Traits

This is a list of **traits** in *Life in Adventure*:

### STR (Strength):

**Strength** represents muscles and physical capabilities. Used when swimming, breaking something or climbing. Average **humans** have about 10 points of **Strength**, with 18 points, you can lift an object about 300 pounds above your head. Most melee weapons use this base attribute. In addition to a good part of physical tests being used with **Strength.** (For every 3 points of **Strength**, your **inventory** slot increases by 1. At 18 points, you gain the **Super Strength** +1 **skill**. At 25 points, **Super Strength** +2.).

### DEX (Dexterity):

**Dexterity** represents the accuracy of your movements, balance, and reflexes. Used when picking locks, avoiding dangerous traps, and fleeing from monsters. **Elves** and **halfligs**, known to be faster than humans, have 12 points on average. Immobile objexts have 0 points. **Bows**, **crossbows**, and some magical weapons use **Dexterity** as their base attribute. Some weapons can replace the base **Strength** attribute with **Dexterity**. (At 18 points, you gain the **Acrobatic** +1 **skill**. At 25 points, **Acrobatic** +2.).

### INT (Intelligence):

**Intelligence** represents intellect, memory, logic and academic knowledge. Used in situations like remembering things and casting **spells**, and analyzing traps. With 8 for speak logically. It affects the overall success chance of actions. Any **creature** with an ego has at least 3 points. **Intelligence** is one of the most important attributes, and is widely used in various tests in general. **Staffs** and **magic** wands use **Intelligence** as their base attribute. (At 18 points, you gain the **Spellcasting** +1 **skill**. At 25 points, **Spellcasting** +2.).

### CHA (Charisma):

**Charisma** comprehensively represents physical beauty, presence, speech skills, leadership and supernatural magical power. Used when persuading, seducing and threatening someone. For every 10 points, prices **buying** and **selling** are 10% better. Any **creature** with 0 points of **Charisma** roughly has the presence of a microorganism, unnoticeable by anyone in the room. Magical amulets and **familiars** almost always **Charisma** as a base attribute. (At 18 points, you gain the **Grace** +1 **skill**. At 25 points, **Grace** +2.).

### CON (Constitution):

**Constitution** represents vitality, durability and resistance of the body. For every 3 points, your **health** increases by 1. **Undead monsters** have 0 points. **Constitution** is not used as much in tests in general, but it can replace several items as a base attribute. Such as melee weapons, **bows**, magical items and **familiars**. **Armors** and **shields** use **Constitution** as their base attribute. (At 18 points, you gain the **Poison Resistance** +1 **skill**. At 25 points, **Poison Resistance** +2.).

### WIS (Wisdom):

**Wisdom** represents intuition, willpower and perception. Governs **sanity**, and experiences, and senses outside common knowledge. For every 3 points, your **sanity** increases by 1. It is said that on average, **orcs** have 8 points and **unicorns** have 20 points. **Wisdom** replaces the base attribute of some **light armor**, magical weapons, **familiars**, and **shields**. (At 18 points, you gain the **Foresight** +1 **skill**. At 25 points, **Foresight** +2.).