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.
Contents
- 1 Acquiring and managing quirks
- 2 Notes
- 3 Chance of Acquiring Quirks
- 4 List of Quirks
- 4.1 Comparable Quirks
- 4.2 Independent Positive Quirk
- 4.3 Treatment Quirks
- 4.4 Independent Negative Quirks
- 4.5 Forced Interaction Quirks
- 4.6 Corvid's Quirks
- 4.7 Prismatic Quirks
- 5 Trivia
Acquiring and managing quirks[ | ]
Heroes recruited from the Stage Coach will possess a random set of quirks - at least one positive and one negative.
Additional quirks, positive and negative, are gained during expeditions by interacting with curios, and after expeditions in the post-expedition screen. Quirks may also occur as a result of partaking in stress relief buildings in the Hamlet via the Tavern and Abbey.
A character can possess a maximum of ten quirks - five positive and five negative. After this, if a hero gains an additional quirk, a random existing quirk will be replaced, denoted by two spiralling arrows next to the new quirk (these arrows may be hovered over to see what quirk got replaced).
Quirks may be modified by using the Sanitarium in the Hamlet, which allows you to expend gold to either remove a quirk (positive or negative), or to permanently "lock in" a positive quirk, which prevents it from being replaced when new quirks are earned. Removal and reinforcement of quirks at the Sanitarium must be done one at a time, per type of quirk - you may not remove more than one negative quirk per week, nor can you reinforce more than one positive quirk per week, though you can do one of both. A total of three positive quirks may be reinforced. Using the Sanitarium for quirks tends to be expensive, and like all other Hamlet facilities is a factor of the hero's level - overall, positive quirk treatment is more expensive than negative quirk treatment.
If a negative quirk is left untreated for long enough over the course of several expeditions, it also has a chance of becoming reinforced and locked in. Like reinforced positive quirks, these quirks will not be replaced when new quirks are earned.
All reinforced quirks may be removed at the Sanitarium, but at a much higher expense.
Several curios found in the dungeons will remove random negative quirks on the Hero interacting with the curio. The most reliable of these require the correct supply item to be used on the curio for the desired effect:
- 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 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.
Notes[ | ]
- It is possible to acquire two opposing quirks (e.g. Skilled Gambler and Bad Gambler), which effectively nullifies the effect of both quirks.
- It is possible to acquire quirks that prevent Heroes from using any Hamlet de-stressing facilities (e.g. Love Interest and Deviant Tastes)
- On rare occasions, if a Hero interacts with a curio and receives a quirk they already have, the quirk will be reinforced even if the hero already has three locked quirks. This allows the hero to bypass the normal lock-in limits and have more than 3 permanent positive quirks. For example, the Ruins Tactician quirk may be reinforced upon interacting with the Suit of Armor curio.
- The Prismatic and Twilight Dreamer positive quirks from the Color Of Madness DLC are automatically reinforced, and can only be removed in the Sanitarium.
- The Shard Mercenary negative quirk, also from the Color Of Madness DLC cannot be removed or replaced by new quirks, though it can become reinforced.
Chance of Acquiring Quirks[ | ]
Whenever an expedition is completed, your surviving Heroes have a chance to gain negative or positive quirks, calculated as a percentage. The precise percentage is based on successful completion of the quest objective, and each hero's current stress, up to a maximum of 100, as detailed below.
- Quest Success:
- % Chance of Positive Quirk: 50 - (0.10 × Current Stress)
- % Chance of Negative Quirk: 30 + (0.20 × Current Stress)
- Quest Failure:
- % Chance of Positive Quirk: 40 - (0.15 × Current Stress)
- % Chance of Negative Quirk: 40 + (0.30 × Current Stress)
Stress values over 100 are rounded down to 100.
Additionally, each hero has a 25% chance of having one existing negative quirk locked after each mission, regardless of quest success and current stress.
