Quirks are the Heroes' traits in Darkest Dungeon 2. These Quirks are affected by the different Heroes and can affect how Heroes interact with different NPCs, situations, events and circumstances in the game, further also affecting relationships between Heroes. Quirks can be acquired and have the potential to have a positive or negative impact on gameplay, which may lead to a Hero meltdown, causing a reset in relationship and a drop in health. Each character can possess 6 quirks in total with a balance of up to 3 negative and 3 positive quirks. These quirks may be modified in the Hospital, where players will need to use gold to remove negative quirks or reinforce and lock in positive Quirks.
Where can I find the status of my Quirks?
You can always view the Hero sheet at any time whether you're at the Inn or, even when you're traveling with your Stagecoach. A gold color is outlined indicating it is a positive Quirk, a blue color is outlined if it's a negative Quirk.
How do I get Quirks?
You will start the game with your 4 Heroes already possessing 2 random Quirks, one positive, and one negative. Throughout the game, each hero can acquire 2 or more Quirks. A hero can acquire a negative or a positive Quirk depending on the situation. For example, a hero having a meltdown further adds negative affinity towards the rest of the team's relationship, greatly reduces the HP of the hero who just had a meltdown, and may gain random Quirks and negative status effects. Another example is when a hero has done well in combat, building good relationships during combat can help you acquire a positive Quirk, by healing a teammate, or by taking an attack for them. There are other factors involved that will greatly impact your Quirk, it all depends on how the player handles each situation.
Additional Quirks are gained throughout your journey, you can also unlock more Quirks after finishing a run, increasing your player level profile will provide more Quirks available for your next run.
It is important to note that Quirks are functionally similar to Diseases as they prevent some Inn Items to be used on the hero if certain negative effects are active.
Is there a way to get rid of Quirks?
The Field Hospital is the only place where you'll have the chance to directly attempt to remove the negative Quirks of your heroes. A certain amount of gold is required for this. There is also an option to lock-in a positive Quirk for your heroes. You can also shuffle or change your Quirks if you have multiple ones at the Field Hospital. Some Inn Items can also remove random quirks, such as the Meditative Totem.
Darkest Dungeon 2 All Quirks
Quirk Name |
Quirk Effects |
Sprawl Explorer | Master of the Sprawl's Advantages. |
Selfish | Puts their own interest first. |
Austere | Higher chance to donate gold during Assistance encounter. |
Anemic | -10% Bleed Resistance, Round start: Daze (15%) |
Blundering Fool | Combat Start: ![]() |
Nervous | Round Start: ![]() |
Neat Freak | Depends on cleanliness for sanity. |
Head Injury | Combat Start: ![]() |
Pastures Explorer | Master of Pastures and its Advantages. |
Pacifist | Gain on Attack: ![]() |
Squeamish | Disgusted by viscera and bodily fluids. |
Tune Hummer | A hum for every occasion. |
Forest Explorer | Master of the Forest's Advantages. |
