Personality Traits of the Character. Part 1: Main Campaign
Creating a character and journeying through the world allows you to take a punch gain various bonuses and achievements, which are recorded in your profile. Some of them serve purely aesthetic functions, while others can add abilities, characteristics, or even function like spells. In this post, we will explore what personality traits are available in the main campaign and how to obtain them.
Warning: this post contains many spoilers! Not too malicious, but I would not recommend it to those who have not completed the game at least once.
Default Traits
These traits are automatically given 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, located almost at the border with the Marshes of the Dead. The inhabitants of Western Harbor live under the constant threat of danger from the Marshes, and their characteristic traits are perseverance, 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 traders traveling along the Sword Coast. Traders still remember Daygun, and you can expect special treatment from them.
Effects: All traders give you a 10% discount and offer you the opportunity to purchase rare and exotic items that each specific trader has.
Conditions: Automatically granted to all characters created in the original campaign (only in US pre-order edition versions).
ID: 1765
Description: Waukeen, the goddess of wealth and prosperity, has blessed you, and a soft golden glow appears around your head.
Effects: +1 to all saving throws. Some traders will see that Waukeen's blessing is upon you and will offer you special items.
Conditions: Automatically granted to all characters created in the original campaign (for special edition or games with patch 1.5 and higher).
To see the golden glow, you need to activate the skill. Other effects are permanent.
Background Traits
Background traits are interesting details from your character's past. They provide minor bonuses and penalties, and they also affect how certain NPCs will treat you. The list of available skills to choose from appears during character creation and is formed based on race, class, or characteristics. All of them work automatically without requiring activation.
ID: 1717
Description: Thanks to your height, self-confidence, or just an intimidating appearance, you can almost always make people do what you need. You always manage to extract the maximum from any situation, even when circumstances are against you. But people fear you, and even in friendly conversation, you create a rather poor impression.
Effects: +1 Intimidation, +1 Fortitude saving throw, -1 Deception, -2 Diplomacy
Conditions: Strength 10+
ID: 1719
Description: You have always been strong in your faith, and this is obvious to everyone around you. Your faith gives you strength, but often you can be stubborn and do not listen to the opinions of others in conversation.
Effects: +1 Will saving throw, +1 Concentration, -1 Diplomacy, -1 Deception
Conditions: Wisdom 10+
ID: 1720
Description: You grew up on a farm and experienced all the hardships of rural life, and constant monitoring of the crops and livestock sharpened your vision. The working day in the village is long, and you had very little time for study.
Effects: +1 Survival, +1 Perception, -2 Knowledge
Conditions: None
ID: 1721
Description: Besides a certain external attractiveness, you know how to listen to your conversation partner; moreover, many find your way of conversing very endearing. Alas, due to your soft nature, 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: Aside from a certain external attractiveness, you know how to listen to your conversation partner; moreover, many find your way of conversing very endearing. Alas, due to your soft nature, 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: Serving in the militia has trained you in discipline, but your will was broken, as you constantly had to wake up early, march on the parade ground, and follow orders without question.
Effects: +2 Parry, +1 Armor Smithing, +1 Weapon Smithing, -2 Will saving throw
Conditions: Base attack modifier +1
ID: 1724
Description: You always care for your comrades and do your utmost to help them. Due to your selflessness, you sometimes forget about your own safety.
Effects: +1 to the attack rolls of your companions, -1 to your saving throws
Conditions: Charisma 10+
ID: 1725
Description: From a young age, you knew how to tell stories so captivatingly that attracting the attention of friends was no trouble for you. Your imagination is so developed that sometimes you find it difficult to focus on other things.
Effects: +1 Knowledge, +1 Deception, -2 Concentration
Conditions: Charisma 10+
ID: 1726
Description: Out of boredom or just for the sake of it, you often played pranks on people and constantly got into trouble. Curiosity is one of your most characteristic traits, and you have always found it hard to resist various temptations.
Effects: +1 Reflex saving throw, +1 Traps setting, +1 Sleight of Hand, -2 Will saving throw
Conditions: Dexterity 10+
ID: 1727
Description: In your youth, you were independent and withdrawn. You often explored new places on your own or simply wandered around the area. You had little social interaction, so you have a limited understanding of the relative value of various things.
Effects: +1 Survival, +1 Acrobatics, +1 Stealth, +1 Stealth Movement, -2 Knowledge, -2 Appraisal
Conditions: Dexterity 10+
ID: 1728
Description: You dedicated many hours to studies with your wizard mentor and learned many secrets, but due to prolonged isolation, your ability to cope with the challenges of everyday life and your observational skills remained undeveloped.
