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1 | Made by dera112 from the Darkest Dungeon discord.This list has top-to-bottom ordering, that's to say that I believe Eldritch Slayer (4th) to be better than Eldritch Hater (9th) | |||||||||||||||||||||||||
2 | This list is made with the assumption that quirks are more flexible and generally weaker individually than trinkets. There are 5 quirk slots and they have very few lines of text compared to 2 trinket slots. Therefore, to me, quirks | |||||||||||||||||||||||||
3 | are excuses for me to not have to trinket for certain things. Every quirk that lets me have more freedom in trinkets is going to be rated highly. | |||||||||||||||||||||||||
4 | ||||||||||||||||||||||||||
5 | Key for abbreviations to make everything shorter | Youtube: https://www.youtube.com/channel/UCOAh3fpj3oxb0xMaDgu9AjA/videos | ||||||||||||||||||||||||
6 | Abom = Abomination | HWM = Highwayman | Vest = Vestal | |||||||||||||||||||||||
7 | Anti = Antiquarian | HM = Houndmaster | DB = deathblow | means a quirk was flagged for rereview | ||||||||||||||||||||||
8 | Arb = Arbalest | Jest = Jester | DD(#) = Darkest Dungeon quest (#) | |||||||||||||||||||||||
9 | BH = Bounty Hunter | Leper = Leper | dd = death's door | |||||||||||||||||||||||
10 | Crus = Crusader | MaA = Man-at-Arms | DoT = Damage-over-Time (bleeds and blights) | |||||||||||||||||||||||
11 | Flag = Flagellant | Occ = Occultist | High Torch = when you torchlight >75 | |||||||||||||||||||||||
12 | GR = Grave Robber | PD = Plague Doctor | Pinch (#) = when your HP is below #% | |||||||||||||||||||||||
13 | Hellion = Hellion | SB = Shieldbreaker | OP = overpowered | |||||||||||||||||||||||
14 | ||||||||||||||||||||||||||
15 | S-tier (Universally lockable or nichely OP) | Reasoning | Best Characters for Quirk | Worst Characters for Quirk | ||||||||||||||||||||||
16 | Prismatic Calm (-30% stress) | Saves a lot of stress and is a huge defensive quirk for anybody. Most notable on people who suffer from heavy stress trinkets and least on ppl who stress heal. | Flag, PD, Occ, SB | Leper, Abom, Jest, Crus, HM | ||||||||||||||||||||||
17 | Prismatic Coagluation (+25% bleed res) | DoT resists for DD(1-4) as well as higher level dungeons where DoTs are minimum 3x3. Bleed more important because of Occ heal and generic Brawler enemy | Occ, Flag, frontliners | No one | ||||||||||||||||||||||
18 | Prismatic Purity (+25% blight res) | Same as above. DD1 and DD4 focus on bleeds and DD2 and DD3 focus on blights generally | PD, Abom | No one | ||||||||||||||||||||||
19 | Eldritch Slayer (10 ACC & 5 CRIT, vs Eldritch) | A lot of the content in the game is Eldritch or Beast. Cove, Weald, Warrens, and DDs +ACC can help you trinket for other things. The CRIT yields damage as well as a | DMG dealers | No one | ||||||||||||||||||||||
20 | Beast Slayer (10 ACC & 5 CRIT, vs Beast) | stress healer aspect to these quirks. These quirks are better on damage dealers but are universally lockable because ACC is important for everyone | " | " | ||||||||||||||||||||||
21 | Hot to Trot (First Turn: 25% DMG, 20 ACC, 5 CRIT) | You will always have a first turn and making it more explosive is amazing. Hot-to-Trot increases your output by such a large amount that it can earn you a lethal on turn 1. | Everyone | No one | ||||||||||||||||||||||
22 | Corvid's Eye (8 ACC & 8% scouting chance) | Everyone needs ACC and 8 is huge compared to Focus Ring's 10. 8% scouting chance comes with pathing benefits as well as gold benefits of secret rooms | Everyone | Arb | ||||||||||||||||||||||
23 | Prismatic Eye (8 ACC) | Same as above. This quirk is slightly lower because in the DDs, scouting chance doesn't help at all, but 8 ACC is huge. | Everyone | Arb | ||||||||||||||||||||||