Chatterbox | Just. Won't. Stop. Talking. |
Boisterous | Loud and proud. |
Clotter | +15% ![]() |
Clutch Hitter | HP < 50%: +10% CRIT. |
Dark Curiosity | Prone to investigating the Dark Arts. |
Braggart | Gain on hit: Taunt (10%) |
Sprawl Tactician | While in The Sprawl: Round Start: ![]() |
Cowardice | No taste for thrill or danger. |
Forest Tactician | While in The Tangle: Round Start: ![]() |
Pastures Tactician | While in The Pastures: Round Start: ![]() |
Fragile | -15% Max HP. When Damaged: ![]() |
Occultomania | Enthralled with hidden cults and their trappings. |
Rummager | No stone left unturned. |
Sluice Tactician | While in The Sluice: Round Start: ![]() |
Calm | +25% chance any stress damage is nullified. |
Fear of Cadavers | Combat Start: Cadavers: ![]() |
Occultophobia | Terrified of hidden cults and their influence. |
Lurker | If Flame < 25: +35% DMG. |
Fear of Cosmic Beings | Combat Start: Cosmic: ![]() |
Raconteur | Knows how to weave an absorbing tale. |
Sprawl Scrounger | Knows where to find resources in The Sprawl. |
Fear of Fanatics | Combat Start: Fanatic: ![]() |
Pastures Scrounger | Knows where to find resources in The Pastures. |
Forest Scrounger | Knows where to find resources in The Tangle. |
Sluice Scrounger | Knows where to find resources in The Sluice. |
Fear of Gaunt | Effect TBC. |
Evasive | Combat Start: Evasion x2 |
Shattered Will | Effect TBC. |
Fear of Gentry | Effect TBC. |
Hard Skinned | Combat Start: Block x2 |
Deadly | +15% CRIT |
Martyr | -1 Stress on Death's Door (25%) |
Fear of Pillagers | Effect TBC. |
Bum Leg | -40% Move Resist |
Eagle Eye | Ranged Skills: 10% CRIT |
Field Surgeon | "Can patch up minor wounds on the road." Round Start: Healing Salve (5%) |
Fear of Swine | Effect TBC. |
Hatred of Cosmic | Cosmic: +15% DMG, Gain on Hit: -1 Stress (25%), Cosmic: -20% DMG Taken |
Slayer of Gaunts | Gaunt: +5% CRIT, Gaunt: Ignores 100% Deathblow Resist |
Hatred of Fanatics | Fanatic: +15% DMG, Gain on Hit: -1 Stress (25%), Fanatic: -20% DMG Taken |
Hatred of Gaunt | Gaunt: +15% DMG, Gain on Hit: -1 Stress (25%), Gaunt: -20% DMG Taken |
Hatred of Gentry | Gentry: +15% DMG, Gain on Hit: -1 Stress (25%), Gentry: -20% DMG Taken |
Hatred of Pillagers | Pillager: +15% DMG, Gain on Hit: -1 Stress (25%), Pillager: -20% DMG Taken |
Hatred of Swine | Swine: +15% DMG, Gain on Hit: -1 Stress (25%), Swine: -20% DMG Taken |
Steady | Effect TBC. |
Hatred of Cadavers | Cadaver: +15% DMG, Gain on Hit: -1 Stress (25%), Cadaver: -20% DMG Taken |
Slayer of Cadavers | Effect TBC. |
Slayer of Cosmic | Effect TBC. |
Unerring | Ranged attacks: +10% damage |
Iron Constitution | +20% MaxHP |
Sneaky | +1 SPEED. Combat Start: Stealth (20% chance) |
Slippery | HP <=75%, Round Start: Evasion (20% chance) |
Dancers Balance | +15% MOV RES, Gain When Hit: Evasion (20% chance) |
Stout | +10% MaxHP, +20% diseases RES |
Lethal Feint | Gain On Miss: Crit |
Tactical Thinker | +5% CRIT, Round Start: Evasion (15% chance) |
Precision Striker | Melee attacks: +7% CRIT |
Deathless | Round Start: Heal 5% HP |
Sprained Ankle | -15% Move RES |
Quirk Name |
Quirk Effects |
breacher | Move forward: 3 rank, +2 ![]() ![]() ![]() |
Bloodthirsty | +30% Damage. +5% CRIT if enemy HP < 25%. On hit: +1 ![]() |
deadly | +15% CRIT |
Tactical Thinker | +5% CRIT. Round start: +1 ![]() |
