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, notably 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.

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 to remove negative quirks. A maximum of three positive quirks can be locked, and this action is irreversible. 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.

List of Positive Quirks

 * Amateur Armorsmith: -20% Armor Upgrade Cost
 * Amateur Weaponsmith: -20% Weapon Upgrade Cost
 * Back Tracker: No Stress penalty when walking backwards
 * Balanced: +15% Move Resist
 * Beast Hater: +15% DMG vs Beast, -15% Stress Dmg vs Beast
 * Clotter: +15% Bleed Resist
 * Clutch Hitter: When Health is below 50%, +3% Critical Chance
 * Cove Tactician: +15% DMG in Cove
 * Deadly: +1% Critical Chance
 * Eagle Eye: +3% Critical Chance for Ranged attacks
 * Early Riser: When Light Above 75, +2 Speed
 * Eldritch Hater: +15% DMG vs Eldritch, -15% Stress Dmg vs Eldritch
 * Evasive: +5 Dodge
 * Fast Healer: +10% Heal Skills while Camping
 * Fated: Chance to turn any MISS into a HIT
 * Healer's Gift: +20% Heal Skills while Camping
 * Hard Noggin: +15% Stun Resist
 * Hard Skinned: +10% Protection
 * Hatred of Unholy: vs Unholy type Monsters: +15% Damage inflicted and -15% Stress Damage taken
 * Improved Balance: +15% Chance to resist being pushed or pulled in battle.
 * Irrepressible: +5% Virtue Chance
 * Last Gasp: When Health is below 50%, +1 Speed
 * Lurker: +10% DMG if Torch below 26
 * Mankind Hater: +15% DMG vs Human, -15% Stress Dmg vs Human
 * Mankind Slayer: +10 ACC vs Human, +3% CRT vs Human
 * Meditator: Improves stress recovery for Meditating at Abbey and while camping.
 * Natural Eye: +5 Accuracy for Ranged attacks
 * Natural Swing: +5 Accuracy for Melee attacks
 * Night Owl: +2 SPD if Torch below 26
 * Nymphomania: +20% Stress Heal from using Brothel
 * On Guard: +4 Speed and +5 Dodge on the first round of Combat
 * Photomania: When Light is Above 75, -20% Stress Dmg
 * Precise Striker: +3% Critical Chance for Melee attacks
 * Quickdraw: +4 Speed on the first round of Combat
 * Quick Reflexes: +2 Speed
 * Resilient: +10% Stress Heal
 * Robust: +15% Disease Resist
 * Ruins Adventurer:
 * Ruins Explorer:
 * Ruins Scrounger:
 * Ruins Tactician:
 * Second Wind: When Health is below 50%, +10% Damage
 * Beast Slayer: vs Beast type Monsters: +10 Accuracy and +3% Critical Chance
 * Eldritch Slayer: vs Eldritch type Monsters: +10 Accuracy and +3% Critical Chance
 * Unholy Slayer: vs Unholy type Monsters: +10 Accuracy and +3% Critical Chance
 * Slugger: +10% Damage for Melee attacks
 * Steady: -10% Stress Dmg
 * Stout: +15% Heal Recieved while camping
 * Stress Faster: When Stress is >= 50, -100% more Food consumed
 * Thick Blooded: +10% Blight Resist
 * Tough: +10% Max HP
 * Unerring: +10% Damage for Ranged attacks
 * Unyielding: +10% Death Blow Resist
 * Warrens Adventurer: +20% Stress Resist in dungeon: Warrens
 * Warrens Explorer: +20% Scouting Chance in dungeon: Warrens
 * Warrens Scrounger: +10% Scouting Chance in dungeon: Warrens
 * Warrens Tactician: +15% Damage in dungeon: Warrens
 * Warrior of Light: When Light is >= 75%, +10% Damage
 * Weald Adventurer: +20% Stress Resist in dungeon: Weald
 * Weald Explorer: +20% Scouting Chance in dungeon: Weald
 * Weald Scrounger: +10% Scouting Chance in dungeon: Weald
 * Weald Tactician: +15% Damage in dungeon: Weald

