This guide will show you List of All Characters in Sunset Routes.
Sunset Routes Characters List
Welcome to our Sunset Routes Characters List guide. This guide will show you List of All Characters in Sunset Routes.
Captain
Ann
- A captain who is interested in sailing.
- Does not seem to affect or be affected by other characters
Classic Mode: All Ports
Traveler
- Ordinary, Human, Trade Point 1
Heretic
- Rare, Human, Trade Point 2
- The character has a 20% chance of randomly removing 1 character from the deck each turn.
Intelligence
- Ordinary, Human, Trade Point 1
- The character can slightly increase the discovery of Rare characters.
Pirate
- Rare, Human, Trade Point 2
- When there is 1 adjacent vacant cabin, the Trade Point of the character will increase by 1.
Apprentice
- Ordinary, Human, Trade Point 1
- The character has a 15% chance to be turned into a Sailor per turn.
Sailor
- Rare, Human, Trade Point 2
- The character has a 15% chance to be turned into a Mate per turn.
Mate
- Super Rare, Human, Trade Point 4
- The character still works even though he is on the deck.
Vagrant Sorcerer
- Super Rare, Human, Trade Point 0
- The character will gain 1 Reference Letter after trading weapons.
Classic Mode: Colony
All characters are Humans (except ???)
Refugee
- Ordinary, Human, Trade Point 1
Worker
- Ordinary, Human, Trade Point 2
- The Character will be removed after 5 turns.
Prisoner
- Ordinary, Human, Trade Point 1
- The character will be removed from the Aborigine Tribe, and you will gain 20 gold.
Ecclesiastic
- Rare, Human, Trade Point 1
- For every 2 Ecclesiastics that exist, the Trade Point of all Ecclesiastics will increase by 2.
Dancing girl
- Rare, Human, Trade Point 2
- The character can increase the Trade Point of adjacent characters by 100%. She will be removed after the trade.
Spy
- Rare, Human, Trade Point 2
- When your destination is Aborigine Tribe, the character will be removed and you will gain 2 Reference Letters.
Exiled Princess
- Super Rare, Human, Trade Point 0
- Whenever a character in the cabin is removed, the Trade Point of the character will increase by 3.
???
- Super Rare, Trade Point 10
- The character has a 50% chance of removing 1 adjacent character each turn.
- Neither Human nor Furry
Classic Mode: Franchise Trade Area
Maid
- Ordinary, Human, Trade Point 1
Hawker
- Ordinary, Human, Trade Point 1
- The character will gain 2 extra Trade Points in a Franchise Trade Area.
Acrobat
- Ordinary, Human, Trade Point 2
- If he and any of his adjacent characters are both equally rare, the Trade Point of the character will become 0.
- Actually does not include the Acrobat himself
Speaker
- Rare, Human, Trade Point 2
- The character can increase the Trade Point of adjacent Ordinary characters by 1.
Dog
- Rare, Furry, Trade Point 1
- The character can increase the Trade Point of adjacent Human characters by 1.
Merchant Prince
- Rare, Furry, Trade Point 2
- In a Franchise Trade Area, the Trade Point of the character will be equal to the one with the highest Trade Point of all characters.
- Does not include characters on the deck
Mysterious Guy
- Super Rare, Human, Trade Point 4
- Whenever a character of the deck is removed, you will gain 400 gold.
Hero
- Super Rare, Human, Trade Point 4
- When your destination is the Uninhabited Island, the character will be removed and you will gain 100 gold.
Classic Mode: Aborigine Tribe
All characters are Furries (except Egg)
Farmer
- Ordinary, Furry, Trade Point 1
Egg
- Ordinary, Trade Point 0
- It will turn into a random Avian character next turn.
- Neither Human nor Furry
Rooster
- Ordinary, Furry, Avian, Trade Point 0
- It earns 10 gold per turn.
Minstrel
- Rare, Furry, Trade Point 2
- When there is 1 adjacent furry character, the Trade Point of the character will go up by 1.
Goose
- Rare, Furry, Avian, Trade Point 2
- The character will significantly increase the discovery of rare characters when the cargo in the ship is edible.
Assassin
- Rare, Furry, Trade Point 2
- When your destination is a Colony, the character will be removed and you will gain 400 gold.
Parrot
- Super Rare, Furry, Avian, Trade Point 2
- When there is only 1 adjacent Furry character, the Trade Point of the character doubles.
Explorer
- Super Rare, Furry, Trade Point 2
- The character can increase the Trade Point of all Furry characters by 2.
Classic Mode ONLY: Uninhabited Island
All characters are Eggs or Avians (except ???)
They do not show up in the DLC’s Uninhabited Island
Egg
- Ordinary, Trade Point 0
- It will turn into a random Avian character next turn.
- Neither Human nor Furry
Rooster
- Ordinary, Furry, Avian, Trade Point 0
- It earns 10 gold per turn.
Goose
- Rare, Furry, Avian, Trade Point 2
- The character will significantly increase the discovery of rare characters when the cargo in the ship is edible.
