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Warning
  • Updated for Community Update #3 (Wartales v1.16334, 2022.05.20)
  • Some traits may be residual or not yet implemented.
  • Some traits can be hidden (Professions for example).
  • Some traits can be obtained in battles or events.
  • About 'unlock Chance/Threshold' its raw values from data file, how they calculate idk...
  • About 'unlock Conditions' - there is some action counters, when it hit some value you can get Trait with certain chance and if it fail then seems counter reset to 0 (probably) and all starts over again.
  • .*Unlock Ch/Th/Cond = Unlock Chance/Threshold/SomeConditions
Name *Unlock Ch/Th/Cond Description
Allergic 100 / 0 / ? & Stung Doubles the effects of a Sting injury.
Altruistic 20 / 1 / ? & NotTyrannical Increases the chance of recruiting a nearby prisoner. (+20%)
Angry The relationship with $NAME can no longer evolve.
Ascetic 25 / 2 / Not enough food while resting Consumes 1 food less.
Betrayed Capture OR Accuse Companion This Companion feels they've been betrayed.
Bloodthirsty New recruit OR starting companion CritHitChance increased by 3%.
Brave 25 / 3 / ? & NumericInferiority Strength and Dexterity increased by 5% if outnumbered at the beginning of a battle.
Brawny New recruit OR starting companion Constitution increased by 5%.
Carnivorous New recruit Must eat meat at every meal to be satisfied.
Clever New recruit OR starting companion Earns 5% more experience.
Club-footed New recruit OR starting companion Movement reduced by 1.
Confident New recruit Willpower increased by 2.
Cooperative New recruit Damage increased by 10% if next to an ally in combat.
Couple Paired up with $NAME.
Cowardly Has a chance to flee combat if Morale drops too low.
Cross-Eyed 100 / 1 / ? NotEagle-Eye (Companion can still obtain this even with Eagle-Eye trait.) Precision reduced by 10%.
Dejected Generates -1 happy each night. Let's hope time does heal all wounds...
Delicate 5 / 5 / ? & RawFoodEaten Small chance (5%) of getting indigestion and falling ill.
Depressed New recruit Willpower reduced by 2.
Disrespectful Makes friends with more difficulty.
Drunkard New recruit OR starting companion OR 5% after 5 rests in a row of consuming alcohol (lost after 10 rests in a row of sobriety) Must consume alcohol with every meal to be happy.
Duellist perform 100 attacks with 1H-Weapon CritHitChance and CritHitDamage increased by 5% when a one-handed weapon is equipped.
Eagle-eyed 25 / 2 / ? & Succeed80Precision Precision increased by 10%.
Eyes in the back of their head 100 / 0 / ? (Maybe been touched by 5 friendly arrow)(Might be limited to four Companions) Cannot be hit by allied arrows.
Giant 1 / 20 / ? & 2H-Weapon Strength and Dexterity increased by 5% when a two-handed weapon is equipped.
Glorious 30 / 5 / Killing blow on enemy leader(Might be limited to X Companions) Chance (5%) to generate 1 Valour Point at the end of their turn.
Glutton New recruit OR starting companion A glutton will eat +1 food each day. What an appetite!
Grumpy 100 / 0 / ? Increased risk (+20%) of not getting along with their peers.
Guard Duty The chances of a nearby prisoner escaping are reduced by 1%.
Haemophiliac 50 / 1 / ? Bleeding inflicts 5% more damage.
Stocky New recruit OR starting companion Carrying Capacity increased by 3.
Hard-working New recruit OR starting companion Earns 20% more Profession experience.
Heavy Sleeper Does not reduce the Escape Ability of nearby prisoners.
Immovable Event after delivering the final blow to a Region Champion Immune to Terror.
Infected This unit is Plague-ridden. They could transmit the disease by Wounding someone in combat.
Instinctive 50 / 2 / Taking a critical hit Chance of taking a critical hit reduced by 25%.
Lazy New recruit OR starting companion Earns 10% less Profession experience.
Like a Horse Event after not enough food for at least 2 rests in a row Carrying Capacity increased by 20%.
Lively 1 / 20 / ? & 1H-Weapon Strength and Dexterity increased by 5% when a one-handed weapon is equipped.
Loafer New recruit OR starting companion Carrying Capacity reduced by 3.
