Traits

From Ancient Anguish Mud Wiki - AAwiki

(Original source: in-game help files)

Introduction

Choosing traits allows players to fully customise themselves. A wide selection of traits are available to be chosen by every adventurer. For a full list and summary of traits available, type 'thelp list'.

To see what traits you currently possess, type 'thelp current', for what it will cost to gain more, type 'thelp cost' or just 'tcost'. To learn about how to gain new traits, type 'thelp advancement'.

Commands List

 This is a list of the commands that the traits project provides you:
 
 thelp                    You are using it, so you should know what it does!
 tadvance <trait>         Attempt to advance the trait by 1 point.
 traits                   Lists the traits you currently have. Some traits
                          in this list may have abbreviated names.
 tcost                    Lists the traits available to you and their costs.
 treport <message>        Reports a bug related to traits.
 tsuggest <message>       Make a suggestion regarding traits.
 
 
 direction                To make use of the sense of direction trait.
 rest                     To make use of the easy sleeper trait.
 analyse <opponent>       To make use of the common sense trait.

Advancement

Traits are learnt over time, from hard work and experience. All new players start with 6 'trait points' and get one more per level up to level 20. After that, one additional point is awarded for every 200,000 experience.

Different traits cost different amount of points to advance. To see how much each trait costs, type 'thelp list'. If you choose to specialise in a trait, each additional point in that trait will cost three times more than the last point you invested in that trait. This inflationary effect will tail off eventually, however.

Note that you can only have a maximum of 15 different traits. To clarify, someone with 1 point in 15 different traits can advance any of those 15 further, but cannot gain a new 16th trait.

Type 'thelp cost' or 'tcost' anywhere to see what traits you can learn, and type 'tadvance <trait name>' to attempt to learn the new trait. You can also see a list of only the traits you possess by typing 'thelp current'.

