Quirk

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The faces of comedy and tragedy are used to symbolize quirks.

Quirks are peculiar traits possessed by heroes, gained through activities in The Flameseeker or during expeditions. Quirks are semi-permanent modifiers that affect the hero in various ways, both positive and negative, either altering their stats or forcing particular behaviors.


Obtaining and managing quirks

Heroes recruited from the Ferry will possess a random set of quirks - at least one positive and one negative.

Additional quirks, positive and negative, are gained during expeditions by interacting with Curios, fighting against factional enemies in battles, and after expeditions in the post-expedition screen.

A character can possess a maximum of ten quirks: five positive quirks and five negative quirks. After this, if a hero gains an additional quirk, a random existing negative quirk will be The icon for a quirk being replaced, two spiraling arrows. replaced, denoted by two spiraling arrows next to the new quirk (these arrows may be hovered over to see what quirk got replaced).

Quirks may be modified by using the Clinic, which allows you to expend gold to Remove quirk negative.png remove a quirk (positive or negative). Removal of quirks at the Clinic can be done one at a time, per type of quirk - you may not remove more than one negative or positive quirk per week, though you can do one of both. Using the Clinic for quirks tends to be expensive, and like all other Flameseeker facilities is a factor of the hero's resolve level. Overall, positive quirk treatment is now less expensive than negative quirk treatment.

If a negative quirk is left untreated for long enough over the course of several expeditions, it also has a chance of becoming reinforced and turning into severe quirks. Like positive quirks, severe quirks will not be replaced when new quirks are earned. Severe quirks are more costly to remove at the Clinic.

Several curios found in the dungeons will remove random negative quirks on the Hero interacting with the curio. The most reliable of these require the correct supply item to be used on the curio for the desired effect:

  • Confessor's Toolkit can be found occasionally in corridors in any of the four major regions, and removes a negative quirk when a Skeleton Key is used on it.
  • Legion Decapitations can be found occasionally in corridors in the Exposed Interior, and removes a negative quirk when Laudanum is used on it.
  • Silent Pantheon can be found occasionally in rooms in the Exposed Interior, and has a 20% to remove a negative quirk when interacted with by hand, or guaranteed when Cleansing Salt is used on it.
  • Crude Altar can be found occasionally in the Caverns, and removes a negative quirk when Cleansing Salt is used on it.
  • Decorated Wurm Fang can be found occasionally in the Caverns, and has a 25% to remove a negative quirk when interacted with by hand, or guaranteed when Cleansing Salt is used on it.
  • Primitive Cave Carving can be found occasionally in the Caverns, and removes a negative quirk when Laudanum is used on it.

Notes

  • Black Reliquary makes ALL positive quirks reinforced by default, disallowing them from being replaced.

Chance of Acquiring Quirks

Whenever an expedition is completed, your surviving Heroes have a chance to gain negative or positive quirks, calculated as a percentage. The precise percentage is based on successful completion of the quest objective, and each hero's current stress, up to a maximum of 100, as detailed below.

  • Quest Success:
    • % Chance of Positive Quirk: 50 - (0.10 × Current Stress)
    • % Chance of Negative Quirk: 30 + (0.20 × Current Stress)
  • Quest Failure:
    • % Chance of Positive Quirk: 40 - (0.15 × Current Stress)
    • % Chance of Negative Quirk: 40 + (0.30 × Current Stress)

Stress values over 100 are rounded down to 100.

Additionally, each hero has a 25% chance of having one existing negative quirk locked after each mission, regardless of quest success and current stress.

List of Quirks

Comparable Quirks

Comparable Quirks are a pair of quirks, one negative and one positive, that alter the same state but in opposite ways. For example, Clumsy reduces a hero's DODGE by 8, while Evasive increases the hero's DODGE by the same amount. However, not all comparable quirks have even values. For example. Hot to Trot increases a hero's ACC multiplier by 15% during the Prep Round, whereas its counterpart Unprepared reduces it only by 10%.

