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Total War Warhammer 2 Traits Guide

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Next The Basics System Requirements Prev Total War: Warhammer II Game Guide The Total War games are quite complex and challenging. They can also be very unpredictable - and even though you cannot consider every possibility in advance, the following tips should help the beginning player to develop their own style. Total War: Warhammer II - Skaven Guide Written by Peroronccino / Oct 5, 2017 All things must rot, figuratively or literally, and the Horned Rat and his offspring are the worldly reality of this simple truth. I see you want to worship the great Horned rat, yes-yes?

  1. Total War Warhammer 2 Infantry Master Trait
  2. Total War Warhammer 2 Traits Guide Cheat
Hello all,
I recently went throught the export_descr_character_traits file and nitpicked all the various traits that would be of value to people who use the give_trait cheat and haven't been able to find the necessary full list of traits online. I just figured I'd drop this off, if it helps you great, if not feel free to call me a lazy stinking cheater
ALL
HighPersonalSecurity 3
GENERAL/FAMILY/GOVERNOR TRAITS
GoodCommander 5
GoodAttacker 5
GoodDefender 5
GoodAmbusher 4
GoodSiegeAttacker 4
GoodSiegeDefender 4
Brave 5 (4 slightly better than 5)
Energetic 4
PublicFaith 4
GoodAdministrator 3
InspiringSpeaker 3
StrategicSkill 3
TacticalSkill 3
MathematicsSkill 3
LogisticalSkill 3
VictorVirtue 3
Stoic 3
Austere 3
CounterSpy 3
AssassinCatcher 3
Upright 3
Loyal 4
GoodFarmer 3
GoodMiner 3
GoodTrader 3
Just 3
KindRuler 3
GoodBuilder 3
Sailor 5 (admirals only)
BattleScarred 4
HatesIslam 3
Handsome (3 better than 4)
Fertile 3
HaleAndHearty 3
Intelligent 3
NaturalMilitarySkill 4
NightBattleCapable
BattleDread 5
BattleChivalry 5
StrategyDread 5
StrategyChivalry 5
CrusaderHistory 3
AdoredByPope 3
CaptorChivalry 4
CaptorDread 4
RansomChivalry 4
RansomDread 4
Gregarious 3
ContentGeneral 3
WifeIsCharming 3
WifeIsWise 3
FactionKiller 4
GoodDiplomacy 4
TourneyKnight 5
HorseRacer 3
AcademyTrained 2
ReligiousActivity 4
WifeIsNoble 3
SPY/ASSASSIN TRAITS (* means spy traits/^ means assassin/nothing means both)
GoodSpy 5 *
NaturalSpySkill 3 *
GoodAssassin 5 ^
NaturalAssassinSkill 3 ^
GoodConspirator 3
ThievesGuildMember 2 *
ThievesGuildTrained *
AssassinsGuildMember 2 ^
AssassinsGuildTrained ^
DIPLOMAT TRAITS
GoodDiplomat 5
SmoothTalker 3
Secretive 3
NaturalDiplomatSkill 3
Multilingual 3
BraveDiplomat 3
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I'm having a problem with adding traits to minor characters, primarily with getting the program to recognize their names. Royalty is easy, unlike in the Rome Total War games royalty don't have family names, so all one has to do is enter the first name surrounded by quotation marks, i.e., 'Robert', 'William', etc. 73.3K Total War: WARHAMMER; 46.5K General Discussion; 586 Community Content; 1.6K Community Mods; 2.3K Multiplayer; 6K Balancing; 6K Balancing Discussions; 12 Balancing Results (Moderated) 4.1K Feedback & Suggestions; 191 PTE Beta Feedback; 12.2K Total War: WARHAMMER Support; 397 WARHAMMER Support Forum; 7.3K WARHAMMER II Support Forum; 2.7K.


Not to be confused with character traits.

Diplomatic traits are special modifiers/effects that can apply to AI faction leaders in a campaign. These affect diplomacy and also how the faction acts on the campaign map. Some are generally available, others are race or faction specific. An AI leader may not have any/all off the possible traits for it's faction.

