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TraitsCodex

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

Bad north traits-0
  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

  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.
  3. Collector : You will get the most out of Bomb, Warhammer, Mines, and War Horn (11 coins)
  4. Mountain : Best for Infantry, 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
  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.
  10. Energetic : Best for Pikes or Archers as they have more reliable skills.
  11. Heavy Load : Any useable item 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

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