Artificial Academy 2: Traits
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all characters are at least 18
- Character Creation
- Personalities
- Traits
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Trait translations have been worked on by different translation teams, so like the personality names, the trait names will depend on the translation you use - the one provided by Hongfire and the one provided by /hgg/. Like the personality names, if it is not marked with a specific indicator of which team did it, it is the same in both translations. Any notes that are in brackets are currently unconfirmed, and need more testing to confirm if the case is true.
Contents
First Row
Easygoing
- Easier to raise love points and chemistry.
Loyal Friend / Affable
- Easier to raise friend points.
Bad with Guys
- Negative modifier to action success rate and point increase when successfully dealt with guys.
- Will not interrupt guys.
Bad with Girls
- Negative modifier to action success rate and point increase when successfully dealt with girls.
- Will not interrupt girls.
Second Row
Charming
- Positive modifier to relationship point.
- NPCs will seek this character for interaction but are also more likely to interrupt conversations.
Tsundere
- Decreases the chances of successful "let's __ (e.g. study)" action.
- [Might increase chance of getting slapped.]
- [May temporarily swing from high to low on mood and % chance.]
Courteous / Chivalrous
- Increases the chances of successful "let's __ (e.g. study)" action.
Groupie / Trendy
- Increases the chances of joining any group activities.
Third Row
Obedient
- Rarely refuses the 'encouragement', 'group', and 'follow' options.
Optimistic / Positive
- Prone to positive moods.
- Bonus to cheering others up.
Shy
- Harder to accept physical contact and H action in the presence of other people.
Jealous
- Increased chances of interrupting conservation.
Fourth Row
Pessimistic / Melancholy
- Prone to depressed moods.
Lewd / Perverted
- Prone to horny moods.
- Increases the frequency and the success rate of lewd actions and topics.
- Easier to raise chemistry.
Serious
- Goes to school earlier.
- Starts the day in the club room/area.
- Very low chance of skipping class.
- Visits clubs regularly at least once in every session (same as diligent characters visit library).
- Rate of improving athletics is greatly increased.
- Increased chances of interrupting H.
Calm
- Lesser emotional variation.
- More stable mood.
- Resistant to angry moods.
- Decreased chances of interrupting conservation.
Fifth Row
Impulsive
- Easily changes moods, bad or good.
- Moods have more effect on favorability to everyone.
Daydreamer / Absentminded
- Reduced movement speed.
- Late to arrive at school and early to leave.
- If a teacher, may randomly be first or last to arrive, but always leaves last.
Violent
- Prone to angry moods.
- More likely to start a fight with characters he or she hates.
Passive
- Unlikely to initiate H conversation or actions.
Sixth Row
Meddlesome
- More likely to offer massages and cheer up or calm down other characters.
Class Prez
- Unlikely to take part in Teacher-student sex.
- May get teachers fired if he or she catches them having sex.
- Increases the frequency of "everyone, let's ___" actions.
- [Teachers might like you more.]
- [Might be able to break up H in the open without negative impact on relationship with that character.]
Chatty
- Increases frequency of triggering conversation.
- Increases frequency of gossiping rumors, good or bad, but not their success rate.
Always Hungry
- Can eat multiple times during one period.
- Talking about food has increased success rate.
- Hungry NPCs tend to loiter in cafeteria.
Seventh Row
Passionate / Romantic
- The success rate for discussing "Love" is doubled.
- Increases the frequency of hug/kiss/confess/date with their lover.
Faithful / Singleminded
- Refuses hug/kiss/touch interactions until is in a relationship.
- Depending on virtue they may still have more than one lover but characters with Highest virtue characters will remain faithful to only one lover.
Indecisive
- Ambiguous, unlikely to choose either of two competitors for the character's attention.
Competitive
- More likely to challenge enemies.
- More likely to compete when interrupting.
Eighth Row
Deceptive / Scheming
- Increases the chances of spreading/successful bad rumors.
- Increases the chance of forcing exploitable characters as of v2 update.
Diligent
- Increases the frequency of going to library.
- Increases the success rate of accepting "Let's study".
- Increases the chance of bonus from study/sport/club activities.
Cuts Class / Wild
- Increases the frequency of skipping school/requesting hang-out and the successful chances of accepting it.
- Greatly increases favorability to those who skip with them.
- May invite you to skip the class.
- May invite you to have sex in the infirmary.
Masochist
- Abusive actions increase relationship points.
Ninth Row
Sweaty
- Body becomes noticeably shiny.
- Increased chances of visiting Shower Room.
Evil
- Will never break up with, or permit a break up from, any lover.
- Will target for death any lover if their favorability drops low enough to break up.
- Will target for death anyone they witnessed having sex with their lover. See Events Section for murder details.
- Can force sex on the player.
Deaf
- Has an extra option ("What?") that has same effect as "No" but with lower decrease on relationship points.
Exploitable
- Prone to forced sex.
- Deceptive NPCs harass exploitable characters more often as of v2 update.
- An Exploitable who has been forced has 999% to follow the forcing character, and 150% to accept forced sex on the spot, though grudgingly.
Tenth Row
Asexual
- Decreased success rate of ero topic conversation and ero gains from physical contact decreased.
- Girls will never get pregnant nor will have any pregnancy-related dialogue, not even on high risk days. (this does not apply if you force every day to be high risk from the options menu)
Lucky
- Increased chances of "ecchi" contact during massage
- Increased chances of getting away with murder.
- Increased chances of surviving murder attempts.