Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
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.
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.
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.
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.
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.