Character Personal Traits. Part 1: The Main Campaign
When creating a character and traveling through the world as them, you can get hit in the face acquire various perks and achievements that are recorded in your profile. Some of them serve purely aesthetic purposes, while others may add abilities, attributes, or even function like spells. In this post, we will discuss the personal traits available in the main campaign and how to obtain them.
Warning: This post contains many spoilers! Not very malicious ones, but I wouldn’t recommend it to those who haven't played through the game at least once.
Default Available Traits
These traits are automatically granted to all created characters at the very beginning of the game.
ID: 1699
Description: Your childhood and youth were spent in the farming settlement of Western Harbor, which is located almost at the border with the Dead Marshes. The inhabitants of Western Harbor live under the constant threat of danger from the Marshes, and their characteristic traits are persistence, practicality, and self-confidence.
Conditions: Automatically granted to all characters created in the original campaign.
ID: 1764
Description: In ancient times, your adoptive father often accompanied merchants traveling along the Sword Coast. Merchants still remember Daygun, and you can count on their special treatment.
Effects: All merchants give you a 10% discount and provide you with the opportunity to purchase rare and exotic items unique to each specific merchant.
Conditions: Automatically granted to all characters created in the original campaign (only in pre-order versions of the US edition).
ID: 1765
Description: Waukeen, the goddess of wealth and abundance, has blessed you, and a soft golden glow surrounds your head.
Effects: +1 to all saving throws. Some merchants will see that you bear Waukeen's blessing and will offer you special items.
Conditions: Automatically granted to all characters created in the original campaign (for special editions or games with patch 1.5 and above).
To activate the golden glow, you need to activate the skill. The other effects are constant.
Heritage Traits
Heritage traits are some interesting details from your character's past. They provide minor bonuses and penalties, and also influence how certain non-player characters will treat you. The list of available skills appears during character creation and is shaped according to race, class, or attributes. All of them work automatically, requiring no activation.
ID: 1717
Description: Thanks to your height, self-confidence, or simply a threatening appearance, you can almost always make people do what you need. You always manage to get the most out of any situation, even when circumstances are against you. But people are afraid of you, and even in friendly conversations, you create a rather poor impression.
Effects: +1 Intimidation, +1 Fortitude save, -1 Deception, -2 Diplomacy
Conditions: Strength 10+
ID: 1719
Description: You have always been strong in your faith, and it is evident to everyone around you. Your faith gives you strength, but you are often stubborn and do not listen to the opinions of others in conversation.
Effects: +1 Will save, +1 Concentration, -1 Diplomacy, -1 Deception
Conditions: Wisdom 10+
ID: 1720
Description: You grew up on a farm and have experienced all the hardships of rural life, and constant observation of crops and livestock has sharpened your vision. The workday in the village is long, and you had little time for study.
Effects: +1 Survival, +1 Observation, -2 Knowledge
Conditions: None
ID: 1721
Description: Besides a certain external appeal, you know how to listen to others; furthermore, many find your conversational style very engaging. Unfortunately, due to your softness, no one takes you seriously when you try to act tough.
Effects: +1 Hearing, +1 Diplomacy, -2 Intimidation
Conditions: Male, Charisma 12+
ID: 1722
Description: Besides a certain external appeal, you know how to listen to others; furthermore, many find your conversational style very engaging. Unfortunately, due to your softness, no one takes you seriously when you try to act tough.
Effects: +1 Hearing, +1 Diplomacy, -2 Intimidation
Conditions: Female, Charisma 12+
ID: 1723
Description: Service in the militia has instilled discipline in you, but your will has been broken because you always had to get up early, march on the parade ground, and obey orders from your superiors.
Effects: +2 Parry, +1 Armor making, +1 Weapon making, -2 Will save
Conditions: Base attack modifier +1
ID: 1724
Description: You always care about your companions and do your best to help them. Due to your selflessness, you sometimes forget about your own safety.
Effects: +1 to your companions' attack rolls, -1 to your saving throws
Conditions: Charisma 10+
ID: 1725
Description: From a young age, you could tell stories so captivatingly that attracting friends' attention was no trouble for you. Your imagination is so developed that sometimes it is hard for you to focus on other things.