Natural Swing | Melee Attack: +10% Damage dealt, +3% CRIT |
Precision Striker | Melee Attack: +7% CRIT |
Slugger | Melee Attack: +5% CRIT, on hitting enemy +1 ![]() |
Natural Eye | Ranged Attack: +10% Damage dealt, +3% CRIT |
Eagle Eye | Ranged Attack: +10% CRIT |
Quickdraw | +5 Speed on the 1st round |
Deathless | Round Start: Heal 5% HP |
Iron Constitution | +20% Max HP |
Stout | +10% Max HP. +20% ![]() |
on_guard | +1 SPD. Combat Start: ![]() |
Sneaky | +1 SPD. Combat Start: +1 ![]() |
Evasive | Combat Start: ![]() |
Hard Skinned | Combat start: ![]() |
Heavy Handed | Melee Only: on hitting enemy, ![]() |
The Jinx | When hit by enemy: +1 ![]() ![]() ![]() ![]() |
Lethal Feint | + 1![]() |
Dare Devil | +10% Damage dealt. Combat start: +1 ![]() |
Dancers Balance | +10% ![]() ![]() |
Lightning Reflexes | +2 Speed |
Unerring | Ranged skills: +10% Damage dealt |
Tough | +10% Max HP |
Iron Stance | +30% ![]() |
Hard Noggin | +25% ![]() |
Robust | +20% ![]() |
Steady | +15% ![]() |
Clotter | +15% ![]() |
Thick Blooded | +10% ![]() |
Unyielding | +10% ![]() |
Calm | 25% chance any stress damage is nullified. |
Slippery | if Health < 75%: Round start, +1 ![]() |
Last Gasp | if Health < 50%: +4 Speed |
Second Wind | if Health < 50%: +20% Damage dealt. |
Clutch Hitter | if Health < 50%: +10% CRIT ; if Party Health < 25%:+25% Damage dealt. |
Resilient | if Health < 50%: Round start, -1 Stress (25% chance) |
Nocturnal | if Flame < 50%: +1 Speed. If Flame > 50%: +15% Damage dealt |
Early Riser | if Flame > 75%: +2 Speed |
Photomania | if Flame > 75%: Round start: +1 ![]() |
Shadow Born | if Flame < 50%: +10% Damage dealt, Combat start: +1 ![]() |
Lurker | if Flame < 25%: +35% Damage dealt |
Sanguine | Round start: -1 Stress (25% chance) |
Amateur Armorsmith | Round start: +1 ![]() |
Amateur Weaponsmith | Round start: +1 ![]() |
Disarmer | When hit by enemy: +1 ![]() |
Death Seeker | On ![]() |
Death Seeker | On ![]() |
Foetor Tactician | in "The Foetor": +5% CRIT, round start: +1 ![]() ![]() |
Tangle Tactician | in "The Tangle": +5% CRIT, round start: +1 ![]() ![]() |
Sluice Tactician | in "The Sluice": +5% CRIT, round start: +1 ![]() |
Shroud Tactician | in "The Shroud ": +5% CRIT, round start: +1 ![]() |
Sprawl Tactician | in "The Sprawl": +5% CRIT, round start: +1 ![]() |
Foetor Scrounger | Banter: 2 Medicinal Herbs or 2 Caltrops or 4 Linseed Oil Flask, during banter in "The Foetor" |
Tangle Scrounger | Banter: 2 Bear Trap or 1 Incendiary Cocktail or 4 Clotting Powders during banter in "The Tangle" |
Shroud Scrounger | Banter: 2 Bear Trap or 2 Caltrops or 4 Linseed Oil Flask during banter in "The Shroud" |
Sluice Scrounger | Knows where to find resources in The Sluice. |
Sprawl Scrounger | Knows where to find resources in The Sprawl |
Foetor Explorer | Banter: Scouts next 6 rows of nodes on the map in "The Foetor" |
Shroud Explorer | Banter: Scouts next 6 rows of nodes on the map in "Shroud" |
Sprawl Explorer | Banter: Scouts next 6 rows of nodes on the map in "Sprawl" |
Pastures Explorer | Banter: Scouts next 6 rows of nodes on the map in "Pastures" |
Tangle Explorer | Banter: Scouts next 6 rows of nodes on the map in "The Tangle" |
Hatred of Cadavers | On Cadavers: +15% Damage dealt, -20% Damage received, on hitting enemy:-1 Stress (25%) |
