Prime of Flames

Prime of Flames

Not enough ratings
All Unit Traits Glossary
By Potato
A visual guidance to all the Traits that are available per Class of each Clan. Because the game (as of V1.0.3) doesn't have a Trait glossary viewable during a run through Story/Abyss, you're essentially going by game knowledge and luck to know what builds are coming for your Heroines during Leveling Up. For many newcomers this can be really frustrating, if you want a particular idea of what upgrades you want to Cycle through for the best Traits for your Heroines.

This Guide is to service as a quick checklist on what Traits per Clan and Class can get that you CAN see midgame (through Steam Overlay). Until the game containts a viewable traits window while in a run, this guide will be an alternative.
3
   
Award
Favorite
Favorited
Unfavorite
IMPORTANT NOTES
  • Every Heroine can only learn up to four Traits initially after each level, with only a fifth Trait available if you have Ascended your Heroine.

  • Although rare, you can still gain the same Trait(s) upon rerolling for Trait Options on a Level Up

  • Ninelie Heroines have several General Traits that they share, but there ARE differences to each Classes with how many Traits are shared between them.
    ===Example: Ninelie Warrior and Guards share almost every General Ninelie Trait, but Warriors do not have Foresight, and Guards do not have Bloodthirst.)
    ===Example: Ninelie Hunters and Priest have half the General Traits available compared to Warriors/Guards

  • Bronion Heroines all have the same General Traits they share, without deviation.

  • Evernight Heroines do not have General Traits; each Class have their own Traits that do not appear in any other traits.

  • There are some Traits (notably Evernight Hunters) that cannot be obtained alongside other Traits that you have acquired beforehand. This DOES NOT ACCOUNT for gaining the Traits through the Moon Lord Bloodlines Trait gained through events.

EDIT 1: Added Moon God Recommendation Sections at the end of each Clan's Traits Categories, starting with Ninelie. They will be rated by least to most recommended (NEVER/Too Risky/Depends/Worth the chance/ALWAYS), followed with a short explanation of its viability per Class. The Prayer stone cost for a Moon God Trait VS each Clan's Exclusive mechanics will be judged together.
NINELIE - Warrior Traits
Default Traits



Warrior Traits

Ninelie - Guard Traits
Default Traits



Guard Traits


Ninelie - Hunter Traits
Default Traits



Hunter Traits

Ninelie - Scout Traits
Default Traits



Scout Traits

Ninelie - Priest Traits
Default Traits



Priest Traits

Ninelie: Moon God Recommendations


PRIMER: Ratings is judged against the cost for a Moon God Trait, or upgrading your Heroine to a King Cavalry (Dragon/Lizard/Snake/Bat/Bee). Your Mileage May Vary.

Should Warriors get Moon God? Worth the risk.
  • Warriors don't suffer much of a penalty if they get a bad Trait(s). At worse, the threshold to trigger Berserk will alter greatly, possibly altering your use of them, especially if you built a Berserk to be a pseudo-tank with Blood Boil. Even then, there's about 4 "bad" traits out of 20+ that are otherwise just beneficial to your Berserker, and will just overall help them more than it hurt. Half of the Berserker-specific Traits are general stat/effect boosts that only improve your Berserker state further (save for Brute Force, that can interrupt enemy placement strategies). A Prayer Stone can be used to Mount the Warriors onto a Dragon, a very strong unit, but giving one up for even more Berserker Traits isn't a bad offer, either. Plus Dragon recruits are insanely hard to come by.

Should Guards get Moon God? Too risky.
  • I really wanted to put this into Depends (3/5), but the existence of Silver Lining can be devastating if you never built your Guard to have that HP-halving trait. It's especially bad if you based your Tank to commonly have depleted HP, but not to such a low degree that they can be one-shotted out of bad RNG or placement. It's doubly worse if you also get an other stat-decreasing Trait on top of Silver Lining (Creed/Active Armor). They may have some boon to aid you while in the <50% HP, but due to the sheer absurd damage output that occur on Chapter 5 onward, having your one Tankiest unit be at half their HP can spell doom far more often than expected. Just use the Stone for a Lizard mount. More health, Movement, and utility.

