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.
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.
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 +3 CRIT vs Beasts
+20% Stress vs Beasts
+15% Bleed resist
-10% Bleed resist
+3% CRIT when health is 50%
-3% 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
+3% CRIT for Ranged Skills
-3% 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 +3 CRIT vs Eldritch
+15% Stun resist
-10% Stun resist
+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
+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
+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
+3% Critical Chance for Melee attacks
-3% 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
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.
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.