Panel monster indicator.pngPositive Quirks Negative QuirksPanel monster indicator.png
Name Effects Name Effects Type
Tough +10% MAX HP Soft -10% MAX HP MAX HP
Evasive +8 DODGE Clumsy -8 DODGE DODGE
On Guard +4 SPD and +10 DODGE on Prep Round Off Guard -4 SPD and -10 DODGE on Prep Round SPD/DODGE on Prep Round
Quick Reflexes +4 SPD Slow Reflexes -4 SPD SPD
Quickdraw +8 SPD on Prep Round Slowdraw -8 SPD on Prep Round SPD on Prep Round
Night Owl +6 SPD if Torch below 51 Diurnal -6 SPD if Torch below 51 SPD if Torch below 51
Last Gasp +5 SPD if HP below 50% Winded -5 SPD if HP below 50% SPD if HP below 50%
Germophile +10 ACC vs Blighted Germaphobe -10 ACC vs Blighted ACC vs Blighted
Janitor +8 SPD if Corpse is present Necrophobe -8 SPD if Corpse is present SPD if Corpse is present
Accurate +5 ACC Inaccurate -5 ACC ACC
Hot to Trot +15% ACC multiplier on Prep Round Unprepared -10% ACC multiplier on Prep Round ACC multiplier on Prep Round
Bold Bleeder +10 ACC while Bleeding Nervous Bleeder -10 ACC while Bleeding ACC while Bleeding
Clutch Hitter +5% CRT and +5 ACC if HP below 40% Dud Hitter -5% CRT and -5 ACC if HP below 40% CRT/ACC if HP below 40%
Eraser +5% CRT and +5 ACC vs Targets above 75% HP Coward 5% CRT and -5 ACC vs Targets above 75% HP CRT/ACC vs Targets above 75% HP
Executioner +5% CRT and +5 ACC vs Targets below 40% HP Weak Finisher 5% CRT and -5 ACC vs Targets below 40% HP CRT/ACC vs Targets below 40% HP
Deadly +3% CRT Misses the Spot -3% CRT CRT
Cautious -6% Crits Received Chance Reckless +6% Crits Received Chance Crits Received Chance
Giant Slayer +20% DMG and +5 ACC vs Size 2 and Above Easily Intimidated -20% DMG and -5 ACC vs Size 2 and Above DMG/ACC vs Size 2 and Above
Fencer Riposte: +10% DMG, +5 ACC Knee-Jerk Riposte: -10% DMG, -5 ACC DMG/ACC on Riposte
Warrior of Light +10% DMG if Torch above 50 Light Sensitive -10% DMG if Torch above 50 DMG if Torch above 50
Lurker +15% DMG if Torch below 51 Night Blindness -15% DMG if Torch below 51 DMG if Torch below 51
Second Wind +15% DMG if HP below 50% Tuckered Out -15% DMG if HP below 50% DMG if HP below 50%
Hunter +15% DMG and +5 ACC vs Marked Uncoordinated -15% DMG and -5 ACC vs Marked DMG/ACC vs Marked
Opportunist +10% DMG and +5% CRT vs Stunned Fair Player -10% DMG and -5% CRT vs Stunned DMG/CRT vs Stunned
Natural Swing Melee Skills: +8 ACC Fumbling Melee Skills: -8 ACC ACC of Melee Skills
Slugger Melee Skills: +10% DMG Feeble Melee Skills: -10% DMG DMG of Melee Skills
Precision Striker Melee Skills: +5% CRT Weak Grip Melee Skills: -5% CRT CRT of Melee Skills
Natural Eye Ranged Skills: +8 ACC Lazy Eye Ranged Skills: -8 ACC ACC of Ranged Skills
Unerring Ranged Skills: +10% DMG Scattering Ranged Skills: -10% DMG DMG of Ranged Skills
Eagle Eye Ranged Skills: +5% CRT Flawed Release Ranged Skills: -5% CRT CRT of Ranged Skills
Enlightened Mystical Skills: +8 ACC Clouded Mind Mystical Skills: -8 ACC ACC of Mystical Skills
Adherent Mystical Skills: +10% DMG Dissenter Mystical Skills: -10% DMG DMG of Mystical Skills
Superstitious Mystical Skills: +5% CRT Skeptic Mystical Skills: -5% CRT CRT of Mystical Skills
Hippocratic +20% Healing Done and +20% Restoration Amount Applied Bad Healer -20% Healing Done and -20% Restoration Amount Applied Healing Done and Restoration Amount Applied
Gifted +20% Healing Received Infirm -20% Healing Received Healing Received
On the Mend +40% Healing Received on Prep Round Off the Mend -40% Healing Received on Prep Round Healing Received on Prep Round
Regenerator On Turn Start: Self: Heal 10% Max HP (5% chance) Algophilic On Turn Start: Self: Suffer 10% Max HP Damage (5% chance) Heal/Suffer Max HP
Assuaging +20% Stress Healing Done Pernicious -20% Stress Healing Done Stress Healing Done
Resilient +20% Stress Healing Received Ruminator -20% Stress Healing Received Stress Healing Received
Mellow +40% Stress Healing Received on Prep Round Tense -40% Stress Healing Received on Prep Round Stress Healing Received on Prep Round
