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 https://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