In RPG MAKER WITH, Traits are what sets your characters and classes apart from other characters and classes in your game. Read on to learn the different kinds of Traits you can set for your characters, classes, and enemies, as well as what what each of these traits do!
In RPG MAKER WITH, Traits are what sets your characters and classes apart from other characters and classes in your game. Read on to learn the different kinds of Traits you can set for your characters, classes, and enemies, as well as what what each of these traits do!
List of Contents
Traits are what make characters unique in RPG MAKER WITH. For instance, you can make a Swordsman deal high Attack damage and have access to Physical Skills but have low Magic Attack and Max MP.
You can make a "Tracker" class that halves the chance of random battles on the overworld map because they know how to avoid animals, or you can make a cleric that deals Holy Element damage with their attacks. The possibilities are limited only by the Elements, Skills, and other factors you've defined in the game's Database.
To find a character or character class' traits, simply go to the Database via the Submenu. From the Editor, press the ZL Button and select Go to Database. There, you will find the Actor and Classes lists. Each of the entries in those lists has a tab for Traits that you can edit at will.
Character Class Settings Explained
Feature | Explanation |
---|---|
Element Rate | Sets the percentage of how much or how little damage the character/character class/enemy takes from a specific Element. Elements are attributes like "Fire," "Water," and "Earth" and can be defined in the Elements List under "Types" in the Database. Set at 100% by default. If it is set lower than 100%, the character/character class/enemy takes less damage from the element. If it is set higher than 100%, then the character/character class/enemy takes more damage from the element. |
Debuff Rate | Sets how successful debuffs against a character/character class/enemy stat will be such as Max HP, Max MP, Attack, Defense, Luck, etc. Set at 100% by default and works like Element Rate (a lower number means smaller chances of getting debuffed, higher number means a bigger chance of getting debuffed). |
State Rate | Sets how vulnerable a character/character class/enemy is against a status effect such as Poison, Blind, Silence, Sleep, etc. Set at 100% by default and works like Element Rate and Debuff Rate. |
State Resist | Sets whether or not the character/character class/enemy is completely immune to the specified status effect. |
Determines the multiplier for a specific Base Parameter of a character/character class/enemy such as Max HP, Max MP, Attack, Defense, Magic Attack, Magic Defense, Agility, and Luck. All of these are set at 100% by default. The higher a Parameter is than 100% the more effective it is. If the Parameter is set lower than 100%, the less effective it becomes.
Feature | Explanation |
---|---|
Max HP and MP | Sets how much HP or MP a character/character class/enemy can hold. |
Attack and Magic Attack | Sets how much damage a character/character class/enemy deals in battle. |
Defense and Magic Defense | Sets how much damage a character/character class/enemy takes in battle. |
Agility | Sets a character/character class/enemy's place in the order during battle. The higher the number, the sooner the character gets to act within a given turn. |
Luck | Sets how successfully the character/character class/enemy can apply status effects, buffs, and debuffs. |
A set of parameters that decide how the character/character class/enemy evades damage, deals critical hits and regenerates HP, MP, and TP.
Feature | Explanation |
---|---|
Hit Rate and Evasion Rate | Hit Rate sets the success rate of any physical attacks made by the character/character class/enemy, while Evasion determines the character/character class/enemy' chance of evading a physical attack. These stats only affect physical attacks; magical attacks and critical hits are unaffected by these stats. |
Critical Rate and Critical Evasion | Just like Hit Rate, Critical Rate sets the chances of your character/character class/enemy to deal a critical hit. Critical Evasion meanwhile works like Evasion Rate, but for critical hits instead of physical attacks. |
Magic Evasion | Sets the chance your character/character class/enemy will evade a magical attack. |
Magic Reflect | Sets the chance your character/character class/enemy will reflect a magical attack back to the caster. This counts for both damage-dealing magic spells and healing spells, so you might not be able to heal a character/character class/enemy with too high magic reflect with healing spells. |
Counter Attack Rate | Determines a character/character class/enemy' chance to deal a physical attack after getting hit with a physical attack from an enemy. |
HP/MP/TP Regeneration | Sets how much HP/MP/TP a character/character class/enemy regenerates per turn in battle or every 20 steps outside of battle. |
A range of parameters that affect which among your party members gets targeted during battle, the effectiveness of healing inside and outside battle, and effects outside of battle.
