Traits are various modifiers affecting soldiers' abilities and story effects. Traits are permanent modifiers, not to be confused with status effects, which are temporary.
Nature[]
Nature traits describe soldiers' inherent traits and abilities. These traits mainly determine how will various events affect soldiers' morale.
Name | Icon | In-game description | Possible effects |
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Anxious | <icon> | Maximum value of Willpower is decreased by 1. | |
Brawler | Increases melee damage and melee resistance. | ||
Burglar | Extra resources from abandoned settlements. | May find money and certain consumables when triggered.
May open certain containers containing Money during combat missions. | |
Chaotic | - 15% work efficiency | ||
Charismatic | Maximum value of Charisma is increased by 1. | ||
Clumsy | Maximum value of Dexterity is decreased by 1. | ||
Dexterous | Maximum value of Dexterity is increased by 1. | ||
Eagle-eyed | Has an increased sight radius and a chance to hit the enemy. | ||
Fainthearted | Can't take on any Combat Role. | ||
Focused | +15% Work Efficiency. | ||
Herbalist | Has a chance of getting extra Herbs from forests and lakes. | May find Herbs when triggered.
May gather some herb stashes during combat missions. Can trigger after exploring abandoned settlements too. | |
Housekeeper | Extra resources from abandoned settlements. | May find extra Coal, Cloth, Metal and/or certain consumables when triggered. | |
Hunter | Has a chance of getting extra Food from forests and lakes. | May greatly increase Food gained when triggered. | |
Idiotic | Has 2 Intelligence. This value cannot increase. | ||
Impulsive | Can affect narrative in dialogues and other events. | ||
Insomniac | Recovers Stamina slower when resting. | ||
Intelligent | Maximum value of Intelligence is increased by 1. | ||
Jinx | A bad luck charm. Accidents occasionally happen to nearby soldiers. | ||
Kind-hearted | +20% Work Efficiency when healing patients (Doctor Train Role).
Significantly decreases the chance to hit an enemy. |
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Loose Cannon | Increases the burst count but consumes more ammo.
Increases the rate of fire of a weapon but decreases the chance to hit an enemy. |
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Lucky | Small chance to instakill an enemy.
Slightly decreases the chance of being hit by an enemy. |
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Popular | Maximum value of Charisma is increased by 2.
Their death would cause a significant hit to Morale. |
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Resilient | Decreases the chance of falling ill. | ||
Self-conscious | Maximum value of Charisma is decreased by 1. | ||
Shaky Hands | Increases time to aim. | ||
Short | Slightly decreases the chance of being hit by an enemy. | ||
Shortsighted | Decreases sight radius. | ||
Sickly | Has a higher chance of falling ill. | ||
Slow-witted | Maximum value of Intelligence is decreased by 1. | ||
Speech impediment | Maximum value of Charisma is decreased by 1. | ||
Stout | Decreases efficiency of covers in missions. | ||
Strong Appetite | Requires Food more frequently than others. | ||
Strong-willed | Maximum value of Willpower is increased by 1. | ||
Sturdy | Maximum value of Fitness is increased by 1. | ||
Survivalist | Extra Food from forests and lakes. | Increases Food gained when triggered. | |
Talented | Increases XP gain of any Train Role while working in train. | ||
Thrill-seeker | Increases XP gain of any Combat Role in missions.
-15% Work Efficiency |
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Tough | Survives longer when Downed. | ||
Vigorous | Recovers Stamina faster when resting. | ||
Weak | Maximum value of Fitness is decreased by 1. | ||
Well-trained | Significantly decreases reload time of a weapon. |
Character[]
Character traits describe soldiers' obtained traits and abilities. These traits mainly modify, add or remove soldiers' abilities.
Name | Icon | In-game description | Possible effects |
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Aggressive | <icon> | Chooses violence every time.
Can affect narrative in dialogues and other events. |
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Alcoholic | Takes refuge in the bottle.
