Ok, I went through the trait list in the core file and wrote it all down (you guys owe me an hour )
Rough link here: https://www.dropbox.com/s/qpc9v6go37bpzlp/Trait%20List.txt
Will sort stuff here:
The "Prereq": is the trait that is required for the first item in the list, the secondary items are only requiring the first item (Lethal II only requires Lethal I, not "Path Of The Warrior")
The list is subject to me missing an item or two (I missed "Fast" the first time around), It does get tiresome looking through text mindlessly copying text
The benefits of upgradeable traits are cumulative, level 3 lethal grants a total of +9 bonus to cutting, blunt or piercing attack (2+3+4 = 9)
Path Of The Assassin: (+15 critical chance, +50% critical damage)
Minimum lvl: 4
Vital Strike: (I, II, III) (+2/+3/+4 to critical chance, +20%/+30%/+40% to critical damage)
Prereq: PathOfTheAssassin
Dodge: (I, II, III) (+4/5/6 to dodge)
Prereq: PathOfTheAssassin
Deflect Missiles: (+20 dodge against ranged attacks)
Prereq: Dodge I
Acrobat (+1 dodge per level)
Prereq: Dodge 3
Double Strike: (Allows the unit to use double strike: Attack twice, but at a -30 accuracy)
Prereq: PathOfTheAssassin
Sweep: (Allows the unit to use the ability Sweep: attack all surrounding enemies)
Prereq: Double Strike
Shadowstrike: (I, II, III) (+25%/+25%/+25% defense ignore)
Prereq: PathOfTheAssassin
Precision: (I, II, III) (+5/+10/+15 accuracy)
Prereq: PathOfTheAssassin
Impulsive: (Unit goes first (Unit gets +50 Initiative in the first round of combat))
Prereq: PathOfTheAssassin
Executioner: (I, II, III) (+5/+6/+7 attack vs champions)
Prereq: PathOfTheAssassin
Gamblers Strike: (Allows the unit to use Gamblers Strike: 50% chance to deal triple damage, 50% chance to miss)
Prereq: PathOfTheAssassin
Charge: (+3 moves and +3 attaack on the first turn of combat)
Prereq: PathOfTheAssassin
Marksman: (I, II, III) (+10%/+15%/+20% to pierce damage, and +0/+5/+10 to accuracy)
Prereq: PatfOfTheAssassin
Minimum lvl: (Marksman I = 5) (Marksman II = 7) (Marksman III = 9)
Path Of The Defender: (+20 Weight capacity, +2 hp per lvl)
Minimum lvl: 4
Stun: (Allows the unit to use the ability Stun: normal attack that also stuns the target unless it resists)
Prereq: PathOfTheDefender
Resist Cold: (+50 resistance to cold)
Prereq: PathOfTheDefender
Resist Fire: (+50 resistance to fire)
Prereq: PathOfTheDefender
Obsidian Guard: (I, II, III) (+5/+10/+15 to army's spell resistance)
Prereq: PathOfTheDefender
Medic: (+1 to army's health regeneration)
Prereq: PathOfTheDefender
Shieldwall: (+3 Defense to army)
Prereq: PathOfTheDefender
Guardian: (I, II, III) (+2/+3/+4 to army's dodge)
Prereq: PathOfTheDefender
Hobble: (Allows the unit to use Hobble: Normal attack that laso reduces movement of target by 1, for 3 turns)
Prereq: PathOfTheDefender
Immune To Counterattack: (Unit doesn't suffer from counterattacks)
Prereq: PathOfTheDefender
Immune to Criticals: (Unit doesn't suffer from critical hits)
Prereq: PathOfTheDefender
Endurance: (I, II, III, IV) (+1/+1/+1/+1 hp per level)
Prereq: PathOfTheDefender
Defender: (I, II, III) (+5/10/15 Defense when defending)
Prereq: PathofTheDefender
Path Of The Governor: (+2 growth, and -15% unrest in the city this unit is stationed in)
Minimum lvl: 4
Administrator (I, II, III) (10%/15%/20%) unrest in the city this unit is in)
Prereq: PathOfTheGovernor
Loremaster: (I, II, III) (+1/+2/+3 research per season)
Prereq: PathOfTheGovernor
Merchant: (I, II, III) (+2/+3/+4 Gildar per season, ignores taxes)
Prereq: PathOfTheGovernor
Road Building: (Allows the unit to build roads)
Prereq: PathOfTheGovernor
Path Of The Mage: (-25% mana cost for tactical spells, +50% spell damage)