List of negative quirks

 * Ablutomania: Obsessed with cleanliness. Prone to investigate fountains.
 * Alcoholism: In town, will only Drink.
 * Anemic: -10% Bleed Resist
 * Automatonophobia: (Monster Type Human) -20% Stress Resist
 * Bad Gambler: Increased chance of losing money while Gambling.
 * Bad Humours: -15% Max HP
 * Bloodthirsty: Fascinated with injury, wounds, and torture. Prone to investigating Body-type curios.
 * Bulimic: (In Camp:) -20% Heal Received
 * Calm: (First Round) -15% DMG
 * Claustrophobia: Severe fear of enclosed spaces. 20% increased stress in corridors.
 * Clumsy: -5 Dodge
 * Compulsive: Suffers intense need to do specific actions. Prone to investigate all curios.
 * Creeping Cough: -5 ACC, -5 DODGE, -1 SPD
 * Curious: Obsessed with the acquisition of knowledge. Prone to investigate all curios.
 * Dacnomania: Obsessed with killing. Prone to investigate Body-type curios.
 * Dark Temptation: Prone to investigating the Dark Arts. (Unholy curios)
 * Demonomania: Believes is possessed by demons. Prone to investigate Unholy curios.
 * Deviant Tastes: Is not allowed to visit the Brothel.
 * Dispomania: Intense craving for alcohol. Prone to investigate Drink curios.
 * Diurnal: (Light Below:25) -2 SPD
 * Egomania: Obsessed with self-worship.
 * Enlightened: In Town, will only Meditate for stress relief.
 * Faithless: Will not Pray or Flagellate for stress relief.
 * Fear of Beast: (Monster Type Beast) -15% Stress Resist -10 ACC
 * Fear of Eldritch: When fighting Eldritch monsters, -15% Stress Resist and -10 Accuracy
 * Fear of Mankind: When fighting humanoids, -15% Stress Resist and -10 Accuracy
 * Fear Of Unholy: (Monster Type Unholy) -15% Stress Resist -10 ACC
 * Flagellant: In town, will only Flagellate for stress relief.
 * Flawed Release: (Ranged) -3% CRT
 * Fragile: -10% MAX HP
 * Gambler: In town, will only Gamble.
 * God Fearing: In Town will only Pray for stress relief.
 * Guilty Conscience: Bears the crushing guilt of deeds real and imagined. Prone to investigate
 * Hagiomania: Obsessed with sainthood. Prone to investigate Worship curios.
 * Hemophilia: -20% Bleed Resist
 * Hieromania: Experiences religious visions and delusions. Prone to investigate Worship curios.
 * Hylomania: Obsessed with material things. Prone to investigate Treasure curios.
 * Kleptomaniac: Prone to stealing Items from treasure curios.
 * Known Cheat: Is not allowed to gamble while in town.
 * Lazy Eye: -5 Accuracy for ranged attacks
 * Light Sensitive: (Light Above:0) -10% DMG
 * Lockjaw (Tetanus): -10 ACC, -10% DMG
 * Love Interest: In town, will only visit the Brothel for stress relief.
 * Lygophobia: (Light Below:25) -20% Stress Resist
 * Mercurial: -5% Resist Affliction
 * Misses the Spot: -1% CRT
 * Necromania: Fascinated with corpses. Prone to investigate Body curios.
 * Nervous: -10% Stress Resist
 * Nocturnal: (Light Above:75) -2 SPD
 * Off Guard: (First Round) -4 SPD, -5 DODGE
 * Paranormania: Obsessed with the paranormal. Prone to investigate Unholy curios.
 * Phengophobia: (Light Above:75)-20% Stress Resist
 * Plutomania: Manic for money. Prone to investigate Treasure curios.
 * Rabies: -10 ACC +15% DMG
 * Resolution: In town, will never Drink.
 * Ruins Phobe: (In Dungeon: Ruins) -20% Stress Resist
 * Ruminator: -10% Stress Heal
 * Satanophobia: When fighting Unholy monsters, -20% Stress Resist
 * Scattering: (Ranged) -5% DMG
 * Shocker: -10% Stun Resist
 * Sickly: -10% Disease Resist
 * Sitiomania: Obsessed with food.
 * Slowdraw: (First Round) -4 SPD
 * Slow Reflexes: -1 SPD
 * Soft: -5% MAX HP
 * Stress Eater: (Stress Above: 50) +100% Food consumed
 * Syphilis: -5 ACC, -10% DMG, -10% MAX HP
 * Thanatophobia: (Health Below:50%) -20% Stress Resist
 * The Runs: -10 DODGE, -10% MAX HP
 * The Yips: -5 Accuracy
 * Thin Blooded: -10% Blight Resist
 * Tippler: In town, will only drink for stress relief.
 * Tither: Pays extra gold for all Abbey activities.
 * Torn Rotator Cuff: -5% Damage
 * Tuckered Out: (Health Below:50%) -10% DMG
 * Unquiet Mind: May not Meditate while in town.
 * Warrens Phobe: (In Dungeon: Warrens) -20% Stress Resist
 * Wasting Sickness: -50% Disease Resist
 * Weak Grip: (Melee) -3% CRT
 * Weak Grip on Life: -10% Death Blow Resist
 * Weald Phobe: (In Dungeon: Weald) -20% Stress Resist
 * Winded: -1 Speed when Health Below 50%
 * Witness: After seeing troubling behavior, will not take part in Prayer activity in town.
 * Zoophobia: (Monster Type Beast) -20% Stress Resist