Can affect narrative in dialogues and other events. |
If player chooses buying drink to soldier in pub in station, the soldier will gain "Exhausted" status effect. | |
Arrogant | Highly efficient unless they have to work with others.
Work efficiency is increased by +10% when working solo, but decreased -15% when working in a group. |
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Austere | Leniency is a weakness.
Can affect narrative in dialogues and other events. |
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Avaricious | Not a good person, but a good haggler for sure.
Grants better prices when trading. Can affect narrative in dialogues and other events. More "Avaricious" traits in the squad don't multiply the effect. |
May get Ill during Forage missions (eating poisonous berries). | |
Careless | Probably already messed something up.
Can affect narrative in dialogues and other events. |
Soldier more prone to get injured during work.
Loses morale when a blockade is stopped at instead of rammed. | |
Caring | Genuinely cares for others.
Can affect narrative in dialogues and other events. |
Soldier can lose morale if player chooses to not help others. (?) Soldier can be negatively affected by squadmate's injury. (?) Gains morale when a blockade is stopped at instead of rammed. | |
Cowardly | Controlled by their fears.
Has no mental resilience at all. Can affect narrative in dialogues and other events. |
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Cruel | Torturing others is their idea of fun.
Can affect narrative in dialogues and other events. |
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Deceitful | Can't be trusted.
Can affect narrative in dialogues and other events. |
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Dignified | When they speak, people listen carefully.
Can affect narrative in dialogues and other events. |
May prevent accidents triggered by other squad members. | |
Diligent | Steady and earnest in all their duties.
+10% work efficiency |
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Entertainer | Musician, poet, comic. Makes everyone's day better.
Can affect narrative in dialogues and other events. |
At PoI, can trigger trait to boost morale of squad members. | |
Friendly | Always ready to make a friend.
Can affect narrative in dialogues and other events. |
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Frugal | Doesn't need a lot of food and saves it for the lean times.
Requires food less frequently than others. |
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Generous | Puts others before self.
Can affect narrative in dialogues and other events. |
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Humorous | Makes a joke out of anything possible.
Can affect narrative in dialogues and other events. |
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Indifferent | Doesn't care even if people die.
Can affect narrative in dialogues and other events. |
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Lazy | Does the bare minimum required - if supervised.
-15% work efficiency. Can affect narrative in dialogues and other events. |
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Loyal | Can be always counted on.
Can affect narrative in dialogues and other events. |
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Moralist | Yes, but is it the moral thing to do?
Can affect narrative in dialogues and other events. |
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Pacifist | They will not fight or hurt anyone.
Cant have any combat role. |
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Pragmatic | Looks for effective and practical solutions without considering morality.
Can affect narrative in dialogues and other events. |
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Problem-solver | Has a solution for every problem.
Can affect narrative in dialogues and other events. |
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Reckless | Acts without thinking.
Can affect narrative in dialogues and other events. |
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Ruthless | Hesitation is a weakness, like mercy.
Can affect narrative in dialogues and other events. |
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Selfish | Thinks of themselves first and foremost.
Can affect narrative in dialogues and other events. |
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Sceptical | Second guesses everything.
Can affect narrative in dialogues and other events. |
Soldier loses morale if player don't inquire when accepting quest. | |
Stoic | Immovable like a mountain.
High chance to successfully deflect "Permanent mental trauma" (trait) |
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Team player | Works great with others but gets lost when alone.
Increases morale when working in a group, but decreases work efficiency by -10% when working solo. |
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Thief | Finds other people's things and keeps them.
Can affect narrative in dialogues and other events. |
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Vengeful | Has a history with Reds that needs to be paid in blood.
Can affect narrative in dialogues and other events. |
Soldier loses morale if task involving elimination of the enemy is not completed.
May find grenades after a blockade has been removed. |
Belief[]
Beliefs describe soldiers' political and ideological orientation.
Combat expertise[]
Combat expertise are traits obtained by fully leveling soldiers' role.
Injury[]
Injuries are detrimental traits obtained by illness, heavy wounds and other traumatic experiences.