Quirks (Darkest Dungeon II) (2024)

Heroes in Darkest Dungeon II may possess positive or negative quirks. Quirks 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.

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, or reaching Death's Door. 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.

Negative quirks can be removed at the Field Hospital at the cost of 16 Quirks (Darkest Dungeon II) (1) Relics, and positive quirks can be locked in at the cost of 32 Quirks (Darkest Dungeon II) (2) 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.

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, but won't remove a locked-in positive quirk.

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.

Quirks (Darkest Dungeon II) (3)Negative QuirksQuirks (Darkest Dungeon II) (4)Positive QuirksNameEffectsNameEffectsAnemic-10%RES
Add (15%)Amateur ArmorsmithRound start: (5%)Austere"Prefers the simple, simple life."
Chance to donate gold during Assistance encounter.
(-15 Quirks (Darkest Dungeon II) (8) , +45 Flame)
Blocks Book related Inn items.Amateur WeaponsmithRound start: (5%)Bad Digestion+"33% chance Food has no benefit."
Negative Banter on the road.
33% chance for food to do nothing.Ascetic"Denial of pleasure in order to refine the spirit."
Chance to donate gold during Assistance encounter.
(-15 Quirks (Darkest Dungeon II) (10) , +45 Flame)
+15% Resolute chance.
-5% Positive Relationship Chance.Blundering-2
Combat start: (50%)
When moving: 1 DMG (25%)Bloodthirsty+30% DMG dealt
If Target HP Quirks (Darkest Dungeon II) (13) <25% +5% CRIT
On hit: Self: (15%)BoisterousLoud 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 3Braggart"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%Quirks (Darkest Dungeon II) (22) RESSluice Scrounger"Knows where to find resources in The Sluice."
2 Bear Trap or 2 Crow's Feet or 4 Linseed Oil Flask after banter in The Sluice.Chatterbox"Just. Won't. Stop. Talking."
Negative road banter.Sluice Tactician+• +5% Critical chance in The Sluice.
Round start: Quirks (Darkest Dungeon II) (23)(15%) The Sluice.Cowardice"No taste for thrill or danger."
When hit: +1 Quirks (Darkest Dungeon II) (24) (5%)
Turn start: If rank 1: Back 3 (15%, ignores resistance)
+10% Meltdown chanceSprawl Explorer+"Master of the Sprawl's advantages."
Scouts next 6 rows of nodes on the map in The Sprawl.Curmudgeon"Begrudgingly accepts the existence of others."
-10% positive Relationship Chance
+5% negative Relationship ChanceSprawl Scrounger"Knows where to find resources in The Sprawl."
2 Bandages or 2 Crow's Feet or 2 Pyrotechnic Dazzler during banter in The Sprawl.Darkly Curious"Prone to investigating the Dark Arts."
Affects node choices.Sprawl Tactician++5% Critical chance in The Sprawl.
Round start: Quirks (Darkest Dungeon II) (25)(15%) in The Sprawl.Doomsayer+"Believes this all won't end well."
-5% positive Relationship Chance
+10% negative Relationship ChanceClotter++15% RESErudite"Knowledge supreme over all."
Affects node choicesClutch Hitter++10% Critical chance if Quirks (Darkest Dungeon II) (27) < 50%
+25% Damage dealt if party Quirks (Darkest Dungeon II) (28) < 25%Cadaver Fearing"Pair me not with the husk of the departed or I shall crumble myself."
