Dungeons & Dynasties Wiki
Traits

Home /Traits / Peacemaker

Peacemaker

While this hero is in the hall, every bad relationship in the guild fades 1.5 times faster. Rare, guild-wide, and best on a roster with friction.

Behaviour effect

Peacemaker 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.

How bad blood fades

Every bond between two heroes drifts back toward neutral over time: about 1% of its strength fades each day. The game labels a bond by its value. At −20 or below the pair are rivals, at −60 or below they are feuding; at +20 they are friends and at +60 close.

Peacemaker speeds up the fading of negative bonds. While at least one Peacemaker is in the hall (not away on a job, a loan or leave), every negative bond in the guild fades 1.5 times as fast. The Peacemaker does not have to be part of the quarrel, and positive bonds are untouched, so friendships do not cool any faster.

Two personal traits change the same rate for the pair that carries them, and they all multiply:

The quarrelling pair Without a Peacemaker home With one home
Neither has a modifier ×1 ×1.5
One Easygoing hero ×2 ×3
Both Easygoing ×4 ×6
One Unforgiving hero ×0.5 ×0.75

More than one Peacemaker does not stack: the check is whether any is home.

Why it matters

Bad bonds have real costs. In the hall they drive “clash” moments on shared duty, and in a fight a party-mate on bitter terms (bond −40 or worse) will not cover the other, so protective traits stop working between them. Feuds also feed events that cost gold or morale to settle (see the events page).

Most fixes for a feud are one-off event choices that help one pair. A Peacemaker works on every bad relationship in the guild at once, quietly, every day they are home. On a large roster that is a lot of small repairs.

“The Share-Out”

When two heroes argue over the last share of loot, a Peacemaker or Easygoing hero on the roster unlocks a free option: let them settle it. The two disputants gain +4 bond with each other, and the peacemaker gains 2 morale. See the events page.

Other hooks

  • Forks. Peacemaker gives no lean at a dungeon fork; as leader they use the default odds.
  • Flavour. Quest reports have Peacemaker lines, and on pair duty the hero speaks with the “warm” voice shared with Charismatic, Companionable, Generous, Inspiring, Team Player, Easygoing, Crowd-Pleaser and Hopeful.

The hero card links Peacemaker to Teamwork and Leadership. That link is descriptive and does not raise either attribute.

Using a Peacemaker

  • Keep them home through tense stretches. The effect only runs while they are in the hall, so a Peacemaker on a two-week expedition is two weeks of normal-speed feuds.
  • Send someone else on long jobs if you have a choice, especially after an event call that left two heroes unhappy with each other.
  • Pair them with Easygoing heroes, whose own bad bonds then fade six times as fast.

Conflicts and rarity

Peacemaker can never appear with Unforgiving or Hot-Headed.

  • 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

Worth a real premium on a guild with frequent internal friction, since the effect covers the whole roster. On a small, calm roster where nobody is feuding, it does little, and the hero should be valued for their attributes.

New in v2.1.8

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

Where in the game bundlebundle @20917088 Ic[id="peacemaker"]; @20864204 OG()