<!-- This is the master list. Do with it as you may. Anything with a ??? entry means it is flavor text that represents the associated activity related to the specific quirk.

Format is as follows: + Positive Trait/- Negative Trait,Effect,Opposing Quirk(s)

The following are the basic set of Quirks.

+Tough: +10 HP, --Fragile -Fragile: -10 HP, --Tough +Hard Skinned: +5 Protection -Soft: -5 Protection +Quick Reflexes: +2 Speed, Slow Reflexes -Slow Reflexes: -1 Speed, Quick Reflexes +Quickdraw: First Round Speed +4 -Slowdraw: First Round Speed -4 -The Yips: Accuracy -5, Natural Swing +Natural Eye: Ranged Accuracy +5, Lazy Eye -Lazy Eye: Ranged Accuracy +5, Natural Eye +Evasive: Defense +5, Clumsy -Clumsy: Defense -5, Evasive +Slugger: Damage (Melee) Low +10 / High +10, Torn Rotator Cuff -Torn Rotator Cuff: Damage (Melee) Low -5 / High -5, Slugger +Unerring: Damage (Ranged) Low +10 / High +10, Scattering -Scattering: Damage (Ranged) Low -5 / High -5, Unerring +Accurate: Crit +1, Inaccurate -Inaccurate: Crit -1, Accurate +Precision Stalker: Crit (Melee) +3, Weak Grip -Weak Grip: Crit (Melee) -3, Precision Stalker +Eagle Eye: Crit (Ranged) +3, Flawed Release -Flawed Release" Crit (Ranged) -3, Eagle Eye +Steady: Stress Damage -10, Nervous -Nervous: Stress Damage +10, Steady +Resilient: Stress Recovery +10, Ruminator -Ruminator: Stress Recovery -10, Resilient +Thick Blooded: Blight Resist +10, Thin Blooded -Thin Blooded: Blight Resist -10, Thick Blooded +Robust: Disease Resist +15, Sickly -Sickly: Disease Resist -10, Robust +Clotter: Bleed Resist +15, Anemic -Anemic: Bleed Resist -10, Clotter +Hard Noggin: Stun Resist +15, Shocker -Shocker: Stun Resist -10, Hard Noggin +Irrepressible: Resolve Check +5, Mercurial -Mercurial: Resolve Check -5, Irrepressible +Unyielding: Deathblow Resist +10, Suicidal -Suicidal: Death Blow Resist -10, Unyielding +Improved Balance: 15% Move Resist +Early Riser: +2 Speed when Light is above 75, Sensative to Light -Sensative to Light: -10 Damage (Low) and -10 Damage (High) when Light is above 0, Early Riser +Night OWl: +2 Speed when Light is below 25, Night Blindness -Night Blindness: -10 Damage (Low) and -10 Damage (High) when Light is below 0, Night Owl -Nocturnal: -2 Speed when Light is above 75, Diurnal -Diurnal: -2 Speed when Light is below 25, Nocturnal +Warrior of Light: +10% Damage (Low) / +10% Damage (High) when Light is above 75, Lurker +Lurker: +10% Damage (Low) / +10% Damage (High) when Light is below 25, Warrior of Light +Second Wind: +10% Damage (Low) / +10% Damage (High) when below 50% HP, Tuckered Out -Tuckered Out: -10% Damage (Low) / -10% Damage (High) when below 50% HP, Second Wind +Last Gasp: +1 Speed when below 50% HP, Winded -Winded: -1 Speed when below 50% HP, Last Gasp +On Guard: +4 Speed and 5% Defense during first round of combat, Off Guard -Off Guard: -4 Speed and -5% Defense during first round of combat, On Guard -Calm: -15% Damage (Low) / -15% Damage (High) during first round of combat, None +Clutch Hitter: +3% Crit Chance when below 50% HP, Dud Hitter -Dud