Effects: +1 Knowledge, +1 Deception, -2 Concentration
Conditions: Charisma 10+
ID: 1726
Description: Out of boredom or simply out of spite, you often joked at people and constantly got into trouble. Curiosity is one of your most characteristic traits, in addition to which you've always found it hard to resist various temptations.
Effects: +1 Reflex save, +1 Trap setting, +1 Sleight of hand, -2 Will save
Conditions: Dexterity 10+
ID: 1727
Description: In your youth, you were independent and reclusive. You frequently explored new places alone or simply wandered around the surroundings. You had little communication with people, so you have a limited understanding of the relative value of certain things.
Effects: +1 Survival, +1 Acrobatics, +1 Stealth, +1 Move silently, -2 Knowledge, -2 Appraisal
Conditions: Dexterity 10+
ID: 1728
Description: You have dedicated many hours to study with your wizard mentor and have learned many secrets, but due to prolonged isolation, your abilities to deal with the difficulties of everyday life and your perceptiveness remained undeveloped.
Effects: +1 Spell identification, +1 Knowledge, +1 Alchemy, -1 Fortitude save, -1 Perception
Conditions: Sorcerer, wizard, or bard
Interesting Fact: Depending on the character's heritage, different non-player characters will respond to them differently. In addition to intriguing dialogues, this also manifests in receiving various gifts at the beginning of the game. For example, Georg will give a militia member an enchanted shield, while a priest might throw a ring at the devout hero. When playing through the game for a second or more times, choose different heritage traits – this will add more variety to the prologue's gameplay.
Heroic Achievements
As you progress through the plot or simply explore the world, the main character earns features associated with their deeds. Some are acquired obligingly, others can only be obtained by completing a specific quest or defeating a specific monster, and some are mutually exclusive, depending on which side the hero chooses in a given situation. For the most part, they serve purely decorative roles and are suitable only for admiring and reveling in your own coolness.
ID: 1700
Description:
(replaced as you progress through the story)
You do not know what "Kalach-Cha" is, but alien beings from other worlds who invaded Western Harbor are searching for it... and apparently, they believe for some reason that it is in your possession!
It seems you are the very "Kalach-Cha" they are looking for. It is unclear what "Kalach-Cha" is, and what relation you have to it.
Zi'air explained to you that "Kalach-Cha" is the name given to the one who stole the sacred silver sword. One of its shards is with you, so in the eyes of the githyanki, you’re a thief.
Conditions: Granted automatically as you progress through the storyline.
ID: 1716
Description: You have restored the silver sword of Gith. This legendary weapon is now yours.
Conditions: Gather all shards of Gith's sword and unite them into one.
ID: 1705
Description: By order of Inspector Kormik, you have been enlisted in the City Watch of Neverwinter. Now it is your duty to protect the city and ensure the laws are followed without abusing your power, as many watchmen do.
Conditions: Upon arrival in the city of Neverwinter, side with the City Watch.
ID: 1771
Description: You proved your worth to the Shadow Thieves and were accepted into their ranks.
Effects: This epithet is a required prerequisite for receiving the prestige class of Shadow Thief of Amn.
Conditions: Upon arriving in Neverwinter, you need to side with the thieves and progress further in the storyline. After completing the quest "The Only Thing Worse than Luskans...", Exile Dervey will offer the hero to join the Shadow Thieves of Amn.
ID: 1760
Description: You have been accepted into the Neverwinter Nine. Now you belong to the trusted agents of Lord Nasher.
Effects: This epithet is a required prerequisite for the prestige class of Guard of the Nine of Neverwinter.
Conditions: Head to Never Castle when Lord Nasher calls for the hero after their return from Amon Jerro's hideout. After the attack of Garious' henchmen is repelled, Nasher will declare the hero one of the Neverwinter Nine.
ID: 1701
Description: Many orcs have fallen by your hand. Rumors of the battles you have participated in spread quickly, and the few orcs who have not died in the fights for the Old Philin Spring curse the day you were born.
Conditions: Cleanse the Old Philin Spring of orc tribes.
