Quirks (Darkest Dungeon II)
“ | Even the worst habits can be overcome. | „ |
~ The Academic |
Heroes in Darkest Dungeon II may possess certain attributes called Quirks. Quirks may be either positive or negative, and can greatly affect heroes' behaviour throughout the run, from boosting their performance in combat in certain regions or against certain enemies, to outright blocking location choices or the use of certain items.
Acquiring Quirks
Each hero starts with two random quirks, one positive and one negative. Additional quirks can be gained in various ways, including reaching Inns and Academic's Studies, using Inn Items, fighting Enemies, becoming Resolute or having a Meltdown. While most sources of quirks are random, certain interactions can offer specific quirks, allowing players to plan ahead.
Every hero can possess a maximum of three positive quirks and three negative quirks. When gaining additional quirks, the oldest one will be replaced. The oldest quirk is the one closest to the diamond in the center of the quirks panel.
When starting a run, heroes with Memories will retain all their previous quirks.
Removing and Locking Quirks
Quirks can be managed at the Field Hospital:
- Positive quirks may be locked in at the cost of 32 Relics. Locked-in quirks, indicated by a padlock symbol, will not be replaced when gaining new quirks, and at most one positive quirk can be locked in per hero.
- Positive and negative quirks, including locked-in positive quirks, may be removed at the cost of 16 Relics.
Quirks may also be removed with Inn Items such as Wild Tea or Meditative Totem. These will only remove the oldest quirks, and Wild Tea may additionally remove the oldest positive quirk on the hero unless that quirk is locked, in which case it will remove the second oldest positive quirk.
List of Quirks
Rare quirks are marked with a cross symbol. Note that while quirks are categorized as positive or negative, some positive quirks have disadvantages and some negative quirks have advantages.
Negative Quirks | Positive Quirks | ||
---|---|---|---|
Name | Effects | Name | Effects |
Anemic+ | -10% RES Add (15%) |
Amateur Armorsmith | Round start: (5%) |
Austere | "Prefers the simple, simple life." Chance to donate gold during Assistance encounter. (-15 , +45 Flame) Blocks Book related Inn items. |
Amateur Weaponsmith | Round start: (5%) |
Bad Digestion+ | 33% Chance for Food to do Nothing Negative Banter on the road |
Ascetic | "Denial of pleasure in order to refine the spirit." Chance to donate gold during Assistance encounter. (-15 , +45 Flame) Blocks several inn items +15% Resolute Chance. -5% Positive Relationship Chance. |
Blundering | -2 Combat Start: (50%) When Moving: 1 DMG (25%) |
Bloodthirsty | +30% DMG dealt If Target <25% +5% CRIT On Hit: Self: (15%) |
Boisterous | "Loud and Proud" -5% Positive Relationship Chance Chance to help during Assistance Encounter On Resistance Encounter, Chirurgeon Table and Creature Den: Combat Start: |
Bon Vivant | "Let's knock one back and enjoy what life has to offer!" +5% Positive Relationship Chance. -5% Negative Relationship Chance. On Oasis: Party: -3 |
Book Burner | "Is certain dry satire burns the hottest." Chance to Avoid Academic's Study: Timeworn Volumes and -5 |
Breacher+ | Combat Start: Add x2,x2, x2, Forward 3 |
Braggart | "Every victory, real or imagined, recounted for all, time and time again." Gain on Hit: (10%) -5% Positive Relationship Chance +5% Negative Relationship Chance |
Calm+ | +20% Resolute Chance |
Bum Leg+ | -40% RES | Sluice Scrounger | "Knows where to find resources in The Sluice." Higher Rewards from Academic Studies in The Sluice |
Chatterbox | "Just. Won't. Stop. Talking." Negative Road Banter |
Sluice Tactician+ | In the Sluice: +5% CRIT, (15%) |
Coward | "No taste for thrill or danger." +10% Meltdown Chance When Hit: +1 (5%) Turn Start: If Rank 1: Back 3 (15%, ignores resistance) |
Sprawl Explorer+ | "Master of the Sprawl's advantages." In the Sprawl: +100% Route Scouting |
