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Negative quirks
Darkest Dungeon

Negative quirks

Explore the negative quirks in Darkest Dungeon, detailing effects like Ablutomania (Obsessed with cleanliness) and Claustrophobia (+20% stress in corridors).

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Explore the negative quirks in Darkest Dungeon, detailing effects like Ablutomania (Obsessed with cleanliness) and Claustrophobia (+20% stress in corridors).

Negative Quirks:

  • Ablutomania: Obsessed with cleanliness.
  • Anemic: -10% Bleed resist.
  • Antsy: +20% Stress when left Idle for the week.
  • Ascetic: Wyrd Reconstruction: -20% Healing Received.
  • Ashen: -10% Bleed and Blight Resist.
  • Automatonophobia: +20% Stress vs Humans.
  • Bad Gambler: Decreased chance of winning money or trinkets while Gambling.
  • Bad Healer: -20% Healing Skills.
  • Bloodthirsty: Fascinated with injury, wounds, and torture.
  • Calm: -15% DMG in the first round.
  • Claustrophobia: +20% Stress in corridors.
  • Clumsy: -5 DODGE.
  • Compulsive: Suffers intense need to do specific actions.
  • Corvid's Appetite: +33% Chance of interacting with food curios.
  • Corvid's Blindness: -10 ACC when torch is above 50.
  • Corvid's Curiosity: +27.5% Chance of interacting with all curios.
  • Cove Phobe: +20% Stress received while in the Cove.
  • Curious: Obsessed with the acquisition of knowledge.
  • Dacnomania: Obsessed with killing.
  • Dark Temptation: Prone to investigating the Dark Arts.
  • Demonomania: Believes is possessed by demons.
  • Deviant Tastes: Is not allowed to visit the Brothel.
  • Dipsomania: Intense craving for alcohol.
  • Diurnal: -2 Speed if Torch below 26.
  • Dud Hitter: -5% CRIT when health is 50%.
  • Egomania: Obsessed with self-worship.
  • Enlightened: In Town, will only Meditate for stress relief.
  • Fading: -2 SPD, -5 DODGE.
  • Fear of Beasts: +15% Stress and -10 ACC vs Beasts.
  • Fear of Eldritch: +15% Stress and -10 ACC vs Eldritch.
  • Fear of Mankind: +15% Stress and -10 ACC vs Humans.
  • Fear of Unholy: +15% Stress and -10 ACC vs Unholy.
  • Flagellant: In Town, will only Flagellate for stress relief.
  • Flawed Release: -5% CRIT for Ranged Skills.
  • Fragile: -10% MAX Health.
  • Gambler: In town, will only Gamble for stress relief.
  • Germaphobe: -10 ACC vs Blighted.
  • God Fearing: In Town, will only Pray for stress relief.
  • Guilty Conscience: Bears the crushing guilt of deeds real and imagined.
  • Hagiomania: Obsessed with sainthood.
  • Hieromania: Experiences religious visions and delusions.
  • Hylomania: Obsessed with material things.
  • Impostor Syndrome: 4% Chance to pass turn.
  • Infirm: -20% Healing received.
  • Kleptomaniac: Prone to stealing.
  • Known Cheat: Is not allowed to visit the Gambling Hall.
  • Lazy Eye: -5 Accuracy for Ranged attacks.
  • Light Sensitive: -10% DMG when the Torch is above 75.
  • Love Interest: In town, will only visit the Brothel for stress relief.
  • Lygophobia: +20% Stress when the Torch is below 26.
  • Mercurial: +5% Affliction Chance.
  • Misses the Spot: -2% CRIT.
  • Necromania: Fascinated with corpses.
  • Nervous: +10% Stress received.
  • Nervous Bleeder: -10 ACC while Bleeding.
  • Night Blindness: -10% Damage if Torch below 26.
  • Nocturnal: -2 SPD when the Torch is above 75.
  • Off Guard: -4 Speed and -5 Dodge on the first round of Combat.
  • Paranormania: Obsessed with the paranormal.
  • Perfectionist: +5 Stress when attack Misses.
  • Phengophobia: +20% Stress when Torch is above 75.
  • Plutomania: Manic for money.
  • Resolution: In town, will never Drink. They will not enter the bar for stress relief.
  • Risktaker: +10% DMG, -10 Dodge.
  • Ruins Phobe: +20% Stress received while in the Ruins.
  • Ruminator: -10% Stress Healing received.
  • Satanophobia: +20% Stress vs Unholy.
  • Scattering: -5% Damage for Ranged attacks.
  • Scientific: Divine Grace, Divine Comfort: -20% Healing received.
  • Shard Mercenary: 10% Shard loot taken. Hero will only undertake Endless Harvest quest in Farmstead. This Quirk cannot be removed.
  • Shocker: -10% Stun resist.
  • Sickly: -10% Disease Resist.
  • Sitiomania: Obsessed with food.
  • Slow Reflexes: -1 SPD.
  • Slowdraw: -4 SPD on the first round.
  • Soft: -5% MAX Health.
  • Stress Eater: Eats +100% more food when stress is 50 or greater.
  • Thanatophobia: +20% Stress received when Health is below 50%.
  • The Yips: -5 ACC.
  • Thin Blooded: -10% Blight Resist.
  • Tippler: In town, will only visit the Bar for stress relief.
  • Tone Deaf: Inspiring Tune: -20% Stress Heal received.
  • Torn Rotator: -5% Damage for Melee attacks.
  • Tuckered Out: -10% DMG when Health is below 50%.
  • Unquiet Mind: In town, will not meditate in the Cloister for stress relief.
  • Warrens Phobe: +20% Stress received while in the Warrens.
  • Weak Grip: -5% Critical Chance for Melee attacks.
  • Weak Grip on Life: -10% Death Blow Resist.
  • Weald Phobe: +20% Stress received while in the Weald.
  • Winded: -1 Speed when Health Below 50%.
  • Witness: After seeing troubling behavior, will not take part in Prayer activity in town.
  • Zoophobia: +20% Stress vs Beasts.
Tips
  • Be mindful of how certain quirks interact with the torch level, affecting speed and damage.
  • Heroes with specific phobias will gain significant stress when encountering certain enemy types or exploring specific regions.
  • Some quirks restrict available stress-relief activities in town, forcing specific choices.
  • The 'Shard Mercenary' quirk is permanent and affects Shard loot and available quests.

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