Unfortunately, you can't lock-in negative quirks in the sanitarium - they just lock in if the hero has had it for a few missions. You can still overwrite them or remove them, but for the most part, the negatives will mostly have no major effect on you in dungeons. The dream scenario is to 'lock in' useless bad quirks, such as hamlet specific quirks that have no effect on combat. However, filling up with 5x of both is largely inevitable. While not a guarantee of anything and definitely a product of RNG, it can still help to spread out positives/negatives. Seeing as you are far more likely to get negatives than positives quite a lot of the time, it can be worth avoiding doing repeated dungeons with the same team. There are also various curios in specific dungeons that can also remove quirks (provided you have specific supplies), such as Coral Reef in the Cove, which needs a Herb. The easiest (but most costly) is to remove quirks via the sanitarium, as you know. There are plenty of ways to deal with negative quirks, OP. I get the feeling quite a few people haven't actually completed the game in its core form. Some people's only contribution to threads is "Yeah, well, just go and install this mod and things will be OK", rather than actually discussing the core game. Since it was in the first corridor, I continued the dungeon and eventually camped to see if that would remove the quirk. My bounty hunter got afflicted, 100 in stress and became Irrational. I'm afraid you'll just have to get used to it. So I made a bad decision to burn a pile of books early in a medium dungeon.
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