Hitter: -3% Crit Chance when below 50% HP, Clutch Hitter +Stress Faster: -10% Food consumption when above 50 Stress, Stress Eater -Stress Eater: +10% Food consumption when above 50 Stress, Stress Faster +Photomania: 20% decreased Stress damage when Light is above 75, None -Lygophobia: 20% increased Stress damage when Light is below 25, None -Phengophobia: 20% increased Stress damage when Light is abve 75, None -Zoophobia: 20% increased Stress damage against Beast enemies, None -Thanatophobia: 20% increased Stress damage when below 50% HP, None -Satanophobia: 20% increased Stress damage against Unholy enemies, None -Automatonophobia: 20% increased Stress damage against Man enemies, None +Back Tracker: 100% decreased Stress damage when walking backwards, None -Claustrophobia: 20% increased Stress damage in corridors, None -Fear of Eldritch: 15% increased Stress damage and -10% Attack Rating against Eldritch enemies, Hatred of Eldritch / Slayer of Eldritch -Fear of Unholy: 15% increased Stress damage and -10% Attack Rating against Unholy enemies, Hatred of Unholy / Slayer of Unholy -Fear of Man: 15% increased Stress damage and -10% Attack Rating against Man enemies, Hatred of Man / Slayer of Man -Fear of Beast: 15% increased Stress damage and -10% Attack Rating against Beast enemies, Hatred of Beast / Slayer of Beast +Hatred of Eldritch: +15% Damage (Low) / +15% Damage (High) / 15% decreased Stress damage from Eldritch enemies, Fear of Eldritch +Hatred of Unholy: +15% Damage (Low) / +15% Damage (High) / 15% decreased Stress damage from Unholy enemies, Fear of Unholy +Hatred of Beast: +15% Damage (Low) / +15% Damage (High) / 15% decreased Stress damage from Beast enemies, Fear of Beast +Hatred of Man: +15% Damage (Low) / +15% Damage (High) / 15% decreased Stress damage from Man enemies, Fear of Man +Slayer of Eldritch: +10% Attack Rating and +3 Crit Chance against Eldritch Enemies, Fear of Eldritch +Slayer of Unholy: +10% Attack Rating and +3 Crit Chance against Unholy Enemies, Fear of Unholy +Slayer of Beast: +10% Attack Rating and +3 Crit Chance against Beast Enemies, Fear of Beast +Slayer of Man: +10% Attack Rating and +3 Crit Chance against Man Enemies, Fear of Man

The following are "Diseases". -Bad Humours: Max HP -15, None -Creeping Cough: -5 Accuracy / -5 Defense / -1 Speed, None -Hemophilia: Bleed Resist -20, None -The Runs: -10 Defense / -10 Max HP, None -Wasting Sickness: Disease Resist -50, None -Tetanus: -10 Accuracy / -10 Damage (Low) / -10 Damage (High), None -Rabies: -10 Accuracy / -20 Damage (Low) / -20 Damage (High), None -Syphilis: : -5 Accuracy / -10 Damage (Low) / -10 Damage (High) / -10 Max HP, None

The following are Camp based quirks. +Fast Healer: +10% HP Heal Amount in camp, Stomach Cramp -Stomach Cramp: -20% HP Heal Amount in camp, Fast Healer +Stout: +15% HP Heal Amount in camp, Bulimic -Bulimic: -10% HP Heal Amount in camp, Stout +Gift of the Healer: +20% HP Heal Amount in camp, None

The following are associated with various "Curio" entries. I have yet to pull that info from the files.

