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Quick to Mend

Injuries count down 1.5 times faster, so a wound that benches others for nine days costs this hero six. Best on front-liners who get downed most.

Behaviour effect

Quick to Mend 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.

Faster countdowns

Injuries are the one status that truly sidelines a hero, and each one runs its own countdown in days. On every day of healing the game works out how many days of the injury come off, and Quick to Mend multiplies that by 1.5. Slow to Mend multiplies it by two thirds, and the two can never share a hero.

Assuming the basic rate of one day of healing per day:

Injury length Ordinary hero Quick to Mend Slow to Mend
6 days 6 days out 4 9
9 days 9 days out 6 13–14
12 days 12 days out 8 18

Fractions carry over from day to day, so nothing is lost to rounding.

The healing ceiling

However fast a hero heals, the game caps healing at 2.5 days of injury per day, and at 2 days per day for grave wounds. Infirmary upgrades and staff raise the base rate toward that ceiling, and Quick to Mend is applied before the cap. On a hero whose healing is already near the limit, part of the bonus is wasted; for most heroes most of the time, it applies in full.

The trait does nothing to stop injuries happening. A downed hero still rolls for a lasting wound (25%, or 40% if Frail), and a wound fielded while still open can still tear. Quick to Mend only shortens the absence afterwards.

Who should carry it

The value follows how often the hero gets hurt. On a tank or front-line bruiser who is downed a few times a season, Quick to Mend can save a week or more of bench time across a year, which is often worth more than a point or two of attributes. On a back-line hero who rarely drops, it may never trigger.

It is a natural partner for traits that put a hero in harm’s way:

  • High-threat front-liners, who draw the most hits.
  • Blood-Drunk fighters, who keep swinging at low health.
  • Death-Seekers, who go looking for trouble on the deepest floors.
  • Glass-Jawed heroes, who go down sooner.

It also pairs well with Indomitable: no wound ever turns grave, and every ordinary one closes half again as fast. A hero with both spends very little time on the injury list.

On the jobs board

Sellsword contracts list Quick to Mend among their liked traits, adding 5% to the hero’s suitability. A season of someone else’s war is a season of small wounds, and Slow to Mend is on the same contract’s dislike list.

Small hooks

Quick to Mend gives no lean at a dungeon fork; as leader they use the default odds. Quest reports have their own Quick to Mend lines. The hero card links the trait to Vitality; that link is descriptive and the attribute is unchanged.

Rarity and history

  • 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

Pay a modest premium on melee recruits and treat it as neutral on everyone else. It never fades with age, so it keeps its value through a whole career, including the late years when a veteran’s attributes are already sliding.

New in v2.1.8

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

Where in the game bundlebundle @20905203 Ic[id="quick-to-mend"]; @20864204 OG()