Effects: +1 Spell Identification, +1 Knowledge, +1 Alchemy, -1 Fortitude saving throw, -1 Observation
Conditions: Sorcerer, Wizard, or Bard
It's interesting:* Depending on the hero's background, different NPCs relate to him differently. Besides interesting dialogue lines, this also manifests itself in receiving various gifts at the start of the game. For example, Georg will give a militia member a magical shield, and a priest will toss a ring to a devout hero. When replaying the game for the second or more times, take different background traits – this will introduce more variety to the prologue passage.*
Heroic Achievements
As you progress through the story or simply explore the world, the main hero gains traits related to his deeds. Some are acquired mandatorily, others can only be obtained by completing specific quests or killing certain monsters, and some are mutually exclusive, depending on which side the hero chooses in a given situation. Most of them serve an exclusively decorative role and are good only for looking at them and reveling in a sense of one's own coolness.
ID: 1700
Description:
(replaced as you progress through the story)
You do not know what "Kalach-Cha" is, but aliens from other worlds invading Western Harbor are looking for it... and they seem to think for some reason that it's with you!
It seems you are the very "Kalach-Cha" the aliens from other worlds are searching for. What remains unclear is what "Kalach-Cha" is and what it has to do with you.
Zyeir explained to you that "Kalach-Cha" refers to the one who stole the sacred silver sword. One of its shards is with you, therefore, in the eyes of the gitian, you are a thief.
Conditions: Granted automatically as you progress through the storyline.
ID: 1716
Description: You restored the silver sword of Git. This legendary weapon is now yours.
Conditions: Collect all shards of Git's sword and reunite them into a single whole.
ID: 1705
Description: By order of Inspector Kormik, you have been enrolled in the City Watch of Neverwinter. Now it is your duty to protect the city and ensure the observance of laws, while not abusing your position like 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 necessary requirement for obtaining the prestige class Shadow Thief of Amn.
Conditions: Upon arriving in Neverwinter, you need to side with the thieves and continue along the storyline. After completing the quest "The Only Thing Worse Than Luskans..." (The Only Thing Worse Then Luskans...), Exel Dervi 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 among the trusted agents of Lord Nasher.
Effects: This epithet is necessary for the prestige class Guardsman of the Neverwinter Nine.
Conditions: Proceed to the Never castle when Lord Nasher sends for the hero after he returns from Ammon Jerro's hideout. After the attack by Garyus's minions 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 those few orcs who did not die in the skirmishes for the Old Filin Spring curse the day you were born.
Conditions: Clear the Old Filin Spring of orc tribes.
ID: 1714
Description: You have managed to defeat one of the most terrible monsters inhabiting the Sword Coast - a dragon!
Conditions: Kill Tolapsis on Mount Galadrim.
ID: 1685
Description: Having made several deals with Mephistopheles, you showed him that you have the courage to bargain with the devil for what you need (although, perhaps, you simply do not fear that after death you will face eternal torment).
Conditions: Acquire Mephistopheles at the Crossroad Keep and make three deals with him.
*After joining Ammon Jerro's team, you will be able to summon Mephistopheles at your Crossroad Keep. To do this, go to the basement to the summoning circle and talk to Jerro, who will give you the recipe for the filigree talisman that you need to craft for a successful summoning: 1 dim essence of power, 1 shining essence of fire, 1 star sapphire, and 1 gold necklace. All of this needs to be placed in the wizard’s table, right in the basement, and spellcast on it with "Darkness." Naturally, the spellcaster (this can be either the hero or one of the companions) must possess the magical item creation skill. After the item is obtained, you need to summon Mephistopheles and ask him what he wants in return for his services - he will give recipes for infernal focuses.*
- brilliant essence of power, ruby, dark steel ingot;
- shining essence of fire, sapphire, mithril ingot;
- dim essence of power, dim essence of fire, blue diamond, iron ingot.
Infernal focuses can be created in any combination and as many times as desired; the number of possible deals is unlimited, and Mephistopheles will accept any focus - you can churn out ten items of the same recipe. In exchange for these, ahem, items (what he will do with them is unclear) you can demand Malicious Soul (club +3, electric damage bonus 1d6, fear save DC 14 50%/2 rounds), Mask of Death (helmet, use: Death Armor (3) 1 use/day, Vampiric Touch (5) 1 use/day, Death Finger (13) 1 use/day) and Sands of Time Boots (Usage: Earthquake (20) 1 use/day, Haste (10) 4 uses/day; dexterity penalty: -1), and also gold of 5,000 for each deal.
