[1.20] Trait List

By on December 12, 2012 4:06:31 PM from Elemental Forums Elemental Forums

Kongdej

Join Date 01/2012
+58

I made a trait list in response to someone else's thread but figured it would get more attention (give me attention! ) in a dedicated thread, well actually I just figured more people who would want to see it, had a chance to see it.

 

The way it was created was, that I went through the trait list in the core file and wrote it all down by hand, so if there is a mistake, blame Kael...
If you find I am missing a trait, or have a better idea of how to list it, please give a reply.

Rough link here: https://www.dropbox.com/s/qpc9v6go37bpzlp/Trait%20List.txt
  Edit: Current computer have a HD that is about to die, so I wont be installing dropbox, and wont be changing this list until my other comp is back from repairs.

 

  The "Prereq:" is the trait that is required for the first item in the list, the secondary items are only requiring the first item (Lethal II only requires Lethal I, not "Path Of The Warrior")
   The list is subject to me missing an item or two (I missed "Fast" the first time around), It does get tiresome looking through the text mindlessly copying the important text (its mixed in with unit traits, sovereign traits, and faction traits).
  The benefits of upgradeable traits are cumulative, level 3 lethal grants a total of +9 bonus to cutting, blunt or piercing attack (2+3+4 = 9).
  The Chance attribute that I added on the 3rd edit is a number that is only comparable to other chance attributes (in-text-term is "Likelihood"), a 100 is considered "Rare", 200 is "Uncommon" and 400 and above is "Common". The way I figure it works is that a chance of 400 is twice as likely to show up as a chance of 200.


Path Of The Assassin

 Effect: (+15 critical chance, +50% critical damage)
 Minimum lvl: 4
 Chance: 1

Vital Strike: (I, II, III) (+2/+3/+4 to critical chance, +20%/+30%/+40% to critical damage)
 Prereq: PathOfTheAssassin
 Chance: 400/200/100

Dodge: (I, II, III) (+4/5/6 to dodge)
 Prereq: PathOfTheAssassin
 Chance: 400/200/100

Deflect Missiles: (+20 dodge against ranged attacks)
 Prereq: Dodge I
 Chance: 200

Acrobat: (+1 dodge per level)
 Prereq: Dodge 3
 Chance: 100

Double Strike: (Allows the unit to use double strike: Attack twice, but at a -30 accuracy)
 Prereq: PathOfTheAssassin
 Chance: 100

Sweep: (Allows the unit to use the ability Sweep: attack all surrounding enemies)
 Prereq: Double Strike
 Chance: 100
 
Note: A player says he gets to pick this without it requiring "Double Strike".

Shadowstrike: (I, II, III) (+25%/+25%/+25% defense ignore)
 Prereq: PathOfTheAssassin
 Chance: 400/200/100

Precision: (I, II, III) (+5/+10/+15 accuracy)
 Prereq: PathOfTheAssassin
 Chance: 400/400/400

Impulsive: (Unit goes first (Unit gets +50 Initiative in the first round of combat))
 Prereq: PathOfTheAssassin
 Chance: 200

Executioner: (I, II, III) (+5/+6/+7 attack vs champions)
 Prereq: PathOfTheAssassin
 Chance: 400/200/100

Gamblers Strike: (Allows the unit to use Gamblers Strike: 50% chance to deal triple damage, 50% chance to miss)
 Prereq: PathOfTheAssassin
 Chance: 100

Charge: (+3 moves and +3 attack on the first turn of combat)
 Prereq: PathOfTheAssassin
 Chance: 100

Marksman: (I, II, III) (+10%/+15%/+20% to pierce damage, and +0/+5/+10 to accuracy)
 Prereq: PathOfTheAssassin
 Minimum lvl: (Marksman I = 5) (Marksman II = 7) (Marksman III = 9)
 Chance: 200/200/100

Truestrike: (Allows the unit to use True Strike: an attack that deals 75% damage, but never misses)
 Prereq: PathOfTheAssassin
 Chance: 200

