Quirks inDarkest Dungeon 2are randomly selected traits your hero receives at the beginning of the expedition or as a result of events in the game. They are meant to give your Heroes personality and can affect their damage, resistances, stress levels, and friendships.

Related:Darkest Dungeon 2: Tips & Tricks For Beginners

The tutorial on quirks mentions locking them but doesn’t elaborate. This causes many players to ask how you lock a Quirk, whether locking Quirks is worth it, and how you can remove a Quirk you don’t like. To answer those questions, we have your complete guide to the Quirk system.

How Heroes Gain New Quirks

Each hero begins an expedition with one positive and one negative quirk.Over the course of the run, Heroes can gain additional Quirks due to events in the story. Events that might cause a Hero to gain a Quirk include:

Quirks often come in pairs, but not always. Heroes might gain only a negative quirk from a Meltdown, or only a positive one from doing well in combat.

A screenshot of the Occultist from Darkest Dungeon 2’s Meltdown screen

Maximum Number of Quirks

The maximum number of Quirks anyone Hero can have is 6 (3 positive and 3 negative).After a Hero reaches the maximum number of Quirks, they will have their oldest replaced each time they would gain another.

How To Find The Oldest Quirk

The oldest Quirk is the oneclosest to the center of the character’s Quirk screenon the Character Details page.

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Using The Field Hospital To Modify Quirks

One of the few ways players can attempt to control the Quirks of their Heroes is via the Field Hospital.Here, you can spend currency to lock in positive Quirks or remove negative ones.

Locking Quirks

Each Hero can have one locked-in Quirk.Locking in a Quirk costs 32 Relics and prevents it from being replaced.Quirks that have been locked will have a padlock sign next to them.

Removing Quirks

The Field Hospital can be used to remove as many Quirks as you like. However, it can get pricey.It costs 16 Relics to remove one Negative Quirk.

Using Inn Items To Remove Quirks

Other than the Field Hospital,Inn Itemssuch as the Meditative Totem or Wild Tea can remove negative Quirks.These remove the oldest Quirk and can override locked-in Quirks.As such, they are less reliable than the Field Hospital.

Related:Darkest Dungeon 2: How To Increase Flame

Is Locking Quirks Worth It?

Locking Quirks can be worth it if they fit your play style, as locking them in will prevent them from being overwritten.Locking Quirks is best done near the beginning of the run, as Quirks gained near the end are unlikely to be overwritten.In addition, Quirks do not persist between runs likeHero Abilities(even when the Heroes survive).

Next:Darkest Dungeon 2: How To Equip Pets

The Field Hospital location from Darkest Dungeon 2

Two Items that remove quirks in Darkest Dungeon 2

Field Hospital quirk screenshot from Darkest Dungeon 2