Curmudgeon | "Begrudgingly accepts the existence of others." -10% Positive Relationship Chance +5% Negative Relationship Chance |
Sprawl Scrounger | "Knows where to find resources in The Sprawl." Higher Rewards from Academic Studies in The Sprawl |
Darkly Curious | "Prone to investigating the Dark Arts." Exclusive Academic Study Interactions. |
Sprawl Tactician+ | In the Sprawl: +5% CRIT, (15%) |
Doomsayer+ | "Believes this all won't end well." -5% Positive Relationship Chance +10% Negative Relationship Chance |
Clotter+ | +15% RES |
Zoophobia | "Intense fear of animals and non-human creatures." Combat Start: If Creature Present: +1 (50%) |
Clutch Hitter+ | If < 50%: +10% CRIT Party ≤ 25%: +25% DMG |
Cadaver Fearing | "Pair me not with the husk of the departed or I shall crumble myself." Combat Start: vs Cadaver: +1 (50%) |
Compassionate+ | "Ability to understand the trials of another." +10% Positive Relationship Chance |
Cosmic Fearing | "Trepidatious towards things from Beyond." Combat Start: vs Cosmic: +1 (50%) |
Dancer's Balance+ | +10% RES When Moved by Enemy: (15%) |
Fanatic Fearing | "Terrified of Sprawl reavers." Combat Start: vs Fanatic: +1 (50%) |
Daredevil | +10% DMG Dealt. When Missed: -1 (50%) Combat Start: |
Fisherfolk Fearing | "Pelagic beings strike terror in their heart." Combat Start: vs Fisherfolk: +1 (50%) |
Deadly+ | +15% CRIT |
Gaunt Fearing | "Afraid of the withered and wizened." Combat Start: vs Gaunt: +1 (50%) |
Death Seeker+ | "Revels in the proximity of their own end." On Entering Death's Door: -10 +15% Resolute Chance |
Gentry Fearing | "Paralyzed by capacious maws and festering wounds." Combat Start: vs Plague Eater: +1 (50%) |
Defiant+ | Round Start: Heal +5% |
Pillager Fearing | "Bandits evoke a certain childhood trauma" Combat Start: vs Pillager: +1 (50%) |
Devout | "Committed to a power beyond themselves." Higher Chance to Avoid Academic's Study: Hovering Polyhedron. Exclusive Academic's Study interactions. |
Swine Fearing | "The squeals are unbearable!" Combat Start: vs Swine: +1 (50%) |
Disarmer | When Hit: Attacker: (10%) |
Flawed Release+ | -5% CRIT | Eagle Eyed+ | Ranged Skills: +10% CRIT |
Fragile+ | -15% Max When Damaged: +1 (10%) +15% Meltdown Chance |
Early Riser+ | If Flame > 75: +2 |
Fussy Eater | "Claims to be deathly afraid of slime mold." Blocks Use of Slime Mold |
Evasive+ | Combat Start: x2 -5% Positive Relationship Chance. +5% Negative Relationship Chance. |
Germophobia | "Pestilence lurks on every surface." Turn Start: If : +1 (25%) |
Field Surgeon+ | "Can patch up minor wounds on the road." Round Start: (5%) (Target: Heal 50%) Use of is a free action. Cannot be used on self |
Greedy | "Always focused on their share" Higher chance of Steal on Assistance Encounters (-15 Flame, Food or rewards) |
Foetor Explorer+ | "Master of the Foetor and its advantages." In the Foetor: +100% Route Scouting |
Head in the Sand+ | When Damaged: (15%) | Foetor Scrounger | "Knows where to find resources in The Foetor." Higher Rewards from Academic Studies in The Foetor |
Head Injury+ | Combat Start: (50%) | Foetor Tactician+ | In the Foetor: +5% CRIT, (15%) |
Hemophiliac | -30% RES | Tangle Explorer+ | "Master of the Tangle's advantages." In the Tangle: +100% Route Scouting |
Hemophobic | Turn Start: If : +1 (25%) | Tangle Scrounger | "Knows where to find resources in the Tangle." Higher Rewards from Academic Studies in The Tangle |
Hydrophobic+ | "No greater terror than cool, refreshing water." Higher chance to avoid Oasis |
Tangle Tactician+ | In the Tangle: Round Start: (15%) In the Tangle: +5% CRIT |
Hypochondriac+ | "Imagines contracting every manner of illness from enemies." On Hit: Add Random (5%) |
Generous | "Willing to give what is asked of them." Higher chance to exert in Assistance encounter. |
Kleptomaniac | "Consumed by the urge to steal." Higher chance to Steal during Assistance encounter (-15 Flame, RELICS reward) |
Hard Noggin+ | +25% RES +5% Resolute Chance |
