Overview
This guide will cover just about everything related to all possible quirks, afflictions and virtues. You’ll notice some quirks give vague descriptions, or that some afflictions and virtues do not specify what differentiates themselves from each other. This guide will cover EXACTLY what everything does: from stat changes, to specific effect descriptions, and trigger probabilities. It will even cover which quirks you can’t possibly have at the same time!
Overview
One of the most notable features of Darkest Dungeon is the Quirk/Affliction system. The stress of being an adventurer will take it’s toll upon the mind and body for everyone eventually…
![](https://steamuserimages-a.akamaihd.net/ugc/27355932703999531/956961B067C71058DE712DE41ED99A35888E6B98/)
Every adventurer has the potential to earn positive and/or negative quirks
They are usually earned through adventuring, from being hit by a special attack, interacting with the environment, or finishing a dungeon. They can also be acquired in town by doing various Stress relieving activities. (Example is drinking at the bar can result in Tippler, and meditating in the abbey can grant Meditator)
Negative quirks can be removed for a decent fee at the Sanitarium, which is unlocked a couple adventures into the game.
Each hero can have up to 7 positive and negative quirks. If a hero has 7 of either, and a new quirk is acquired, it will overwrite a random quirk on the hero’s list.
Afflictions and Virtues is another notable feature in this game. This is the defining mechanic that relies upon the stress bar, and a gauge to see how mad your character is!
Afflictions and Virtues are achieved when a a character reaches 100% stress. Upon reaching maximum stress, the adventurer will roll for a resolve check. This will determine whether the character will receive an affliction or a virtue. Obtaining an affliction means that your adventurer could not handle the horrors that he/she faces. Afflictions will last until the adventurer has undergone through some sort of stress-relief activity. Obtaining a virtue means that your adventurer has the resolve to continue to fight on and vanquish all the evils before him/her! Virtues will only last until the end of the dungeon.
Quirks
There are many quirks that can not appear at the same time. This is mainly because these quirks are direct opposites of each other and would not make sense, in terms of flavor, to attain them. Here is a list of positive and negative quirks side by side with their conflicting counterpart. To interpret this, if you have one quirk such as “Tough”, you can not get “Fragile”. Unless stated, empty boxes mean that the quirk has no conflicting quirk.
General Stat Quirks
Quirks that directly affect your character stats at all time. They will be reflected on your hero sheet.
Positive
Effect
Negative
Effect
Tough
+10% HP
Fragile
-10% HP
Hard Skinned
+5 PROT
Soft
-5% HP
Quick Reflexes
+2 SPD
Slow Reflexes
-1 SPD
Natural Swing
+5 ACC
The Yips
-5 ACC
Evasive
+5 DODGE
Clumsy
-5 DODGE
Accurate
+1 CRIT
Inaccurate
-1 CRIT
The Runs
-10 DEF, -10% HP
Syphilis
-5 ACC, -10 DMG, -10% HP
Conditional Quirks
Quirks that are temporary or require a specific condition for it to take into effect. For melee and ranged specific quirks, each character’s attack specifies whether it is melee or ranged.
Positive
Effect
Negative
Effect
Quick Draw
(First Round)+4 SPD
Slow Draw
(First Round) -4 SPD
On Guard
(First Round) +4 SPD, +5 DODGE
Off Guard
(First Round) -4 SPD, -5 DODGE
Precision Striker
(For Melee) +3% CRIT
Weak Grip
(For Melee) -3% CRIT
Slugger
(For Melee) +10% DMG
Torn Rotator Cuff
(For Melee) -5% DMG
Unerring
(For Ranged) +10% DMG
Scattering
(For Ranged) -5% DMG
Natural Eye
(For Ranged) +5 ACC
Lazy eye
(For Ranged) -5 ACC
Eagle Eye
(For Ranged) +3% CRIT
Flawed Release
(For Ranged) -3% CRIT
Second Wind
(Health Below: 50%) +10% DMG
Tuckered Out
(Health Below: 50%) -10% DMG
Last Gasp
(Health Below: 50%) +1 SPD
Winded
(Health Below: 50%): -1 SPD
Clutch Hitter
(Health Below: 50%) +3% CRIT
Dud Hitter
(Health Below: 50%) -3% CRIT
Stress Faster
When Stress above 50: -100% Food Consumed
Stress Eater
When Stress above 50: +100% Food Consumed
Fast Healer
(Camping): +20% Heal
Stomach Cramp
(Camping): -20% Heal
Stout
(Camping): +20% Heal
Bulimic
(Camping): -20% Heal
Back Tracker
(Walking Backwards) -100% Stress DMG
Light-Related Quirks
Quirks that take into effect when your torch is at a certain level.