ID: 1714
Description: You have managed to defeat one of the most fearsome monsters inhabiting the Sword Coast - a dragon!
Conditions: Kill Tolapsis on Mount Galadrim.
ID: 1685
Description: By making several deals with Mephasm, you have shown him that you have the courage to bargain with a demon to get what you need (although perhaps you simply do not fear what will await you after death).
Conditions: Obtain Mephasm in the Crossroad Keep and make three deals with him.
*After joining Amon Jerro's team, you can summon Mephasm in your Crossroad Keep. To do this, go to the basement to the summoning circle and talk to Jerro, who will give you a recipe for a filigree talisman that must be crafted for a successful summon: 1 dull essence of might, 1 shining essence of fire, 1 star sapphire, and 1 gold necklace. All this must be placed in a wizard's table, right in the basement, and cast a "Darkness" spell on it. Of course, the caster (who can be either the hero or one of the companions) must have the skill to create magical items. After obtaining the item, you need to summon Mephasm and ask him what he wants in exchange for his services – he will provide you with recipes for infernal focuses.*
- shining essence of might, ruby, dark steel ingot;
- shining essence of fire, sapphire, mithril ingot;
- dull essence of might, dull essence of fire, blue diamond, iron ingot.
Infernal focuses can be created using any options and as many times as necessary, the number of possible deals is unlimited, and Mephasm will accept any focus – you might as well churn out ten items for one recipe. In exchange for these, um, items (what will he do with them is unclear), you can demand a Malicious Soul (club +3, electric damage bonus 1d6, Fear save DC 14 50%/2 rounds), Death's Mask (helmet, usage: Death Armor (3) 1 use/day, Vampiric Touch (5) 1 use/day, Deaths Finger (13) 1 use/day), and Quicksand Boots (Usage: Earthquake (20) 1 use/day, Haste (10) 4 uses/day; penalty to dexterity: -1), as well as 5,000 gold per deal.
In addition, if the hero has weaponry that is sufficiently expensive and long-used, Mephasm will offer to increase one of the attributes of your choice (Infernal Mephasm Tokens are carried in inventory and give a three-point boost). If the hero has two such weapons, two tokens can be obtained, if they don’t mind, of course.
ID: 1711
Description: The inhabitants of Ember were killed, and the Luskanites claim that the blame lies with you. Although their accusations are false, Luskanites spread these rumors far and wide... and there are those who believe this lie.
Conditions: This stigma will automatically be placed on the hero immediately after he fights off Shandra from the githyanki and returns to the "Drowned Flask."
ID: 1710
Description: You have obtained the lowest title in the noble hierarchy of Neverwinter. And although most nobles will still turn up their noses at you, at least they will no longer call you a commoner.
Conditions: Spend a night at the Glade of Consolation and be initiated as a squire to a knight (to Sir Grayson or Sir Edmund, depending on whether the side of the guards or thieves is chosen).
ID: 1712
Description: In the case of the murder of innocent Ember citizens, your innocence has been unequivocally proven. Your name will no longer be tarnished... at least not in connection with this incident.
Condition: Obtain an acquittal in court (score at least 6 points).
ID: 1709
Description: Your brilliant performance in court is talked about by all the lawyers of Neverwinter. Young attorneys will study the records of your examination for a long time, comparing their speeches to yours.
Conditions: Achieve a brilliant victory in court, scoring at least 13 points.
You can read more about the court hearing here.
ID: 1708
Description: In reward for your service to Neverwinter, you have been entrusted with Crossroad Keep. Now the castle is entirely yours, and its inhabitants are under your command.
Conditions: Complete the storyline quest "Master of the Fifth Tower" (The Master of the Fifth Tower).
ID: 1715
Description: In recognition of your service to the benefit of Neverwinter, Lord Nasher has granted you the title of knight.
Conditions: Head to Never Castle when Lord Nasher calls for the hero after their return from Amon Jerro's hideout. After the attack of Garious' henchmen is repelled, Nasher will declare the hero one of the Neverwinter Nine.
ID: 1694
Description: To Gaven's delight, you followed in his footsteps and continued the investigation of the Sword Coast.
