tend to use the dodge defence.
Drunkard
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Traits: Drunkard Cost 3
Maximum 10
=============================================================================
"A true warrior can drink any man under the table.
But then again, our 8 year old girls can outdrink any human!"
- Tayal, Captain of the Shieldhand Clan of dwarves
Drunkards have spent so long with the bottle that they build a tolerance
to it and as a result can drink more and more importantly, more often! A
serious drunkard can take this trait up to 10 times.
This trait is useful for almost everybody as drinking more alcohol means
you get healed more.
Easy Sleeper
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Traits: Easy Sleeper Cost 10
Maximum 1
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"Sleep is one of the five great things in life,
And I am too tired to remember the other four right now."
- King Philip of Burnham
Easy sleepers can 'rest' anytime, anywhere to increase their rate of
regeneration. This trait needs only be taken once.
This is most useful for players who spend a lot of time adventuring solo
and finding that they spend their time healing up.
To use the ability, simply type 'rest' while lying down.
Exceptional Constitution
=============================================================================
Traits: Exceptional Constitution Cost 130
Maximum 5
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"The glorious power of the mind makes the strength of
the body irrelevant."
- last words of Surryx, Journeyman Magician
Adventurers of exceptional constitution get a +1 bonus to their
constitution statistic, which allows them to eat and drink more and gain
extra hit points, amongst other things.
This is a good trait for those who often take a beating in a party or
while adventuring solo.
Exceptional Dexterity
=============================================================================
Traits: Exceptional Dexterity Cost 130
Maximum 5
=============================================================================
"In the books they call it dexterity. On the battlefield,
we call it staying alive."
- anonymous
Adventurers of exceptional dexterity get a +1 bonus to their dexerity
statistic, which allows them to hit opponents easier and be hit less,
amongst other things. The trait can be taken up to five times.
This is a good trait for almost anybody to have.
Exceptional Intelligence
=============================================================================
Traits: Exceptional Intelligence Cost 130
Maximum 5
=============================================================================
"Durrr..."
- anonymous troll
Adventurers of exceptional intelligence get a +1 bonus to their
intelligence statistic, which can be taken up to five times.
This is a good trait for mages and other classes which are reliant on
intelligence.
Exceptional Strength
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Traits: Exceptional Strength Cost 130
Maximum 5
=============================================================================
"Strength is the power to always be right."
- attributed to Arutha Trueheart
Adventurers of exceptional strength get a +1 bonus to their strength
statistic, which allows them to carry more equipment and deal extra
damage in combat, amongst other things.
This is a good trait for fighters and other combat-focused classes,
as well as adventurers with low strength.
Exceptional Wisdom
=============================================================================
Traits: Exceptional Wisdom Cost 130
Maximum 5
=============================================================================
"Power without wisdom is like an arrow shot in the dark."
- Arch-Druid Linnhe of Gabaldon
Adventurers of exceptional wisdom get a +1 bonus to their wisdom
statistic. This can be done a maximum of five times.
This is an important trait for classes like clerics and paladins who
find wisdom most important.
Rangers should note that this trait does not allow them to raise a larger
wolf than they otherwise would have been able to.
Fast Talker
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Traits: Fast Talker Cost 1
Maximum 5
=============================================================================
"Me 'n a rival of mine came across a pack o' wild dogs sleepin'
in'n alley one day. So's I bet 'im 100 coins 'e couldn't sneak past
all them mutts and touch the dead end past 'em. Well, sure
'nough 'e stepped oh so carefully pas' 'em and touched that wall.
So I tossed 'im the hunnert coins and considered it well spent."
- tale heard at Crossed Swords Bar
Fast talkers can get themselves out of sticky situations with aggressive
creatures using charisma and common sense. They have a chance to avoid
being attacked. The trait can be taken up to five times.
This is most useful for players who are exploring new areas or find
themselves dying too much to aggressive monsters.
Fisher
=============================================================================
Traits: Fisher Cost 3
Maximum 5
=============================================================================
"A bad day of fishing is better than a good day of work."
- Unknown
Fishing is one of the oldest crafts known to man and a skilled
fisher today can still make a healthy living off it. The fisher trait
can be taken up to five times for a +10 bonus to the fishing ability each
time.
This trait is useful for players looking to hook some big fishies or even
sea monsters.
Glutton
=============================================================================
Traits: Glutton Cost 3
Maximum 10
=============================================================================
"Cooking is the only art worth pursuing, and eating the only sport."
