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Quirk

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The faces of comedy and tragedy are used to symbolize quirks.

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]

An Occultist having both the Gambler and Known Cheat quirks, effectively preventing him from benefiting from stress relief facilities until cured in the Sanitarium.

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%.

Panel monster indicator.pngPositive Quirks Negative QuirksPanel monster indicator.png Type
Beast Hater +15% Damage and -15% Stress vs Beasts Fear of Beasts +15% Stress and -10 ACC vs Beasts Vs Beasts
Beast Slayer +10 ACC and +3 CRIT vs Beasts Zoophobia +20% Stress vs Beasts
Clotter +15% Bleed resist Anemic -10% Bleed resist Bleed resist
Clutch Hitter +3% CRIT when health is 50% Dud Hitter -3% CRIT when health is 50% Low Health CRIT
Cove Adventurer -20% Stress received while in the Cove Cove Phobe +20% Stress received while in the Cove Cove Stress
Deadly +1% CRIT Misses the Spot -1% CRIT CRIT chance
Eagle Eye +3% CRIT for Ranged Skills Flawed Release -3% CRIT for Ranged Skills Ranged CRIT
Early Riser +2 SPD when the Torch is above 75 Nocturnal -2 SPD when the Torch is above 75 Radiant Light SPD
Eldritch Hater +15% Damage and -15% Stress vs Eldritch Fear of Eldritch +15% Stress and -10 ACC vs Eldritch Vs Eldritch
Eldritch Slayer +10 ACC and +3 CRIT vs Eldritch - -
Evasive +5 DODGE Clumsy -5 DODGE DODGE
Hard Noggin +15% Stun resist Shocker -10% Stun resist Stun resist
Irrepressible +5% Virtue Chance Mercurial +5% Affliction Chance Virtue Chance
Last Gasp +1 Speed when Health Below 50% Winded -1 Speed when Health Below 50% Low Health SPD
Lurker +10% Damage if Torch below 26 Night Blindness -10% Damage if Torch below 26 Dim Light DMG
Mankind Hater +15% Damage and -15% Stress vs Humans Fear of Mankind +15% Stress and -10 ACC vs Humans Vs Humans
Man Slayer +10 ACC and +3 CRIT vs Humans Automatonophobia +20% Stress vs Humans
Natural Eye +5 Accuracy for Ranged attacks Lazy Eye -5 Accuracy for Ranged attacks ACC
Natural Swing +5 ACC The Yips -5 ACC
Night Owl +2 Speed if Torch below 26 Diurnal -2 Speed if Torch below 26 Dim Light SPD
On Guard +4 Speed and +5 Dodge on the first round of Combat Off Guard -4 Speed and -5 Dodge on the first round of Combat First Turn Guard
Photomania -20% Stress when Torch is above 75 Phengophobia +20% Stress when Torch is above 75 Radiant Light Stress
Precise Striker +3% Critical Chance for Melee attacks Weak Grip -3% Critical Chance for Melee attacks Melee CRIT
Quickdraw +4 SPD on the first round Slowdraw -4 SPD on the first round First Turn SPD
Quick Reflexes +2 SPD Slow Reflexes -1 SPD SPD
Resilient +10% Stress Healing received Ruminator -10% Stress Healing received Stress Heal
Robust +15% Disease Resist Sickly -10% Disease Resist Disease Resist
Ruins Adventurer -20% stress received while in the Ruins Ruins Phobe +20% stress received while in the Ruins Ruins Stress
Second Wind +10% DMG when Health is below 50% Tuckered Out -10% DMG when Health is below 50% Low Health DMG
Skilled Gambler Increased chance of winning money or trinkets while Gambling Bad Gambler Decreased chance of winning money or trinkets while Gambling Gambling
Slugger +10% Damage for Melee attacks Torn Rotator -5% Damage for Melee attacks Melee DMG
Steady -10% Stress received Nervous +10% Stress received Stress
Stress Faster Eats -100% less food when stress is 50 or greater Stress Eater Eats +100% more food when stress is 50 or greater Stress Food
Thick Blooded +10% Blight Resist Thin Blooded -10% Blight Resist Blight Resist
Tough +10% MAX Health Fragile -10% MAX Health MAX HP
Hard Skinned +10% PROT Soft -5% MAX Health
Unholy Hater +15% Damage and -15% Stress vs Unholy Fear of Unholy +15% Stress and -10 ACC vs Unholy Vs Unholy
Unholy Slayer +10 ACC and +3 CRIT vs Unholy Satanophobia +20% Stress vs Unholy
Unerring +10% Damage for Ranged attacks Scattering -5% Damage for Ranged attacks Ranged DMG
Unyielding +10% Death Blow Resist Weak Grip on Life -10% Death Blow Resist Death Blow
Warrens Adventurer -20% stress received while in the Warrens Warrens Phobe +20% stress received while in the Warrens Warrens Stress
Warrior of Light +10% Damage when the Torch is above 75 Light Sensitive -10% DMG when the Torch is above 75 Radiant Light DMG
Weald Adventurer -20% stress received while in the Weald Weald Phobe +20% stress received while in the Weald Weald Stress

