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Glass-Jawed

Every hit that lands on this hero deals 15% more damage. A common, always-on penalty that matters most on front-liners.

Behaviour effect

Glass-Jawed 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.

One multiplier, applied to every hit

The combat code checks a single flag for this trait. When damage is applied to a Glass-Jawed hero, it is multiplied by 1.15 and rounded, with a minimum of 1. That happens for basic attacks, abilities, boss mechanics and everything else that deals damage to them, in every fight, at every age.

Taking 15% more per hit works out to about 13% less effective health (1 ÷ 1.15 ≈ 0.87). The hero is not weaker in any other way: their own damage, accuracy and behaviour are untouched.

What the extra damage turns into

The multiplier matters because of what happens at zero. A downed hero stops acting for the rest of the fight, and when the fight ends they roll for a lasting injury: 25% for most heroes, 40% if they are also Frail. So the real cost of Glass-Jawed is extra knock-downs, and every extra knock-down is another injury roll.

Role How often they are hit Cost of the trait
Tank / anchor Constantly High: drops earlier and exposes the back line
Melee damage Often Noticeable
Ranged damage, healer Rarely, if the front holds Small

Threat makes it worse. Courage traits such as Brave and Dauntless carry a threat rider that draws more enemy attention, so on the same hero they add hits for the multiplier to work on.

Where it shows up off the field

  • Bounty jobs dislike it. Bounty postings list Glass-Jawed among their disliked traits (“A named beast hits hard, and they go down easier than most”). A disliked trait takes 6% off that hero’s suitability, which lowers the party’s strength on the job.
  • Forks. As party leader, a Glass-Jawed hero leans +1 toward the known path when the dungeon offers a side room. A mild preference for the safe way through.
  • Flavour. Quest reports have Glass-Jawed story lines, and on pair duty the hero speaks with the “clumsy” voice shared with Clumsy and Jinxed. Neither changes a result.

The hero card links the trait to Vitality. That link is a label only; the Vitality number is not reduced.

Managing a Glass-Jawed hero

  • Line placement first. A hero the enemy rarely reaches rarely pays the multiplier.
  • Armour next. Armour still shrinks every hit, so the 15% is taken on a smaller number.
  • Cover from party-mates. Protective traits such as Loyal, Team Player and Field Medic weight covering and aiding allies. While a party-mate is covering this hero, half of each hit lands on the coverer instead, provided the coverer is above 30% health and their bond with this hero is above −40.
  • Insurance traits. Death-Defying turns the first knock-down of each delve into a stand at 15% health, and Indomitable keeps any injury that does happen from turning grave. Either takes much of the sting out.
  • Avoid stacking with Frail on a front-liner: more knock-downs, each with a higher injury chance.

Conflicts and how common it is

Glass-Jawed can never appear with Hardy.

  • 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

Treat it as a real discount on melee recruits and tanks, roughly the price of a modest Vitality deficit. On a ranged specialist or healer behind a solid front line it is close to neutral, and a strong back-line hero should not be passed over because of it.

New in v2.1.8

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

Where in the game bundlebundle @20921949 Ic[id="glass-jawed"]; @20864204 OG()