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.