Minimum lvl: 4
Summon: (I, II, III) (+1/+1/+1 level to summons)
Prereq: PathOfTheMage
Minimum lvl: (Summon I = 3) (Summon II = 5) (Summon III = 7)
Affinity (10% reduced mana cost for tactical spells)
Prereq: PathOfTheMage
Evoker: (I, II, III) (+25%/+25%/+25% bonus spell damage)
Prereq: PathOfTheMage
Minimum level: (Evoker I = 3) (Evoker II = 5) (Evoker III = 7)
Knowledge: (+25% experience earned)
Prereq: PathOfTheMage
Prodigy: (I, II, III) (+5/+10/+15 spell mastery)
Prereq: PathOfTheMage
Path Of The Warrior: (+3 cutting, blunt and pierce attack, +20 weight capacity)
Minimum lvl: 4
Crushing Blow: (You can use crushing blow: +100 attack - but lose next turn)
Prereq: PathOfTheWarrior
Discipline: (+1 accuracy and spell resistance per level)
Prereq: PathofTheWarrior
Minimum lvl: (Discipline = 3)
Tactician: (I, II, III) (+1/+1/+1 to army initiative)
Prereq: PathOfTheWarrior
Leadership: (I, II, III) (+5/+10/+15 to army's accuracy)
Prereq: PathOfTheWarrior
Lethal: (I, II, III, IV, V) (+2/+3/+4/+5/+6 to blunt, pierce or cutting attack)
Prereq: PathOfTheWarrior
Rage: (+8 cutting, blunt and pierce attack when under 25% hp)
Prereq: PathOfTheWarrior
Bruiser (I, II, III) (+ 15%/20%/25% blunt attack per level)
Prereq: PathOfTheWarrior
Minimum lvl: (Bruiser I = 5) (Bruiser II = 7) (Bruiser III = 9)
Dragon Slayer: (+10 attack vs dragons)
Prereq: PathOfTheWarrior
Minimum lvl: (Dragon Slayer = 9)
Always Available:
Quick: (+1 Initiative)
Prereq: Always Available
Fast: (+2 Initiative)
Prereq: Quick)
Graceful: (+2 Initiative, cannot be knocked prone)
Prereq: Fast
Strength: (+20 weight capacity)
Prereq: Always Available
Brute (+3 attack vs opponents with a loewr level)
Prereq: Strength
Potential: (I, II, III) (+15%/+20%/+25% experience earned)
Prereq: Always Available
Enmity: (+25% blunt, Cutting and pierce attack vs opposite race (fallen vs men))
Prereq: Always Available
Finesse: (+3 attack vs opponents with lower initiative)
Prereq: Always Available
Spell Resistance: (I, II, III) (+10/+20/+30 to unit's spell resistance)
Prereq: Always Available
Trainer: (I, II, III) (+10%/+15%/+20% to experience earned by army)
Minimum lvl: (Trainer I = 5)
Swordsman: (I, II, III) (+10%/+15%/+20% cutting attack, +0/+1/+2 initiative)
Minimum lvl: (Swordsman I = 5) (Swordsman II = 7) (Swordsman III = 9)
Loner: (+5 to Attack, Initiative, and Dodge when in army alone)
Prereq: Always Available
Note: Don't think I ever saw this one, might be me unlucky, but it says it have a chance of appearing, although a low one.
Not Available, But randomly listed:
Air (I, II, III, IV, V) (Cast Air spells)
Prereq: Trait not avaiable
Minimum lvl: (Air II = 3) (Air III = 5) (Air IV = 7) (Air V = 9)
Note: this is the template for all spells, you got to have level 1 in a spelltype before it shows up in the level tree.
Attunement (+2 mana per season)
Prereq: Trait not available
Bash (Has a chance (Equal to damage done) to knock victims prone)
Prereq: Trait not avaiable
Brilliant (+10% experience earned, +2 spell mastery per level)
Prereq: Trait not available
Frail: (-1 HP per level)
Prereq: Trait Not Available
Hardy: (+1 HP per level, Immune to Poison)
Prereq: Trait Not Available
Master Of Arms: (+1 to army's Critical Chance)
Prereq: Trait Not Available
Might: (+3 to cutting, pierce and blunt attack)
Prereq: Trait Not Avaialable
Scholar: (+10% research empire wide)
Prereq: Trait Not Available
Veteran: (Start as level 2)
Prereq: Trait Not Available
Wealthy: (+800 gildar at start of the game)
Prereq: Trait Not Available
Edit: Edited the "Air" trait to reflect it is the template for all the spell trait that is available.
Sincerely
~ Kongdej