Traits as seen in the Codex.Unknown traits are marked with a dot. Known traits are shown, while Unlocked traits have white background.

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

There are 13 different Traits, each with unique effect and pattern . Owning a trait flag with white background unlocks the trait to be used for 2 original commander each time you start a campaign.

List of Trait[edit | edit source]

[edit | edit source]

Bad north traits-0.png
  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 (?) seconds per unit.
  3. Collector - Receives a 50% discount on all item upgrades.
  4. Mountain - This squad have a giant commander . [Seems to be smaller than a Brute]
  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 squad takes.
  8. Sharp Weapons - Basic attacks from this squad deal increased damage, but with reduced knockback and stun effects.
  9. Popular - Increase maximum squad size by 1 .
  10. Energetic - Reduce cooldown 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 effect. The reduction is quite big and noticeable.
  13. Fleet of Foot - Increase movement speed for the whole squad.

Recommends[edit | edit source]

  1. Heavy Weapons : Work best for Archers ( 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.
  3. Collector : You will get the most out of Bomb, Warhammer, Mines, and War Horn (11 coins)
  4. Mountain : Best for Infantry as the commander fights with their men, not really 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 really for Archers and Pikes since they tend to stay out of damage source most of the time.
  8. Sharp Weapons : Archers and Infantry may find more success than Pikes, since their knockback play a big role holding their ground.
  9. Popular : Any unit can use this without downsides but slightly better for Infantry or Archer as that means one extra soldier or shooter.
  10. Energetic : Best for Pikes or Archers as they have more reliable skills.
  11. Heavy Load : Any useable 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. But quite pointless for Archers.
  13. Fleet of Foot : Any unit can use this without downsides.

Notes[edit | edit source]

*/add any note here/*

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