Combat start: if Cadaver present: +1 Quirks (Darkest Dungeon II) (29) (50%)Compassionate"Ability to understand the trials of another."
+10% positive Relationship ChanceCosmic Fearing"Trepidatious towards things from Beyond."
Combat start: if Cosmic present: +1 Quirks (Darkest Dungeon II) (30) (50%)Dancer's Balance++10% Quirks (Darkest Dungeon II) (31) RES
When moved by enemy: (15%)Fanatic Fearing"Terrified of Sprawl reavers."
Combat start: if Fanatic present: +1 Quirks (Darkest Dungeon II) (33) (50%)Daredevil+10% DMG dealt.
When missed: -1 Quirks (Darkest Dungeon II) (34) (50%)
Combat start: Quirks (Darkest Dungeon II) (35)Fisherfolk Fearing"Pelagic beings strike terror in their heart."
Combat start: if Fisherfolk present: +1 Quirks (Darkest Dungeon II) (36) (50%)Deadly++15% Critical chanceGaunt Fearing"Afraid of the withered and wizened."
Combat start: if Gaunt present: +1 Quirks (Darkest Dungeon II) (37) (50%)Death Seeker+"Revels in the proximity of their own end."
On death's door: -10 Quirks (Darkest Dungeon II) (38)
+15% Resolute ChanceGentry Fearing"Paralyzed by capacious maws and festering wounds."
Combat start: if Plague Eater present: +1 (50%)Defiant+Round start: +5% Quirks (Darkest Dungeon II) (40)Pillager Fearing"Bandits evoke a certain childhood trauma"
Combat start: if Pillagers present: +1 Quirks (Darkest Dungeon II) (41) (50%)Devout"Committed to a power beyond themselves."
Higher chance to avoid Academic's Study: Hovering Polyhedra.Swine Fearing"The squeals are unbearable!"
Combat start: if Swine present: +1 Quirks (Darkest Dungeon II) (42) (50%)DisarmerWhen hit: Attacker: Quirks (Darkest Dungeon II) (43) (10%)Flawed Release+-5% Critical ChanceEagle Eyed+Ranged skills: +10% Critical chanceFragile+-15% max Quirks (Darkest Dungeon II) (44)
When damaged: +1 Quirks (Darkest Dungeon II) (45) (10%)
+15% Meltdown ChanceEarly Riser+If Flame > 75%: +2 Fussy Eater"Claims to be deathly afraid of slime mold."
Blocks Slime MoldEvasive+Combat start: Quirks (Darkest Dungeon II) (47)x2
-5% Positive Relationship Chance.
+5% Negative Relationship Chance.Germophobia"Pestilence lurks on every surface."
Turn start: if Quirks (Darkest Dungeon II) (48): +1 Quirks (Darkest Dungeon II) (49) (25%)Field Surgeon+"Can patch up minor wounds on the road."
5% Quirks (Darkest Dungeon II) (50) x1 healing as a free action.Greedy"Always focused on their share."Foetor Explorer+"Master of the Foetor and its advantages."
Scouts next 6 rows of nodes on the map in The Foetor.Head in the Sand+When damaged: Quirks (Darkest Dungeon II) (51)(15%)Foetor Scrounger"Knows where to find resources in The Foetor."
2 Medicinal Herbs or 2 Crow's Feet or 4 Linseed Oil Flask during banter in The Foetor.Head Injury+Combat start: Quirks (Darkest Dungeon II) (52)(50%)Foetor Tactician++5% Critical chance in The Foetor.
Round start: Quirks (Darkest Dungeon II) (53)(15%) in The Foetor.Hemophiliac-30% Quirks (Darkest Dungeon II) (54)RESTangle Explorer+"Master of the Tangle's advantages."
Scouts next 6 rows of nodes on the map in The Tangle.HemophobiaTurn start: If Quirks (Darkest Dungeon II) (55): +1 Quirks (Darkest Dungeon II) (56) (25%)Tangle Scrounger"Knows where to find resources in the Tangle."

