Trait

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Character traits are the building blocks of heroes. As players progress through the game, higher Intellect, Awareness, and Personality scores open up more conversation options in Quests. Some Skills have minimum trait requirements.

Some Equipment may provide trait bonuses. Armor bonuses of the same trait do not add up, instead the highest value is taken. A full list of the items providing these bonuses can be viewed in the Equipment List. Augmented traits are shown on the Character Sheet as bright green values. Traits.jpg

Trait Scores and Points

Each level, a character gains two trait points (3 after level 15). Additional trait points can also be gained by reading the rare Ancient Tolassian Tomes. These trait points can be used to raise trait scores, that is, the actual amount of the trait your character has. See the following table to see how trait scores relate to trait point costs.

Trait Score Trait Point Cost Starting From Score 0
1 1
2 1 + 2 = 3
3 1 + 2 + 3 = 6
4 10
5 15
6 21

For example, to gain an Endurance score of 3 (from a score of 0), you first have to purchase score 1 and score 2, so the total is 6 trait points spent.

Trait Descriptions

Trait Checks

The following list provides an overview on all Trait checks currently known in the game. Those marked with Decisive.png are mandatory for achieving certain outcomes or rewards which can not be accomplished otherwise.

Trait RequirementNPC / ObjectQuestArea Description
Decisive.png Agility 4Leather pouchHonor among ThievesNekhar Valley Mandatory for obtaining the gems lost by Rolf Ehrar. Otherwise they will be swallowed by the river.
Agility 7Lady CalendaThe Ark of LothasanArk of Lothasan (Upper Deck) Only when joining the Forsaken: Needed for dealing 200 initial damage to Lady Calenda, making the subsequent fight a bit easier.
Awareness 1RodneyThe Seed of TrustNorthern Bluemist River Provides a quicker way for achieving the most profitable outcome of the negotiation with Rodney (250 Gold, 180 XP). The same result can also be achieved without a trait check.
Awareness 1CorpseA Mysterious LetterMagistrate Steinz's House Needed to obtain a hint about a missing object when not having the Inheritance Letter in your inventory while examining Odo Steinz' corpse.
Awareness 2Mirmek nestHunting Bugs!Northern Bluemist River Necessary for getting a hint that poison can be used to destroy the nest (only if you don't have any). Not required to actually pour venom into the nest.
Awareness 2Mirmek nestSand VerminDeepsands Cave Necessary for getting a hint that poison can be used to destroy the nests (only if you don't have any). Not required to actually pour venom into the nests.
Awareness 2Tomb wallThe CollectionistAzagul Tomb Mandatory to discover the mechanism for deactivating the gas trap. Alternative: Having Adaon in your party.
Awareness 2StatueNoneIrazur Tomb Mandatory to discover the lever for deactivating the gas trap. Alternative: Having Adaon in your party.
Awareness 2RodoSmugglers in the NightNorthern Inori Needed to become aware of Rodo's attempt to poison you (when drinking tea with him) and prevent getting hurt by 100 Toxic damage. You have to fight the smugglers nonetheless.
Awareness 2StatueWelcome to the HouseNew Garand Sewers Mandatory to discover the coin slot for opening the grate, thus gaining entrance to the Seventh House. Alternative: Having Adaon in your party.
Decisive.png Awareness 2ConsoleThe Ark of LothasanArk of Lothasan Necessary for learning about the Oracle when searching the library console, thus gaining 2,500 + 1,000 XP.
Awareness 3Woodswoman (Werewolf)The Moon ChildrenIross Highlands Required to become aware of the ambush and avoid taking 100 initial damage. Alternative: Personality 3 or asking about Zuz'sare when The Prodigal Daughter is active.
Awareness 3A LadyDubious PoetryIron Valley Required to become aware of the assassination attempt and avoid taking 90 initial damage.