 

Path Of The Defender
 Effect: (+20 Weight capacity, +2 hp per lvl)
 Minimum lvl: 4
 Chance: 1

Stun: (Allows the unit to use the ability Stun: normal attack that also stuns the target unless it resists)
 Prereq: PathOfTheDefender
 Chance: 100

Resist Cold: (+50 resistance to cold)
 Prereq: PathOfTheDefender
 Chance: 100

Resist Fire: (+50 resistance to fire)
 Prereq: PathOfTheDefender
 Chance: 100

Obsidian Guard: (I, II, III) (+5/+10/+15 to army's spell resistance)
 Prereq: PathOfTheDefender
 Chance: 200/100/100

Medic: (+1 to army's health regeneration)
 Prereq: PathOfTheDefender
 Chance: 200

Shieldwall: (+3 Defense to army)
 Prereq: PathOfTheDefender
 Chance: 100

Guardian: (I, II, III) (+2/+3/+4 to army's dodge)
 Prereq: PathOfTheDefender
 Chance: 200/100/100

Hobble: (Allows the unit to use Hobble: Normal attack that also reduces movement of target by 1, for 3 turns)
 Prereq: PathOfTheDefender
 Chance: 200

Immune To Counterattack: (Unit doesn't suffer from counterattacks)
 Prereq: PathOfTheDefender
 Chance: 200

Immune to Criticals: (Unit doesn't suffer from critical hits)
 Prereq: PathOfTheDefender
 Chance: 100

Endurance: (I, II, III, IV) (+1/+1/+1/+1 hp per level)
 Prereq: PathOfTheDefender
 Chance: 400/200/200/100

Defender: (I, II, III) (+5/10/15 Defense when defending)
 Prereq: PathofTheDefender
 Chance: 600/200/100

 

Path Of The Governor
 Effect: (+2 growth, and -15% unrest in the city this unit is stationed in)
 Minimum lvl: 4
 Chance: 1

Administrator: (I, II, III) (10%/15%/20%) unrest in the city this unit is in)
 Prereq: PathOfTheGovernor
 Chance: 100/200/200

Loremaster: (I, II, III) (+1/+2/+3 research per season)
 Prereq: PathOfTheGovernor
 Chance: 100/200/200

Merchant: (I, II, III) (+2/+3/+4 Gildar per season, ignores taxes)
 Prereq: PathOfTheGovernor
 Chance: 100/200/200

Road Building: (Allows the unit to build roads)
 Prereq: PathOfTheGovernor
 Chance: 100

 

Path Of The Mage
 Effect: (-25% mana cost for tactical spells, +50% spell damage)
 Minimum lvl: 4
 Chance: 1

Summon: (I, II, III) (+1/+1/+1 level to summons)
 Prereq: PathOfTheMage
 Minimum lvl: (Summon I = 3) (Summon II = 5) (Summon III = 7)
 Chance: 400/200/100

Evoker: (I, II, III) (+25%/+25%/+25% bonus spell damage)
 Prereq: PathOfTheMage
 Minimum level: (Evoker I = 3) (Evoker II = 5) (Evoker III = 7)
 Chance: 200/200/100

Prodigy: (I, II, III) (+5/+10/+15 spell mastery)
 Prereq: PathOfTheMage
 Chance: 400/200/100

Affinity: (10% reduced mana cost for tactical spells)
 Prereq: PathOfTheMage
 Chance: 100

Knowledge: (+25% experience earned)
 Prereq: PathOfTheMage
 Chance: 200


Path Of The Warrior
 Effect: (+3 cutting, blunt and pierce attack, +20 weight capacity)
 Minimum lvl: 4
 Chance: 1

Crushing Blow: (You can use crushing blow: +100 attack - but lose next turn)
 Prereq: PathOfTheWarrior
 Chance: 200

Discipline: (+1 accuracy and spell resistance per level)
 Prereq: PathofTheWarrior
 Minimum lvl: (Discipline = 3)
 Chance: 100

