Quirk Pack Quirks List

Quirks:

  1. Artistic(Negative):

    1. -10% Stress

    2. Finds inspiration in the strangest of places

      1. 30% chance to interact with any curio.

  2. Lithe(Positive):

    1. +10 DODGE

    2. -10% MAX HP

  3. Eager to Fight(Negative):

    1. Always pushing their way to the front.

      1. Actout Quirk: 10% Chance to Move forward 1.

    2. Incompatible with:

      1. Quick to Run

  4. Quick to Run(Negative):

    1. Always sticks close to the exit.

      1. Actout Quirk: 10% Chance to Move Backward 1.

    2. Incompatible with:

      1. Quick to Run

  5. Negligent(Negative):

    1. Will sometimes attack allies accidentally.

      1. Actout Quirk: 5% Chance to Attack Ally.

  6. Cheerful(Positive):

    1. Other heroes find your presence comforting.

      1. Actout Quirk: 5% Chance to Stress Heal all Heroes.

    2. Incompatible with:

      1. Gloomy

      2. Pessimist

  7. Gloomy(Negative):

    1. Other heroes don’t find comfort in your presence…

    2. Actout Quirk: 10% Chance to Stress Out all Heroes.

    3. Incompatible with:

      1. Cheerful

      2. Optimist

  8. Prowler(Positive):

    1. Low chance to enter Stealth during battle.

      1. Actout Quirk: 5% Chance to Stealth Self.

  9. Boastful(Negative):

    1. Ensures that EVERYONE hears the extents of their accomplishments.

      1. Actout Quirk: 10% Chance to Mark Self.

      2. Incompatible with:

        1. Elusive

  10. Optimist(Positive):

    1. The glass is half full.

      1. Actout Quirk: 5% Chance to Stress Heal self.

    2. Incompatible with:

      1. Pessimist

      2. Gloomy

  11. Pessimist(Negative):

    1. The glass is half empty.

      1. Actout Quirk: 10% Chance to Stress Out self.

    2. Incompatible with:

      1. Optimist

      2. Cheerful

  12. Arrogant(Negative):

    1. Retreat is never an option, even in the face of defeat!

      1. Actout Quirk: 50% chance to refuse retreat.

  13. Underdog(Positive):

    1. +15% DMG if on Death’s Door

    2. +6% CRIT if on Death’s Door

    3. +10 DODGE if on Death’s Door

  14. Vanguard(Positive):

    1. +5% Scouting Chance

    2. Incompatible with:

      1. Distracted

  15. Distracted(Positive):

    1. -5% Scouting Chance

    2. Incompatible with:

      1. Vanguard

  16. Stubborn(Negative):

    1. Chance to refuse ally movement in combat.

      1. Actout Quirk: 25% Chance to deny ally movement.

  17. Superstitious(Negative):

    1. Chance to refuse ally healing in combat.

      1. Actout Quirk: 15% Chance to deny healing.

  18. Uninspired(Negative):

    1. Chance to refuse ally buffs in combat.

      1. Actout Quirk: 15% Chance to deny buffs.

  19. Independent(Negative):

    1. Can’t be Guarded

  20. Rebellious(Negative):

    1. This one has a mind of their own!

      1. Actout Quirk: 10% Chance to Act on their Own.

  21. Capricious(Negative):

    1. Has severe mood swings.

      1. Actout Quirk: 30% chance to either debuff self for +30% Stress or buff self for -30% Stress. The Actout is skewed so that the debuff occurs more often than the buff.

