Trait Cost  Description Flaw Cost  Description
Magically Resistant 3  +15% magic resist Susceptible To Magic -3  -15% magic resist
Mentally Fortified 3  +15% mental resist Mentally Frail -3  -15% mental resist
Poison Resistant 3  +15% poison resist Poison Intolerant -3  -15% poison resist
Magic Talent 3  +20% focus Magically Inept -3  -20% focus
Robust 3  +15% health and stamina Fragile -3  -15% health and stamina
Hearty 3  Takes 10% less physical/elemental damage Brittle-Boned -3  Takes 10% more physical/elemental damage
Mighty 2  +10 max strength, -1 strength cost Feeble -2  -10 max strength, +1 strength cost
Balanced 2  +10 max agility, -1 agility cost Clumsy -2  -10 max agility, +1 agility cost
Deft 2  +10 max coordination, -1 coordination cost Uncoordinated -2  -10 max coordination, +1 coordination cost
Brilliant 2  +10 max intellect, -1 intellect cost Befuddled -2  -10 max intellect, +1 intellect cost
Willed 2  +10 max mentality, -1 mentality cost Weak-minded -2  -10 max mentality +1 mentality cost
Keen Sight 2  +10 max perception, -1 perception cost Poor Eyesight -2  -10 max perception, +1 perception cost
Charismatic 2  +10 max charisma, -1 charisma cost Unattractive -2  -10 max charisma, +1 charisma cost
Fast Healer 2  Faster bio-regeneration rate Slow Healer -2  Slower bio-regeneration rate
Pioneer's Spirit 2  +10% climbing, swimming Unadventurous -2  -10% climbing, swimming
Natural-Born Fighter 2  +5% evasion, parry, shield use Pacifist -2  -5% evasion, parry, shield use
Lucky 1  Find extra treasure from hunting Unlucky -1  Find less treasure from hunting
Quick Recovery 1  Stuns are shorter Dazed -1  Stuns last longer
Enduring Sight 1  Magic/mental blindness powers always fail Atrophied Eyes -1  No resistance at all to magic/mental blindness
Endure Elements 1  Elemental damage -10% Fear Elements -1  Elemental damage +10%
Fortunate Mutation 1  Potions 25% more effective Genetic Flaw -1  Potions 25% less effective
Resilience 1  Combat hits suffered are -10% chance critical Bloodgiver -1  Combat hits suffered are +10% chance critical
Equilibrium 1  +1 max possible balance Accident Prone -1  -1 max possible balance
Sentinel 1  +10% streetwise, tracking Oblivious -1  -10% streetwise, tracking
Rugged 1  Encumbrance maximum +15% Weak Back -1  Encumbrance maximum -15%
Racial Traits Cost  Description Racial Flaws Cost Description
Sala'Reivaa's Blessing (Alteri) 5  Learn 1 extra spell & psi power, +10% focus, innate sense danger ability. The Loshei's Bane (Alteri) -5  -25% focus, -35% stamina
 Ekoe's Embrace (Eolai) 5  Chance to miraculously survive great damage, 10% less chance to be struck by critical hits Branded As Ilafaish Fanatic (Eolai) -5  Shop / healing costs +20%, -10% streetwise and persuasion skills
High Birth (Human) 5  +5 charisma, intellect, mentality, +15 max possible intellect and mentality Poor Bloodline (Human) -5  Experience pool 50% smaller
Ki Rturil Blood Rite (Darju) 5  -50% bloodloss, -25% poison damage, +5% inflict critical hit Gemrem's Gaze (Darju) -5  Randomly afflicted by Gemrem's Insanity, -10% mental resistance
Moshan Pako Ritual (Jaddan) 5  +10% physical / +25% elemental resistance Runn Puhn's Affliction (Jaddan) -5  -35% elemental resistance, -10% physical resistance
 Trait Notes:      
 - No more than five total traits may be selected.  Any number of flaws may be selected.  
 - Traits may only be selected if sufficient points are available.    
 - Each player will have no points until flaws are chosen to "earn" usable points.    
 - Opposing flaws may not be chosen with the corresponding trait.  For example, one cannot be both lucky and unlucky.
 - Both one's racial trait and flaw may be selected at the same time if desired.    
 - Traits and flaws particular to a race may only be selected by that race.    
 - In some cases, damage resistances may not "stack" with other forms of resistance such as spells as no resistance can exceed 80%
 - Existing characters choosing traits and flaws may be permitted to retrain their stats (but not skills).
 - All other bonuses do stack with profession and race bonuses, as well as spells and other beneficial effects.