Lazy Eye | Ranged Skills: -10% DMG Ranged Skills: -5% CRIT |
Hard Skinned | Combat Start: x2 |
Lazy | "Not motivated to do all that much." -5% Positive Relationship Chance +5% Negative Relationship Chance |
Cadaver Hater+ | vs Cadaver: -20% DMG Taken, +15% DMG Gain on Hit: -1 (25%) |
Light Sensitive | Combat Start: If Torch > 75: x2 | Cosmic Hater+ | vs Cosmic: -20% DMG Taken, +15% DMG Gain on Hit: -1 (25%) |
Lost in Space+ | "No longer has a firm grasp on the three dimensions we depend on." When Stress Damaged: Shuffle (30%, ignores RES), Remove 1 Positive Token (30%), (25%) |
Fanatic Hater+ | vs Fanatic: -20% DMG Taken, +15% DMG Gain on Hit: -1 (25%) |
Lost in Time+ | "Time has become an impenetrable maze." +8 When Stress Damaged: (33%), Remove 1 Positive Token (30%) |
Fisherfolk Hater+ | vs Fisherfolk: -20% DMG Taken, +15% DMG Gain on Hit: -1 (25%) |
Lost in Time And Space+ | "Out of phase with reality itself." +8 When Stress Damaged: (33%), Remove 1 Positive Token (30%), Shuffle (30%, ignores RES) |
Gaunt Hater+ | vs Gaunt: -20% DMG Taken, +15% DMG Gain on Hit: -1 (25%) |
Melophobic | "Music is the trigger for deep-seated resentment." Higher chance to avoid Academic's Studies: Insipid Melody. • Blocks Songbook Inn items |
Gentry Hater+ | vs Plague Eater: -20% DMG Taken, +15% DMG Gain on Hit: -1 (25%) |
Misses the Mark | Turn Start:(10%) | Pillager Hater+ | vs Pillager: -20% DMG Taken, +15% DMG Gain on Hit: -1 (25%) |
Neat Freak+ | "Depends on cleanliness for sanity." Chance for Negative banter on the road. |
Swine Hater+ | vs Swine: -20% DMG Taken, +15% DMG Gain on Hit: -1 (25%) |
Necrophobic | "Fear of cadavers and symbols of death." On Hit: If Target is Corpse: +1 (30%) |
Heavy Handed+ | Melee Skills: Knockback 1 (5%) |
Needler | "Sharp wit, sharper words." -5% Positive Relationship Chance +10% Negative Relationship Chance |
Iron Constitution+ | +20% Max |
Nervous | +1 +5% Meltdown Chance Round Start:+1 (10%) |
Iron Stance+ | +30% RES |
Occultomaniac | "Enthralled with hidden cults and their trappings." Exclusive Academic Study interactions |
Last Gasp | If < 50%: +4 |
Occultophobic | "Terrified of hidden cults and their influence." Affects node choices such as Academic's Studies. |
Lethal Feint+ | Gain On Miss: |
Off Guard+ | Combat Start: Round Start: (15%) |
Lightning Reflexes+ | +2 |
Pacifist+ | Gain On Attack: +1 (5%) | Lurker+ | If Flame < 25: +35% DMG |
Pyromaniac+ | "O What Fun Fire Brings For Me And Thee." Round Start: (5%) Replaces the character's turn with a forced, yet freely provided copy of the fire bomb combat item. Gain On Hit: 2 (5%) Apply On Hit: 2 (5%) |
Martyr | Round Start: -1 while on Death's Door |
Pyrophobic+ | "Flickering flames fan fear." If : -4% CRIT, Round Start: Destroy 1 Positive Token. |
Natural Eye+ | Ranged Skills: +10%DMG Ranged Skills:+3% CRIT |
Resolute | "Has sworn off the bottle." Blocks Whiskey related Items. |
Natural Swing+ | Melee Skills: +10%DMG Melee Skills:+3% CRIT |
Scatterbrained | If > 4: -4% CRIT. | Nocturnal+ | If Flame < 50: +1 If Flame < 50: +15% DMG |
Selfish | "Puts their own interests first." -10% Positive Relationship Chance. +10% Negative Relationship Chance. |
On Guard+ | +1 Combat Start: x2 |
Shattered Will+ | "How can existence be so cruel...?" -20% Max Turn Start: Destroy 1 Positive Token Combat Start: Add , +20% Meltdown Chance |
Peacemaker | "Surely, violence is the last resort" +5% Positive Relationship Chance -10% Negative Relationship Chance |
Sickly+ | -20% RES | Photomaniac+ | If Flame > 75: Round Start: (20%) |
Slowhanded | -2 | Precision Striker+ | Melee Skills: +7% CRIT |
Soft | "Lacks resilience in demanding situations." -5% Max +10% Meltdown Chance When Damaged: (15%) |
Quickdraw+ | Round 1: +5 |
Sprained Ankle | "A painful but ultimately harmless swelling of the ankle." -15% RES |
Raconteur | "Knows how to weave an absorbing tale." +5% Positive Relationship Chance Higher chance to help during Assistance encounter. |