  22. Tunnel Vision(Negative):

    1. +10% DMG vs. Marked

    2. +5 ACC vs. Marked

    3. -15% DMG vs. not Marked

    4. -10 ACC vs. not Marked

  23. Famous(Positive):

    1. More likely to have a good time in town.

    2. Incompatible with:

      1. Infamous

  24. Infamous(Negative):

    1. Less likely to have a good time in town.

    2. Incompatible with:

      1. Famous

  25. Friendly(Positive):

    1. +10% Healing Received

    2. +10% Stress Healing Received

    3. Incompatible with:

      1. Distant

  26. Distant(Negative):

    1. -10% Healing Received

    2. -10% Stress Healing Received

    3. Incompatible with:

      1. Friendly

  27. Brawler(Positive):

    1. +10% DMG in Rank 1

    2. +5 ACC in Rank 1

  28. Skirmisher(Positive):

    1. +10% DMG in Rank 2

    2. +5 ACC in Rank 2

  29. Harrier(Positive):

    1. +10% DMG in Rank 3

    2. +5 ACC in Rank 3

  30. Sharpshooter(Positive):

    1. +10% DMG in Rank 4

    2. +5 ACC in Rank 4

  31. Furious(Positive):

    1. +2 SPD in Rank 1

    2. +5% CRIT in Rank 1

  32. Quick-Witted(Positive):

    1. +2 SPD in Rank 2

    2. +5% CRIT in Rank 2

  33. Swift Striker(Positive):

    1. +2 SPD in Rank 3

    2. +5% CRIT in Rank 3

  34. Deadeye(Positive):

    1. +2 SPD in Rank 4

    2. +5% CRIT in Rank 4

  35. Nearsighted(Negative):

    1. -10 ACC in Rank 3

    2. -10 ACC in Rank 4

    3. Incompatible with:

      1. Farsighted

  36. Farsighted(Negative):

    1. -10 ACC in Rank 1

    2. -10 ACC in Rank 2

    3. Incompatible with:

      1. Nearsighted

  37. Elusive(Positive):

    1. Singleton

    2. Cannot be Marked

    3. Incompatible with:

      1. Boastful

      2. Vital

      3. Vulnerable

      4. Easy Target

      5. Uncatchable

      6. Hard Takedown

      7. Easy Takedown

  38. Fast Scarring(Positive):

    1. -33% Bleed Duration Received

    2. Incompatible with:

      1. Bloodstuffed

  39. Bloodstuffed(Negative):

    1. +33% Bleed Duration Received

    2. Incompatible with:

      1. Fast Scarring

  40. Sanitary(Positive):

    1. -33% Blight Duration Received

    2. Incompatible with:

      1. Plagued

  41. Plagued(Negative):

    1. +33% Blight Duration Received

    2. Incompatible with:

      1. Sanitary

  42. Unfazed(Positive):

    1. -33% Horror Duration Received

    2. Incompatible with:

      1. Unfazed

  43. Disturbed(Negative):

    1. +33% Horror Duration Received

    2. Incompatible with:

      1. Disturbed

  44. Ambitious(Positive):

    1. +15% DMG vs. Size 2

    2. Incompatible with:

      1. Cowardly

  45. Cowardly(Negative):

    1. -15% DMG vs. Size 2

    2. Incompatible with:

      1. Ambitious

  46. Survivor(Positive):

    1. -25% Camp Skill Cost at Survivalist

  47. Talented(Positive):

    1. -25% Skill Cost at Guild Hall

  48. Educated(Positive):

    1. +33% Resolve XP

    2. Incompatible with:

      1. Ignorant

  49. Ignorant(Negative):

    1. -33% Resolve XP

    2. Incompatible with:

      1. Educated

  50. Inaccurate(Negative):

    1. +10% Random Target Chance

  51. Filcher(Negative):

    1. Will steal items from inventory when given the chance.

      1. Actout: Chance to consume a random item from Inventory

  52. Pyromania(Positive):

    1. -20% Stress if Torch in Inventory

    2. Incompatible with:

      1. Pyrophobia

  53. Pyrophobia(Negative):

    1. +20% Stress if Torch in Inventory

    2. Incompatible with:

      1. Pyromania

