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Sure-Footed

Luck +0.12 riding on recklessness −0.10: the only trait pairing a luck bonus with a second effect, and both halves point towards safer delves.

Behaviour effect

How Sure-Footed nudges a hero's combat-AI parameters. Positive values push the behaviour up, negative values damp it.

  • Luck+0.12
  • Recklessness-0.1

Two coefficients, one direction

Only one trait in the datamined tables pairs luck with a second parameter: Sure-Footed, at luck +0.12 and recklessness −0.10. Every other luck effect in the game lives in Lucky, a pure +0.45 with nearly four times the bias, so the lazy reading of Sure-Footed as “budget Lucky” misses the point. What you are buying is the combination: two coefficients pointing the same direction. The luck bonus tilts random outcomes gently in the hero’s favour; the recklessness damping means the combat AI scores risky options lower and routes around danger more readily. Fewer gambles taken, and a friendlier thumb on the dice for the gambles that remain.

The damping half matches Professional’s exactly (−0.10) and sits above Vigilant (−0.09) and Watchful (−0.07); the difference is what rides along. Professional brings discipline, Sure-Footed brings the luck. The sharper contrast is Haunted, which carries the identical −0.10 damper bolted to a −0.16 courage cut. Sure-Footed touches courage not at all. This is caution without fear, and that distinction decides which roles can wear it.

Earning its keep in a delve

Two mechanisms, one outcome: this hero has fewer disasters. Risk damping trims deaths-by-own-choice, the marginal gamble the AI now declines to take. Luck trims deaths-by-bad-roll, the disasters nobody chose. Between them the trait attacks both halves of how delves go wrong, which is why it feels larger in play than either modest number suggests on paper.

Conditions are the multiplier. Flooded halls, darkness, curses: the conditions that make a floor nasty mostly work by injecting risk and randomness into ordinary actions, which is precisely the space where both coefficients operate. On a clean, well-lit floor, Sure-Footed is a minor tilt consulted occasionally; on a hazard floor, both numbers get a say round after round. If any trait can be said to scale with dungeon difficulty, it is this one.

Don’t expect the delve report to prove it. Luck never announces itself (no line ever reads “this would have gone worse”), and a declined gamble leaves no ink at all. The evidence is longitudinal: across a season, a Sure-Footed hero accumulates fewer catastrophic rounds than their attributes alone predict. The trait’s cost is equally quiet. On a hero whose role is aggressive risk, a −0.10 damper is a real if small drag on exactly the plays you recruited them to make.

Compositions that want it

Hazard-heavy plans want Sure-Footed most. If your guild’s economy is built on farming the nastiest floors for outsized returns (run those numbers through the dungeon yield tool before committing a season to the strategy), this is a core trait rather than a pleasant extra, and it belongs on whichever hero the plan can least afford to lose.

By role: excellent on the front line and close to ideal on the anchor. The anchor takes the most contact, so the luck bias is consulted most often; the recklessness damping discourages unnecessary heroics; and because courage is untouched, nothing about the role’s job description is compromised, which is the exact failing of every fear-family trait with comparable damping. Healers and support wear it well too. The only mildly awkward home is the dedicated finisher, where aggression is the product and the damper shaves its edge.

In trait company, Sure-Footed plus a kill-hunger finisher is a tidy division of labour: one hero ends fights fast, the other makes sure the party is still standing when it happens. One boundary worth stating plainly: luck is personal. The +0.12 does nothing for party-mates, so a Sure-Footed hero does not make a reckless party safe; they make one quarter of it safe.

Recruiting and market price

Expect to pay a premium, and pay it for keepers. Sure-Footed is a trait managers seek out, and other managers know what it is worth even without the exact coefficients. The premium is best spent on long-horizon heroes: behaviour coefficients don’t decay with age, permadeath makes survival the foundation under every other investment, and a hero who reliably reaches retirement is a hero who mentors, founds a bloodline, and repays the markup across a decade of service. Young recruit, elite attributes, Sure-Footed on the sheet: that is a hero you bid seriously for.

When to pass: the short-term rental. Buying a hero for one promotion push is a raw-output problem, and quiet survivability is the wrong thing to pay a premium for when the plan is to sell in two seasons anyway. Oath planning follows the same logic in reverse. Sure-Footed heroes reach their renegotiations alive more often than most, so favour terms you’d be happy to renew rather than terms designed to expire before the hero does.

Version history

Neither coefficient has moved in any build this wiki tracks, v1.9.6 through v2.1.8. Both halves of the trait are stable, which suits its nature: a long-horizon trait you can plan a decade of roster decisions around without checking the patch notes first.

Unchanged since v1.9.6

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

Where in the game bundlebundle @20898720 Ic[id="sure-footed"]; @20864204 OG()