Sprained Wrist | "A sharp douleur situated between hand and forearm." -10% DMG |
Resilient+ | If < 50%: -1 (25%) +15% Resolute Chance |
Squeamish | "Disgusted by viscera and bodily fluids." Blocks various inn items, primarily relating to resistance buffs. |
Robust+ | +20% RES |
Stiff Knees | -3 | Rummager | "No stone left unturned." 1 random item (food, gold, combat items, inn items, trinkets) after banter in the road. |
Terrified+ | +10% Meltdown Chance Combat Start: 1 (10%) |
Sanguine+ | "A bright future can yet still be seen." Round start: -1 (25%) +5% Resolute Chance +5% Positive Relationship Chance |
Thanatophobic | "Fear of death and dying." Round Start: If < 25%: (25%) If < 25%: -25% RES If Teammate Dies: +10 |
Second Wind+ | If < 50%: +20% DMG |
The Yips+ | Round Start: (15%) | Shadow Born+ | If Flame < 50%: +10% DMG Combat Start: (50%) |
Thin Blooded | -10% RES | Shroud Explorer+ | "Master of the Shroud's advantages." In the Shroud: +100% Route Scouting |
Tippler | "Can't get enough of the hard stuff." Exclusive Academic Study and Assistance Encounter interactions. |
Shroud Scrounger | "Knows where to find resources in The Shroud." Higher Rewards from Academic Studies in The Shroud |
Torn Rotator Cuff | -10% DMG | Shroud Tactician+ | In the Shroud: +5% CRIT, (15%) |
Tuckered Out | If < 50%: -10% DMG Dealt. | Cadaver Slayer | vs Cadaver: +5% CRIT vs Cadaver: Execution 2 |
Tune Hummer | "A hum for every occasion." Chance for Negative Banter on the road. |
Cosmic Slayer | vs Cosmic: +5% CRIT vs Cosmic: Execution 2 |
Vicious+ | "Never pulls a punch." +10% DMG dealt On Attack: Self: (15%) |
Fanatic Slayer | vs Fanatic: +5% CRIT vs Fanatic: Execution 2 |
Weak Grip+ | Melee Skills: -3% CRIT. | Fisherfolk Slayer | vs Fisherfolk: +5% CRIT vs Fisherfolk: Execution 2 |
Weak Hold On Life+ | -10% RES +15% Meltdown Chance |
Gaunt Slayer | vs Gaunt: +5% CRIT vs Gaunt: Execution 2 |
Winded | If < 50%: -1 | Plague Eater Slayer | vs Plague Eater: +5% CRIT vs Plague Eater: Execution 2 |
Pillager Slayer | vs Pillager: +5% CRIT vs Pillager: Execution 2 | ||
Swine Slayer | vs Swine: +5% CRIT vs Swine: Execution 2 | ||
Slippery | If HP ≤ 75%: Round Start: (20%) | ||
Slugger | Melee Skills: Apply On Hit: (5%) Melee Skills: +5% CRIT | ||
Sneaky | "Likes to stay hidden and evasive." +1 Combat Start: (25%) | ||
Steady+ | "A grounding aura surrounds this one." +15% RES +10% Resolute Chance | ||
Stout+ | +20% RES +10% Max | ||
Stress Knitter+ | "The knitting needles fly when stress is high." -1 if Stress > 3 during road banter. 2 Bandages or 2 Fisherman's net or 4 Milk-soaked Linen if target has above 4 Stress during road banter. | ||
Sunny Disposition+ | "Unwaveringly positive!" +10% Positive Relationship Chance -5% Negative Relationship Chance | ||
Tactical Thinker+ | +5% CRIT Round Start: (15%) | ||
Thanatomaniac+ | "Obsessed with death and what lies beyond this mortal coil." Higher chance to Slay during Assistance encounter (-25 Flame, RELICS, Stagecoach Items and Random rewards). | ||
The Jinx | Apply to Attacker When Attacked: (25%) or (25%) or (25%) or (25%) | ||
Thick Blooded+ | +10% RES | ||
Tough+ | +10% Max | ||
Unerring+ | Ranged Skills: +10% DMG | ||
Unyielding+ | +10% RES | ||
Spotter | +100% Hazardous Route Scouting | ||
Tracker | +100% Rough Patch Route Scouting | ||
Void Sight | +100% Oblivion Tear Route Scouting | ||
Pathfinder | +25% Safe Route Scouting | ||
Vigilant | +100% Combat Route Scouting | ||
Erudite | "Knowledge supreme over all." Exclusive Academic Study choices +10% RES | ||
Warrior of Light | If Flame > 75: Round Start: (10%) | ||
Vanquisher | Gain On Killing Blow: Heal 5 |
Trivia
- The quirk Calm used to say "25% chance of nullifying stress damage". This never worked and was removed.
- There is a negative quirk called Realist in the game files, but which does not currently appear in game.
- Defiant was previously named Deathless. It was renamed when the Flagellant was added, since one of his skills is named Deathless.