Additionally, if the hero has a weapon that is expensive enough and has been used for a long time, Mephistopheles will offer to increase one of the attributes of choice (Infernal Token of Mephistopheles, which is carried in the inventory and gives a three-point increase). If the hero has two such weapons, he can get two tokens, if he’s not too troubled by it, of course.
ID: 1711
Description: The residents of Ember were slain, and the Luskanites claim that the blame lies with you. Although their accusations are false, Luskanites spread these rumors right and left... and some actually believe this lie.
Conditions: This stigma will be automatically assigned to the hero immediately after he fights Shandra off the gitian and returns to the "Sunk Flask."
ID: 1710
Description: You received the lowest title in the noble hierarchy of Neverwinter. Although most nobles will still turn up their noses at you, at least they will no longer call you a commoner.
Conditions: Spend the night at the Glade of Comfort and accept the initiation as a squire from the knight (Sir Grayson or Sir Edmund, depending on whether the guard or thieves side was chosen).
ID: 1712
Description: In the case of the murder of innocent citizens of Ember, your innocence has been unequivocally proven. Your name will no longer be tarnished... at least not in connection with this incident.
Condition: Obtain a verdict of 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. Aspiring attorneys will be studying the records of your testimony 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 were entrusted with Crossroad Keep. Now the castle is entirely yours, and its inhabitants are under your command.
Conditions: Complete the storyline quest "The Master of the Fifth Tower" (The Master of the Fifth Tower).
ID: 1715
Description: In reward for your service to the good of Neverwinter, Lord Nasher has granted you the title of knight.
Conditions: Proceed to the Never castle when Lord Nasher sends for the hero after he returns from Ammon Jerro's hideout. After the attack by Garyus's minions is repelled, Nasher will declare the hero one of the Neverwinter Nine.
ID: 1694
Description: To the delight of Gaiven, you followed in his footsteps and continued the work of exploring the Sword Coast.
Conditions: Find one of the places of interest to Gaiven and inform him about it.
ID: 1684
Description: By tirelessly exploring the various lands of the Sword Coast, you have earned the respect of Gaiven.
Conditions: Find all four places of interest to Gaiven and inform him about them.
*For Gaiven to appear in Crossroad Keep, you need to meet him in three places: at the cave of the orc clan Skullcrushers (he will be hiding in the grass on a hill, so be careful), on the mountain before entering the gitian (chasing Shandra), and in the village of Ember during the investigation. Talk to him each time, and in Ember, invite him to your hearth – and at the beginning of Act III, he will appear in the Keep.*
If there was a bug and Gaiven still hasn’t appeared, enter the following lines in the console:
DebugMode 1
rs ga_global_int("01_Join_Guyven","1")
DebugMode 0
After you explore two places, Gaiven will tell you about a stash in Crossroad Keep, which is located outside the castle wall near the second tower south of the gate. It is buried with 1 gold and the Unicorn Crossbow (attack bonus: +5, Haste (5) 4 uses/day).
ID: 1697
Description: Your administration of Crossroad Keep has become a model of virtue and honor due to your nobility and wisdom.
Conditions: Develop Crossroad Keep in a "good direction," strengthening the Keep and its surrounding lands to the maximum.
ID: 1683
Description: Within the walls of Crossroad Keep, evil and chaos reign. You have only hired the most infamous cutthroats to serve you, and ruled your domains without complicating your life with questions of morality and honor.
Conditions: Develop the Keep down the "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 in the face of great danger. In tough moments, you made unerring decisions in battle and inspired your followers through your personal courage.
Conditions: Repel the attack of Garyus's forces on the Keep and kill the Dark Hunter.
Sun Soul Trial
The following epithets can only be obtained if the main hero is a monk and has built a monastery in Crossroad Keep. In this case, the "Sun Soul Trial" quest becomes available, which can be passed by asking Roland, provided that the character has at least 10 levels in the monk class. These epithets in themselves play the role of mere titles, but at the same time, the hero will be handed some artifacts upon their acquisition.
ID: 1688
Description: You have passed the Sun Soul trial and bound your soul to the steadfast and enduring spirit of earth.
Conditions: Accept the power offered by the earth elemental.
Reward: Gloves of the Fist of Hin (attack bonus: +5, damage bonus: sound 1d6).
ID: 1691
Description: You have passed the Sun Soul trial and bound your soul to the transient and changeable spirit of water.
