

Hippocratic is instant lock for Vestal, Crusader and Occultist. I.e: an Arbalest is perfecly fine with +5 Ranged ACC, Then there's specific ones for Ranged and Melee.

All SPD quirks are insanely good: worst case you strap a Legendary Bracer on a raw damage character and you still have +1 SPD and +20% DMGĪny +ACC modifier affects both Ranged and Melee skills. Luminous is probably best one: +2 SPD +5 DODGE. Universally lock quirks are SPD, ACC, -stress. The only exception is removing specific interaction quirks from my dedicated Crimson Court team, because there's nothing more annoying than going for a one-shot clear, but your idiot hero decides to smash the bottles you wanted to turn into campfires.īy comparison, it's very easy to render combat into guaranteed victory conditions just by hero/skill levels and trinkets, even when some of your heroes are sporting annoying combat-related quirks, so I don't usually bother with them as much. There's really only three I worry about, and the rest I try to remove over time via quirk-removing curios, free sanitarium events, or allowing other negative quirks to overwrite another. I may also consider some very specific forced curio-interaction quirks.įorced-interaction quirks will often cause your heroes to automatically screw your profits, hurt themselves, acquire more stress, slap themselves with dots, debuffs, diseases, wreck your +buff potential, ruin quirk-removing curios (like coral or scrolls), and various other nuisances that you just don't want. In terms of removing negatives, there are only a few I really bother with - such as Kleptomania, Curious, and Antsy (which causes idle heroes to generate stress at the Hamlet). Outside of that, you rarely - if ever - need three cells available at one time. That's pretty much the only reason I level up the Sanitarium at all, because having 3 cells + free week = three heroes with a locked positive + removed negative at no gold cost. In terms of locking quirks, I never honestly bother unless (a) I'm stinking rich and/or into the end-game, or (b) when you activate the sanitarium-related town event to make quirk management free for a week. It's best to think of it like added specialization.

The best combat stats across the board are speed and accuracy, so it's never a bad idea to maintain quirks that are related to those - at least when it comes to specific heroes.
