Trait

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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.