-Dark Temptation: 40% "Unholy" Curio Tag -Guilty Conscience: 35% "Worship" Curio Tag -Kleptomaniac: 35% "Treasure" Curio Tag -Bloodthirsty: 35% "Torture" -Hieromania: 35% "Worship" -Curious: 20% "All" -Ablutomania: 40% "Fountain" -Dacnomania: 40% "Torture" -Egomania: 40% "Reflective" -Hylomania: 40% "Treasure" -Sitiomania: 40% "Food" -Plutomania: 40% "Treasure" -Necromania: 40% "Body" -Dipsomania: 40% "Drink" -Paranormania: 40% "Haunted" -Demonomania: 40% "Unholy" -Hagiomania: 40% "Worship" -Compulsive: 20% "All"

The following are Town based quirks. Flavor text should be enough except for the % entries. I plan to look more into specific game mechanics associated with this section.

-Alcoholism: ???, Resolution/Gambler/Love Interest/Enlightened/God Fearing/Flagellant -Resolution: ???, Alcoholism -Gambler: ???, Alcoholism/Love Interest/Enlightened/God Fearing/Flagellant -Known Cheat: ???, None (removed Gambler Build7560) -Love Interest, ???, Alcoholism/Gambler/Enlightened/God Fearing/Flagellant -Deviant Tastes: ???, None -Unquiet Mind: ???, (Enlightened, added Build7560) -Enlightened: ???, Alcoholism/Gambler/Love Interest/God Fearing/Flagellant -God Fearing: ???, Witness / Faithless /Alcoholism/Gambler/Love Interest/Enlightened/Flagellant -Witness: ???, God Fearing -Faithless: ???, God Fearing / Flagellant -Flagellant: ???, Faithless / Alcoholism/Gambler/Love Interest/Enlightened/God Fearing -Bad Gambler: ???, None +Meditator: +20% Stress Heal from Meditation, None +Amateur Weaponsmith: 20% Discount on Weapon Upgrades +Amateur Armorsmith: 20% Discount on Armor Upgrades +Nymphomania: +20% Stress Heal from Brothel

The following are Dungeon Specific Quirks

+Ruins Scrounger: +10% Scout chance in Crypts dungeon, None +Ruins Explorer: +20% Scout chance in Crypts dungeon, None +Ruins Tactician: +15% Damage (Low) / +15% Damage (High) in Ruins dungeon, None +Ruins Adventurer: 20% reduced Stress damage in Crypts dungeon, Ruins Phobe -Ruins Phobe: 20% reduced Stress damage in Crypts dungeon, Ruins Adventurer +Warren Scrounger: +10% Scout chance in Warren dungeon, None +Warren Explorer: +20% Scout chance in Warren dungeon, None +Warren Tactician: +15% Damage (Low) / +15% Damage (High) in Warren dungeon, None +Warren Adventurer: 20% reduced Stress damage in Warren dungeon, Warren Phobe -Warren Phobe: 20% reduced Stress damage in Warren dungeon, Warren Phobe +Weald Scrounger: +10% Scout chance in Weald dungeon, None +Weald Explorer: +20% Scout chance in Weald dungeon, None +Weald Tactician: +15% Damage (Low) / +15% Damage (High) in Weald dungeon, None +Weald Adventurer: 20% reduced Stress damage in Weald dungeon, Weald Phobe -Weald Phobe: 20% reduced Stress damage in Weald dungeon, Weald Adventurer

These are not implemented yet.

Fated: Not Implemented --> All information from Build 7567.