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Pathfinder

Doubles the chance of a rare find on delves (with a Larder), raises finds on expeditions, and upgrades war salvage. A steady source of free gear.

Behaviour effect

Pathfinder 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.

Three ways a Pathfinder brings more home

Pathfinder has no combat numbers. Everything it does happens around the fighting, in what a party finds and how it moves.

Rare finds after a delve. If the hall has a Larder to store it, the game rolls for a rare find from the region after each delve. The base chance is 12.5%. If any hero in the party is a Pathfinder, it is 25%. One Pathfinder is enough; a second adds nothing. Without a Larder the roll never happens, so the trait does nothing here. See guild operations for the building.

Finds on expeditions. A triumphant expedition can turn up something from the region it crossed. The chance is 7% times the best “finder” score in the party, scaled by length (from 0.7 for a very short trip up to 1.6 for a long one), and capped at 40%. A hero’s finder score starts at 1 and traits adjust it:

Trait Finder score bonus
Curious +1.1
Pathfinder +1.0
Watchful +0.5
Lucky +0.3
A place vow sworn to that region +0.6
Methodical −0.35

On a 12-day expedition a party with no finder traits has about an 8% chance; with a Pathfinder along it is about 17%.

War salvage. After a war, surviving heroes salvage gear. Each piece is rare 15% of the time; if a Pathfinder took part, a piece that came up common gets a further 25% chance to become rare.

How a Pathfinder leads

The game counts Pathfinder among its careful leaders. When a careful leader with no other leanings reaches a fork, they take the side room 60% of the time if the party is fresh, and only 10% of the time if it is hurt (anyone down, or average health under 60%). An ordinary leader in the same spot takes it 20% of the time. A Pathfinder at the front is a leader who explores when it is cheap and comes home when it is not.

Other hooks

  • Expedition jobs like it. Expedition postings list Pathfinder as a liked trait, adding 5% to the hero’s suitability.
  • “Thin Broth”. A Pathfinder, Road-Hardened or Weathered hero can go out with snares instead of the guild buying food: everyone gets +2 condition and +1 morale, and the snarer takes 8 fatigue and gains 1 experience. See the events page.
  • Flavour. Quest reports have Pathfinder lines, and on pair duty the hero uses the “curious” voice shared with Curious, Quick-Witted, Restless and Trap-Wise.

The hero card links Pathfinder to Anticipation. That is a label; the attribute is not raised.

Earning it

Pathfinder can be earned. A hero who keeps a vow tied to a place and then swears it again gains Pathfinder, along with the usual rewards for a kept vow (+15 morale and +3 loyalty). Other vow kinds grant other traits the same way: kin vows give Kin-Proud, bond vows Companionable, legacy vows Quiet Example.

Rarity and conflicts

Pathfinder has no traits it is barred from.

  • Rarity: uncommon, positive · draw weight 45 of 6,365 · about 1 recruit in 57
  • Founding draft: any card.
  • In the wiki’s archive: first present in the 2.1.8 build (absent from 2.0.7).

Recruiting

A quiet, steady positive for any guild that delves regularly and has a Larder, and a good expedition hand for guilds that use the jobs board. Because one Pathfinder covers the whole delve party, spread them across parties rather than stacking two in the same four.

New in v2.1.8

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

Where in the game bundlebundle @20911558 Ic[id="pathfinder"]; @20864204 OG()