Self Assured On Turn Start: Self: Heal 10 Stress (5% Chance) Diffident On Turn Start: Self: Receive 10 Stress (5% Chance) Self Stress Heal/Damage on Turn Start
Cheerful On Turn Start: Party: Heal 4 Stress (4% Chance) Downer On Turn Start: Party: Receive 4 Stress (4% Chance) Party Stress Heal/Damage on Turn Start
Vengeful On being Crit: Buff Self: +20% DMG, +8% CRT (1 tn) Weak-Willed On being Crit: Debuff Self: -20% DMG, -8% CRT (1 tn) Self Buff/Debuff on being Crit
Alacritous +10% DMG, +4 ACC when acting First in the Party Hesitant -10% DMG, -4 ACC when acting First in the Party DMG/ACC when acting First in the Party
Bider +10% DMG, +4 ACC when acting Last in the Party Trepid -10% DMG, -4 ACC when acting Trepid in the Party DMG/ACC when acting Last in the Party
Lounger +5 Idle Stress Heal on the Flameseeker Antsy +20 Stress when idle on the Flameseeker for a week Idle Flameseeker Stress/Stress Heal
Steady -15% Stress Received Nervous +15% Stress Received Stress Received
Considerate On Ally Miss: Buff Ally: -15% Stress Received (20% Chance) Tactless On Ally Miss: Debuff Ally: +15% Stress Received (20% Chance) Ally Buff/Debuff on Miss
Clear Head -20% Stress Received if Stress below 60 Hysterical +20% Stress Received if Stress above 60 Stress-Dependent Stress Received
Undaunted -20% Stress Received if HP below 50% Thanatophobia +20% Stress Received if HP below 50% Low HP Stress Received
Stress Faster -100% Food Consumed if Stress above 50 Stress Eater +100% Food Consumed if Stress above 50 Food Consumed at high Stress
Irrepressible +15% Virtue Chance Mercurial -15% Virtue Chance Virtue Chance
Forceful +10% Stun Skill Chance, +10% Move Skill Chance Weak -10% Stun Skill Chance, -10% Move Skill Chance Stun/Move Skill Chance
Technical +10% Blight Skill Chance, +10% Bleed Skill Chance, +10% Debuff/Mark Skill Chance Untalented -10% Blight Skill Chance, -10% Bleed Skill Chance, -10% Debuff/Mark Skill Chance Blight/Bleed/Debuff/Mark Skill Chance
Hard Noggin +20% Stun Resist Shocker -20% Stun Resist Stun Resist
Balanced +20% Move Resist Unbalanced -20% Move Resist Move Resist
Thick Blooded +20% Blight Resist Thin Blooded -20% Blight Resist Blight Resist
Impervious +10% Blight Resist, +10% Bleed Resist Ashen -10% Blight Resist, -10% Bleed Resist Blight/Bleed Resist
Clotter +20% Bleed Resist Anemic -20% Bleed Resist Bleed Resist
Robust +20% Symptom/Disease Resist Sickly -20% Symptom/Disease Resist Symptom/Disease Resist
Pertinacious +20% Debuff/Mark Resist Enervated -20% Debuff/Mark Resist Debuff/Mark Resist
Unyielding +14% Death Blow Resist Weak Grip on Life -14% Death Blow Resist Death Blow Resist
Sneaky -20% Chance Party Surprised Unsubtle +20% Chance Party Surprised Chance Party Surprised
Region Adventurer -25% Stress Received in Region Region Phobe +25% Stress Received in Region Stress in Catacombs/Caverns/Treasury/Exposed Interior
Region Explorer +20% Trap Disarm Chance in Region
On Successful Trap/Obstactle Interaction:
Buff Self: +4 DODGE, +2 SPD (2 Battles)
Region Meanderer -20% Trap Disarm Chance in Region
On Unsuccessful Trap/Obstactle Interaction:
Debuff Self: -4 DODGE, -2 SPD (2 Battles)
Trap Disarm in Catacombs/Caverns/Treasury/Exposed Interior
Faction Skirmisher +8 DODGE and -15% Stress Received if any enemy is Faction Fear of Faction -8 DODGE and +15% Stress Received if any enemy is Faction vs Levantine/Troglodyte/Cactonid/Wildlander
Faction Nemesis +15% DMG and +5 ACC vs Faction Faction Intimidated -15% DMG and -5 ACC vs Faction
Faction Challenger +15% DMG and -15% Stress Received if any enemy is Faction Wary of Faction -15% DMG and +15% Stress Received if any enemy is Faction vs Kvarotz/Lost Legion/Ghoul/Wildlife
Skilled Gambler Increases chance of winning gold/trinket from the Gambling Hall to 35% Bad Gambler Increases chance of losing gold/staying in the Gambling Hall to 45%, cannot win trinkets Gambling

