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Death-Defying

Once per delve, the blow that should down this hero leaves them standing at 15% health. A free second chance in the fight that matters most.

Behaviour effect

Death-Defying 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 save, step by step

Death-Defying is checked at the moment a hit takes the hero’s health to zero. If the save is still available, the hero stays up with 15% of their maximum health instead of being downed, and the combat log reads “should have stayed down, and gets back up.” The save is then marked as used for the rest of that delve. The dungeon run remembers it room to room, so a hero who used it in the second room fights the boss without it. It comes back on the next delve.

A few details matter in practice:

  • The 15% is a floor set at the moment of the save. It does not heal anything else, and the next solid hit can finish the job.
  • A second knock-down in the same delve is an ordinary one.
  • Because the hero never actually goes down on the saved hit, that hit cannot roll an injury either.

Why one save is worth a lot

Going down costs a party twice. In the fight, the downed hero stops acting, and a party of four loses a quarter of its actions for as long as they stay down. After the fight, a downed hero rolls for a lasting injury: 25% normally, 40% for a Frail hero. Injuries are the one status that actually benches someone (see hero state).

So the save removes one injury roll per delve. On a front-liner who is downed about once a delve, that is most of their injury exposure gone. On a back-liner who is downed once a season, it rarely fires.

The Hard to Kill gift

Heroes who reach the Grizzled milestone are offered a gift. One of the four, Hard to Kill, does exactly what this trait does. The game never offers it to a hero who already has Death-Defying, so a Death-Defying veteran draws from the other three gifts instead (Not Yet, The Old Hand, A Steady Word). The two saves never stack, and the trait is never wasted by a duplicate gift.

Outside the fight

  • Away jobs. Bounty postings list Death-Defying as a trait they like. Each liked trait adds 5% to that hero’s suitability on the job, and the party’s average suitability scales its strength for the job.
  • Forks in the dungeon. As the party leader, a Death-Defying hero leans toward the “Lair” side room, which holds one named enemy (+1), and away from the known path (−1). Those leans feed a logistic curve, so a single +1/−1 tilts the choice rather than deciding it.
  • Quest reports. The trait has its own story lines in quest write-ups. Flavour only.

Who should carry it

  • Tanks and front-liners, who hit zero most often and whose fall exposes everyone behind them.
  • Blood-Drunk fighters. Getting back up at 15% puts them at a +42.5% damage bonus, the top of their curve.
  • Giant-Killer damage dealers, so the hero built to finish a named foe is still standing when it matters.
  • Heroes carrying Glass-Jawed, since the extra damage they take makes the first knock-down come sooner.

It pairs naturally with Indomitable: the save keeps the hero up once per delve, and Indomitable keeps any later injury from turning grave. A hero with both is about as durable as the roster gets.

Conflicts and rarity

Death-Defying can never appear with Brittle. Earning one removes the other.

  • Rarity: rare, positive · draw weight 14 of 6,365 · about 1 recruit in 180
  • Founding draft: only on the wildcard card.
  • In the wiki’s archive: first present in the 2.1.8 build (absent from 2.0.7).

Paying for it

On any hero you plan to put in front, Death-Defying deserves a real premium, because it pays on every delve where they would have gone down. On a ranged specialist who stays out of reach, it is a pleasant extra and worth little more than the attributes.

New in v2.1.8

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

Where in the game bundlebundle @20920887 Ic[id="death-defying"]; @20864204 OG()