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Insubordinate

Insubordinate cuts discipline and protectiveness by 0.18 each: the hero drifts out of formation and won't cover party-mates while doing it.

Behaviour effect

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

  • Discipline-0.18
  • Protectiveness-0.18

What Insubordinate actually does

Two negative coefficients, nothing bought in exchange: discipline −0.18, protectiveness −0.18. Discipline governs sticking to role, orders and formation, so the first cut produces freelancing: a hero who drifts out of position and improvises against the plan. Protectiveness governs covering, guarding and aiding party-mates, so the second cut means the improvising happens purely in the hero’s own interest.

What makes Insubordinate genuinely unusual in the digest is that the malus buys nothing. Compare the other discipline-cutters: Reckless takes −0.2 discipline but pays you +0.3 recklessness for aggression; Hot-Headed takes −0.2 and hands back recklessness and kill hunger. Those traits are trades. Insubordinate is a tax: no aggression rider, no courage, no kill hunger, just two behaviours you wanted, removed. Against Lone Wolf the contrast is instructive too: the Wolf’s protectiveness cut runs far deeper (−0.5), but its discipline is untouched. A Lone Wolf holds formation and ignores your allies, while an Insubordinate hero abandons the formation and the allies, moderately, at the same time.

Watching it go wrong in a delve

Picture round four on a cursed floor. Your plan has the front line holding a doorway while the back line works. The Insubordinate hero’s discipline cut is the reason there’s now a gap in that doorway: the AI weighted “stick to the assignment” lower and freelanced toward something shinier. In most fights that costs little. In the fights where the formation was the plan (a choke against numbers, a screen for the healer, darkness where separation kills), the drift is structural damage, and the delve report will show it as party-mates taking hits from angles your shape should have sealed.

Not every delve exposes it, which is what makes the trait easy to underrate. On open floors against weak opposition, freelancing looks like initiative and the reports read fine, sometimes better than fine, since the hero was attacking while others held position. The bill arrives on the floors with structure: chokes, escorts, conditions that demand the four act as a shape rather than as individuals. Judge an Insubordinate hero on your hardest delves.

Then the second coefficient lands: the hero who created the gap is also the hero least likely to answer for it. When the ally exposed by the drift starts bleeding, −0.18 protectiveness means the cover action that would fix it keeps losing the AI’s scoring. Each number alone is moderate; the combination is self-reinforcing in exactly the rounds a four-hero party can’t spare. One hero misbehaving is a quarter of your action economy, and this one misbehaves on both axes at once.

Party fit, such as it is

Very few compositions want this, so the honest question is where it does least harm. The answer is a self-sufficient damage role, operating on the flank where formation mattered least anyway, inside a party built disciplined and protective around them: a Professional or Vigilant front line to keep the shape honest, and ideally a Loyal or Team Player guardian to cover whatever the drift exposes. Discipline doesn’t transfer between heroes; steady party-mates can’t fix the Insubordinate AI, only limit the blast radius.

Never on an anchor: formation is the entire job, and −0.18 discipline attacks the job directly. Never on a healer or support, where the protectiveness cut points their kit away from its purpose. And keep it clear of the other formation-breakers. An Insubordinate hero next to a Reckless or Hot-Headed one is a plan with two authors and no readers.

Recruiting and salvage value

Salvage is the right frame at the market. Insubordinate heroes list at a discount, and unlike Lone Wolf (where the discount can be a bargain because the trait spares the hero’s own effectiveness), this discount is compensation for a pure behavioural tax. Buy only when the attributes are genuinely too good for the price even after assuming the trait costs you a spoiled delve now and then, and only into a roster with the disciplined structure to absorb it.

Contract short. A hero you’re tolerating rather than building around should be on the shortest Sworn Oath you can negotiate, so the exit is cheap when a better temperament comes along; sketch the terms in the oath negotiator before the meeting. And resist the temptation to read the name into the renegotiation itself: Insubordinate has no wage or renewal modifier in the 2.1.8 code. Its other hooks outside the fight are listed below. Selling is straightforward: other managers see the attributes, you’ve lived with the delve reports, and the gap between those two views is your margin.

Outside the fight

  • A contrary leader. At a dungeon fork, an Insubordinate leader with no other leaning does the opposite of what the party’s state suggests: when the party is hurt (anyone down, or average health under 60%) they always take the side room, and when it is fresh they always keep to the known path. Keep them out of the leader’s seat.
  • A poor follower. A leader’s aura normally steadies every follower. On an Insubordinate hero it works in reverse at half strength, and a tank leader’s target calls do not steer them at all.
  • Standing −6. Guild standing decides who a party looks to as leader; Insubordinate pushes the hero down that list.
  • Compatibility −1. Bonds with this hero grow less readily.
  • Flavour. On pair duty the hero speaks with the “hot” voice shared with Hot-Headed, Reckless and Blood-Drunk.

Insubordinate can never appear with Steady, Professional, Diligent, Methodical, Traditional or Dutiful.

Version history

Neither coefficient has moved between v1.9.6 and v2.1.8; the twin −0.18s are identical in every build the wiki tracks. The tax has never been raised, but nobody has repealed it either; plan around it as a fixed cost. The hooks outside the fight 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 @20901393 Ic[id="insubordinate"]; @20864204 OG()