Independent Positive Quirks

Independent Quirks have no comparable opposite, and thus are unique to themselves. Independent Positive Quirks mainly deal with area specific bonuses, camping and reducing gold costs on The Flameseeker.

Panel monster indicator.png Positive Quirks Panel monster indicator.png
Name Effects
Daredevil +15 DODGE if HP below 25%
Hard Skinned +10% PROT
Boisterous +10% PROT and -10% Stress Received while Marked
Trophy Hunter +5% CRT and +8 ACC if any enemy is a Boss
Fairweather Fighter +20% DMG if HP above 99%
Lethal +15% Armor Piercing
Mystic On Ally/Self Mystical Skill Use: Heal 3 Stress (25% Chance)
Healer's Gift +30% Healing Done while Camping
Convalescent On Crit Heal Received: -20% Stress Received, +8 ACC
Meditator +30% Stress Healing Received while Camping
Intercessor On Turn Start: Buff Party: +10% PROT, -3% Crits Received Chance if Non-Pagan
Noctomania -20% Stress Received if Torch below 51
Region Scrounger +10% Scouting Chance in Region
Region Tactician -15% Party Surprised Chance in Region
Interacting with Traps and Obstacles in Region Successfully gives buffs (+10% DMG, +3% CRT (2 Battles))
Globetrotter +5% Party Scouting Chance
Amber Symbiosis When Amberblighted Triggered: Buff Self: +3% DMG, -3% DMG taken (1 tn)
Penitent When Expiate Triggered: Buff Self: -10% Stress Received (2 tns)
Miraculous Regrowth +25% Healing Received
Gain Restoration from being Crit Healed (6 pts/1 tn)
Fairweather Faster -100% Food Consumed if HP above 75%
Resourceful Bandage: +15% Bleed Resist
Antivenom: +15% Blight Resist
Cleansing Salt: +15% Debuff/Mark Resist
Contraband Collector -10% Stress and +3% CRT per Contraband Trinket equipped
Savant +5 ACC, +3% CRT if Perfumer trinket is Equipped
Fated 25% Chance to turn any Miss or Dodge into a Hit
Blacksmith -20% Weapon Upgrade Cost, -20% Armor Upgrade Cost
Fast Learner -15% Combat Skill Upgrade Cost, -15% Camp Skill Upgrade Cost
Crafty +50% Stress Healing Received from Amber Workshop
Negotiator +50% Stress Healing Received from Tek Exchange

