Quirks (Darkest Dungeon II)

""Even the worst habits can be overcome.""

- -The academic.

Also see: Disease

Quirks are peculiar traits possessed by heroes in Darkest Dungeon II. Every hero starts with 1 positive quirk and 1 negative quirk, additional quirks can be given by different interactions with items, reaching deaths door, and having a meltdown. Each quirk will affect the heroes in a variety of different ways, sometimes forcing the player to change their strategy. Mastering the quirks is essential for the victory of the expedition.

Acquiring and managing quirks
Besides the initial ones, quirks can be gained at random when reaching The inn (some inns have specific effects on quirk generation), Academic's Studies, from Inn items, Enemies and Resolute/Meltdown procs. Some scenarios can offer specific Quirks, allowing the player to strategize and plan ahead. An example is the Inn item "Playing cards" which has a chance to give you the Quirk "Tactical Thinker".

Every hero can get a maximum of 3 Positive quirks and 3 Negative quirks. Every quirk gained over the limit of 3 will reroll the first/oldest quirk. The quirk closest to the arrow in the menu is the "oldest" quirk. Quirks that have a cross symbol next to the name indicate that the quirk is rarer than usual.

Removing and Locking Quirks
Negative Quirks can be removed at the Field Hospital for the cost of 16 Relics. As many negative quirks can be removed as the player wants. The player can select any quirk the Hero has to lock in or remove. Positive Quirks can be locked in at the Field Hospital for the cost of 32 Relics. Only one positive quirk can be locked in and is indicated with a padlock symbol besides the quirk.

Other ways to remove quirks are with Inn Items such as "Wild Tea" or "Meditative Totem". These will only remove the first/oldest quirks.

Note: "Wild Tea" has the ability to also remove locked in positive quirks if it is the first/oldest quirk listed on the hero it's used on.

List of quirks
Although quirks are categorized as positive or negative, some positive quirks have disadvantages and some negative quirks have advantages. It is up to the player to strategize around them and get the most out of their heroes.

Trivia

 * ^1: The quirk "Calm" says it has a 25% chance of nullifying stress damage. This does not function, and the quirk only provides +Resolute chance.
 * ^2: In the games files, there is a negative quirk called "Realist". This quirk does not currently appear ingame.
 * In-game a large number of quirks do not explain any of their effects. This makes it difficult to know the correct effects without having to resort to external methods.