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.
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 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 dungeons, and remove a negative quirk when Holy Water is used on them.
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.
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%.
+15% Damage and -15% Stress vs Beasts
Fear of Beasts
+15% Stress and -10 ACC vs Beasts
+10 ACC and +6 CRIT vs Beasts
+20% Stress vs Beasts
+15% Bleed resist
-10% Bleed resist
+6% CRIT when health is 50%
-5% CRIT when health is 50%
Low Health CRIT
-20% Stress received while in the Cove
+20% Stress received while in the Cove
Misses the Spot
+5% CRIT for Ranged Skills
-5% CRIT for Ranged Skills
+2 SPD when the Torch is above 75
-2 SPD when the Torch is above 75
Radiant Light SPD
+15% Damage and -15% Stress vs Eldritch
Fear of Eldritch
+15% Stress and -10 ACC vs Eldritch
+10 ACC and +6 CRIT vs Eldritch
+20% Healing received
-20% Healing received
Wyrd Reconstruction: +20% Healing Received
Wyrd Reconstruction: -20% Healing Received
+15% Stun resist
-10% Stun resist
+20% Healing Skills
-20% Healing Skills
+5% Virtue Chance
+5% Affliction Chance
+1 Speed when Health Below 50%
-1 Speed when Health Below 50%
Low Health SPD
+10% Damage if Torch below 26
-10% Damage if Torch below 26
Dim Light DMG
+2 SPD, +5 DODGE
-2 SPD, -5 DODGE
+15% Damage and -15% Stress vs Humans
Fear of Mankind
+15% Stress and -10 ACC vs Humans
+10 ACC and +3 CRIT vs Humans
+20% Stress vs Humans
Inspiring Tune: +25% Stress Heal received
Inspiring Tune: -20% Stress Heal received
+5 Accuracy for Ranged attacks
-5 Accuracy for Ranged attacks
+2 Speed if Torch below 26
-2 Speed if Torch below 26
Dim Light SPD
+4 Speed and +5 Dodge on the first round of Combat
-4 Speed and -5 Dodge on the first round of Combat
First Turn Guard
-20% Stress when Torch is above 75
+20% Stress when Torch is above 75
Radiant Light Stress
+5% Critical Chance for Melee attacks
-5% Critical Chance for Melee attacks
+4 SPD on the first round
-4 SPD on the first round
First Turn SPD
+10% Stress Healing received
-10% Stress Healing received
+15% Disease Resist
-10% Disease Resist
-20% stress received while in the Ruins
+20% stress received while in the Ruins
+10% DMG when Health is below 50%
-10% DMG when Health is below 50%
Low Health DMG
Increased chance of winning money or trinkets while Gambling
Decreased chance of winning money or trinkets while Gambling
+10% Damage for Melee attacks
-5% Damage for Melee attacks
Divine Grace, Divine Comfort: +25% Healing received
Divine Grace, Divine Comfort: -20% Healing received
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, check here.
Obsessed with cleanliness
Fascinated with injury, wounds, and torture
Suffers intense need to do specific actions
Obsessed with the acquisition of knowledge
Obsessed with killing
Prone to investigating the Dark Arts
Believes is possessed by demons
Intense craving for alcohol
Obsessed with self-worship
Bears the crushing guilt of deeds real and imagined
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.
In the Colors of Madness DLC, heroes who survive against the new miniboss known as the Thing From The Stars will acquire new quirks attainable no other way. These quirks are immensely potent, but you can only have one instance of each in your entire roster.