Treatment Quirks

These quirks affect which treatments a hero may use to relieve stress on The Flameseeker.

Treatment Quirks
Bar Alcoholism Will only Drink for Stress Recovery Resolution Will never Drink for Stress Recovery
Gambling Hall Gambler Will only Gamble for Stress Recovery Known Cheat Is not allowed to Gamble for Stress Recovery
Fighting Pit Chipped Shoulder Will only participate in the Fighting Pit for Stress Recovery Dirty Fighter Is not allowed to participate in the Fighitng Pit for Stress Recovery
Amber Den Den Addict Will only indulge in Amber for Stress Recovery

Independent Negative Quirks

As with Positive Quirks, Negative Quirks have their own set that are independent with no positive counterpart.

Panel monster indicator.png Negative Quirks Panel monster indicator.png
Name Effects
Risktaker +15% DMG Received, +5% DMG
Perfectionist On Miss: Receive 5 Stress
Overzealous On Turn Start: Debuff Party: -5% DMG, -2 SPD if Non-Religious
Profane On Turn Start: Debuff Party: +5% DMG Received, +10% Stress Received if Non-Pagan
Ritualist On Turn Start: Random Ally: Suffer 10% Max HP Damage, Buff Party: +5% DMG, +2 SPD if Non-Religious (10% Chance)
Absent Minded On Turn Start: Debuff Self: -15 DODGE, +15% Stress Received (3 tns, debuffs get progressively weaker)
Impulsive +5% Scout Chance, -5% Party Surprise Chance
On Turn Start: Consume a random provision (4% Chance)
Imposter Syndrome 4% Chance to pass turn
Laudanum Penchant If Laudanum in Inventory: +2% CRT
If no Laudanum in Inventory: -5 ACC, +10% Stress Received
Phengophobia +20% Stress Received if Torch above 50
Lygophobia +20% Stress Received if Torch below 26
Automaton's Accursed +25% Kvarotz Golem Encounter Chance

Forced Interaction Quirks

A subset of independent negative quirks. These quirks cause heroes to activate Curios without the player's consent. Each Quirk has a type of Curio that it has a chance to interact with. As Heroes will always interact with these Curios by hand, they can easily hurt themselves or acquire diseases. Additionally, some quirks will cause the Hero to steal the items they loot, meaning that the player loses those items forever.

Panel monster indicator.png Negative Quirks Panel monster indicator.png
Name Description Curio Type Chance Steal? Bonus
Compulsive 20% Chance to forcibly interact with All Curios - 20% - +2 SPD
Archaeomania 50% Chance to forcibly interact with Kvarotz related Curios Kvarotz 50% - +5% DMG vs Kvarotz
Amber Hoarder 40% Chance to steal loot from Amber related Curios Amber 40% Yes +5% DMG if Amber in Inventory
Hagiomania 50% Chance to forcibly interact with Lost Legion related Curios Lost Legion 50% - +5% DMG vs Lost Legion
Thieving Habits 35% Chance to steal loot from Treasure Curios Treasure 35% Yes +5% Scouting Chance
+5% Trap Disarm Chance
Necromania 30% Chance to forcibly interact with Corpse related Curios Corpse 30% - +5% DMG if Corpse is present