[Perilous Terrain] - the first time a unit enters a region with this trait or starts a round of downtime there, that unit suffers 10 casualties. A unit performing Reconnaissance on a region with this trait suffers 5 casualties instead of 10.
[Difficult Terrain] - a region with this trait counts as two for the purposes of the Move action.
[Shroudland] - a region with this trait has been claimed by the darkness. Regions with this Terrain Feature inherently have the same effects as regions with the [Perilous Terrain] feature and start as hidden/unrevealed. The only way to remove this Terrain Feature is via the Reclaim action.
[Anomaly] - units in a region with this trait can perform the Investigation action. An anomaly is anything that is unusual or out of place in a region. Examples include: A nefarious tower, a profane ritual site, an ancient, crumbling library, etc.
[Deadgate] - "Abandon all hope, ye who enter here" - units in a region with this trait suffer 3 times as many casualties as normal Perilous Terrain, and the likelihood of Bloodless units spawning there in Downtime are 100%.
[Dungeon] - units in a region with this trait can perform the Delve action. Dungeons may have different attributes and loot depending on what type of Dungeon it is. Examples include monster lairs, catacombs, abandoned mines, etc. When a unit is ordered to Delve a Dungeon, there is a chance they will suffer casualties in addition to recovering resources. But the resources gained are valuable and the Twiceborn of that Faction will get additional resources in game from this action.
[Enclave] - units in a region with this trait increase their Defense by 20 when targeted by an Attack action. Additionally, units taking a Defend action in a region with this trait recover 20 Health up to their maximum. (Mechanical note: unlike the resupply provided by the Defense action in other regions, resupplying in an Enclave can restore a unit to full Health)
[Fallen] - an [Enclave] region with this trait cannot have its stability raised from 0 by any means other than the Reclaim action.
[Ruin] - units in a region with this trait increase their Defense by 10 when targeted by an Attack action. Additionally, units taking the Defend action in a region with this trait, recover an additional 10% of their missing Health. Examples include an abandoned fortification, the husks of old settlements long scoured clean by scavengers and time, and other defensible locations that provide a modicum of shelter even in the wilds.
[Arcana Obscura] - this unit gains two additional pieces of information when performing the Investigation action.
[Bloomguard] - this unit has access to the Reclaim action which raises the Stability of a region by 20, even from 0, when it is performed.
[Enclave] - this unit can only ever take the Defend action
[Lanternward Striders] - when a unit with this trait performs the Reconnaissance action, this unit takes 50% less casualties than normal.
[Oathsworn] - when this unit performs the Attack action, it increases its Defense by 5 and increases its Attack by 10.
[Runewrights] - when this unit performs the Delve action, it receives up to twice the usual resources for a successful result and is 50% more likely to have a successful result from a Delve action.
[Delver] - when a unit with this trait performs the Delve action, it receives 2 additional resources for a successful result and is 25% more likely to have a successful result from a Delve action.
[Inquisitor] - when a unit with this trait performs the Investigation action, it receives 1 additional piece of information.
[Scout] - when a unit with this trait performs the Reconnaissance action, this unit takes 30% less casualties than normal.
[Sentry] - when a unit with this trait performs the Defend action, it increases its Defense by an additional 10. If it is within an Enclave and takes the Defense action, it increases its Defense by an additional 20.
[Vanguard] - when a unit with this trait performs the Attack action, it increases its Attack by 10.
[Bloodless] - this unit heals 5 Health when not in combat. This unit heals 10 Health after inflicting casualties, unless this unit was destroyed as a result of combat.
[Monster] - casualties inflicted by this unit are always calculated as if it was at full Health.
[Unique] - traits will vary