- Dafyd, master chef
Gluttons take their food seriously and can stuff more down their
throats than the normal person. They also somehow manage to digest it all
a little faster too. Eating more means healing up more. This trait can be
taken up to ten times.
This trait is useful for almost everybody.
Hard Skinned
=============================================================================
Traits: Hard Skinned Cost 7
Maximum 10
=============================================================================
"As I watched on in what started out as horror but soon
turned into amazement, blow upon blow simply bounced
off the old dwarf's skin!"
- From the diary of an unknown adventurer
This powerful trait gives adventurers some natural resistance to physical
damage, allowing some damage reduction of blows. It can be taken up to
ten times, building a true titan.
This is useful for anyone who engages in combat.
Healthy
=============================================================================
Traits: Healthy Cost 3
Maximum 5
=============================================================================
"A real adventurer has no time for pain!"
- Golsok, northern explorer
Healthy adventurers recover from injuries faster than their more
ordinary counterparts. This trait can be taken up to five times.
This is useful for anyone who engage in combat.
Per data from Testguest in September 2016, 1 level of Healthy = +1 hp every 12 rounds (24 seconds) on top of baseline hp regeneration.
Innate Evil
=============================================================================
Traits: Innate Evil Cost 2
Maximum 5
=============================================================================
"Demons can be forgiven for their evil, for that is their nature.
Evil men cannot be forgiven, for that is their choice."
- High Priest of the Monks of Antana
Adventurers who are innately evil will find it easier to stay evil,
especially so when slaying fellow evil beings. Where others do this deed
to rid the world of evil, those innately evil do it for power and glory.
This trait is very useful for necromancers.
This trait is, of course, mutually exclusive with innate good and true
good.
Innate Good
=============================================================================
Traits: Innate Good Cost 2
Maximum 5
=============================================================================
"I sure could use some help around here."
- Samantha, head of the paladin soup kitchen
Players who are innately good will find it easier to stay good,
for they always have the greater good in mind. This trait has the opposite
effect to the innate evil trait.
This is a very useful trait for paladins.
This trait is, of course, mutually exclusive with innate evil and true
evil.
Insulated
=============================================================================
Traits: Insulated Cost 5
Maximum 5
=============================================================================
"The northern waste and southern desert are untamed and free because
most men are tamed by weakness and chained by comfort."
- Carcera, ranger
Insulated adventurers have a natural resistance to the fire and cold,
being able to withstand its effects better and for longer. The trait can be
taken up to five times, each level gaining a +5 bonus to fire and cold
resistance.
This is useful for players often engaging in combat with wielders of
elemental magic.
Linguist
=============================================================================
Traits: Linguist Cost 3
Maximum 5
=============================================================================
"Maybe if the Ilderians knew how to say 'please don't eat us' in
gnollish, they could have had peace."
- Dubanka, from 'Dubanka, The Early Years'
Linguists are fluent in all the main languages on Anguish and can pick
up new ones easier. It is a trait that can be taken up to five times,
giving +10 in all the common languages each time.
This is a useful trait for people who want to be able to explore any
area without worrying about a language barrier.
Long Memory
=============================================================================
Traits: Long Memory Cost 8
Maximum 1
=============================================================================
"I never forget a face, but sometimes I spend long nights wishing I
could forget your ugly mug."
- Anonymous
Some people hold a long memory of people who have wronged them, especially
when it comes to thieves and criminals. Players with long memories
stay wary of people who have attempted to dispossess them.
This trait is useful for those who are overly worried about others with
sticky fingers.
Magic Resistant
=============================================================================
Traits: Magic Resistant Cost 5
Maximum 5
=============================================================================
"I hurled fireballs after magic missiles after words of
harming at it, but all to no effect!"
- A shaken mage at Drudge's bar
Players who possess this trait gain a +10 bonus to their magic resistance
ability. It can be taken up to five times.
This trait is useful for those who find themselves often battling mages
or creatures of magic.
Marksman
=============================================================================
Traits: Marksman Cost 7
Maximum 5
=============================================================================
"Even the strongest sword-waving fool isn't immune to a
dagger in the eye."
- Garrison, the trainer
Skilled marksmen know that when using thrown weapons, the above holds
especially true. This trait can be taken up to five times, with a +10
bonus to the thrown weapon ability each time.
This trait is useful for players who are fond of thrown weapons,
especially the heavier ones.
Medic
=============================================================================
Traits: Medic Cost 3
Maximum 5
=============================================================================
"I tied the bandage as tightly as I could, but his head just fell right
off again."
- Doctor Gronk Cutdeep (the surgeon in Dalair)
Skilled medics are exceptionally good at healing with bandages, gaining
a +10 bonus to their first aid ability per level of the trait.