Tactician: (I, II, III) (+1/+1/+1 to army initiative)
 Prereq: PathOfTheWarrior
 Chance: 200/100/100

Leadership: (I, II, III) (+5/+10/+15 to army's accuracy)
 Prereq: PathOfTheWarrior
 Chance: 100/100/100

Lethal: (I, II, III, IV, V) (+2/+3/+4/+5/+6 to blunt, pierce or cutting attack)
 Prereq: PathOfTheWarrior
 Chance: 400/200/100/100/100

Rage: (+8 cutting, blunt and pierce attack when under 25% hp)
 Prereq: PathOfTheWarrior
 Chance: 100

Bruiser: (I, II, III) (+ 15%/20%/25% blunt attack per level)
 Prereq: PathOfTheWarrior
 Minimum lvl: (Bruiser I = 5) (Bruiser II = 7) (Bruiser III = 9)
 Chance: 200/200/100

Dragon Slayer: (+10 attack vs dragons)
 Prereq: PathOfTheWarrior
 Minimum lvl: (Dragon Slayer = 9)
 Chance: 100

 

Always Available

Quick: (+1 Initiative)
 Prereq: Always Available
 Chance: 400

Fast: (+2 Initiative)
 Prereq: Quick
 Chance: 200

Graceful: (+2 Initiative, cannot be knocked prone)
 Prereq: Fast
 Chance: 100

Strength: (+20 weight capacity)
 Prereq: Always Available
 Chance: 200

Brute: (+3 attack vs opponents with a lower level)
 Prereq: Strength
 Chance: 400

Potential: (I, II, III) (+15%/+20%/+25% experience earned)
 Prereq: Always Available
 Chance: 400/200/100

Enmity: (+25% blunt, Cutting and pierce attack vs opposite race (fallen vs men))
 Prereq: Always Available
 Chance: 100

Finesse: (+3 attack vs opponents with lower initiative)
 Prereq: Always Available
 Chance: 200

Spell Resistance: (I, II, III) (+10/+20/+30 to unit's spell resistance)
 Prereq: Always Available
 Chance: 400/200/100

Trainer: (I, II, III) (+10%/+15%/+20% to experience earned by army)
 Minimum lvl: (Trainer I = 5)
 Chance: 200/200/100

Swordsman: (I, II, III) (+10%/+15%/+20% cutting attack, +0/+1/+2 initiative)
 Minimum lvl: (Swordsman I = 5) (Swordsman II = 7) (Swordsman III = 9)
 Chance: 200/200/100


Spell Template, and Sovereign (only) traits

Air: (I, II, III, IV, V) (Cast Air spells)
 Prereq: Trait not available
 Minimum lvl: (Air II = 3) (Air III = 5) (Air IV = 7) (Air V = 9)
 Note: This is the template for all spells, you got to have level 1 in a spelltype before it shows up in the level tree.
 
Second Note: You can find a list of spells here http://forums.elementalgame.com/435065, it would take too much space to put them all in here I guess.
 
Chance: 0/450/500/550/600

Air Adept: (I, II, III) (Cast Henchmen Air spells)
 Prereq: Trait Not Available
 Note: Haste / Guardian Wind / Storm
 
Chance: 0/200/100

Earth Adept: (I, II, III) (Cast Henchmen Earth spells)
 
Prereq: Trait Not Available
 
Note: Hurl Boulder / Stoneskin / Shockwave
 
Chance: 0/200/100

Fire Adept: (I, II, III) (Cast Henchmen Fire spells)
 
Prereq: Trait Not Available
 
Note: Burning Hands / Flame Dart / Focus
 
Chance: 0/200/100

Life Adept: (I, II, III) (Cast Henchmen Life spells)
 
Prereq: Trait Not Available
 
Note: Aid / Heal / Growth
 
Chance: 0/200/100

Water Adept: (I, II, III) (Cast Henchmen Water spells)
 