Individual traits

Quick list

--------------------------------------------------------------------------
 Name          | Cost | Max | Description                          
--------------------------------------------------------------------------
 Agile         |  3   |  5  | +10 climbing and swimming ability
--------------------------------------------------------------------------
 Alert         |  3   |  5  | +10 searching and traps ability
--------------------------------------------------------------------------
 Archer        |  7   |  5  | +10 archery ability
--------------------------------------------------------------------------
 Brawler       |  5   |  10 | Deal more damage when unarmed
--------------------------------------------------------------------------
 Camel         |  2   |  10 | Can drink more fluids
--------------------------------------------------------------------------
 Clean Spirit  |  4   |  5  | Magical tolerance goes away over time
--------------------------------------------------------------------------
 Clear Minded  |  10  |  10 | +10 spell points
--------------------------------------------------------------------------
 Common Sense  |  2   |  1  | Can surmise how difficult an enemy is
--------------------------------------------------------------------------
 Deft Hands    |  15  |  5  | Less likely to break thrown weapons
--------------------------------------------------------------------------
 Dodger        |  15  |  5  | Can dodge better
--------------------------------------------------------------------------
 Drunkard      |  3   |  10 | Can drink more alcohol
--------------------------------------------------------------------------
 Easy Sleeper  |  10  |  1  | Can get some rest anytime, anywhere
--------------------------------------------------------------------------
 Exceptional   |  130 |  5  | +1 constitution
 Constitution  |      |     | 
--------------------------------------------------------------------------
 Exceptional   |  130 |  5  | +1 dexterity
 Dexterity     |      |     | 
--------------------------------------------------------------------------
 Exceptional   |  130 |  5  | +1 intelligence
 Intelligence  |      |     | 
--------------------------------------------------------------------------
 Exceptional   |  130 |  5  | +1 strength
 Strength      |      |     | 
--------------------------------------------------------------------------
 Exceptional   |  130 |  5  | +1 wisdom
 Wisdom        |      |     | 
--------------------------------------------------------------------------
 Fast          |  1   |  5  | Player can talk his or her way out of most
 Talker        |      |     | situations with otherwise aggressive enemies
--------------------------------------------------------------------------
 Fisher        |  3   |  5  | +10 fishing
--------------------------------------------------------------------------
 Glutton       |  3   |  10 | Can eat more
--------------------------------------------------------------------------
 Hard Skinned  |  7   |  10 | Take less damage in combat
--------------------------------------------------------------------------
 Healthy       |  3   |  5  | Faster regeneration of hit points 
--------------------------------------------------------------------------
 Innate Evil   |  2   |  5  | Gets an evil alignment boost for any kill
--------------------------------------------------------------------------
 Innate Good   |  2   |  5  | Gets a good alignment boost for any kill
-------------------------------------------------------------------------- 
 Insulated     |  5   |  5  | +5 fire and cold resistance
--------------------------------------------------------------------------
 Linguist      |  3   |  5  | +10 to all languages
--------------------------------------------------------------------------
 Long Memory   |  8   |  1  | Remembers thieves well
--------------------------------------------------------------------------
 Magic         |  5   |  5  | +10 magic resistance
 Resistant     |      |     |
--------------------------------------------------------------------------
 Marksman      |  7   |  5  | +10 thrown weapon ability
--------------------------------------------------------------------------
 Medic         |  3   |  5  | +10 first aid ability
--------------------------------------------------------------------------
 Miner         |  5   |  5  | +10 miner ability
--------------------------------------------------------------------------
 Natural       |  8   |  1  | Sets a weapon skill to 20 (Must be at least
 Talent        |      |     | level 3)
--------------------------------------------------------------------------
 Packmule      |  4   |  10 | Can carry more
--------------------------------------------------------------------------
 Poison        |  5   |  5  | +5 poison resistance, gets unpoisoned over
 Resistant     |      |     | time
--------------------------------------------------------------------------
 Pure Soul     |  15  |  3  | 30% less experience lost upon death
--------------------------------------------------------------------------
 Racial Hate   |  5   |  5  | Extra damage against demons
 Demon         |      |     |
--------------------------------------------------------------------------
 Racial Hate   |  5   |  5  | Extra damage against dragon
 Dragon        |      |     |
--------------------------------------------------------------------------
 Racial Hate   |  5   |  5  | Extra damage against dwarves
 Dwarf         |      |     |
--------------------------------------------------------------------------
 Racial Hate   |  5   |  5  | Extra damage against elves
 Elf           |      |     |
--------------------------------------------------------------------------
 Racial Hate   |  5   |  5  | Extra damage against giants
 Giant         |      |     |
--------------------------------------------------------------------------
 Racial Hate   |  5   |  5  | Extra damage against goblins
 Goblin        |      |     |
--------------------------------------------------------------------------
 Racial Hate   |  5   |  5  | Extra damage against humans
 Human         |      |     |
--------------------------------------------------------------------------
 Racial Hate   |  5   |  5  | Extra damage against ogre
 Ogre          |      |     |
--------------------------------------------------------------------------
 Racial Hate   |  5   |  5  | Extra damage against orcs
 Orc           |      |     |
--------------------------------------------------------------------------
 Racial Hate   |  5   |  5  | Extra damage against undeads
 Undead        |      |     |
--------------------------------------------------------------------------
 Relaxed Mind  |  3   |  5  | Faster spell point regeneration
--------------------------------------------------------------------------
 Seducer       |  3   |  5  | +10 seduction
--------------------------------------------------------------------------
 Sense of      |  2   |  1  | Can always know general direction of
 Direction     |      |     | Tantallon
--------------------------------------------------------------------------
 Skill         |  8   |  5  | Learn one weapon skill faster
 Focus         |      |     | 
--------------------------------------------------------------------------
 Socialite     |  4   |  3  | Cheaper tells and shouts
--------------------------------------------------------------------------
 Strongarm     |  25  |  5  | Able to wield bigger weapons than base
               |      |     | strength allows
--------------------------------------------------------------------------
 Sturdy        |  10  |  10 | +10 hit points
--------------------------------------------------------------------------
 Trader        |  5   |  5  | +10 trading ability
--------------------------------------------------------------------------
 True Evil     |  10  |  1  | Cannot get more good than 'nice'
--------------------------------------------------------------------------
 True Good     |  10  |  1  | Cannot get more evil than 'nasty'
--------------------------------------------------------------------------
 Unnatural     |  18  |  3  | 30% less skills lost upon death
 Memory        |      |     |
--------------------------------------------------------------------------
 Weapon        |  10  |  5  | Deal more damage with one type of weapon
 Expert        |      |     |    
--------------------------------------------------------------------------

Agile

=============================================================================

                          Trait: Agile                    Cost    3
                                                          Maximum 5
=============================================================================

     "As I stared dumbfoundedly at the wall, she had already clambered 
          up onto it, throwing a rope down and smirking at me." 
          
