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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

Background

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

Background

Eats 1.5 mouths; works 10% faster while provisions are 10+.

Hush-touched

Background

Regenerates mana normally in the Hush; −25% regen elsewhere.

Good traits#

Licensed

Good trait

Their casting never raises heat.

Scar-sense

Good trait

Sees enemy spell charge; +10% dodge against spells in their room.

Skyborn

Good trait

Ignores drafts; +5% evasion at the Helm.

Fire-hardened

Good trait

Takes 50% fire damage. (Grows on anyone who has put out six fires.)

Bonded

Good trait

+10% health and work speed while their bond partner lives.

Veteran

Good trait

+10 max HP; survived a whole act aboard.

Steady Hands

Good trait

+15% repair speed.

Quickstep

Good trait

+15% move speed.

Brawler

Good trait

+20% melee damage.

Eagle Eye

Good trait

Weapons they man +10% accuracy.

Ship's Cook

Good trait

In the Galley between passages: the crew eats 1 less every 3 passages.

Lucky

Good trait

10% chance to shrug off any hit.

Bad traits#

Soft Hands

Bad trait

Repairs at half speed.

Silvered

Bad trait

−5 max HP per mark; at 3+ may crash mid-fight. One mark fades every 5 passages without dust.

Dust Hunger

Bad trait

Buys or steals dust at ports.

Channel-scarred

Bad trait

−10% max mana per scar; at 3, can no longer cast.

Grieving

Bad trait

−20% work speed for a few passages.

Deserter

Bad trait

Charter ports may recognize them: +1 heat on arrival.

Warrant

Bad trait

A bounty hunter is looking for them.

Wounded

Bad trait

−20 max HP until healed (3 passages with an Infirmary).

Skysick

Bad trait

−10% work speed on the High route.

Totems#

Totem: Fox

Totem

+10% dodge against spells. Afraid of storms.

Totem: Bear

Totem

+30 max HP. Drawn to dust.

Totem: Owl

Totem

+1 Lookout radius.

Totem: Hare

Totem

+20% move speed. Flees rooms below 25% HP.

Totem: Stag

Totem

Bonds form 2x faster; grieves 2x longer.

Totem: Heron

Totem

Regenerates mana 25% faster while idle; moves 10% slower.

Perks#

Hardy

Perk

+25% max HP.

Thick-skinned

Perk

Takes 10% less damage.

Second Wind

Perk

Once a battle, on falling below 25% health: heals 15% of their max HP.

Iron Will

Perk

Takes 10% less fire and frost damage. Works at full speed while wounded.

Learn Fire Burst

Perk

She learns Fire Burst, the second spell of a fire Striker: a blast that sets the room alight.

Deep Well

Perk

+6 max mana.

Practiced Counter

Perk

Their counterspells work 75% of the time (50% untrained).

Perfect Counter

Perk

Their counterspells always work.

Take Them Alive

Perk

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

Perk

Their jobs at a Tinker's Bench cost 10 silver less.

Boarder-bane

Perk

Has put down five boarders on our own deck. +20% melee damage (counts as Brawler).

Unsinkable

Perk

Was aboard when the Keel failed, and lived. 10% chance to shrug off any hit (counts as Lucky).

Delver

Perk

Has been down a delve and come back up. Learns every skill 25% faster.

Barricade

Order · 60 s cooldownPerk

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

PassivePerk

Breaks locked doors and barricades 3x faster. For 5 s after breaking one through, their melee attacks deal +50% damage.

Shield Wall

Order · 30 s cooldownPerk

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

Order · 25 s cooldownPerk

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

PassivePerk

Breaks an enemy system 75% faster while no defender stands in the room.

Rally

Order · 40 s cooldownPerk

Active ability (40s cooldown): All allies in the room heal 12 HP and deal +20% melee damage for 8s.

First Over

PassivePerk

For 8 s after landing on the other ship they take 25% less damage and deal 20% more in melee.

Fall Back

OrderPerk

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

PassivePerk

Patches the breach that holds an enemy boarding line 2.5 times as fast, so the line is cut sooner.

Line Guard

PassivePerk

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

PassivePerk

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

PassivePerk

Their first blow struck while unseen does 3 times the damage.

Watchful

PassivePerk

Immediately reveals stealth units in the same room, and in adjacent rooms after 3s.

Knacks#

Iron Grip

RiggerDrive

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

GunnerGunnery

Kinetic weapons they man +25% accuracy.

“Never misses”

Three Men's Work

DeckhandRepair

Repair speed ×2.

“Repairs 2x faster”

Cat's Balance

RiggerHelm

Immune to knockdown and drafts.

“Never falls”

Iron Skin

MarineMelee

Takes 30% less melee damage.

“Takes less melee damage”

Long Reach

RiggerHelm

+10% evasion at the Helm.

“High dodge against attacks”

Stonefist

MarineMelee

Melee ×1.5; breaks sealed doors fast.

“Deals heavy melee damage”

Data from Magehold Fairwinds v1.9.26. Spotted something out of date? Discord