Character traits

:Not to be confused with Diplomatic traits.
Character traits are special character modifiers that can be obtained in the course of the campaign, depending on the character's performance. At least one trait is given to a character upon recruitment, with the remainder acquired through activity in the campaign. Up to 30 traits can be added to a character.
* See Legendary Lord character traits for a list of character traits which are specific to Legendary Lords.
* See Legendary Lord defeat traits for a list of traits gained by defeating Legendary Lords (as of WH3).
* See Chaos Realm traits for traits gained by ending your turn in the Realm of Chaos (region) in The Realm of Chaos campaign.
=List=
Please click "expand" to expand the tables below.
==Hero traits==
===Champion traits===
;Champion heroes: Black Orc Big Boss, Branchwraith, Empire Captain, Exalted Hero, Paladin, Thane and Wight King.
Name 	Effect 	Requirement 	Description
Live Undead (Vampire Counts)	Assault Garrison action: additional +15% casualties inflicted 	Carried out successful Assault Garrison hero actions	Imbued with Dark Magic, Wight Kings unwillingly carry out the murderous instructions of their Unliving masters.
Born Fighter (Bretonnia) 	Assault Garrison action: additional +15% casualties inflicted 	Carried out successful Assault Garrison hero actions	Highly-skilled in the noble art of controlled violence, this one is eager to demonstrate his talents at every given opportunity.
Stickler 	Training action: Experience per turn is increased by an additional +5 	 	Do the job, and do it well.
Martinet 	Training action: Experience per turn is increased by an additional +7 	 	The only way to slay the monsters beyond our walls is through military rigour and discipline.
Drillmaster 	Training action: Experience per turn is increased by an additional +10	 	I'll march them until their feet bleed and then they'll do it some more!
Enabler 	Inspire Populace action: Public order is increased by +1 	 	Empower the folk and they will stay loyal.
Patron 	Inspire Populace action: Public order is increased by +2 	 	Who deserves my patronage?
Benefactor 	Inspire Populace action: Public order is increased by a further +3 	 	If this man showers them with gifts they may thank him… or not.
Intimidating 	Assault Units action: Additional casualties inflicted: +5% 	 	To intimidate; to make them fear. That is a sign of true power.
Cruel 	Assault Units action: Additional casualties inflicted: +10% 	 	They say be cruel to be kind…
Terrifying 	Assault Units action: Additional casualties inflicted: +15% 	 	You will lead them to the End Times - oh, master of fear and terror.
Pitiless 	Assassinate action: Additional chance of killing target: +5% 	 	Do not waste time with pity, there is nothing to be gained from such a pointless emotion.
Callous 	Assassinate action: Additional chance of killing target: +10% 	 	A callous side will serve him well.
Merciless 	Assassinate action: Additional chance of killing target: +15% 	 	Mercy is for the weak and the foolish.
Protector 	Discourage Populace action: Public order is decreased by a further -1 	 	I am the shield that surrounds my realm.
Shelterer 	Discourage Populace action: Public order is decreased by a further -2 	 	Should the folk live defenceless and in squalor they will turn to other, darker forces.
Saviour 	Discourage Populace action: Public order is decreased by a further -3 	 	Dark clouds gather in the north; the world needs a saviour.
Vicious 	Assault Garrison action: Additional casualties inflicted: +15% 	 	Some folk call me vicious. I'll scoop out the eyes of any who utter it in my presence.
Violent 	Assault Garrison action: Additional casualties inflicted: +30% 	 	Violence solves everything!
Frenzied 	Assault Garrison action: Additional casualties inflicted: +45% 	 	Blood! Slaughter! Blood!
===Dignitary traits===
;Dignitary heroes: Warrior Priest, Vampire
Name 	Effect 	Description
Reverent 	Heal Troops action: Replenishment rate is increased by an additional +5% 	The gods are real and they watch us. Show them due reverence!
Believer 	Heal Troops action: Replenishment rate is increased by an additional +10%	Believing is not an issue, it is catching their attention - for there are so many voices that call out to the Gods.
True Believer 	Heal Troops action: Replenishment rate is increased by an additional +15%	He has sent me a message to deliver, and it is doom.
Respectful 	Pray action: Growth is increased by an additional +1 	A healthy respect of the myriad gods is better than none at all.
Religious 	Pray action: Growth is increased by an additional +2 	Yes, pray or beseech your God - he may even hear you.
Pious 	Pray action: Growth is increased by an additional +3 	There was once an Emperor who became known as the Pious, and his legend lives on.
Meddler 	Demoralise Army action: Leadership is modified by an additional -2 	Dissuade and obfuscate - let them know the true cost of war.
Provocateur 	Demoralise Army action: Leadership is modified by an additional -4 	Did you know the Bogenhafen Jagers get far more crowns in their purses than you? How is that fair?
Doomsayer 	Demoralise Army action: Leadership is modified by an additional -6 	The End Times are coming. Tell them there is little point in fighting anymore - deep down they already know that.
Venal 	Assassinate action: Additional chance of killing target: +5% 	If ever there was a smiling assassin, it was him.
Treacherous 	Assassinate action: Additional chance of killing target: +10% 	You have traitor's blood running in your veins, as your fallen friends know only too well.
Betrayer 	Assassinate action: Additional chance of killing target: +15% 	The art of the Betrayer is to unveil your true motives at the moment that can do the most damage to your victim.
Doubter 	Inhibit action: Growth is decreased by an additional -1 	Let him hamper the enemy's resolve by sowing doubt.
Whisperer 	Inhibit action: Growth is decreased by an additional -2 	Good! A whisper in the ear of an influential lieutenant can do as much damage as Casandora's Comet.
Subverter 	Inhibit action: Growth is decreased by an additional -3 	Subvert expectations by keeping the truth in shadow and the enemy will remain naïve.
Teller of Tales<Br/>Devout of Sigmar (Empire)	Damage Building action: Additional damage caused: +5% 	Tell the legends of old, inspire the rabble… and give them false hope.Live by the creed of the Heldenhammer. (Empire)
CommunicatorFervent of Sigmar (Empire) 	Damage Building action: Additional damage caused: +10% 	In the Old World, there is no need for lies - simply telling the fools the truth will inspire the greatest fear.Die by the creed of the Heldenhammer. (Empire)
PropagandistFanatic of Sigmar (Empire) 	Damage Building action: Additional damage caused: +15% 	This dignitary spreads propaganda far and wide, and they will say he speaks for the gods.Glory in the creed of the Heldenhammer. (Empire)
===Engineer heroes===
;These traits only apply to Master Engineers
Name 	Effect 	Description
Rugged 	Heavy Lifting action: Movement is increased by a further +5% 	Roll up those sleeves and get stuck in.
Muscular 	Heavy Lifting action: Movement is increased by a further +10% 	He has an excellent physique, put it to good use!
Colossal 	Heavy Lifting action: Movement is increased by a further +15% 	Such a colossal form - no wonder they call him "mountain-breaker".
Sharp 	Knuckle Down action: Construction cost is modified by an additional -5% 	Your mind is as articulate as the machines you fashion.
Astute 	Knuckle Down action: Construction cost is modified by an additional -10%	From just a glance the Engineer knows the best deployment positions to maximise the chances of victory.
Shrewd 	Knuckle Down action: Construction cost is modified by an additional -15%	A shrewd man can easily outwit those who think in more linear ways.
Falsifier 	Sabotage action: Movement range is modified by an additional -5% 	Altering plans, or placing enemy war machines at the wrong elevation - these small things can bring ruin.
Seditious 	Sabotage action: Movement range is modified by an additional -10% 	Yes, inspect the enemy weapons, find their weaknesses and exploit them.
Saboteur 	Sabotage action: Movement range is modified by an additional -15% 	I don't just throw a spanner in the works, but the wrench and the whole Taal-damned toolbox as well!
Cutthroat 	Assassinate action: Additional chance of killing target: +5% 	I ain't got time for finesse, not when a deep slice across the throat does the job just as well.
Murderer 	Assassinate action: Additional chance of killing target: +10% 	Murder those in power and watch the powerless quail.
Assassin 	Assassinate action: Additional chance of killing target: +15% 	I care not if it's Khorne or Morr that calls for this body, all I know if that they are destined to die by my blade.
Fudger 	Tinker action: Enemy ranged ammunition: -5% 	This man will find where the enemy manufacture their weapons and meddle in their production.
Tinkerer 	Tinker action: Enemy ranged ammunition: -10% 	The trouble with your kind is you can't stop tinkering - then again, if it's the enemy's gear then go ahead.
Wrecker 	Tinker action: Enemy ranged ammunition: -15% 	Just wreck it all!
Vandal 	Damage walls: Additional wall breaches: +1 	When you know where the loose stones and duff foundations are, then you are more than a mere vandal.
Sapper 	Damage walls: Additional wall breaches: +2 	The occupants remain unaware until the roof comes thundering down - now that is a skill!
Underminer	Damage walls: Additional wall breaches: +3 	Mining under walls and buildings to weaken their foundations - there is only one race that could do it so well…
===Runesmith traits===
;These traits, naturally, only apply to Runesmiths.
Name 	Effect 	Description
Eldritch-Sense 	Awareness action: Enemy Hero success chance: -5% 	Dwarfs may not wield magic like other wizards, but they can sense its presence by the twitching of their whiskers.
Arcane Awareness 	Awareness action: Enemy Hero success chance: -10% 	He knows the smell of magic. All Runesmiths are trained to recognise its stench.
Wind Watcher 	Awareness action: Enemy Hero success chance: -15% 	Those that watch for the Winds to change are forewarned of the storm.
Arcane Warder 	Runic Seal action: Enemy Hero success chance: -5% 	A Runesmith's first duty is to protect home and hearth.
Runic Sealer 	Runic Seal action: Enemy Hero success chance: -10% 	That rune is sealed, lad - no urk spell will move it now.
Master Ward-smith	Runic Seal action: Enemy Hero success chance: -15% 	Master of Wards - a great title for a powerful Dwarf.
Scroll-Writer 	Block Magic: Enemy Winds of Magic power reserve: -2 	This man authors the scroll of banishment that will send the Winds scurrying away.
Wind Becalmer 	Block Magic: Enemy Winds of Magic power reserve: -4 	If the Winds of Magic cannot blow stronger than a breeze then the enemy's magic-users will struggle.
Drain Magic 	Block Magic: Enemy Winds of Magic power reserve: -6 	By Valaya, I'll drain every drop of magic from around that host; no rivers or streams or even the stones shall harbour it!
Rune Striker 	Assassinate action: Additional chance of killing target: +5% 	Strike the runes and make the urk lords pay!
Rune Smiter 	Assassinate action: Additional chance of killing target: +10% 	Use Morgrim's words and sigils to smite the enemy, and bring forth a reckoning!
Rune Slayer 	Assassinate action: Additional chance of killing target: +15% 	As Kragg the Grim once did, so shall I... dreng them all!
Runic Defender 	Runic Protection action: Reduces Corruption by +1 	Placing Runic Wards across the province will stifle the enemy's power.
Runic Protector 	Runic Protection action: Reduces Corruption by +2 	Runes can protect against arcane onslaughts, hindering the urks' own magic users.
Spell-Drainer 	Runic Protection action: Reduces Corruption by +3 	As Valaya taught, the best offense is to sap the enemy of will and power.
Rune Hammerer 	Damage Settlement action: Additional damage done to buildings: +5% 	When I strike my runic hammer, buildings will shatter.
Valaya's Hexer 	Damage Settlement action: Additional damage done to buildings: +10%	Send the enemy Hold cursed runes to spoil their meat and weaken their walls.
Runic Despoiler 	Damage Settlement action: Additional damage done to buildings: +15%	The Runes of Morgrim, son of Grimnir, when hammered onto an Anvil of Doom, will cause the pitiful urk defences to crumble.
===Spies===
;Spy heroes: Witch Hunter, Goblin Big Boss, Banshee, Waystalker
Name 	Effect 	Description
Investigator 	Guard action: Enemy Hero success chance: -5% 	No spy should take anything at face value. Investigate to see what the enemy truly plans.
Stalker 	Guard action: Enemy Hero success chance: -10% 	This man stalks the enemy, and reports back - intelligence gathering is as important as wielding a blade on the battlefield.
Blackmailer 	Guard action: Enemy Hero success chance: -15% 	There are many ways to bring the foe to battle; blackmailing the commander is but one.
Scout 	Scout action: Enemy Hero success chance: -5% 	Scout the land and ready the way.
Expert Scout 	Scout action: Enemy Hero success chance: -10% 	This scout has the gift of tracking - spying out the land and preparing it for your allies.
Far-Sighted 	Scout action: Enemy Hero success chance: -15% 	While I am no Elf, I can still spy when a leaf slips from a tree branch 200 paces away.
False Supplier 	Block Army action: Movement range is modified by an additional -5% 	Good-good, let him inveigle himself in their supply chain and sell them flawed stock.
False Quartermaster 	Block Army action: Movement range is modified by an additional -10%	Falsify stock reports and under-order essential items - that will hinder them.
Contaminator 	Block Army action: Movement range is modified by an additional -15%	Contaminate, pollute, taint and soil…
Purveyor of Poisons 	Assassinate action: Additional chance of killing target: +5% 	The concoction and implementation of poisons takes delicate hands.
Ingenious Poisoner 	Assassinate action: Additional chance of killing target: +10% 	I have not met an apothecary that could detect this… and if I had he would be my first victim!
Master of Poisons 	Assassinate action: Additional chance of killing target: +15% 	Malefic Lords are the most unassuming of us all, and yet they carry deadly toxins to be disbursed at their will.
Spotter 	Infiltrate action: Enemy income modified by a further -5% 	Spot the foe, seek their lands and make them pay.
Outrider 	Infiltrate action: Enemy income modified by a further -10% 	Ride out to enemy territory, so we may form a better picture .
Vanguardian 	Infiltrate action: Enemy income modified by a further -15% 	To be at the vanguard of the action, to know what the enemy does before they do - that is the true nature of a master spy.
Defacer 	Damage walls: Additional wall breaches: +1 	Yes, scrawl fell runes and horrific messages into the walls of their homesteads and lairs - make them fear us!
Wall Cracker 	Damage walls: Additional wall breaches: +2 	Without homes, the will of the foe will crumble - just like the foundations of their settlements!
Wall Smasher 	Damage walls: Additional wall breaches: +3 	Smash apart their towns - bring the populace to their knees!