  54. Herbal(Positive):

    1. -20% Stress if Medicinal Herbs in Inventory

  55. Weedy(Negative):

    1. +20% Stress if Medicinal Herbs not in Inventory

  56. Thief(Positive):

    1. +25% Trap Disarm if Skeleton Key in Inventory

  57. Addicted(Negative):

    1. +20% Stress if Laudanum not in Inventory

  58. Short Temper(Positive):

    1. +20% DMG if Stress above 50

    2. Incompatible with:

      1. Doubtful

  59. Doubtful(Negative):

    1. -15% DMG if Stress above 50

    2. Incompatible with:

      1. Short Temper

  60. Impetuous(Positive):

    1. +5 DODGE if Stress above 50

    2. +2 SPD if Stress above 50

    3. Incompatible with:

      1. Pressured

  61. Pressured(Negative):

    1. -5 DODGE if Stress above 50

    2. -2 SPD if Stress above 50

    3. Incompatible with:

      1. Impetuous

  62. Tranquil(Positive):

    1. -20% Stress if Stress above 50

    2. Incompatible with:

      1. Anxious

  63. Anxious(Negative):

    1. +20% Stress if Stress above 50

    2. Incompatible with:

      1. Tranquil

  64. Undying(Positive):

    1. +15% Deathblow if Stress above 50

    2. Incompatible with:

      1. Weak-Willed

  65. Weak-Willed(Negative):

    1. -15% Deathblow if Stress above 50

    2. Incompatible with:

      1. Undying

  66. Psychotic(Positive):

    1. +25% DMG if Afflicted

  67. Armor Breaker(Positive):

    1. +10% Armor Piercing

  68. Roguish(Positive):

    1. +15% Trap Disarm

  69. Meticulous(Negative):

    1. +25% Trap Disarm

    2. -2 SPD

  70. Warrens Infiltrator(Positive):

    1. +25% Trap Disarm in Warrens

  71. Weald Infiltrator(Positive):

    1. +25% Trap Disarm in Weald

  72. Cove Infiltrator(Positive):

    1. +25% Trap Disarm in Cove

  73. Ruins Infiltrator(Positive):

    1. +25% Trap Disarm in Ruins

  74. Vigilant(Positive)

    1. -10% Party Surprised Chance

    2. Incompatible with:

      1. Inattentive

  75. Inattentive(Negative):

    1. +10% Party Surprised Chance

    2. Incompatible with:

      1. Vigilant

  76. Stalker(Positive):

    1. +10% Monster Surprise Chance

    2. Incompatible with:

      1. Obvious

  77. Obvious(Negative):

    1. -15% Monster Surprise Chance

    2. Incompatible with:

      1. Stalker

  78. Feels No Pain(Positive):

    1. -10% DMG Taken

    2. Incompatible with:

      1. Reckless

  79. Reckless(Negative):

    1. +15% DMG Taken

    2. Incompatible with:

      1. Feels No Pain

  80. Hearty(Positive):

    1. +15% Deathblow Resist while Bleeding

    2. Incompatible with:

      1. Weak-Hearted

  81. Weak-Hearted(Negative):

    1. -15% Deathblow Resist while Bleeding

    2. Incompatible with:

      1. Hearty

  82. Healthy(Positive):

    1. +15% Deathblow Resist while Blighted

    2. Incompatible with:

      1. Ill

  83. Ill(Negative):

    1. -15% Deathblow Resist while Blighted

    2. Incompatible with:

      1. Healthy

  84. Hard Takedown(Positive):

    1. +15% Deathblow Resist while Marked

    2. Incompatible with Easy:

      1. Takedown

      2. Elusive

  85. Easy Takedown(Negative):

    1. -15% Deathblow Resist while Marked

    2. Incompatible with:

      1. Hard Takedown

      2. Elusive

  86. Ruthless(Positive):

    1. +10% DMG if Target HP below 50%

    2. Incompatible with:

      1. Merciful

  87. Merciful(Negative):

    1. -10% DMG if Target HP below 50%

    2. Incompatible with:

      1. Ruthless

  88. Limp(Negative)

    1. -15 DODGE if HP below 50%.