This trait is useful mainly for the designated medic in a party.
Miner
=============================================================================
Traits: Miner Cost 5
Maximum 5
=============================================================================
"A hammer, a chisel, a big block of stone,
You give me a boulder I'll make you a throne,
With shining white diamonds and gems from the mold,
With silver or copper or marble or gold.
From the rock we will cut the greatest of halls,
With gold on the floor and more gold on the walls,
And we'll make the grand halls a sight to behold,
That will still be there shining when our bones are old."
- Dwarven mining song
Though the life of a miner is not the most sought-after of professions,
it can bring one undreamt of riches. Each level in the miner trait gives
the player a +10 bonus to the mining ability.
This trait is generally useful for artificers who want a faster source
of resources.
Natural Talent
=============================================================================
Traits: Natural Talent Cost 8
Maximum 1
=============================================================================
"You're as useful as a mage with a battleaxe."
-Lou, the Broker
Some people find a natural talent for one particular type of weaponry
early in their careers, even if such weaponry is not commonly used by
others of their profession. Adventurers who have a natural talent in a
weapon receive 20 in that weapon skill. It takes adventurers until level
3 to discover this talent.
This trait is useful for newer players looking for a kick-start to their
weapon training or players building unusual class-weapon combinations.
There is no point in taking this trait when your skill is already above
20.
Packmule
=============================================================================
Traits: Packmule Cost 4
Maximum 10
=============================================================================
"As she marched past, I had to blink twice. Here was a
grandmother loaded up with baggage thrice her height
and twice her weight."
- An astonished nobleman on a visit to the Arcadia farms
Packmules have strong backs and know all sorts of tricks to make their
equipment easier to carry. A committed packmule could take this trait
up to ten times.
This trait is useful for players who find they struggle to carry all of
the armour they need to.
Poison Resistant
=============================================================================
Traits: Poison Resistant Cost 5
Maximum 5
=============================================================================
"I did exactly as the apothecary advised, one half-
thimble of arsenic every night. But the old bugger
just wouldn't fall ill, let alone die!"
- wife, name unknown
Players who are poison resistant gain a +5 poison resistance bonus and
also will have the effects of poison fade away over time. This trait can
be taken up to five times.
This trait is useful for those who find themselves poisoned a little too
often.
Per data from Testguest in September 2016, "poison resistant trait at level 1 takes 16 minutes 24 seconds to lose a level of built-up poison."
Testguest tells you: the poison def needs an asterisk too lol, cause i don't know if constituion (or rather poison resistance) plays a roll in that 16min 24 seconds. since i was level 1, with 1 con, who knows. but it's a start at least. worst-case scenario...
Pure Soul
=============================================================================
Traits: Pure Soul Cost 15
Maximum 3
=============================================================================
"I have seen the gaping maw of Eternity. And I hope never to
hear that accursed song again."
- Etomed, the Adept (formerly the Chaplain)
When death strikes, players with pure souls retain more of their
memories and experiences than their counterparts. This trait can be
taken up to three times to virtually escape death.
This trait is useful for anybody who is fearful of losing their
experience upon death.
Racial Hate Traits
=============================================================================
Traits: Racial Hate Traits Cost 5
Maximum 5
=============================================================================
"Sometimes, hate is all the fuel a body needs."
- Flaw, the adventurer
Some adventurers develop a deep hate of particular races - orcs of elves,
knights of orcs, and the like. Players with a racial hate deal extra
damage against members of that race. These traits can be taken up to a
maximum of five times each.
These traits are useful for those who find they are often fighting
the same kind of foe. Currently available races are demon, dragon, dwarf,
elf, giant, goblin, human, ogre, orc and undead.
Relaxed Mind
=============================================================================
Traits: Relaxed Mind Cost 3
Maximum 5
=============================================================================
"Inner peace weighs nothing and costs nothing; there is no
better equipment to carry around."
- Graddam, animal healer
One with a relaxed mind can better find energy within him or herself.
This trait increases the rate at which spell points regenerate and can
be taken up to five times.
It is of most use to those who use a lot of spell points and often.
Level 36 dwarf paladin with relaxed mind 5:
<Geo> Druenarrii: my sp regen looks to be, over a dotimes 100 sc, 8, 8, 8, 3, 8, 8, 8, 3
<Geo> Druenarrii: hungry/sober/unbound/not smoking
Per data from Testguest in September 2016, 1 level of Relaxed Mind = +1 sp every 12 rounds (24 seconds) on top of baseline sp regeneration.