Honest FaceGlamour (Vampire Counts) 	Chance of being wounded after failure: -2% 	An honest face is an unmemorable one.A mere trifling glamour is all that is needed to fool the peasants. (Vampire Counts)
Unremarkable FaceTrickery (Vampire Counts)	Chance of being wounded after failure: -4% 	There is nothing to see here…A dash of Dark Magic and charm and the mortals will be dazzled.(Vampire Counts)
FacelessDeception (Vampire Counts) 	Chance of being wounded after failure: -6% 	Become part of the crowd and no one will ever suspect.To deceive mortals is as easy as eating them. (Vampire Counts)
===Wizard heroes===
;Wizard heroes: Battle Wizard, Damsel, Chaos Sorcerer, Shaman, Necromancer. Spellsinger
Name 	Effect 	Requirement 	Description
Timely 	Scouting action: Magic item drop chance is increased by an additional +5% 	 	A wizard arrives neither late nor…
Golden 	Scouting action: Magic item drop chance is increased by an additional +10%	 	The opportunities to aid this army with magical assistance are considerable.
Fortuitous 	Scouting action: Magic item drop chance is increased by an additional +15%	 	The Winds blow strong; ensure your allies feel it too.
Smart 	Planning action: Construction cost is modified by an additional -5% 	 	Sadly, not all magic-users are as smart or well-read as this advocate.
Well-Read 	Planning action: Construction cost is modified by an additional -10% 	 	The many tomes they have studied, the years of decoding grimoires - such experience is needed now.
Genius 	Planning action: Construction cost is modified by an additional -15% 	 	This one's memory never fails - he can recall every spell and cantrip he has ever read.
Magical Rage 	Assault Units action: Additional casualties inflicted: +5% 	 	Never anger a wizard - especially a pyromancer - for their tempers run as hot as their magic.
Magical Storm 	Assault Units action: Additional casualties inflicted: +10% 	 	A Storm of Magic brews; let the enemy taste its might!
Magical Tempest 	Assault Units action: Additional casualties inflicted: +15% 	 	There are magic-users that will stand in the eye of the storm to bring vengeance upon the enemy.
Arcane Killer 	Assassinate action: Additional chance of killing target: +5% 	 	Why bother with blade or arrow, when a simple spell will suffice?
Magical Assassin 	Assassinate action: Additional chance of killing target: +10% 	 	Not all assassins need to get close to kill, especially when arcane rites are involved.
Eldritch Assassin	Assassinate action: Additional chance of killing target: +15% 	 	A promise to a Daemon, or the use of his name, is all that is needed to remove a foe from this mortal plane.
Channeller 	Magical Interference: Enemy Winds of Magic power reserve: -5% 	 	Those that can channel the Winds will best the foe.
Wind-leech 	Magical Interference: Enemy Winds of Magic power reserve: -10% 	 	To funnel the Winds of Magic is not without risk - should a Daemon take an interest the stakes are a mortal's very soul!
Arcane Beacon 	Magical Interference: Enemy Winds of Magic power reserve: -15% 	 	Like moths to candlelight, your power burns bright, a beacon of immortal concerns.
Magic Missile 	Damage Buildings action: Additional damage caused: +5% 	 	Balls of fire or bolts of pure light - magic missiles have always been a popular spell in a magic-user's repertoire.
Direct Damager 	Damage Buildings action: Additional damage caused: +10% 	 	Why trifle with spells of illusion or mind control, simply strike the enemy down!
Despoiler 	Damage Buildings action: Additional damage caused: +15% 	 	Spells of desolation and death, purple suns and pits of eternal darkness - such is the power of magic.
Deceitful 	Steal Technology action: Research rate is increased by an additional 5% 	Carried out successful Steal Technology hero actions	Vampire and their liche-servants are devious creatures; manipulative with many mortal servants in their thrall.
==Personality traits==
;Personality traits are a broad category that applies in a more general fashion than dedicated military traits.
===General===
;Traits in this category can spawn regardless of faction or type of character.
;
; Spawning traits
Trait 	Effects	Flavour text
Aggressive 	
* Charge bonus: +8
* Weapon strength: +10%	If you're gonna die, you may well die with your boots on.
Confident 	
* Leadership: +4 (all units in army)	Self-belief is a fine thing when not misplaced.
Determined 	
* Leadership: +3
* Attribute: Immune to Psychology	Having a modicum of resolve is useful in a world that continually tests it.
Disciplined 	
* Leadership: +2 (all units in army)
* Melee attack: +2 (all units in army)	Always in control, this one leaves no stone unturned and nothing to chance.
Fleet-footed 	
* Attribute: Strider
* Speed: +20%	Being fleet of foot is useful in a fight... or when trying to get away afterwards!
Intelligent 	
* Ambush defence chance: +10%
* Hero self-defence: +5% chance of wounding aggressors	Sharp minds make sharper blades still.
Knowledgeable	
* Enemy Winds of Magic power reserve: -5 (local region)
* Winds of Magic power reserve: +5 (all armies factionwide)	What this being doesn't know probably isn't worth knowing, so deep is their interest in the world and its ways.
Perceptive 	
* Magic item drop chance: +15%
* Campaign line of sight: +10%	Although actually reading minds is not in their skillset, this one has extraordinary insight into the motives of others.
Strategist 	
* Campaign movement range: +5%	This being has a plan - not just a game plan, but a master plan to achieve their long-term aims.
Strong 	
* Armour: +15
* Melee attack: +5
* Weapon strength: +10%	Well built, robust. Powerful.
Tactician 	
* Leadership aura size: +25%
* Character's aura leadership effect: +4	Careful planning, knowledge of the terrain, and the weaknesses of the enemy are the key to victory.
Tough 	
* Armour: +25
* Melee defence: +5	Rugged, resistant, and almost unbreakable, this being can will take on all comers.
Weapon Master	
* Armour-piercing weapon damage: +35
* Melee attack: +8	If you can swing, slash, stab, gouge, or shoot it, this warrior has mastered every aspect of its use.
;
;
;In-game action traits
Name 	Effect 	Requirement 	Description
Bibulous (Humans)Grog-Drinker (Greenskins)Carnal Imbiber (Vampire Counts) 	Enemy Hero action success chance: -5%Chance of wounding enemy Hero during hostile action: +5% 	 	A sober agent is more functional and competent, but is he more fun? (Humans)"Dat Boy got a mug of Grog on 'im again - daft bugga's always smashed." (Greenskins)This vampire would bathe in rivers of blood, if he could. (Vampire Counts)
Lively 	Campaign movement range: +5% 	 	Full of life, eh? That can be cured…
Energetic 	Chance of wounding enemy Hero during hostile action: +5%Campaign movement range: +5% 	 	There is a fission of power about him.
Vital 	Enemy Hero action success chance: -5%Chance of wounding enemy Hero during hostile action: +5%Campaign movement range: +5%	 	Ghyran runs through his veins.
Fears Chaos 	Unit Leadership against Chaos: -10% 	 	The Ruinous Powers will be his undoing!
Fears Dwarfs 	Unit Leadership against Dwarfs: -10% 	 	The bearded ones have sworn this one's death!
Fears Greenskins 	Unit Leadership against Greenskins: -10% 	 	The brutality of the Greenskins is to be rightly feared.
Fears Humans 	Unit Leadership against Empire and other human factions: -10% 	 	There is a reason the Dark Gods are hell-bent on the destruction of man…
Fears Vampires 	Unit Leadership against Vampire Counts: -10% 	 	You are right to fear the Undead, for they wish an Unliving hell on us all!
Fleet-footed 	Speed: +20%
Attribute: Strider 	 	Being fleet of foot is useful in a fight... or when trying to get away afterwards!
Hates Chaos 	Unit Leadership against Chaos: +5% 	 	The Chaos Gods and their unholy servants will pay!
Hates Dwarfs 	Attribute: Causes Fear when fighting against Dwarfs 	Carried out successful hero actions against Dwarfs 	The Dwarfs cling to the mountain roots like parasites - this fellow will purge them!
Hates Greenskins 	Unit Leadership against Greenskins: +5% 	 	He despises the Orcs and their foul kin as all right-thinking beings should.
Hates Men 	Attribute: Causes Fear when fighting against Men 	Carried out successful hero actions against Men 	Men are little more than plague-ridden dogs - put them out of their misery!
Hates Vampires 	Attribute: Causes Fear when fighting against Vampire Counts 	Carried out successful hero actions against Vampire Counts	"The von Carsteins have crossed us - bring wrath upon their cursed bloodline!"
Hates Wood Elves 	Attribute: Causes Fear when fighting against Wood Elves 	Carried out successful hero actions against Wood Elves 	
Hates High Elves 	Attribute: Causes Fear when fighting against High Elves 	Carried out successful hero actions against High Elves 	
Hates Dark Elves 	Attribute: Causes Fear when fighting against Dark Elves 	Carried out successful hero actions against Dark Elves 	"Their cruelty is without match, their villainy without end. Don't even get me started on their hair."
Hates Lizardmen 	 	Carried out successful hero actions against Lizardmen 	
Hates Skaven 	Attribute: Causes Fear when fighting against Skaven 	Carried out successful hero actions against Skaven 	
Procrastinator 	Campaign movement range: -5%-20% Chivalry (Bretonnia)Enemy Hero action success chance: +5% (Bretonnia) 	Spent multiple turns in a settlement you control 	Thinking about something is not the same as doing it.
Lazy 	Enemy Hero action success chance: +5%Campaign movement range: -5% 	 	Why should I stir? Do my followers not work in my stead?
Indolent 	Enemy Hero action success chance: +5%Campaign movement range: -10% 	 	Nurgle would bless his indolence if it didn't breed such incompetence!
Lewd 	Public order: -1 	 	Hmm… such lusty humour and behaviour should remain in the taverns.
Lecherous 	Public order: -2 	 	Come stand by me, yes - let me drink in that fine body of yours.
Perverted 	Public order: -3 	 	You have Slaanesh's wandering eye, my lord.
Abductor 	Chivalry: -20 (Bretonnia)Recruitment cost: +10%Unit experience: -1 for unit recruits (Lord's army) 	 	"You, my sweet, will fetch a pretty price. You indeed... "
Likes Chaos 	Unit Leadership against Chaos: -5% 	 	Beseech the Dark Gods.
Likes Dwarfs 	Unit Leadership against Dwarfs: -5% 	 	The Dawi are a staunch ally.
Likes Greenskins 	Unit Leadership against Greenskins: -5% 	 	Bring them war and the Orcs will thank you.
Likes Humans 	Unit Leadership against Empire and other human factions: -5% 	 	Only by uniting the nations can mankind hope to thrive.
Likes Vampire Counts 	Unit Leadership against Vampire Counts: -5% 	 	We all die eventually, better to bring the masters of death to the cause sooner rather than later.
Fortunate 	Hero action success chance: +5% 	 	Fortune favours the bold… or is it the foolish?
Lucky 	Hero action success chance: +10% 	 	Finally made some armour saves did you?
Blessed by Ranald (Humans)Tzeentch's Luck (Chaos)Bugrit! (Dwarfs)Lucky Git! (Greenskins)Lahmia's Fortune(Vampire Counts)	Hero action success chance: +15% 	 	Ranald smiles - give thanks to the God of Thieves and Gamblers! (Humans)The fates conspire to aid him. (Chaos)An invocation against ill-luck, thereby - in Dawi logic - making the Dwarf lucky. (Dwarfs)Mork must like 'im. (Greenskins)Lahmians make their own luck, as you do (Vampire Counts)
Sober 	Enemy Hero action success chance: -3%Chance of wounding enemy Hero during hostile action: +3% 	 	Good - do not fog the mind with ale, wine of even grog!
Abstemious 	Enemy Hero action success chance: -3%Campaign movement range: +5% 	 	To deny the grape and the hop is to enrich the soul.
Abstinent 	Enemy Hero action success chance: -3%Campaign movement range: +10% 	 	I haven't touched a drop - water is my ale and the spilling of blood the only joy I can drink to.
Unlucky 	Hero action success chance: -5% 	 	Oh dear…
Hapless 	Hero action success chance: -10% 	 	Some would call it incompetence, but it's just unfortunate.
Cursed 	Hero action success chance: -15% 	 	Don't listen to the whispers that call him cursed… it may be true, but still, do not listen.
===Chaos traits===
Name 	Effect 	Description
Dread Aspect 	Enemy Leadership: -3 	His is a figure that inspires dread.
Abhorrent Aspect 	Enemy Leadership: -6 	Yesss, recoil from me, know this face will be the last thing you see!
Horrifying Aspect 	Enemy Leadership: -9 	There are many horrors in this world. He is one of them.
Fury of Khorne 	Melee damage bonus: +5 	This mortal has a fury to match the Blood God.
Rage of Khorne 	Melee damage bonus: +10 	A rage burns deep in their soul.
Wrath of Khorne 	Melee damage bonus: +15 	Wipe them out, bring vengeance and slaughter on all!
Shroud of Chaos 	Corruption (Chaos): +3 	You wear upon you a shroud of darkness - Chaos surrounds you, but will the Gods smile?
Mantle of Chaos 	Corruption (Chaos): +6 	Upon me the Mantle of Chaos, and the eyes of the Gods.
Infused with Chaos 	Corruption (Chaos): +9 	Mortals infused with Chaos will either succumb to Spawndom or be elevated to Daemonhood.
Plotter of Tzeentch 	Horde building construction cost: -5% 	Plots within plots; plans within plans.
Schemer of Tzeentch 	Horde building construction cost: -10% 	To scheme is to court the eye of the Feathered Lords.
Manipulator of Tzeentch	Horde building construction cost: -15% 	For most mortals, the labyrinthine schemes of Tzeentch are all but impossible to implement… for most…
Fetor of Nurgle 	Public order: -1 	He carries the stink of the Plague God.
Reek of Nurgle 	Public order: -2 	To reek of Nurgle is to smell of a million rotten, festering corpses.
Stench of Nurgle 	Public order: -3 	Should he wear the Plaguefather's stench, then he will be rewarded, even if others run to the end of the world.
Charmer of Slaanesh 	Horde growth: +3 	No subtlety has Khorne… but Slaanesh has plenty, his champions will charm and coerce their targets.
Allurer of Slaanesh 	Horde growth: +6 	He has a gift to offer - a kiss or suggestive look that will lead follower or enemy alike to our cause.