NOTE: You can not have Nocturnal and Diurnal at the same time. Same goes with Warrior of Light and Lurker.
Positive
Effect
Negative
Effect
Early Riser
(Light Above: 75) +2 SPD
Sensitive to Light
(Light Above: 75) -10% DMG
Night Owl
(Light Below: 25) +2 SPD
Night Blindness
(Light Below: 25) -10% DMG
Diurnal
(Light Below: 25)-2 SPD
Nocturnal
(Light Above: 75)-2 SPD
Warrior of Light
(Light Above: 75) +10% DMG
Lurker
(Light Below: 25) +10% DMG
Photomania
(Light Above: 75) -10% Stress DMG
Lygomania
(Light Above: 75) +10% Stress DMG
Phengophobia
(Light Above: 75) -20% Stress Resist
Creature and Dungeon Specific Quirks
Stat gains and losses are only accounted for in the specified monsters or regions. These quirks will do nothing in any other situation.
Positive
Effect
Negative
Effect
Slayer of Beast
Monster Type Beast: +10 ACC, +3% CRIT
Fear of Beast
(Monster Type Beast) -15% Stress Resist, -10 ACC
Slayer of Eldritch
Monster Type Eldritch: +10 ACC, +3% CRIT
Fear of Eldritch
(Monster Type Eldritch) -15% Stress Resist, -10 ACC
Slayer of Mankind
Monster Type Mankind: +10 ACC, +3% CRIT
Fear of Mankind
(Monster Type Mankind) -15% Stress Resist, -10 ACC
Slayer of Unholy
Monster Type Unholy: +10 ACC, +3% CRIT
Fear of Unholy
(Monster Type Holy) -15% Stress Resist, -10 ACC
Hatred of Beast
Monster Type Beast: +15% DMG, +15% Stress Resist
Conflicts with Fear of Beast
Hatred of Eldritch
Monster Type Eldritch: +15% DMG, +15% Stress Resist
Conflicts with Fear of Eldritch
Hatred of Mankind
Monster Type Mankind: +15% DMG, +15% Stress Resist
Conflicts with Fear of Mankind
Hatred of Unholy
Monster Type Unholy: +15% DMG, +15% Stress Resist
Conflicts with Fear of Unholy
Zoophobia
(Monster Type Beast) -20% Stress Resist
Automatonophobia
(Monster Type Mankind) -20% Stress Resist
Claustrophobia
(In Corridor): -20% Stress Resist
Ruins Tactician
(In Dungeon: Ruins) +15% DMG
Weald Tactician
(In Dungeon: Weald) +15% DMG
Warrens Tactician
(In Dungeon: Warrens) +15% DMG
Ruins Adventurer
(In Dungeon: Ruins) +15% Stress Resist
Ruins Phobe
(In Dungeon: Ruins) -20% Stress Resist
Weald Adventurer
(In Dungeon: Weald) +15% Stress Resist
Weald Phobe
(In Dungeon: Weald) -20% Stress Resist
Warrens Adventurer
(In Dungeon: Warrens) +15% Stress Resist
Warrens Phobe
(In Dungeon: Warrens) -20% Stress Resist
Ruins Explorer
(In Dungeon: Ruins) +20% Scouting Chance
Weald Explorer
(In Dungeon: Weald) +20% Scouting Chance
Warrens Explorer
(In Dungeon: Warrens) +20% Scouting Chance
Quirks (Continued)
Curio Automatic Trigger Quirks
These quirks will automatically make the character interact with the curio as soon as you walk by it. Some quirks cause the character to keep any loot found from the interaction.