Prereq: Trait Not Available
 
Note: Slow / Chaos / Summon Ice Elemental
 
Chance: 0/200/100

Attunement: (+2 mana per season)
 Prereq: Trait not available

Brilliant: (+10% experience earned, +2 spell mastery per level)
 Prereq: Trait not available

Hardy: (+1 HP per level, Immune to Poison)
 Prereq: Trait Not Available

Might: (+3 to cutting, pierce and blunt attack)
 Prereq: Trait Not Available

Scholar: (+10% research empire wide)
 Prereq: Trait Not Available

Veteran: (Start as level 2)
 Prereq: Trait Not Available

Wealthy: (+800 gildar at start of the game)
 Prereq: Trait Not Available


Injuries

Afraid of Dying: (-30 Accuracy vs higher level enemies)

Amnesia: (25% penalty to earned XP)

Blind In One Eye: (25% penalty to Accuracy)

Broken Leg: (25% penalty to dodge)

Broken Nose: (10% penalty to hit points)

Chipped Tooth: (50% penalty to poison resistance)

Concussion: (25% penalty to mana cost for tactical spells)

Cracked Skull: (instant 10 penalty to experience points)

Flesh Wound: (10% penalty to hit points)

Gangrene Hand: (-1 to cutting, blunt and piercing attack)

Hallucinations: (+10 bonus to spell mastery, -10 penalty to spell resistance)
 Note: Yea right its a penalty

Missing Ear: (10% penalty to dodge)
Note: The description is "What", but it actually adjusts the dodge unitstat

Pneumonia: (50% penalty to cold resistance)

Rotting Wound: (25% penalty to hit points)

Tis But A Scratch: (No Effect)

Twisted Ankle: (-1 penalty to initiative)

Twisted Knee: (-1 penalty to initiative)

Typhoid Fever: (-1 penalty to the stack's hp)
 Note: This only takes effect to the units stacked with this hero, when he leaves the hp is regained for the other units)
 Second Note: the "Provides" tag is using the old "-2 to army hit points" description, note sure which effect this takes, this is the outcome of sloppy updating.

Edit: Fixed spelling on a few traits, removed the "Loner" entry (Thanks Kalin), and added the "Air Adept" entry.
Edit2: Added True Strike (Thanks to BernieTime)
Edit3: Changed how the text looks, hopefully you will find it easier to read, also added "Chance" which is how likely a specific trait is to pop up (compare it to the other chance numbers).
 Also added the description for henchmen spells, and injuries to the list.
 Also tried to colour code it for easier locating of important items.

Sincerely
~ Kongdej

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Phidrae
December 12, 2012 4:27:48 PM from Elemental Forums Elemental Forums

Loner never appears because it doesn't have a Unit_Level abilitybonustype designation, it's probably meant as some sort of unique champion ability.

The same is true for Attunement, Brilliant, Hardy, Might, Scholar, Veteran, Wealthy (those are only for sovereign design).

Oh, and... + attention

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December 12, 2012 5:27:17 PM from Elemental Forums Elemental Forums

Quoting Kalin,
Loner never appears because it doesn't have a Unit_Level abilitybonustype designation, it's probably meant as some sort of unique champion ability.

Arh thanks, just looked at the chance one.
I am not too used to this modding code, so nice with some clarifications

Sincerely
~ Kongdej

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December 12, 2012 8:55:55 PM from Elemental Forums Elemental Forums

I'll "Awesome" again Attention!

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January 24, 2013 3:26:02 AM from Elemental Forums Elemental Forums

missing the "Aim" skill that lets you wack something at 75% damage.  Not sure if that's generic or part of a path

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January 24, 2013 5:48:32 AM from Elemental Forums Elemental Forums

Quoting BernieTime,
missing the "Aim" skill that lets you wack something at 75% damage.  Not sure if that's generic or part of a path

As far as I remember, its part of the assassin path, I must have missed it when I was looking through all the (bloody) text, thanks!
Will try to see if I can download and install the game (without running it! ) so I can get access to the list again.

