Quirk

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
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: 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.
 * 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.

Chance of acquiring quirks
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

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%.

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.

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

Independent Negative Quirks
As with Positive Quirks, Negative Quirks have their own set that are independent with no positive counterpart.

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. The quirks will be obtained in the order below:  

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