Should Hunters get Moon God? Worth the Risk
  • One of the few Class categories of the entire game that can safely roll with Moon Lord without any sort of penalty (unless they're removing a Bloodline Trait they started with). The only questionable trait you can roll into is Binding Shot, and an immobilized enemy usually means a useless/dead enemy. You can even luck out and get them Chance Attack, a Class-defining Trait that should ALWAYS be on your Hunters, if you not gotten it already. Its unfortunate this still remains in the "Worth the Risk" category because the Moon God cost of a Prayer Stone against the great movement buff of the Snake Cavalry prevents this from being an ALWAYS pick. Give it a go, if you don't got the Event or Snake to fork the stone over.

Should Scouts get Moon God? Depends.
  • With the Traits listed, you'd think this would be a shoe-in to ALWAYS hand Scouts the Moon Lord Trait (if they don't have a better Bloodline trait), especially with Synergy and Dazzling Leaf being incredibly good Traits? As true as this is, there's been situations where the Traits gained can either have little effect to their potential, or at worse, cause more RNG shenanigans to occur. This is mainly out of Camoflauge and Flash Step, that both can alter how you use your Scouts during Enemy's Turns. Camo, as good as it is providing evasion, also rids of any tile under it, including Towers. And Flash, as good as it can be to building a Dodge tank, can massively become a double-edged trait, where the random warping can place them to a suicidal-position. Worse still, if you manage to get the King Calvary Event, the choice of marginally-better Trait adds, or a Scout unit with Flying, you'd be silly not to take the Flying GF.

Should Priests get Moon God? Depends.
  • Bruh, them summons are stupid strong under the right Traits, and can get even stronger by even more of those traits randomly slapped onto them, to just make them even MORE STRONGER. There isn't a bad trait to gain, only those that clear the map faster than you expect, which just means winning more. If you gotten Beastialize beforehand, any Priest-specific Traits not only boosts the summons, but YOUR PRIEST as well. So why is the rating at Depends? Well, Bee Calvary exists. A Flying Upgrade to your already powerful Priests, that ALSO get a massive movement buff to boot? As great as almost guaranteed buffs through RNG is, the power of Flying over tiles is too much to give up. Unless you got Prayer Stones to spare.
BRONION - General Traits
Every Bronion Unit has access to these General Traits, alongside their Class-Specific Traits.



Bronion Colossi can learn Traits of the class they're categorized for (under their Name)
When Forged, their Level equals the highest level of the Units used to Forge. Takes 2 Unit slots to deploy in battle.
Bronion - Warrior Traits
Default Traits



Warrior Traits


Bronion - Guard Traits
Default Traits



Guard Traits

Bronion - Hunter Traits
Default Traits



Hunter Traits
Bronion - Scout Traits
Default Traits



Scout Traits

Bronion - Priest Traits
Default Traits



Priest Traits
Bronion: Moon God Recommendations


PRIMER: Ratings is judged against the cost for a Moon God Trait, or creating the Class-Appropriate Colossus equivalent. Your Mileage May Vary.

Quick warning that none of these ratings are ever going to ALWAYS because of the existence of Riposte, that is a very damning trait on the highest difficulty. Even if it's a single trait out of 15+, handing any enemy a boon in damage just for ignoring armor becomes too niche of a tradeoff. Armor-tanky foes become less frequent as later chapter foes get instead a large increase to their HP or some ATK-reducing/HP-gaining Traits, especially latter bosses. Armor-piercing becomes a niche buff except for certain circumstances, to where you rather have a unit already built for the job, than just being handed that task out of RNG. That said-

Should Warriors get Moon God? Depends.
  • Bronion Warriors are probably the only class of this Clan that are otherwise underwhelming without the Mutate Trait. Not that an Armored Warrior cannot exist, with the Break Trait entirely committing to building around Armor in mind. However, you probably have Guards far better suited for full tanking, than having pseudo tanks that are better off going full damage (as their Main Trait is mainly about Damaging a single target, or a wide area). So because of this, handing them two RNG traits isn't a bad idea, with most being buffs to their damage-focuses traits. The only possible stinkers are Defense Convert and Resonate, that has their ATK dip or cause positioning issues, respectively.
    UNFORTUNATELY the Tiger Colossus exists. A devastatingly powerful unit that can solo maps with its sheer ATK and Mobility alone. And if you hand it Mutate AND Brunt (his teleport counts as movement), you'll be hard-pressed to find any non-boss area that can stop it.