24 | Eldritch Hater (15% DMG & -15% stress, vs Eldritch) | Same as Eldritch/Beast Slayer. This set of quirks is weaker because it's easier to trinket for 20% or 25% DMG than it is to trinket for 10 ACC. -stress% is also a very | Vest, MaA, Jest, Occ. HM | No one | ||||||||||||||||||||||
25 | Beast Hater (15% DMG & -15% stress, vs Beast) | reactive stat and does nothing when you are trying to prevent stress. Regardless, these two are powerful and universally lockable though moreso on utility units. | " | " | ||||||||||||||||||||||
26 | Prismatic Speed (+3 SPD) | Speed is a very hard stat to trinket for and usually comes with massive punishments. Moving before enemies can allow you to stun them before they act, kill them before | Anyone who has | GR, SB, Jest | ||||||||||||||||||||||
27 | Luminous (+2 SPD & +5 DODGE) | they act, buff your allies before they attack. Gives you the ability to perform preventative actions which are stronger than recovery actions. Most of the characters | middling or below | " | ||||||||||||||||||||||
28 | Quick Reflexes (+2 SPD) | in the game benefit from more speed, but those who are frail would prefer to not be too much faster because the run the risk of dying to a DoT on dd before a | average speed | " | ||||||||||||||||||||||
29 | Early Riser (High Torch: +2 SPD) | healer can heal them off of dd. Healers, guarders, damage dealers, stunners all need more speed up to a certain point. | " | " | ||||||||||||||||||||||
30 | Photomania (High Torch: -20% stress) | Same idea as Prismatic Calm. Torch requirement is nothing | Flag, PD, Occ, SB | Leper, Abom, Jest, Crus, HM | ||||||||||||||||||||||
31 | Hippocratic (+20% Healing Given) | Useless on 2/3rds of heroes, but since Vest/Occ/Crus/Arb/PD/Anti become more efficient at healing, they may free up a trinket slot or action economy. Not dying is good | Vest, Occ, Crus, Arb | Everyone else | ||||||||||||||||||||||
32 | Risktaker (10% DMG, -10 DODGE) | This is a negative quirk that is actually beneficial. 10% DMG is a lot and -10 DODGE is a tiny cost to pay for it. S-tier because this doesn't take up one of the 5 slots | DMG dealers | Frail characters | ||||||||||||||||||||||
33 | Winded (Pinch 50: -1 SPD) | This is a negative quirk that is actually beneficial. -1 speed when you are low HP is good because it gives your healer a higher chance to outspeed and heal off of dd. | Everyone | No one | ||||||||||||||||||||||
34 | A-tier (very strong and lockable, may be more niche) | Reasoning | ||||||||||||||||||||||||
35 | Clotter (+15 bleed res) | Lowest endgame bleeds are 3x3 and highest ones are 8x3. Being able to resist those are insane value defensively. Also prevents being crit + DoT to dd which is the | Occ, Flag, frontliners | No one | ||||||||||||||||||||||
36 | Thick-Blooded (+10% blight res) | only serious unpreventable threat to your characters when they outspeed your healer. Bleeds are worse than blights but also 15% > 10%. | PD, Abom | No one | ||||||||||||||||||||||
37 | On Guard (First Turn: +4 SPD, +5 DODGE) | See Hot-to-Trot in S-tier for explanation on why first turn quirks are important. These are in A-tier because they don't increase your output, but a lot of slower already high | MaA, PD, Hellion, HM, HWM | GR, SB | ||||||||||||||||||||||
38 | Quickdraw (First Turn: +4 SPD) | output characters like HWM, Hellion, and BH or high utility characters like MaA and PD really love to get that extra speed on turn 1 to apply their output | " | " | ||||||||||||||||||||||
39 | Natural Swing (5 ACC) | All moves need to hit. 5 ACC is worth about an uncommon trinket and every ACC helps because you are missing a lot by the endgame compared to certain enemies | Everyone | Arb | ||||||||||||||||||||||