                                 - unknown adventurer
  
  The agile trait can be taken up to five times. Each level in the
  trait allows the adventurer to get a +10 bonus in the climbing and
  swimming abilities. 
  
  It is especially useful for feline clan shapeshifters to counteract their 
  penalties to swimming.

Alert


=============================================================================

                          Traits: Alert                   Cost    3
                                                          Maximum 5
=============================================================================

                "Few honour the seeker; many honour the finder."
                
                         - Gaius the Sage
  
  The alertness trait can be taken up to five times. Each level in the trait 
  allows the player a bonus 10 points in their searching and traps abilities.
            
  This trait is useful for players of low intelligence who often miss 
  hidden items or creatures.

Archer

=============================================================================

                          Trait: Archer                   Cost    7
                                                          Maximum 5
=============================================================================

     "Three tactics are essential for a smaller force to defeat a larger:
                  Be where the enemy expects you not.
             Starve your enemy by striking at their supplies;
          And smother your enemy with arrows at every opportunity."

              - Turgon, Founder of House Turgon of the Eldar
  
  This powerful trait can be taken up to five times. Each level gives the
  player an extra 10 archery ability, increasing the damage dealt by the
  player's arrows.
  
  This is, obviously, an essential trait for people who often use bows.

Brawler

=============================================================================

                          Traits: Brawler                 Cost    5
                                                          Maximum 10
=============================================================================

          "Fightin' ain't just like knockin' down a wall with yer fists,
             bub, you gotta learn tactics'n'stuff."
                     
                                        - Trough the trainer
  
  A skilled brawler does extra damage while unarmed. This trait can be
  taken up to ten times. 
  
  This trait is especially useful for shapeshifters, who often fight with
  their bare hands.

Camel

=============================================================================

                          Traits: Camel                   Cost    2
                                                          Maximum 10
=============================================================================

          "A soldier learns two things quickly: to hold the line, 
        and to hold his water. The first may save his life in battle, 
    but the second will save him every other day he straps on his armour."
                       
                                        - anonymous Knight of Drin

  The corollary to that is of course, a camel can drink a lot when it needs
  to. Players with the camel trait can consume more fluids before getting
  cross-legged, and can also drink more over time. Camel can be taken up 
  to ten times.
  
  This is a trait useful for those fond of Eldar tea or ranger medicine or
  the like.

Clean Spirit

=============================================================================

                          Traits: Clean Spirit            Cost    4
                                                          Maximum 5
=============================================================================

                  "Potion, potion, Eats your soul;
                  'Til your insides are a hole.
                  Price of magic, You must pay
                  'Til your body rots away..."
                               
                                        - Children's rhyme, 

  Those with clean spirits can ease the effects of their body's tolerance
  to magical forms of healing over time. This trait can be taken up to five
  times.
  
  This useful trait is essential for anybody who uses a lot of potions or
  other forms of magical healing.

Clear Minded

=============================================================================

                          Traits: Clear Minded            Cost    10
                                                          Maximum 10
=============================================================================

        "My advice to you is to forget mastery -- it is beyond you.
         Lesser minds like yours must compensate with endurance."
                     
                                    - Alton, Master Mage

  The clear minded trait can be taken up to ten times and gives a 
  player an additional 10 spell points each time.
  
  It is obviously of most use to spellcasting classes.

Common Sense

=============================================================================

                          Traits: Common Sense            Cost    2
                                                          Maximum 1
=============================================================================

             "The easiest way to die is to underestimate your foe.
          The quickest road to cowardice is to underestimate yourself."
                 
               - Jansen, former master of the Knights of Drin training hall

  This one-off trait allows players to quickly 'analyse' their chances of
  defeating any given foe. It is a great way to save yourself from attacking
  the wrong foe when exploring.
  
  This is most useful for newer players and players looking to do a lot
  of exploration.
  
  To use the ability, just 'analyse <name of target>'. It will cost 10
  spell points.

Deft Hands

=============================================================================

                          Traits: Deft Hands              Cost    15
                                                          Maximum 5
=============================================================================

             Bort hit you with a poisoned throwing knife!
             You die.
                                - Courtesy of Bort, the fence

  This money-saving trait allows players to care better for their thrown
  weapons so that they are less likely to break when thrown. It can be
  taken a maximum of five times.
  