2 Bear Trap or 1 Incendiary co*cktail or 4 Clotting Powders during banter in The Tangle.

Hydrophobic+"No greater terror than cool, refreshing water."Tangle Tactician++5% Critical chance in The Tangle.
Round start: Quirks (Darkest Dungeon II) (57)(15%) in The Tangle.Hypochondriac+"Imagines contracting every manner of illness from enemies."
On hit: 5% to obtain Random Quirks (Darkest Dungeon II) (58)Generous"Willing to give what is asked of them."
Higher chance to exert in Assistance encounter.Kleptomania"Consumed by the urge to steal."
Affects several node options and blocks numerous inn itemsHard Noggin++25% RES
+5% Resolute ChanceLazy EyeRanged attacks: -5% Critical chance, -10% DMG dealtHard SkinnedCombat start: Quirks (Darkest Dungeon II) (60) x2Lazy"Not motivated to do all that much."
-5% Positive Relationship Chance
+5% Negative Relationship ChanceCadaver Hater++15% DMG dealt against Cadaver.
-20% DMG recieved from Cadaver.
On hit: if enemy is Cadaver: -1 Quirks (Darkest Dungeon II) (61) (25%)Light SensitiveCombat start: If torch > 75%: Quirks (Darkest Dungeon II) (62)x2Cosmic Hater++15% DMG dealt against Cosmic.
-20% DMG recieved from Cosmic
On hit: if enemy is Cosmic: -1 Quirks (Darkest Dungeon II) (63)(25%)Lost in Space"No longer has a firm grasp on the three dimensions we depend on."
When stressed: Shuffle (30%, ignores resistance), Destroy 1 positive token (30%), Quirks (Darkest Dungeon II) (64) (30%)Fanatic Hater++15% DMG dealt against Fanatics.
-20% DMG recieved from Fanatic.
On hit: if enemy is Fanatic: -1 Quirks (Darkest Dungeon II) (65) (25%)Lost in Time"Time has become an impenetrable maze."
+8
When stressed:Quirks (Darkest Dungeon II) (67)(33%), destroy 1 positive token (30%)Fisherfolk Hater++15% DMG dealt against Fisherfolk.
-20% DMG recieved from Fisherfolk.
On hit: If enemy is Fisherfolk: -1 Quirks (Darkest Dungeon II) (68) (25%)Lost in Time And Space+"Out of phase with reality itself."
+8
When stressed: Quirks (Darkest Dungeon II) (70) (33%), destroy 1 positive token (30%), Shuffle (30%, ignores resistance)Gaunt Hater++15% DMG dealt against Gaunt.
-20% DMG recieved from Gaunt.
On hit: if enemy is Gaunt: -1 Quirks (Darkest Dungeon II) (71) (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++15% DMG dealt against Plague Eater.
-20% DMG recieved from Plague Eater.
On hit: if enemy is Plague Eater: -1 (25%)Misses the MarkTurn start:Quirks (Darkest Dungeon II) (73)(10%)Pillager Hater++15% DMG dealt against PIllager.
-20% DMG recieved from Pillager.
On hit: if enemy is PIllager: -1 Quirks (Darkest Dungeon II) (74) (25%)Neat Freak+"Depends on cleanliness for sanity."
Chance for Negative banter on the road.Swine Hater++15% DMG dealt against Swine.
-20% DMG recieved from Swine.
On hit: if enemy is Swine: -1 Quirks (Darkest Dungeon II) (75) (25%)Necrophobic"Fear of cadavers and symbols of death."
On hit: If target is Corpse: +1 Quirks (Darkest Dungeon II) (76) (30%)Heavy Handed+Melee Skills: Knockback 1 (5%)Needler"Sharp wit, sharper words."
-5% positive Relationship Chance
+10% negative Relationship ChanceIron Constitution++20% Max Quirks (Darkest Dungeon II) (77)NervousRound start: +1 Quirks (Darkest Dungeon II) (78) (10%)
+1
5% Meltdown ChanceIron Stance++30% Quirks (Darkest Dungeon II) (80)RES.Occultomaniac"Enthralled with hidden cults and their trappings."