40 | Precise Striker (5 CRIT on Melee) | The best DMG dealers are melee-oriented. 5 melee CRIT reads 5 CRIT to me for damage purposes but also comes with stress heals and extra % to apply effects. | Hellion, SB, HWM, MaA, BH | Heroes with no melee moves | ||||||||||||||||||||||
41 | Prismatic Precision (4 CRIT) | This quirk in comparison literally reads 4 CRIT. Due to this quirk being harder to get and not being that much better, I have it lower than Precise Striker | Everyone, kind of | Non-damage dealers | ||||||||||||||||||||||
42 | Prismatic Force (15% DMG) | Getting out of the race part of any fight is always most important; this entails killing the stress casters as fast as possible. If you don't crit and low-roll with two good | Everyone, kind of | Non-damage dealers | ||||||||||||||||||||||
43 | Warrior of Light (High Torch: 10% DMG) | damage dealers, you are just short of guaranteeing lethal. This means that small damage buffs like these quirks are very valuable. You can also medium roll on a | Everyone, kind of | Non-damage dealers | ||||||||||||||||||||||
44 | Slugger (10% Melee DMG) | good and a mediocre damage dealer. Slugger is here and Unnering is not because melee damage dealers have a better damage spread than ranged ones. | Anyone with a strong melee | Weak/no melee options | ||||||||||||||||||||||
45 | Prismatic Solidy (25% stun res) | Only 3 groups I would consider Hard Noggin: Guarders, Healers, Riposters in that order. Guarders drop their guard when stunned. Healers need to act in an emergency. | MaA, HM, HWM, Vestal, Occ | No one really but Leper has | ||||||||||||||||||||||
46 | Hard Noggin (15% stun res) | Riposters don't riposte if stunned. On anyone not in those 3 groups, Hard Noggin is less impressive but appreciated. Not getting to make your move is annoying. | everyone else kind of | pretty high stun res already | ||||||||||||||||||||||
47 | Unyielding (+10% DB resist) flagged to move down | What do you consider is the worst thing in the game? Losing a character is what I consider the worst. This quirk is blank, but I value its ability to avoid the shadow realm | Everyone, Flag specific | No one | ||||||||||||||||||||||
48 | B-tier (4th/5th quirks, strong-ish on certain classes) | Reasoning | ||||||||||||||||||||||||
49 | Man Slayer (10 ACC & 5 CRIT, vs Human) | There are a lot of humans everywhere but they tend to be the easier enemies in the DDs. These are nice to have but not that impactful in the DDs so I wouldn't say to | DMG dealers | No one | ||||||||||||||||||||||
50 | Mankind Hater (15% DMG & -15% stress, vs Human) | lock these at all. The generic Cultist Acolyte is a human stress caster with respectable dodge so ACC is more important than raw damage. | Vest, MaA, Jest, Occ | No one | ||||||||||||||||||||||
51 | Eagle Eye (5 CRIT on Ranged) | There isn't a single character I would classify as a ranged damage dealer that is in the upper echelons of damage dealing. Most good ranged damage dealers have a | Arb, HM, GR, Vest | Heroes with no ranged moves | ||||||||||||||||||||||
52 | Unerring (10% Ranged DMG) | stronger melee move or have a utility role that eats up a lot of their action economy. The base damages are also unimpressive so I'll take more CRIT over DMG | " | " | ||||||||||||||||||||||
53 | Fairweather Fighter (+20% DMG at 99% HP+) | What? That's an insane damage boost.....but I gotta be at full HP? and Vestal is only average speed at best when I want my damage dealers to be super fast? B-tier | Crus, Hellion, Arb | speed > Vest | ||||||||||||||||||||||
