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Quirks are peculiar traits possessed by heroes at their creation, and gained through activities in the Hamlet or during expeditions. Quirks affect the hero in various ways, both positive and negative, either modifying their stats or forcing particular behaviours.
Acquiring and managing quirks[edit | edit source]
When initially found at the Stage Coach, a hero will possess a random set of quirks, at least one positive and one negative.
Additional quirks, positive or negative, can be gained during expeditions by interacting with curios. Furthermore, at the end of an expedition, regardless of its outcome, surviving heroes will have a chance to get additional quirks. Quirks can also appear as a result of perusing stress relief buildings in the Hamlet, namely the Tavern and Abbey.
A character can possess a maximum of five positive and five negative quirks. If a hero gains an additional quirk when having reached the maximum number, a random existing quirk will be replaced. A hero can't have two opposite quirks. For example, if a hero already has the positive quirk Quick draw and gains the negative quirk Slow draw, the former will disappear.
It is possible to lock positive quirks on a hero, preventing them from being replaced by new ones that may be acquired, by using the Sanitarium in the Hamlet; the Sanitarium is also useful for removing negative quirks. A maximum of three positive quirks can be locked, and this action is irreversible. Similarly, negative quirks will be locked as well (also to a maximum of three) if left untreated for too long (through adventures, not when heroes are in town). Treating a locked negative quirk is much more expensive. Both activities require a hefty sum to be paid, with positive quirk treatment being the most expensive. The cost for each quirk treatment is calculated on the basis of the hero's Resolve level.
On rare occasions, if the hero interacts with a curio and receives a quirk while already having it, the quirk will be reinforced and become permanent, even when the hero already has three locked quirks. This allows the hero to bypass the limits and have more than 3 permanent positive quirks. For example, the Ruins Tactician quirk may be reinforced upon interacting with the curio Suit of Armor.
Chance of acquiring quirks[edit | edit source]
Whenever you end the dungeon, your heroes have a chance to gain negative or positive quirks. The chance of acquiring new quirks depends on the level of stress, however stress above 100 counts as 100.
- If you do not complete the quest objective:
- Chance of positive quirk: 35 - 0.15 * stress
- Chance of negative quirk: 40 + 0.26 * stress
- If you complete the quest objective:
- Chance of positive quirk: 45% (regardless of stress)
- Chance of negative quirk: 25 + 0.25 * stress
List of Quirks[edit | edit source]
Comparable Quirks[edit | edit source]
Comparable Quirks are a pair of quirks, one negative and one positive, that alter the same state but in opposite ways. For example, Clumsy reduces a hero's DODGE by 5, while Evasive increases the hero's DODGE by the same amount. However, not all comparable quirks have even values. For example. Clotter increases a hero's Bleed Resist by 15%, whereas its counterpart Anemic reduces it only by 10%.
Independent Positive Quirk[edit | edit source]
Independent Quirks have no comparable opposite, and thus are unique to themselves. Independent Positive Quirks mainly deal with area specific bonuses, camping and reducing gold costs in town.
Treatment Quirks[edit | edit source]
These quirks affect which treatments a hero may use to relieve stress in the hamlet.
|Cloister||Enlightened||In Town, will only Meditate for stress relief||Unquiet Mind||In town, will not meditate in the Cloister for stress relief|
|Transept||God Fearing||In Town, will only Pray for stress relief.||Witness||After seeing troubling behavior, will not take part in Prayer activity in town|
|Penance Hall||Flagellant||In Town, will only Flagellate for stress relief|
|Bar||Tippler||In town, will only visit the Bar for stress relief||Resolution||In town, will never Drink. They will not enter the bar for stress relief|
|Gambling Hall||Gambler||In town, will only Gamble for stress relief||Known Cheat||Is not allowed to visit the Gambling Hall|
|Brothel||Love Interest||In town, will only visit the Brothel for stress relief||Deviant Tastes||Is not allowed to visit the Brothel|
|Faithless||Will not Pray or Flagellate for stress relief.|
Independent Negative Quirks[edit | edit source]
As with Positive Quirks, Negative Quirk have their own set that are independent with no positive counterpart.
|Calm||-15% DMG in the first round.|
|Claustrophobia||Severe fear of enclosed spaces. 20% increased stress in corridors.|
|Lygophobia||+20% stress received when the Torch is below 26|
|Thanatophobia||+20% stress received when Health is below 50%|
Forced Interaction Quirks[edit | edit source]
A subset of independent negative quirks. These quirks cause heroes to activate Curios without the player's consent. Each Quirk has a type of Curio that it has a chance to interact with. Also because Heroes will never use items with these interactions, they can easily hurt themselves or acquire diseases. However, there is a small time window in which the player may quickly use the item they wish to prevent the negative effects of these forced interactions. Additionally, some quirks will cause the Hero to steal the items they loot, meaning that the player loses those items forever.
Not all Forced Interactions are based on Quirks. For a full list, check here.
Corvid's Quirks[edit | edit source]
As of the Radiant Update, heroes who survive against a new boss known as the Shrieker have a chance of acquiring new quirks unique to the quest. Both the positive and negative quirk are stronger than ordinary quirks.
Trivia[edit | edit source]
When Skilled Gambler was originally released, it was accidentally programmed as a negative quirk.