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Clumsy

No combat-AI coefficient. A Clumsy hero who fails a trap roll may blunder through it and drop gear; as leader they make unscouted side rooms harder and poorer.

Behaviour effect

Clumsy 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.

What the data says about Clumsy

Clumsy carries none of the combat-AI coefficients. No negative luck, no recklessness rider, no discipline penalty: in a fight a Clumsy hero holds formation, weighs risk, draws attention and rolls luck exactly like anyone else with the same attributes. If a delve report shows your Clumsy front-liner misplaying a fight, look at attributes, conditions or a courage trait instead.

The trait does its work in trap rooms and at forks. The in-game tooltip says as much: the hero trips into trouble and sometimes straight through it, and may blunder past a trap unharmed while leaving gear in the dark. The 2.1.8 code backs that up with numbers.

Blundering through traps

When a party meets a trap, one hero rolls against it, normally whoever has the best attribute for the job. A failed trap is expensive: every active hero loses 27% to 55% of their maximum health (adjusted by Reflexes) and gains 15 to 30 stress, depending on how badly the roll missed.

If the hero who failed is Clumsy, there is a 50% chance they go straight through it instead. The trap counts as passed, nobody takes the damage or the stress, and the hero drops their cheapest piece of gear on the way. Legendary items, locked items and the piece that counters the dungeon’s current condition are never dropped. A hero with nothing droppable still gets through, with nothing lost. This applies to traps only; puzzles are unaffected.

The dropped piece is not always gone for good. It goes on the guild’s lost-kit list for that kind of dungeon. A later party delving the same kind of dungeon has a 55% chance to bring back up to three of the oldest pieces, and the job board can offer a “Go back for the kit” contract.

So on a trap a Clumsy hero is a gamble that usually pays: a 50% chance to turn a party-wide hit into the loss of one cheap item.

A Clumsy leader at a fork

When a Clumsy hero leads the party into a sealed door or a treasure side room without scouting it first:

  • the sealed door’s trap is 3 harder (Lucky leaders make it 3 easier);
  • the gold behind a sealed door or in a treasure room is cut to 75% (Lucky leaders raise it to 125%).

Named lairs are unaffected. Careful leaders scout both ways before choosing, which cancels both penalties. Clumsy cannot appear with Methodical, but a Clumsy hero who is also Quick-Witted, Diligent, Cool-Headed, Steady, Vigilant, Watchful, Pathfinder or Old Soldier (and neither Reckless nor Hot-Headed) counts as careful and scouts.

Clumsy has no lean at the fork itself, so the leader takes side rooms at the default odds.

Recruiting a Clumsy hero

The name puts other managers off, and in a fight the trait costs nothing, so the market discount is still often good value. Judge the recruit on attributes and the traits that carry real coefficients, then account for two things:

  • Traps. A Clumsy hero who ends up rolling traps is a net plus for the party’s health and a slow drain on your cheaper gear. Keep a spare in the armoury.
  • The leader’s seat. Do not let a Clumsy hero lead a party into side rooms unless they also carry a careful trait. Put someone else in the seat.

The discount is only real when the contract reflects it. A full-price Clumsy recruit is a full-price recruit.

Conflicts and rarity

Clumsy can never appear with Sure-Footed, Methodical, Professional or Trap-Wise.

  • Rarity: common, negative · draw weight 100 of 6,365 · about 1 recruit in 25

On pair duty the hero speaks with the “clumsy” voice shared with Jinxed and Glass-Jawed, and quest reports have their own Clumsy lines. Neither changes a result. The hero card links the trait to Agility; that link is descriptive and does not lower the attribute.

Version history

Across every build this wiki tracks, from v1.9.6 through v2.1.8, Clumsy has carried no combat-AI coefficient. The trap and fork hooks above are read from the 2.1.8 code; earlier versions of this page missed them and called the trait combat-neutral everywhere.

Unchanged since v1.9.6

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

Where in the game bundlebundle @20894261 Ic[id="clumsy"]; @20864204 OG()