Dark Temptation
(Trigger Curio: Unholy) 40% Chance
Demonomania
(Trigger Curio: Unholy) 40% Chance
Guilty Conscience
(Trigger Curio: Worship) 35% Chance
Hagiomania
(Trigger Curio: Worship) 40% Chance
Hieromania
(Trigger Curio: Worship) 35% Chance
Kleptomaniac
(Trigger Curio: Treasure) 35% Chance and Keep Loot
Plutomania
(Trigger Curio: Treasure) 40% Chance
Hylomania
(Trigger Curio: Treasure) 40% Chance
Bloodthirsty
(Trigger Curio: Torture) 35% Chance
Dacnomania
(Trigger Curio: Torture) 40% Chance
Ablutomania
(Trigger Curio: Fountain) 40% Chance
Egomania
(Trigger Curio: Reflective) 40% Chance and Keep Loot
Sitiomania
(Trigger Curio: Food) 40% Chance
Necromania
(Trigger Curio: Body) 40% Chance
Dispomania
(Trigger Curio: Drink) 40% Chance
Paranormania
(Trigger Curio: Haunted) 40% Chance
Compulsive
(Trigger Curio: All) 20% Chance
Curious
(Trigger Curio: All) 20% Chance
Town Related
Only relevant in town. You can have multiple of these types of quirks, potentially barring you from any form of stress relief.
Name
Effect
Additional Information
Nymphomania
+20% Stress Heal using Brothel
Meditator
+20% Stress Heal when Meditating
Chance to obtain through using the Cloister
Deviant Tastes
Is not allowed to visit the Brothel
Chance to obtain through using the Brothel
Known Cheat
Is not allowed to Gamble while in town
Resolution
In town, will never Drink
Unquiet Mind
May not Meditate while in town
Faithless
May will not Pray or Flagellate
Enlightened
In town, will only Meditate for stress relief
Flagellant
In town, will only Flagellate for stress relief
God Fearing
In town, will only Pray for stress relief
Love Interest
In town, will only visit the Brothel for stress relief
Tippler
In town, will only Drink
Stress and Resist Quirks
Quirks that increase or decrease the amount of stress damage you take, and overall resistances to certain debuffs.
Positive
Effect
Negative
Effect
Steady
-10% Stress Damage
Nervous
+10% Stress Damage
Resilient
+10% Stress heal
Ruminator
-10% Stress heal
Thick Blood
+15% Blight Resist
Thin Blood
-10% Blight Resist
Robust
+15% Disease Resist
Sickly
-10% Disease Resist
Wasting Sickness
-50% Disease Resist
Clotter
+15% Bleed Resist
Anemic
-10% Bleed Resist
Hemophilia
-20% Bleed Resist
Hard Noggin
+15% Stun Resist
Shocker
-10% Stun Resist
Irrepressible
+5% Affliction Resist
Mercurial
-5% Affliction Resist
Unyielding
+10% Deathblow Resist
Suicidal
-10% Deathblow Resist
Detailed Affliction Effects
Afflictions are temporary quirks that is obtained after a character achieves maximum stress. Their resolved is tested, and there is a high chance that the character will become one of the following
- Irrational
- Fearful
- Paranoid
- Selfish
- Masochistic
- Abusive
- Hopeless
Afflictions will stay on the character until they become de-stressed through town activities.
Stat Changes
Each affliction gives different stat penalties, or bonuses. In general, they all decrease resistances. Each specific affliction also causes the character to trigger a specific curio when approaching it.
ID
Irrational
Fearful
Paranoid
Selfish
Masochistic
Abusive
Hopeless
Curio Tag
All
Worship
None
Treasure
Torture
None
None
Curio Tag Chance
7.50%
50.00%
50%
50%
50%
50%
50%
Keep Loot
No
No
No
Yes
No
No
No
Stun Resist
-15%
-15%
-15%
-15%
-15%
-15%
-15%
Blight Resist
-15%
-15%
-15%
-15%
-15%
-15%
-15%
Bleed Resist
-15%
-15%
-15%
-15%
-15%
-15%
-15%
Disease Resist
-15%
-15%
-15%
-15%
-15%
-15%
-15%
Debuff Resist
-15%
-15%
-15%
-15%
-15%
-15%
-15%
Move Resist
-15%
-15%
-15%
-15%
-15%
-15%
-15%
Trap Resist
-15%
-15%
-15%
-15%
-15%
-15%
-15%
Max HP
-10
-10
-10
-10
-10
-10
-10
DMG Low
-10
-25
-25
-10
0
2
0
DMG High
-10
-25
-25
-10
0
2
0
Def
-5
10
10
5
-15
-15
-5
Start of Round
At the beginning of each round, the character does a check to see if it does any of the following actions. Here are the probabilities laid out for each affliction.