Awareness 3Secret entrance to Cave of EchoesStopping PrejudiceThyr Ridges Needed for descending the stairs more safely, thus reducing the unavoidable damage from 120 to 40. Alterative: Intellect 4.
Awareness 3Dorphis GreyruneNoneGreyrune Manor Necessary for sensing the rune trap, thus reducing the unavoidable Cold damage from 100 to 40.
Awareness 4DoorThe Snake GangKurgua Cave When hostile to Zilda: Required to open the door of the cage trap without taking damage. Alternative: Strength 5.
Awareness 4Brother TarlusThe Ancient SealForbidden Pit Required to become aware of the monk's ambush and avoid taking 90 Toxic damage. Alternative: Personality 3.
Decisive.png Awareness 5ConsoleThe Ark of LothasanArk of Lothasan (Upper Deck) Mandatory for opening the medical console and learning about life extension (immortality), thus gaining 8,000 XP. This is one piece of a puzzle toward a peaceful ending of the game. Without passing this check it is impossible to score high enough on the debate with the Forsaken to avoid fighting the Horror
Decisive.png Intellect 1XerlaDefending the OutpostIross Highlands Necessary for gaining the opportunity to equip the outpost defenders with silver weapons, thus highly increasing their survival chances during the werewolf attack.
Intellect 1GurrAn Odd CoupleZamohr Mountains Mandatory for obtaining the Small Brass Key from Gurr, thus advancing the quest. Alternative: Having Hirge in your party.
Intellect 1DartosOutstanding ApprenticeIron Enclave Needed for grasping the allusion to regeneration and updating your quest log accordingly.
Decisive.png Intellect 1DartosOutstanding ApprenticeIron Enclave Mandatory to explain Khadar's true motives to Dartos, thus additionally receiving 300 XP and +3 reputation with the Wizard's Guild.
Intellect 1Guardian GolemStopping PrejudiceCave of Echoes Only when having My Little Vorator, by Terezza in your inventory: Required to remember Terezza's name on the book and avoid taking 160 Shock damage. Alternative when not having the book: Intellect 3.
Intellect 1Anton GerdtForgotten LoreLannegar Valley Necessary for obtaining a Scroll of Detection from Anton Gerdt when accepting his quest.
Intellect 1Sir Andrew MasonA Mysterious LetterNew Garand (City) Needed for getting directions to Magistrate Steinz's House before accepting the quest Where Did I Put My Sword.... You can always ask the Townsman for the same information.
Intellect 1NiurPrisoner of OrcsUrzuganar Lair Required to clearly remember Usham's name, thus convincing Niur to follow you. Otherwise you just have to guess who sent you.
Decisive.png Intellect 2LiserpixSafe PassageSouth Jabal Hills Mandatory for extorting the maximum reward of 800 Gold from Liserpix and earning 800 XP. Otherwise you only get 500 Gold and 500 XP.
Intellect 2Praetor JenardNoneSydarun Required to receive a small bonus of 80 XP when discussing slavery with Praetor Jenard.
Intellect 2RonaëfEasy as PieFreetown (City) Necessary for convincing Ronaëf to share his knowledge about possible locations of Golden Apples with you. Alternative: Personality 3.
Decisive.png Intellect 2BookThe Lost CovenAbandoned Tower Mandatory for reading the passage about Earth Elementals and gaining 400 XP.
Decisive.png Intellect 2RodoSmugglers in the NightNorthern Inori Necessary for extorting an additional payment of 500 Gold from Rodo and earning 500 XP (400 XP otherwise). Note: Only available after passing a preceding Personality 2 check.
Decisive.png Intellect 2ClerkThe Snake GangGolden Cove Bank Mandatory for gaining access to the bank without having to kill the Clerk, thus avoiding a -10 reputation loss with Varsilia and Mercia. Alternative: Personality 3 or Personality 1 + 300 Gold.
Decisive.png Intellect 2RadaimThose in NeedMount Storme Required for convincing Radaim to accept the veterans into the village. This is the only way of receiving the unique Half-Moon Medallion from Raegar later on. Alternative: Personality 3.
Intellect 2CordeliaThe World is a StageNew Anthur (City) Needed to change the course of the play and achieve a positive outcome (i.e. avoiding a -2 reputation loss with New Anthur) in case you choose the silly option at the beginning of the dialogue.