Parrot
- Super Rare, Furry, Avian, Trade Point 2
- When there is only 1 adjacent Furry character, the Trade Point of the character doubles.
???
- Super Rare, Trade Point 10
- The character has a 50% chance of removing 1 adjacent character each turn.
- Neither Human nor Furry
DLC: All Ports
You can find DLC characters if you have them wishlisted even in Classic Mode
Conscript
- Ordinary, Human, Trade Point 1
Seagull
- Ordinary, Furry, Avian, Trade Point 3
- There is a 10% chance to gain no money in a trade for every Seagull in the cabins when the cargo in the ship is edible.
Chef
- Ordinary, Human, Trade Point 1
- The Trade Point of this character will increase by 2 when the cargo in the ship is edible.
Navigator
- Rare, Human, Trade Point 2
- There will be a higher chance to find a destination that has rare characters.
Stowaway
- Rare, Furry, Trade Point 4
Alchemist
- Rare, Human, Trade Point 2
- This character has a 15% chance to increase the Trade Point of a random adjacent character by 1 permanently after a trade.
Wishmaker
- Super Rare, Human, Trade Point 4
- It will change a random adjacent character into another character of the same rarity.
Thinker
- Super Rare, Human, Trade Point 4
- A random character without skills will be removed and the Trade Point of this character will increase by 6 permanently after a trade.
- Works on characters on the deck
DLC: Colony
All characters are Humans
Active Duty Soldier
- Ordinary, Human, Trade Point 1
Young Master
- Ordinary, Human, Trade Point 1
- You will gain 40 gold when it is removed.
Special Cop
- Ordinary, Human, Trade Point 1
- For every 3 Special Cops onboard, the Trade Point of all Special Cops will increase by 1.
Shop Manager
- Rare, Human, Trade Point 0
- This character will double the chance that all characters trigger their own skills.
Knight
- Rare, Human, Trade Point 2
- This character will make Conscript/Deserter/Mercenary come into effect even though they are on the deck.
Agent
- Rare, Human, Trade Point 2
- This character will increase the Trade Point of all characters that have no skills by 1.
Bishop
- Super Rare, Human, Trade Point 10
- For every 2 Ecclesiastics or 3 Special Cops onboard, you will gain 1 Reference Letter after a trade.
Transporter
- Super Rare, Human, Trade Point 1
- When the cabins are full of distinct characters, the Trade Point of a random character in the cabins will increase by 8 permanently after a trade.
DLC: Franchise Trade Area
Mercenary
- Ordinary, Human, Trade Point 1
Pilgrim
- Ordinary, Human, Trade Point 1
- This character will have a 10% chance to increase the Trade Point by 1 permanently when heading to the Aborigine Tribe.
Martial Artist
- Ordinary, Human, Trade Point 6
- The Trade Point of this character will decrease by 1 permanently after a trade.
- Minimum of 1 Trade Point
Horse
- Rare, Furry, Trade Point 2
- It can increase the Trade Point of a random adjacent character permanently and will be removed after the trade.
Shoebill
- Rare, Furry, Avian, Trade Point 2
- It will make Avian characters come into effect even though they are on the deck.
Amnesiac
- Rare, Human, Trade Point 2
- This character has a 5x Trade Point increase when the increase is permanent.
Puppeteer
- Super Rare, Human, Trade Point 4
- This character will gain an Action Figure after a trade.
Action Figure
- Ordinary, Human, Trade Point 1
- This character still comes into effect even though he is on the deck.
- Does not appear normally
Mysterious Merchant
- Super Rare, Human, Trade Point 4
- When you get gold by removing characters, the Trade Point of this character will increase by 3 permanently.
DLC: Aborigine Tribe
Deserter
- Ordinary, Human, Trade Point 1
Fisherman
- Ordinary, Furry, Trade Point 1
- You earn 10 gold per turn when this character is on the deck.
Messenger
- Ordinary, Furry, Trade Point 1
- When there is an adjacent Furry character, this character can increase the Trade Point of a random adjacent Furry character by 1 permanently and will be removed after a trade.
Machinist
- Rare, Furry, Trade Point 2
- The Trade Point of this character will increase by 1 permanently when the cargo in the ship is firearm.
Gatherer
- Rare, Furry, Trade Point 2
- When your destination is Aborigine Tribe, for each Gatherer onboard, there is a 20% chance to change the goods you gain into Relic Fragments.
Priest
- Rare, Furry, Trade Point 2
- When you gain a Furry character, you will also gain 200 gold.
Outsider
- Super Rare, Human, Trade Point 4
- When there is 1 Furry character with more than 8 Trade Points, the Trade Point of this character will increase by 2 permanently.
Gatekeeper
- Super Rare, Furry, Trade Point 0
- The Trade Point of this character is equal to 5 times the number of Reference Letters you own.
DLC ONLY: Uninhabited Island
Does not contain Classic Mode characters
The Original Captain
- Super Rare, Human, Trade Point 4
- This character will randomly turn a non-adjacent character into a Penguin after a trade.
- Only one can be found
Penguin
- Super Rare, Furry, Avian, Trade Point 4