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Easygoing

Bad blood with this hero fades twice as fast, so quarrels repair themselves. Also unlocks a free way to settle “The Share-Out” event.

Behaviour effect

Easygoing 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.

How grudges fade

Every bond between two heroes drifts back toward neutral over time, about 1% of its strength each day. At −20 or below the pair count as rivals; at −60 or below they are feuding.

Easygoing doubles the speed of that drift for negative bonds involving this hero. If both heroes in a bad bond are Easygoing, it fades four times as fast. Positive bonds drift at the normal rate, so friendships with an Easygoing hero last exactly as long as any other.

A bond at −40, after one month Ordinary pair One Easygoing hero Both Easygoing
Without a Peacemaker home about −30 about −22 about −12
With a Peacemaker home (×1.5) about −25 about −16 about −6

Unforgiving works the other way (×0.5), and the two can never share a hero.

Why letting go is useful

Quarrels are a background cost in any guild. Event choices that side with one hero, loot disputes, clashes on shared duty: each leaves bad blood behind. Bad bonds have practical effects:

  • In a fight, a party-mate will not cover a hero they are on bitter terms with (bond −40 or worse), so protective traits stop working between them.
  • On pair duty, a bad bond makes a rebuff more likely and a good talk less likely.
  • Feuds feed further events that usually cost gold or morale to settle.

An Easygoing hero lets most of that go on its own. You can make the harsh call in an event, knowing the damage to this hero’s relationships will heal in weeks rather than seasons.

“The Share-Out”

When two heroes argue over the last share of loot, an Easygoing or Peacemaker hero on the roster can settle it for free. The two disputants gain +4 bond with each other, and the Easygoing hero gains 2 morale. See the events page.

Jobs and the route

  • Expedition jobs like it. Expedition postings list Easygoing among their liked traits, adding 5% to the hero’s suitability. Two weeks on the road with the same faces is easier with someone who does not keep score.
  • Forks. Easygoing gives no lean at a dungeon fork; as leader they use the default odds.
  • Flavour. Quest reports have Easygoing lines, and on pair duty the hero speaks with the “warm” voice shared with Charismatic, Companionable, Generous, Inspiring, Team Player, Peacemaker, Crowd-Pleaser and Hopeful.

The hero card links Easygoing to Teamwork. That link is descriptive and does not raise the attribute.

Where it fits

  • Mixed rosters with strong personalities. Hot-Headed, Arrogant or Vain heroes generate friction; an Easygoing party-mate absorbs it.
  • Parties that rotate a lot, where heroes are paired with many different people.
  • Guilds that often need to make tough event calls between two heroes.
  • Alongside Companionable. One makes good bonds grow 50% faster, the other makes bad ones fade twice as fast, so the hero rarely carries tension for long.

It does nothing in combat and never shows in a delve report.

Conflicts and rarity

Easygoing can never appear with Unforgiving or Hot-Headed.

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

Recruiting

A small positive. It is worth more on a roster that already has some combustible personalities, and close to neutral on a calm one.

New in v2.1.8

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

Where in the game bundlebundle @20910192 Ic[id="easygoing"]; @20864204 OG()