Decisive.png Intellect 2Archbishop Dilla... and the Abyss Gazed BackThe Hall of Wisdom Only when having returned The Oppalan Frontier to Brother Iagus: Necessary for interrogating Archbishop Dilla more deeply about the book, thus gaining 1,000 XP.
Intellect 2Wandering MonksNoneRandom Encounters Mandatory for giving a clear answer to the second question during your second encounter with the monks. Otherwise you just have to guess.
Intellect 2Derina GashamThe Mathrisian CodexSouthern Dragon Mountains Required to obtain a hint regarding protection against radiation damage.
Decisive.png Intellect 2ConsoleThe Ark of LothasanArk of Lothasan Necessary for obtaining the Data Pad from the library console. This is one piece of a puzzle toward a peaceful ending of the game.
Intellect 2Ghostly FigureThe Ark of LothasanTower of Tremadan Needed for obtaining an optional hint on where to head next in the quest.
Intellect 3Flame ProphetThe Prodigal DaughterLambar Cave Required for persuading Zuz'sare to assist you in the battle against The Undermother.
Intellect 3Laboratory tableThe Master's LaboratoryTower of Tremadan Mandatory to decipher the recipe for the Bag of Holding when examining Tremadans table for the first time (you only get one chance to pass the check). Otherwise you have to pay Trix 3,000 Gold to obtain the information.
Intellect 3Guardian GolemStopping PrejudiceCave of Echoes Required to remember Terezza's name and avoid taking 160 Shock damage. Alternative: Intellect 1 (only available when having My Little Vorator, by Terezza in your inventory).
Intellect 3SargosA Web of TerrorJabal Grotto Necessary to suspect Sargos and destroy his keystone, thus avoiding to get trapped inside Jabal Grotto. You don't have to fight Sargos in this case. Violent alternative: Personality 2.
Decisive.png Intellect 3NifurucHonor among ThievesFreetown (City) Mandatory for getting the chance to pay Nifuruc off. Otherwise you have to fight him or sacrifice Rolf Ehrar. Alternative: Personality 3.
Intellect 3ZildaThe Snake GangKurgua Cave When on friendly terms with Zilda: Required to convince her that your motives for robbing the bank are honorable. Otherwise a fight is unavoidable and you won't be able to rob the bank. Alternative: Personality 4 or knowing rumors about a Black Shard in the Golden Cove Bank.
Intellect 3Chancellor MalardThe Snake GangGovernor's Manor Required to learn about Zilda's connection to the Snake gang, thus being able to confront her. Alternative: Bribing Cadul with 3 bottles of Friguld Rum.
Decisive.png Intellect 3GravestoneThe Dead GodForgotten Temple Mandatory for gaining basic information on Tol's followers, thus earning 250 XP. Otherwise you will face certain death should you decide to return the Crown to Tol later on.
Decisive.png Intellect 3AltarDark MattersNayau Tomb Needed to dispel the dark magic of the jar, thus gaining 50 XP as well as a small diamond. Alternatively you can just smash the jar, but won't receive any bonus in this case.
Decisive.png Intellect 3Governor D'AzlanThree versus ElevenRoyal Castle Yard Required for convincing the Governor to consider the reallocation of the temple, thus advancing the quest. Alternative: Personality 4 or Personality 1 + 3,000 Gold.
Intellect 3ValeranThe Ark of LothasanDragon Coast Provides a quicker dialogue option toward a peaceful outcome during your first encounter with Valeran. Note: Only available after passing a preceding Personality 3 check.
Decisive.png Intellect 3OracleThe Ark of LothasanArk of Lothasan (Upper Deck) Necessary for teaching the Oracle the true nature of magic, thus gaining 1 additional Skill point.
Decisive.png Intellect 3CorpseThe Mathrisian CodexAshen Cape Mandatory for deciphering the carving, thus advancing the quest.
Decisive.png Intellect 3Woodswoman (Rosy)Swine TroubleWhitetower (City) Required for convincing Rosy to go back to Mifadis. Alternative: Personality 4