54 | Deadly (+2 CRIT) | The hard fights in the game would ideally like you to have strong quirks like the Slayers, Hot to Trot, Precise Striker all of which give a lot more crit and other stuff. | HWM, GR, Arb, Hellion, BH | Utility units: Vest, Jest, PD | ||||||||||||||||||||||
55 | Steady (-10% stress) | Same idea as Prismatic Calm and Photomania. The reduction here is a lot lower and so it's not as impressive but it's still a decent defensive quirk. | Flag, PD, Occ, SB | Leper, Abom, Jest, Crus, HM | ||||||||||||||||||||||
56 | Hard-Skinned (+10% PROT) | Rounds up when calculating damage reduction. Often saving 1 or 2 HP while DoT resists can save 9+ HP. Guarders like this and maybe frailer utility units | MaA, HM, Occ, GR, SB | Leper, Crus, Arb | ||||||||||||||||||||||
57 | Tough (+10% Max HP) | HP% boost is counter-intuitive. High HP characters who benefit most, don't need it. Low HP characters who need it, don't benefit much from it. Don't be tricked. Weak | MaA, HM | No one | ||||||||||||||||||||||
58 | Prismatic Isolation (+25 Debuff Res) | Debuffs like Swine Chopper's -healing received, Brawler's +stress%, and some others are only found in regular dungeons. DDs don't have problematic debuffs. | Frontliners | No one | ||||||||||||||||||||||
59 | C-tier (Technically help, but not exciting) | Reasoning | ||||||||||||||||||||||||
60 | Unholy Hater (15% DMG & -15% stress, vs Unholy) | Unholy enemies don't exist at all in the DDs. Unholy enemies in regular dungeons are found almost exclusively in the Ruins which is considered the easiest area. The | Vest, MaA, Occ, Crus | Flag, Jester, HM | ||||||||||||||||||||||
61 | Unholy Slayer (10 ACC & 5 CRIT, vs Unholy) | Ghoul that can be found in any dungeon has a lot of PROT and regular dodge so the Slayer and the Hater are not exciting.Slayer better in Ruins for the Coutier | DMG dealers, Crus specific | " | ||||||||||||||||||||||
62 | Natural Eye (5 ACC on Ranged) | Most notable Ranged damage dealers are Arb, GR, HM, Vestal. Arb has highest base ACC, GR has ACC buff on her move, Vest's move doesn't deal too much. | HM only. Occ? Abom? eh | No one really wants/needs it | ||||||||||||||||||||||
63 | Gifted (+20% healing received) | Really narrow window of usage. Just makes your off-healers have an easier time so maybe (BIG MAYBE) they can get other actions in. Not exciting at all. | Occ, Arb, Crus, PD, Anti, self | No one | ||||||||||||||||||||||
64 | Gothic (+25% healing from Occ) | Even narrower window of usage. Occ is one of he better healers so it's acceptable. Staying alive is important and Occ helps you do that unreliably. This makes it more reliable | Occ, PD | Self-healers | ||||||||||||||||||||||
65 | Corvid's Grace (+6 DODGE, +25% move res) | See Balanced in E-tier for explanantion on why move res is weak. Dodge is weak because it's inconsistent, Cultist Brawler has 93 ACC and average dodge is 26, so 72% | Jester, GR, Anti, Occ, HM | No one | ||||||||||||||||||||||
66 | Evasive (+5 DODGE) | chance to hit. Looks good right? Other enemies have 103-113 ACC which means you get hit 82-92% which means that 6 dodge is a drop in the bucket. | " | " | ||||||||||||||||||||||
67 | Daredevil (Pinch 25: +15 DODGE) | Directly anti-synergizes with your main gameplan. Defensive buffs ONLY when you are at low HP. 15 dodge equates to 4.95 DB res while Unyielding gives you 10 DB res | Jester, GR, SB, Occ | Technically helps | ||||||||||||||||||||||
68 | Resilient (+10% stress heal received) | When you set up stalls, you stress heal so much that 1 extra heal per stress heal is not valuable. It works on stress heals on crit and kill and that is the strongest it will be. | DMG dealers | Leper, Abom, Jest, Crus, HM | ||||||||||||||||||||||