Hatred of Cosmic | On Cultists: +15% Damage dealt, -20% Damage received, on hitting enemy:-1 Stress (25%) |
Hatred of Fanatics | On Fanatics: +15% Damage dealt, -20% Damage received, on hitting enemy:-1 Stress (25%) |
Hatred of Fisherfolk | On Fisherfolk: +15% Damage dealt, -20% Damage received, on hitting enemy:-1 Stress (25%) |
Hatred of Gaunt | On Gaunt: +15% Damage dealt, -20% Damage received, on hitting enemy:-1 Stress (25%) |
Hatred of Gentry | On Plague Eaters: +15% Damage dealt, -20% Damage received, on hitting enemy:-1 Stress (25%) |
Hatred of Pillagers | On Pillagers: +15% Damage dealt, -20% Damage received, on hitting enemy:-1 Stress (25%) |
Hatred of Swine | On Swine: +15% Damage dealt, -20% Damage received, on hitting enemy:-1 Stress (25%) |
Slayer of Cadavers | against Cadavers: +5% CRIT, Ignores +100% ![]() |
Slayer of Cosmic | against Cosmic: +5% CRIT, Ignores +100% ![]() |
Slayer of Fanatics | against Fanatics: +5% CRIT, Ignores +100% ![]() |
Slayer of Fisherfolk | against Fisherfolk: +5% CRIT, Ignores +100% ![]() |
Slayer of Gaunts | against Gaunts: +5% CRIT, Ignores +100% ![]() |
Slayer of Plague Eaters | against Plague Eaters: +5% CRIT, Ignores +100% ![]() |
Slayer of Pillagers | against Pillagers: +5% CRIT, Ignores +100% ![]() |
Slayer of Swine | against Swine: +5% CRIT, Ignores +100% ![]() |
Field Surgeon | Banter: Heal 20% health if target has under 50% health. Round start: +1 Healing Salve (5%) healing as a free action. |
Peacemaker | +30% positive banter |
Sunny Disposition | +20% positive banter. Banter: +1 Affinity (25%), -1 Stress |
Stress Knitter | Banter: if target > 4 Stress: -1 Stress, +2 Bandages or 2 Fisherman's Net or 4 Milk-soaked Linen |
Rummager | Banter: 1 random item of this type: food, gold, battle items, rest items, common, rare, epic trinkets |
Raconteur | Higher chance to help during Assistance encounter. |
Generous | Higher chance to exert in Assistance encounter. |
Ascetic | Higher chance to donate during Assistance encounter. |
Bon Vivant | Higher chance to investigate in the Academic's Study: Vintage Collection |
Compassionate | Higher chance to investigate in Oasis. Higher chance to exert in Assistance encounter. |
Devout | Higher chance to avoid Academic's Study: Hovering Polyhedra |
Thanatomania | Higher chance to slay during Assistance encounter. |
Quirk Name |
Quirk Effects |
braggart | Gain on hit: + ![]() |
nervous | +1 SPD. Round Start: +1 Stress (10%). |
vicious | +10% DMG. Gain on Attacks: +![]() |
lazy_eye | Ranged attacks: -10% DMG, -5% CRIT |
weak_grip | Melee attacks: -3% CRIT |
Pacifist | Gain on hit: +1 Stress (5%). |
Germophobe | Round start: +1 Stress (25%) if having ![]() |
Hemophobia | Round start: +1 Stress (25%) if having ![]() |
Necrophobia | +1 Stress (30%) if target is Corpse |
Thanatophobia | IF HEALTH < 25%: (-25% ![]() ![]() |
Tuckered Out | IF HEALTH < 50%: -10% Damage dealt |
winded | IF HEALTH < 50%: -1 SPD |
Scatterbrained | -4% CRIT if Stress > 4 |
Selfish | Higher chance to avoid helping survivors in Assistance encounter. |
Austere | Higher chance to donate gold during Assistance encounter. |
Greedy | Higher chance to steal food or relics during Assistance encounter. |
Neat Freak | Higher chance to avoid Academic's Study: Unsettling Portrait |
Hydrophobe | Higher chance to avoid visiting Oasis |
