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Humble

Humble pairs +0.08 courage with +0.1 protectiveness, the only guarding-family trait that also firms up a hero's nerve, at zero cost.

Behaviour effect

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

  • Protectiveness+0.1
  • Courage+0.08

What Humble actually does

Humble is the odd one out in the protectiveness family: every other positive member is a single-coefficient trait, while Humble carries two: courage +0.08 and protectiveness +0.1. Neither number is large, but the combination is unique in the digest: a hero slightly more willing to hold ground when a delve turns bad, and slightly more inclined to cover, guard and aid party-mates when the combat AI weighs the round.

Both halves invite comparison. On the guarding side, Generous carries the identical +0.1 protectiveness and nothing else, which makes Humble strictly the better coefficient package of the pair: same team-first lean, plus a free courage rider. On the nerve side, its loud opposite is Arrogant: +0.3 courage but with recklessness +0.15 and protectiveness −0.2 hanging off it. Humble’s numbers are a fraction of the size and carry no downside rider at all, which is rather the point of the name.

Humble under pressure

Pressure is where the courage half earns its line in the data. Courage governs whether a hero keeps fighting or falters when a delve sours, and the heroes who break early are the ones who get party-mates killed, because a faltering hero is an absent action in exactly the round the party needed four. A +0.08 nudge won’t turn a coward into a wall, but across a season it means this hero wobbles marginally later and less often than their attributes alone would predict.

Meanwhile the protectiveness half does what the small end of the guarding ladder always does: tips near-tie decisions toward covering a wounded ally, worth perhaps a few extra interventions per delve, invisible in any single report and real across many. The two biases also point the same direction in the worst moments. The hero who doesn’t break is also the hero still standing next to the casualty, so the trait is coherent in a way most small traits aren’t.

Delve conditions are worth a word here, because they lean on both coefficients at once. Darkness and curse floors are morale grinders. They manufacture exactly the souring delves where low-courage heroes falter, and they punish uncovered allies harder than clean floors do. A Humble hero is fractionally better on both counts in the same delve, which is why the trait tends to look best in your ugliest reports and completely invisible in your routine ones.

Cost side of the ledger: effectively blank. Numbers this size don’t generate the guardian tax of a +0.4 trait (no whole rounds donated to escorting healthy allies while a curse ticks), and there’s no negative rider to manage. Humble is one of the few traits in the game with no failure mode worth writing down.

Who wears it best

Anywhere, honestly. The trait is too small and too clean to clash with any role. But it’s at its best where its two halves both matter: the front line. An anchor wants courage (holding ground is the job) and wants protectiveness (guarding is the other half of the job), so Humble reads as a miniature of the ideal front-line temperament. Second-line support takes it nearly as well.

On damage dealers it’s simply free: +0.1 protectiveness is far below the level that dents output. What Humble can’t do is structural work: it won’t counterweight a Lone Wolf’s −0.5 or a Vain hero’s −0.3, and it won’t substitute for a real guardian in a four built around protecting an irreplaceable hero. It stacks pleasantly with its own size class (Generous, Inspiring) into a party that leans party-first everywhere without a dedicated bodyguard, a shape that suits managers who resent paying the big coefficients’ action-economy tax.

Market notes and oaths

Bargain-bin pricing is the norm, because the market prices what tooltips advertise and Humble’s tooltip advertises nothing. That makes it one of the better free riders in recruitment: between equal candidates, the Humble one hands you two small positive coefficients for the rest of a career at no premium. Remember the split between what you’re buying, too. Attributes decay with age, behaviour coefficients don’t, so Humble’s value survives to the final season while the numbers around it fade. (The attributes reference covers that decay side of the ledger.)

Age treats it the same way it treats the rest of the family: kindly. A Humble veteran in their final seasons is still marginally braver and marginally more protective than their sheet suggests, which makes older Humble heroes decent depth signings: the attributes are cheap because they’re fading, and the temperament rides along at full strength for free.

The name does show up in the wage bill: a Humble hero asks 10% less in wages (Loyal 12%, Team Player 8%). Humble has no renewal modifier of its own, so at the Sworn Oath table negotiate on the numbers as usual.

Outside the fight

  • As leader at a fork, a Humble leader gives the party the credit for the call: +2 bond with each party member. Humble has no lean of its own, so the leader takes side rooms at the default odds.
  • Standing +4 and compatibility +1: the guild warms to a Humble hero, and bonds with them grow more readily.
  • Delve events. A Humble hero can take the good outcome in The Quiet Shrine, The Starving Pilgrim, The Lost Party and (if no healer is along) The Wounded Beast. In The Whispering Idol and The Gilded Mirror, a Humble hero keeps the party out of the worse branch: 5 stress off instead of 15 or 8 on.
  • Found gear. Under the “Gear up now” order, a Humble hero packs a find away instead of wearing it in the dark, like Professional, Methodical, Diligent and Team Player heroes.
  • Easy delves. A hero sent on an ordinary delve far below their level can lose morale over it. Humble gives 14 more points of patience before that starts, the most of any trait.
  • Festivals. −3 in the crowd discipline: the Humble hero does not play to a crowd.
  • Flavour. On pair duty the hero speaks with the “humble” voice.

Humble can never appear with Arrogant, Vain or Crowd-Pleaser.

Version history

Both coefficients have sat still through every tracked build, v1.9.6 to v2.1.8: +0.08 courage, +0.1 protectiveness, no revisions. As foundations go it’s a pebble, but it’s a pebble that has never moved. The wage and other hooks above are read from the 2.1.8 code; earlier versions of this page missed them.

Unchanged since v1.9.6

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

Where in the game bundlebundle @20885301 Ic[id="humble"]; @20864204 OG()