  This is useful for anyone who often uses thrown weapons.

Dodger

=============================================================================

                          Traits: Dodger                  Cost    15
                                                          Maximum 5
=============================================================================

          "Hitting them hard is only half of battle. If you can't 
              duck and dodge, you'll never stay alive." 
            
                                        - Trough, the trainer 
                
              
  Dodgers are quicker on their feet than other folks, allowing them to avoid 
  more blows while dodging. The most nimblefooted adventurer will take 
  this five times. 
  
  This trait is essential for those who tend to use the dodge defence.

Drunkard

=============================================================================

                          Traits: Drunkard                Cost    3
                                                          Maximum 10
=============================================================================

           "A true warrior can drink any man under the table.
          But then again, our 8 year old girls can outdrink any human!" 
          
           - Tayal, Captain of the Shieldhand Clan of dwarves
  
  Drunkards have spent so long with the bottle that they build a tolerance 
  to it and as a result can drink more and more importantly, more often! A 
  serious drunkard can take this trait up to 10 times.
  
  This trait is useful for almost everybody as drinking more alcohol means
  you get healed more.

Easy Sleeper

=============================================================================

                          Traits: Easy Sleeper            Cost    10
                                                          Maximum 1
=============================================================================

              "Sleep is one of the five great things in life,
          And I am too tired to remember the other four right now."
          
                                        - King Philip of Burnham
  
  Easy sleepers can 'rest' anytime, anywhere to increase their rate of
  regeneration. This trait needs only be taken once.
  
  This is most useful for players who spend a lot of time adventuring solo
  and finding that they spend their time healing up.

  To use the ability, simply type 'rest' while lying down.

Exceptional Constitution

=============================================================================

                     Traits: Exceptional Constitution     Cost    130
                                                          Maximum 5
=============================================================================

         "The glorious power of the mind makes the strength of 
                         the body irrelevant."
          
                          - last words of Surryx, Journeyman Magician
    
  Adventurers of exceptional constitution get a +1 bonus to their
  constitution statistic, which allows them to eat and drink more and gain
  extra hit points, amongst other things.
  
  This is a good trait for those who often take a beating in a party or
  while adventuring solo.

Exceptional Dexterity

=============================================================================

                     Traits: Exceptional Dexterity        Cost    130
                                                          Maximum 5
=============================================================================

         "In the books they call it dexterity. On the battlefield, 
                    we call it staying alive."
          
                                        - anonymous
    
  Adventurers of exceptional dexterity get a +1 bonus to their dexerity
  statistic, which allows them to hit opponents easier and be hit less,
  amongst other things. The trait can be taken up to five times.
  
  This is a good trait for almost anybody to have.

Exceptional Intelligence

=============================================================================

                     Traits: Exceptional Intelligence     Cost    130
                                                          Maximum 5
=============================================================================

                              "Durrr..."
          
                                        - anonymous troll
    
  Adventurers of exceptional intelligence get a +1 bonus to their 
  intelligence statistic, which can be taken up to five times.
  
  This is a good trait for mages and other classes which are reliant on
  intelligence.

Exceptional Strength

=============================================================================

                     Traits: Exceptional Strength         Cost    130
                                                          Maximum 5
=============================================================================

             "Strength is the power to always be right."
          
                        - attributed to Arutha Trueheart
    
  Adventurers of exceptional strength get a +1 bonus to their strength
  statistic, which allows them to carry more equipment and deal extra
  damage in combat, amongst other things.
  
  This is a good trait for fighters and other combat-focused classes,
  as well as adventurers with low strength.

Exceptional Wisdom

=============================================================================

                     Traits: Exceptional Wisdom           Cost    130
                                                          Maximum 5
=============================================================================

        "Power without wisdom is like an arrow shot in the dark."
          
                            - Arch-Druid Linnhe of Gabaldon
    
  Adventurers of exceptional wisdom get a +1 bonus to their wisdom
  statistic. This can be done a maximum of five times.
  
  This is an important trait for classes like clerics and paladins who
  find wisdom most important.

  Rangers should note that this trait does not allow them to raise a larger
  wolf than they otherwise would have been able to.