General[edit | edit source]

  • Shield of Civilization - a special trait that kicks in when the Chaos Invasion happens.
  • Minor Power - does not attempt to create a large empire or win the campaign.
  • Defensive
  • Aggressive - typically seen on Rebel factions, Greenskins, Beastmen, Norscans etc.
  • Naval Aggressor
  • Underdog - more likely to confederate.
  • Survivor - defensive and capable, intending to survive whatever comes at them.
  • Schemer - constantly plots to break friendships and make others question their allegiance.
  • Destroyer - destroyer of cities and empires, highly aggressive, tends to raze, often seen on Norscans, Beastmen, Warriors of Chaos etc.
  • Unreliable - not to be trusted, more likely to break diplomatic agreements.
  • Reliable - what is agreed upon is set in stone, it is highly unlikely that this one will break diplomatic agreements/pacts.
  • Distrust the Empire - notably seen on Carcassonne, Wissenland, Ostland, Ostermark, Hochland and most Beastmen factions.
  • Opportunist - prefers striking at undefended lands when available. Often seen on Vampire Counts.
  • Passive - a calm boat in tempestuous waters, this one will only aid their closest ally and only attack their most hated enemy.
  • Vampiric influence - can be easily swayed by Vampires in diplomacy.
  • Ruin-Dweller - more likely to colonise ruins, often seen on Norscan Tribes.
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Empire[edit | edit source]

Common traits (not shared by all subfactions):

  • Defensive
  • Underdog - common to Empire minor factions, but not exclusive to the Empire
  • Distrusts the Empire
  • Reliable

Dwarfs[edit | edit source]

  • Holds Grudges - Dwarfs do not forget grudges, indeed they harbour them, recording the slights in great volumes. Takes longer for relations to improve after negative actions taken against them.
Traits

Greenskins[edit | edit source]

  • Aggressive - all Greenskins factions have this trait.

Vampire Counts[edit | edit source]

Total War Warhammer 2 Infantry Master Trait

Common traits:

  • Unreliable

Warriors of Chaos[edit | edit source]

  • Destroyer

Beastmen[edit | edit source]

  • Destroyer

Wood Elves[edit | edit source]

  • Hates Beastmen - Beastmen, the hideous, deformed Children of Chaos, have long been a blight on Athel Loren. Nothing can or will change that view. Found on all Wood Elves factions in Season of Revelation.
  • Isolationist - so long are their lives, so perfect their isolation, that the affairs of outsiders seem trivial in comparison.
Total

Norsca[edit | edit source]

Norscan Tribes also often have the aggressive and ruin-dwellers traits.

  • Repulsive - sees everyone else as the enemy.

High Elves[edit | edit source]

  • Guardian - no enemy shall gain a foothold on the homeland.
  • Diplomatic - statecraft is all, official relations matter.
  • Wary - trusting fellow Asur is foolish.

Dark Elves[edit | edit source]

  • Supremacy - hegemony over all lands: no treasures, no resources are out of reach for the Druchii.
  • Rightly Suspicious - no Druchii is ever a friend, all are potential enemies.

Lizardmen[edit | edit source]

  • Compliant - only through Saurian unity can the Great Plan be accomplished.
  • Cold-Blooded Logic - the immutable alien logic of the Lizardmen means they will only consider strong emotive states when engaging in diplomacy.
  • Dissonance - other generations follow a false plan, they cannot be trusted. (Results in a small amount of aversion)

Skaven[edit | edit source]

  • Spineless - verminous valour, easily dominated and will flee easily.

Tomb Kings[edit | edit source]

  • Desert-dweller - prefers to conquer and colonise in desert climates only.
  • Only likes the desert - prefers to conquer and colonise in desert climates only.
  • Despises Nehekharan Undead - Hates Tomb Kings but likes Vampire Counts factions. (This is only found on Followers of Nagash provided you are not playing as them) it is also found on The Sentinels.
  • Kingdom Come - Great Kings have the greatest kingdoms.
  • Immovable - The sworn protectors of the Black Pyramid will never leave that settlement.
  • Sated king - Those with grand ambitions are fated to fail.