Tempter of Slaanesh 	Horde growth: +9 	The temptations of flesh or finance are manifold and tools to be used by the canny.
Touched by the Gods 	Leadership: -2 	The Gods have taken an interest. Best not disappoint them.
Altered by the Gods 	Leadership: -4 	This one's destiny has been tampered by the Gods.
Utter Insanity 	Leadership: -6 	The truth of all reality has been whispered to him, by the thirsting, laughing Gods. Utter insanity awaits!
Words of Torment 	Enemy Leadership: -2Corruption (Chaos): +2	Speak words of torment, to taunt and aggravate the foe.
Words of Suffering 	Enemy Leadership: -4Corruption (Chaos): +4	Suffer those who hear foul utterances!
Words of Agony 	Enemy Leadership: -6Corruption (Chaos): +6	Such is the power of his words that they inflict physical and mental anguish on those who listen.
===Dwarfs traits===
Name 	Effect 	Description
Grumbler 	Campaign movement range: -5% 	In my day, Orcs were much harder to kill, not like these green pansies we face now.
Cantankerous	Campaign movement range: -7% 	The older Dwarfs get, the more tetchy and cantankerous they become, but don't we all?
Bad-tempered	Campaign movement range: -10%	The longer the beard, the more bad-tempered a Dawi is!
===Vampire Counts traits===
Name 	Effect 	Description
Dark Presence 	Corruption (Vampiric): +2 	The veneer of aristocracy and unholy power surrounds him.
Dark Supremacy 	Corruption (Vampiric): +4 	He holds a supreme power that will force both ally and foe into submission.
Dread Incarnate 	Enemy Leadership: -3 	They will tremble, my lord, oh, they will fear!
Fear Incarnate 	Enemy Leadership: -6 	I am the terror that haunts in the night.
Terror Incarnate	Enemy Leadership: -9 	Let the smallfolk quail, let them wet their beds at the mention of my name, let them know I haunt their nightmares.
Cursed 	Melee damage bonus: +3Leadership: -3	The Hunger consumes him - it is no gift of everlasting life of preternatural abilities - it is a curse!
Insane 	Melee damage bonus: +6Leadership: -6	Insanity follows in his footsteps. It has always shadowed the von Carsteins, just ask Konrad…
Bestial 	Melee damage bonus: +9Leadership: -9	Should he fail to control such urges, insanity will follow and then regression to a more bestial form.
===Lord-specific===
Name 	Effect 	Description 	Requirement
Bereft 	Enemy Hero action success chance: +5% 	Someone close has been gathered by Morr. 	
Bereaved 	Enemy Hero action success chance: +7% 	He is a shadow of his former-self, struck down by bereavement. 	
Heartbroken 	Enemy Hero action success chance: +10% 	A broken heart will take more than magic to mend. 	
Bold 	Enemy Hero action success chance: -5%Melee attack bonus: +3 	No craven is he! 	Was personally involved in combat during battles
Brave 	Enemy Hero action success chance: -10%Melee attack bonus: +5 	Insane courage! Clearly he rolled a double-1… 	Was personally involved in combat during battles
Fearless 	Enemy Hero action success chance: -15%Melee attack bonus: +7 	Nothing can cow this one. 	Was personally involved in combat during battles
Fortunate 	Hero self-defence: +5% chance of wounding aggressors 	Fortune favours the bold... or is it the foolish? 	Was the target of unsuccessful Hero actions
Fortunate 	Hero self-defence: +10% chance of wounding aggressors 	Finally made some armour saves did you? 	Was the target of unsuccessful Hero actions
Fearful 	Enemy Hero action success chance: +5%Leadership: -3 	He has the staunchness of a Goblin. 	
Cowardly 	Enemy Hero action success chance: +10%Leadership: -3 	The rumours say he tends to spoil his breeches whenever the war horns sound. 	
Craven 	Enemy Hero action success chance: +15%Leadership: -3 	There are many horrors stalking the Old World, and this one is afraid of all of them. 	
Untrustworthy 	Income from all buildings: -5% 	Check your pockets after talking to him, they maybe a few crowns lighter. 	
Dishonest 	Income from all buildings: -10% 	The truth is never easy to come by. 	
Deceiver 	Income from all buildings: -15% 	A liar, a deceiver, a false witness - all abilities we could use. 	
Sweary 	Public order: -1 	Keep an eye on this potty-mouth. 	
Vulgar 	Public order: -2 	Such language would make a High Elf faint. 	
Foul-Mouthed 	Public order: -3 	I'll ***** you! Then *********! And as Sigmar is my witness, ********* your soul forever! 	
Keen 	Unit Leadership modifier while attacking: +5% 	This one is keen, use him well. 	
Fervourous 	Leadership: +3Unit Leadership modifier while attacking: +10% 	His passion for his God and the battles-to-come is contagious. 	
Battle-Lust 	Leadership: +3Unit Leadership modifier while attacking: +15% 	Far from a coward - he lusts for battle, for violence, for blood. 	
Punter 	Income from all buildings: -5% 	Give me those knucklebones - what's the game? Anything but a one? 	
Gambler 	Income from all buildings: -10% 	He'll gamble away a kingdom if you let him. 	
Ruled by Ranald (humans)The Great Gamble (Chaos)Dari-Maker (Dwarfs)Highrolla' (Greenskins)	Income from all buildings: -15% 	Ahh, a Champion of the God of Tricksters, Thieves and Gamblers if ever I saw one! (humans)The Chaos Gods approve of risk, but will their gifts be generous or deliberating. (Chaos)Dwarfs tend to eschew risk, but not you. (Dwarfs)Yoo's a bit 'andy with dem knucklebones. (Greenskins)	
Amorous 	Campaign movement range: -5% 	The desires of the body should not be resisted, according to a certain Dark Prince. 	
Insatiable 	Campaign movement range: -5%Leadership: +3 	He has a weakness for flesh, but don't we all? 	
Cad 	Campaign movement range: -10%Leadership: +3 	Adulterous and dishonourable, if this is how treats women can he be trusted in any other aspect? 	
Sea Legs 	Campaign movement range: +5% (Lord's army) 	If you can keep your lunch down whilst everyone else is losing theirs, then the navy is the place for you. 	Spent multiple turns at sea
Trustworthy 	Income from all buildings: +5% 	Trusted - a clean soul to be tarnished. 	
Honest 	Income from all buildings: +10% 	Shallya blesses such an honest face. 	
Upright 	Income from all buildings: +15% 	Incorruptible? There are many immortal beings that will consider that a challenge. 	
Not Quite Right 	Leadership: -3 	His mind has been touched by something. 	
Dangerous 	Leadership: -6 	Unpredictable and dangerous, just how you like them? 	
Unhinged 	Leadership: -9 	He should be placed in the sanatorium, and the key thrown away. 	
Beast Caller (Vampire Counts only) 	Monster melee attack bonus: +3 	As the Vampire howls, Undead things answer back. 	
Beast Summoner (Vampire Counts only) 	Monster melee attack bonus: +6 	The Undead lord can not only summon the dead, but the creatures of the night also. 	
Beast Master (Vampire Counts only) 	Monster melee attack bonus: +9 	The Vampire's dominion over beasts is absolute. 	
Student of the Black Arts (Vampire Counts only) 	Ability: "Master of the Black Arts" +1 	A student of the forbidden mysteries, yet not limited to a mortal span, so plenty of time to learn. 	
Scholar of the Black Arts (Vampire Counts only) 	Ability: "Master of the Black Arts" +1Winds of Magic power reserve: +10	A scholar of darker arts and rituals first conducted by Nagash. 	
Master of the Black Arts (Vampire Counts only) 	Ability: "Master of the Black Arts" +1Winds of Magic power reserve: +15	A master indeed - to rival the Great Necromancer himself? 	
Dark Acolyte(Vampire Counts only) 	Invocation of Nehek cooldown: -10% 	Some Vampires have an affinity for Necromantic magic beyond their peers. 	
Summon Creatures of the Night (Vampire Counts only) 	Melee attack for Dire Wolves and Fell Bats units: +10% 	Only the direst of all Undead creatures will come to this summons. 	
===Hero-specific===
Name 	Effect 	Description
Foolish	Hero action success chance: -3% 	Every village or camp has its fool - that's this fellow!
Loony 	Hero action success chance: -6% 	Touched by Morrslieb but with none of the menace…
Insane 	Hero action cost modifier: +10%Hero action success chance: -6%	Maybe he comprehended the nature of Chaos, or simply drank too much fungus brew? Either way - he's insane!
===Religious traits===
;These traits can apply to non-priestly characters.
Name 	Effect 	Description
Respectful 	Corruption reduction: +2 	While not a member of Sigmar's clergy, he certainly wishes no ill.
Religious 	Public order: +1<Br />Corruption reduction: +4	The sign of the hammer is a holy symbol, the only one this man will recognise.
Pious 	Public order: +2<Br />Corruption reduction: +6	You do not have to don the robes of a Warrior Priest to be a zealot of Sigmar.
Reverent 	Corruption reduction: +2 	There are many gods to worship.
Believer 	Public order: +1<Br />Corruption reduction: +4	Best give blessings to them all, for you never know in whose hands fate will guide you.
True Believer	
Public order: +2<Br />Corruption reduction: +6	All gods are equal in this man's view.
==Lord traits ==
; The traits in the following categories apply to lords leading armies.
Name 	Effect 	Requirement 	Description
Well Known 	 	Achieved victory in a high percentage of battles 	
Fabled 	 	Achieved victory in a high percentage of battles 	
Legend 	 	Achieved victory in a high percentage of battles 	
Master & Commander 	Leadership: +4 when fighting at Sea (Lord's army)
Melee attack: +4 when fighting at Sea (Lord's army)	Achieved victory in multiple naval battles 	"I'd rather have the crow three sheets to the wind than face a mutiny. Lads! It's grog o'clock."
Man's Ruin 	Leadership: +5 when fighting against Men (Lord's army) 	Achieved victory over Men multiple times 	"Kill them. Kill them all. Their fake gods will recognise their own, if indeed they exist."
Beard Collector 	Leadership: +5 when fighting against Dwarfs (Lord's army) 	Achieved victory over Dwarfs multiple times 	
Orcsbane 	Leadership: +5 when fighting against Greenskins (Lord's army) 	Achieved victory over Greenskins multiple times 	Greenskins, like all slimy fungus, must be wiped from the boot whenever trod upon.
Vampire Hunter 	Leadership: +5 when fighting against Vampire Counts (Lord's army) 	Achieved victory over Vampire Counts multiple times 	No member of the Midnight Aristocracy dares stand against the veteran slayer.
Beast Tamer 	Leadership: +5 when fighting against Beastmen (Lord's army) 	Achieved victory over Beastmen multiple times 	
Ruin's End 	Leadership: +5 when fighting against Chaos or Norsca (Lord's army) 	Achieved victory over Chaos or Norsca multiple times 	Dark, corrupting, evil forces have no place here!
Lords over Asrai 	Leadership: +5 when fighting against Wood Elves (Lord's army) 	Achieved victory over Wood Elves multiple times 	The preening, superior Wood Elves rarely stand a chance against this warrior of note.
Lords over Asur 	Leadership: +5 when fighting against High Elves (Lord's army) 	Achieved victory over High Elves multiple times 	Such high-minded ways and pure ideals count for nothing when you're wormfood.
Lords over Druchii 	Leadership: +5 when fighting against Dark Elves (Lord's army) 	Achieved victory over Dark Elves multiple times 	The Druchii, for all their perverse cruelty, are just Elves - as fey and wan as others of their kind.
Planbuster 	Leadership: +5 when fighting against Lizardmen 	Achieved victory over Lizardmen multiple times 	Having a plan isn't always enough; sometimes you need insight, sometimes foresight, but always martial strength.
The Exterminator 	Leadership: +5 when fighting against Skaven (Lord's army) 	Achieved victory over Skaven multiple times 	"Skaven are a disease, a cancer on this world...
You are a plague, and we are the cure..."
Tomb Raider 	Leadership: +5 when fighting against Tomb Kings (Lord's army) 	Achieved victory over Tomb Kings multiple times 	To the victor, the ancient, lavish, well-preserved spoils. Watch out for curses.
Pirate Hunter 	Leadership: +5 when fighting against Vampire Coast (Lord's army) 	Achieved victory over Vampire Coast multiple times 	There will be order, even in this tropical hell-hole.
Viperkiller 	Leadership: +5 when fighting against rogue armies (Lord's army) 	Achieved victory over rogue armies multiple times 	Loyalty is an unknown concept to some: such treachery always finds its punishment in due course.
Chaos Breaker 	Leadership: +5 when fighting against Warriors of Chaos and Norsca (Lord's army)	Achieved victory over Warriors of Chaos and Norsca multiple times (TWW3)	"Today, the blight of Chaos and corruption on our land has been washed clean!"
Rat Catcher 	Leadership: +5 when fighting against Skaven (Lord's army) 	Achieved victory over Skaven multiple times (TWW3) 	"Those subterranean rat-creatures arenaught but a vile presence we must eradicate."
Victory Over the Ogres	Leadership: +5 when fighting against Ogre Kingdoms (Lord's army) 	Achieved victory over Ogre Kingdoms multiple times 	This master of strategy and tactics has wiped the crude, lumpen Ogres from the chessboard, if not forever, then temporarily at least.
Purifier 	Enemy leadership: -5 (local region)
Public order: +1 for every concurrent war with a neighbouring faction (Bretonnia)
Chivalry: +10 (Bretonnia)	Executing captives 	Sickness must be purged, and purge it shall be!
Executioner 	Enemy leadership: -3 (local region)
Public order: -3 (local enemy province) 	Executed captives after battle multiple times 	Cut off an enemy's head and you kill the body too. So it is with leaders and their armies.
;
;
;
===Governance traits===
;These apply to provinces and the realm on the campaign map.
Name 	Effect 	Requirement 	Description
Taskmaster 	Campaign movement range: +5% (Lord's army)
Campaign line of sight: +5%	Spent multiple turns in March stance 	"Don't let them rest; an idle body is ripe for corruption."
Inefficient Administrator 	Income from province buildings: -4% 	 	Improvements could be made…
Incompetent Administrator 	Income from province buildings: -8% 	 	In a competent administration where do you hide the brides?
Clueless Administrator 	Income from province buildings: -12% 	 	An officious tone and condescending nature can cover up such ineptitude.
