

If a hero dies, their trinkets can be scavenged if the player perseveres and wins the battle. Each hero is able to carry up to two different trinkets at a time. Certain trinkets are earned by defeating specific enemies. All of them are related to what a character will or will not do when in town, and often they make managing your characters' stress relief more complicated than it needs to be.Trinkets are equippable items that are commonly obtained while adventuring in the dungeons, earned as rewards from quests, or bought at the Nomad Wagon. These "neutral" quirks are more negative than positive. Increased chance of winning while gamblingĮasts -100% less food when Stress is 50 or moreĭecreased chance of winning while gamblingģ5% chance to inspect torture device curiosĤ0% chance to inspect torture device curiosĤ0% chance to inspect curios that may be hauntedĮats +100% more food when stress is 50 or more Improves Stress relief when Meditating and Camping
#Darkest dungeon virtue upgrade
20% Gold to upgrade Armor at the Blacksmith They can only be removed manually, or if a character with 5 positive quirks receives another positive and overwrites them. This list is self-explanatory, except for one bit: Quirks with an asterisk (*) next to their names have no negative counterpart to knock them off a character's quirk list. A list of conflicting quirks can be found below. Those are two pretty good reasons to lock in the best of the best. The positive quirk will not be erased by its negative counterpart.You are guaranteed to not have that quirk overwritten by another when you get a new positive quirk.Locking in positive quirks has two functions: You can lock up to three positive quirks at the Sanitarium and your choices ca not be undone, so choose wisely. But locking in positive quirks is significantly more expensive than removing negatives. As with removal, you can have a quirk locked in for a fee. It seems locking in positive quirks isn't that different from removing negative ones, as both are dealt with at the Sanitarium. It's often in your best interest to let the less-than-terrible ones fester and be made permanent to avoid getting something even worse. Some negative quirks are certainly less debilitating than others. It's important to try to get rid of any truly debilitating quirks early on, before a character is heavily afflicted by it. This starts at a reasonable sum - but should a quirk have been enforced and made permanent, it will be more expensive to remove.Ī negative quirk can be made permanent if left to fester for too long, or if a character interacts with a curio and is given a negative quirk it already had. You can have a character stay at the Sanitarium to remove a quirk for a fee. Want to remove a quirk? Then it's time for a trip to the Sanitarium, where they can wipe away negative quirks as well as lock in positive ones (for a hefty price that only goes up as a character's Resolve does). A previous quirk will be overwritten if a character receives a new one, but this can be prevented via locking them in.

Lastly, a character can have up to 5 positive quirks and 5 negative quirks. If you complete an expedition's goal, you have a flat 45% chance to take on a positive quirk - and the chance of a negative one is based off each character's stress level at the time of completion. If you leave an expedition early, the characters you took in are more likely to take on negative quirks.

There is no way to stop your characters from gaining quirks, but you can increase their chances of getting positive quirks from expeditions by keeping their stress low and completing the expedition's objective.
