Chestnut horse from the official Horses of Hoofprint Bay library art Hoofprint Bay Play on Steam

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.

Roster table from Steam; trait icons themselves are not in this shot

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.

14 rows
traits: 14 entries
Easy KeeperFeedGains 10 body condition a day; skip grain to avoid overweight.YesHard KeeperNames: 2 sources; exact effects: 1 guide
Hard KeeperFeedLoses 10 body condition a day; needs more grain, and an empty hay rack hurts.YesEasy KeeperNames: 2 sources; exact effects: 1 guide
SnackyConfidenceTreats give 1 or 2 Confidence instead of 1.NoNames: 2 sources; exact effects: 1 guide
CuddlyConfidenceScritches give 1 or 2 Confidence instead of 1.NoNames: 2 sources; exact effects: 1 guide
Neat FreakCareGets dirty less often, so needs less grooming.NoMud LoverNames: 2 sources; exact effects: 1 guide
Mud LoverCareGets dirty more often.NoNeat FreakNames: 2 sources; exact effects: 1 guide
Sure FootedInjuryFewer injuries: 3% turnout risk instead of 10%, abrasions only.YesInjury ProneNames: 2 sources; exact effects: 1 guide
Injury ProneInjuryMore injuries: 20% turnout risk (5% with fields closed), including cuts and lameness.YesSure FootedNames: 2 sources; exact effects: 1 guide
Good MomBreedingFoals start at 15 strength and endurance instead of 10, plus 5 Confidence. Mares only.NoNames: 2 sources; exact effects: 1 guide
Good InheritanceBreedingRaises the foal potential roll by 2 for each parent carrying it. Never on geldings.NoBad InheritanceNames: 2 sources; exact effects: 1 guide
Bad InheritanceBreedingLowers the foal potential roll by 2 for each parent carrying it. Never on geldings.NoGood InheritanceNames: 2 sources; exact effects: 1 guide
RebelliousRidingKeeps changing gait at any Confidence, including 98-100, with less warning.YesEnergetic; ChillNames: 2 sources; exact effects: 1 guide
EnergeticRidingSpeeds up on its own and needs about double the exercise; may go Explosive.YesRebellious; ChillNames: 2 sources; exact effects: 1 guide
ChillRidingSlows down on its own and needs less exercise.YesRebellious; EnergeticNames: 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