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Indomitable

Injuries from delves and wars never turn grave. Being downed or aggravating a wound can still bench them, but never for the longest stretches.

Behaviour effect

Indomitable 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.

Ordinary wounds and grave ones

The injury table in 2.1.8 has two kinds of entry. Ordinary injuries (a sprained wrist, bruised ribs, a twisted ankle and so on) run for a handful of days. Grave injuries run far longer, and their healing is capped at 2 days of progress per day instead of the usual 2.5, so even a well-staffed infirmary cannot rush them. While any injury lasts, the attributes it touches are reduced by up to 35%, easing as the wound closes.

Indomitable does not stop a hero getting hurt. It removes the grave outcomes, in three places.

Where it applies

Being downed in a delve. A downed hero rolls for an injury (25% normally, 40% if Frail). For an Indomitable hero the injury is drawn only from the ordinary entries.

Fighting on an open wound. You can field a hero who is still injured. Each time you do, the wound has a 22% chance to tear open (35% for Frail heroes), adding half its original length again, at least three days. If that pushes the total past one and a half times the injury’s normal maximum, an ordinary hero’s wound turns grave. An Indomitable hero’s wound is clamped at exactly that one-and-a-half limit and stays ordinary.

War contracts. Injuries taken in wars follow the same rule as delve injuries: never grave.

Situation Normal hero Indomitable hero
Downed, injury rolled Any injury, grave included Ordinary injuries only
Wound aggravated past 1.5× its maximum Becomes grave Capped at 1.5×, stays ordinary
Healing speed Unchanged Unchanged

Why the grave cases are the ones that matter

Most injuries cost a few days of selection. The grave ones cost a meaningful slice of a season, and they tend to land on the heroes you field most: front-liners who are downed often, and stars you keep playing through a knock. The aggravation rule is the quiet trap here. Fielding a wounded tank for a big fixture is a reasonable gamble on an ordinary hero; on an Indomitable hero the worst outcome of that gamble is bounded.

Away from the fight

  • Away jobs. Sellsword contracts list Indomitable as a liked trait, which adds 5% to that hero’s suitability for the job.
  • Forks. As party leader the hero leans +1 toward the “Lair” side room with its single named enemy. Small, and only relevant when this hero picks the route.
  • Quest reports. The trait has its own lines in quest stories. Flavour only.

Its hero-card link to Vitality and Resolve is descriptive. The game notes that it does not change those numbers.

Combinations

  • Frail and Indomitable can never share a hero.
  • Quick to Mend heals ordinary wounds 1.5 times faster. Together they make injuries short and never severe.
  • Death-Defying keeps the hero standing once per delve, so fewer injury rolls happen in the first place; Indomitable limits the ones that do.
  • Glass-Jawed on the same hero means more knock-downs, which makes Indomitable worth more on that hero.
  • Slow to Mend is the awkward partner: no grave wounds, but every ordinary one takes half again as long.

Rarity and history

  • Rarity: rare, positive · draw weight 14 of 6,365 · about 1 recruit in 180
  • Founding draft: only on the wildcard card.
  • In the wiki’s archive: first present in the 2.1.8 build (absent from 2.0.7).

Recruiting

A strong positive on any hero you expect to put in harm’s way, and on any star you will be tempted to field while hurt. On back-line heroes who are seldom downed it changes little and is not worth a premium.

New in v2.1.8

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

Where in the game bundlebundle @20921417 Ic[id="indomitable"]; @20864204 OG()