Quirks (Darkest Dungeon II)

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

- -The academic.

Quirks are peculiar traits posessed by heroes gained through the entire expedition. Every heroe starts with 1 positive quirk and 1 negative quirk. Each quirk will affect the heroes in very different ways, sometimes forcing the player to change his 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 in The inn, Academic's Studies, 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 heroe can get a maximun of 3 positive quirks and 3 Negative quirks. Every other gained quirk will replace an old one. Always replacing the first quirk you have obtained with the new quirk. Quirks that have a cross symbol next to the name indicate that the quirk is rarer than usual.

Negative quirks can be removed and Positive quirks can be locked at The Field Hospital. Every removed quirk cost (amount) relics and every locked quirk cost (amount) relics. You can only lock one quirk per hero. Inn items such as "Wilded Tea" and "Blasphemous Idol" have a chance to remove negative or positive quirks. This removal also follows the rules of removed quirks (always the first you had obtained from the list)

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.