Traits, perks & knacks
What your crew bring aboard, and what they learn.
Crewmates carry traits: where they come from, what life has done to them, and the totem animal some casters meet in the Dream Well. Fighters who level up Melee can learn perks, and a hidden knack can surface with practice.
Backgrounds#
Lowborn
From the Charter's lower class. Few Lowborn mages ever see the Academy: most discovered and learnt their magic on their own. Opens Lowborn choices in events; Charter ports search from heat 2.
Good Table
Eats 1.5 mouths; works 10% faster while provisions are 10+.
Hush-touched
Regenerates mana normally in the Hush; −25% regen elsewhere.
Good traits#
Licensed
Their casting never raises heat.
Scar-sense
Sees enemy spell charge; +10% dodge against spells in their room.
Skyborn
Ignores drafts; +5% evasion at the Helm.
Fire-hardened
Takes 50% fire damage. (Grows on anyone who has put out six fires.)
Bonded
+10% health and work speed while their bond partner lives.
Veteran
+10 max HP; survived a whole act aboard.
Steady Hands
+15% repair speed.
Quickstep
+15% move speed.
Brawler
+20% melee damage.
Eagle Eye
Weapons they man +10% accuracy.
Ship's Cook
In the Galley between passages: the crew eats 1 less every 3 passages.
Lucky
10% chance to shrug off any hit.
Bad traits#
Soft Hands
Repairs at half speed.
Silvered
−5 max HP per mark; at 3+ may crash mid-fight. One mark fades every 5 passages without dust.
Dust Hunger
Buys or steals dust at ports.
Channel-scarred
−10% max mana per scar; at 3, can no longer cast.
Grieving
−20% work speed for a few passages.
Deserter
Charter ports may recognize them: +1 heat on arrival.
Warrant
A bounty hunter is looking for them.
Wounded
−20 max HP until healed (3 passages with an Infirmary).
Skysick
−10% work speed on the High route.
Totems#
Totem: Fox
+10% dodge against spells. Afraid of storms.
Totem: Bear
+30 max HP. Drawn to dust.
Totem: Owl
+1 Lookout radius.
Totem: Hare
+20% move speed. Flees rooms below 25% HP.
Totem: Stag
Bonds form 2x faster; grieves 2x longer.
Totem: Heron
Regenerates mana 25% faster while idle; moves 10% slower.
Perks#
Hardy
+25% max HP.
Thick-skinned
Takes 10% less damage.
Second Wind
Once a battle, on falling below 25% health: heals 15% of their max HP.
Iron Will
Takes 10% less fire and frost damage. Works at full speed while wounded.
Learn Fire Burst
She learns Fire Burst, the second spell of a fire Striker: a blast that sets the room alight.
Deep Well
+6 max mana.
Practiced Counter
Their counterspells work 75% of the time (50% untrained).
Perfect Counter
Their counterspells always work.
Take Them Alive
With a Prison aboard: +15% to the chance that an enemy who falls within 3 rooms of one of your crew, aboard the same ship, is taken alive, while this crewmate is in the fight.
Spare Parts
Their jobs at a Tinker's Bench cost 10 silver less.
Boarder-bane
Has put down five boarders on our own deck. +20% melee damage (counts as Brawler).
Unsinkable
Was aboard when the Keel failed, and lived. 10% chance to shrug off any hit (counts as Lucky).
Delver
Has been down a delve and come back up. Learns every skill 25% faster.
Barricade
A button in a fight (every 60 s). Bars every doorway of the room they stand in, on either ship, ladders too, for up to 30 s. Your own people pass. An enemy must hack through one doorway: 12 s, and 5 s more for each Melee level of the one who built it. It falls if they leave the room or go down. A gnome crawls past in 5 s.
Breacher
Breaks locked doors and barricades 3x faster. For 5 s after breaking one through, their melee attacks deal +50% damage.
Shield Wall
Active ability (30s cooldown): For 6 s all allies in the room take 50% less melee and close-range spell damage. Press again to drop it.
Pin
Active ability (25s cooldown): Pins 1 enemy in the room for 4s: they cannot move, work or strike. The same enemy cannot be pinned again for 8s. Golems are too heavy to hold.
Wrecker
Breaks an enemy system 75% faster while no defender stands in the room.
Rally
Active ability (40s cooldown): All allies in the room heal 12 HP and deal +20% melee damage for 8s.
First Over
For 8 s after landing on the other ship they take 25% less damage and deal 20% more in melee.
Fall Back
Active ability (once per battle): Aboard the other ship: all allies in the room are pulled back aboard at once on the safety lines, each arriving 10 health down. Needs an attached boarding line, or a Boarding Harpoon room at home.
Cut Loose
Patches the breach that holds an enemy boarding line 2.5 times as fast, so the line is cut sooner.
Line Guard
In their own Boarding Harpoon room, or in the room their line is attached to, they deal 30% more in melee and take 25% less damage.
Quiet Feet
Crosses unseen, and stays unseen for 20s after landing. Enemies cannot target, chase, or attack stealth units. Attacking, breaking a door, or being detected breaks stealth.
Backstab
Their first blow struck while unseen does 3 times the damage.
Watchful
Immediately reveals stealth units in the same room, and in adjacent rooms after 3s.
Knacks#
Iron Grip
Holding the line at the Boarding Harpoon: the breach it is hooked into patches at half speed, so the line holds 2x longer.
“Immune to boarding line knockback”
Sure Hand
Kinetic weapons they man +25% accuracy.
“Never misses”
Three Men's Work
Repair speed ×2.
“Repairs 2x faster”
Cat's Balance
Immune to knockdown and drafts.
“Never falls”
Iron Skin
Takes 30% less melee damage.
“Takes less melee damage”
Long Reach
+10% evasion at the Helm.
“High dodge against attacks”
Stonefist
Melee ×1.5; breaks sealed doors fast.
“Deals heavy melee damage”
Data from Magehold Fairwinds v1.9.26. Spotted something out of date? Discord