Administrator 	Income from province buildings: +4% 	 	Shuffling paper. Someone has to be good at it…
Good Administrator 	Income from province buildings: +8% 	 	The realm needs good administrators as well as good generals and warriors.
Expert Administrator 	Income from province buildings: +12% 	 	He is highly efficient when collecting taxes, organising the watch and other civil matters. The realm can only prosper.
Builder 	Construction cost modifier: -3% for all buildings (local province)
Income from all buildings: +3% (local province)	Present in regions during building construction 	Build upon the bones and remnants of your fallen enemies!
Engineer 	Construction cost modifier: -5% for all buildings (local province)
Income from all buildings: +5% (local province)	Present in regions during building construction 	"Ah, lad, an engineer knows the sweet spot in any building!"
Architect 	Construction cost modifier: -7% for all buildings (local province)
Income from all buildings: +7% (local province)	Present in regions during building construction 	To plan buildings from the ground up… that is a strange concept in these parts.
Strict 	Public order: +1 (local province) 	Spent multiple turns in a settlement with low public order	Regimes cannot be maintained without strict discipline.
Severe 	Public order: +2 (local province) 	Spent multiple turns in a settlement with low public order	"A wise move, my lord - a severe aspect demands respect."
Authoritarian 	Public order: +3 (local province) 	Spent multiple turns in a settlement with low public order	I am the law!
Bossy (Greenskins) 	Growth +30 (local province)
Obedience +1 (local province) 	 	Dat's right, boss 'em around
Severe (others)Really Bossy (Greenskins) 	Construction cost modifier: -15%Growth: +5 	 	A wise move, my lord, a severe aspect demands respect. (others)Got yer bossy 'at on 'ave yer? (Greenskins)
Authoritarian (others)Bossiest (Greenskins)	Public order: +1Income from all buildings: +5%Public order: +2	 	My word is law! (others)Right yoo lot, listen up!(Greenskins)
Recruiter 	Recruitment cost: -5% (Lord's army) 	Spent multiple turns recruiting 	Not everyone has the intelligence, wit and warmth of manner to convince others to join their cause.
Bribable 	Income from all buildings: -5% 	 	Yes, take the bribes, there is no room in this world for those of a scrupulous disposition.
Perfidious 	Income from all buildings: -10% 	 	Of course, I am trustworthy… we just need to negotiate the cost of that trust.
Corrupt 	Income from all buildings: -15% 	 	This isn't corruption on the scale of losing your soul to the Ruinous Powers; no, this is merely a bit of creative accounting.
Farmer 	Income from all buildings: +10% 	 	There's honour in laying down your arms and taking up a hoe… I suppose.
Estate Owner 	Income from all buildings: +20% 	 	Gather your estates and produce bounty, for when the war comes who will collect the harvest?
Land Magnate 	Income from all buildings: +30% 	 	Accruing land is a game for nobles and their sons.
Timid 	Leadership: -2 	 	Yes, best sleep under the bed rather than in it.
Meek 	Leadership: -4 	 	There are times to placate and there are times to enforce our will - this weakling favours the former.
Submissive 	Leadership: -6 	 	He is weak, easy to manipulate - here is a title to wallow in: "The Meek".
Dislikes War 	Public order per concurrent war: -1 	 	Many people dislike war - they are the ones cowering in their beds.
Appeaser 	Public order per concurrent war: -2 	 	If you appease an opponent, he will always ask for more.
Pacifist 	Public order per concurrent war: -3 	 	A pacifist? You have come to the wrong world.
Leader 	Leadership: +4 	 	Where others flounder, he leads.
Dominant 	Leadership: +8 	 	To dominate is to ensure our rule.
Sovereign 	Leadership: +12 	 	Oh, to wear a crown! Does it lay heavy on your brow?
Burgher/Merchant Councillor 	Income from all buildings: +10% 	 	The Burghers control the trade.
Merchant Guild Leader 	Income from all buildings: +20% 	 	The economy flows and so the coffers fill the treasury, those earnings that are declared at any rate.
Burgomeister 	Income from all buildings: +30% 	 	The Burgomeisters are a powerful force in the Empire and often a thorn in an Emperor's side.
Aggressor 	Public order per concurrent war: +1 	 	Might is right.
Warmonger 	Public order per concurrent war: +2 	 	Bring us to battle and let the laughter of cruel Gods echo throughout this mortal plane.
Khorne's Acolyte 	Public order per concurrent war: +3 	 	Even if you never pray to him, the Blood God always welcomes war and those that bring it about.
Politician 	Public order per concurrent war: +1 	 	If the rumour-smiths are to be believed, he has a talent for politics.
Statesman 	Public order per concurrent war: +2 	 	Statecraft comes naturally to him.
Player of the Game 	Public order per concurrent war: +3 	 	Politics is likened to a game; one where you need to roll a six or a one.
Reckoner (Dwarfs-only) 	Public order per concurrent war: +1 	 	A Reckoner will weigh all the options and report to the High King, should things be amiss.
Lordly(Dwarfs-only) 	Public order per concurrent war: +2 	 	Ahh, my bearded lord of the Dawi, your bloodline is a lordly one indeed.
Blood of Kings(Dwarfs-only) 	Public order per concurrent war: +3 	 	The blood of the Ancestor Gods flows through his veins, tracing its way back to the beginning of the Dawi.
Regal (Empire-only) 	Leadership aura size: +4 	 	A regal air? Let's see how long that lasts.
Noble (Empire-only) 	Leadership aura size: +6 	 	The smallfolk should be thankful - without us, who would they work for?
Imperious (Empire-only) 	Leadership aura size: +8 	 	Franz has put his trust in this man, pray he does not let him down!
Favoured 	Public order: +1 	 	The crowds favour him.
Popular 	Public order: +2 	 	The rabble flocks to hear him.
Beloved 	Public order: +3 	 	He is beloved by the masses.
Out of Favour 	Public order: -1 	 	The patience of the rabble has been lost! No longer will they swoon at his name.
Unpopular 	Public order: -2 	 	Like a politician bringing in a new tax or a noble deriding the peasants, this man is now a target of ridicule.
Despised 	Public order: -3 	 	No longer merely disliked, but despised!
===Battle-specific===
;These traits are primarily applicable in combat
Name 	Effect 	Requirement 	Description
Lax 	Unit upkeep: +3% 	 	Perhaps more attention next time?
Slipshod 	Unit upkeep: +5% 	 	His standards are slipping.
Negligent 	Leadership aura size: +8Unit upkeep: +3% 	 	Pray for the negligent and their incompetent ways.
Disciplinarian 	Recruited unit experience: +1 	 	Tuck that shirt in; stand up straight; I want to see that armour, gleaming! Gleaming, I say!
Taskmaster 	Recruited unit experience: +2 	 	Don't let them rest, an idle body is one ripe for corruption.
Oppressor 	Recruited unit experience: +3 	 	Yes! Crush their free will, keep them oppressed.
Fighter 	Melee defence bonus: +1Melee attack bonus: +5% 	 	There is no need for talk, a warrior's way is to fight!
Warrior-Born 	Melee defence bonus: +10Melee attack bonus: +10 	 	This one is warrior-born, I can taste the iron tang of blood around him.
Combat-Master 	Melee defence bonus: +5Melee attack bonus: +10% 	 	Any blade, any mundane weapon, can become a deadly weapon in his hands.
Bloody 	Melee defence bonus: +10Unit melee damage bonus: +3% 	 	Call them the bloody! The body-count attests to this.
Blood-Reveller 	Melee defence bonus: +15Unit melee damage bonus: +5% 	 	For one that revels in such blood, even Khorne must take note.
Gore-Drencher 	Melee defence bonus: +20Unit melee damage bonus: +7% 	 	My victims will be drenched in their own blood, drowning in crimson gore, I swear it.
Looter 	Income from sacking settlements: +3%Income from looting settlements: +5% 	Sacked multiple settlements 	Find the baubles of the dead and dying, take them for your own!
Butcher 	Income from looting settlements: +6%Income from sacking settlements: +10% 	 	He takes what he wants, slicing fingers to get at rings or heads to free bodies from prized armour - he is a butcher!
Destroyer 	Income from looting settlements: +12%Income from sacking settlements: +15% 	 	Find me their trinkets and things, I will take them all.
Decisive 	Character's aura size modifier at night: +15% 	 	Act decisively and catch the foe unprepared.
Swift Strike 	Character's aura size modifier at night: +15%Unit Leadership modifier at night: +5% 	 	Strike fast, strike hard, strike deep!
Lightning Raider 	Character's aura size modifier at night: +50%Unit Leadership modifier during lightning strikes: +10% 	 	“Hit them while they still snore around their campfire, men!”
Unresponsive 	Character's aura size modifier at night: -15% 	 	“It’s like they have been stabbed in the chest, but haven’t realised!”
Ponderous 	Character's aura size modifier at night: -15%Unit Leadership modifier at night: -5% 	 	It all seems such an effort to get the army deployed - they plod into position.
Maladroit 	Character's aura size modifier at night: -50%Unit Leadership modifier at night: -10% 	 	“Are they enchanted? Some kind spell of slowness? Or are they simply blundering fools?”
Understands War 	Unit melee defence bonus: +3 	 	He knows war.
Master Strategist 	Unit melee defence bonus: +9 	 	This one is a military genius. Keep him close.
Survivor 	Armor: +2 	 	A survivor… or is it a really good Ward Save?
Invulnerable 	Armour: +2Enemy Hero action success chance: -10% 	 	He believes himself invulnerable.
Immortal 	Armour: +6Enemy Hero action success chance: -5% 	 	There are many long-lived and immortal beings in the world; they must be one.
Understands Battle 	Campaign movement range: +3% 	 	Destined to battle.
Master Tactician 	Campaign movement range: +9% 	 	He knows more than to simply refuse the flank.
Rotten Ambusher 	Character's aura size modifier during ambushes: -15% 	 	An ambush is a relatively simply military tactic, yet this fool struggles with the concept.
Obvious Ambusher 	Campaign movement range: +6%Campaign movement range: +9% 	 	Camp fires and arguments may give away our position to the enemy.
Incompetent Ambusher 	Character's aura size modifier during ambushes: -15%Leadership during ambushes: -5% 	 	No! No! Attack them! Them! Not us!
Ambusher 	Character's aura size modifier during ambushes: +15% 	 	Good, prepare the site and bait the trap…
Skilled Ambusher 	Campaign movement range: +6%Campaign movement range: +9%Character's aura size modifier during ambushes: -15%Leadership during ambushes: -5% 	 	There is skill in ambushing, making sure the foe in unaware until the last possible minute.
Superior Ambusher 	Character's aura size modifier during ambushes: +15%Leadership during ambushes: +5% 	 	From above, below, or the shadows - this one knows when and where to strike.
Indecisive Attacker 	Unit Leadership modifier while attacking: -5%Character's aura size modifier while attacking: -15% 	 	Which battlefield?
Poor Attacker 	Unit Leadership modifier while attacking: -10%Character's aura size modifier while attacking: -30% 	 	Strike hard and fast or not at all.
Incompetent Attacker 	Unit Leadership modifier while attacking: -15%Character's aura size modifier while attacking: -50% 	 	The Gods do not look favourably on failure.
Confident Attacker 	Unit Leadership modifier while attacking: +5%Character's aura size modifier while attacking: +15%Aura size: +15% (when attacking)Chivalry: +10 (Bretonnia)	Gained by winning offensive battles 	Confidence - the key to a successful battlefield action.
Good Attacker 	Unit Leadership modifier while attacking: +10%Character's aura size modifier while attacking: +30% 	 	A good attack requires skilled warriors and superior numbers.
Superior Attacker 	Unit Leadership modifier while attacking: +15%Character's aura size modifier while attacking: +50% 	 	Superior generalship and battlefield acumen is needed in war.
Incompetent Besieger 	Leadership during sieges: -5%Character's aura size modifier while sieging: -15% 	 	Sieges are hard, this one has no idea.
Confounded by Siegecraft 	Leadership during sieges: -10%Character's aura size modifier while sieging: -30% 	 	How do you attack a wall?
Terrified of Walls 	Leadership during sieges: -15%Character's aura size modifier while sieging: -50% 	 	Those walls look solid and tall.
Siege Expert 	Leadership during sieges: +5%Character's aura size modifier while sieging: +15% 	 	This being brings charts and arithmetic to a siege… promising.
Sapper 	Leadership during sieges: +10%Character's aura size modifier while sieging: +30% 	 	We'll take them from under the ground, don't you worry - it'll be done soon.
Into the Breach! 	Leadership during sieges: +15%Character's aura size modifier while sieging: +50% 	 	Come, men, into the breach I say!
Sapper 	Leadership during sieges: +3 when laying sieges 	Achieved victory in multiple siege battles (Total War Warhammer II)	This being brings charts and arithmetic to a siege ... promising.
Hesitant Defender 	Unit Leadership modifier while defending: -5%Character's aura size modifier while defending: -15% 	 	Which wall to the place the soldiers on? All of them maybe?
Poor Defender 	Unit Leadership modifier while defending: -10%Character's aura size modifier while defending: -30% 	 	A poor defence means those walls will count for nought.
Incompetent Defender 	Unit Leadership modifier while defending: -15%Character's aura size modifier while defending: -50% 	 	They call him "The fool on the wall" and that's from his own side!
Confident Defender 	Unit Leadership modifier while defending: +5%Character's aura size modifier while defending: +15%
(Bretonnia) Chivalry: +10 	 	I want bulwarks there and there. Start digging!
Good Defender 	Unit Leadership modifier while defending: +10%Character's aura size modifier while defending: +30% 	 	A good defender will maintain a secure perimeter and keep troops in reserve.
Superior Defender 	Unit Leadership modifier while defending: +15%Character's aura size modifier while defending: +50% 	 	Nothing gets past him.
Oblivious Under-Siege 	Leadership during siege defence: -5%Character's aura size modifier while defending from a siege: -15% 	 	The attacks come, the walls shudder, but will he actually do anything?
Liability Under-Siege 	Leadership during siege defence: -10%Character's aura size modifier while defending from a siege: -30% 	 	No, don't open the doors! This is no time to sally out, the enemy is too close!
Cowers Behind Walls 	Leadership during siege defence: -15%Character's aura size modifier while defending from a siege: -50% 	 	Where is the commander? Under the table I think.
Gate Keeper 	Leadership during siege defence: +5%Character's aura size modifier while defending from a siege: +15% 	 	He stands by the gate, ready to defend it.
