The cost: slower recovery at home
Each rest day in the hall, the game takes a share of a hero’s fatigue away: 5.8% of their current fatigue, plus 2.5% for each Infirmary level, with a minimum of 0.6 a day. Light Sleeper multiplies that recovery by 0.75.
| Fatigue, no Infirmary upgrades | Ordinary hero, first day | Light Sleeper, first day |
|---|---|---|
| 70 | about −4.1 | about −3.0 |
| 50 | about −2.9 | about −2.2 |
| 30 | about −1.7 | about −1.3 |
Over a busy stretch that gap compounds. A Light Sleeper drifts toward the line around 78 fatigue where heroes stop counting as fit (see hero state) while their party-mates stay fresh. Early Riser is the mirror image at ×1.25, and the two can never share a hero.
The upside: quieter nights underground
When a party makes camp inside a dungeon, the game rolls for something finding them in the night. The base chance is 4% plus 0.6% per danger level, so about 9.4% on a danger-9 floor. If it happens, every hero in the party loses 12% of their maximum health (never below 1) and gains 6 stress before the next room.
Several things cut that chance, and they all multiply:
| Party contains | Night-attack chance |
|---|---|
| A Watchful or Vigilant hero | ×0.5 |
| A Light Sleeper | ×0.7 |
| High Anticipation | −3% of the chance per point of the party’s best Anticipation above 10, down to ×0.5 |
One Light Sleeper protects the whole party, and pairing them with a Watchful hero brings a danger-9 night down from about 9.4% to about 3.3% before Anticipation.
Is it worth having?
Usually not, but it depends on your routes. Short delves where the party rarely camps charge you the recovery cost and never pay the upside. On deep, long delves with several camps, one Light Sleeper spares the whole party some health and stress, which can be worth more than a few points of fatigue on one hero.
Jobs and other hooks
- Expedition jobs dislike it. Expedition postings list Light Sleeper among the traits they would rather not take, which takes 6% off the hero’s suitability. Every sound in the night wakes them.
- Forks. Light Sleeper gives no lean at a dungeon fork; as leader they use the default odds.
- Flavour. Quest reports have Light Sleeper lines, and on pair duty the hero speaks with the “tireless” voice shared with Tireless, Early Riser, Vigilant, Watchful and Hardy.
The hero card links the trait to Stamina. That link is descriptive; the attribute is unchanged.
Managing a Light Sleeper
- Rotate them more often than the rest of the roster and check fatigue before every delve.
- Upgrade the Infirmary. Each level adds 2.5% to everyone’s daily recovery, and the Light Sleeper’s multiplier applies to the improved rate.
- Bring them on camping-heavy routes deliberately, then rest them before the next fixture.
Rarity and history
- Rarity: common, negative · draw weight 100 of 6,365 · about 1 recruit in 25
- Founding draft: any card, or as the negative half of the wildcard card.
- In the wiki’s archive: first present in the 2.1.8 build (absent from 2.0.7).
Recruiting
A mild negative on core starters who play every week, and close to neutral on a hero you plan to send into the deep on long delves.