Quirk
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 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 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%.
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Negative Quirks![]() |
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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.
Treatment Quirks
These quirks affect which treatments a hero may use to relieve stress on The Flameseeker.
Treatment Quirks | ||||
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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.
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.