Guardian 	Leadership during siege defence: +10%Character's aura size modifier while defending from a siege: +30% 	 	Will the settlement be safe? Its best chance is with him.
None Shall Pass! 	Leadership during siege defence: +15%Character's aura size modifier while defending from a siege: +50% 	 	The Ruinous Powers themselves will not break this siege!
Shieldbiter 	Charge bonus: +5% 	 	He chews his shield like a ravenous dog, so desperate is he to maul the enemy!
Berserker 	Charge bonus: +10% 	 	Hark at his howls of delight, and the madness in his eyes - only battle will slack the berserker's thirst!
Bloodletter 	Charge bonus: +15% 	 	Khorne's Daemonic servants are known as Bloodletters, this one shares their psychotic habits.
Hydrophobe 	Melee attack bonus when attacking at sea: -5%Leadership modifier while attacking at sea: -5% 	 	Fear of the ocean is valid concern, especially when on the Sea of Claws.
Poor Admiral 	Melee attack bonus when attacking at sea: -10%Leadership modifier while attacking at sea: -10% 	 	He's no captain, he spends more time throwing up over the stern than orderin' the crew.
All at Sea 	Melee attack bonus when attacking at sea: -15%Leadership modifier while attacking at sea: -15% 	 	A captain should appear on deck, not hide, whimpering, in his cabin.
Sea Legs 	Melee attack bonus when attacking at sea: +5%Leadership modifier while attacking at sea: +5% 	 	Manann's blessed.
Good Sea Captain 	Melee attack bonus when attacking at sea: +10%Leadership modifier while attacking at sea: +10% 	 	He knows more than larboard and starboard.
Superior Admiral 	Melee attack bonus when attacking at sea: +15%Leadership modifier while attacking at sea: +15% 	 	Stromfel can try to land us on those rocks, but He'll fail!
Innefective Port Defender 	Melee attack bonus when blockaded: -5%Leadership modifier when blockaded: -5% 	 	Never heard of a blockade?
Incompetent Port Defender 	Melee attack bonus when blockaded: -10%Leadership modifier when blockaded: -10% 	 	Mask incompetence by blaming the harbour master.
Bungling Port Defender 	Melee attack bonus when blockaded: -15%Leadership modifier when blockaded: -15% 	 	Should those ships be unfurling the mizzen in harbour, my lord?
Blockade Runner 	Melee attack bonus when blockaded: +5%Leadership modifier when blockaded: +5% 	 	A good port defence comes from the ability to outmanoeuvre the enemy blockade.
Port Defender 	Melee attack bonus when blockaded: +10%Leadership modifier when blockaded: +10% 	 	He is a capable defender of your ports. Make sure he is in the right place at the right time.
Blockade Destroyer 	Melee attack bonus when blockaded: +15%Leadership modifier when blockaded: +15% 	 	Could the best form of defence be to go on the attack?
Questionable Blockader 	Melee attack bonus when blockading: -5%Leadership modifier when blockading: -5% 	 	Blockading ports is not an easy task…
Poor Blockader 	Melee attack bonus when blockading: -10%Leadership modifier when blockading: -10% 	 	Here is a hint - the secret is to position your vessels to prevent the enemy escaping…
Terrible Blockader 	Melee attack bonus when blockading: -15%Leadership modifier when blockading: -15% 	 	Blockading is not this being's forte, as the shipwrecks attest to!
Effective Blockader 	Melee attack bonus when blockading: +5%Leadership modifier when blockading: +5% 	 	He's done this before…
Blockade Master 	Melee attack bonus when blockading: +10%Leadership modifier when blockading: +10% 	 	This one knows how to track the wind and appease Manann to get his vessels into the best position.
Impregnable Blockader 	Melee attack bonus when blockading: +15%Leadership modifier when blockading: +15% 	 	He creates a floating fortress wall that none could elude.
Indifferent Naval Defender	Melee attack bonus when defending at sea: -5%Leadership modifier while defending at sea: -5% 	 	Defence against rival navies is not this one's priority.
Poor Sea Defender 	Melee attack bonus when defending at sea: -10%Leadership modifier while defending at sea: -10% 	 	Where is he? Hiding on the orlop deck? Get 'im up here!
Incompetent Naval Defender	Melee attack bonus when defending at sea: -15%Leadership modifier while defending at sea: -15% 	 	Were you any good at Man O'War?
Good Naval Defender 	Melee attack bonus when defending at sea: +5%Leadership modifier while defending at sea: +5% 	 	Keep the wind to yer backs and the oarsmen afraid of the whip, I say!
Excellent Sea Defender 	Melee attack bonus when defending at sea: +10%Leadership modifier while defending at sea: +10% 	 	Cross the 'T' and send them to Stromfel's watery realm!
Superior Naval Defender 	Melee attack bonus when defending at sea: +15%Leadership modifier while defending at sea: +15% 	 	Even Jaego Roth would be proud to call him a shipmate.
Ineffective Naval Escort 	Melee attack bonus when escorting transports: -5% 	 	Keep close to the target. Is that too much to ask?
Incompetent Naval Escort 	Melee attack bonus when escorting transports: -10% 	 	We're going the wrong way, sir!
Bungling Naval Escort 	Melee attack bonus when escorting transports: -15% 	 	Protect the target, not turn it into a fire ship!
Effective Naval Escort 	Melee attack bonus when escorting transports: +5% 	 	Protect the target as if you were a mother drawing it to your bosom.
Superior Convoy 	Melee attack bonus when escorting transports: +10% 	 	A good convoy will reduce the threats at sea.
Master Convoy 	Melee attack bonus when escorting transports: +15% 	 	This man is a master of sea protection.
Campaigner 	Campaign movement range: +10%
Attrition: -5% casualties suffered from all attrition (Lord's army)
Attribute: Perfect Vigour 	Fought multiple battles very far away from the capital 	To the very edge of the world would this one go, so great is their thirst of adventure, their lust for battle.
===Beastmen traits===
;These apply to Beastmen Hordes and affect Bestial Rage
Name 	Effect 	Description
Unsated Bloodthirst 	Bestial Rage: +1 from animosity (Lord's Army)	The carnage of the battlefield is not enough for this one, he needs the competitive violence of the herdstone to feel fulfilled.
Compulsive Rutter 	Bestial Rage: +2 from animosity (Lord's Army)	"You challenge? To the death? Yes! Raaaaarrgggh!"
Serial Rutter Rutter	Bestial Rage: +3 from animosity (Lord's Army)	Not a night goes by without this Beastman issuing or responding to a challenge. He couldn't stop now even if he wanted to.
== Ruler traits==
;These traits apply to faction leaders - equal to legendary lords.
=== General===
Name 	Effect 	Description
Smooth Talker 	Income from trade: +10% 	Words drip from his tongue like spiced honey.
Diplomatic Tone 	Income from trade: +20% 	A no-nonsense tone, yet he is still open to options.
Superb Negotiator	Income from trade: +30% 	Should you follow this path, then we'll all share victory.
Surreptitious 	Campaign movement range: -10% 	Never showy, and yet his covert actions are a boon to us.
Clandestine 	Hero action cost: -10%Campaign movement range: -20% 	A clandestine network flows from this one's fingers.
Spymaster 	Hero action cost: -20%Hero action success chance: +5%Campaign movement range: -30%	A lord of whispers gathers knowledge from across the realm.
Taxman 	Income from province buildings: +2% 	Even in a world of magic and monsters, cruel gods and necromancers, the tax must be collected.
Assessor 	Income from province buildings: +4%Public order: -1 	If this man thinks he can squeeze another coin from your purse, he will.
Cruelly Efficient	Income from province buildings: +6%Public order: -2 	Every coin is counted - no wonder the Burghers despise him.
Harsh 	Public order: -1 	Harsh but fair… mainly harsh.
Punitive 	Public order: -2 	Punish them even if it's not deserved, because then they'll never consider doing it!
Torturer 	Public order: -3 	Start with the teeth, then the fingernails, followed by the skin - to be sliced nice and thin. But leave the tongue, he can't talk without it.
Kind 	Public order: +1 	He is kind, but maybe lacks a bit of steel behind his eyes.
Considerate 	Public order: +2 	In a world so harsh, a considerate soul is in the minority.
Beneficent 	Public order: +3 	Benign and altruistic - surely his doom approaches?
Frugal 	Income from all buildings: +5% 	A parsimonious nature, what the Greenskins call "a stingy git".
Mean 	Income from all buildings: +10%Public order: -1 	This one scrimps coin in a way that would make Greasus Goldtooth blush.
Miser 	Income from all buildings: +15%Public order: -1 	Does the blood of Boris Goldgather flow in his veins?
Worried 	Enemy Hero action success chance: -5% 	Remain calm, there is nothing to worry about - well, apart from the End Times rapidly approaching.
Disturbed 	Enemy Hero action success chance: -10% 	The voices! Don't listen to the voices! And stay away from mirrors!
Paranoid 	Enemy Hero action success chance: -15% 	They all want to kill me! Especially the happy pig, the singing one that lives under my bed!
Giving 	Income from all buildings: -5% 	Why take when you can give?
Generous 	Income from all buildings: -10%Public order: +1 	They call him generous, others think him a squanderer.
Excessive 	Income from all buildings: -15%Public order: +2 	Someone needs to end his profligate ways!
Unjust 	Public order: -1 	His is a unique, personal brand of justice.
Blind to Justice 	Public order: -2 	They say justice is blind, and so is he.
Tyrant 	Public order: -3 	A Tyrant! Not necessarily an Ogre, but malicious none-the-less.
===Dwarfs===
Name 	Effect 	Description
Clan Member 	
Public order: +1 	Honour to your clan, Dwarf.
Clan Loyalist 	Public order: +2 	Remember, beardling, all that matters is the Clan, the Hold and your King.
Clan Kin 	Public order: +3 	The oldest and most loyal kin share the King's blood.
Gold Sickness 	Income from all buildings: -5% 	A curse that haunts all Dawi - their obsession with gold.
Bryn Fever 	Income from all buildings: -10% 	This Dwarf courts gold, and will shame his ancestors to get at it!
Gorl Blight 	Income from all buildings: -15% 	The worst kind of bryn sickness - even Clan honour will be forsaken in his quest to hoard gold.
Easily Slighted	Public order per concurrent war: +1	All Dwarfs are prickly, but this one is particularly easy to slight, looking for offence even if none is meant.
Resentful 	Public order per concurrent war: +2	This Dwarf resents all other races, and their places in the world at the cost of the Karaz Ankor.
Grudge Bearer 	Public order per concurrent war: +3	To remember every grudge born upon family, Clan and Hold earns great respect amongst kin.
==Other faction-specific traits==
===Bretonnia===
Lords
Name 	Effect 	Requirement 	Description
Reverent	Untainted: +2 (local province)	 	There are many gods to worship.
Devoted 	Chivalry: +10
Leadership: +5
Untainted: +3 (local province)	Gained by spending multiple turns in a settlement with a chapel	The Lady smiles on those who spend as much time in the chapel as on the battlefield.
Hero 	Chivalry: +30
Melee attack: +10
Weapon strength: +20%	Gained by winning more than 90% of battles 	"Let your name be on the lips of every man and woman, your great deeds go before you!"
Purifier	Chivalry: +10
Enemy leadership: -5 (local region)
Control: +1 for every concurrent war with a neighbouring faction (local province)	Gained by executing captives 	Sickness must be purged, and purge it shall be!
Lord:
Name 	Effect	Description
Virtue of Confidence 	Chivalry: +10
Melee defence: +10	Haughty, proud and skilful, this Knight never takes a backward step in the face of adversity.
Virtue of Heroism 	Chivalry: +10
Bonus vs. Large: +12	Unbending even in the face of the greatest beasts, this Knight mounts their heads on the wall of his feasting chamber.
Virtue of the Joust 	Chivalry: +10
Charge bonus: +25	So great is this Knight's skill with a lance that none can unhorse him.
Virtue of Knightly Temper	Chivalry: +10
Melee attack: +10	With a heart of stone and resolute temper this Knight stands unbowed, spilling the foe's blood with each sweep and thurst.
Virtue of Noble Disdain 	Chivalry: +10
Missile resistance: +15%	This Knight has great contempt for those who eschew the martial values of meeting one's opponent face to face.
Virtue of Penitent 	Chivalry: +10
Ward save: +5%	A hermit-Knight, this one nevertheless always returns to fight for his beloved king.
Prophetess:
Name 	Effect	Description
Honourable 	Chivalry: +5
Leadership: +10	Honour is everything!
Magnanimous 	Chivalry: +5
Income from all buildings: +5% (local region)	"This victory is not mine alone, we all shall share in the glory."
Melacholic 	Chivalry: +5
Hero self-defence: -5% chance of wounding aggressors
Public order: -1 (local enemy province)	"Why forlorn? Are you not a king, an emperor - a champion?"
Phlegmatic 	Chivalry: +5
Control: +1 (local province)
Campaign line of sight: +5%	A calming presence can be a steadying hand... and also disquieting.
Sanguine 	Chivalry: +5
Melee attack: +5
Enemy Hero action success chance: -3%	An assured air instill great confidence in your followers.
Uncompromising	Chivalry: +5
Hero self-defence: +10% chance of wounding aggressors	Others may call it decisive, but being uncompromising can be a weakness as well as a strength.
Heroes
Damsel:
Name 	Effect 	Description
Aggressive 	Charge bonus: +8
Weapon strength: +10% 	If you're gonna die, you may as well die with your boots on.
Confident 	Leadership: +4 (all units in army) 	Self-belief is a fine thing when not misplaced.
Cunning 	Enables poison attacks
Ambush success chance: +10% (local armies) 	Deceipt is a perfectly acceptable means of attack.
Determined 	Leadership: +3
Attribute: Immune to Psychology 	Having a modicum of resolve is useful in a world that continually tests it.
Disciplined 	Leadership: +2 (all units in army)
Melee attack: +2 (all units in army)	Always in control, this one no stone unturned and nothing to chance.
Intelligent 	Hero self-defence: +5% chance of wounding aggressors 	Sharp minds make sharper blades still.
Knowledgeable	Enemy Winds of Magic power reserve: -5 (local region)
Winds of Magic power reserve: +5 (all armies factionwide)	What this being doesn't know probably isn't worth knowing, so deep is their interest in the world and its ways.
