Traits

Traits are passive buffs that give your commanders a slight advantage. A Trait will be added into your Codex once you have recruited a commander with said trait.

There are 13 different Traits, each with a unique effect and pattern. Successfully defending an island and recruiting a commander that has a trait flag with a white background will allow the player to use it as a starting trait when starting a new campaign.

Traits were added with Jotunn Edition.

List of Trait



 * 1) Heavy Weapons - Basic attacks from this squad deal increased knock-back and stun effects.
 * 2) Rousing Speeches - Reduces the time taken to replenish in a house by about 33%. By (1.34) seconds per soldier.
 * 3) Collector - Receives a 50% discount on all item upgrades.
 * 4) Mountain - Commander will have the same stats as a Brute at level 3 infantry. [The higher the unit level, the stronger the Commander]
 * 5) Skillful - Receives a 50% discount on all skill upgrades.
 * 6) Fearless - Commander can never flee in battle. [No obvious positive buff.]
 * 7) Ironskin - Reduces the amount of damage this unit takes.
 * 8) Sharp Weapons - Basic attacks from this unit deal increased damage, but with reduced knockback and stun effects.
 * 9) Popular - Increase maximum unit size by 1.
 * 10) Energetic - Reduce cool down time on all abilities by 33%.
 * 11) Heavy Load - Gains 1 extra use per island on all abilities. [Only works with Bomb, Mines, and War Horn]
 * 12) Sure-Footed - Resistance to knockback, stun and launch effects. The reduction is quite large and noticeable.
 * 13) Fleet of Foot - Increased movement speed for the whole squad.

Recommendations

 * 1) Heavy Weapons: Work best for Archers and Pikes (arrows will be very likely to knock shielded enemy off of their ship).
 * 2) Rousing Speeches: Less useful for Archers since they should take less damage, if any at all, in battle. Best for Infantry, as they often lose men. A level one Ring of Command squad with this trait will take almost the same time to replenish as a normal squad of nine units, making it very useful when paired with Ring of Command.
 * 3) Collector: You will get the most out of Bomb, Warhammer, Mines, and War Horn (11 coins.) Using Philosopher's Stone as a starting item on a commander with this trait is great for early game coins.
 * 4) Mountain: Best for Infantry, as the commander fights with their soldiers. Not great for Archers and Pikes. since their commander tend to stay out of combat most of the time.
 * 5) Skillful: Best for Pikes or Archers, as they have more reliable skills.
 * 6) Fearless: No functional use. It's a negative trait which prevents the commander from fleeing.
 * 7) Ironskin: Best for Infantry, not great for Archers, since they stay away from the fray usually.
 * 8) Sharp Weapons: Best for Archers and Infantry, since the knockback of Pikes is what lets them hold their ground so well.
 * 9) Popular: Any unit can use this without downsides, but slightly better for Infantry or Archer as that means one extra soldier (helps with durability and offense) or archer (boosts firerate and projectile count).
 * 10) Energetic: Best for Pikes or Archers, as they have more reliable skills.
 * 11) Heavy Load: Any usable item listed above can use this without downsides.
 * 12) Sure-Footed: Pikes can stand where ships park without breaking their formation. Infantry can take Brute Archers shots and Brutes hits without getting knocked back a good distance, and can take more hits from enemies without getting stunned. Also very useful against Dual Wielders. Quite pointless for Archers.
 * 13) Fleet of Foot:  Best for Infantry, as they can close in on enemies quickly, and their movement plays a huge role. Good for Archers and Pikes as well, as they can get where they need to be more quickly.