Fast Talker

=============================================================================

                          Traits: Fast Talker             Cost    1
                                                          Maximum 5
=============================================================================

      "Me 'n a rival of mine came across a pack o' wild dogs sleepin'
      in'n alley one day. So's I bet 'im 100 coins 'e couldn't sneak past
      all them mutts and touch the dead end past 'em. Well, sure
      'nough 'e stepped oh so carefully pas' 'em and touched that wall.
      So I tossed 'im the hunnert coins and considered it well spent."
          
                                  - tale heard at Crossed Swords Bar
  
  Fast talkers can get themselves out of sticky situations with aggressive
  creatures using charisma and common sense. They have a chance to avoid
  being attacked. The trait can be taken up to five times.
  
  This is most useful for players who are exploring new areas or find
  themselves dying too much to aggressive monsters.

Fisher

=============================================================================

                           Traits: Fisher                 Cost    3
                                                          Maximum 5
=============================================================================

           "A bad day of fishing is better than a good day of work."
                     
                                        - Unknown
                                            
  Fishing is one of the oldest crafts known to man and a skilled
  fisher today can still make a healthy living off it. The fisher trait
  can be taken up to five times for a +10 bonus to the fishing ability each
  time.
  
  This trait is useful for players looking to hook some big fishies or even
  sea monsters.

Glutton

=============================================================================

                          Traits: Glutton                 Cost    3
                                                          Maximum 10
=============================================================================

      "Cooking is the only art worth pursuing, and eating the only sport." 
           
                                        - Dafyd, master chef
  
  Gluttons take their food seriously and can stuff more down their
  throats than the normal person. They also somehow manage to digest it all
  a little faster too. Eating more means healing up more. This trait can be 
  taken up to ten times.
  
  This trait is useful for almost everybody.

Hard Skinned

=============================================================================

                          Traits: Hard Skinned            Cost    7
                                                          Maximum 10
=============================================================================

           "As I watched on in what started out as horror but soon
             turned into amazement, blow upon blow simply bounced
                     off the old dwarf's skin!"
                     
                               - From the diary of an unknown adventurer

  This powerful trait gives adventurers some natural resistance to physical
  damage, allowing some damage reduction of blows. It can be taken up to
  ten times, building a true titan.

  This is useful for anyone who engages in combat.

Healthy

=============================================================================

                          Traits: Healthy                 Cost    3
                                                          Maximum 5
=============================================================================

                   "A real adventurer has no time for pain!"
                     
                                         - Golsok, northern explorer
                                         
  Healthy adventurers recover from injuries faster than their more
  ordinary counterparts. This trait can be taken up to five times.
  
  This is useful for anyone who engage in combat.

Per data from Testguest in September 2016, 1 level of Healthy = +1 hp every 12 rounds (24 seconds) on top of baseline hp regeneration.

Innate Evil

=============================================================================

                          Traits: Innate Evil             Cost    2
                                                          Maximum 5
=============================================================================

       "Demons can be forgiven for their evil, for that is their nature.
           Evil men cannot be forgiven, for that is their choice."
                     
                                        - High Priest of the Monks of Antana
                                         
  Adventurers who are innately evil will find it easier to stay evil,
  especially so when slaying fellow evil beings. Where others do this deed
  to rid the world of evil, those innately evil do it for power and glory.
  
  This trait is very useful for necromancers.
  
  This trait is, of course, mutually exclusive with innate good and true 
  good.

Innate Good

=============================================================================

                          Traits: Innate Good             Cost    2
                                                          Maximum 5
=============================================================================

             "I sure could use some help around here."
                     
                           - Samantha, head of the paladin soup kitchen
                                         
  Players who are innately good will find it easier to stay good,
  for they always have the greater good in mind. This trait has the opposite
  effect to the innate evil trait.
  
  This is a very useful trait for paladins.
  
  This trait is, of course, mutually exclusive with innate evil and true 
  evil.

Insulated

=============================================================================

                          Traits: Insulated               Cost    5
                                                          Maximum 5
=============================================================================

   "The northern waste and southern desert are untamed and free because 
         most men are tamed by weakness and chained by comfort."
                     
                                  - Carcera, ranger
                                         
  Insulated adventurers have a natural resistance to the fire and cold,
  being able to withstand its effects better and for longer. The trait can be
  taken up to five times, each level gaining a +5 bonus to fire and cold
  resistance.
  