Decisive.png Intellect 4GravestoneThe Dead GodForgotten Temple Mandatory for gaining additional information on Tol's followers and his current whereabouts, thus earning 800 XP right away and 1,000 XP later on should you decide to return the Crown to Tol. Note: Only available after passing a preceding Intellect 3 check.
Intellect 4JarbadHuman ResourcesEastern Inori Necessary for suspecting the slavers during your first encounter and learning about the true nature of their victims right away. Otherwise you have to learn the truth from Steel Thunder. Alternative: Personality 4.
Intellect 4ConsoleThe Ark of LothasanArk of Lothasan (Reactor) Only when joining the Forsaken: Required to destroy the reactor without taking harm, thus gaining 2,000 XP. Otherwise you receive 350 Toxic damage and have to fight a Battle Droid. Note: Only available when having a Large Battery in your inventory.
Decisive.png Intellect 4ConsoleThe Ark of LothasanArk of Lothasan (Reactor) Needed for obtaining the Force Belt from the vending machine. Alternative: Strength 4.
Intellect 4Secret entrance to Cave of EchoesStopping PrejudiceThyr Ridges Needed for descending the stairs more safely, thus reducing the unavoidable damage from 120 to 25. Alterative: Awareness 3.
Intellect 4RuneStopping PrejudiceCave of Echoes Required for activating the levitation rune which takes you back to Thyr Ridges through the secret entrance of the cave. Otherwise you have to fight your way to the main entrance.
Decisive.png Intellect 5MagisterThe Ark of LothasanArk of Lothasan (Upper Deck) Mandatory for being convincing during the final debate with the Forsaken Council. This is one piece of a puzzle toward a peaceful ending of the game. Alternative: Personality 5.
Decisive.png Intellect 5Ghostly FigureThe Ark of LothasanTower of Tremadan Mandatory for learning the truth about your ancestry, thus being able to join the Forsaken. Alternative: Personality 6 or learning the truth from The Undermother by killing Zuz'sare during The Prodigal Daughter.
Decisive.png Intellect 5Brother TarlusThe Ancient SealForbidden Pit Mandatory for learning some important things about the Three, thus gaining 500 XP.
Decisive.png Personality 1BafratNoneNew Garand (City) Rogues only: Mandatory for convincing Bafrat to work for you, thus gaining 700 Gold.
Decisive.png Personality 1Governor D'AzlanThree versus ElevenRoyal Castle Yard Required for convincing the Governor with a bribe of 3,000 Gold, thus advancing the quest. Free alternative: Intellect 3 or Personality 4.
Decisive.png Personality 1ClerkThe Snake GangGolden Cove Bank Mandatory for bribing the Clerk (300 Gold) and gaining access to the bank without having to kill him, thus avoiding a -10 reputation loss with Varsilia and Mercia. Free alternative: Intellect 2 or Personality 3.
Decisive.png Personality 1TealaNoneMount Storme Necessary for convincing Teala to let you rest in the village (for 50 Gold).
Personality 1Captain WhitewaterThe Lost ExplorerLannegar (City) Needed for unlocking some additional dialogue options, either yielding 40 Gold or 40 XP extra.
Personality 1GrissendaA Warrior's HonorNorthern Bluemist River Required to obtain some additional information on the location of Grissenda's lost family ring.
Personality 1TownsmanA Mysterious LetterNew Garand (City) Necessary for getting a discount when asking for directions to Magistrate Steinz's House, thus beating down the price to 50 Gold (instead of 200 Gold).
Personality 2XerlaDefending the OutpostIross Highlands Required for persuading Xerla to give you 2,000 Gold as a compensation for the silver weapons. Note: Only available after passing a preceding Personality 1 check.
Personality 2SargosA Web of TerrorJabal Grotto Necessary to suspect Sargos and avoid getting trapped inside Jabal Grotto. You have to fight Sargos in this case. Nonviolent alternative: Intellect 3.
Decisive.png Personality 2RodoSmugglers in the NightNorthern Inori Mandatory for convincing Rodo to pay Kardagis off and get a peaceful solution. Otherwise a fight is unavoidable.