69 | Spiritual (+25% healing from Vest) | Vest doesn't need help. This is a waste of a quirk slot, but it technically helps. Originally under Gothic but Occ needs his more than Vest needs hers. | Vest | Self-healers | ||||||||||||||||||||||
70 | Musical (+25% stress heal from Jester) | You really don't need this to augment a Jester's stress heal. Characters often are incapable of being stressed with a Jester on the team. | No clue who needs this | Technically helps | ||||||||||||||||||||||
71 | Corvid's Resilience (33% disease res) | Diseases are pretty bad, but they are pretty easy to mitigate between base resists, sanitarium removal, and GR/PD camp skill. When we evaluate these quirks, we see | Everyone, kind of | PD, GR | ||||||||||||||||||||||
72 | Robust (15% disease res) | that they are worth a bit of gold or some camp points at best. These quirks are super unexciting. | Everyone, kind of | " | ||||||||||||||||||||||
73 | Twilight Dreamer (Ignore STEALTH) | You don't have to take down the stealthed enemies first. You can target other enemies, wait out the stealth, and then target the stealthed person. Used mostly for stuns. | BH, Occ, HM, Vestal, Abom | Everyone else | ||||||||||||||||||||||
74 | D-tier (amazing for only a part of file: early or mid) | Reasoning | ||||||||||||||||||||||||
75 | Warrens Explorer (10% scouting in Warrens) | Warrens maps tend to be just boxes or really boxy in nature with a lot of interlocked/interconnected hallways. Scouting quirks are strongest under these conditions | BH, HM, Flag, Jest, HWM | No one | ||||||||||||||||||||||
76 | Warrens Scrounger (5% scouting in Warrens) | because they reveal a lot of the map and therefore spike your chances at a secret room which allows you to roll for the three heads or Trapezohedrons. | " | No one | ||||||||||||||||||||||
77 | Cove Explorer (10% scouting in Cove) | Cove and Ruins are less boxy but still have decently large amounts of interconnected hallways so the Explorers of both are worth more than the Scroungers in these | PD, Occ, SB, Abom, GR | Flag, Jest | ||||||||||||||||||||||
78 | Ruins Explorer (10% scouting in Ruins) | areas. The Warrens Scounger despite having a lower number is just more impactful because the Warrens is so rewarding when it procs. The Weald, where it is | Crus, PD, GR, SB. Abom | Flag, Jest | ||||||||||||||||||||||
79 | Cove Scrounger (5% scouting in Cove) | relatively weak to scout, has its Explorer quirk below these Scroungers even. I would say the difference between all these exploring quirks is basically | PD, Occ, SB, Abom, GR | Flag, Jest | ||||||||||||||||||||||
80 | Ruins Scrounger (5% scouting in Ruins) | unnoticeable, just wanted to offer some perspective on which ones you might want to look out for. | Crus, PD, GR, SB. Abom | Flag, Jest | ||||||||||||||||||||||
81 | Weald Explorer (10% scouting in Weald) | Weald maps tend to be long hallways with very little deviations. Scouting quirks are super underpowered in the Weald for this reason. Despite this, scouting quirks are | Occ, Jest, Flag, HM | No one | ||||||||||||||||||||||
82 | Weald Scrounger (5% scouting in Weald) | still powerful because a scouted fight can never surprise you. Antiquarians will actually lock most of these skills since they have nothing to quirks for otherwise. | Occ, Jest, Flag, HM | No one | ||||||||||||||||||||||
83 | Warrens Tactician (+15% DMG in Warrens) | These are good quirks, but being area locked limits how useful these can be in the endgame. They help a lot in the early game when you have no trinkets and can use | same as the Explorers | same as the Explorers | ||||||||||||||||||||||
84 | Ruins Tactician (+15% DMG in Ruins) | any offensive boost you can get. The early game has no stalling phase and no recovery phase, the entirety of fights are just race phase because you don't | same as the Explorers | same as the Explorers | ||||||||||||||||||||||
