特质反映了一个角色的性格、能力、声誉、事迹、癖好和身体特征。特质能够通过事件和教育获得或失去,而且某些特质能够遗传给后代。特质影响着角色方方面面,从属性到别人对他的看法。大多数特质会影响某些事件的结果,或者会在事件中给予额外的选项。
教育特质
成年后角色会获得一种基于其教育重心的教育特质。教育特质给予一项技能加成,同时提升每月在该特质相关的生活方式中获得的经验。
个性特质
Personality traits are the traits that represent a character the most and impact if and how much Stress a character receives for actions and decisions that match violate these traits. For AI characters it also determines how resistant they are to another character's Dread. Characters tend not to have more than 3 personality traits. While personality traits can change it is very difficult to do so.
Each personality trait has an opposite trait and usually characters with opposite personality traits will have lowered Opinion of each other. A character cannot have two opposing traits.
先天特质
Congenital traits have a very small chance to appear upon birth and can be inherited by a character's descendants, especially if both parents have the same trait. Congenital traits are marked with a white aura.
Leveled traits
The following Congenital traits come in multiple levels. A leveled Congenital trait has a 50% chance to increase in level if both parents have the same trait. The name of some leveled traits depends on the character's gender.
Trait chain | Negative level 3 effects | Negative level 2 effects | Negative level 1 effects | Positive level 1 effects | Positive level 2 effects | Positive level 3 effects |
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身体特质
生活方式特质
Lifestyle traits can be obtained through either the final perk of each Lifestyle tree of as a result of Lifestyle Decisions.
Leveled traits
The following Lifestyle traits can be obtained and reinforced as a result of Lifestyle events.
将领特质
Commander traits give various bonuses to armies led by a character with such traits.
Criminal traits
Criminal traits may be accepted, shunned or considered criminal depending on the Doctrines or Tenets of a Faith.
Coping Mechanisms
A Coping Mechanism is a trait that can be obtained when a character suffers a Mental Break and helps a character lose Stress and usually imparts negative effects. A few Coping Mechanisms impart only positive effects and are rare but can be obtained more easily by having the Whole of Body Lifestyle Focus. Each Coping Mechanism unlocks a unique Decision.
童年特质
Characters between 3 and 15 years old can have one childhood trait. Childhood traits grant a minor bonus to two Skills but if the child is given an Education Focus that matches one of the two Skills the trait improves then the trait can improve the level of the education trait given when the character reaches adulthood.
健康特质
A Health trait is a negative trait that lowers a character's Health and is visible on the character. They last a varying amount of time and differ greatly in lethality.
The visual effect of certain health traits can be replaced with one from a lesser trait by disabling Show graphic diseases and injuries option in the settings menu.
疾病
Diseases are Health traits that can be spread from one character to another. If a character is cured of a Disease it becomes immune to it, preventing them from gaining the trait again. Each year a character has a 10% chance to gain an Illness trait though this can be reduced in multiple ways. Bubonic Plague cannot appear before 1346.
Dynasty traits
Dynasty traits can be either given or removed by members of the same Dynasty.
Descendant traits
Descendant traits can be obtained if one of a character's parents has either a certain founding trait or a descendant trait. A character can only have one descendant trait.