Seducer
=============================================================================
Trait: Seducer Cost 3
Maximum 5
=============================================================================
"Love is a great and noble thing, but it takes too much work.
For those of us with better things to do, lust is better!"
- Booker, professional brigand
The seducer trait can be taken up to five times. Each level in the
trait allows the adventurer to get a +10 bonus in the seducing ability.
This is a trait useful for outgoing and confident adventurers.
Sense of Direction
=============================================================================
Traits: Sense of Direction Cost 2
Maximum 1
=============================================================================
"Home is where the heals are."
- Fredd, shopkeeper
Players with a good sense of direction always know where the town
of Tantallon is in relation to their current position.
This is most useful for newer players who often find themselves lost.
To use the ability, simply type 'direction'.
Skill Focus
=============================================================================
Traits: Skill Focus Cost 8
Maximum 5
=============================================================================
"A useless warrior is fair with all weapons but good in none."
- Zhou, weapons trainer
Some people find a particular fascination in one type of weaponry and
this focus allows them to be a fast learner with the weapon type. This
trait can be taken up to five times.
This trait is most useful for players building unusual class-weapon
combinations or just having some trouble raising one particular skill.
Socialite
=============================================================================
Traits: Socialite Cost 4
Maximum 3
=============================================================================
"Blah, blah, blah, blah, blah, blah."
- You
Socialite adventurers find themselves so talkative that it takes not
so much mental energy to send tells to other adventurers or to shout out
their message to the world. This trait can be taken up to three times.
This trait is for those who are truly social.
Per data from Testguest in September 2016, 1 level of Socialite reduces sp cost of tells by 1 and shouts by 5.
Strongarm
=============================================================================
Traits: Strongarm Cost 25
Maximum 5
=============================================================================
"Compensating for something?"
- Myrtae, armour shop owner
Players with the strongarm trait can overcome their physical limitations
and wield weapons they otherwise lack the strength to. This trait can
be taken up to five times.
This is a good trait for adventurers of low strength who want to use
bigger weapons. Note that some rare weapons are so heavy that even
the strongarm trait is not enough to help an adventurer get over the
line.
Sturdy
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Traits: Sturdy Cost 10
Maximum 10
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"When all else is even, you just gotta be able to take one more
punch than the other guy."
- Trough the trainer
Players with the sturdy trait can take more punishment from combat.
This trait can be taken up to ten times and gives the player a bonus of
10 hit points each time.
This is a good trait for players lacking hit points.
Trader
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Traits: Trader Cost 5
Maximum 5
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"They beg me for this up north in Tantallon!"
- Azim, desert orc tradesman
Players with a talent for trading are better at buying and selling goods
at better prices with certain merchants. The trait can be taken five times
and gets the player +10 trading ability each time.
This is a good trait for players who want to make a life's fortune
quickly.
True Evil
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Traits: True Evil Cost 10
Maximum 1
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"That which is called evil is really only selfishness and ignorance.
But surely that is enough for any world."
- Druid of Ilderia
Players who are true evil, however, long ago made up their minds. They
are so set in their ways that they cannot get any more good than 'nice'.
This is a trait useful for necromancers and players who are obligated to
keep on the evil side of the spectrum.
Obviously, taking this trait precludes the taking of the true good and
innate good traits.
True Good
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Traits: True Good Cost 10
Maximum 1
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"A good person thinks only of others. And if the others are evil,
then the good person kills them."
- from "Hopely's Rules of Alignment"
Players who are true good of course took this to heart long ago. By
their very nature, players pure of heart cannot be worse than 'nasty'.
This is a trait useful for paladins and players who are obligated to
keep on the good side of the spectrum.
Obviously, taking this trait precludes the taking of the true evil and
innate evil traits.
Unnatural Memory
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Traits: Unnatural Memory Cost 18
Maximum 3
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"Our ancestors are only dead as much as we fail to remember them."
- Mithel, heraldics expert
In the world of Ancient Anguish, death takes away some of the weapon
skills possessed by the player. Players with unnatural memory manage
to retain more of their old knowledge. This trait can be taken up to three
times.
This is a great trait for those with a lot to lose when it comes to weapon
skills.
Weapon Expert
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Traits: Weapon Expert Cost 10
Maximum 5
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"A great warrior's weapon is not the sword, the axe, or the spear.
A great warrior is the weapon."
- Zhou, weapons trainer
Adventurers who practice often with certain weapons get better at
inflicting maximum damage with those types of weapons. This trait
can be taken up to five times.
This trait is good for those who usually only use one type of weaponry.