  This is useful for players often engaging in combat with wielders of
  elemental magic.

Linguist

=============================================================================

                          Traits: Linguist                Cost    3
                                                          Maximum 5
=============================================================================

      "Maybe if the Ilderians knew how to say 'please don't eat us' in
              gnollish, they could have had peace."
                     
             - Dubanka, from 'Dubanka, The Early Years'
                                         
  Linguists are fluent in all the main languages on Anguish and can pick
  up new ones easier. It is a trait that can be taken up to five times,
  giving +10 in all the common languages each time.
  
  This is a useful trait for people who want to be able to explore any
  area without worrying about a language barrier.

Long Memory

=============================================================================

                          Traits: Long Memory             Cost    8
                                                          Maximum 1
=============================================================================

       "I never forget a face, but sometimes I spend long nights wishing I
                         could forget your ugly mug."
                     
                                          - Anonymous
                                            
  Some people hold a long memory of people who have wronged them, especially
  when it comes to thieves and criminals. Players with long memories
  stay wary of people who have attempted to dispossess them.
  
  This trait is useful for those who are overly worried about others with
  sticky fingers.

Magic Resistant

=============================================================================

                      Traits: Magic Resistant             Cost    5
                                                          Maximum 5
=============================================================================

            "I hurled fireballs after magic missiles after words of 
                   harming at it, but all to no effect!"
                     
                                        - A shaken mage at Drudge's bar
                                            
  Players who possess this trait gain a +10 bonus to their magic resistance 
  ability. It can be taken up to five times.
  
  This trait is useful for those who find themselves often battling mages
  or creatures of magic.

Marksman

=============================================================================

                         Traits: Marksman                 Cost    7
                                                          Maximum 5
=============================================================================

      "Even the strongest sword-waving fool isn't immune to a 
                         dagger in the eye."
                     
                            - Garrison, the trainer
                   
  Skilled marksmen know that when using thrown weapons, the above holds
  especially true. This trait can be taken up to five times, with a +10
  bonus to the thrown weapon ability each time.
  
  This trait is useful for players who are fond of thrown weapons, 
  especially the heavier ones.

Medic

=============================================================================

                           Traits: Medic                  Cost    3
                                                          Maximum 5
=============================================================================

    "I tied the bandage as tightly as I could, but his head just fell right
                               off again."
                     
                    - Doctor Gronk Cutdeep (the surgeon in Dalair)
                                            
  Skilled medics are exceptionally good at healing with bandages, gaining
  a +10 bonus to their first aid ability per level of the trait.
  
  This trait is useful mainly for the designated medic in a party.

Miner

=============================================================================

                           Traits: Miner                  Cost    5
                                                          Maximum 5
=============================================================================

           "A hammer, a chisel, a big block of stone, 
            You give me a boulder I'll make you a throne,
            With shining white diamonds and gems from the mold,
            With silver or copper or marble or gold.
            
            From the rock we will cut the greatest of halls,
            With gold on the floor and more gold on the walls,
            And we'll make the grand halls a sight to behold,
            That will still be there shining when our bones are old."

                                          - Dwarven mining song
                                            
  Though the life of a miner is not the most sought-after of professions, 
  it can bring one undreamt of riches. Each level in the miner trait gives
  the player a +10 bonus to the mining ability.
  
  This trait is generally useful for artificers who want a faster source
  of resources.

Natural Talent

=============================================================================

                         Traits: Natural Talent           Cost    8
                                                          Maximum 1
=============================================================================

          "You're as useful as a mage with a battleaxe."
                     
                                        -Lou, the Broker
                                            
  Some people find a natural talent for one particular type of weaponry
  early in their careers, even if such weaponry is not commonly used by
  others of their profession. Adventurers who have a natural talent in a
  weapon receive 20 in that weapon skill. It takes adventurers until level
  3 to discover this talent.
  
  This trait is useful for newer players looking for a kick-start to their
  weapon training or players building unusual class-weapon combinations.
  There is no point in taking this trait when your skill is already above
  20.

Packmule

=============================================================================

                           Traits: Packmule               Cost    4
                                                          Maximum 10
=============================================================================

          "As she marched past, I had to blink twice. Here was a 
           grandmother loaded up with baggage thrice her height
                            and twice her weight."
                     
