4.4.5 Traits
What are traits?
----------------
Traits are a way to customise your character beyond the basic choices of race
and statistics. By selecting various perks and advantages, you can enhance
your day-to-day life in Achaea from roleplay to combat to crafting. Some
examples of the benefits traits can provide are: increasing the rate at which
you recover balance, or increasing the durability of clothing that you craft.
Each trait falls into one of three categories:
MAJOR TRAITS - Wide-reaching combat advantages.
- Gained at levels 20, 50, and 80.
- May carry slight disadvantages.
MINOR TRAITS - Smaller utility or roleplay enhancing advantages.
- Gained at levels 30, 40, 60, 70, 90.
RACIAL TRAITS - Special traits tied to each player race.
- These are granted to you automatically and do not
take up a trait slot.
Please note that some traits conflict with one another, or they may have
special requirements, such as a minumum level requirement or another
prerequisite trait. Not every trait is useful for every character, but there
are many to choose from.
Viewing traits
--------------
TRAIT LIST - Bring up a list of all traits available to you.
TRAIT INFO <TRAIT> - Show detailed information about a specific trait.
Learning traits
---------------
TRAIT SELECT <TRAIT> - Selects a trait.*
TRAIT LIST KNOWN - List all learned traits.
* When selecting traits at a higher level, selection goes through each level
slot sequentially, so you'd learn the level 20 trait first, then 30, 40, and
so on. Also note that minor traits can be learned in major trait slots, for
those who do not neccessarily want to select a major trait. A warning is given
when attempting this, but care should be taken.
Unlearning traits
-----------------
TRAIT RESET - Clear all trait slots.**
** All characters are granted a single TRAIT RESET. After this option has been
exhausted, you'll need to use an artefact: either a Grimoire of Adaptation or
a gilded page (see HELP ARTEFACTS MISC).
(See HELP STATS, HELP RACESTATS)
4.12.4 Racial Specialisation
(for Seafaring specialisations, see HELP SEAFARING SPECIALISATION)
Syntax: RACE SPECIALISATION LIST
RACE SPECIALISE AS <SPECIALISATION>
After reaching level 10, adventurers may select a racial specialisation to
further customise his or her character. Upon selecting a specialisation, you
will receive an additional two points in one statistic at the cost of one point
in another. See the end of this help file for an example.
You may view the specialisations that are available to your race at any time
via RACE SPECIALISATION LIST. Once you have found a specialisation that you
would like to commit to, selecting it is as simple as: RACE SPECIALISE AS
<SPECIALISATION>.
Once selected, your specialisation is permanent, and can only be changed via
reincarnation (see HELP REINCARNATION for more information).
EXAMPLE
-------
A level 10 human has the following statistics:
Str. Dex. Con. Int.
-----------------------------------------------------------
Unspecialised 12 12 12 12
When applying a specialisation to this, our human adventurer has the potential
to alter his or her stats to any of the following:
Specialisation Str. Dex. Con. Int. Change
-----------------------------------------------------------------------------
Man-at-arms 14 12 12 11 +2 Str. -1 Int.
Rogue 12 14 11 12 +2 Dex. -1 Con.
Champion 12 11 14 12 +2 Con. -1 Dex.
Savant 11 12 12 14 +2 Int. -1 Str
(see also HELP RACES, HELP RACESTATS, HELP REINCARNATION, HELP TRAITS)
ANNOUNCE NEWS #3557
Date: 12/12/2011 at 12:18
From: Tecton, the Terraformer
To : Everyone
Subj: Races and Traits
I'm pleased to announce our latest major release in Achaea, the overhaul
of our race system and the launch of our character customisation system!
For too long, many have been annoyed with being forced to play a certain
race for a specific benefit, choosing between roleplay and combat
advantage. We felt this was far too stifling as well, so we've developed
a new system to allow you to play how -YOU- want to. Don't worry, there
is still variation between the races as far as stats go, and they still
retain those aspects which make them unique!
This is a pretty major change, affecting all facets of Achaea, and can
be divided up into two major sections:
Races
-----
- Race stats have been somewhat normalised, from a base of 12, most
races have +1 in one stat, and -1 in another (reflecting the historical
strengths of the class. The exception to this is Humans).
- The former system of racial advantages and disadvantages has been
removed, and each race has a racial trait (see "Traits" below).
- At level 10, all adventurers have the ability to select a racial
specialisation, allowing them to embrace one of their racial archetypes
for their race, gifting them with an additional +2 in one stat, and -1
in another. This is fairly in-depth, so if you'd like more information,
please see HELP SPECIALISATION.
Traits
------
- A further level of customisation is now offered in the form of traits,
offering adventurers the ability to tweak their characters far beyond
the usual race and stat choices.
- Over 70 unique facets to allow an exciting array of potential
advantages for your character. These are similar to the old racial
advantages, but are available to all races.
- Cover all aspects of Achaean life, from roleplay enhancements, to
combat advantages and additional utility in crafting and seafaring.
Again, in order to keep this post at a reasonable length, I refer you to
the detailed help file on this section - HELP TRAITS.
There will be some followup posts with more details on changes that were
loaded alongside these, and further information on specific changes.
In an effort to give everyone the chance to move back to the race they
want to be, I've gifted everyone with a free race change. In addition,
I've allowed everyone unlimited trait resets for the next two days, so
everyone can try things out and find something they like.
Penned by My hand on the 12th of Daedalan, in the year 584 AF.
ANNOUNCE NEWS #3558
Date: 12/12/2011 at 12:23
From: Tecton, the Terraformer
To : Everyone
Subj: Races and Traits - Part II
As mentioned in the previous post, there were many changes that were
made to be balanced with the new systems, especially the condensing of
shortened balance recovery to a single level, and the reintroduction of
shortened equilibrium recovery bonus.
- Herb balance time has been increased marginally.
- Rebounding aura timing activation time increased.
- Strength diminishing returns adjusted.
- Intelligence diminishing returns adjusted.
- Base sip amounts decreased to account for the loss of weaknesses.
- Base moss healing decreased to account for the loss of weaknesses.
- DIAMONDSKIN/BARKSKIN intelligence scaling reduced.
- DISEMBOWEL strength scaling reduced.
- Songblessed rapiers no longer receive a 10% speed boost.
- ERODE equilibrium cost was increased.
- SAP equilibrium cost was increased.
We'll be closely monitoring all things related to these changes, and be
making tweaks as needed. We'll also be opening up a full classlead (HELP
CLASSLEADS) season next week, once everyone has had the chance to
explore these new changes a little more thoroughly.
As with any changes of this enormous magnitude, there are bound to be
some bugs that crop up, so please file a bug (HELP BUGS) with as much
information as possible. The usual disclaimer also applies, if you
discover something that seems too good to be true, it probably is. Don't
abuse these, we have zero tolerance for bug abusers, and there is a very
good chance you'll lose your characters.
Penned by My hand on the 12th of Daedalan, in the year 584 AF.