Should Guards get Moon God? NEVER.
  • Coming off from the class that requires Mutate, this is the one class you NEVER want to give Mutate or worse, Liberate by RNG. All of the Guard classes entirely have their Main Trait centered around Armor, and nearly every Class-specific Trait are about Armor. If RNG decides to hand you Liberate or Mutate/Attack Convert, you just lost your Tank (or half a Tank, if the latter). I've had a beautiful Gold Stone die immediately upon getting Liberate from Moon God, and that has probably tainted me from ever handing them the Bloodline out of PTSD. There's very few Guard Traits that are not focused on Armor, and the Moon God Bloodline will just make this niche unit impossible to work with. Just don't. Get them Death God or the Tprtoise Colossus instead; the Moon don't shine on them.

Should Hunters get Moon God? Worth the Risk.
  • Like the Ninelie Hunters, the Bronion Gunners benefit entirely off from getting RNG-added traits to them without much tradeoffs. You may get acidic shots that can alter advancement plans, or unwanted attack debuffs for armor, but nearly all other Traits are a buff for them. There can be contention if you have gotten Bolt Structure, that halves your Ammo Counts for more Damage. It can be a major nuisance on the Blade Hunters that are better built with more Ammo. However, any sort of DMG buff is always welcome, especially as the latter Chapters has more tanky enemies coming. In numbers.
    Even with the existence of the Dragon Colossus, handing your Hunter two random Traits every rout isn't a bad idea. Dragon can be an extremely damaging unit if RNG is in your favor or your against many targets. But having a Hunter with 2 beneficial traits AND most importantly, another Heroine in the party, can be worth more than the Colossus in question.

Should Scouts get Moon God? Bruh.
  • Look. I like explosions. I like nuclear AoE potential. I like ninja midriffs. But the Bronion Scouts are probably the worst class of the entire game, and that's because their bombs are far too situation and inconsistent to ever capitalize in the latter levels. Even if you built your Scout to spit out as many bombs as a B-17, you're still having to deal with the unfortunate truth that a Bomb is taking up a space, and therefore possibly taking a very tactically-important space with it. AND WORST OF ALL, wanting to place the Bombs in a desired spot is a nonsensical mess!! Just hand them the Moon God trait cause this is more out of pity than necessity; the Bronion Scouts need all the RNG help they can get. And yeah, Pearl, Indigo, and especially Rosefinch have Bombs that damage your own units. So...

Should Priests get Moon God? Too Risky.
  • Priests are in a weird place where a good RNG pull of Traits can make an already-built Priest be even more of a utility goddess that no team should go without one. BUT bad RNG can make them into a very unpredictable unit that has their reliance become a pop quiz. God help you if they get Simple Works if you never planned on them having it. That trait alone, along with Mutate and Liberate, can really hamper what otherwise was a surefire healer/fortifier become an uncontrollable random-tile-generator-lunatic. Even if you built them with Simple Works as a core trait, having Traps and Bows randomly being a thing they can generate ON TEAMMATES is probably not wanted. As if Moon Lord had any other problems, its competing against the Kylin Colossus, that generates the most absurd buff in the game in the form of free DMG for just FIGHTING. The thing this entire game is about.
EVERNIGHT - Warrior Traits
Default Traits



Warrior Traits

Evernight - Guard Traits
Default Traits



Guard Traits

Evernight - Hunter Traits
Default Traits + Elemental Combinations




Hunter Traits

Evernight - Scout Traits
Default Traits



Scout Traits

Evernight - Priest Traits
Default Traits



Priest Traits

Future Plans
  • Add Traits of the Neutral Units Liulu/Shooter, Matisse, and Rose in the near future.
  • Willing to add Traits/Stats of Summoned Units from Heroines, if enough attention is wanted for it.
  • Willing to expand upon Traits specifications, for there are few Traits that are mis-translated or lacking information outside of Encounters, and causes annoyance in battles(Gold Stone's Default Trait is Surrounding, instead of Adjacent, for example).
  • If possible, create a Tier List of Heroines and their best Traits/Bloodlines to learn for maximum efficiency for the 7th Chapter Story Mode, and the Abyss Mode, to which I believe is the hardest challenges of the game. Subjective input, obviously.

Thank you for seeing through the end of this Guide! It's honestly my first ever in the 10 years I've been on Steam and was willing to make it for my love of this game. Honestly needs more attention for the pathetically low price cost!
2 Comments
Gariwald 30 Dec, 2023 @ 2:55pm 
Thanks for the guide! It's nice to be able to just look at every trait in one place.
Crash [LV] 21 Oct, 2023 @ 1:33pm 
"all unit"

Where are the opponent traits ?