A trait is a small bonus built into one item, such as "+25% power" or "+3 reach". Gear you find can come with traits already; gear you make has none, but you can add them at the Augmentation Table. The strongest trait names the item, so a sword with the Sharp trait is called a "Sharp Iron Sword".
CONTENTS
How traits work
Each trait has a tier and a number. The number decides how much the trait changes; the tier decides the range the number is rolled from.
| Tier | Number |
|---|---|
| I | 1 to 3 |
| II | 4 to 6 |
| III | 7 to 10 |
There are three kinds of trait:
- Plain traits raise one stat by the full number.
- Trade-offs raise one stat by the full number and lower another by 60% of the number, rounded up. A number of 10 raises one stat by 10 points and lowers another by 6.
- Combos raise two stats, each by 70% of the number, rounded (at least 1). A number of 10 raises both stats by 7 points.
Traits on one item add up. The same trait can appear on one item more than once at different tiers (for example Long I and Long III).
Trait slots
An item can hold only so many traits, set by its metal.
| Metal | Trait slots (tools, weapons, raincoats, companion gear) | Stat slots (charms) |
|---|---|---|
| Stone (or the first material of its kind) | 2 | 1 |
| Bronze | 3 | 2 |
| Iron | 4 | 3 |
| Steel | 5 | 4 |
| Endurium | 6 | 5 |
A few rewards, such as the reward for the village quest The Smith's Old Hammer in the Woods (see Village Quests), give a weapon one more slot than its metal allows.
What one point is worth
Most traits raise one of a few basic stats. What one point does depends on the kind of gear.
| Stat | Melee weapons and Mattock | Bow | Fishing Pole | Spirit Book |
|---|---|---|---|---|
| Power | +5% power | +5% power | +5% line strength | +5% power |
| Swing | +3% swing speed | +3% draw speed | +3% reel speed | +3% cast speed |
| Reach | +0.6 reach | +3% range | +2 cast distance | +3% ring width |
| Edge | +6% edge (strikes before it goes dull) | +6% edge | +6% line life | never on a book |
| Charge | +4% charge speed (Greatsword and War Hammer only) | - | - | - |
| Recovery | 4% quicker recovery after a plunge, a leap's landing or a pound (60% at most; Greatsword and War Hammer only) | - | - | - |
| Room | More spirit room: each point adds 3% of what waking every tier would take, but never past that total | |||
| Stat | Raincoats | Companion gear | Garden tools |
|---|---|---|---|
| Power | +3% defense | +4% power (or spell strength) | Hoe: +1 point of seed chance. Watering Can: +5% water poured. Sickle: +2% chance of one more from a crop. |
| Swing | +2% speed | +3% speed (or cast speed) | +3% speed |
| Reach | +3% endurance | +3% defense | More beds of reach once there are enough points |
| Edge | +3% health | +4% health | - |
Every trait
"Per point" values are multiplied by the trait's number. For example, Keen III with a number of 8 gives +12% chance of a critical hit. Raincoats and companion gear call some traits by other names (see below).
Basic traits
| Trait | Kind | What it does | Gear |
|---|---|---|---|
| Sharp | Plain | Raises power. | All gear |
| Light | Plain | Raises swing (speed). | All gear |
| Long | Plain | Raises reach. | All gear |
| Sturdy | Plain | Raises edge. | All but garden tools and the Spirit Book |
| Potential | Plain | Raises spirit room. Items with it are named "Spirited". | All gear |
| Eager | Plain | Raises charge speed. | Greatsword, War Hammer |
| Poised | Plain | Quicker recovery. | Greatsword, War Hammer |
| Clumsy | Trade-off | Raises power, lowers edge. | All but garden tools and the Spirit Book |
| Heavy | Trade-off | Raises power, lowers swing. | All gear |
| Brittle | Trade-off | Raises swing, lowers edge. | All but garden tools and the Spirit Book |
| Stubby | Trade-off | Raises swing, lowers reach. | All gear |
| Unwieldy | Trade-off | Raises reach, lowers swing. | All gear |
| Dense | Trade-off | Raises edge, lowers swing. | All but garden tools and the Spirit Book |
| Hungry | Trade-off | Raises spirit room, lowers edge. | All but garden tools and the Spirit Book |
| Reckless | Trade-off | Quicker recovery, lowers edge. | Greatsword, War Hammer |
| Colossal | Combo | Raises power and reach. | All gear |
| Masterwork | Combo | Raises power and edge. | All but garden tools and the Spirit Book |
| Nimble | Combo | Raises swing and reach. | All gear |
| Vicious | Combo | Raises power and swing. | All gear |
| Ancient | Combo | Raises spirit room and edge. | All but garden tools and the Spirit Book |
| Juggernaut | Combo | Raises power and quicker recovery. | Greatsword, War Hammer |
Weapon traits
"Weapons" here means the Sword, Greatsword, Daggers, War Hammer, Bow, Blade Staff and Spirit Book.