ID
Irrational
Fearful
Paranoid
Selfish
Masochistic
Abusive
Hopeless
Ignore Command
0.00%
0.00%
0.00%
Random Command
0.00%
0.00%
0.00%
Retreat from Combat
0.00%
0.00%
0.00%
0.00%
0.00%
0.00%
0.00%
Attack Friendly Unit
0.00%
0.00%
0.00%
0.00%
0.00%
0.00%
0.00%
Attack Self
0.00%
0.00%
0.00%
0.00%
Death Mark Self
0.00%
0.00%
0.00%
0.00%
Stress Heal Self
0.00%
0.00%
0.00%
0.00%
0.00%
0.00%
0.00%
Stress Heal Party
0.00%
0.00%
0.00%
0.00%
0.00%
0.00%
0.00%
Buff Random Party Member
0.00%
0.00%
0.00%
0.00%
0.00%
0.00%
0.00%
Buff Party
0.00%
0.00%
0.00%
0.00%
0.00%
0.00%
0.00%
Self Heal
0.00%
0.00%
0.00%
0.00%
0.00%
0.00%
0.00%
Afflicted Reaction to Specific Actions
These effects are reactions by the afflicted character. Each individual action does a probability check.
ID
Irrational
Fearful
Paranoid
Selfish
Masochistic
Abusive
Hopeless
Block Movement
0.00%
0.00%
Reject Healing
0.00%
0.00%
0.00%
Reject Buff
0.00%
0.00%
0.00%
Reject item Use
0.00%
0.00%
0.00%
Block Combat Retreat
0.00%
0.00%
0.00%
If Miss
0.00%
0.00%
0.00%
If Ally Miss
0.00%
0.00%
0.00%
0.00%
When interact with Curio
0%
0%
0%
When trap is triggered
0%
0.00%
0%
0%
Detailed Virtue Effects
Virtues are temporary quirks that are earned when the character reaches maximum stress. Their resolve will be tested, and there is a chance that they will immediately become one of the following:
- Stalwart
- Courageous
- Focused
- Powerful
- Vigorous
Each one of these virtues will grant the character different bonuses and sometimes result in benefits to the party. Virtues can often be the second wind that gets your party through a desperate encounter gone bad. Below are tables that show just what sort of bonuses each virtue grants.
Buffs:
Below is a table that describes the buffs that each virtue grants to the hero.
ID
Stalwart
Courageous
Focused
Powerful
Vigorous
Curio Tag
None
None
None
None
None
Curio Tag Chance
0.5
0.5
0.5
0.5
0.5
Stun Resist
20%
20%
20%
20%
20%
Blight Resist
20%
20%
20%
20%
20%
Bleed Resist
20%
20%
20%
20%
20%
Disease Resist
20%
20%
20%
20%
20%
Debuff Resist
20%
20%
20%
20%
20%
Move Resist
20%
20%
20%
20%
20%
Buff 1
Stress damage -50%
Stress Damage -20%
10% ACC
25% additional low damage
5 SPD
Buff 2
10% CRT
25% additional high damage
10% PROT
Combat:
At the beginning of each combat round, if a hero in your party has a virtue, there is a 33% chance that they will do something beneficial to themselves or to a party member. The table below shows what each virtue is capable of doing.
ID
Stalwart
Courageous
Focused
Powerful
Vigorous
Stress Others
0%
0%
0%
0%
0%
Change Position
0%
0%
0%
0%
0%
Ignore Command
0%
0%
0%
0%
0%
Random Command
0%
0%
0%
0%
0%
Retreat from Combat
0%
0%
0%
0%
0%
Attack Friendly Unit
0%
0%
0%
0%
0%
Attack Self
0%
0%
0%
0%
0%
Death Mark Self
0%
0%
0%
0%
0%
Stress Heal Self
0%
0%
0%
0%
Stress Heal Party
0%
0%
0%
0%
Buff Random Party Member
0%
0%
0%
0%