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.