85 | Weald Tactician (+15% DMG in Weald) | have good enough trinkets and skills to stall and recover. The order of the Tacticians is how it is because of the mini-bosses in Champion level dungeons: | same as the Explorers | same as the Explorers | ||||||||||||||||||||||
86 | Cove Tactician (+15% DMG in Cove) | Swine Skiver (Warrens), Bone Bearer (Ruins), Virago (Weald), and Squiffy Ghast (Cove). That is the order of how important it is to burst them down with damage | same as the Explorers | same as the Explorers | ||||||||||||||||||||||
87 | Natural (No trinkets: +20% HP, +20 healing received, | The fact that this quirk made it to 2 lines while I was writing the description should indicate that it just gives a lot of stuff. The stuff itself is not too relevant except for +3 | Everyone | No one | ||||||||||||||||||||||
88 | +3 SPD) | SPD, but it is enough stuff for you to run no trinkets rather than a mediocre common. Lategame trinkets are offensive in nature which makes Nartural bad. | ||||||||||||||||||||||||
89 | Weapon Tinker (-20% weapon upgrade cost) | Just a way to save money and usually you will be doing weapon upgrades first because it improves more important stats such as CRIT, DMG, SPD | Everyone | No one | ||||||||||||||||||||||
90 | Armor Tinker (-20% armor upgrade cost) | Armor upgrades improve HP and DODGE which is less important | Everyone | No one | ||||||||||||||||||||||
91 | E-tier (basically useless quirks, pray for replacement) | Reasoning | ||||||||||||||||||||||||
92 | Warrens Adventurer (-20% stress in Warrens) | Early game is a full race phase, you just kill what you can and take afflictions and stressed characters. Character who become stressed who don't develop good quirks | This entire tier is irrelevant | This entire tier is irrelevant | ||||||||||||||||||||||
93 | Weald Adventurer (-20% stress in Weald) | you should just dismiss and hire a new hero off of the stagecoach. It's not that bad to be afflicted in the earlygame and often I will bring medium stress heroes | ||||||||||||||||||||||||
94 | Ruins Adventurer (-20% stress in Ruins) | to get some value out of them before I dismiss them. Ordering is almost trivial but it's based on how difficult I feel the area specific stress casters are: Warrens > | ||||||||||||||||||||||||
95 | Cove Adventurer (-20% stress in Cove) | Weald > Ruins > Cove | ||||||||||||||||||||||||
96 | Fated (10% chance to change MISS to HIT) | A MISS can only occur when ACC is below 100. Many skills cap out at 105+ ACC so Fated literally does nothing in the endgame. It's worth maybe 3 ACC early. | Just inferior version of others | Technically helps | ||||||||||||||||||||||
97 | Healer's Gift (+20% Healing from Camp Skills) | These will generate some value off of that but camping tends to be used early for scouting buffs, for powerful stat buffs, or for stress healing. HP healing is a lot easier | ||||||||||||||||||||||||
98 | Stout (+15% Healing from Camp Skills) | to heal in battles than stress because of the variety of healers you can choose from and because it's easier to trinket for that than stress healing. Every hero | ||||||||||||||||||||||||
99 | Fast Healer (+10% Healing from Camp Skills) | can make use of this skill because every hero has access to Wound Care except Flagellant, but this is such a waste of a quirk. | ||||||||||||||||||||||||
100 | Prismatic Stability (+25% move res) | Move resist is useless because your high move resist character still gets moved around when your lower move resist characters get moved. It essentially makes it so | ||||||||||||||||||||||||