  89. Quick Recovery(Positive):

    1. +30% Heal Received if HP below 50%

    2. Incompatible with:

      1. Slow Recovery

  90. Slow Recovery(Negative):

    1. -30% Heal Received if HP below 50%

    2. Incompatible with:

      1. Quick Recovery

  91. Thick Scarring(Positive):

    1. +25% Bleed Resist if HP below 50%

    2. Incompatible with:

      1. Internal Bleeder

  92. Internal Bleeder(Negative):

    1. -20% Bleed Resist if HP below 50%

    2. Incompatible with:

      1. Thick Scarring

  93. Strong Vigor(Positive):

    1. +25% Blight Resist if HP below 50%

    2. Incompatible with:

      1. Susceptible

  94. Susceptible(Negative):

    1. -20% Blight Resist if HP below 50%

    2. Incompatible with:

      1. Strong Vigor

  95. Unwavering(Positive):

    1. +25% Stun Resist if HP below 50%

    2. Incompatible with:

      1. Dazed

  96. Dazed(Negative):

    1. -20% Stun Resist if HP below 50%

    2. Incompatible with:

      1. Unwavering

  97. Immovable(Positive):

    1. +25% Move Resist if HP below 50%

    2. Incompatible with:

      1. Weak Knees

  98. Weak Knees(Negative):

    1. -20% Move Resist if HP below 50%

    2. Incompatible with:

      1. Immovable

  99. Tormenting(Positive):

    1. +15% Debuff Skill Chance

    2. Incompatible with:

      1. Sympathetic

  100. Sympathetic(Negative):

    1. -10% Debuff Skill Chance

    2. Incompatible with:

      1. Tormenting

  101. Forceful(Positive):

    1. +15% Move Skill Chance

    2. Incompatible with:

      1. Gentle

  102. Gentle(Negative):

    1. -10% Move Skill Chance

    2. Incompatible with:

      1. Forceful

  103. Blunt(Positive):

    1. +10% Stun Skill Chance

    2. Incompatible with:

      1. Meek

  104. Meek(Negative):

    1. -15% Stun Skill Chance

    2. Incompatible with:

      1. Blunt

  105. Torturer(Positive):

    1. +15% Bleed Skill Chance

    2. +15% Blight Skill Chance

    3. Incompatible with:

      1. Ineffective

  106. Ineffective(Negative):

    1. -15% Bleed Skill Chance

    2. -15% Blight Skill Chance

    3. Incompatible with:

      1. Torturer

  107. Lean(Positive):

    1. -100% Food Consumed

    2. Incompatible with:

      1. Ravenous

      2. Gluttonous

  108. Ravenous(Negative):

    1. +100% Food Consumed

    2. Incompatible with:

      1. Lean.

  109. Gluttonous(Negative):

    1. +100% Food Consumed

    2. Will eat anything to sate their hunger.

    3. 50% Chance to interact with Food Curios. Will keep the loot.

