Darkest Dungeon®

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Good quirks to lock on?
I've recently got into locking in the quirks of my heroes (bad late-game mistake, I know), and recently discovered that you can only lock 3 at max, which kinda sucks, but makes sense.

So what would be the best for my characters?

On one of my Hellions, I've locked Irrepressible (+5% virtue chance, which seems to have been paying off), Tough (+10% health), and Quick Reflexes (+2 Spd). The other I've just got Slugger (+10% Melee).

Any worthwhile ones to lock, maybe for specific characters? And did I make a mistake with the ones above?
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Showing 1-12 of 12 comments
Arcangelo Feb 1, 2017 @ 3:58pm 
Quick Reflexes is always good. Slugger too.
Unerring is the same as Slugger but for Ranged skills.
I usually lock Tough and Hard Skinned (+10 PROT) on my Man-at-Arms. Eldritch Slayer and Eldritch Hater on my Occultist.
+5 Acc and Slugger on Leper are good.
Lock "+Dodge" or "+Crit" quirks on dodge classes (ex: Grave Robber).
Never lock "Location" quirks (ex: Cove Explorer)
About your Hellion, I think locking Irrepressible was a mistake. There are way better quirks.

Currently I'm trying to lock a lot of Eldritch Hater/Slayer on my heroes just to face the Darkest Dungeon.
Enfild Feb 1, 2017 @ 4:11pm 
That one quirk that gives +4 speed on first round will be great too. In fact, it might be the best one.
Virtue chance is useless, never lock it cause of 60% cap it will be too much gambling, and without trinkets you have something like 20-25%. Just try to prevent stress damage by killing stress dealers first.
Last edited by Enfild; Feb 1, 2017 @ 4:15pm
LaserGuy Feb 1, 2017 @ 4:21pm 
My preferred quirks are mostly the speed ones:
-Quickdraw (speed)
-On Guard (speed)
-Quick Reflexes (more speed)
-Early Riser/Night Owl (depending on if I'm playing a torch or no-torch game... more speed)

Of non-speed ones, I like:
-Photomania (-20% stress is pretty massive for a quirk, great for torch games).
-Man hater/man slayer (decent in all areas, very good in Warrens/Weald since most pigs and fungals are human... great in early DD as well)
-Eldritch hater/slayer (good in Cove/Weald and later DD)

I wouldn't normally bother with any of the others unless it's somehow part of the free sanitarium town event and I have nothing better to do and/or are unlocking on that character anyway.

Last edited by LaserGuy; Feb 1, 2017 @ 4:22pm
h0b0king Feb 1, 2017 @ 4:46pm 
I like the +2 Speed, and + Prot ones. Stress is something you can learn to deal with so + virtue doesn't seem especially useful. The hater quirks are also good.
Dr. Uncredible Feb 1, 2017 @ 5:49pm 
Oh gods yes, any +Speed ones are pure gold, even those who only last the first turn. Very often the enemy groups come with terrifying synergies, synergies that can easily be blocked, but only if your group is faster than the opposition.
Hit first, hit hard. ^^
Solo Death Feb 1, 2017 @ 6:29pm 
All +speed quirks are fantastic to lock in, regardless of class

Hard Skinned is also one of the best quirks for just about every class in the game, but are especially for tanks like the MAA and Leper.

+Dodge quirks are good for classes like the HWM, HM, and GR.

+Damage, +Crit, and +Acc quirks are excellent for any class who's primary function is dealing damage (So more or less everyone that is not the Antiquarian, Jester, or Vestal, of course a front line vestal shouldn't be underestimated in her power).
Rincewind Feb 2, 2017 @ 5:18am 
This is only slightly related, but my Dismas just got his unerring (+3% ranged crit) replaced by something about ruins scouting (don't remember the actual name). Considering I had Dismas as my ranged HWM, I am very sad.
Arcangelo Feb 2, 2017 @ 5:23am 
Originally posted by Rincewind:
This is only slightly related, but my Dismas just got his unerring (+3% ranged crit) replaced by something about ruins scouting (don't remember the actual name). Considering I had Dismas as my ranged HWM, I am very sad.

You mean Eagle Eye?
Well, time to go "Melee Dismas" xD
Rincewind Feb 2, 2017 @ 5:24am 
Originally posted by Arcangelo:
Originally posted by Rincewind:
This is only slightly related, but my Dismas just got his unerring (+3% ranged crit) replaced by something about ruins scouting (don't remember the actual name). Considering I had Dismas as my ranged HWM, I am very sad.

You mean Eagle Eye?
Well, time to go "Melee Dismas" xD
DERP, yes. I just woke up like ten minutes ago. I've already got two other melee HWM though, and I have two great ranged trinkets for him.
figbyfigbyfigby Feb 2, 2017 @ 8:07am 
Originally posted by Solo Death:
of course a front line vestal shouldn't be underestimated in her power.

I have a Vestal with hard skinned (+10% PROT) and balanced (+15% move resist) locked, and I usuallly equip her with Profane Scroll (+10% PROT and lots of bonuses tied on being in rank 2) and heavy boots (+40% move resist, +10% PROT, -2 SPEED but it doesn't matter, for a frontline healer acting last is not that bad ^^) She's a fantastic tank/debuffer/AoE healer/heavy hitter and with her importance of being on rank 2 she usually attract some enemies to do stupid things, like the cultist stresser wench that always fail to push me with the puny damage tentacle instead of stressing my warriors XD she is my second best.

First is the Hound master with evasive (+5 DODGE) and quick reflexes (+2 speed) locked, equipped with Protective Collar (+12 DODGE, -5% damage) and Camouflage Cloack (+15 DODGE with 75 light in exchange of some -20% on stun and move resistance).
Spam the Guard Dog ability on "glass cannon" units (like a Dismas's head+Gunslinger Buckle Highwayman) and you have an unhittable/unstressable killing machine, and Grape Shot become useful again!

General advice is: Find a class, a combination of trinkets, quirks and strong ability(es) that clearly go in the same direction, and struggle to fix them in place, it will payoff immensely.
foxhound438 Feb 2, 2017 @ 5:49pm 
hard skin/tough, prefferably hard skin though
slugger/unerring
precise striker/eagle eye
sometimes warrior of light/lurker

late game I lock in eldritch hater/slayer on anything that I can, sinct the end dungeon is chock full of eldritch and you get more value out of your quirks that way.

for specifically hellions I'll always lock in on guard or quick reflexes- the easy turn 1 kills on back line enemies add up over the course of a dungeon

Rylus Mar 13, 2019 @ 5:40am 
Well, there is also some Fun in a HWM-Party of 4 rotating with that Retaliationskill/CC-Shot and insane Evasionstats.
Heal? For What? ;p
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Date Posted: Feb 1, 2017 @ 3:33pm
Posts: 12