List of Quirks[ | ]
Comparable Quirks[ | ]
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 | |||
---|---|---|---|---|
Name | Effects | Name | Effects | Type |
Beast Hater | +15% DMG and -15% Stress vsBeast | Fear of Beasts | +15% Stress and -10 ACC vsBeast | vs Beast |
Beast Slayer | +10 ACC and +5% CRIT vsBeast | Zoophobia | +20% Stress vsBeast | |
Clotter | +15% Bleed Resist | Anemic | -10% Bleed Resist | Bleed Resist |
Clutch Hitter | +5% CRIT if HP below 50% | Dud Hitter | -5% CRIT if HP below 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 vsEldritch | Fear of Eldritch | +15% Stress and -10 ACC vsEldritch | vs Eldritch |
Eldritch Slayer | +10 ACC and +5% CRIT vsEldritch | |||
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 from Occultist |
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 vsHuman | Fear of Mankind | +15% Stress and -10 ACC vsHuman | vs Human |
Man Slayer | +10 ACC and +5% CRIT vsHuman | Automatonophobia | +20% Stress vsHuman | |
Musical | Inspiring Tune: +25% Stress Heal Received | Tone Deaf | Inspiring Tune: -20% Stress Heal Received | Stress Heal Received from Jester |
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 from Vestal |
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 vsUnholy | Fear of Unholy | +15% Stress and -10 ACC vsUnholy | vs Unholy |
Unholy Slayer | +10 ACC and +5% CRIT vsUnholy | Satanophobia | +20% Stress vsUnholy | |
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[ | ]
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.
Positive Quirks | |
---|---|
Name | Effects |
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[ | ]
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 | Will not take part in Prayer activity in town, after certain traumatic events |
Penance Hall | Flagellant | In Town, will only Flagellate for stress relief | Faithless | Will not Pray or 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 |
Independent Negative Quirks[ | ]
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[ | ]
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[ | ]
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[ | ]
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. Prismatic Quirks will not count towards the limit of locked quirks on a Hero, so it's possible to have a Hero with three normal locked quirks and two Prismatic ones.
The quirks will be obtained in the order below:
Positive Quirks | |
---|---|
Prismatic Isolation | +25% Debuff Resist |
Prismatic Stability | +25% Move Resist |
Prismatic Solidity | +25% Stun Resist |
Prismatic Coagulation | +25% Bleed Resist |
Prismatic Purity | +25% Blight 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 vsHusk |
Scythemaster | +15% DMG vsHusk |
Trivia[ | ]
When Skilled Gambler was originally released, it was accidentally programmed as a negative quirk.
I have a deep understanding of the topic you've presented. The article discusses the concept of "quirks" in the game setting, specifically in a game reminiscent of "Darkest Dungeon," a popular roguelike RPG. Let's break down the concepts mentioned in the article:
Quirks:
Quirks are traits or characteristics gained by heroes through their activities in the Hamlet or during expeditions. These quirks can either positively or negatively affect the hero by changing their stats or behaviors.
Acquiring and Managing Quirks:
-
Acquisition:
- Heroes recruited from the Stage Coach come with at least one positive and one negative quirk.
- Additional quirks can be gained during expeditions by interacting with curios or through post-expedition screens.
- Stress relief buildings in the Hamlet, like the Tavern and Abbey, can also induce quirks.
-
Management:
- A hero can have a maximum of ten quirks, with a cap of five positive and five negative quirks.
- The Sanitarium in the Hamlet allows players to modify quirks. This includes removing quirks (at varying costs) or locking in positive quirks to prevent them from being replaced.
Types of Quirks:
- Comparable Quirks: These are paired quirks that have opposite effects on a hero's stats.
- Independent Positive Quirk: These are unique quirks that offer specific benefits without a corresponding negative effect.
- Treatment Quirks: These dictate how a hero can relieve stress in the Hamlet. Each quirk specifies a particular activity or facility.
- Independent Negative Quirk: These quirks don't have a positive counterpart but instead introduce specific detrimental effects on the hero.
- Forced Interaction Quirks: These compel heroes to interact with curios without player consent, often leading to unpredictable outcomes.
Chance Mechanics:
The chance of acquiring positive or negative quirks post-expedition depends on the quest's success, the hero's current stress level, and other factors.
Special Quirks:
- Corvid's Quirks: Unique quirks acquired by heroes after surviving encounters with a boss called the Shrieker.
- Prismatic Quirks: Exclusive quirks obtained after battling the Thing from the Stars in the "Color of Madness" DLC.
Notes and Trivia:
- Heroes can acquire two opposing quirks, which negate each other's effects.
- Some quirks can limit a hero's interaction with specific Hamlet facilities.
- There are rare instances where quirks can be reinforced beyond the usual limits, providing exceptions to standard quirk management rules.
Given the intricacy of quirks and their management, understanding these mechanics is crucial for optimizing hero performance and gameplay strategy.