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: 400/200/100Dodge: (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: 200Acrobat: (+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: 400/200/100Precision: (I, II, III) (+5/+10/+15 accuracy) Prereq: PathOfTheAssassin Chance: 400/400/400Impulsive: (Unit goes first (Unit gets +50 Initiative in the first round of combat)) Prereq: PathOfTheAssassin Chance: 200Executioner: (I, II, III) (+5/+6/+7 attack vs champions) Prereq: PathOfTheAssassin Chance: 400/200/100Gamblers Strike: (Allows the unit to use Gamblers Strike: 50% chance to deal triple damage, 50% chance to miss) Prereq: PathOfTheAssassin Chance: 100Charge: (+3 moves and +3 attack on the first turn of combat) Prereq: PathOfTheAssassin Chance: 100Marksman: (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: 100Resist Cold: (+50 resistance to cold) Prereq: PathOfTheDefender Chance: 100Resist 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: 200/100/100Medic: (+1 to army's health regeneration) Prereq: PathOfTheDefender Chance: 200Shieldwall: (+3 Defense to army) Prereq: PathOfTheDefender Chance: 100Guardian: (I, II, III) (+2/+3/+4 to army's dodge) Prereq: PathOfTheDefender Chance: 200/100/100Hobble: (Allows the unit to use Hobble: Normal attack that also reduces movement of target by 1, for 3 turns) Prereq: PathOfTheDefender Chance: 200Immune To Counterattack: (Unit doesn't suffer from counterattacks) Prereq: PathOfTheDefender Chance: 200Immune to Criticals: (Unit doesn't suffer from critical hits) Prereq: PathOfTheDefender Chance: 100Endurance: (I, II, III, IV) (+1/+1/+1/+1 hp per level) Prereq: PathOfTheDefender Chance: 400/200/200/100Defender: (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: 100/200/200Loremaster: (I, II, III) (+1/+2/+3 research per season) Prereq: PathOfTheGovernor Chance: 100/200/200Merchant: (I, II, III) (+2/+3/+4 Gildar per season, ignores taxes) Prereq: PathOfTheGovernor Chance: 100/200/200Road 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: 400/200/100Evoker: (I, II, III) (+25%/+25%/+25% bonus spell damage) Prereq: PathOfTheMage Minimum level: (Evoker I = 3) (Evoker II = 5) (Evoker III = 7) Chance: 200/200/100Prodigy: (I, II, III) (+5/+10/+15 spell mastery) Prereq: PathOfTheMage Chance: 400/200/100Affinity: (10% reduced mana cost for tactical spells) Prereq: PathOfTheMage Chance: 100Knowledge: (+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: 200Discipline: (+1 accuracy and spell resistance per level) Prereq: PathofTheWarrior Minimum lvl: (Discipline = 3) Chance: 100Tactician: (I, II, III) (+1/+1/+1 to army initiative) Prereq: PathOfTheWarrior Chance: 200/100/100Leadership: (I, II, III) (+5/+10/+15 to army's accuracy) Prereq: PathOfTheWarrior Chance: 100/100/100Lethal: (I, II, III, IV, V) (+2/+3/+4/+5/+6 to blunt, pierce or cutting attack) Prereq: PathOfTheWarrior Chance: 400/200/100/100/100Rage: (+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: 400/200/100Enmity: (+25% blunt, Cutting and pierce attack vs opposite race (fallen vs men)) Prereq: Always Available Chance: 100Finesse: (+3 attack vs opponents with lower initiative) Prereq: Always Available Chance: 200Spell 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: 200/200/100Swordsman: (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 availableBrilliant: (+10% experience earned, +2 spell mastery per level) Prereq: Trait not availableHardy: (+1 HP per level, Immune to Poison) Prereq: Trait Not AvailableMight: (+3 to cutting, pierce and blunt attack) Prereq: Trait Not AvailableScholar: (+10% research empire wide) Prereq: Trait Not AvailableVeteran: (Start as level 2) Prereq: Trait Not AvailableWealthy: (+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
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
Arh thanks, just looked at the chance one.I am not too used to this modding code, so nice with some clarifications
I'll "Awesome" again Attention!
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.
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
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.
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...
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).
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.
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).
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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