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Generous

Generous maps to a single +0.1 protectiveness coefficient: the gentlest team-first nudge the fight engine recognises, and priced accordingly.

Behaviour effect

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

  • Protectiveness+0.1

What Generous actually does

On the transfer market, Generous gets treated as flavour text. It nearly is, but not quite: the datamine shows protectiveness +0.1, a real combat-AI coefficient, just the smallest positive one in the guarding family. The hero weights “cover, guard or aid a party-mate” a touch higher when the AI scores the round’s options. No courage change, no discipline change, no rider of any kind.

Context makes the size legible. Inspiring runs +0.18, Born Mentor +0.25, the Loyal/Team Player twins +0.4, Field Medic +0.42. Generous is a quarter of a top-tier guardian. Its exact protectiveness value is shared by Humble, but Humble adds a +0.08 courage rider on top, which makes Humble strictly the richer coefficient package of the two; if you’re choosing between those names at equal price, that’s the whole decision. Its thematic opposite, Greedy, runs protectiveness −0.15 with kill-hunger and recklessness riders, a useful reminder that this family’s negative side rarely comes clean, while Generous is a pure, tiny positive.

What +0.1 looks like in the delve

You will not spot this trait in a single delve report, and anyone who claims to is reading tea leaves. A +0.1 bias only decides rounds where the combat AI was already close to indifferent between attacking and covering: perhaps a handful of decisions across an entire delve. What it produces is statistical and invisible in any one report: across a season, a Generous hero ends up guarding slightly more often, and the party eats slightly fewer unanswered hits.

Small is not the same as worthless in a permadeath game. Hero deaths are edge events (one extra hit landing at the wrong moment), and a coefficient that shaves the frequency of exactly those moments compounds quietly over dozens of delves. On grinding floors where curses and floods tax every round, the occasional extra cover is pure profit. And because the bias is so light, the classic guardian failure mode barely exists here: a Generous hero almost never donates a whole round to escorting a healthy ally in a fight that’s already won, so the four-action economy stays intact.

Just be honest about what you own. When a delve turns genuinely bad (two heroes bleeding, the formation cracking), +0.1 changes nothing. This is a rounding error in your favour. It will not act as a bodyguard.

Reading the trait in your reports is therefore an exercise in patience. Don’t look for heroic saves; look at season-scale patterns. If your Generous hero’s parties post slightly fewer casualties than your others with comparable rosters, the coefficient is part of the story. If a manager tells you their Generous hero “always protects the team”, they’ve confused the +0.1 with a +0.4, probably because they read the name the way the market does.

Party fit and stacking

Stacking tiny positives is where Generous belongs in roster thinking. It’s harmless on literally every role: too small to dent a damage dealer’s output, a mild bonus on anchors and support, invisible on a healer whose AI was choosing aid options anyway. That universality is its one structural virtue: it never argues with a build.

As a counterweight it’s inert. Set against a Vain party-mate’s −0.3 or a Lone Wolf’s −0.5, +0.1 doesn’t register; if your four includes serious negative protectiveness, you need a Loyal, Team Player or Field Medic. Where it does add up is alongside its own size class: a party sprinkled with Generous, Humble and Inspiring heroes has no single guardian but leans party-first everywhere at once, with none of the action-economy tax the big coefficients charge. That’s a legitimate, if unglamorous, way to run a survivable four.

Recruiting and value

Pay nothing extra for Generous, and don’t let a seller convince you otherwise. The coefficient doesn’t support a premium over an otherwise-identical hero. Its correct role in recruitment is tiebreaker: between two equal candidates, take the Generous one and treat the +0.1 as a free rounding error in your favour for the rest of the career. Like all behaviour coefficients it ignores ageing, so it’s still doing its quiet work in the hero’s final season.

Resist the flavour trap at oath time, too. Nothing in the data connects Generous to a hero accepting softer terms at Sworn Oath renegotiation. As far as the datamine can see, a generous fighter is not a generous negotiator, so bargain on the numbers like you would with anyone.

Wage-wise it’s a non-factor, which is itself mildly useful: heroes whose value sits in attributes cost you at every renegotiation, while a trait like this rides along free. If you’re auditing what you actually pay for across the roster, the economy planner makes the attribute-versus-trait cost split obvious, and Generous will never show up on the expensive side of it.

Version history

Unchanged from v1.9.6 through v2.1.8: the same lone +0.1 in every build the wiki tracks. Nobody at the studio has felt the need to touch the game’s smallest kindness, and there’s no sign that will change.

Unchanged since v1.9.6

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

Where in the game bundlebundle @20903519 Ic[id="generous"]; @20864204 OG()