Perceptive 	Magic item drop chance: +15%
Campaign line of sight: +10% 	Although actually reading minds is not in their skillset, this one has extraordinary insight into the motives of others.
Smart 	Planning action: Construction cost: -5% (deployed at own province)	Sadly, not all magic users are as smart or well-read as this advocate.
Tough 	Armour: +25
Melee defence: +5 	Rugged, resistant, and almost unbreakable, this being can will take on all comers.
Paladin:
Name 	Effect	Description
Virtue of Audacity 	Chivalry: +10
Weapon strength: +15%	A master of the feint and riposte, this Knight's skill at turning an enemy's strength against them is legendary.
Virtue of Confidence	Chivalry: +10
Melee defence: +10	Haughty, proud and skilful, this Knight never takes a backward step in the face of adversity.
Virtue of Duty 	Chivalry: +10
Leadership: +8 for all Knight units (all units in army)	Most loyal of Companions, this Knight fights always at the side of his liege.
Virtue of the Ideal 	Chivalry: +10
Melee attack: +5
Melee Defence: +5	This Knight's skill, prowess and finesse with blade and lance are beyond compare; his bravery, horsemanship and chivalry above all others.
Virtue of Penitent 	Chivalry: +10
Ward save: +5%	A hermit-Knight, this one nevertheless always returns to fight for his beloved king.
Virtue of Stoicism 	Chivalry: +10
Leadership: +10	Steeled by this Knight's bravery, those around them fight with the courage of the Breton himself.
===Vampire Counts===
Name 	Effect 	Description
Conniving (Defunct) 	Hero action success chance: +5%	Vampires of noble blood lines are conniving creatures, with many plans in place.
Dread Incarnate 	Enemy leadership: -4 (local enemy armies)
Attribute: Causes Terror	"They will tremble, my lord, oh they will fear!"
Devious 	Hero action success chance: +5% (Heroes in local province)
Hero action cost: -10% (Heroes in local province)	Devious Vampires and their liche-servants are devious creatures; manipulative with many mortal servants in their thrall.
Dark Majesty 	Leadership aura size: +25%
Leadership aura effect: +3	"Glory in your dark majesty, my lord."
Lore Keeper 	Construction cost: -10% all buildings (local region)
Research rate: +10% (factionwide)	Once forbidden knowledge is acquired, Necromancers and Vampires will jealously guard it from rivals' eyes.
Master of the Black Arts	Spell: "Spirit Leech"
Miscast base chance: -10% for all spellcasters (local region)	A master indeed - to rival the Great Necromancer himself?
For easy reference, the table below maps shared traits between hero classes which the Vampire Counts can access.
Trait 	Banshee	Necromancer	Vampire	Wight King
Aggressive 	? 	Yes 	Yes 	?
Confident 	Yes 	? 	? 	Yes
Cunning 	Yes 	? 	Yes 	?
Dark Majesty 	Yes 	Yes 	? 	?
Determined 	Yes 	Yes 	Yes 	?
Devious 	Yes 	? 	Yes 	Yes
Disciplined 	? 	Yes 	Yes 	Yes
Dread Incarnate 	Yes 	? 	Yes 	Yes
Fleet-Footed 	Yes 	Yes 	Yes 	?
Intelligent 	? 	Yes 	? 	?
Knowledgeable 	? 	Yes 	Yes 	?
Lore Keeper 	? 	Yes 	Yes 	?
Master of the Black Arts	? 	Yes 	Yes 	?
Perceptive 	Yes 	Yes 	Yes 	?
Strategist 	Yes 	? 	Yes 	Yes
Strong 	? 	? 	Yes 	Yes
Tactician 	? 	? 	? 	Yes
Tough 	? 	Yes 	Yes 	Yes
Weapon Master 	Yes 	? 	? 	Yes
For easy reference, the table below maps shared traits between lord classes which the Vampire Counts can access.
Trait 	Bloodlines	Master Necromancer	Strigoi Ghoul King	Vampire Lord
Aggressive 	Yes 	? 	? 	Yes
Confident 	Yes 	? 	Yes 	Yes
Cunning 	Yes 	? 	Yes 	?
Dark Majesty 	Yes 	Yes 	? 	?
Determined 	Yes 	Yes 	? 	?
Devious 	Yes 	? 	? 	?
Disciplined 	Yes 	? 	? 	?
Dread Incarnate 	Yes 	? 	? 	Yes
Fleet-Footed 	Yes 	Yes 	? 	?
Lore Keeper 	Yes 	Yes 	? 	Yes
Master of the Black Arts	Yes 	Yes 	? 	?
Perceptive 	Yes 	? 	Yes 	?
Strategist 	Yes 	? 	? 	?
Strong 	? 	? 	? 	?
Tactician 	Yes 	? 	Yes 	?
Tough 	Yes 	? 	? 	?
Weapon Master 	Yes 	? 	? 	?
===Greenskins===
Traits which can only be gained during spawning.
Name 	Effect 	Description
Big Bully 	Recruitment cost: -10% for Big 'Uns and Black Orc recruits (own army)
Recruit rank: +1 for Big 'Uns and Black Orc units (own army)	"Someday he's gonna be a Boss. Can you believe someday we'll work for 'im?"
Bragga 	Leadership aura size: +35%
Leadership: +5 	When you're clearly betterer than all the uvvers you need to shout the loudest, so everybody else knows you're the betterest.
Mushroom-Addicted	Upkeep: -15% for Goblin and Night Goblin units	"Dat a 'shroom in yer pouch? Give it! Give it to me!"
Serial Danca 	Passive ability: "Frenzy" 	You can't keep a good 'danca' down, especially when those drums start bangin'!
Tortura 	Obedience: -3 (local enemy province)
Base weapon damage: +35	When a Warboss needs someone to talk, he calls on this "Boy wiv da extra pointy sticks".
Traits which can only be gained by Greenskins heroes due to in-game actions.
Name 	Effect 	Requirement 	Description
Inveterate Brawler	Assault Garrison action: additional 15% casualities inflicted 	Performed the Assault Garrison action successfully multiple times	Highly-skilled in the ignoble art of indiscriminate violence, this one is eager to demonstrate his talents at every given opportunity.
Trancer 	Steal Technology action: Research rate is increased by an additional 5%	Performed the Steal Technology action successfully multiple times	It's surprising what a touch of embarrassing hooting and arm-waving can achieve.
Wall Weakener 	Damage Walls action: 2 additional wall breaches 	Performed the Damage Walls action successfully multiple times 	"Dig a bit 'ere, another bit dere, and den the 'ole lot falls down and da boyz swarm in and twat 'em."
Traits which can only be gained by Greenskins lords due to in-game actions.
Name 	Effect	Requirement 	Description
 	 	 	
 	 	 	
Raider	Income from raiding: +5% (Lord's army)
Obedience: -2 (local enemy province)	Spent multiple turns in Raiding stance	"Our lands provide for all; THIS land provides for ME!"
For easy reference, the table below maps shared traits between hero classes which the Greenskins can access.
Trait 	Black Orc Big Boss	Giant River Troll Hag	Goblin Big Boss	Shaman
Big Bully 	Yes 	? 	? 	Yes
Bragga 	Yes 	? 	Yes 	Yes
Confident 	Yes 	Yes 	Yes 	Yes
Cunning 	? 	Yes 	Yes 	Yes
Determined 	Yes 	? 	? 	?
Disciplined 	Yes 	Yes 	Yes 	Yes
Fleet-Footed 	? 	Yes 	? 	?
Intelligent 	? 	? 	? 	Yes
Knowledgeable 	No 	Yes 	No 	Yes
Mushroom-Addicted	Yes 	Yes 	Yes 	Yes
Serial Danca 	? 	Yes 	Yes 	?
Strategist 	? 	? 	Yes 	?
Strong 	? 	? 	Yes 	?
Tactician 	? 	? 	Yes 	?
Tortura 	Yes 	Yes 	Yes 	?
Tough 	Yes 	Yes 	? 	?
Weapon Master 	Yes 	? 	Yes 	?
For easy reference, the table below maps shared traits between lord classes which the Greenskins can access.
Trait 	Goblin Great Shaman	Night Goblin Warlord	Orc Warboss
Aggressive 	? 	Yes 	Yes
Big Bully 	? 	Yes 	?
Bragga 	Yes 	Yes 	Yes
Confident 	Yes 	Yes 	Yes
Cunning 	? 	Yes 	Yes
Determined 	? 	Yes 	Yes
Disciplined 	? 	Yes 	?
Fleet-Footed 	? 	? 	Yes
Intelligent 	Yes 	? 	?
Mushroom-Addicted	Yes 	Yes 	Yes
Perceptive 	Yes 	Yes 	Yes
Serial Danca 	Yes 	? 	Yes
Strategist 	? 	? 	Yes
Strong 	? 	Yes 	?
Tortura 	? 	Yes 	Yes
Tough 	Yes 	? 	Yes
===Skaven===
Traits which can only be gained during spawning.
Name 	Effect 	Description
Sharp Claws 	Charge bonus: +4
Weapon strength: +5% 	"I keep them sharp, yes-yes. Always ready for the challenge that I know is coming, yes-yes!"
Sharp Teeth 	Armour-piercing weapon damage: +5
Melee attack: +3 	"When they come for you, go straight for the throat and tear it clean out. They won't come again."
Sneaky 	Ambush success chance: +25% 	By their very nature, rats are very sneaky - even sneakier than Goblins. In fact, they're probably the sneakiest of all.
Warpstone Hoarder	Upkeep: -12% for Warpfire Thrower, Warp Lightning Cannon and Doomwheel units (all units in army)	"Most precious of all substances, the pulse of our life."
Traits which can only be gained by Skaven lords due to in-game actions.
Name 	Effect 	Requirements	Description
Brutally Honest	Income from Salvage buildings: +25% 	Clan Pestilens only
Unique Warlord available to hire at the start of the game	"That's abject nonsense and you knew it!"
Flayed Tail 	Character's aura leadership effect: -3 	Lord only
Lord is a Warlord
Awarded through the Mine-Mine! loyalty dilemma	It's always sensible to stay on the good side of your betters...
Badly Mutated 	Melee attack: +5
Weapon strength:: +10%
Hit points: +20%
Passive ability: "Frenzy"	Lord only
Awarded through the Dust It Off! loyalty dilemma	You can never have too much Warpstone. No, Really!
One-Eyed 	On turn start, Lords have a chance to gain 1 loyalty. (Local characters)	Lord only
Awarded through the Loyal Musk loyalty dilemma	Taking an eye is the best way to ensure the loyalty of an underling.
Overlord's Musk	Leadership aura size : +25%
Character's aura leadership effect: +10
Public order: +3 (local province)
Untainted: +5 (local province)	Lord only
Awarded through the Loyal Musk loyalty dilemma	No-one dares question the one bearing their overlord's scent!
Boom Master 	Upkeep: -10% for Plagueclaw Catapult and Warp Lightning Cannon units (Lord's army)
Missile damage: +5% for Plagueclaw Catapult and Warp Lightning Cannon units (Lord's army)	Lord only
Awarded through the Kegs of Boom
loyalty dilemma	Light the blue touch-paper and stand well back. No, further back than that!
For easy reference, the table below maps shared traits between hero classes which the Skaven can access.
Trait 	Assassin	Chieftain	Packmaster	Sorcerer	Warlock Engineer
Aggressive 	Yes 	? 	Yes 	Yes 	Yes
Confident 	Yes 	Yes 	Yes 	Yes 	Yes
Cunning 	Yes 	Yes 	Yes 	Yes 	Yes
Determined 	Yes 	Yes 	Yes 	Yes 	?
Disciplined 	Yes 	Yes 	Yes 	? 	Yes
Fleet-Footed 	Yes 	Yes 	Yes 	Yes 	Yes
Knowledgeable 	? 	? 	? 	Yes 	?
Perceptive 	Yes 	Yes 	Yes 	? 	Yes
Sharp Claws 	Yes 	Yes 	Yes 	Yes 	Yes
Sharp Teeth 	Yes 	Yes 	Yes 	Yes 	Yes
Strategist 	? 	Yes 	Yes 	? 	Yes
Strong 	Yes 	Yes 	Yes 	? 	Yes
Tactician 	Yes 	? 	Yes 	? 	Yes
Tough 	? 	Yes 	Yes 	Yes 	Yes
Warpstone Hoarder	Yes 	Yes 	Yes 	Yes 	Yes
Weapon Master 	Yes 	Yes 	Yes 	? 	?
For easy reference, the table below maps shared traits between lord classes which the Skaven can access.
Trait 	Grey Seer	Master Assassin	Warlock Master	Warlord
Aggressive 	Yes 	Yes 	? 	?
Confident 	Yes 	Yes 	Yes 	Yes
Cunning 	Yes 	? 	? 	Yes
Determined 	Yes 	? 	Yes 	?
Disciplined 	? 	? 	Yes 	Yes
Fleet-Footed 	Yes 	? 	Yes 	Yes
Intelligent 	Yes 	? 	? 	?
Knowledgeable 	Yes 	? 	? 	?
Perceptive 	Yes 	Yes 	? 	Yes
Sharp Claws 	? 	Yes 	Yes 	Yes
Sharp Teeth 	? 	? 	Yes 	?
Sneaky 	Yes 	? 	Yes 	Yes
Strategist 	? 	Yes 	Yes 	?
Strong 	? 	? 	? 	Yes
Tough 	Yes 	? 	? 	?
Warpstone Hoarder	Yes 	Yes 	? 	?
Weapon Master 	? 	Yes 	Yes 	?
===Wood Elves===
Traits which can only be gained during spawning.
Name 	Effect 	Description
Ariel's Chosen 	
*Winds of Magic power reserve: +15
*Melee attack: +8 during forest battles (own army)	Those whom the Mage Queen has favoured fight as if powered by her hand.
Cluster of Radiants 	
*Winds of Magic cost: +2 for all enemy spells (local enemy armies)
*Ability: "Cluster of Radiants"	Radiants are sponges for magical energy, manifesting as little more than blurred shapes of pure light that beckon the Winds to their host.
Lamentation of Despairs 	Ward save: +10%
Ability: "Lamentation of Despairs"	The Despairs are among the most feared Spites within Athel Loren, their arrival always foretelling imminent death.
Pageant of Shrikes 	
*Armour-piercing weapon damage: +50
*Ability: "Pageant of Shrikes"	Shrikes take on various frightening forms, moving like quicksilver to target the eyes, and even enter foes' bodies to attack their very minds.
