![]() You can carry out a range of other useful actions at the Field Hospital too, including healing up your party, curing diseases, buying handy Combat Items to use later, and locking in Positive Quirks so that they persist into your next run. You can repeat this process as many times as you can afford, across any number of characters. This will remove the Quirk at the cost of 16 Relics. To remove a Negative Quirk, select it by clicking on it, then click on the button below, with the mask icon. Once you reach the Field Hospital, navigate to the ‘Wellness’ tab (the middle one, represented by a mask at the top of the screen), and you’ll be shown a list of all the Quirks each character in your party has. These Quirks can be both positive and negative, so be sure to keep a close eye on your characters, and read up on every new Quirk they receive carefully. These can be granted at different times, such as at the Inn, Academic’s Study locations, and during combat, in response to an enemy attack or a key point brought on by high Stress. Quirks range wildly in terms of impact, so it’s always a good idea to fully read over the Quirks each character has at the start of a given run doing so may influence your final party-forming decisions.īeyond their baked-in Quirks, characters in your party can also receive additional Quirks during a run. ![]() Some are simple, like a +3% critical hit chance, and some are complex, like a 50% chance of receiving 1 Stress point when encountering Gaunt enemies. These Quirks have effects on different aspects of the character. At the start of each run, every character in your party will be randomly assigned two Quirks: one positive, and one negative. Before we talk about getting rid of them, let’s briefly cover what exactly Negative Quirks are.
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