Vampire Coast[edit | edit source]

  • Hates Lizardmen - Vampire Coast , also present on Markus Wulfheart
  • Hates Norscans - Pirates of Sartosa

Tips[edit | edit source]

Lizardmen are notoriously difficult to confederate because of their cold-blooded logic trait which means they will only accept such a deal if they are dramatically weaker than the player.

Tomb Kings are the only faction that will not receive the 'great power' aversion when you have a large amount of settlements. This is to reflect that Tomb Kings like and respect great power, where other races want to tear you down.

Non-aggression pact · Trade · Defensive alliance · Military alliance · Confederation · Vassalisation · War and peace · Diplomatic traits
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Empire[edit | edit source]

Common traits (not shared by all subfactions):

  • Defensive
  • Underdog - common to Empire minor factions, but not exclusive to the Empire
  • Distrusts the Empire
  • Reliable

Dwarfs[edit | edit source]

  • Holds Grudges - Dwarfs do not forget grudges, indeed they harbour them, recording the slights in great volumes. Takes longer for relations to improve after negative actions taken against them.

Greenskins[edit | edit source]

  • Aggressive - all Greenskins factions have this trait.

Vampire Counts[edit | edit source]

Total War Warhammer 2 Infantry Master Trait

Common traits:

  • Unreliable

Warriors of Chaos[edit | edit source]

  • Destroyer

Beastmen[edit | edit source]

  • Destroyer

Wood Elves[edit | edit source]

  • Hates Beastmen - Beastmen, the hideous, deformed Children of Chaos, have long been a blight on Athel Loren. Nothing can or will change that view. Found on all Wood Elves factions in Season of Revelation.
  • Isolationist - so long are their lives, so perfect their isolation, that the affairs of outsiders seem trivial in comparison.

Norsca[edit | edit source]

Norscan Tribes also often have the aggressive and ruin-dwellers traits.

  • Repulsive - sees everyone else as the enemy.

High Elves[edit | edit source]

  • Guardian - no enemy shall gain a foothold on the homeland.
  • Diplomatic - statecraft is all, official relations matter.
  • Wary - trusting fellow Asur is foolish.

Dark Elves[edit | edit source]

  • Supremacy - hegemony over all lands: no treasures, no resources are out of reach for the Druchii.
  • Rightly Suspicious - no Druchii is ever a friend, all are potential enemies.

Lizardmen[edit | edit source]

  • Compliant - only through Saurian unity can the Great Plan be accomplished.
  • Cold-Blooded Logic - the immutable alien logic of the Lizardmen means they will only consider strong emotive states when engaging in diplomacy.
  • Dissonance - other generations follow a false plan, they cannot be trusted. (Results in a small amount of aversion)

Skaven[edit | edit source]

  • Spineless - verminous valour, easily dominated and will flee easily.

Tomb Kings[edit | edit source]

  • Desert-dweller - prefers to conquer and colonise in desert climates only.
  • Only likes the desert - prefers to conquer and colonise in desert climates only.
  • Despises Nehekharan Undead - Hates Tomb Kings but likes Vampire Counts factions. (This is only found on Followers of Nagash provided you are not playing as them) it is also found on The Sentinels.
  • Kingdom Come - Great Kings have the greatest kingdoms.
  • Immovable - The sworn protectors of the Black Pyramid will never leave that settlement.
  • Sated king - Those with grand ambitions are fated to fail.

Vampire Coast[edit | edit source]

  • Hates Lizardmen - Vampire Coast , also present on Markus Wulfheart
  • Hates Norscans - Pirates of Sartosa

Tips[edit | edit source]

Lizardmen are notoriously difficult to confederate because of their cold-blooded logic trait which means they will only accept such a deal if they are dramatically weaker than the player.

Tomb Kings are the only faction that will not receive the 'great power' aversion when you have a large amount of settlements. This is to reflect that Tomb Kings like and respect great power, where other races want to tear you down.

Non-aggression pact · Trade · Defensive alliance · Military alliance · Confederation · Vassalisation · War and peace · Diplomatic traits

Total War Warhammer 2 Traits Guide Cheat

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