                - An astonished nobleman on a visit to the Arcadia farms

                                            
  Packmules have strong backs and know all sorts of tricks to make their
  equipment easier to carry. A committed packmule could take this trait
  up to ten times.
  
  This trait is useful for players who find they struggle to carry all of
  the armour they need to.

Poison Resistant

=============================================================================

                      Traits: Poison Resistant            Cost    5
                                                          Maximum 5
=============================================================================

           "I did exactly as the apothecary advised, one half-
            thimble of arsenic every night. But the old bugger
                 just wouldn't fall ill, let alone die!"
                     
                                        - wife, name unknown
                                            
  Players who are poison resistant gain a +5 poison resistance bonus and
  also will have the effects of poison fade away over time. This trait can
  be taken up to five times.
  
  This trait is useful for those who find themselves poisoned a little too
  often.

Per data from Testguest in September 2016, "poison resistant trait at level 1 takes 16 minutes 24 seconds to lose a level of built-up poison."

Testguest tells you: the poison def needs an asterisk too lol, cause i don't know if constituion (or rather poison resistance) plays a roll in that 16min 24 seconds. since i was level 1, with 1 con, who knows. but it's a start at least. worst-case scenario...

Pure Soul

=============================================================================

                          Traits: Pure Soul               Cost    15
                                                          Maximum 3
=============================================================================

       "I have seen the gaping maw of Eternity. And I hope never to 
                   hear that accursed song again."
                     
                           - Etomed, the Adept (formerly the Chaplain)
                                            
  When death strikes, players with pure souls retain more of their 
  memories and experiences than their counterparts. This trait can be
  taken up to three times to virtually escape death.
  
  This trait is useful for anybody who is fearful of losing their 
  experience upon death.

Racial Hate Traits

=============================================================================

                  Traits: Racial Hate Traits              Cost    5
                                                          Maximum 5
=============================================================================

              "Sometimes, hate is all the fuel a body needs."
                     
                                        - Flaw, the adventurer
                                            
  Some adventurers develop a deep hate of particular races - orcs of elves,
  knights of orcs, and the like. Players with a racial hate deal extra 
  damage against members of that race. These traits can be taken up to a 
  maximum of five times each.
  
  These traits are useful for those who find they are often fighting
  the same kind of foe. Currently available races are demon, dragon, dwarf,
  elf, giant, goblin, human, ogre, orc and undead.

Relaxed Mind

=============================================================================

                          Traits: Relaxed Mind            Cost    3
                                                          Maximum 5
=============================================================================

         "Inner peace weighs nothing and costs nothing; there is no
                  better equipment to carry around."
                       
                                    - Graddam, animal healer

  One with a relaxed mind can better find energy within him or herself.
  This trait increases the rate at which spell points regenerate and can
  be taken up to five times.
  
  It is of most use to those who use a lot of spell points and often.

Level 36 dwarf paladin with relaxed mind 5:

<Geo> Druenarrii: my sp regen looks to be, over a dotimes 100 sc, 8, 8, 8, 3, 8, 8, 8, 3

<Geo> Druenarrii: hungry/sober/unbound/not smoking

Per data from Testguest in September 2016, 1 level of Relaxed Mind = +1 sp every 12 rounds (24 seconds) on top of baseline sp regeneration.

Seducer

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                          Trait: Seducer                  Cost    3
                                                          Maximum 5
=============================================================================

     "Love is a great and noble thing, but it takes too much work.
      For those of us with better things to do, lust is better!"
          
                                 - Booker, professional brigand
  
  The seducer trait can be taken up to five times. Each level in the
  trait allows the adventurer to get a +10 bonus in the seducing ability.
  
  This is a trait useful for outgoing and confident adventurers.

Sense of Direction

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                    Traits: Sense of Direction            Cost    2
                                                          Maximum 1
=============================================================================


                    "Home is where the heals are."
          
                            - Fredd, shopkeeper
  
  Players with a good sense of direction always know where the town
  of Tantallon is in relation to their current position.
  
  This is most useful for newer players who often find themselves lost.

  To use the ability, simply type 'direction'.

Skill Focus

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                            Traits: Skill Focus           Cost    8
                                                          Maximum 5
=============================================================================

        "A useless warrior is fair with all weapons but good in none."
                     
