Post by Mala Malatu on Oct 29, 2013 14:10:14 GMT
Traits are a form of miscellaneous 'perk', of sorts. They don't generally apply to skills, but can affect your character and your roleplay in other ways. Below is a list of traits, which will be updated over time as more are thought of, requested, or stumbled upon. Traits are considered additions to BASE values, and thus stack with everything, including each other. Unless specified, a trait can only be taken once.
{Level 1 Traits}
Noble - You are born from high stock, regardless of your race or starting location. You may be the Empress' cousin, or brother to a King of High Rock, and so forth. This allows you to begin with +200 starting gold, but can have other roleplay ramifications.
Friendly - You are considered friendly, resulting in general townsfolk having a slightly better disposition toward you.
Unfriendly - You are considered rude or mean, resulting in the general populace having a slightly worse disposition toward you.
Nice Guy - You have been known to be a rather nice fellow, thus starting you with +5 Karma.
Mean Fellow - You have been known to be a rather less than nice fellow, thus starting you with -5 Karma.
Noble - You are born from high stock, regardless of your race or starting location. You may be the Empress' cousin, or brother to a King of High Rock, and so forth. This allows you to begin with +200 starting gold, but can have other roleplay ramifications.
Friendly - You are considered friendly, resulting in general townsfolk having a slightly better disposition toward you.
Unfriendly - You are considered rude or mean, resulting in the general populace having a slightly worse disposition toward you.
Nice Guy - You have been known to be a rather nice fellow, thus starting you with +5 Karma.
Mean Fellow - You have been known to be a rather less than nice fellow, thus starting you with -5 Karma.
{Level 10 Traits}
Building Muscle - From your days of traveling and adventuring, you've built up your strength. +50 carrying capacity.
Notable Crafter - From months and years of perfecting your craft, you have earned the ability to craft items more swiftly. Crafting skills are 25% faster.
Practicing Conjuror - Explosions, attacks, and unbound scamps over these past months have taught you a new level of control over Conjuration spells. You may have 1 additional Conjure or Bound spell active.
Skilled Gardener - Knowing your land and your plants has allowed you to reap a better harvest of your plants. +25% harvest from plants you've grown.
Building Muscle - From your days of traveling and adventuring, you've built up your strength. +50 carrying capacity.
Notable Crafter - From months and years of perfecting your craft, you have earned the ability to craft items more swiftly. Crafting skills are 25% faster.
Practicing Conjuror - Explosions, attacks, and unbound scamps over these past months have taught you a new level of control over Conjuration spells. You may have 1 additional Conjure or Bound spell active.
Skilled Gardener - Knowing your land and your plants has allowed you to reap a better harvest of your plants. +25% harvest from plants you've grown.
{Level 20 Traits}
Strong as an Ox - From your continued travels and adventuring, you've build up your strength further. +100 carrying capacity.
Practicing Runelorist - Due to continuing practice with Rune magic, you may have 1 additional Rune spell active at any time.
Noteworthy Smith - You have learned a special form of smithing. You may now craft 1 new type of armor from the following list: Ancient Nordic Armor (Steel), Falmer Armor (Elven), Yokudan Light Armor (Elven), Light Horse Armor (Steel), Heavy Horse Armor (Steel). This trait may be taken twice.
Noteworthy Alchemist - Poisons and potions have become a simple matter for you, and as such you may now get two uses out of a bottle of poison or a potion. If you have the Alchemy perk allowing two uses per dose, count each bottle as two doses.
Noteworthy Enchanter - Extreme practice has taught you duality. You may now, with a Greater Soul or higher, enchant two items with the same soul with no penalties. Both enchantments MUST be performed at the same time, or else the soul is expended after 1 enchantment.
Strong as an Ox - From your continued travels and adventuring, you've build up your strength further. +100 carrying capacity.
Practicing Runelorist - Due to continuing practice with Rune magic, you may have 1 additional Rune spell active at any time.
Noteworthy Smith - You have learned a special form of smithing. You may now craft 1 new type of armor from the following list: Ancient Nordic Armor (Steel), Falmer Armor (Elven), Yokudan Light Armor (Elven), Light Horse Armor (Steel), Heavy Horse Armor (Steel). This trait may be taken twice.
Noteworthy Alchemist - Poisons and potions have become a simple matter for you, and as such you may now get two uses out of a bottle of poison or a potion. If you have the Alchemy perk allowing two uses per dose, count each bottle as two doses.
Noteworthy Enchanter - Extreme practice has taught you duality. You may now, with a Greater Soul or higher, enchant two items with the same soul with no penalties. Both enchantments MUST be performed at the same time, or else the soul is expended after 1 enchantment.