Conditions: Find one of the locations that interest Gaven and tell him about it.
ID: 1684
Description: By tirelessly exploring various lands of the Sword Coast, you have earned Gaven's respect.
Conditions: Find all four places that interest Gaven and tell him about them.
*To get Gaven to appear in Crossroad Keep, you need to meet him in three locations: at the cave of the orc clan Bonecrushers (he will be hiding in the grass on a hill, so be careful), on the mountain before the entrance to the githyanki (chasing Shandra), and in Ember village during the investigation. Talk to him every time, and in Ember, offer him to your hearth – and at the beginning of the third act, he will appear in the Keep.*
If there is a bug and Gaven does not appear, you need to enter the following lines in the console:
DebugMode 1
rs ga_global_int("01_Join_Guyven","1")
DebugMode 0
After you explore two places, Gaven will tell you about a stash in Crossroad Keep, which is located outside the castle wall near the second tower south of the gates. In it is buried 1 gold and Crossbow of the Unicorn (attack bonus: +5, Haste (5) 4 uses/day).
ID: 1697
Description: Your management of Crossroad Keep has become a model of virtue and honor thanks to your nobility and wisdom.
Conditions: Develop Crossroad Keep "towards good", strengthen the Keep and surrounding lands to the maximum.
ID: 1683
Description: Evil and chaos rule within the walls of Crossroad Keep. You have only hired the most notorious thugs and governed your lands without complicating your life with questions of morality and honor.
Conditions: Develop the Keep on an "evil" path.
You can read more about managing the Keep in this post.
ID: 1713
Description: Your exceptional leadership abilities allowed Crossroad Keep to withstand even the face of terrible danger. In a tough moment, you made infallible decisions in battle and inspired your followers by example of personal courage.
Conditions: Defend against Garious' attack on the Keep and kill the Dark Hunter.
Trial of the Sun Soul
The following epithets can only be obtained if the main character is a monk and has built a monastery in Crossroad Keep. In this case, the quest "Trial of the Sun Soul" will become available, which can be completed by asking Roland, provided that the character has at least 10 levels in the monk class. These epithets, in themselves, play only the role of titles, but at the same time the hero will receive some artifacts upon their acquisition.
ID: 1688
Description: You have passed the Trial of the Sun Soul and have linked your soul with the steadfast and persistent spirit of the earth.
Conditions: Accept the power offered by the earth elemental.
Reward: Gloves of Hin's Fist (attack bonus: +5, damage bonus: sound 1d6).
ID: 1691
Description: You have passed the Trial of the Sun Soul and have linked your soul with the fickle and changeable spirit of water.
Conditions: Accept the power offered by the water elemental.
Reward: Gloves of the Long Death (attack bonus: +5, cold damage bonus 1d6).
ID: 1690
Description: You have passed the Trial of the Sun Soul and have linked your soul with the fierce and deadly spirit of fire.
Conditions: Accept the power offered by the fire elemental.
Reward: Fire Gloves (attack bonus: +2, fire damage bonus 2, Fire Burst 2 uses/day).
ID: 1689
Description: You have passed the Trial of the Sun Soul and have linked your soul with the swift and unseen spirit of air.
Conditions: Accept the power offered by the air elemental.
Reward: Gloves of the Yellow Rose (attack bonus: +5, electrical damage bonus 1).
ID: 1687
Description: You have passed the Trial of the Sun Soul and have linked your soul with several elements, striving for balance among them.
Conditions: Accept the power from two or more elementals or refuse all and choose one of the following lines in dialogue with Roland: "I am not interested in any of this" or "I study these arts to protect others, not to kill."
Reward: Enhanced robes of the Ancient Order +2.
ID: 1692
Description: You have passed the Trial of the Sun Soul but chose not to bind your soul to any of the elements. By making this choice, you gain deep understanding of your inner essence and peace in your soul.
Conditions: Refuse to accept the power from each of the elementals and choose one of the following lines in dialogue with Roland: "What I seek is within me..." or "I have my reasons for it."
Reward: Boots of the Sun Soul (bonus to AC +5 (dodge modifier to AC), enhancement bonus: dexterity +3).