| Trait | Per point | Range (tier I to III) | Gear |
|---|---|---|---|
| Keen | +1.5% chance of a critical hit | +1.5% to +15% | Weapons |
| Thirsting | Heals 0.1% of your health for each foe a blow lands on (up to 3 foes every quarter second) | 0.1% to 1% | Weapons |
| Merciless | +4% damage to foes under 30% health | +4% to +40% | Weapons |
| Giantsbane | +3% damage to bosses and big beasts | +3% to +30% | Weapons |
| Sweeping | +1.2 cleave reach | +1.2 to +12 | Sword, Greatsword, Daggers, War Hammer, Blade Staff |
| Staggering | +6% knockback, and a boss's flinch lasts 4% longer | +6% / 4% to +60% / 40% | Weapons |
| Frugal | Attacks cost 4% less stamina (on the Spirit Book: a 4% chance a spell costs no spirits); 40% at most | 4% to 40% | Weapons |
| Fleet | +1.5% pace while it is in your hand | +1.5% to +15% | Weapons |
| Lucky | +4% spirits from kills | +4% to +40% | Weapons |
| Resonant | The numbers in its pairings are 4% stronger | 4% to 40% | Sword, Greatsword, Daggers, War Hammer, Bow, Blade Staff, Mattock |
| Bloodthirsty (trade-off) | +5% power, but you take more damage while it is in your hand (3% for each point it lowers) | +5% power and 3% more damage taken, up to +50% power and 18% more damage taken | Weapons |
| Greedy (trade-off) | +4% spirits from kills; lowers edge | +4% / -6% edge, to +40% / -36% | Sword, Greatsword, Daggers, War Hammer, Bow, Blade Staff |
Traits for one kind of gear
| Trait | Per point | Range (tier I to III) | Gear |
|---|---|---|---|
| Deft | The parry's moment lasts 4% longer | 4% to 40% | Sword |
| Vengeful | The counter comes back 4% sooner (50% at most) | 4% to 40% | Sword |
| Thunderous | Shockwaves 3% wider | 3% to 30% | Greatsword, War Hammer |
| Stunning | Dazes last 5% longer | 5% to 50% | Greatsword, War Hammer |
| Serrated | 3% chance a cut makes a foe bleed | 3% to 30% | Daggers |
| Elusive | The dodge keeps you untouchable 4% longer and carries you 2% further | 4% / 2% to 40% / 20% | Daggers |
| Treacherous | +5% damage from behind | +5% to +50% | Daggers |
| Focused | The special winds up 4% sooner and hits 3% harder | 4% / 3% to 40% / 30% | Bow |
| Broad | Arrows 0.4 wider for hitting, specials 3% wider | 0.4 / 3% to 4 / 30% | Bow |
| Thrifty | 3% chance an arrow is not used up | 3% to 30% | Bow |
| Whistling | +4% arrow speed | +4% to +40% | Bow |
| Relentless | Arrow Rain lasts 4% longer, Focus is 4% quicker | 4% to 40% | Bow |
| Bountiful | 5% chance of one more wood or stone | 5% to 50% | Mattock |
| Hewing | +4% gathering power | +4% to +40% | Mattock |
Spirit Book traits
| Trait | Kind | Per point | Range (tier I to III) |
|---|---|---|---|
| Learned | Plain | Support spells 4% stronger | 4% to 40% |
| Hasty | Plain | Support spells ready 3% sooner | 3% to 30% |
| Echoing | Plain | 2% chance a basic spell casts twice | 2% to 20% |
| Lingering | Plain | What its spells leave behind lasts 5% longer | 5% to 50% |
| Farcasting | Plain | Its spells reach 3% farther | 3% to 30% |
| Versatile | Plain | The first spell after turning a page hits 5% harder | 5% to 50% |
| Wild | Trade-off | +5% power; support spells weaker | +5% to +50% power, support spells up to 24% weaker |
| Gentle | Trade-off | Support spells 4% stronger; less power | Support spells up to 40% stronger, power up to 30% lower |
| Arcane | Combo | Support spells stronger and ready sooner | Up to 28% stronger and 21% sooner |
The edge traits (Sturdy, Dense, Masterwork, Ancient) and the trade-offs paid in edge (Clumsy, Brittle, Hungry, Greedy) never appear on a Spirit Book, because a book has no edge. Resonant and the Greatsword and War Hammer traits do not appear on it either.