Affects node choices, such as when at an Academic's study.Last GaspIf Quirks (Darkest Dungeon II) (81) < 50%: +4 Occultophobic"Terrified of hidden cults and their influence."
Affects node choices, such as when at an Academic's study.Lethal Feint+On miss: Self: Quirks (Darkest Dungeon II) (83)Off Guard+Combat start: Quirks (Darkest Dungeon II) (84)
Round start:Quirks (Darkest Dungeon II) (85) (15%)Lightning Reflexes++2 Pacifist+On attack: 1 (5%)Lurker+If Flame <25%:
+35% DMG dealt.Pyromaniac+"O What Fun Fire Brings For Me And Thee."
Round start: 5% to obtain Quirks (Darkest Dungeon II) (88)
Replaces the characters' turn with a forced, yet freely provided copy of the fire bomb combat item.
On hit: Self: 5% to obtain 2Quirks (Darkest Dungeon II) (89) (ignores resistance)
On hit: Target: 5% to obtain 2Quirks (Darkest Dungeon II) (90)MartyrRound start: If on Death's Door: -1 Quirks (Darkest Dungeon II) (91)Pyrophobic+"Flickering flames fan fear."
If Quirks (Darkest Dungeon II) (92): -4% Critical hit, Round start: Destroy 1 positive token.Natural Eye+Ranged skills: +10% DMG dealt , +3% Critical chance.Resolute"Has sworn off the bottle."
Blocks various alcohol related inn itemsNatural SwingMelee skills: +10% DMG dealt , +3% Critical chance.ScatterbrainedIf Quirks (Darkest Dungeon II) (93) > 4: -4% critical chance.NocturnalIf Flame < 50%:
+1
+15% DMG dealt.Selfish"Puts their own interests first."
-10% Positive Relationship Chance.
+10% Negative Relationship Chance.On Guard++1
Combat start: x2Shattered Will-20% max Quirks (Darkest Dungeon II) (97)
Turn start: Destroy 1 positive token
Combat start: Add Quirks (Darkest Dungeon II) (98), Quirks (Darkest Dungeon II) (99)
+20% Meltdown ChancePeacemaker"Surely, violence is the last resort."
+5% Positive Relationship Chance
-10% Negative Relationship ChanceSickly+-20% Quirks (Darkest Dungeon II) (100) RESPhotomaniac+Round start: If Flame > 75%: Quirks (Darkest Dungeon II) (101)(20%)Slowhand-2 Precision Striker+Melee Skills: +7% Critical chance.Soft"Lacks resilience in demanding situations."
Gain when hit:Quirks (Darkest Dungeon II) (103)(15%)
-5% max Quirks (Darkest Dungeon II) (104)
10% Meltdown ChanceQuickdraw+First round: +5 Sprained Ankle"A painful but ultimately harmless swelling of the ankle."
-15% Quirks (Darkest Dungeon II) (106)RESRaconteur"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 dealtResilient+If Quirks (Darkest Dungeon II) (107) < 50%: -1 Quirks (Darkest Dungeon II) (108) (25%)
+15% Resolute ChanceSqueamish"Disgusted by viscera and bodily fluids."
Blocks various inn items, primarily relating to resistance buffs.Robust++20% Quirks (Darkest Dungeon II) (109) RESStiff 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 Quirks (Darkest Dungeon II) (111) (10%)Sanguine+"A bright future can yet still be seen."
Round start: -1 Quirks (Darkest Dungeon II) (112) (25%)
+5% Resolute Chance
+5% Positive Relationship ChanceThanatophobia"Fear of death and dying."
Round start: If Quirks (Darkest Dungeon II) (113)< 25%: Quirks (Darkest Dungeon II) (114)(25%)
If Quirks (Darkest Dungeon II) (115) < 25%: -25% Quirks (Darkest Dungeon II) (116) resist.
If teammate dies: +10 Quirks (Darkest Dungeon II) (117)Second Wind+If Quirks (Darkest Dungeon II) (118) < 50%: +20% DMG dealt.The Yips+Round start: (15%)Shadow Born+If Flame < 50%: +10% DMG dealt.
