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I guess dud hitter or anything that makes it harder to hit monsters.
My opinion,
Just kick hero's to the curb till you get a bank built and have 200K gold sitting in it.
By then you get so much coming in on the interest it helps cover the costs of expeditions. If you can save up a lot more it the interest will cover the cost of upgrades on the hero's themselves. In the lategame it means you can then lock in perks and get rid of quirks at will across your whole roster. Its easier to do this early game than later.
Getting a bunch of gold means never spending a single gold piece on a hero for about 10-20 weeks, enough time to hunt down all the portraits you need to build the bank.
Compulsive or Curious are the worst quirks. They have a 20% to randomly activate any curio in the game no matter what it is.
- Found a locked cabinet and you got a key, Compulsive activate.
- Find a pile of books. Curious activate and you get +25 stress
- Find a Confession Booth to remove 30 stress. Compulsive activate and you now gain 15 stress instead.
Getting Scientific is not that much of a problem. The problem is when control is taken away from you and mess up with the game because you can't control the heros action. Scientific might be bad for the hero, but Compulsive or Curious is bad for the entire game.
Small prize goes to Imposter Syndrome (passing turns), and curio-specific interaction quirks like Tippler, etc, which have the same risks as Klepto/Curios, just against a more specific curio type. These are never good.
By comparison, having an ARB suffering from reduced melee damage, a melee suffering from reduced ranged damage, or even damage-related reductions themselves (while annoying) aren't nearly as detrimental when dealing with, say, level 0's and 1's. You obviously don't want them, but losing 1-X damage is not the end of the world. Those are the type of things I streamline off heroes once I have plenty of gold to burn and I know I'm keeping that particular hero.
Passing turns without a Break trait setting in is pretty bad though.
I do my best to not get attached to the Hero's in this game since a lot can go side ways even when I do my best to mitigate that.
Some people were mad enough to do torchless-stygian-no-death runs. I believe at least one person succeeded with that with visual proof. Dousing the torch is the equivalent of hard mode, so intentionally doing that under the added pressure of Stygian/Bloodmoon and deciding to restart after a single death is... not for everyone.
It really isn't. There are quite a lot of curios you can safely open without anything, but there are infinitely more that are dangerous without them, or at best, not as rewarding even if there are no negatives (or inconsequential negatives that don't dissuade you from trying your luck). In those cases, it's still better to throw a provision at it, remove the negative and take the bigger reward.
This is doubly true for certain zones containing curios that can wipe Quirks, such as Cove Coral. Nobody should ever miss the opportunity for free negative-quirk removal, which I don't believe ever comes free except for a low chance using no provisions at a Confession Booth in the Ruins -- which typically rewards +Stress, a Negative Quirk, or nothing at all. You can take a chance, or slap some Holy Water on it for a nice, juicy stress-heal. This is worth considering when you already have a hero jacked up with Negative Quirks and there's a chance you might replace a bad one with something less awful even if it fails, but the majority of the rest require an item of some description.
Ultimately, the best profit comes from spending money to make money. Namely, taking plenty of provisions for curios (and combat). This helps you fill your inventory with goodies much faster. Granted, people are likely to be overflowing with goodies and micromanaging them near the end regardless, but better to have full bags early so you can just rotate whatever is more valuable and/or have a profit even if you need to retreat the dungeon for some reason.
It also means you have various combat aids as well. Bandages, Holy Water, Antivenom, Torches, Keys, etc.
The battle traits suck, but you can generally work around them with trinkets nad the like until you remove them. If I had to pick the worst from battle traits... the one that gives you a -10% to accuracy after the first round.
Even having Bad Gambler + Known Cheat or any other 2 that prevent you from healing stress is ok with the right comp.