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Once I start doing champion dungeons I´m a lot more careful and get rid of the really bad ones, and towards the endgame (haven´t been there since the release though) I get rid of everything, because why not. ^^
Stuff like Curious/Compulsive can in fact grant you MORE negative quirks. Kleptomaniac might deliberately push you back economically.
Then you have Combat related quirks which can be really bad in general as they not only put the party member at risk, it puts the whole party at risk.
Combat quirks and things like Stress Eater must go immediately
Second order of importance is things like Curious/Klepto
Third is specific Curio examination because its trigger rate or how much it actually matters is pretty rare, so I'll only remove these if I have spare money. They don't trigger every time you come by the curio, and even if they do trigger, it's not guaranteed to have a bad outcome so these are fairly minor.
Things to not get rid of at all are "Can't pray/flagellate/etc". Those are essentially nothing and not worth spending gold to remove. "Can only do X in town" is slightly more annoying but still shouldn't be a problem and I generally just let them stay. "Has some combat penalty when Torch is low on light" is also of little consideration if you never plan to have low lighting, same for vice versa. You can be smart with your gold instead of blowing it all on negative quirks that you really don't need to remove, and there are quite a few that really don't matter. So even with units you intend on keeping it really isn't worth spending thousands of gold getting rid of all of them.
http://darkestdungeon.gamepedia.com/Curio
Curios are generally worth opening if you provide the right item, and generally negative if you don't provide an item. The "curio quirks" give you the latter option only.
Most commonly it will be something like investigates a corpse, it's nothing. Or investigates a corpse, it's a disease, resisted. Worse case scenario you get a low level bleed or blight. Not exactly super threatening. It can have a negative outcome, like getting a disease, but it's fairly rare. It has to pass many checks to matter: Curio type matches, quirk actually triggers, negative outcome actually happens instead of a neutral or positive one, and you don't resist its effects. That's a lot of "ifs".
You don't want that curious kleptomaniac open stuff by themself and then, if it wasn't a syphilis trap and you actually get any, steal the loot.
Things I deliberately leave on are stress relief traits, the best "bad" trait being the one that prohibits gambling because that sucks anyway. Let that lock in so it blocks future bad traits.
For example, imagin an adventurer with the 'love interest' trait, which will allow him to only visit the brothel for stress relieve.
And now imagin he gets the 'deviant tastes' quirk, which prohibits him from visiting the brothel.
Quirk generation was changed at some point during development to prevent most instances of this. So generally, quirks you get at the end of a quest will no longer keep you from being able to use stress-relief resources. So if you have a hero with Love Interest, the same hero will not get Deviant Tastes at the end of a quest.
That being said, the same hero could get Deviant Tastes after using the brothel. That remains unchanged.
Yes, usually you miss a gold stack or two if you're unlucky at the end of the dungeon.
On the other side:
- more gems stacks (especially the cove whale)
- more food and heals (12 extra food mid-dungeon? by far the best curio in the game imo)
- quirk removal (actually has a price, 1500 or 5000 gold if quirk locked)
- buffs until camp
- stress relief
- supplies can be used to great effect in combat if no curios are found
the list goes on..
Areas have thematical curios: Warrens: medicine, Weald: bandages, antidote, Cove: shovels, medicine, Ruins: keys, Everywhere: holy water.
There is no drawback at all for bringing 1 bandage and 1 antidote for example. The question of how much supplies to bring is one of playstyle and the specific situation.
And also supplies are not easily found in dungeons so you'll mostly have to bring your own.
Keep minor quirks such as claustrophobia and god fearing. Let them lock in, so that your hero can't get really bad quirks anymore. If you manage to get a hero to have full negative locked quirks then he can't get any more, meaning you can interact with quirk inducing curios freely.
And since the price of removing a locked-in, negative quirk is about the same as a single quest's gold reward, yeah, I'd say it's worth curing your curious, compulsive necromaniac before you take him into the Weald.
I do this with some quirks, but others are just too dangerous/debilitating. In particular, curio-related quirks can snowball, with undesirable interactions resulting in another curio-related quirk which means even more likelihood of undesirable interactions, which means even more curio-related quirks. Unless you run into a quirk-curing curio near the beginning of the dungeon, you can end up gaining two or three new quirks and a couple diseases for every quirk you cure, and that's just not a risk worth taking.
Obviously, this depends on the quirk. Some of the curio-related quirks are rarely an issue (eg, hagiomania), but others (eg, compulsive) should send the hero straight to the sanitarium.