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Character Traits are traits that can be given to an Adventurer at the Character Creation screen. Each of these will affect the experience required to increase the level of that player. They can either positively or negatively impact the player.


Advantages[]

Great Renown[]

( - 10% experience)

You were well known on the surface, well known enough that your fame has even
spread to Avernum. You will receive a bonus to your Reputation, and certain
special encounters will be easier for you.

Nimble Fingers[]

( - %15 experience)
You have a natural aptitude for tools, traps, and delicate machinery of all
sorts. You will receive a bonus whenever you have to deal with these sorts of
objects.

Beastmaster[]

( - %15 experience)
Many animals have taken a liking to you, to the extent that they will follow
you and help you. Every day, you can summon one beast to your aid. It will
fight in your defense. The higher your level, the better a creature will come.

Strong Will[]

(- %15 experience)
Certain creatures in Avernum will attempt to use their clever magical powers to
cloud your mind. Fortunately, when you have this ability, you are much more
likely to resist this trickery. This is a good trait to give your fighter(s).

Good Education[]

( - %15 experience)
Before you were banished to Avernum you received the best education the surface
world has to offer. You are much more likely to be able to handle situations
which require lots of knowledge, such as decoding magical runes.

Toughness[]

(- %20 experience)
Your body is very resilient, and your constitution is unusually strong. You are
less likely to take serious damage in hostile situations, and disease and
poison will have less of an effect on you.

Fast on Feet[]

(- %20 experience)

You are very fleet of foot and your reaction time is among the best. You will
act much more quickly in combat, and, sometimes, you will receive bonus action
points.

Natural Mage[]

(- %25 experience)
Some people learn magic. For you, it's a natural skill, as ingrained as walking
and breathing. All of your spells receive bonuses, and you can cast mage spells
even while wearing encumbering armor.

Elite Warrior[]

(- %30 experience)
You were trained in the ways of war almost from birth. When other children were
learning to walk, you were learning how to hold a knife. Your skill in battle
is unmatched, and these bonuses increase as you gain levels.

Divinely Touched[]

(- %40 experience)
One of your ancestors was not entirely human. There is a touch of divine blood
flowing in your veins. Everything you do, you do well, and you will have
several special abilities, each of which can be used once per day. Small wonder
that one as exceptional as you made the Empire nervous enough to send you to
Avernum.

Disadvantage[]

==
Cursed At Birth==

(%20 experience bonus)
A mage took an unfortunate dislike to your parents. As a result, you were
cursed when you were born. Through no fault of your own, you will sometimes
receive penalties to your actions, and some magical effects will harm you more.

==
Sickness Prone==

(%20 experience bonus)
You were a sickly child, and this frailty has plagued you even in adulthood.
Disease, poison, and similar afflictions will have more of an effect on you.

Sluggish[]

(%30 experience bonus)
You are slow on your feet, and your reaction time is poor, at best. You will
receive less action points in combat, and your turn to act will come later than
normal.

Brittle Bones[]

(%30 experience bonus)
On the surface, there is an unfortunate childhood ailment that causes all who
suffer it to have very brittle bones. Unfortunately, you were counted among its
victims. Going into combat is a very bad idea for you. The blows of enemies
will be devastating.

Completely Inept[]

(%40 experience bonus)
The adventuring life is a completely bad match for you. You freeze up when
creatures attack you. The slightest chill causes you to catch cold. Enemy blows
are devastating to you. You stumble a lot. Every day is a struggle just to keep
moving.

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