Traits are grouped by what they respond to. The kind determines the category of input and therefore what kinds of player choices will satisfy or frustrate this character.
MAT
Material
Substance Preference
Reacts to the material domain of carried, equipped, or nearby items. A character with a material trait favouring metal is more comfortable when armed and armoured in steel than when clad in cloth and leather.
SML
Smell
Scent Sensitivity
Reacts to active smells on carried, equipped, or nearby objects. A character who finds the smell of herbs pleasant gains comfort when their pack contains freshly gathered plant materials; one who finds blood offensive loses comfort after a messy fight.
WLD
World
Environmental Mood
Reacts to the broader environment the character currently occupies: underground or open sky, day or night, heat or cold, flooded rooms, and filthy gear. It also covers natural and man-made places. Natural places are wild country and caves. Man-made places are anything built, such as interiors, dungeons, villages, and city streets. A character may favour one and dislike the other.
BHV
Behavior
Social Disposition
Reacts to the current social or combat situation: whether the character is alone, in company, in active conflict, or at rest. A character who prefers solitude may lose comfort when surrounded by party members; one who fears isolation may lose it when travelling alone.
ITM
Item Type
Object Affinity
Reacts to the category of items carried, equipped, or nearby: weapons, armour, jewellery, books, and so on. A character who is uncomfortable carrying weapons still carries them when necessary, but the comfort cost is real and ongoing.
ACT
Action
Practiced Habit
Reacts to specific actions the character has recently performed: running, sneaking, attacking, casting, crafting. The comfort effect persists for a short window of turns after the action occurs, then fades. A character who dislikes violence will feel that discomfort for several turns after every attack made.
FOD
Food
Culinary Preference
Reacts to specific foods consumed. A character who loves mushroom stew gains comfort for several turns after eating it; one who dislikes salted meat loses it. The effect is temporary and fades with the turns, making food traits a renewable source of positive or negative comfort depending on what is available.
CON
Consume
Consumption Habit
Exclusive to Orcs with the Consumer perk. Reacts to the material composition of inedible items eaten: bone, glass, oak, iron, and so on. Consume traits are always positive; Orcs gain comfort from chewing through their surroundings. The effect lingers for several turns after each consumption.
ENM
Enemy Type
Combat Disposition
Reacts to the sub-type of enemies present in adjacent or current rooms: humanoid, undead, animal, beast, or magical. Comfort fires once if any matching enemy is nearby, regardless of how many. A character who fears the undead will feel that cost in every room where undead linger; one who relishes hunting beasts will feel a quiet thrill.
RCE
Race
Ancestral Affinity
Reacts to the race of nearby enemies and NPCs: Humans, Elves, Dwarves, Orcs, Drow, or Heffith. Most characters are biased toward an opinion about their own kind, though the trait can fall either way. "Mistrusts Orcs" costs comfort whenever an Orc is present; "is fond of Dwarves" rewards it. For NPCs, the same attitudes also colour the first impression formed when two people meet.
CND
Condition
Martyrdom
Pays out while the character is hurt, meaning at half health or less. Martyrdom is always a benefit, never a penalty. Clerics, paladins, and followers of Acclimeath or Clevesion are the likeliest to roll it.
WTH
Weather
Sky Disposition
Reacts to the current weather: rain, storm, clear skies, or clouded skies (cloudy and overcast). It only applies where the sky is visible, so a character underground or indoors feels nothing from it.
LAC
Location Action
Chosen Labour
Reacts to the work done at a location: foraging, searching, fishing, mining, woodcutting, or farming. The effect lasts for 3 turns after each attempt, whether or not the attempt succeeds. Searching also covers rummaging through dirt and clutter.
ELM
Element
Elemental Affinity
Reacts to items that grant a specific elemental damage or protection: fire, ice, acid, holy, or dark. The effect applies once for each matching item carried or equipped. A character may feel powerful fighting with flames, or prefer gear that protects against darkness.