Trait: Difference between revisions
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'''Traits''' are long term modifiers to Clanfellow behaviour | '''Traits''' are long term modifiers to Clanfellow behaviour | ||
Almost all Clanfolk will have one or more Traits, potentially gaining or losing additional Traits at each Age transition. Most will impact | Almost all Clanfolk will have one or more Traits, potentially gaining or losing additional Traits at each Age transition. Most will impact [[Attribute]]s directly. | ||
<br> Babies will only have the ''Afraid of the Dark'' Trait, which they will eventually age out of (either when becoming a Juvenile, or upon reaching Adulthood). | <br> Babies will only have the ''Afraid of the Dark'' Trait, which they will eventually age out of (either when becoming a Juvenile, or upon reaching Adulthood). | ||
When looking at a Clanfellow InfoBox any of the 14 Traits they have will be displayed between the [[Attribute]] and [[Affliction]] boxes. More than one is possible, if uncommon, but they will never have contradictory Traits. (as indicated in the following table) | When looking at a [[Clanfellow]] InfoBox any of the 14 Traits they have will be displayed between the [[Attribute]] and [[Affliction]] boxes. More than one is possible, if uncommon, but they will never have contradictory Traits. (as indicated in the following table) | ||
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Note that while the paired Metabolism Traits have been categorised as Positive/Negative, each could be seen as the other depending on situation. For Example; A Clanfellow with Slow Metabolism that only worked in one place and didn't move much across the Map could be a benefit as they would consume less Food. | Note that while the paired Metabolism Traits have been categorised as Positive/Negative, each could be seen as the other depending on situation. For Example; A Clanfellow with Slow Metabolism that only worked in one place and didn't move much across the Map could be a benefit as they would consume less Food. | ||
[[Category:Game Mechanics]] | |||
Latest revision as of 03:08, 31 October 2025
Traits are long term modifiers to Clanfellow behaviour
Almost all Clanfolk will have one or more Traits, potentially gaining or losing additional Traits at each Age transition. Most will impact Attributes directly.
Babies will only have the Afraid of the Dark Trait, which they will eventually age out of (either when becoming a Juvenile, or upon reaching Adulthood).
When looking at a Clanfellow InfoBox any of the 14 Traits they have will be displayed between the Attribute and Affliction boxes. More than one is possible, if uncommon, but they will never have contradictory Traits. (as indicated in the following table)
| Positive trait | Negative trait | ||
|---|---|---|---|
| Trait | Effect / "Description" | Trait | Effect / "Description" |
| Hard Worker | +1000 Max Work thus Work Efficiency +20% |
Lazy | -1000 Max Work thus Work Efficiency -20% |
| Healthy | -50% Sickness Chance | Sickly | +100% Sickness Chance |
| Jolly | +1/s Fun "Finds fun everywhere" |
Gloomy | -1/s Fun "Dark clouds follow this one" |
| Optimist | +1000 Max Mood thus Work Efficiency +10% and XP gain +10% "Always looks on the bright side of life" |
Pessimist | -1000 Max Mood thus Work Efficiency -10% and XP gain -10% "Expects the worst possible outcome" |
| Tireless | +2/s Sleep "Gets tired more slowly" |
Weary | -2/s Sleep "Gets tired more quickly" |
| Heavy Sleeper | Noise does not disturb sleep | Afraid of the Dark | -1500 Mood in dark -1/s Sleep in dark |
| Fast Metabolism | +1000 Max Work +10% Movement Speed -2/s Food |
Slow Metabolism | +2/s Food -10% Movement Speed |
Note that while the paired Metabolism Traits have been categorised as Positive/Negative, each could be seen as the other depending on situation. For Example; A Clanfellow with Slow Metabolism that only worked in one place and didn't move much across the Map could be a benefit as they would consume less Food.