    4. Incompatible with:

      1. Lean

  110. Potent(Positive):

    1. +33% Bleed Amount when applied

    2. +33% Blight Amount when applied

    3. Incompatible with:

      1. Impotent

  111. Impotent(Negative):

    1. -33% Bleed Amount when applied

    2. -33% Blight Amount when applied

    3. Incompatible with:

      1. Potent

  112. Sadist(Positive):

    1. +33% Bleed Duration when applied

    2. +33% Blight Duration when applied

    3. Incompatible with:

      1. Humane

  113. Humane(Negative):

    1. -33% Bleed Duration when applied

    2. -33% Blight Duration when applied

    3. Incompatible with:

      1. Sadist

  114. Sedated(Negative):

    1. -15% DMG if HP above 75%

  115. Complacent(Negative):

    1. -10 ACC if HP above 75%

  116. Soothed(Negative):

    1. -5% CRIT if HP above 75%

  117. Rager(Positive):

    1. +10% DMG after First Round

    2. Incompatible with:

      1. Fatigued

  118. Fatigued(Negative):

    1. -10% DMG after First Round

    2. Incompatible with:

      1. Rager

  119. Tracker(Positive):

    1. +10 ACC after First Round

    2. Incompatible with:

      1. Predictable

  120. Predictable(Negative):

    1. -10 ACC after First Round

    2. Incompatible with:

      1. Tracker

  121. Finisher(Positive):

    1. +5% CRIT after First Round

    2. Incompatible with:

      1. Unfocused

  122. Unfocused(Negative):

    1. -5% CRIT after First Round

    2. Incompatible with:

      1. Finisher

  123. Fleet of Foot(Positive):

    1. +5 DODGE after First Round

    2. Incompatible with:

      1. Exhausted

  124. Exhausted(Negative):

    1. -5 DODGE after First Round

    2. Incompatible with:

      1. Fleet of Foot

  125. Hasty(Positive):

    1. +3 SPD after First Round

    2. Incompatible with:

      1. Burnout

  126. Burnout(Negative):

    1. -3 SPD after First Round

    2. Incompatible with:

      1. Hasty

  127. Careful(Positive):

    1. -4% Crits Received

    2. Incompatible with:

      1. Careless

  128. Careless(Negative):

    1. +4% Crits Received

    2. Incompatible with:

      1. Careful

  129. Contract Killer(Positive):

    1. +15% DMG vs. Marked

    2. Incompatible with:

      1. Incompetent

  130. Incompetent(Negative):

    1. -15% DMG vs. Marked

    2. Incompatible with:

      1. Contract Killer

  131. Executioner(Positive):

    1. +10 ACC vs. Marked

    2. Incompatible with:

      1. Misses the Mark

  132. Misses the Mark(Negative):

    1. -10 ACC vs. Marked

    2. Incompatible with:

      1. Executioner

  133. Assassin(Positive):

    1. +5% CRIT vs. Marked

    2. Incompatible with:

      1. Bad Focus

  134. Bad Focus(Negative):

    1. -5% CRIT vs. Marked

    2. Incompatible with:

      1. Assassin

  135. Offensive(Positive):

    1. +15% DMG while Guarded

    2. Incompatible with:

      1. Sheltered

  136. Sheltered(Negative):

    1. -25% DMG while Guarded

    2. Incompatible with:

      1. Offensive

  137. Sentry(Positive):

    1. +10 ACC while Guarded

    2. Incompatible with:

      1. Distressed

  138. Distressed(Negative):

    1. -15 ACC while Guarded

    2. Incompatible with:

      1. Sentry

  139. Cooperative(Positive):

    1. +5% CRIT while Guarded

    2. Incompatible with:

      1. Safe

  140. Safe(Negative):

    1. -7% CRIT while Guarded

    2. Incompatible with:

      1. Cooperative

  141. Uncatchable(Positive):

    1. +3 SPD while Marked

    2. Incompatible with:

      1. Easy Target

      2. Elusive

