Summary

The Elder Scrolls equivalent toFallout Shelter, The Elder Scrolls: Castles gives you the chance to manage and observe the days of dozens of subjects in a castle in Tamriel, ultimately responsible for their lives.

Each of these characters comes with at least one trait, and that trait usually has some positive and/or negative effect on the character, those around them, and ultimately, the rest of the castle. Some of those traits can be truly terrible, but others are really helpful to keeping everything running smoothly.

10Haunted

Occasionally Chased By A Ghost

While being stalked by an ethereal counterpart might not sound particularly productive, there are plenty of other traits that are far worse than this. In terms of losing production, it’s at least humorous to watch someonerun in terror from a ghost.

And hey, this ghost isn’t just here for tomfoolery. It might scare the one that’s being haunted away from their job, but someone’s got to pick up the slack. Sometimes that someone is the ghost, who will do the job themselves.

9Jester

Tells Jokes Of Varying Taste

Subjects can be in good moods or bad, and subjects in bad moods can be a problem to deal with. They might be difficult to be around, they might be less productive, or, they might promote regicide.

One way tocheer people up is to tell jokes. Someone with the Jester trait is going to tell jokes often, and usually, it’s going to do the trick. But sometimes, these jokes might not necessarily endear themselves to those around them, and could worsen things.

8Pyromaniac

Skilled In Any Job Involving Fire, But Might Also Light Fires

Some people can be trusted, and others can’t. It can become a particular problem when the person you aren’t sure you may trust is just so good at what you’re trying to trust them to do, and that is the case with Pyromaniacs.

These Pyromaniacs are great at jobs involving fire, like in the Kitchen, the Furnace, and the Forge. The problem is, every once in a while, the urge might strike to light a fire somewhere a fire ought not be lit. Dealt with quickly, this isn’t the end of the world. Usually.

7Mighty

Great At The Oil Press and Smithy, And Good With Melee Weapons

Onto the traits that have no real downsides whatsoever. The Mighty trait improves someone’s productivity at the Oil Press, and at the Smithy. Stick them here and equip them with the right gear, and there will be no better fit for the job.

They’re also great with melee weapons, so when you’re embarking subjects on quests where they’re swinging sharp objects, consider bringing someone with this trait, as long as you equip them with something melee.

6Perceptive

Great At The Mill And Sewing Table, And Good With Ranged Weapons

Putting people in the right place to do what they do best is much of the work of being a leader, and those with the Perceptive trait belong at the Mill or Sewing table. They’re going to be much more productive here than anywhere else, and can keep you well stocked with clothing items.

Out in the dangers of the world outside, these characters are best with weapons that keep them out of arms reach. They aren’t built for close-range combat; that’s their Mighty counterparts. But put a bow in their hand, and they’re going to cause those bandits headaches.

5Considerate

Great In The Kitchen And Loom, And Good With Protective Spells

Those with the Considerate trait are multi-faceted and can be put in a variety of different scenarios. They’re great in the Kitchen, but they’re also productive at the Loom, which might not seem like they go hand in hand. But both of those positions have a direct result in giving people things that make them happy, so it makes sense.

They’re also not someone who’s going to be out bonking, stabbing, or otherwise violently incapacitating enemies effectively. But they’re aren’t useless outside of the castle walls; they’re the best with Protective Spells, ensuring those who are good at bonking and stabbing can do their job for longer.

4Headstrong

Great At The Furnace And Workshop, And Good With Shields

Those with particularly strong heads belong at the Furnace, or in the Workshop. They’re better at these positions than anywhere else, and that’s a rare quality; there are multiple traits enabling someone to work better in the Kitchen or Loom, but not many for working better in these areas.

Similarly to their Considerate counterparts, Headstrong subjects are pretty good at protecting; they just go about it in a different way. They’re great with shields, enabling them to tank damage effectively, still dealing some of their own, but letting others keep the heat off themselves and fight to the best of their ability.

3Enduring

An Unnaturally Long Life

Everything that lives also dies. But that doesn’t mean death has to come soon, as those with the Enduring trait know well. These subjects live a longer life than their counterparts, which has to be a little bittersweet for them.

That said, it’s nice to have a consistent presence for longer, and the Enduring trait allows you to know what to expect for longer. They’ll be at their post longer than anyone else, and if your Ruler has the Enduring trait, you’ll have a consistent leader for longer, which can be quite nice indeed.

2Tribal

Faster And Furiouser With Family

The unstoppable force of family propels those with the Tribal perk higher, further, and faster when they’re around those who share their blood. Keep them together, wherever they are, and you’re going to get more out of them.

Because traits often get passed down, you could have a whole family that ends of with the Tribal trait, making for a whole unit that’s going to be unlike any other group around. Whether it’s in the Kitchen or out fighting bandits, they do it better together.

1Leader

Helps Coworkers Work Faster

The Leader trait does exactly what it sounds like; when put in a position of power, these characters help everyone around them achieve their best selves. It doesn’t mean everything is going to be sunshine and rainbows, but it does mean things will run smoother when they’re in charge than when they aren’t.

It also means that they’re the emotional leader of their people, too. Their subjects happiness will gravitate in the directions of a Leader’s happiness, so keep your leader happy. If you don’t, you might have a whole lot of people frowning at the same time.