Traits

Most traits impact a single character, but leadership traits impact the entire squad. Most mercenaries come with a single random trait and one empty trait slot, but unique mercenaries often have more than one trait assigned to them. Recruits always have two empty trait slots while story character vary, but often their skills cannot be overwritten.

TraitExplanation
Arcane BarrierAt the start of battle gain a barrier equal to 50% of magic
Arcane MightGain strength equal to 25% of magic
Arcane SpeedGain skill equal to 33% of magic
Arcane VigorGain max HP equal to 100% of magic
Assassin’s HeartCritical damage increased by 50%
Assassin’s ReaperDealing critical hits restores a small amount of HP
BeaconWhen another character is healed, this character is healed 25% of that
BodyguardTake 20% less and do 20% more damage while covering the squad leader
BowmanshipArchery attacks ignore wood, wall penalties for attacks from 2+ squares
BloodlustRecovers HP when squad defeats enemies
ChallengerGain 3 strength at the start of battle for every unit in enemy squad
Cold Blooded+25% damage to already damaged enemies
ConcentrationUnit can no longer critical hit, but gains +15% damage
DesperationUnit has chance to take another action based on lower %HP remaining
DisarmUnit has a chance (based on skill) of preventing primary target from counter attacking this battle
Dragon Slayer+50% damage to dragons
ExecutionerUnit has a chance for an extra action for every enemy under 25% HP at the end of combat
Healing AttunedUnit is healed for 50% more
Immortal SpiritOnce per chapter, unit will survive an enemy volley that would otherwise be fatal
ImposingUnit is more likely to be targeted in combat
Lithe AssaultBonus to hit confers partial bonus to critical chance (max 15%)
LuckyTwo rolls for crits and evasion; no tome exists for this trait
OverpowerDeal morale damage to enemy based on difference in strength
PrecisionCritical hits bypass 100% of armor
ResolveTake 25% less damage when under 50% hp
ScavengerGain a small amount of gold per fallen enemy defeated in combat
Smite+50% damage against magicians, assassins and rogues
ThieveryWhen squad initiates combat, unit steals a small amount of gold from primary target based on skill
UnassumingUnit is less likely to be targeted in combat
UnscathedUnit is immune to critical hits
Vengeance+25% damage for every incapacitated unit in squad
Warrior’s HubrisGrants resistance to magician and dragon attacks as strength increases
Class TraitExplanation
ColossalCannot dodge; deals increased morale damage
Guardian-25% damage when on defense
GuerillaBonus hit and evade in rough terrain and/or on offense
Hit and RunBonus hit and evade in open terrain and/or on offense
Magic ArmorReduces incoming spell damage by 50% of armor
Polearm Warrior+35% damage to cavalry; immunity to shock
Stealth AttackAttack rear row without penalty on first round of combat
Leader TraitExplanation
Archery CaptainArchery units cost 2 less capacity in this squad
Counterattack+25% damage on defense. Stacks with black belt artifact
Desert WarriorSquad is immune to heat wave and desert movement penalty
GarrisonDamage reduction granted from terrain is increased by 50%
Knight CaptainMelee cavalry units cost 2 less capacity in this squad
Soldier CaptainHeavy infantry units cost 2 less capacity in this squad
Shock and AweFirearm units cost 2 less capacity in this squad
Silver TongueEnemy squads are more likely to surrender when using forced surrender
Treasure HunterIncreased chance of finding an item when enemy squad is destroyed or forced to surrender
Tundra WarriorSquad is immune to blizzard weather, chill status and gains extra evasion in blizzard weather and snow terrain

Highlighted Traits

  • Arcane Barrier: The barrier is recreated at the start of each combat, so it’s even better than having higher HP. Works best with high magic front line classes like paladin and valkyrie and to protect your mages (or even healers).
  • Beacon: 25% of a heal doesn’t sound like much, but if you give beacon to multiple characters, then each heal is very impactful. This works amazingly well with Lysander’s AoE healing: each character with beacon is healed for 25% of what each other character is healed by the AoE.
  • Bloodlust: Scales based on how many enemies the squad can defeat, not just this character. So this trait (particularly when used multiple times for the same squad) can take a bruiser squad to the next level with huge sustain and no slots spent on squishy healers.
  • Bodyguard: Notable for giving both offense and defense to front (or mid) line characters that are protecting the squad leader. 20% damage reduction is quite helpful on it’s own, but when paired with an artifact and/or terrain bonus it can drastically boost survival to allow squads to survive multiple combats.
  • Cold Blooded: +25% damage to damaged enemies is more useful later in the attack: ideally heavy infantry. If you are softening up the enemy with archers this can work well early in the attack order too.
  • Lucky: Gives two rolls for pretty much everything, so this pairs really well with skill based classes and other traits that give bonuses to critical damage (Precision, Assassin’s Heart)
  • Warrior’s Hubris: Boosts paladin/valkyrie/dragon magic defenses to the stratosphere or makes other heavy infantry quite sturdy against magical attacks.
  • * Captain: These leadership traits are a huge boost to building larger squads.