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Hot-Headed

Reckless with a taste for blood: the same discipline cut, slightly softer risk numbers, plus a +0.1 kill hunger the twin doesn't have.

Behaviour effect

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

  • Recklessness+0.25
  • Discipline-0.2
  • Threat Mult+0.14
  • Kill Hunger+0.1

Hot-Headed versus Reckless: the coefficients

Hot-Headed is best understood next to its twin. Reckless runs threat +0.16, recklessness +0.3, discipline −0.2; Hot-Headed runs threat +0.14, recklessness +0.25, discipline −0.2, kill hunger +0.1. Same shape, same discipline cut, marginally gentler on threat and raw risk appetite, plus one extra coefficient that changes the flavour of every fight: Hot-Headed wants the kill.

That +0.1 kill hunger is the entire practical difference between the two traits, so it’s worth being precise about it. Reckless is directionless: the hero takes dangerous actions because danger doesn’t register, with no preference about where the aggression lands. Hot-Headed points the same aggression at wounded targets. When the combat AI scores the round’s options, the risky play and the finishing blow both get a bump, and the option that is both at once gets scored highest of all. A Hot-Headed hero doesn’t just wade in. They wade in toward whoever is bleeding.

For ladder context, that kill hunger is modest: below Ambitious (+0.15), well below Greedy (+0.25). Hot-Headed is a recklessness trait with a kill-hunger accent, and the hunger is the smaller half.

Reading Hot-Headed in the round-by-round

Four coefficients pull in enough directions that the delve report is where this trait earns or loses its roster spot. The good reports look like tempo: the hero pressures wounded enemies without hesitation, kills land a round earlier than they would for a neutral hero, and with four-hero action economy every early kill removes a whole attacker from every subsequent round. In short fights against fragile packs, Hot-Headed looks like a bargain.

The bad reports come from the other three numbers. The −0.2 discipline means the hero drifts out of formation to reach their chosen target, freelancing in the exact rounds where the party needed its shape. The +0.14 threat means enemies notice all this activity and answer it, so the hero who left formation is also the one soaking extra pressure, wherever they’ve wandered to. In long fights, on floors where flooding or darkness punish repositioning, the pattern compounds: a Hot-Headed hero in a flooded hall spends its rounds paying movement taxes to chase kills the party could have had for free by holding shape.

The tell in the report is position. If the killing blows are landing but the hero keeps taking hits from enemies the formation should have screened off, the discipline cut is billing you.

Who wants Hot-Headed

Pair a Hot-Headed hero with structure and it performs; give it freedom and it takes liberties. The best home is a mobile damage dealer in a party with a high-discipline front line. Professional or Methodical anchors hold the shape, which turns the freelancing from a formation leak into a flanking action. This is the same hammer-and-anvil logic that suits Ambitious, with a heavier hammer and a shakier hand.

Roles that live or die on positioning should skip it. An anchor with −0.2 discipline is a front line that wanders; a support with a threat multiplier is a magnet with a healing kit. And avoid stacking it with other discipline-negative traits in the same four: one freelancer is a tactic, two is a rout waiting for a trigger.

Against Reckless, the choice is role-driven: take Hot-Headed on damage dealers, where the kill hunger converts the chaos into finished enemies, and prefer plain Reckless only where you want the aggression without any target bias. Check the synergy planner before committing; pairings that reward focused damage make the kill-hunger accent pay double.

Signing Hot-Headed heroes

Buy Hot-Headed the way you’d buy any volatile asset: cheap, young, and with a plan. Market prices on temperament traits tend to sag below their delve value because the downside is vivid in the reports, which makes a well-structured party a genuine arbitrage. You’re buying the tempo and using roster design to refuse delivery of the chaos. See the recruitment guide for how to weigh temperament against attributes when scouting.

Two cautions. Permadeath makes the threat rider a slow actuarial cost: a hero who draws +0.14 threat while out of position will, across a career, take more of the hits that end careers. Budget for the risk when deciding how much future you’re paying for. And at oath time, the kill hunger means this hero collects finishing blows and the reputation that follows; renewals price accordingly, so run the term through the oath negotiator before it surprises you.

Passing is correct whenever your roster can’t spare the discipline to babysit. A Hot-Headed hero in an undisciplined party isn’t a spicy pick, it’s a second problem.

Stability across versions

All four coefficients have held steady from v1.9.6 through v2.1.8. Nothing in the recent patch line has touched Hot-Headed or its twin, so any party built to harness it stays built.

Unchanged since v1.9.6

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

Where in the game bundlebundle @20892030 Ic[id="hot-headed"]; @20864204 OG()