Quirk

As you travel through the Darkest Dungeon your Characters will acquire certain Quirks, some of which are positive, some of which are negative. See a list below. PS. 7 is the maximum number of positive quirks or negative quirks. Getting an eighth positive or eighth negative quirk will cause a random existing quirk to disappear. Most heroes start with 2-3 quirks by default.

Positive Character Quirks

 * Amateur Armorsmith: -20% Armor Upgrade Cost
 * Amateur Weaponsmith: -20% Weapon Upgrade Cost
 * Back Tracker: No Stress penalty when walking backwards
 * Clotter: +15% Bleed Resist
 * Clutch Hitter: When Health is below 50%, +3% Critical Chance
 * Deadly: +1% Critical Chance
 * Eagle Eye: +3% Critical Chance for Ranged attacks
 * Early Riser: When Light Above 75, +2 Speed
 * Evasive: +5 Dodge
 * Fated: Chance of missed attacks not to miss
 * Gift of the Healer: In Camp: +20% Heal received
 * Hard Noggin: +15% Stun Resist
 * Hard Skinned: +5% Protection
 * Hatred of Beast: vs Beast type Monsters: +15% Damage inflicted and -15% Stress Damage taken
 * Hatred of Eldritch: vs Eldritch type Monsters: +15% Damage inflicted and -15% Stress Damage taken
 * Hatred of Mankind: vs Human type Monsters: +15% Damage inflicted and -15% Stress Damage taken
 * 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.
 * Last Gasp: When Health is below 50%, +1 Speed
 * Lurker: When Light is <= 25%, +10% Damage
 * 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
 * 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 Resist
 * Precision 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: +20% Stress Resist in dungeon: Ruins
 * Ruins Explorer: +20% Scouting Chance in dungeon: Ruins
 * Ruins Scrounger: +10% Scouting Chance in dungeon: Ruins
 * Ruins Tactician: +15% Damage in dungeon: Ruins
 * Second Wind: When Health is below 50%, +10% Damage
 * Slayer of Beast: vs Beast type Monsters: +10 Accuracy and +3% Critical Chance
 * Slayer of Eldritch: vs Eldritch type Monsters: +10 Accuracy and +3% Critical Chance
 * Slayer of Mankind: vs Human type Monsters: +10 Accuracy and +3% Critical Chance
 * Slayer of Unholy: vs Unholy type Monsters: +10 Accuracy and +3% Critical Chance
 * Slugger: +10% Damage for Melee attacks
 * Steady: +10% Stress Resist
 * 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

Negative Character Quirks

 * Ablutomania: Obsessed with cleanliness
 * 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.
 * Calm: (First Round) -15% DMG
 * Claustrophobia: Severe fear of enclosed spaces.
 * Clumsy: -5 Dodge
 * Compulsive: Suffers intense need to do specific actions.
 * Curious: Obsessed with the acquisition of knowledge.
 * Dacnomania: Obsessed with killing.
 * Dark Temptation: Prone to investigating the Dark Arts.
 * Demonomania: Believes is posessed[sic] by demons.
 * Deviant Tastes: Is not allowed to visit the Brothel.
 * Dispomania: Intense craving for alcohol.
 * 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
 * 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.
 * Hagiomania: Obsessed with sainthood.
 * Hemophilia: -20% Bleed Resist
 * Hieromania: Experiences religious visions and delusions.
 * Hylomania: Obsessed with material things.
 * Kleptomaniac: Prone to stealing Items
 * Known Cheat: Is not allowed to gamble while in town.
 * Lazy Eye: -5 Accuracy for ranged attacks
 * 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.
 * Nervous: -10% Stress Resist
 * Nocturnal: (Light Above:75) -2 SPD
 * Off Guard: (First Round) -4 SPD, -5 DODGE
 * Phengophobia: (Light Above:75)-20% Stress Resist
 * Plutomania: Manic for money.
 * Rabies: -10 ACC +20% DMG
 * Resolution: In town, will never Drink.
 * Ruminator: -10% Stress Heal
 * Satanophobia: When fighting Unholy monsters, -20% Stress Resist
 * Scattering: (Ranged) -5% DMG
 * Shocker: -10% Stun Resist
 * Sickly: -10% Disease Resist
 * Slowdraw: (First Round) -4 SPD
 * Slow Reflexes: -1 SPD
 * Soft: -5% 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.
 * 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.