Decisive.png Personality 2Princess ElleiraThe Princess of the SeaSteel Coast Male characters only: Needed for achieving the most intimate outcome, yielding additional 200 XP and some disturbing feelings. Note: Only available after flirting with Princess Elleira during your first encounter.
Personality 2JanodA Mad WizardKingsbridge (City) Required to get a discount of 2,000 Gold when paying Janod off instead of returning The Orb of Shadows.
Decisive.png Personality 2KardagisNoneNew Garand Sewers Necessary for impressing Kardagis during your first encounter, thus gaining +3 reputation with the Seventh House.
Decisive.png Personality 2Sergeant DaukarNoneThe Warrior's Guild (New Garand) Necessary for impressing Sergeant Daukar during your first encounter, thus gaining +2 reputation with the Warrior's Guild.
Personality 2Sergeant MorgDefending the OutpostThe Warrior's Guild (Nivarian) Needed for obtaining one Silver Longsword for free from Sergeant Morg. Otherwise you have to pay 300 Gold. Note: Only available after passing a preceding Intellect 1 check with Xerla.
Personality 3Woodswoman (Werewolf)The Moon ChildrenIross Highlands Required to become aware of the ambush and avoid taking 100 initial damage. Alternative: Awareness 3 or asking about Zuz'sare when The Prodigal Daughter is active.
Decisive.png Personality 3Lady XidarA Web of TerrorJabal Grotto Necessary to engage Lady Xidar in a conversation in which she reveals some important facts about your ancestry. This yields a bonus of 1000 XP.
Personality 3RonaëfEasy as PieFreetown (City) Necessary for convincing Ronaëf to share his knowledge about possible locations of Golden Apples with you. Alternative: Intellect 2.
Decisive.png Personality 3NifurucHonor among ThievesFreetown (City) Mandatory for getting the chance to pay Nifuruc off. Otherwise you have to fight him or sacrifice Rolf Ehrar. Alternative: Intellect 3.
Personality 3ZildaThe Snake GangKurgua Cave Needed to become friends with Zilda if you made the wrong choices during your first encounter. Otherwise a fight is unavoidable and you won't be able to rob the bank.
Decisive.png Personality 3ClerkThe Snake GangGolden Cove Bank Mandatory for gaining access to the bank without having to kill the Clerk, thus avoiding a -10 reputation loss with Varsilia and Mercia. Alternative: Intellect 2 or Personality 1 + 300 Gold.
Personality 3CaptainThe Snake GangFriguld (City) Necessary for peacefully entering Friguld (City) for free and not being bothered by the Captain anymore. Otherwise you have to pay 100 Gold or a bottle of Friguld Rum each time you pass the city gate. Alternative: Having a positive repution with the Friguld Governor, killing the Captain, or never possessing enough gold in the first place.
Personality 3Chancellor MalardThe Snake GangGovernor's Manor When having negative reputation with the Friguld Governor: Required to whitewash your reputation for only 500 Gold (1,000 Gold needed otherwise), thus regaining all options for The Snake Gang quest.
Personality 3Steel ThunderHuman ResourcesEastern Inori Needed to outsmart Steel Thunder and deal initial 70 damage should you decide to kill her. Otherwise your attack fails.
Decisive.png Personality 3RadaimThose in NeedMount Storme Required for convincing Radaim to accept the veterans into the village. This is the only way of receiving the unique Half-Moon Medallion from Raegar later on. Alternative: Intellect 2.
Personality 3RasmundSwine TroubleWhitetower (City) Required for convincing Rasmund to give dialogue regarding Swine Trouble. Not essential for quest progression. Alternative: Merple
Decisive.png Personality 3JachimoShielding the MindNew Anthur (City) Necessary for obtaining a small compensation of 150 Gold when excepting the task to collect Tesur flowers.
Personality 3StridsibumThe Primal ForgeBappasalar Cave Mandatory to obtain a hint regarding the type of metal Stridsibum is searching for.
Decisive.png Personality 3ValeranThe Ark of LothasanDragon Coast Required to achieve a peaceful outcome during your first encounter with Valeran. Otherwise you have to fight him and he will not assist you in the final battle. Alternative: Personality 5 (only when knowing the truth about your ancestry).