Maniac 100 / 1 / ? & EquipmentBroken Willpower reduced by 5 until their equipment is repaired.
Masochist 100 / 0 / ? & Whipped Increases the troop's Happiness by 1 during a Rest, if they have been injured by a whip.
Megalomaniac 10 / 1 / ? & OtherRanked Willpower reduced by 5 if they are not an officer but one of their Companions is.
Natural Born Leader 100 / 2 / ? Troop's Maximum Valour Points increased by 1.
Night vision Sees better in the dark.
Nimble New recruit OR starting companion Dexterity increased by 5%.
Noisy 100 / 0 / ? & NotSilent Noise increased by 3 in abandoned villages.
Opportunistic 50 / 0 / ? Opportunity Damage increased by 5%.
Pickpocket New recruit OR starting companion Costs +3 Krowns in wages.
Quick New recruit OR starting companion Movement increased by 1.
Raised by Boars New recruit Willpower increased by 3 as long as they are next to a boar in the camp.
Resilient 20 / 0 / ? 5% chance of resisting poison, bleeding, and burning.
Risk Bonus Event Wages increased by 30%.
Scrawny New recruit OR starting companion Constitution reduced by 5%.
Second Line Event on New recruit Chance to generate 1 Valour Point at the end of their turn if not engaged in combat.
Shield connoisseur 5 / 5 / Being hit while holding a shield 5% additional Guard when holding a shield.
Silent 100 / 0 / ? & NotNoisy Noise reduced by 3 in abandoned villages.
Snorer Increases the risk of not getting along with nearby colleagues during a Rest.
Sociable 100 / 0 / ? & NotGrumpy Makes friends more quickly (+20%).
Solitary New recruit Damage increased by 10% if not next to an ally in combat.
Sore Loser 100 / 0 / ? Deteriorates the Relationship during dice games.
Stoic Not included in the needs of the troop's Happiness.
Strategist Event after fleeing a battle The negative impact of the troop's retreats is reduced by 50%.
Strong New recruit OR starting companion Strength increased by 5%.
Stupid New recruit OR starting companion Gains 10% less experience.
Superstitious 10 / 3 / ? & IntoRuins Willpower reduced by 5 in the Tombs of the Ancients.
Thick-skinned New recruit OR starting companion 3% base Guard.
Tormentor perform 100 attacks with 2H-Weapon CritHitChance and CritHitDamage increased by 5% when a two-handed weapon is equipped.
Tough 50 / 0 / Suffer an injury Has a chance (25%) to not suffer Injuries in combat.
Tyrannical 100 / 1 / ? & Not Altruistic & HasPrisoners Willpower increased by 2 as long as there are prisoners in the troop.
Unlucky New recruit OR starting companion CritHitChance reduced by 3%.
Valiant Event after delivering the final blow to a Region Champion If the group starts a battle with less than 2 Valour Points, grants up to 2.
Vegetarian New recruit Must eat fruit or vegetables at every meal to be satisfied.
Volunteer New recruit OR starting companion Wages reduced by 10%.
Warmonger Power path L6
temp bonus
Earns 5 experience points after slaying an enemy.
Broker Trade path L6
temp bonus
Generates 1? more Krowns at the end of a battle.
Malefactor Crime path L6
temp bonus
Increases the chance of getting items from slain enemies.
Knowledgeable Wisdom path L6
temp bonus
Increases any Knowledge experience gain by 1?.
Fat after 7 rests ?
(Pony)
This Companion has reached the ideal weight!
Beastmaster Archer passive skill ?
(hidden)
Can control animals in combat.
Miner Profession
(hidden)
Can interact with deposits in mines to extract the ore they contain.
Blacksmith Can learn blueprints and forge items in a village Forge.
Alchemist Can learn recipes and brew concoctions at the Village Apothecary Table.
Thief Can steal items and pick locks.
Cook Can learn recipes and prepare meals at the camp Cooking pot.
Tinkerer Can learn recipes, and craft and enhance Camping gear at the camp Workshop.
Angler Can fish in fishing huts.
Scholar Can decipher codices and piece together Antiquities at the Camp Lectern.
Doctor Has a chance to heal an adjacent injured Companion during a Rest by consuming two plants.
Bard Can learn songs and sing them in taverns.
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