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Re://Adventures Traits
Traits decide how good a unit really is. Learn what they are, how to roll them, and when to stop.
Traits are modifiers attached to units that change how the unit performs — a damage trait, an economy trait, a survival trait and so on. Because they are random, the real strategy is in which trait you keep and when you roll again.
What traits actually are
- Modifiers, not units — a trait changes how an existing unit performs; it does not create a new unit.
- Random on summon and on reroll — that randomness is the reason tokens exist (see Rerolls).
- Role-dependent value — a trait that is excellent on a boss unit may be wasted on a wave-clear unit.
Getting and changing traits
- Obtain — units arrive with a trait from summoning or rewards.
- Evaluate — score the trait against the unit's role (physical / magic / support / economy).
- Reroll — spend a reroll token on a unit to replace its trait (see token sources and stop rules in the Reroll guide).
- Lock in — once the trait fits the role, stop rolling that unit and save tokens for the next one.
Keep-or-roll: a decision rule
- Keep if it fits the role — the trait amplifies what the unit already does.
- Roll if it contradicts the role — an economy trait on a boss unit is usually wasted value.
- Roll only with a budget — decide how many tokens a unit is worth before you start; stop at that budget.
- Never roll a trait you need — a decent fit today beats an ideal fit that may never come.
FAQ
FAQ
Common questions about this topic.
What do traits do in Re://Adventures?
Traits are random modifiers that change how a unit performs. The strategy is choosing which to keep and when to reroll.
How do I change a trait?
By spending a reroll token on the unit — sources, costs and stop rules are on the Trait Rerolls page.
Is a rare trait always better?
No. Role fit beats rarity: a fitting common trait out-performs a mismatched rare one on the same unit.