Quirks are peculiar traits possessed by heroes, gained through activities in the Hamlet or during expeditions. Quirks are semi-permanent modifiers that affect the hero in various ways, both positive and negative, either altering 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 the stress relief buildings in the Hamlet, 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 have two opposite quirks, allowing two traits to cancel each other out.
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 any unwanted quirks, positive or negative. A maximum of three positive quirks can be locked. 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 (locking and removing) being the most expensive. The cost for each quirk treatment is calculated on the basis of the hero's Resolve level.
Several curios found in the dungeons can also be used to remove a random negative quirk on the character used to activate it when the appropriate item is used:
- Eldritch Altars can be found occasionally in rooms in any of the four major regions, and remove a negative quirk when Holy Water is used on them.
- Piles of Scrolls are found in hallways in the Warrens, and sometimes remove a negative quirk when they are burned with a Torch.
- Eerie Coral is found in hallways in the Cove, and removes a negative quirk when Medicinal Herbs are used on it.
- The Confession Booth, found in hallways in the Ruins, has a 25% chance to remove a negative quirk if activated with no items.
- The Sacrificial Stone, found in rooms in the Warrens, has a 25% chance to remove a negative quirk if activated with no items.
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%.
|Positive Quirks||Negative Quirks|
|Beast Hater||+15% DMG and -15% Stress vs Beast||Fear of Beasts||+15% Stress and -10 ACC vs Beast||vs Beast|
|Beast Slayer||+10 ACC and +5% CRIT vs Beast||Zoophobia||+20% Stress vs Beast|
|Clotter||+15% Bleed Resist||Anemic||-10% Bleed Resist||Bleed Resist|
|Clutch Hitter||+5% CRIT if HP above 50%||Dud Hitter||-5% CRIT if HP above 50%||Low Health CRIT|
|Cove Adventurer||-20% Stress in Cove||Cove Phobe||+20% Stress in Cove||Stress in Cove|
|Deadly||+2% CRIT||Misses the Spot||-2% CRIT||CRIT|
|Eagle Eye||+5% CRIT Ranged Skills||Flawed Release||-5% CRIT Ranged Skills||Ranged CRIT|
|Early Riser||+2 SPD if Torch above 75||Nocturnal||-2 SPD if Torch above 75||Radiant Light SPD|
|Eldritch Hater||+15% DMG and -15% Stress vs Eldritch||Fear of Eldritch||+15% Stress and -10 ACC vs Eldritch||vs Eldritch|
|Eldritch Slayer||+10 ACC and +5% CRIT vs Eldritch|
|Evasive||+5 DODGE||Clumsy||-5 DODGE||DODGE|
|Gifted||+20% Healing Received||Infirm||-20% Healing Received||Healing Received|
|Gothic||Wyrd Reconstruction: +25% Healing Received||Ascetic||Wyrd Reconstruction: -20% Healing Received||Healing Received|
|Hard Noggin||+15% Stun Resist||Shocker||-10% Stun Resist||Stun Resist|
|Hippocratic||+20% Healing Skills||Bad Healer||-20% Healing Skills||Healing Done|
|Irrepressible||+5% Virtue Chance||Mercurial||-5% Virtue Chance||Virtue Chance|
|Last Gasp||+1 SPD if HP below 50%||Winded||-1 SPD if HP below 50%||Low Health SPD|
|Lurker||+10% DMG if Torch below 26||Night Blindness||-10% DMG if Torch below 26||Dark/Black as Pitch DMG|
|Luminous||+2 SPD, +5 DODGE||Fading||-2 SPD, -5 DODGE||SPD/DODGE|
|Mankind Hater||+15% DMG and -15% Stress vs Human||Fear of Mankind||+15% Stress and -10 ACC vs Human||vs Human|
|Man Slayer||+10 ACC and +5% CRIT vs Human||Automatonophobia||+20% Stress vs Human|
|Musical||Inspiring Tune: +25% Stress Heal Received||Tone Deaf||Inspiring Tune: -20% Stress Heal Received||Stress Heal Received|
|Natural Eye||+5 ACC Ranged Skills||Lazy Eye||-5 ACC Ranged Skills||Ranged ACC|
|Natural Swing||+5 ACC||The Yips||-5 ACC||ACC|
|Night Owl||+2 SPD if Torch below 26||Diurnal||-2 SPD if Torch below 26||Dark/Black as Pitch SPD|
|On Guard||+4 SPD and +5 DODGE on First Round||Off Guard||-4 SPD and -5 DODGE on First Round||First Turn SPD/DODGE|
|Photomania||-20% Stress if Torch above 75||Phengophobia||+20% Stress if Torch above 75||Radiant Light Stress|
|Precise Striker||+5% CRIT Melee Skills||Weak Grip||-5% CRIT Melee Skills||Melee CRIT|
|Quickdraw||+4 SPD on First Round||Slowdraw||-4 SPD on First Round||First Turn SPD|
|Quick Reflexes||+2 SPD||Slow Reflexes||-1 SPD||SPD|
|Resilient||+10% Stress Heal Received||Ruminator||-10% Stress Heal Received||Stress Heal Received|
|Robust||+15% Disease Resist||Sickly||-10% Disease Resist||Disease Resist|
|Ruins Adventurer||-20% Stress in Ruins||Ruins Phobe||+20% Stress in Ruins||Stress in Ruins|
|Second Wind||+10% DMG if HP below 50%||Tuckered Out||-10% DMG if HP below 50%||Low Health DMG|
