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Claustrophobic

From the fifth room of a delve onward, gains 3 extra stress per room. Harmless on short floors, a real problem on long ones.

Behaviour effect

Claustrophobic carries no behaviour coefficients. The game maps none to it, so it leaves a hero's combat AI untouched. What it changes sits outside the fight.

The rule

A Claustrophobic hero is fine for the first four rooms of a dungeon. From the fifth room onward, each time the party moves on, they gain +3 stress, on top of anything the floor’s condition adds. The penalty is per room, so it scales with the length of the floor:

Rooms in the dungeon Extra stress for a Claustrophobic hero
4 or fewer none
6 about 6
8 about 12
10 about 18
12 about 24

Why stress is the right thing to worry about

Stress follows a hero home. It comes off only with rest days in the hall (about 6% of the current value a day), and over about 72 a hero stops counting as fit for selection (see hero state). At 100 a hero breaks mid-delve and fights on in a damaged state: reckless, fearful or hollow, each moving their damage, healing or threat by 12%.

Take a ten-room floor. An ordinary hero ends it with whatever the fights and the floor’s condition added. A Claustrophobic hero carries 18 more. If they started at 55, the extra alone can push them past the fitness line even after a delve that went well.

How it stacks with other stress sources

  • Floor conditions that add stress between rooms apply on top. Fair-Weather makes that part half again as large and Weathered halves it; neither touches the Claustrophobic part.
  • Deep dungeons add stress after every wave of enemies (6, or 12 for a hero who finishes the wave below 40% health). A long Deep run is the worst case for this trait.
  • A Hopeful party-mate trims Deep wave stress by 10% for everyone, and a leader with the “A Steady Word” milestone gift by a quarter, but neither reduces the per-room penalty.

Other hooks

  • Gear hunts dislike it. Gear Hunt jobs list Claustrophobic among the traits they would rather not take, which takes 6% off the hero’s suitability.
  • Forks. As party leader, a Claustrophobic hero leans +2 toward the known path. With nothing pulling the other way, they take a side room only about 20% of the time it is offered, which at least keeps the floor from getting longer.
  • Flavour. Quest reports have Claustrophobic lines, and on pair duty the hero speaks with the “nervy” voice shared with Cowardly, Shaken, Haunted, Brittle, Frail and Fair-Weather.

The hero card links the trait to Composure. That link is descriptive; the attribute is unchanged.

Using a Claustrophobic hero

  • Short floors are free. On dungeons of four rooms or fewer, the trait never triggers.
  • Check the floor length before you set the party, and rotate them out of long delves when you can.
  • Rest them afterwards. If you must take them deep, plan extra recovery time before the next fixture.
  • Keep them out of the leader’s seat on floors where a side room would help you.

Conflicts and rarity

Claustrophobic can never appear with Dauntless or Deep-Seasoned, both of which suit a hero to long, deep runs.

  • Rarity: common, negative · draw weight 100 of 6,365 · about 1 recruit in 25
  • Founding draft: any card, or as the negative half of the wildcard card.
  • In the wiki’s archive: first present in the 2.1.8 build (absent from 2.0.7).

Recruiting

A mild negative for most guilds, larger if your league’s dungeons tend to be long or you take Deep contracts often. It never fades with age.

New in v2.1.8

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

Where in the game bundlebundle @20912108 Ic[id="claustrophobic"]; @20864204 OG()