  142. Easy Target(Negative):

    1. -4 SPD while Marked

    2. Incompatible with:

      1. Uncatchable

      2. Elusive

  143. Vital(Positive):

    1. +30% Healing Received while Marked

    2. Incompatible with:

      1. Vulnerable

      2. Elusive

  144. Vulnerable(Negative):

    1. -25% Healing Received while Marked

    2. Incompatible with:

      1. Vital

      2. Elusive

  145. Bloodletter(Positive):

    1. +15% DMG vs. Bleeding

    2. Incompatible with:

      1. Queasy

  146. Queasy(Negative):

    1. -15% DMG vs. Bleeding

    2. Incompatible with:

      1. Bloodletter

  147. Headsman(Positive):

    1. +10 ACC vs. Bleeding

    2. Incompatible with:

      1. Hygienic

  148. Hygienic(Negative):

    1. -10 ACC vs. Bleeding

    2. Incompatible with:

      1. Headsman

  149. Cutthroat(Positive):

    1. +5% CRIT vs. Bleeding

    2. Incompatible with:

      1. Clean Cutter

  150. Clean Cutter(Negative):

    1. -5% CRIT vs. Bleeding

    2. Incompatible with:

      1. Cutthroat

  151. Sees in Red(Positive):

    1. +15% DMG while Bleeding

    2. +5% CRIT while Bleeding

  152. Blood Rushed(Positive):

    1. +3 SPD while Bleeding

    2. Incompatible with:

      1. Faint

  153. Faint(Negative):

    1. -4 SPD while Bleeding

    2. Incompatible with:

      1. Blood Rushed

  154. Treatable(Positive):

    1. +30% Healing Received while Bleeding

    2. Incompatible with:

      1. Profuse Bleeder

  155. Profuse Bleeder(Negative):

    1. -25% Healing Received while Bleeding

    2. Incompatible with:

      1. Treatable

  156. Hemophile(Positive):

    1. -20% Stress while Bleeding

    2. Incompatible with:

      1. Hemophobe

  157. Hemophobia(Negative):

    1. +20% Stress while Bleeding

    2. Incompatible with:

      1. Hemophile

  158. Morbid(Positive):

    1. +15% DMG vs. Blighted

    2. Incompatible with:

      1. Medicinal

  159. Medicinal(Negative):

    1. -15% DMG vs. Blighted

    2. Incompatible with:

      1. Morbid

  160. Malign(Positive):

    1. +10 ACC vs. Blighted

  161. Undertaker(Positive):

    1. +5% CRIT vs. Blighted

    2. Incompatible with:

      1. Inert

  162. Inert(Negative):

    1. -5% CRIT vs. Blighted

    2. Incompatible with:

      1. Undertaker

  163. Toxic(Positive):

    1. +15% DMG while Blighted

    2. +5% CRIT while Blighted

  164. Gutter Runner(Positive):

    1. +3 SPD while Blighted

    2. Incompatible with:

      1. Nauseous

  165. Nauseous(Negative):

    1. -4 SPD while Blighted

    2. Incompatible with:

      1. Gutter Runner

  166. Sickening(Positive):

    1. -20% Stress while Blighted

    2. Incompatible with:

      1. Squeamish

  167. Squeamish(Negative):

    1. +20% Stress while Blighted

    2. Incompatible with:

      1. Sickening

  168. Remedied(Positive):

    1. +30% Healing Received while Blighted

    2. Incompatible with:

      1. Rotten

  169. Rotten(Negative):

    1. -25% Healing Received while Blighted

    2. Incompatible with:

      1. Remedied

  170. Concussive(Positive):

    1. +15% DMG vs. Stunned

  171. Grappler(Positive):

    1. +10 ACC vs. Stunned

  172. Mindbreaker(Positive):

    1. +5% CRIT vs. Stunned

  173. Stumbler(Positive):

    1. +10 DODGE while Stunned

    2. Incompatible with:

      1. Staggered

  174. Staggered(Negative):

    1. -10 DODGE while Stunned

    2. Incompatible with:

      1. Stumbler

  175. Malnourished(Negative):

    1. -20% MAX HP

    2. -100% Food Consumed

  176. Cleanly(Positive):

