I'm just here to add the pretty pictures :P Just because a curio in this guide may have a listed (or unknown) function, please don't be afraid to continue to experiment to see if you can discover anything new!Īlso, a huge shout out to nepomucq and everyone over on this thread for getting the ball rolling with this. It's been reported that certain classes have different interactions with certain curios than other classes. If you want to remove Kleptomaniac, you’ll have yourself a +10% Damage crusader which is nice.Something often overlooked by new players is that interating with a curio will quite frequently prompt you for an item to use with it, rather than simply operating the curio.įailing to use an item when prompted will typically yield negative results, with some curios having much more dire consequences than others. Reynauld will always start with Warrior of Light and Kleptomaniac/God Fearing.ĭismas will always start with Hard Noggin/Quick Reflexes and Known Cheat. For everything else, I’ll just head to the Cove with some Medicinal Herbs and pray for Coral. Kleptomania is only one of very few quirks I make a conscious effort to remove. By doing this with Hamlet Quirks (which are far less detrimental than combat quirks), you can essentially lock out most of the bad junk.Īside from that, no, you just have to ride the wave, but do keep in mind that wiping a quirk you just received is far, far cheaper than doing so when locked in. You can wait for negatives to get locked in (or reinforce some with curios). Your characters always have a chance of positive and negative quirks via victory/defeat, hamlet activities, or curios, but once 5 are locked in, it’s very difficult to get others unless you make space by wiping them (Sanitarium / Curios).
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