Darkest Dungeon®

Darkest Dungeon®

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JustRikki Feb 8, 2017 @ 10:10am
Just wondering what quirks are the best to lock/remove
well i know pretty much the basics of this game now can complete lvl 5 dungeons 33% of the time. (they are still pretty hard sometimes) i kinda looked in the quick list on the wiki. there are some really good out there. problem is i dont know what to lock in most of the time

right now i am locking in on most heroes

early riser ( +2 speed with torch 75 or higher)
hard nogging ( +15% stun resist
clotter ( +15% bleed resist)
natural eye ( +5 acc on ranged skills) (only on ranged heroes)
quickdraw ( +4 speed on first round) ( i locked this one on accident on one of my occultists)
hard skinned ( +10 prot) my favorite one so far
natural swing ( +5 acc)

not sure if there are more that are good or if some of these are awfull to get in general.

in terms of negative quirks. most of the quirks dont bother me much. but some are absolutely anoying in my eyes.

anemic ( -10% bleed resist)
clumsy ( -5% dodge)
fear of beast/eldritch/mankind/unholy ( -15% stress and -10% acc vs these enemies)
flawed release ( -3% on ranged) if on a ranged hero
gambler and tippler. ( can only drink or gamble) i kinda hate the tavern aside from the brothel
hemophillia ( -20% bleed resist)
kleptomanic ( 40% chance stealing treasure curio's) i always remove this if i see this one
lazy eye (-5% acc ranged) if hero is ranged
nocturnal ( -2 speed if torch +75)
shocker ( -10% stun resist)
thin blooded (-10% blight resist)
tither (pays extra gold on abbey) never seen this one but abbey is awesome.
weak grip (-3% crit melee0 if melee hero

i find all the others negative quirks weaker then these and i just leave them be. not sure if i forgot any key ones. or if some of these are pretty weak.


kinda wondering what you guys are usualy lock/remove in general. some of you guys have way more experience then i do.
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Showing 1-11 of 11 comments
LaserGuy Feb 8, 2017 @ 10:17am 
quickdraw ( +4 speed on first round) ( i locked this one on accident on one of my occultists)

This one, along with On Guard, are both awesome. Probably among the strongest quirks in the game. First strike in combat is a huge advantage.

For removing quirks, I'd add in anything that lowers speed: Slow Reflexes, Off Guard, etc. as well as Compulsive and Curious, which force your character to interact with random curios and are likely to lead to extra stress/disease.

Stuff like clumsy/anemic etc. I will remove if I can do it for cheap, but I probably won't pay for removing if it's locked in.
Xerkie Feb 8, 2017 @ 10:19am 
Lock quirks that give More Speed, More Accuracy, More Crit Chance, More Dodge, and More Damage.

Always remove Gambler | Tippler, Kleptomaniac, Nocturnal, Lazy Eye (On ranged), Hemophelia, Clumsy, Weak Grip (On melee), Flawed Release (On ranged), any Quirks that reduce Speed, and any Auto-Curio-Interaction Quirks, and All of the Phobias/Fears.
Last edited by Xerkie; Feb 8, 2017 @ 10:20am
CloudSeeker Feb 8, 2017 @ 10:39am 
Originally posted by JellySlayer:
quickdraw ( +4 speed on first round) ( i locked this one on accident on one of my occultists)

This one, along with On Guard, are both awesome. Probably among the strongest quirks in the game. First strike in combat is a huge advantage.

For removing quirks, I'd add in anything that lowers speed: Slow Reflexes, Off Guard, etc. as well as Compulsive and Curious, which force your character to interact with random curios and are likely to lead to extra stress/disease.

Stuff like clumsy/anemic etc. I will remove if I can do it for cheap, but I probably won't pay for removing if it's locked in.
I just try to use Ancestor's Lantern that give 20% suprise chance instead.
JustRikki Feb 8, 2017 @ 11:01am 
so the bleed/stun/prot positive quirks arent important? hmm i really thought they were good. i suppose i was good on most others though.
CloudSeeker Feb 8, 2017 @ 11:09am 
Originally posted by rijkelijkhuizen:
so the bleed/stun/prot positive quirks arent important? hmm i really thought they were good. i suppose i was good on most others though.
Not as much. I prefer stats that are key to a hero. Prot may be very useful for a Man-At-Arm or a Leper as they can make such a insane tank fast, but not very useful for a Jester. Dodge is a pretty good stat to lock in as well. Damage in X is also good if you will use that hero in for example mostly only the Ruins. It's better to outspeed and outdamage your enemy so there is fewer people trying to kill you.
LaserGuy Feb 8, 2017 @ 11:46am 
Originally posted by rijkelijkhuizen:
so the bleed/stun/prot positive quirks arent important? hmm i really thought they were good. i suppose i was good on most others though.

They're not terrible. I just don't think they're worth the huge amounts of cash you need to shell out to actually lock them in (if it's free and you have nothing better, well, okay).

For a front row character, especially like an MaA or something, I could see some value in a bit of extra blight/bleed/stun resist, I could see a bit of value in getting them to try to minimize the amount of DoT you suffer in the endgame. I just usually find that even with like a Cleansing Crystal (+40% blight/bleed), these DoTs still tend to land fairly often, so I'm not positive 10% would make enough of a difference to be worth it. +15% Stun resist I wouldn't mind on a Vestal, since a lot of DMG-related quirks aren't so important for her, and having her get stunned in a crisis situation is really awful. If you like Occultists, the extra bleed resist might be nice to have now and then (say on a Leper) to offset his heals, too. But on a random character, IMHO, there's usually better things to spend your money on.

Oh, one other quirk I really like is Photomania. -20% stress with 75 or more torch. Really massive bonus there. Steady is okay for a flat -10% stress, I guess.
JustRikki Feb 8, 2017 @ 12:05pm 
so basicly. just get quirks that are good for the class itself? like speed and dodge and stun resist for supporters/healers. damage and acc for damagers and prot/resistance for tanks? and stress resist in general is pretty nice i suppose as well. i suppose that sounds logical. will keep that in mind
Drizzt Feb 8, 2017 @ 12:52pm 
Does move resist prevent you from getting shuffled on surprise attacks? Slight derail. Hopefully so.
Saint Mab Feb 8, 2017 @ 1:02pm 
Depends on what you're doing with the character.
I lock in Eldritch Slayer/Hater on people who I'm planning on sending into the Darkest Dungeon.

Photomania is always great on people who don't do dark runs. Works great since it offsets some of the stronger Ancestor Trinkets which do +10% Stress.
LaserGuy Feb 8, 2017 @ 1:08pm 
Originally posted by Drizzt:
Does move resist prevent you from getting shuffled on surprise attacks? Slight derail. Hopefully so.

No idea. IIRC move resist is actually broken right now and doesn't do anything? Might have been fixed with the Radiant update, but probably hasn't been tested extensively yet.
Frostylicious Feb 8, 2017 @ 5:59pm 
Not sure if anyone's mentioned this, but "On Guard", "Quickdraw", and any of the stress ones like "Resilient". Quirks that reduce incoming stress damage, and ones that improve stress healing. These are all really good quirks to lock in.
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Date Posted: Feb 8, 2017 @ 10:10am
Posts: 11