    1. +5% Disease Resist

    2. -5% Stress

    3. Incompatible with:

      1. Filthy

  177. Filthy(Negative):

    1. -5% Disease Resist

    2. +10% Stress

    3. Incompatible with:

      1. Cleanly

  178. Bad Footing(Negative):

    1. -10% Move Resist

    2. Incompatible with:

      1. Balanced

  179. Tenacious(Positive):

    1. +15% Debuff Resist

    2. Incompatible with:

      1. Feeble

  180. Feeble(Negative):

    1. -10% Debuff Resist

    2. Incompatible with:

      1. Tenacious

  181. Rugged(Positive):

    1. +5% Bleed Resist

    2. +5% Blight Resist

    3. +5% Disease Resist

  182. Insomniac(Negative):

    1. -25% Stress Heal Received while Camping

  183. Demon Hater(Positive):

    1. +10% DMG vs. Eldritch

    2. -10% Stress vs. Eldritch

    3. +10% DMG vs. Unholy

    4. -10% Stress vs. Unholy

    5. Incompatible with:

      1. Fear of Demons

  184. Demon Slayer(Positive):

    1. +5 ACC vs. Eldritch

    2. +4% CRIT vs. Eldritch

    3. +5 ACC vs. Unholy

    4. +4% CRIT vs. Unholy

    5. Incompatible with:

      1. Fear of Demons

  185. Fear of Demons(Negative):

    1. +10% Stress vs. Eldritch

    2. -7 ACC vs. Eldritch

    3. +10% Stress vs. Unholy

    4. -7 ACC vs. Unholy

    5. Incompatible with:

      1. Demon Slayer

      2. Demon Hater

  186. Fiend Hater(Positive):

    1. +10% DMG vs. Human

    2. -10% Stress vs. Human

    3. +10% DMG vs. Unholy

    4. -10% Stress vs. Unholy

    5. Incompatible with:

      1. Fear of Fiends

  187. Fiend Slayer(Positive):

    1. +5 ACC vs. Human

    2. +4% CRIT vs. Human

    3. +5 ACC vs. Unholy

    4. +4% CRIT vs. Unholy

    5. Incompatible with:

      1. Fear of Fiends

  188. Fear of Fiends(Negative):

    1. +10% Stress vs. Human

    2. -7 ACC vs. Human

    3. +10% Stress vs. Unholy

    4. -7 ACC vs. Unholy

    5. Incompatible with:

      1. Fiend Slayer

      2. Fiend Hater

  189. Aberration Hater(Positive):

    1. +10% DMG vs. Beast

    2. -10% Stress vs. Beast

    3. +10% DMG vs. Unholy

    4. -10% Stress vs. Unholy

    5. Incompatible with:

      1. Fear of Aberrations

  190. Aberration Slayer(Positive):

    1. +5 ACC vs. Beast

    2. +4% CRIT vs. Beast

    3. +5 ACC vs. Unholy

    4. +4% CRIT vs. Unholy

    5. Incompatible with:

      1. Fear of Aberrations

  191. Fear of Aberrations(Negative):

    1. +10% Stress vs. Beast

    2. -7 ACC vs. Beast

    3. +10% Stress vs. Unholy

    4. -7 ACC vs. Unholy

    5. Incompatible with:

      1. Aberration Slayer

      2. Aberration Hater

  192. Witch Hater(Positive):

    1. +10% DMG vs. Human

    2. -10% Stress vs. Human

    3. +10% DMG vs. Eldritch

    4. -10% Stress vs. Eldritch

    5. Incompatible with:

      1. Fear of Witchcraft

  193. Witch Slayer(Positive):

    1. +5 ACC vs. Human

    2. +4% CRIT vs. Human

    3. +5 ACC vs. Eldritch

    4. +4% CRIT vs. Eldritch

    5. Incompatible with:

      1. Fear of Witchcraft

  194. Fear of Witchcraft(Negative):

    1. +10% Stress vs. Human

    2. -7 ACC vs. Human

    3. +10% Stress vs. Eldritch

    4. -7 ACC vs. Eldritch

    5. Incompatible with:

      1. Witch Slayer

      2. Witch Hater

  195. Helbeast Hater(Positive):

    1. +10% DMG vs. Beast

    2. -10% Stress vs. Beast

    3. +10% DMG vs. Eldritch

    4. -10% Stress vs. Eldritch

    5. Incompatible with:

      1. Fear of Helbeasts

  196. Helbeast Slayer(Positive):

    1. +5 ACC vs. Beast

    2. +4% CRIT vs. Beast

    3. +5 ACC vs. Eldritch

    4. +4% CRIT vs. Eldritch

