Quirk

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.

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 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 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 (also maximum three) will be locked as well 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.

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

List of negative quirks
* Double vision will not explicitly be displayed in your character's info screen, but the debuff will still be applied to the affected character and will not take up a negative quirk slot.

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