Names on raincoats, companion gear and garden tools
| Trait | On a raincoat | On companion gear | On a garden tool |
|---|---|---|---|
| Sharp | Padded | Potent | Bountiful |
| Light | Airy | Flowing | Light |
| Long | Roomy | Padded | Long |
| Sturdy | Hardy | Hearty | - |
| Potential | Spirited | Spirited | Spirited |
| Clumsy | Bulky | Wild | - |
| Heavy | Heavy | Weighty | Weighty |
| Brittle | Thin | Frayed | - |
| Stubby | Snug | Short | Stubby |
| Unwieldy | Baggy | Trailing | Unwieldy |
| Dense | Dense | Thick | - |
| Hungry | Hungry | Hungry | - |
| Colossal | Colossal | Grand | Grand |
| Masterwork | Masterwork | Masterwork | - |
| Nimble | Nimble | Nimble | Nimble |
| Vicious | Fierce | Fierce | Tireless |
| Ancient | Ancient | Ancient | - |
Raincoats, companion gear and the Fishing Pole can have only the basic traits above (not Eager, Poised, Reckless or Juggernaut). Garden tools can have Sharp, Light, Long, Potential, Heavy, Stubby, Unwieldy, Colossal, Nimble and Vicious.
Traits on found gear
Weapons, tools and raincoats you find (in chests, at village stalls, on a fishing line, as rewards) roll their traits when they appear. Better metal rolls more traits, never more than the item has slots for.
| Metal | No traits | 1 trait | 2 traits | 3 traits |
|---|---|---|---|---|
| Stone | 45% | 45% | 10% | 0% |
| Bronze | 30% | 45% | 20% | 5% |
| Iron | 20% | 40% | 30% | 10% |
| Steel | 10% | 35% | 40% | 15% |
| Endurium | 5% | 25% | 45% | 25% |
Each trait is a plain one 55% of the time, a trade-off 30% and a combo 15%. An item never rolls the same trait twice this way. Its tier depends on the metal:
| Metal | Tier I | Tier II | Tier III |
|---|---|---|---|
| Stone | 68% | 27% | 5% |
| Bronze | 62% | 30% | 8% |
| Iron | 56% | 33% | 11% |
| Steel | 50% | 36% | 14% |
| Endurium | 44% | 39% | 17% |
Room traits (Potential, Hungry, Ancient) only roll while the item still has room to grow, and their number is cut down to what is left.
Gear you make
Anything you make at a table comes out with no traits. To give it traits, take it to the Augmentation Table.
An upgraded making table (see Table Upgrades) gives a different bonus instead, shown as FINER STATS: everything made there comes out a little better in each of its main stats, each rolled on its own. On a weapon these are power, swing and edge.
| Table tier | Crafting Table | Charm Table | Companion Workshop | Each stat |
|---|---|---|---|---|
| 1 | Crafting Table | Charm Table | Companion Workshop | as made |
| 2 | Joiner's Bench | Jeweller's Table | Tailor's Workshop | +5% to +10% |
| 3 | Master Workshop | Enchanter's Table | Master Kennel | +10% to +15% |
A charm made at a finer Charm Table gets one roll instead, which makes all its effects that much stronger.