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Road-Hardened

Quests cost this hero half the usual fatigue. Uncommon, and the natural pick for long contracts and quest-heavy guilds.

Behaviour effect

Road-Hardened 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.

The quest wear rule

A hero coming back from a quest pays for the trip in two meters. In 2.1.8 the game charges, per week away:

  • Fatigue: +5 per week;
  • Condition: −6 per week, and 60% more if the quest went badly (ill-fated or lost).

Road-Hardened halves the fatigue part. Condition loss is unchanged, and so is the fatigue from ordinary delves. Hardy cuts both quest fatigue and quest condition loss by a quarter, and the two stack: a hero with both gains about 38% of the normal quest fatigue.

Quest length Normal fatigue Road-Hardened Road-Hardened + Hardy
1 week +5 +3 +2
2 weeks (expedition) +10 +5 +4
3 weeks +15 +8 +6

Why the fatigue half matters

Fatigue is the meter that decides whether a hero is fresh enough to select. Over about 78 a hero stops counting as fit, and fatigue only comes off with rest days in the hall (see hero state). A hero who returns from a fortnight on the road with 10 extra fatigue usually needs a rest before the next delve; with 5, they often slot straight back into the rotation.

That makes Road-Hardened most useful for heroes who split their time between quests and delves. A pure quest runner benefits too, but the real gain is in not losing delve availability to the trip home.

Jobs, events and forks

  • Expedition jobs like it. Expedition postings list Road-Hardened among their liked traits (“Half a season on the road is what they are for”), adding 5% to the hero’s suitability for the job.
  • “Thin Broth”. A Road-Hardened, Pathfinder or Weathered hero can go out with snares: the guild gets +2 condition and +1 morale, and the snarer takes 8 fatigue and gains 1 experience.
  • “A Bitter Stretch”. A Road-Hardened, Hardy or Weathered hero can lead the wood party, which keeps the hall warm for free; they take 10 fatigue and gain 3 morale. See the events page.
  • Forks. The trait gives no lean at a dungeon fork. A Road-Hardened leader follows the default: a side room 60% of the time with a fresh party, 20% with a hurt one.
  • Flavour. Quest reports have Road-Hardened lines, and on pair duty the hero uses the “veteran” voice shared with Old Soldier, Weathered, Deep-Seasoned, Old-School and Well-Preserved.

The hero card links the trait to Stamina. That link is descriptive; the attribute is unchanged.

Building a road hero

The road traits cover different costs of travel, so they combine well:

  • Road-Hardened halves quest fatigue.
  • Hardy trims quest fatigue and condition loss by a quarter.
  • Weathered halves dungeon condition penalties and the stress they add between rooms.
  • Early Riser recovers fatigue a quarter faster at home.
  • Hard Bargainer anywhere in the party raises the quest’s pay by 10%.

A hero with two or three of these can run contract after contract and still be fit for the fixture that follows.

Conflicts and rarity

Road-Hardened can never appear with Homebody, who loses morale on long quests.

  • 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

Worth a real premium if quests are a regular part of how you run the guild, and close to neutral if you rarely send anyone out. On a dual-use hero who fills in on both the road and the delve rotation, it is one of the more useful uncommon traits.

New in v2.1.8

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

Where in the game bundlebundle @20919477 Ic[id="road-hardened"]; @20864204 OG()