All 14 traits and quirks
Fourteen traits sit in six groups: feeding, confidence, cleanliness, injury, breeding, and riding. Seven can be inherited. Exact percents below come from one guide.
The library book in the game is titled Traits and Quirks, which is why both words show up in search. Bought horses carry one to three random traits and about one third of those are already known. A vet test called Test Traits and Quirks costs 200 coins and only reveals traits marked as testable. The rest show up through behavior.
Easy Keeper and Hard Keeper, Neat Freak and Mud Lover, Sure Footed and Injury Prone, and Good Inheritance and Bad Inheritance exclude each other. Rebellious, Energetic, and Chill are a pick-one set. Good Mom is mares only. Inheritance traits do not appear on geldings. The numbers in the table, such as a 3 percent pasture injury for Sure Footed, are the single-guide figures. I do not relabel them as studio numbers.
| Easy Keeper | Feed | Gains 10 body condition a day; skip grain to avoid overweight. | Yes | Hard Keeper | Names: 2 sources; exact effects: 1 guide |
| Hard Keeper | Feed | Loses 10 body condition a day; needs more grain, and an empty hay rack hurts. | Yes | Easy Keeper | Names: 2 sources; exact effects: 1 guide |
| Snacky | Confidence | Treats give 1 or 2 Confidence instead of 1. | No | Names: 2 sources; exact effects: 1 guide | |
| Cuddly | Confidence | Scritches give 1 or 2 Confidence instead of 1. | No | Names: 2 sources; exact effects: 1 guide | |
| Neat Freak | Care | Gets dirty less often, so needs less grooming. | No | Mud Lover | Names: 2 sources; exact effects: 1 guide |
| Mud Lover | Care | Gets dirty more often. | No | Neat Freak | Names: 2 sources; exact effects: 1 guide |
| Sure Footed | Injury | Fewer injuries: 3% turnout risk instead of 10%, abrasions only. | Yes | Injury Prone | Names: 2 sources; exact effects: 1 guide |
| Injury Prone | Injury | More injuries: 20% turnout risk (5% with fields closed), including cuts and lameness. | Yes | Sure Footed | Names: 2 sources; exact effects: 1 guide |
| Good Mom | Breeding | Foals start at 15 strength and endurance instead of 10, plus 5 Confidence. Mares only. | No | Names: 2 sources; exact effects: 1 guide | |
| Good Inheritance | Breeding | Raises the foal potential roll by 2 for each parent carrying it. Never on geldings. | No | Bad Inheritance | Names: 2 sources; exact effects: 1 guide |
| Bad Inheritance | Breeding | Lowers the foal potential roll by 2 for each parent carrying it. Never on geldings. | No | Good Inheritance | Names: 2 sources; exact effects: 1 guide |
| Rebellious | Riding | Keeps changing gait at any Confidence, including 98-100, with less warning. | Yes | Energetic; Chill | Names: 2 sources; exact effects: 1 guide |
| Energetic | Riding | Speeds up on its own and needs about double the exercise; may go Explosive. | Yes | Rebellious; Chill | Names: 2 sources; exact effects: 1 guide |
| Chill | Riding | Slows down on its own and needs less exercise. | Yes | Rebellious; Energetic | Names: 2 sources; exact effects: 1 guide |
Related guides
Questions
What does Explosive have to do with traits?
Explosive is a low-exercise state on the health page, not one of these 14 traits.
Sources
- Horse Game Database — checked 2026-11-06
- Walkthrough Forge traits guide — checked 2026-11-06
- Reddit traits discussion — checked 2026-11-06