Sincerely
~ Kongdej

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January 24, 2013 7:31:40 AM from Elemental Forums Elemental Forums

Quoting BernieTime,
missing the "Aim" skill that lets you wack something at 75% damage.  Not sure if that's generic or part of a path

There, found it, your calling it "Aim" actually had me searching for "Aim" though, when it was called "True Strike", boo at manually searching through tons of text for one item

Sincerely
~ Kongdej

 

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January 24, 2013 4:12:11 PM from Elemental Forums Elemental Forums

Sorry about that, I couldn't remember the exact name either.  Probably because I never ever take it when offered.  Most of the special abilities never seem to miss so the skill seems moot.

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January 24, 2013 5:15:55 PM from Elemental Forums Elemental Forums

Quoting BernieTime,
Most of the special abilities never seem to miss so the skill seems moot.

According to some of the modders they aren't able to miss at all, (which makes double strike kind of silly, since its supposed to be able to miss), the exception is the "Gamblers Strike" which functions nothing like a normal attack.

One of the things I always found odd in this game was the mention to things that aren't really applicate-able as of doublestrike.
Some of the more advances modding takes a hit to this too, since it limits the modding ability, you can't for example make easy-to use ranged attacks that use resistance and mastery instead of dodge and accuracy...

Hmmm, I might be going slightly off-topic here...

Sincerely
~ Kongdej

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January 28, 2013 1:50:01 AM from Elemental Forums Elemental Forums

I notice one thing that has changed since you updated it last... the "Sweep" skill isn't necessarily on the assassin path, and doesn't require double strike. I've had it with Defenders, Warriors, and Assassins.

 

@BernieTime: The Truestrike skill may seem moot, but it does that 75% of damage regardless of the AC of the target, so it's still useful sometimes. So say your attack is 20, you do 15 points of damage whether the enemy has 0 AC or 50 AC (although I would still MUCH rather have Double Strike).

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January 28, 2013 4:04:05 AM from Elemental Forums Elemental Forums

Quoting Phidrae,
I notice one thing that has changed since you updated it last... the "Sweep" skill isn't necessarily on the assassin path, and doesn't require double strike. I've had it with Defenders, Warriors, and Assassins.

Thanks.

My current computer have a troubled harddrive, and some other issues like morning-grumpyness. So I can't play elemental for more than 20 minutes at a time (So that pretty much ruins the fun), didn't notice this in the patchnotes though.

Will use my morning to recheck the abilities with 1.2

Edit: My version of Sweep still requires doublestrike... (1.20 vanilla)... Are you running mods, or have you been granted units with free doublestrike? (or is it the campaign, which is subject to odd rules)
 I did add a note about it though.

Sincerely
~ Kongdej

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January 28, 2013 5:51:19 AM from Elemental Forums Elemental Forums

Updated with injuries, Chance to get the trait, and added to the note of the Henchmen Spells which spell they give, one thing on the "todo" list is add the full spell list here so a player can make sensible choices from this list alone.

If anyone see's this and have a spelllist lying around, I would love to see it instead of translating all the spell out from the raw text in the game directory.

edit: Oh, and colour coded it because for myself it added a huge element of quickly finding the right path, I do know this wont translate well to all the forum skins though, so please yell at me if you want it reverted. (It should be forbidden to have 2 skins to a forum, with each separate backgrounds when I am trying to find colours that easily contrast with the background).

Sincerely
~ Kongdej

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January 28, 2013 7:22:05 AM from Elemental Forums Elemental Forums

Quoting Kongdej,
If anyone see's this and have a spelllist lying around, I would love to see it instead of translating all the spell out from the raw text in the game directory.

Why don't you use the Spellbook for this?

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January 28, 2013 9:07:15 AM from Elemental Forums Elemental Forums

Quoting Gaunathor,

Quoting Kongdej, reply 12If anyone see's this and have a spelllist lying around, I would love to see it instead of translating all the spell out from the raw text in the game directory.

Why don't you use the Spellbook for this?

Uhm... That would be the intelligent thing to do
Hmm, there's always more spells than I remember.

~ K

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