Resplendence of Luminescents	
*Magic resistance: -25% (local enemy armies)
*Ability: "Resplendence of Luminescents"	Bounding from branch to bow, the Luminescents' magical spoors alight upon allies; weapons to bestow a minor but lethal enchantment.
Talon of Kurnous 	Range: +15% (Lord's army)	The first arrow of battle must fly truest.
Traits which can only be gained by Wood Elves heroes due to in-game actions.
Name 	Effect 	Requirement 	Description
Inveterate Brawler	Assault Garrison action: additional 15% casualities inflicted 	Performed the Assault Garrison action successfully multiple times	Highly-skilled in the ignoble art of indiscriminate violence, this one is eager to demonstrate his talents at every given opportunity.
Trancer 	Steal Technology action: Research rate is increased by an additional 5%	Performed the Steal Technology action successfully multiple times	It's surprising what a touch of embarrassing hooting and arm-waving can achieve.
Wall Weakener 	Damage Walls action: 2 additional wall breaches 	Performed the Damage Walls action successfully multiple times 	"Dig a bit 'ere, another bit dere, and den the 'ole lot falls down and da boyz swarm in and twat 'em."
Traits which can only be gained by Wood Elves lords due to in-game actions.
Name	Effect	Requirement	Description
 	 	 	
 	 	 	
 	 	 	
For easy reference, the table below maps shared traits between hero classes which the Wood Elves can access.
Trait 	Branchwraith	Glade Captain	Spellsinger	Waystalker
Aggressive 	 	 	Yes 	
Ariel's Chosen 	 	Yes 	Yes 	Yes
Confident 	 	Yes 	 	
Cunning 	 	 	Yes 	
Determined 	 	Yes 	Yes 	Yes
Disciplined 	 	 	 	Yes
Fleet-Footed 	 	Yes 	 	Yes
Intelligent 	 	 	Yes 	
Knowledgeable 	 	 	Yes 	
Perceptive 	 	Yes 	Yes 	Yes
Strategist 	 	 	 	Yes
Strong 	 	 	 	Yes
Talon of Kurnous	 	Yes 	 	Yes
Tough 	 	Yes 	Yes 	
Weapon Master 	 	Yes 	 	Yes
For easy reference, the table below maps shared traits between lord classes which the Wood Elves can access.
Trait 	Ancient Treeman	Glade Lord	Spellweaver
Aggressive 	 	 	Yes
Ariel's Chosen 	 	Yes 	Yes
Cluster of Radiants 	Yes 	 	
Confident 	 	 	Yes
Cunning 	 	Yes 	
Determined 	 	Yes 	
Disciplined 	 	 	Yes
Fleet-Footed 	 	 	Yes
Intelligent 	 	 	Yes
Knowledgeable 	 	 	Yes
Lamentation of Despairs 	Yes 	 	
Pageant of Shrikes 	Yes 	 	
Perceptive 	 	 	Yes
Resplendence of Luminescents	Yes 	 	
Strategist 	 	Yes 	
Strong 	 	 	
Tactician 	 	Yes 	
Talon of Kurnous 	 	 	Yes
Tough 	 	 	Yes
Weapon Master 	 	Yes 	
===Chaos===
Name 	Effect 	Description
Sick 	Melee defence bonus: -2	This one has the flux alright.
Pox-Ridden 	Melee defence bonus: -4	A sickness? A cough that won't stop? Father Nurgle surely follows in your footsteps.
Nurgle's Rot	Melee defence bonus: -6	With distended gut and seeping wounds, Nurgle has his claws in this one alright!
===High Elves===
Mages:
Name 	Effect 	Description
Administrator	Construction cost for buildings: -30% (local province)< 	Costs 40 influence
Builder 	Construction cost for buildings: -10% (local province) 	Costs 10 influenceMuch of the Ulthuan skyline built over the last thousand years is down to this one's sterling endeavours.
Conductor 	Extra spell: Urannon's Thunderbolt UpgradedMiscast base chance -15%Winds of Magic power reserve +10 	Costs 40 influence
Dealer 	Income from all buildings: +10% (local province) 	Costs 10 influence
"Too late, too late!" will be the cry, when the one with the bargain passes you by.
Entrepreneur 	Income from all buildings: +30% (local province)Tax rate +3% (faction wide) 	Costs 40 influence
Flammable 	Ward save: +5% for Phoenix units (Hero's army) 	Costs 40 influenceTempers, like wicks, can be ignited. Watch the anger burn.
Fortituous 	Missile resistance: +10% 	Costs 10 influenceChance is like magic - it can be harnessed to the individual's will.
Genius 	Rsearch rate: 100%Hero action success chance: +10%Hero action success chance: -10% (eemy characters in region) 	Costs 40 influenceAn individual of exceptional skill and worth; the very embodiment of sagacity.
Incendiary 	Charge bonus: +100Melee defence: +10Melee attack: +10Weapon strength: +100%Enables flaming attacks 	Costs 40 influenceYou don't want to be on the wrong side of this one's ire - it's explosive to say the least!
Negator 	Extra spell: The Enfeebling Foe (Upgraded overcast version)Extra spell: Meloth's Mystifying Miasma (Upgraded overcast version)	Costs 40 influence
Primed 	Miscast base chance: -10%Winds of Magic power reserve: +5 	Costs 40 influenceEvery fibre of their being is charged and ready for action - wherever, whenever.
Protective 	Extra spell: Glittering Robe (Upgraded overcast version)Extra spell: Transmutation of Lead (Upgraded overcast version) 	Costs 40 influence
Resistant 	Magic resistance: +5% 	Costs 10 influenceAction, inaction, change - you name it, this one will work against the prevailing wind.
Spry 	Speed: +10% 	Costs 40 influenceImpressively energetic for a thousand years old - even by their own reckoning.
Prince and Princess:
Name 	Effect 	Description
Amateurish 	Melee attack: -3 for Spearmen, Archers, and Lothern Sea Guard units (Lord's army)Melee defence: -3 for Spearmen, Archers, and Lothern Sea Guard units (Lord's army) 	If there's a right way to do something, this one doesn't have the wherewithal to know what it is.
Ardent 	Upkeep: -30% for Archers, Lothern Sea Guard, and Ellyrian Reaver units (Lord's army)Range: +10% for Archers, Lothern Sea Guard, and Ellyrian Reaver units (Lord's army) (Lord's army) 	More than keen, this one is positively champing at the hit to get up and at the enemy.
Charmed 	Bound spell: The Amber SpearMissile resistance +20% Magic resistance +10%Winds of Magic power reserve -5 	?
Doctrinal 	Leadership: +10% for White Lions of Chrace, Swordmasters of Hoeth and Phoenix Guard units (Lord's army)Weapon strength: +10% for White Lions of Chrace, Swordmasters of Hoeth and Phoenix Guard units (Lord's army) Melee attack: +5 for White Lions of Chrace, Swordmasters of Hoeth and Phoenix Guard units (Lord's army)	"Right, are you listening? Good. There's only one way to do things and that's by the book."
Dragon-Willed	Magic resistance: +10% for all units (Lord's army)Upkeep: -20% for Dragon units (Lord's army) Recruitment duration: -1 forDragon units (maximum 1) (Lord's army) 	Immovable and resolute in their will, this one is as determined as the World Dragon himself!
Efficient 	Upkeep: -15% for Ellyrian Reavers and Silver Helms units (Lord's army)Upkeep: -25% for Archers, Spearmen, Silverin Guard, Lothern Sea Guard, Shadow Warriors, Shadow-walkers, Sisters of Avelorn, and Bolt Thrower units (Lord's army) 	Form, fire, flank, charge, repeat. This one shows that it really can be that simple.
Exemplar 	Upkeep: -10% for Chariot and Eagle Claw Bolt Thrower units (Lord's army)Speed: +20% for Chariot units (Lord's army)Recruitment duration: -1 turn for Chariot units (minimum 1)(local province)Reload time reduction: +20% for Eagle Claw Bolt Thrower units (Lord's army) 	A paragon of martial excellence, with few peers among their own kind, let alone the enemy.
Hawk-Eyed 	Range: +10%Missile strength: +30%Ability: Arrow of Kurnous 	You have to get up very early if you want to beat this one; nothing escapes their keen eye and lightning reflexes.
Keen 	Upkeep: -10% for Archers, Lothern Sea Guard, and Ellyrian Reaver units (Lord's army) 	Sitting around waiting for something is not their style.
Organised 	Upkeep: -10% for Archers, Spearmen, Silverin Guard, Lothern Sea Guard, Shadow Warriors, Shadow-walkers, Sisters of Avelorn and Bolt Thrower units (Lord's army) 	"You need a plan. Never let anyone tell you otherwise. Devise a plan, then execute it - and preferably the enemy - haha!"
Disorganised 	Upkeep: +10% for Archers, Spearmen, Silverin Guard, Lothern Sea Guard, Shadow Warriors, Shadow-walkers, Sisters of Avelorn and Bolt Thrower units (Lord's army) 	"If you want something done, shoot this one first - it'll make your life a lot easier."
Punitive 	Missile resistance: -10% (local enemy armies)Hero self-defence: +15% chance of wounding aggressorsMissile damage: +20% for Archers, Lothern Sea Guard, Ellyrian Reaver Archers and Chariot units (Lord's army) 	It's always someone's fault. They can always be made to pay.
Slovenly 	Upkeep: +10% for Archers, Lothern Sea Guard, and Ellyrian Reaver units (Lord's army) 	Everything is such an effort - they'd rather much feast than fight.
Soft-Hearted 	Missile damage: -5% for Archers, Lothern Sea Guard, Ellyrian Reavers, and Chariot units (Lord's army) 	Kindness and consideration are virtues. No, really, they are!
Handmaiden:
Name 	Effect 	Description
Honed	Melee attack: +5 for Spearmen, Archers, and Lothern Sea Guard units (Hero's army)Melee attack: +5 for Shadow Warriors, Shadow-walkers, and Silver Helms units *Hero's army) Melee defence: +5 for Spearmen, Archers, and Lothern Sea Guard units (Hero's army)Melee defence: +5 for Silver Helms units (Hero's army)	Skills refined and crafted over time can only increase one's edge over the foe.
===Empire===
Exclusive spawning traits
Trait 	Effects 	Flavour text
Imperious 	
* Charge bonus: +15%
* Leadership: +10	Franz has put his trust in this man; pray he does not let him down!
Monster Hunter 	Bonus vs. Large: +15	The thrill of the chase, the tremor as the quarry is cornered, the ecstasy of the kill. These are the things that matter.
Monster Tracker	
* Campaign line of sight: +10%
* Campaign movement range: +10%	"If it's got a scent and footprints, I'll find it. Also, it helps if it's absolutely huge and can be spotted a league away."
Noble 	
* Construction time: -25% for all buildings (local region)
* Income from all buildings: +10% (local province)	"The smallfolk should be thankful - without us, who would they work for?"
Regal 	
* Leadership aura size: +25%
* Public order: +4 (local province)	A regal air? Let's see how long it lasts.
Hero spawning traits
Trait 	Battle Wizard	Empire Captain	Warrior Priest	Witch Hunter
Aggressive 	Yes 	Yes 	 	Yes
Confident 	Yes 	 	 	Yes
Cunning 	Yes 	 	Yes 	
Determined 	Yes 	 	Yes 	
Disciplined 	Yes 	 	 	
Fleet-Footed 	Yes 	 	Yes 	Yes
Knowledgeable 	Yes 	 	 	
Imperious 	Yes 	 	Yes 	Yes
Intelligent 	Yes 	 	 	
Monster Hunter 	Yes 	 	Yes 	Yes
Monster Tracker	Yes 	Yes 	 	Yes
Noble 	Yes 	Yes 	Yes 	
Perceptive 	Yes 	Yes 	Yes 	Yes
Regal 	Yes 	Yes 	 	Yes
Strategist 	 	Yes 	Yes 	Yes
Strong 	 	 	Yes 	Yes
Tactician 	 	Yes 	Yes 	Yes
Tough 	Yes 	Yes 	 	
Weapon Master 	 	Yes 	Yes 	
Lord spawning traits
Trait 	Arch Lector	General of the Empire	Huntsman General
Aggressive 	 	Yes 	
Confident 	Yes 	Yes 	
Cunning 	 	 	Yes
Determined 	 	Yes 	
Disciplined 	 	Yes 	
Fleet-Footed 	 	 	Yes
Knowledgeable 	 	 	
Imperious 	 	Yes 	Yes
Intelligent 	 	 	
Monster Hunter 	Yes 	 	Yes
Monster Tracker	 	Yes 	Yes
Noble 	 	Yes 	Yes
Perceptive 	 	Yes 	
Regal 	Yes 	 	
Strategist 	Yes 	 	
Strong 	 	 	
Tactician 	 	 	
Tough 	Yes 	 	Yes
Weapon Master 	 	 	
===Lizardmen===
Name 	Effect 	Requirements (if done) 	Description
Second Generation (Slann Priest Only)	Miscast Base Chance: -50%
Unit Experience gained per turn: +50 (Lord's army)
Winds of Magic power reserve: +40	 	Slann of this spawning generation are powerful magic-users able to command the Winds of Magic to their will.
Third Generation (Slann Priest Only) 	Miscast Base Chance: -40%
Unit Experience gained per turn: +40 (Lord's army)
Winds of Magic power reserve: +30	 	Spawned via sacred rites, third generation Slann are adept at controlling the winds of magic to the Lizardmen's advantage.
Fourth Generation (Slann Priest Only)	Miscast Base Chance: -30%
Unit Experience gained per turn: +30 (Lord's army)
Winds of Magic power reserve: +20	 	So powerful are their affinity with the Winds that even a fourth-generation spawning produces Slann with impressive spellcasting abilities.
Hoarder 	Steal Technology action: Research rate is increased by an additional 5%	Carried out successful Hero actions	The Great Plan sometimes requires the knowledge of lesser races to serve its many-splintered design.
Humble 	Hero recruit rank: +2 (local province) 	 	Self-effacing and unpresuming, he believes that we all have a part to play in the Great Plan, one way or another.
===Tomb Kings ===
The table below maps the exclusive character traits available to Tomb Kings racial faction characters / and which may only be gained during spawning.
