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Hero state

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Hero state & training

Every hero carries a set of numbers the game mostly keeps to itself: how happy they are, how frayed, how worn, how tired, and how likely to stay. Here's what each one really does, what moves it, and the thresholds that quietly decide who's fit to send.

These are management stats, not combat stats

That's the one thing to get straight first: none of Morale, Stress, Condition or Fatigue feeds into damage, accuracy or healing. A hero's fight is read from their attributes, class and gear. What these meters govern is everything around the fight: who's fit to go, who gets picked off by rivals, who deserts, and how random events land.

Morale

0–100 · new heroes start 55–85

How happy and committed a hero is. It never drifts back up on its own. You earn it back with wins, fair pay and the odd kind word.

Raises it

  • Winning a job: a triumph +10, a mixed result +2
  • A season's pep-talk: up to +22 morale (and −6 stress)
  • A fair contract renewal (+6)
  • Fulfilling a vow: +10, or +15 if it also grants a trait
  • Fighting for their homeland, plus festival, cup and league-title bonuses

Lowers it

  • A job gone wrong: illFated or lost, −8
  • A lowball renewal they refuse: −10, and their next ask climbs 15%
  • Unpaid wages: everyone drops, further as the debt grows
  • A close comrade dying or leaving, scaled by how tight the bond was

Watch for

  • Below 45: flagged Unhappy, and the first hero a rival tries to poach
  • Renewal odds move about 10 points for every 20 morale
  • If wages go unpaid, the lowest-morale hero deserts first

Stress

0–100 · new heroes start 0–15

Mental load that piles up in the dark and follows a hero home. It comes off with rest and time, never with gold.

Raises it

  • A bad job (illFated / lost) +14; a win instead takes 4 off
  • Each fight in a delve: +4 standing, +6 more if badly hurt, +5 if a teammate goes down
  • Failed puzzles and sprung traps (a bad trap, up to +30)
  • A comrade dying or leaving

Lowers it

  • Time between delves, and Training-Yard Recover (−14 per six-day cycle)
  • A rest room mid-delve (−15), unless a greedy hero skips it
  • Coming through a hazard clean (−4, or −8 on a perfect roll)
  • A four-day leave (−15) or returning from a loan (−20)

Watch for

  • Over 65: flagged Worn out, shaving a little job suitability
  • Over ~72: no longer counts as fit for auto-picked parties
  • The roster marks a hero Rattled at 66+

Condition

0–100 · new heroes start 85–100

Long-term body wear from the work itself, separate from battle HP. It mends slowly with rest, and it is not the same as an injury.

Raises it

  • Time between delves (back toward full), and Recover (+14 per six-day cycle)
  • A four-day leave (+15) or returning from a loan (+20)
  • Curing a fever (+35), or resting one off (+10)

Lowers it

  • Every delve costs at least 10; ending a fight below half HP costs 20
  • Downed but surviving: −45, plus a 1-in-4 chance of a lasting injury
  • Longer jobs, war wounds, and forcing a hidden wound (−32 and stress)

Watch for

  • Below 55: Worn out (small job penalty); below 50: not counted as fit
  • Below 90 can invite a fever; a hidden wound can hide between 45 and 84
  • An injury is separate: its own timer, and the only thing that truly sidelines

Fatigue

0–100 · new heroes start 0–10

Accumulated workload. Every outing adds to it; only real rest brings it down.

Raises it

  • Every delve: +16 for everyone who comes back
  • Longer jobs: about +5 a week
  • Pushing on when worn to the bone (a risk of +8, and −22 condition)

Lowers it

  • Time between delves, faster with a better Infirmary
  • Training-Yard Recover (−12 per six-day cycle)
  • A four-day leave (−30) or returning from a loan (−25)

Watch for

  • Over 70: Worn out, and first in line for auto-Recover
  • Over ~78: no longer counts as fit
  • Two or more heroes over 55 can trigger a Worn to the Bone event

Loyalty

hidden · 1–20 (shown Low / Average / High)

A hidden stat: how firmly a hero stays yours. You only ever see Low, Average or High. A 16+ is a one-club loyalist.

Raises it

  • Fulfilling a vow (+2, or +3 if it also grants a trait)
  • Fighting to defend their homeland (+1)

Lowers it

  • Leaving their homeland to burn while you keep them back (−2, and −12 morale)
  • Nothing else: no natural decay, and ordinary training never moves it

Watch for

  • When YOU poach a rival, each point of their loyalty adds ~6% to their refusal
  • When rivals poach YOU, low-loyalty (and unhappy) heroes are the targets
  • Low loyalty also makes a pep-talk likelier to fall flat

Myth-buster: the renewal screen tells you to "hope loyalty carries it", but the code never reads loyalty when you re-sign a hero. Renewals run on morale, their contract origin, and whether you've lowballed them before. Loyalty is a poaching stat, not a renewal one.

Fit, Worn, and who actually gets benched

High stress or low condition never locks a hero out. The only things that truly sideline someone are an injury (its own countdown in days) or being awayon a job. Everything else is a flag: cross a threshold (stress over ~72, condition under 50, fatigue over ~78) and the hero simply stops counting as fit, so auto-selected parties skip them and the roster paints them Worn. You can still send a Worn hero by hand; they just carry a small job-suitability penalty and are likelier to spiral. Crossing several thresholds at once doesn't stack the penalty; it's one flag, one small hit.

Ability, potential & what the stars mean

A hero's overall rating is Current Ability (CA), on a 10–200 scale, and it can grow up to their Potential Ability (PA), the ceiling. The gap between the two is their room to improve, and it's what makes young, unfulfilled heroes train fastest.

The stars are just Current Ability ÷ 40, rounded to the nearest half. That's the whole formula: a 4-star hero is simply one sitting at 150–169 CA. The faint "potential" stars run the same math on PA, showing how far they could climb.

Current AbilityStars
10–29½★
30–491★
50–691½★
70–892★
90–1092½★
110–1293★
130–1493½★
150–1694★
170–1894½★
190–2005★

The Training Ground gives every at-home roster hero below Potential a small daily passive Ability gain: 0.12 × facility level × the active staff training multiplier. Its stronger active work uses slots. The yard starts with two; each facility level adds two more and makes assigned work 15% more effective. Assignments settle every six days. Recover and Rehearse use no bench, while Hone can use two. Auto-train idle can preserve your manual choices and fill unused slots for you.Train pushes Current Ability toward Potential; Mentor does the same under a veteran's eye; and about 15% of that progress is also rolled into class-weighted attributes, up to that hero's personal attribute ceilings.

Hone works the other way round: it directly attempts the chosen or role-critical attributes, then adds roughly one point of Current Ability for every two successful attribute points, rounded up. Attributes below 15 improve at the normal pace; each point beyond 15 becomes sharply slower. Delves and realm jobs can also award Current Ability, while separately adding Veterancy. None of these routine paths can take Current Ability past Potential; only exceptional outcomes, such as being forged by a hard war or expedition, can raise the ceiling itself.

Veterancy is not hidden combat power either. It makes yard growth up to 25% faster across its full range and reduces the chance that a downed hero dies, but it does not add damage or attributes. Realm jobs use Current Ability directly; a live delve reads attributes, class and gear instead.

Thresholds and formulas are the game's own; the plain wording is ours.