Combat start: Quirks (Darkest Dungeon II) (120)(50%)Thin Blooded-10% Quirks (Darkest Dungeon II) (121) resistShroud Explorer+"Master of the Shroud's advantages."
Scouts next 6 rows of nodes on the map in The Shroud.Tippler"Can't get enough of the hard stuff."Shroud Scrounger"Knows where to find resources in The Shroud."
2 Bear Trap or 2 Crow's Feet or 4 Linseed Oil Flask during banter in The Shroud.Torn Rotator Cuff-10% DMG dealt.Shroud Tactician++5% Critical chance in The Shroud.
Round start: Quirks (Darkest Dungeon II) (122) (15%) in The Shroud.Tuckered OutIf Quirks (Darkest Dungeon II) (123) < 50%: -10% DMG dealt.Cadaver SlayerIf enemy is Cadaver: +5% Critical chance
If enemy is Cadaver: Execution 2Tune Hummer"A hum for every occasion."
Chance for Negative Banter on the road.Cosmic SlayerIf enemy is Cosmic: +5% Critical chance
If enemy is Cosmic: Execution 2Vicious+"Never pulls a punch."
+10% DMG dealt
On attack: Self: Quirks (Darkest Dungeon II) (124) (15%)Fanatic SlayerIf enemy is Fanatic: +5% Critical chance
If enemy is Fanatic: Execution 2Weak Grip+Melee skills: -3% Critical chance.Fisherfolk SlayerIf enemy is Fisherfolk: +5% Critical chance
If enemy is Fisherfolk: Execution 2Weak Hold On Life-10% Quirks (Darkest Dungeon II) (125) RES
+15% Meltdown ChanceGaunt SlayerIf enemy is Gaunt: +5% Critical chance
If enemy is Gaunt: Execution 2WindedIf Quirks (Darkest Dungeon II) (126) < 50%: -1 Gentry SlayerIf enemy is Plague Eater: +5% Critical chance
If enemy is Plague Eater: Execution 2Zoophobia"Intense fear of animals and non-human creatures."
Combat start: If Animal present: +1 Quirks (Darkest Dungeon II) (128) (50%)Pillagers SlayerIf enemy is Pillager: +5% Critical chance
If enemy is Pillager: Execution 2Realist^2If party Quirks (Darkest Dungeon II) (129) < 25%: -15% damage
If party Quirks (Darkest Dungeon II) (130) < 25%: Turn start:Quirks (Darkest Dungeon II) (131)(15%), Quirks (Darkest Dungeon II) (132) (15%)Swine SlayerIf enemy is Swine: +5% Critical chance
If enemy is Swine: Execution 2SlipperyRound start: If Quirks (Darkest Dungeon II) (133) is <75%:Quirks (Darkest Dungeon II) (134)(20%)SluggerMelee skills: +5% Critical chance.
On hit: Target: Quirks (Darkest Dungeon II) (135) (5%).Sneaky"Likes to stay hidden and evasive."
+1
Combat start: (25%)Steady"A grounding aura surrounds this one."
+15% Quirks (Darkest Dungeon II) (138)RES
+10% Resolute ChanceStout++20% Quirks (Darkest Dungeon II) (139) RES
+10% Max Quirks (Darkest Dungeon II) (140)Stress Knitter"The knitting needles fly when stress is high."
-1 Quirks (Darkest Dungeon II) (141) 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 ChanceTactical Thinker++5% Critical chance
Round start: Quirks (Darkest Dungeon II) (142) (15%)Thanatomaniac+"Obsessed with death and what lies beyond this mortal coil."
Higher chance to slay during Assistance encounter,The JinxApply to the enemy when hit:
Quirks (Darkest Dungeon II) (143) or Quirks (Darkest Dungeon II) (144)or Quirks (Darkest Dungeon II) (145) or Quirks (Darkest Dungeon II) (146)Thick Blooded++10% Quirks (Darkest Dungeon II) (147) RES.Tough+10% Max Quirks (Darkest Dungeon II) (148)UnerringRanged skills: +10% DMG dealt.Unyielding+10% Quirks (Darkest Dungeon II) (149) RES
Quirks (Darkest Dungeon II) (2024)

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