Conditions: Accept the power offered by the water elemental.
Reward: Gloves of Long Death (attack bonus: +5, cold damage bonus 1d6).
ID: 1690
Description: You have passed the Sun Soul trial and bound your soul to 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 Flash 2 uses/day).
ID: 1689
Description: You have passed the Sun Soul trial and bound your soul to the swift and invisible spirit of air.
Conditions: Accept the power offered by the air elemental.
Reward: Gloves of Yellow Rose (attack bonus: +5, electricity damage bonus 1).
ID: 1687
Description: You have passed the Sun Soul trial and bound your soul to several elements, striving for balance between them.
Conditions: Accept powers from two or more elementals or refuse all and choose in dialogue with Roland one of the following lines: "I am interested in none of this" or "I study these arts to protect others, not to kill."
Reward: Enhanced Garb of the Ancient Order +2.
ID: 1692
Description: You have passed the Sun Soul trial but chose not to bind your soul to any element. By making this choice, you gained a deep understanding of your inner essence and peace within your soul.
Conditions: Refuse to accept power from each of the elementals and choose in dialogue with Roland one of the following lines: "What I seek is within me..." or "I have my reasons for this."
Reward: Boots of the Sun Soul (AC bonus +5 (dodge modifier to armor class), enhancement bonus: dexterity +3).
ID: 1693
Description: Roland lived a long life and quietly passed away of old age. His title of Grand Master of the Sun Soul is now 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 for the battle with the Shadow King, the hero must not only collect the Git's blade but also arm themselves with auxiliary spells created long ago for this purpose. These skills are directly tied to the storyline, and you cannot bypass them. I will not go into details of the passage in this post, but I will tell you what they do and where to obtain them.
ID: 1747
Description: This power, provided by the Purification Ritual, endows the caster's weapon and their allies with 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 5 rounds.
Usage: when selected. This skill can be used once a day.
How to find: A statue with the spell is located on a hill near the entrance to Arvan.
ID: 1744
Description: This power, provided by the Purification Ritual, creates a stationary column of light with a diameter of five feet, which lasts for 4 seconds. Any undead or outsider caught in the area of light takes 1 fire damage per level of the character who cast the spell every second. If an enemy caught in the Cleansing Nova is ensnared in the Web of Purity, all other targets in that same web also suffer from the effect of Cleansing Nova.
Usage: when selected. This skill can be used once a day.
How to find: Pass through the Temple of the Seasons in Arvan and complete four trials: spring, summer, autumn, and winter – and reach the statue with the spell.
ID: 1745
Description: This power, provided by the Purification Ritual, grants the caster and their allies protection from negative energy and 3 points of cold resistance for every level of the character who cast the spell. This effect lasts 2 rounds.
Usage: when selected. This skill can be used once a day.
How to find: The statue is behind a locked door in the Riverguard Castle in Arvan. To open the door, you need to either collect three artifacts: Master’s Blade, Master’s Shield, and Master’s Scepter – or break the door down, either by yourself, ordering Rebrolo, 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 grants them the ability for fast regeneration (restoring one hit point for every level of the character who cast the spell) for 5 rounds.
Usage: when selected. This skill can be used once a day.
How to find: In the Gemstone Mine, gather all spirits by the tree to lift the spell and obtain the spell from the statue.
ID: 1775
Description: This power, provided by the Purification Ritual, paralyzes any undead and outsiders within 30 feet of the caster for 3 rounds. Victims can make a will saving throw against DC 10 + (caster level/2) + (caster intelligence modifier) - on a success, the effect does not occur. If any target in the Web of Purity is affected by the Cleansing Nova, all other targets within that Web of Purity also suffer from Cleansing Nova's effect.
Usage: when selected. This skill can be used once a day.
How to find: Recruit Ammon Jerro into the team, as he already has this skill and cannot be stolen – you must keep him with you and cast it from him.
Here are all the personality 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 certainly be interesting to know what else can be done in it.
Lastly, I will also tell you why I added their IDs in the descriptions of these traits. Sometimes it happens that the needed epithet does not get added due to a bug. Or, for example, if the player, wanting to redo the character's build, resets levels in the console, all skills obtained at those levels will be lost. In this case, you have to add the skill manually via the console, for which you need to select the character with a right-click on the portrait and enter the following lines:
DebugMode 1
givefeat ID
DebugMode 0
The unnecessary skill is removed similarly, just using the Removefeat command.
Farewell for now. Have a nice game.
Special thanks for proofreading - Soth.
Special thanks for the post editor - Midest.