Lazy | Higher chance to avoid visiting Oasis. Higher chance to flee from Resistance encounter. |
Zoophobia | Higher chance to flee visiting Creature Den. |
Bad Digestion | 33% chance Food has no benefit. |
curmudgeon | Avoid helping in Assistance, +20% Negative banters (-1 Affinity +Stress) |
Resolution | Block Whiskey |
Chatterbox | Higher chance to help during Assistance encounter. |
Dark Curiosity | Prone to investigating the Dark Arts. |
Melophobic | Higher chance to avoid Academic's Study: Scary Song |
Squeamish | Higher chance to avoid these Academic's Studies: Caged Creature, Thought Experiment |
Doomsayer | Higher chance to flee during Resistance, Banter: +1 Loathing |
Occultophobia | Higher chance to avoid these Academic's Studies: Faceless Facsimile, Formless Sculpture... |
Tune Hummer | Higher chance to investigate in the Academic's Study: Scary Song |
Tippler | Higher chance to investigate in the Academic's Study: Vintage Collection |
Erudite | Higher chance to investigate in the Academic's Study |
Kleptomania | Higher chance to investigate in the Academic's Study: Familiar Desk |
Occultomania | Higher chance to investigate these Academic's Studies: Faceless Facsimile, Formless Sculpture... |
Cowardice | Higher chance to flee, +1 STRESS when hit (5%), Move to rank 4 if stand in rank 1 (15%) |
Fear of Cadavers | Fear "The Tangle" |
Fear of Cosmic Beings | "The Cultist" |
Fear of Fanatics | Fear "The Sprawl" |
Fear of Fisherfolk | Fear "The Shroud" |
Fear of Gaunt | "Gaunt" |
Fear of Gentry | Fear "The Foetor" |
Fear of Pillagers | "Pillager" |
Fear of Swine | Fear "The Sluice" |
Fussy Eater | Claims to be deathly afraid of slime mold. |
Shattered Will | -20% Max HP. Combat start: +1 ![]() ![]() |
Anemic | -10%![]() ![]() |
Pyrophobia | -4% CRIT. Round start: -1 positive token |
Sprained Wrist | -10% Damage dealt |
Flawed Release | -5% Critical hit |
Fragile | -15% Max HP. When Damaged: +1 Stress (10%). |
Blundering Fool | -2 SPD. Combat Start: ![]() |
Soft | -5% Max HP. On hit: +1 ![]() |
Hemophilia | -30% ![]() |
Bum Leg | -40% ![]() |
Sickly | -20% ![]() |
Sprained Ankle | -15% ![]() |
Thin Blooded | -10% ![]() |
Weak Hold On Life | -10% ![]() |
Stiff Knees | -3 Speed |
Slowhand | -2 Speed. |
Lost In Space | On ![]() ![]() |
Lost In Time And Space | + 8 Speed, On ![]() ![]() |
Lost In Time | +8 Speed, on ![]() ![]() |
Light Sensitive | +2 ![]() |
Off Guard | Combat start: +1 ![]() ![]() |
Head Injury | Combat Start: ![]() |
Terrified | Combat start: +1 ![]() |
Pyromania | Round start: +1 Pyrobomb (5%), On hit: +1 ![]() ![]() |
The Yips | Round start: ![]() |
Misses the Mark | Round start: ![]() |
Hypochondria | When hit: ![]() |
Head in Sand | When hit: ![]() |
- Anonymous
- Anonymous
- Anonymous
Is there a way to update these Quirk Descriptions for current or new Quirks such as Stress Knitter, Tune Hummer, etc.? Also, what does the + actually do for the Quirk (i.e.: not locked in) compared to the original Quirk or how do they effect Node/Item interaction (such as Erudite for Academic Studies)?
- Anonymous
Is there a way to reroll the starting quirks? My plague doctor got breacher and makes my team unplayable because of it
- Anonymous
this wiki hella incomplete.
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