Personality 3Brother TarlusThe Ancient SealForbidden Pit Required to become aware of the monk's ambush and reduce the Toxic damage from 90 to 45. Alternative: Awareness 4.
Personality 4ZildaThe Snake GangFriguld (City) Needed to become friends with Zilda without having to bribe her. This option is only available when knowing rumors about a Black Shard in the Golden Cove Bank. Alternative: Paying 250 Gold.
Personality 4ZildaThe Snake GangKurgua Cave When on friendly terms with Zilda: Required to convince her that your motives for robbing the bank are honorable. Otherwise a fight is unavoidable and you won't be able to rob the bank. Alternative: Intellect 3 or knowing rumors about a Black Shard in the Golden Cove Bank.
Personality 4JarbadHuman ResourcesEastern Inori Necessary for suspecting the slavers during your first encounter and learning about the true nature of their victims right away. Otherwise you have to learn the truth from Steel Thunder. Alternative: Intellect 4.
Personality 4Alarbus... and the Abyss Gazed BackNew Anthur (City) Mandatory for threatening Alarbus and obtaining his Ancient Steel Key in case you claim to be sent by the King, yielding -2 reputation with New Anthur. This can be avoided by being honest to Alarbus in the first place.
Decisive.png Personality 4CordeliaThe World is a StageNew Anthur (City) Required to achieve the best possible outcome of the play (kissing Cordelia), yielding 500 XP and +4 reputation with New Anthur (300 XP and +2 reputation otherwise).
Decisive.png Personality 4Governor D'AzlanThree versus ElevenRoyal Castle Yard Required for convincing the Governor to consider the reallocation of the temple, thus advancing the quest. Alternative: Intellect 3 or Personality 1 + 3,000 Gold.
Decisive.png Personality 4Woodswoman (Rosy)Swine TroubleWhitetower (City) Required for convincing Rosy to go back to Mifadis. Alternative: Intellect 3
Decisive.png Personality 5ValeranThe Ark of LothasanDragon Coast When knowing the truth about your ancestry: Required to achieve a peaceful outcome during your first encounter with Valeran without having to join the Forsaken. Alternative: Personality 3.
Personality 5ValeranThe Ark of LothasanDragon Coast Provides a more obvious dialogue option toward a peaceful outcome during your first encounter with Valeran. Note: Only available after passing a preceding Personality 3 check.
Decisive.png Personality 5MagisterThe Ark of LothasanArk of Lothasan (Upper Deck) Mandatory for being convincing during the final debate with the Forsaken Council. This is one piece of a puzzle toward a peaceful ending of the game. Alternative: Intellect 5.
Decisive.png Personality 6Ghostly FigureThe Ark of LothasanTower of Tremadan Mandatory for learning the truth about your ancestry, thus being able to join the Forsaken. Alternative: Intellect 5 or learning the truth from The Undermother by killing Zuz'sare during The Prodigal Daughter.
Decisive.png Strength 4ConsoleThe Ark of LothasanArk of Lothasan (Reactor) Needed for obtaining the Force Belt from the vending machine. Alternative: Intellect 4.
Strength 5DoorThe Snake GangKurgua Cave When hostile to Zilda: Required to break the door of the cage trap in the first attempt. Three attempts are needed otherwise. Alternative: Awareness 4.

Resetting trait points

  • You can reset your character's traits and redistribute trait points by talking to Dirg Sweetblade, Sister Marie, Darema Brighthammer, or Mezimer. You may reset your trait points, reset skill points, or forget all advanced skills for 2,000 gold the first time. The cost for resetting anything will increase all other costs by 4,000 gold each time. For example, resetting trait points will cost 2,000; then resetting skill points will cost 6,000; then resetting trait points again will cost 10,000.
  • You can reset your companion's trait and skill points for 5,000 gold the first time and an additional 2,000 gold each time afterwards. Your companion will NOT forget their advanced skills by doing this.