    5. Incompatible with:

      1. Fear of Helbeasts

  197. Fear of Helbeasts(Negative):

    1. +10% Stress vs. Beast

    2. -7 ACC vs. Beast

    3. +10% Stress vs. Eldritch

    4. -7 ACC vs. Eldritch

    5. Incompatible with:

      1. Helbeast Slayer

      2. Helbeast Hater

  198. Savage Hater(Positive):

    1. +10% DMG vs. Beast

    2. -10% Stress vs. Beast

    3. +10% DMG vs. Human

    4. -10% Stress vs. Human

    5. Incompatible with:

      1. Fear of Savages

  199. Savage Slayer(Positive):

    1. +5 ACC vs. Beast

    2. +4% CRIT vs. Beast

    3. +5 ACC vs. Human

    4. +4% CRIT vs. Human

    5. Incompatible with:

      1. Fear of Savages

  200. Fear of Savages(Negative):

    1. +10% Stress vs. Beast

    2. -7 ACC vs. Beast

    3. +10% Stress vs. Human

    4. -7 ACC vs. Human

    5. Incompatible with:

      1. Savage Hater

      2. Savage Slayer

Diseases:

  1. Breakbone Fever:

    1. -10% DMG

    2. -4 SPD

  2. Cholera:

    1. -35% MAX HP

  3. Corpse Curse:

    1. -20% MAX HP

    2. -20% Disease Resist

    3. -20% Deathblow Resist

  4. Dropsy:

    1. +15% DMG Taken

    2. -15% Bleed Resist

    3. -15% Blight Resist

  5. Gangrene:

    1. -15% DMG Taken

    2. +20% Bleed Resist

    3. +14% Crits Received

  6. Ghoul Fever:

    1. +15% Melee DMG

    2. +35% Stress if Torch above 75

    3. +100% Food Consumed

  7. Heart Rot:

    1. -20% Deathblow Resist

    2. -30% Bleed Resist

  8. Hiccups:

    1. -5 ACC

  9. Influx:

    1. -20 DODGE

    2. Will sometimes start Bleeding during combat.

      1. Actout: 25% Chance to Bleed self for 1/3.

  10. Pale Man’s Plight:

    1. -50% Disease Resist

    2. -25% Bleed Resist

  11. Mind Rot:

    1. -3 SPD

    2. -10 DODGE

    3. Prone to mindless meandering.

      1. Actout: 10% Chance to pass turn.

  12. Palsy:

    1. -50% Stun Resist

  13. Paroxysm:

    1. -40% Disease Resist

    2. High chance to suffer a severe debuff.

      1. 30% Chance to Debuff self with one of the following for 2 rds:

        1. +35% Stress

        2. -20 ACC

        3. -25% Virtue Chance

        4. -50% Healing Received

        5. -50% Stress Healing Received

        6. -33% DMG

        7. -8 SPD

        8. +33% DMG Taken

        9. +25% Crits Received

        10. -50% Deathblow Resist

  14. Pecker’s Pox:

    1. -7% CRIT

    2. +7% Crits Received

  15. Pink Eye:

    1. -20 ACC

  16. Pneumonia:

    1. -10% MAX HP

    2. Chance to become Blighted during combat.

      1. Actout: 25% Chance to Blight self for 1/3.

  17. Psychosis:

    1. +25% Stress

    2. -25% Virtue Chance

    3. High chance to attack allies.

      1. Actout: 33% chance to attack allies.

  18. Shrieking Sickness:

    1. -25% Disease Resist

    2. -15 DODGE if Torch above 40

  19. The Common Cold:

    1. -5% Disease Resist

  20. The Shakes:

    1. -10% CRIT

    2. Random Target Chance: +50%

  21. Tongue-Tie:

    1. Sometimes the words just don’t come out right!

      1. Actout: 33% Chance to cause stress to entire party.

  22. Typhus:

    1. -50% Healing Received while Camping

    2. -50% Stress Heal Received while Camping

    3. -2 SPD

  23. Whooping Cough:

    1. -10% Disease Resist

    2. -10 ACC

    3. -2 SPD

  24. Dancing Plague:

    1. -30% Move Resist

    2. Prone to uncontrollable dancing.

      1. Actout: 33% chance to apply Stumble to self for 2 rds.

  25. Migraines:

    1. -10 DODGE

    2. +15% Stress

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