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.

Panel monster indicator.png Positive Quirks Panel monster indicator.png
Armor Tinkerer -20% gold to upgrade Armor at the Blacksmith
Back Tracker No Stress penalty when walking backwards
Balanced +15% Move Resist
Cove Explorer +20% Scouting Chance in Cove
Cove Scrounger +10% Scouting Chance in Cove
Cove Tactician +15% Damage in Cove
Fast Healer +10% Heal Skills while Camping
Fated Chance to turn any MISS into a HIT (If you miss, you get a 10% chance to hit instead)
Healer's Gift +20% Heal Skills while Camping
Meditator Improves stress recovery for Meditating at Abbey and while camping
Nymphomania +20% Stress Heal from using Brothel
Ruins Explorer +20% Scouting Chance in Ruins
Ruins Scrounger +10% Scouting Chance in Ruins
Ruins Tactician +15% Damage in Ruins
Stout +15% Healing Skills while Camping
Warrens Explorer +20% Scouting Chance in Warrens
Warrens Scrounger +10% Scouting Chance in Warrens
Warrens Tactician +15% Damage in Warrens
Weald Explorer +20% Scouting Chance in Weald
Weald Scrounger +10% Scouting Chance in Weald
Weald Tactician +15% Damage in Weald
Weapon Tinkerer -20% gold to upgrade Weapons at the Blacksmith

Treatment Quirks[edit | edit source]

These quirks affect which treatments a hero may use to relieve stress in the hamlet.

Treatment Quirks
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
Other Quirks
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.

Panel monster indicator.png Negative Quirks Panel monster indicator.png
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.

Panel monster indicator.png Negative Quirks Panel monster indicator.png
Name Description Curio Type Chance Steal?
Ablutomania Obsessed with cleanliness Fountains 40% -
Bloodthirsty Fascinated with injury, wounds, and torture Torture 35% -
Compulsive Suffers intense need to do specific actions All 20% -
Curious Obsessed with the acquisition of knowledge All 20% -
Dacnomania Obsessed with killing Torture 40% -
Dark Temptation Prone to investigating the Dark Arts Unholy 40% -
Demonomania Believes is possessed by demons Unholy 40% -
Dipsomania Intense craving for alcohol Drink 40% -
Egomania Obsessed with self-worship Reflective 40% Yes
Guilty Conscience Bears the crushing guilt of deeds real and imagined Worship 35% -
Hagiomania Obsessed with sainthood Worship 40% -
Hieromania Experiences religious visions and delusions Worship 35% -
Hylomania Obsessed with material things Treasure 40% -
Kleptomaniac Prone to stealing Treasure 35% Yes
Necromania Fascinated with corpses Body 40% -
Paranormania Obsessed with the paranormal Haunted 40% -
Plutomania Manic for money Treasure 40% -
Sitiomania Obsessed with food Food 40% -

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.

Panel monster indicator.pngPositive Quirks Negative QuirksPanel monster indicator.png
Corvid's Eye +8 ACC +8% Scouting Chance Corvid's Blindness -10 ACC when torch is above 50
Corvid's Grace +6 DODGE, +25% Move Resist Corvid's Appetite +33% Chance of interacting with food curios
Corvid's Resilience +33% Disease Resist Corvid's Curiosity +27.5% Chance of interacting with all curios


Trivia[edit | edit source]

When Skilled Gambler was originally released, it was accidentally programmed as a negative quirk.