Trait 	Effect(s)	Description
Cavalry Master 	
*Melee attack (when riding a Skeletal Steed): +8
*Melee defence (when riding a Skeletal Steed): +8
*Recruit rank : +1 for Skeletal Horseman, Nehekara Horsemen, Sepulchral Stalkers and Necropolis Knights units (Hero's army)	The ties that hold man and beast together cannot be broken by death alone.
Channeller 	
*Cooldown: -25% to Arcane Conduit	Time itself cannot harm those who have defied death.
Eternal 	
*Physical resistance: +5%	Time itself cannot harm those who have defied death.
Infantry Master 	
*Melee attack (when on foot): +8
*Melee defence (when on foot): +8
*Recruit rank : +1 for Nehekhara Warriors, Skeleton Warriors, Skeleton Spearmen, Skeleton Archers and Tomb Guard units (Hero's army)	The myriad Undead legions respond to their master's will without question.
Master of Ceremony	
*Untainted: +2 (local province)	"Revered One, Venerable One, Lord of Secrets, High Priest of the Temple of Years..."
Proficient Caster 	
*Miscast base chance: -10%	There are many perfectly-uttered litanies and precise incantations required to draw forth spirits from the Realm of Souls. This one knows them all.
Scorpion Carver 	
*Unit capacity : +2 Tomb Scorpion	Imbued with the souls of ancient Liche Priests, Sokth's servants are unhindered by their mechanical bodies of metal and stone.
Treacherous 	
*Hero action success chance: +5%
*Melee attack: +5 for Tomb Scorpion units (Lord's army)
*Melee defence: +5 for Tomb Scorpion units (Lord's army)	The God of the Scorpions protects the venal, the perfidious, and the downright murderous.
Trustworthy 	
*Diplomatic relations : +5 with all factions
*Public order : +1 (local province)	The people of the desert live and die by their oaths in Basth's graceful sight.
Ushabti Carver 	
*Unit capacity :
**+1 Ushabti
**+1 Ushabti (Great Bow)	Benevolent Tahoth imparts sacred knowledge and timeless wisdom to his people.
Wise 	
*Canopic Jars generated: +2 per turn
*Recruit rank : +1 for all unit recruits (Hero's army)	Benevolent Tahoth imparts sacred knowledge and timeless wisdom to his people.
Wrathful 	
*Bonus vs. Infantry: +10	The Tomb Kings and their servants feel Khsar's wrath coursing through their Unliving veins.
The table below maps the exclusive character traits available to Tomb Kings racial faction heroes and which may only be gained due to in-game actions.
Trait	Effect(s)	Requirement	Description
??? 	 	 	
The table below maps the exclusive character traits available to Tomb Kings racial faction lords and which may only be gained due to in-game actions.
Trait	Effect(s)	Requirement	Description
??? 	 	 	
The table below maps the generic and exclusive character traits available to Tomb Kings racial faction heroes and which may only be gained during spawning.
Trait 	Liche Priest	Necrotect	Tomb Prince
Aggressive 	??? 	Yes 	Yes
Cavalry Master 	??? 	??? 	Yes
Channeller 	Yes 	??? 	???
Cunning 	Yes 	??? 	Yes
Eternal 	Yes 	Yes 	???
Fleet-Footed 	??? 	Yes 	Yes
Infantry Master 	??? 	??? 	Yes
Master of Ceremony	Yes 	??? 	???
Proficient Caster 	Yes 	No 	No
Scorpion Carver 	??? 	Yes 	???
Strong 	Yes 	??? 	Yes
Tough 	Yes 	??? 	???
Trustworthy 	??? 	Yes 	???
Ushabti Carver 	Yes 	Yes 	???
Wise 	Yes 	Yes 	Yes
Wrathful 	Yes 	Yes 	Yes
The table below maps the generic and exclusive character traits available to Tomb Kings racial faction lords and which may only be gained during spawning.
Trait 	Tomb King
Aggressive 	Yes
Cunning 	Yes
Eternal 	Yes
Master of Ceremony	Yes
Tactician 	Yes
Wrathful 	Yes
==Legendary Lord traits ==
:Please see Legendary Lord character traits for a full list.
These traits apply specifically to legendary lords.
==Other==
===Character specializations===
;These traits serve as a summary of the character's abilities and offer no special benefits on their own.
Name 	Hero 	Effect 	Description
Devoted of the Goddess	Damsel 	Caster: Skill selections have made this character a highly effective spellcaster. 	Taken to the Otherworld as a child, this Damsel's magical ability has been honed and tempered by the Fay Enchantress herself.
Beloved of the Goddess	Damsel 	Caster: Skill selections have made this character a highly effective spellcaster. 	Such is her gift for magic, it is only a matter of time before this Damsel is raised to the status of Prophetess.
Jouster 	Lord (Bretonnia) 	Character killer: Skill selections have made this character more effective at slaying enemy characters. 	With skills honed on the tourney field, this Lord is a master of single combat.
Puissant 	Lord (Bretonnia) 	Character killer: Skill selections have made this character more effective at slaying enemy characters. 	Long ago this Lord foreswore the tourney field, since none could withstand him. Now he pits his deadly skill in mortal combat upon the field of battle.
Combatant 	Paladin 	Unit killer: Skill selections have made this character more effective at slaying enemy units. 	Countless hours in the practice yard as a youth, often matched against several of the larger boys at once, have honed this man's skills in general melee.
Champion 	Paladin 	Unit killer: Skill selections have made this character more effective at slaying enemy units. 	Though seen as being a lower contest than the joust, this man's skill in the melee is legendary and has raised him to the status of a hero.
Ruthless 	Exalted Hero 	Unit killer: Skill selections have made this character more effective at slaying enemy units. +1 	This man seeks to capture the notice of the Dark Gods with ever-greater feats of mass-slaughter.
Bloody Butcher 	Exalted Hero 	Unit killer: Skill selections have made this character more effective at slaying enemy units. 	A paragon of deadly ability and lethal intent, this champion of Chaos will brutally butcher any who dare stand in his path, no matter their number.
Challenger 	Lord (Chaos) 	Character killer: Skill selections have made this character more effective at slaying enemy characters. 	This man is bound to a lifetime of constant duelling and violent death.
Conqueror 	Lord (Chaos) 	Character killer: Skill selections have made this character more effective at slaying enemy characters. 	This champion has risen in greatness by climbing a mountain of rivals, who have all fallen to his blade.
Cultist 	Chaos Sorcerer 	Caster: Skill selections have made this character a highly effective spellcaster. 	Following an easy, seductive path to power, this man teeters above the void.
Sorceror 	Chaos Sorcerer 	Caster: Skill selections have made this character a highly effective spellcaster. 	Having bartered much of his soul for power, this once-man has lost much of his humanity. Yet he is a force to behold.
Dark Wizard 	Chaos Sorcerer Lord 	Caster: Skill selections have made this character a highly effective spellcaster. 	Do not gaze at this one over-long, for Chaos scours his soul and, with each shard of his being stripped away, his sorcerous power grows.
Sorceror Lord 	Chaos Sorcerer Lord 	Caster: Skill selections have made this character a highly effective spellcaster. 	Wielding the wild energies of entropy itself, a word from this servant of Chaos can strip the flesh from a man's bones.
Linchpin 	Master Engineer 	Support: Skill selections have made this character effective at providing support to the rest of their army. 	An asset to the throng. Only the most curmudgeonly Longbeard can find any faults to grumble about.
Cornerstone 	Master Engineer 	Support: Skill selections have made this character effective at providing support to the rest of their army. 	His skills and expertise are such that he has earned the ultimate Dwarfen accolade: respect.
Durable 	Lord (Dwarfs) 	Tank: Skill selections have made this character very effective at resisting physical damage for long periods. 	Scion of the union between a rock and a boulder, this Dwarf is very hard to hurt.
Impenetrable 	Lord (Dwarfs) 	Tank: Skill selections have made this character very effective at resisting physical damage for long periods. 	The original immovable object, this Dwarf can soak up more punishment than Thorek's anvil.
Linchpin 	Runesmith 	Support: Skill selections have made this character effective at providing support to the rest of their army. +1 	An asset to the throng. Only the most curmudgeonly Longbeard can find any faults to grumble about.
Cornerstone 	Runesmith 	Support: Skill selections have made this character effective at providing support to the rest of their army. 	His skills and expertise are such that he has earned the ultimate Dwarfen accolade: respect.
Undaunted by Numbers 	Thane 	Unit killer: Skill selections have made this character more effective at slaying enemy units. 	To warn him of the enemy's numbers is to insult him: a dangerous thing to do.
Death-Dealing 	Thane 	Unit killer: Skill selections have made this character more effective at slaying enemy units. 	Hoards his grudges deep. An anger to shake the mountain's roots, scattering foes like sparks from the anvil.
Thaumaturge 	Battle Wizard 	Caster: Skill selections have made this character a highly effective spellcaster. 	He smells a bit sulphurous, but shows an above-average aptitude for the magical arts.
Enchanter 	Battle Wizard 	Caster: Skill selections have made this character a highly effective spellcaster. 	Famed for his mastery of magic. Also his extreme arrogance and pedantry. Certainly bullied as a child.
Brawler 	Empire Captain 	Unit killer: Skill selections have made this character more effective at slaying enemy units. 	Skilled in making enemy units into mounds of corpses.
Warrior 	Empire Captain 	Unit killer: Skill selections have made this character more effective at slaying enemy units. 	The number of the enemy is irrelevant. All will die by my blade.
Ironclad 	General of the Empire 	Tank: Skill selections have made this character very effective at resisting physical damage for long periods. 	Armoured in both steel and skill, this man is hard to kill.
Indestructible 	General of the Empire 	Tank: Skill selections have made this character very effective at resisting physical damage for long periods. 	Armoured in both steel and skill, this man is very hard to kill.
Inspires Faith 	Warrior Priest 	Support: Skill selections have made this character effective at providing support to the rest of their army. 	Word is spreading of this man's faith and the blessings he can share with comrades.
Shining Example 	Warrior Priest 	Support: Skill selections have made this character effective at providing support to the rest of their army. 	Beloved of Sigmar, to have this man at one’s side in battle is a blessing.
Duelist 	Witch Hunter 	Character killer: Skill selections have made this character more effective at slaying enemy characters. 	Skilled in despatching even the hardiest enemy warrior.
Backstabber 	Character killer: Skill selections have made this character more effective at slaying enemy characters. +1 	He's a Goblin: he's a backstabber. 'Nuff said. 	
Murderer 	Character killer: Skill selections have made this character more effective at slaying enemy characters. +1 	It's all very well for the Orcs to stomp about acting tough, but a blade in the dark is a good leveller. 	
Cunning 	Caster: Skill selections have made this character a highly effective spellcaster. +1 	For a Goblin to survive long enough to become skilled in anything he must be cunning, something which chimes well with Goblin magic. 	
Great Shaman 	Caster: Skill selections have made this character a highly effective spellcaster. +1 	Worshipped by his Goblin lackeys, such is the magical power at his command that even the Orcs fear him. 	
Sneaky 	Caster: Skill selections have made this character a highly effective spellcaster. +1 	Surprisingly, for one raised on creeping in tunnels and licking crazy mushrooms, he's becoming quite a good Shaman. 	
Shaman 	Caster: Skill selections have made this character a highly effective spellcaster. +1 	A Night Goblin Shaman is about more than just the black hood, beaky nose and mushroom-crazed eyes. It's also about some really nasty spells. 	
Loony 	Caster: Skill selections have made this character a highly effective spellcaster. +1 	Prone to dancing and trancing, and he can throw down some pretty nasty magic too. 	
Shaman 	Caster: Skill selections have made this character a highly effective spellcaster. +1 	A master of da Big Waaagh! Just don't expect any sense out of him. 	
'Ard 	Character killer: Skill selections have made this character more effective at slaying enemy characters. +1 	To be known as 'da Hard' amongst Orcs says something about this one's ability to wreck faces. 	
Greatest 	Character killer: Skill selections have made this character more effective at slaying enemy characters. +1 	Refers to himself as "Da Greatest". No-one's arguing. No-one still breathing anyway… 	
Restless Spirit 	Character killer: Skill selections have made this character more effective at slaying enemy characters. +1 	Unable or unwilling to pass to the afterlife, this woman's evil spirit screams in anguish, stopping the heart of even the mightiest champion. 	
Unquiet Horror 	Character killer: Skill selections have made this character more effective at slaying enemy characters. +1 	It is a foolish warrior indeed who does not shudder at the sound of the Tomb Banshee's ghostly howling. 	
Revenant 	Character killer: Skill selections have made this character more effective at slaying enemy characters. +1 	This Vampire follows the path of the warrior, taking up arms in dark mockery of a Knightly vow. 	
Dread Knight 	Character killer: Skill selections have made this character more effective at slaying enemy characters. +1 	So, mortal, you presume to face me, a Lord of Death? Your grave opens! 	
Master of Puppets 	Caster: Skill selections have made this character a highly effective spellcaster. +1 	To a Necromancer, a corpse is just a puppet. Its strings can be taken up and it will dance to its master's tune. 	
Master of the Dead 	Caster: Skill selections have made this character a highly effective spellcaster. +1 	Deeply steeped in the Lore of Death, he stands on the threshold between worlds, neither alive nor dead. 	
Master of Puppets 	Caster: Skill selections have made this character a highly effective spellcaster. +1 	To a Necromancer, a corpse is just a puppet. Its strings can be taken up and it will dance to its master's tune. 	
Master of the Dead 	Caster: Skill selections have made this character a highly effective spellcaster. +1 	Deeply steeped in the Lore of Death, he stands on the threshold between worlds, neither alive nor dead. 	
Savage 	Unit killer: Skill selections have made this character more effective at slaying enemy units. +1 	The sword strikes of even ten men are but clumsy and childlike swipes before this Vampire's preternatural speed. 	
Death's Scythe 	Unit killer: Skill selections have made this character more effective at slaying enemy units. +1 	No matter the numbers of mortals who stand before her in battle, this Vampire will cut through them like a scythe. 	
Enduring 	Tank: Skill selections have made this character very effective at resisting physical damage for long periods. +1	In his tomb, clad in the ceremonial panoply in which he was placed in ages past, this Wight King ignores the blows of mortal weapons. 	
Undying 	Tank: Skill selections have made this character very effective at resisting physical damage for long periods. +1	Clad in ancient armour, his flesh all but withered away, and with an unholy light flickering in his empty eye sockets, this Wight King is all but unkillable.	
Category:Total War: Warhammer gameplay