|Skilled Gambler||+12.9% chance of winning money and +13.3% chance of winning trinkets while Gambling||Bad Gambler||+11.4% chance of losing money and +13.3% chance of losing trinkets while Gambling||Gambling|
|Slugger||+10% DMG Melee Skills||Torn Rotator||-5% DMG Melee Skills||Melee DMG|
|Spiritual||Divine Grace, Divine Comfort: +25% Healing Received||Scientific||Divine Grace, Divine Comfort: -20% Healing Received||Healing Received|
|Steady||-10% Stress||Nervous||+10% Stress||Stress|
|Stress Faster||-100% Food Consumed if Stress above 50||Stress Eater||+100% Food Consumed if Stress above 50||Food Consumed at high Stress|
|Thick Blooded||+10% Blight Resist||Thin Blooded||-10% Blight Resist||Blight Resist|
|Tough||+10% MAX HP||Fragile||-10% MAX HP||MAX HP|
|Hard Skinned||+10% PROT||Soft||-5% MAX HP|
|Unholy Hater||+15% DMG and -15% Stress vs Unholy||Fear of Unholy||+15% Stress and -10 ACC vs Unholy||vs Unholy|
|Unholy Slayer||+10 ACC and +5% CRIT vs Unholy||Satanophobia||+20% Stress vs Unholy|
|Unerring||+10% DMG Ranged Skills||Scattering||-5% DMG Ranged Skills||Ranged DMG|
|Unyielding||+10% Death Blow Resist||Weak Grip on Life||-10% Death Blow Resist||Death Blow Resist|
|Warrens Adventurer||-20% Stress in Warrens||Warrens Phobe||+20% Stress in Warrens||Stress in Warrens|
|Warrior of Light||+10% DMG if Torch above 75||Light Sensitive||-10% DMG if Torch above 75||Radiant Light DMG|
|Weald Adventurer||-20% Stress in Weald||Weald Phobe||+20% Stress in Weald||Stress in Weald|
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.
|Armor Tinker||-20% Armor Upgrade Cost at the Blacksmith|
|Back Tracker||No Stress penalty when walking backwards|
|Balanced||+15% Move Resist|
|Cove Explorer||+10% Scouting Chance in Cove|
|Cove Scrounger||+5% Scouting Chance in Cove|
|Cove Tactician||+15% DMG in Cove|
|Daredevil||+15 DODGE if HP below 25%|
|Fairweather Fighter||+20% DMG if HP above 99%|
|Fast Healer||+10% Healing Skills while Camping|
|Fated||10% chance to turn any MISS into a HIT|
|Healer's Gift||+20% Healing Skills while Camping|
|Hot to Trot||+25% DMG, +20 ACC, +5% CRIT on First Round|
|Meditator||+20% Stress Heal Received from Meditation|
(Does not actually increase Stress Heal Received while Camping)
|Natural||+20% MAX HP, +20% Healing Received,|
and +3 SPD while wearing no trinkets
|Nymphomania||+20% Stress Heal Received from Brothel|
|Ruins Explorer||+10% Scouting Chance in Ruins|
|Ruins Scrounger||+5% Scouting Chance in Ruins|
|Ruins Tactician||+15% DMG in Ruins|
|Stout||+15% Healing Skills while Camping|
|Twilight Dreamer||Ignores Stealth (One per roster)|
|Warrens Explorer||+10% Scouting Chance in Warrens|
|Warrens Scrounger||+5% Scouting Chance in Warrens|
|Warrens Tactician||+15% DMG in Warrens|
|Weald Explorer||+10% Scouting Chance in Weald|
|Weald Scrounger||+5% Scouting Chance in Weald|
|Weald Tactician||+15% DMG in Weald|
|Weapon Tinker||-20% Weapon Upgrade Cost at the Blacksmith|
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|
|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 Quirks have their own set that are independent with no positive counterpart.
There is another unique independent negative quirk called Shard Mercenary. It cannot be removed or gained, and is instead found on special mercenary heroes in the Stage Coach after the Endless Mode in the Farmstead is unlocked.
|Shard Mercenary||10% Shard loot taken. Hero will only undertake|
Endless Harvest quest in the Farmstead. (Cannot be removed)
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. 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, look 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.
Prismatic Quirks[edit | edit source]
In The Color of Madness DLC, heroes who survive against the new miniboss known as the Thing from the Stars may acquire new quirks that cannot be obtained elsewhere. These quirks are immensely potent, but are unique; they can only be on one hero in your whole roster. Only one hero will receive a quirk at the end of the mission, and gaining more requires defeating the Thing once again. They are automatically locked, and the Sanitarium will only offer the option to remove them. Removing Prismatic quirks allows them to be obtained again the next time the Thing is defeated. The quirks will be obtained in the order below:
|Prismatic Isolation||+25% Debuff Resist|
|Prismatic Purity||+25% Blight Resist|
|Prismatic Solidity||+25% Stun Resist|
|Prismatic Stability||+25% Move Resist|
|Prismatic Coagulation||+25% Bleed Resist|
|Prismatic Calm||-30% Stress|
|Prismatic Force||+15% DMG|
|Prismatic Speed||+3 SPD|
|Prismatic Precision||+4% CRIT|
|Prismatic Eye||+8 ACC|
|Husk Slayer||+10 ACC and +5% CRIT vs Husk|
|Scythemaster||+15% DMG vs Husk|
Trivia[edit | edit source]
When Skilled Gambler was originally released, it was accidentally programmed as a negative quirk.