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.
Trait | Explanation |
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Arcane Barrier | At the start of battle gain a barrier equal to 50% of magic |
Arcane Might | Gain strength equal to 25% of magic |
Arcane Speed | Gain skill equal to 33% of magic |
Arcane Vigor | Gain max HP equal to 100% of magic |
Assassin’s Heart | Critical damage increased by 50% |
Assassin’s Reaper | Dealing critical hits restores a small amount of HP |
Beacon | When another character is healed, this character is healed 25% of that |
Bodyguard | Take 20% less and do 20% more damage while covering the squad leader |
Bowmanship | Archery attacks ignore wood, wall penalties for attacks from 2+ squares |
Bloodlust | Recovers HP when squad defeats enemies |
Challenger | Gain 3 strength at the start of battle for every unit in enemy squad |
Cold Blooded | +25% damage to already damaged enemies |
Concentration | Unit can no longer critical hit, but gains +15% damage |
Desperation | Unit has chance to take another action based on lower %HP remaining |
Disarm | Unit has a chance (based on skill) of preventing primary target from counter attacking this battle |
Dragon Slayer | +50% damage to dragons |
Executioner | Unit has a chance for an extra action for every enemy under 25% HP at the end of combat |
Healing Attuned | Unit is healed for 50% more |
Immortal Spirit | Once per chapter, unit will survive an enemy volley that would otherwise be fatal |
Imposing | Unit is more likely to be targeted in combat |
Lithe Assault | Bonus to hit confers partial bonus to critical chance (max 15%) |
Lucky | Two rolls for crits and evasion; no tome exists for this trait |
Overpower | Deal morale damage to enemy based on difference in strength |
Precision | Critical hits bypass 100% of armor |
Resolve | Take 25% less damage when under 50% hp |
Scavenger | Gain a small amount of gold per fallen enemy defeated in combat |
Smite | +50% damage against magicians, assassins and rogues |
Thievery | When squad initiates combat, unit steals a small amount of gold from primary target based on skill |
Unassuming | Unit is less likely to be targeted in combat |
Unscathed | Unit is immune to critical hits |
Vengeance | +25% damage for every incapacitated unit in squad |
Warrior’s Hubris | Grants resistance to magician and dragon attacks as strength increases |
Class Trait | Explanation |
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Colossal | Cannot dodge; deals increased morale damage |
Guardian | -25% damage when on defense |
Guerilla | Bonus hit and evade in rough terrain and/or on offense |
Hit and Run | Bonus hit and evade in open terrain and/or on offense |
Magic Armor | Reduces incoming spell damage by 50% of armor |
Polearm Warrior | +35% damage to cavalry; immunity to shock |
Stealth Attack | Attack rear row without penalty on first round of combat |
Leader Trait | Explanation |
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Archery Captain | Archery units cost 2 less capacity in this squad |
Counterattack | +25% damage on defense. Stacks with black belt artifact |
Desert Warrior | Squad is immune to heat wave and desert movement penalty |
Garrison | Damage reduction granted from terrain is increased by 50% |
Knight Captain | Melee cavalry units cost 2 less capacity in this squad |
Soldier Captain | Heavy infantry units cost 2 less capacity in this squad |
Shock and Awe | Firearm units cost 2 less capacity in this squad |
Silver Tongue | Enemy squads are more likely to surrender when using forced surrender |
Treasure Hunter | Increased chance of finding an item when enemy squad is destroyed or forced to surrender |
Tundra Warrior | Squad 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.