Feature | Explanation |
---|---|
Target Rate | Sets the odds of whether or not the enemy will target this specific character/character class/enemy in battle. Set at 100% by default. The lower it is, the lower the chances that the character/character class/enemy will be targeted by the enemy. The higher it is, the higher the chances that the character/character class/enemy will be targeted by the enemy. |
Guard Effect | Sets the effectiveness of the "Guard" skill. Set at 100% by default, which means the damage taken will be reduced by half. Increasing it beyond 100% increases the damage reduction while setting it lower makes the character/character class/enemy take more damage. |
Recovery Effect | Determines how effective healing via magical spells is on the character/character class/enemy. |
Pharmacology | Sets how effective healing items are when used by the character/character class/enemy. However, the game only recognizes the Pharmacology of the character with the highest percentage. For example, if your character uses a potion that heals 100% of your HP but someone in your party has 300% Pharmacology, then your character gets healed equal to 300% of their HP. |
MP Cost Rate | Sets how much MP skills cost when used outside of battle. Set at 100% by default, which means the MP cost for a skill used outside battle will be equal to how much MP it costs in battle. If you set it to 50%, that skill's MP cost outside of battle will be halved. |
TP Charge Rate | Sets how fast your character/character class/enemy charges TP or Tactical Points during a battle. Think of TP as being similar to the points you need to use Limit Break skills in Final Fantasy VII. Depending on how you set it, the more TP you have, the more special skills become available at your character's disposal. |
Phys Damage | Sets how much physical damage a character/character class/enemy has from a skill or item. |
Magic Damage | Same as with Phys Damage, but for how much magic damage a character receives from a skill or item instead. |
Floor Damage | Sets how much damage a character/character class/enemy gets from floors that cause damage (like traps). |
Experience | Sets a multiplier for how much EXP the character/character class/enemy gets from battles. |
These values all concern what happens when the character/character class/enemy uses the "Attack" command during battle.
Feature | Explanation |
---|---|
Attack Element | Sets the Element in which the character/character class/enemy' attack will be when using the Attack command. |
Attack State | Sets the Status Effect inflicted by the character/character class/enemy' attack when using the Attack command. |
Attack Speed | Sets how fast an attack using the "Attack" command will be during battle. |
Attack Times+ | Sets how many times an attack with the "Attack" command will hit. Goes between 9 and -9. |
Attack Skill | Sets whether or not the character/character class/enemy will do a specific Skill when the "Attack" command is made. Skills can be set in the Database. |
Feature | Explanation |
---|---|
Skill Type | Sets a Skill Type that the character/character class/enemy is allowed to use. Skill Types can be defined within the Database. |
Seal Skill Type | Prevents a character/character class/enemy from using a specific Skill Type and the Skills associated with it. |
Add Skill | Adds a specific skill to the character/character class/enemy' skillset. Make sure the user meets the prerequisites of the skill in question to be able to use it. |
Seal Skill | Prevents a character/character class/enemy from using a specific skill. |
Feature | Explanation |
---|---|
Equip Weapon | Unlocks a specific Weapon Type for this character/character class/enemy. For example, you can set whether a Swordsman is allowed to use Bows or Crossbows on top of Swords and Daggers. |
Equip Armor | Similar to "Equip Weapon" but with Armor Types instead. For example, you can set whether a Swordsman is allowed to use Heavy Armor on top of Light and Medium Armor. |
Lock Equip | Locks a specific Equipment Slot, preventing the character/character class/enemy from changing any equipment that's already in the specified slot. |
Seal Equip | Seals a specific Equipment Slot, preventing the character/character class/enemy from putting any piece of gear in that slot. |
Slot Type | Edits the character/character class/enemy' Equipment Slot, though the only options here are "Normal" (only allows a character to have 1 Weapon and 1 Shield equipment slot) and "Dual Wield" (allows a character to have 2 Weapon equipment slots at the cost of the Shield). |
Feature | Explanation |
---|---|
Action Times+ | Sets the chances of a character/character class/enemy to make multiple actions per turn. |
Special Flag | Divided into Auto Battle, Guard, Substitute, and Preserve TP. Auto Battle makes the character fight on their own without player input, while Guard makes them use the Guard command without player input. Substitute makes them take damage for allies that have 25% HP or less, while Preserve TP saves the TP they gathered during their current battle and lets them use it in the next one. |
Collapse Effect | Sets the visual effect shown by an enemy when defeated. This only applies to enemies, not player characters. |
Party Ability | Sets what kind of party skill the character/character class/enemy brings to the party as it traverses the game. Half Encounters makes the party encounter random battles only half as often, while No Encounters reduces the chances of a random battle to zero. No Surprise ATK prevents the party from getting a surprise attack from enemies, while Raise Preempt increases the party's chances of ambushing enemies with a preemptive strike. Gold Double and Drop Item Double double the amount of post-battle Gold and Item drops from enemies respectively. |
All Intermediate Guide Articles
Core Guides | |
---|---|
Intermediate Guide Part 1 |
Intermediate Guide Part 2 |
Tips and Tricks | |
---|---|
How to Make a Switch | How to Use Map Foregrounds and Backgrounds |
How to Change Event Text Color |
Core Guides | |
---|---|
Beginner's Guide Part 1 | Beginner's Guide Part 2 |
Tips and Tricks | |
---|---|
Map, Event, and Switch Naming Tips | How to Use the Flood Fill Tool |
Core Guides | |
---|---|
Advanced Guide Part 1 | Advanced Guide Part 2 |
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