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Brave

The entry rung of the courage ladder: +0.12 courage for +0.08 threat, steadier morale at the ladder's steepest attention tax per point of nerve.

Behaviour effect

How Brave nudges a hero's combat-AI parameters. Positive values push the behaviour up, negative values damp it.

  • Courage+0.12
  • Threat Mult+0.08

What Brave actually buys you

Every new manager reads Brave on a recruit sheet as free upside. The datamine says otherwise: the trait carries courage +0.12 and threat +0.08, and that second number is a cost. Courage governs how willing the combat AI is to hold ground and keep fighting when a delve turns sour; threat is a multiplier on how much enemy attention the hero draws. A Brave hero falters later and gets hit more. Both halves are always on.

Brave is the bottom rung of a four-trait ladder that shares this exact shape. Iron-Willed grants the same +0.12 courage for a smaller +0.06 threat rider. Dauntless steps up to +0.18 courage for +0.09 threat, and Unbreakable Will tops out at +0.25 for +0.10. Run the arithmetic and Brave comes out worst: 1.5 points of courage per point of threat, against 2.0 on the middle rungs and 2.5 at the top. If you think of the threat rider as the price of nerve, Brave pays the ladder’s highest rate.

That does not make it a bad trait. It makes it a trait whose value depends entirely on whether the extra attention lands somewhere you can afford it. Stoic offers the same +0.12 courage with no threat at all, swapping the rider for a small caution damper, and is the cleaner buy for anyone who should never be a target.

Brave in the delve report

Picture the round where a delve goes wrong: the front line is bleeding, a curse is ticking, and the AI starts scoring “fall back” higher for everyone. This is the moment Brave exists for. A faltering hero is functionally a lost action, and in a four-hero party that is a quarter of everything you can do per round. Courage keeps the fourth action on the table precisely when the delve report would otherwise read “hung back” and “broke early”.

Conditions sharpen the effect. Flooded halls and darkness stretch fights out, and long fights are where morale erodes; the conditions that punish a party slowly are the ones where a hero who refuses to fold earns their wage. On a clean, fast floor, Brave barely shows up in the report at all.

Now the cost side. That +0.08 threat means the enemy AI routes more pressure at your Brave hero across the whole delve, including the quiet rounds. On an armoured front-liner this is close to free. On a lightly built damage dealer it is a slow leak: a few extra hits per fight, compounding across floors, on the hero least equipped to absorb them. Permadeath being what it is, “gets hit slightly more often, forever” is not a rider to wave through.

Party fit: who wears it well

Front-liners and anchors wear Brave best, because for them the threat rider stops being a tax and starts being a feature. A tank whose job is soaking pressure actively wants the multiplier; the courage means they hold the line they are drawing enemies onto. That pairing of role and rider is the whole case for taking Brave over its threat-free cousins.

Healers and supports are the opposite story. Extra enemy attention on the hero who keeps everyone else standing is the worst place in the party to put it, and the courage gain does not compensate. A support who holds ground while being focused down is holding ground in a grave. For back-line nerve, look at Iron-Willed’s discount rider or Stoic’s threat-free version instead.

Around a Brave front-liner, protective company pays off. Party-mates carrying Loyal, Team Player or Field Medic (all protectiveness traits in the +0.4 range) will weight covering and aiding higher, which is exactly what a hero drawing extra fire needs behind them. Check the synergy planner too: a pairing that rewards a stable front line compounds nicely with the hero most likely to still be standing in it.

Recruiting and oath maths

Cheap nerve is what you are shopping for here, and Brave should be priced accordingly: a modest premium on front-line recruits, roughly neutral on everyone else, and a small mark-down on fragile heroes where the threat rider is a genuine liability. Do not pay ladder-top money for the ladder’s bottom rung. If a seller is pricing a Brave recruit like an Unbreakable one, walk.

Age treats it kindly. Behaviour coefficients do not fade the way attributes do, so a Brave veteran keeps folding later than their numbers suggest they should, which is precisely when you want a cool head in the report. The flip side of the threat rider is actuarial: a hero who takes more hits across a career runs more risk under permadeath, so budget replacements honestly. The recruitment guide covers how to weigh trait premiums against a squad’s actual gaps rather than paying for nerve you already field.

At oath time, Brave is unremarkable: it does not concentrate glory the way kill-hunger traits do, so it rarely inflates a renegotiation on its own.

Version history

Both coefficients (courage +0.12, threat +0.08) are identical in every build this wiki has datamined, from v1.9.6 through v2.1.8. Not one tracked patch has nudged either number, so you can plan a roster around Brave without watching the patch notes over your shoulder.

Unchanged since v1.9.6

Datamined from v3.0.0. Values are read from the game's own code.

Where in the game bundlebundle @20886165 Ic[id="brave"]; @20864204 OG()