                                        - Zhou, weapons trainer
                                            
  Some people find a particular fascination in one type of weaponry and
  this focus allows them to be a fast learner with the weapon type. This
  trait can be taken up to five times.
  
  This trait is most useful for players building unusual class-weapon 
  combinations or just having some trouble raising one particular skill.

Socialite

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                          Traits: Socialite               Cost    4
                                                          Maximum 3
=============================================================================


           "Blah, blah, blah, blah, blah, blah."
                     
                                       - You
                                         
  Socialite adventurers find themselves so talkative that it takes not
  so much mental energy to send tells to other adventurers or to shout out
  their message to the world. This trait can be taken up to three times.
  
  This trait is for those who are truly social.

Per data from Testguest in September 2016, 1 level of Socialite reduces sp cost of tells by 1 and shouts by 5.

Strongarm

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                           Traits: Strongarm              Cost    25
                                                          Maximum 5
=============================================================================

                     "Compensating for something?"
          
                                        - Myrtae, armour shop owner
    
  Players with the strongarm trait can overcome their physical limitations
  and wield weapons they otherwise lack the strength to. This trait can
  be taken up to five times.
  
  This is a good trait for adventurers of low strength who want to use
  bigger weapons. Note that some rare weapons are so heavy that even
  the strongarm trait is not enough to help an adventurer get over the
  line.

Sturdy

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                           Traits: Sturdy                 Cost    10
                                                          Maximum 10
=============================================================================

         "When all else is even, you just gotta be able to take one more
                      punch than the other guy."
          
                                        - Trough the trainer
    
  Players with the sturdy trait can take more punishment from combat.
  This trait can be taken up to ten times and gives the player a bonus of
  10 hit points each time.
  
  This is a good trait for players lacking hit points.

Trader

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                           Traits: Trader                 Cost    5
                                                          Maximum 5
=============================================================================

               "They beg me for this up north in Tantallon!"
          
                                        - Azim, desert orc tradesman
    
  Players with a talent for trading are better at buying and selling goods
  at better prices with certain merchants. The trait can be taken five times
  and gets the player +10 trading ability each time.
  
  This is a good trait for players who want to make a life's fortune
  quickly.

True Evil

=============================================================================

                          Traits: True Evil               Cost    10
                                                          Maximum 1
=============================================================================

      "That which is called evil is really only selfishness and ignorance.
              But surely that is enough for any world."
                     
                                        - Druid of Ilderia
                                         
  Players who are true evil, however, long ago made up their minds. They
  are so set in their ways that they cannot get any more good than 'nice'.
  
  This is a trait useful for necromancers and players who are obligated to
  keep on the evil side of the spectrum.

  Obviously, taking this trait precludes the taking of the true good and
  innate good traits.

True Good

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                          Traits: True Good               Cost    10
                                                          Maximum 1
=============================================================================

     "A good person thinks only of others. And if the others are evil,
                 then the good person kills them."
                     
                                        - from "Hopely's Rules of Alignment"
                                         
  Players who are true good of course took this to heart long ago. By
  their very nature, players pure of heart cannot be worse than 'nasty'.
  
  This is a trait useful for paladins and players who are obligated to
  keep on the good side of the spectrum.
  
  Obviously, taking this trait precludes the taking of the true evil and
  innate evil traits.

Unnatural Memory

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                      Traits: Unnatural Memory            Cost    18
                                                          Maximum 3
=============================================================================

      "Our ancestors are only dead as much as we fail to remember them."
                     
                                        - Mithel, heraldics expert
                                         
  In the world of Ancient Anguish, death takes away some of the weapon
  skills possessed by the player. Players with unnatural memory manage
  to retain more of their old knowledge. This trait can be taken up to three
  times.
  
  This is a great trait for those with a lot to lose when it comes to weapon
  skills.

Weapon Expert

=============================================================================

                        Traits: Weapon Expert             Cost    10
                                                          Maximum 5
=============================================================================

      "A great warrior's weapon is not the sword, the axe, or the spear.
                      A great warrior is the weapon."
          
                                        - Zhou, weapons trainer
    
    Adventurers who practice often with certain weapons get better at
    inflicting maximum damage with those types of weapons. This trait
    can be taken up to five times.
  
    This trait is good for those who usually only use one type of weaponry.