ID: 1693
Description: Roland lived a long life and quietly passed away from old age. His title of Grand Master of the Sun Soul has now been inherited by you.
Conditions: Have the epithet "Master of the Sun Soul," enter, and talk to Roland.
Reward: Fists of Equilibrium (gloves, attack bonus: +5, damage bonus: fire 1d6, cold 1d6, Ice Storm (9) 1 use/day, Flaming Arrows (12) 1 use/day, resistance: fire 15/-, cold 15/-).
Purification Ritual
Preparing to battle the King of Shadows, the hero must not only gather Gith's blade but also arm himself with auxiliary spells created long ago for this purpose. These skills are directly related to the storyline, and you cannot pass by them. I will not detail the passing in this post, but will tell you what they do and where to obtain them.
ID: 1747
Description: This power, provided by the Purification Ritual, grants the caster's weapon and their allies an additional bonus to attack and damage against evil opponents, equal to 1 for every 4 levels of the character who cast the spell. This effect lasts for 5 rounds.
Usage: Upon selection. This skill can be used once a day.
How to find: The statue with the spell is located on the hill near the entrance to Arvan.
ID: 1744
Description: This power, provided by the Purification Ritual, creates a stationary pillar of light with a diameter of five feet, which persists for 4 seconds. Any undead or denizens of the outer planes (outsiders) caught in the zone of light take 1 fire damage for each level of the character who cast the spell every second. If any enemy caught in the Cleansing Nova effect is also affected by the Purity Web, all other targets in the same web also suffer from the effect of Cleansing Nova.
Usage: Upon selection. This skill can be used once a day.
How to find: Pass in the Year of the Five Seasons in Arvan, facing the four challenges: spring, summer, autumn, and winter – and reach the statue with the spell.
ID: 1745
Description: This power, provided by the Purification Ritual, gives the caster and their allies protection from negative energy and 3 points of resistance to cold for each level of the character who cast the spell. This effect lasts for 2 rounds.
Usage: Upon selection. This skill can be used once a day.
How to find: The statue is located behind a locked door in the Riverguard Castle in Arvan. To open the door, you need to either gather three artifacts: Master’s Blade, Master’s Shield, and Master’s Scepter – or break the door: by yourself, instructing Rebroly, or with the help of Gellu's warriors.
ID: 1746
Description: This power, provided by the Purification Ritual, heals the caster and their allies from all negative effects, and also grants them the ability for rapid regeneration (restoring one hit point per round for each level of the character who cast the spell) for 5 rounds.
Usage: Upon selection. This skill can be used once a day.
How to find: In the Gemstone Mine, gather all spirits by the tree to remove the spell and obtain the spell at the statue.
ID: 1775
Description: This power, provided by the Purification Ritual, paralyzes any undead and denizens of the outside planes (outsiders) within 30 feet of the caster for 3 rounds. Victims can make a will save against DC 10 + (caster's level/2) + (caster's intelligence modifier) – on success, the effect does not apply. If any target in the Web of Purity is caught under the effect of the "Cleansing Nova," then all others caught in this Web of Purity also suffer from Cleansing Nova's effect.
Usage: Upon selection. This skill can be used once a day.
How to find: Enlist Amon Jerro's team, as he has already snagged the skill and cannot be removed – you will only have to carry him with you and cast it from him.
Here, in fact, are all the personal traits and epithets of the character available in the main campaign of [Neverwinter Nights 2](/games?search=Neverwinter Nights 2). For those who have completed the game and not seen everything, it will undoubtedly be interesting to learn what else can be done in it.
Finally, I will also mention why I added their IDs in the descriptions of these traits. Sometimes, the needed epithet does not get added due to a bug. Or, for example, if a player, wanting to redo their character build, rerolls levels in the console, all skills received at those levels fall off. In this case, you have to manually add the skill through the console, for which you need to right-click on the character’s portrait and enter the following lines:
DebugMode 1
givefeat ID
DebugMode 0
Removing the unnecessary skill is done likewise, just using the Removefeat command.
Farewell for now. Enjoy the game.
Thanks for proofreading - Soth.
Thanks for the post editor - Midest.