guides
Last update:11 May 2016
You select quirks while creating your character.
Each one of them is an upside and a downside, at the same time.
They offer bonuses and threaten you with high penalties.
Each character can have one quirk, at most.
Choosing any is optional.
Quirks have been prepared in a way that makes them both useful and extremely burdensome.
Some of them start providing you with a bonus only later in the game.
Others are good and bad, in turns.
The effect of some other are completely random.
They can affect skills, attributes, or specific combat situations.
There is nothing like the best or the worst quirk.
All of them are equally pesky and useful.
The key is the character that you endow with such a quirk.
, because only several of them affect the entire party.
Otherwise, it is best not to pick any.
No Quirk- The basic state.
The character does not receive any quirk.
Ascetic- It offers 5 skill points and 1 attribute point, in exchange for the inability to use gadgets.
All depends on whether the character will be using gadgets that boost skill or attribute level.
Asshole- A problematic one.
It is a valuable quirk, if you know how to use it, but very risky otherwise.
Otherwise, your combat value drops a little.
Thick-Skinned- A +2 Bonus to armor, at the expense of combat speed.
Therefore, it is a good idea to take it for the character who is to perform that role.
Animal Husbandry- Bonuses from the animals you keep are twice as high.
The hidden flaw is that it provides a random chance that an animal will explode.
As for others, this one will be useless.
Select this quirk if you cant to randomize your game.
Otherwise, pick something else.
Mysophobic- a quirk that requires careful character selection, but on that can work miracles, at times.
If you are going to have two, one of them may pick this quirk.
Heavy Handed- This is a good quirk for a character intended for melee.
However, if you want to be lucky playing dice, it is better to pick something else.
For melee characters, this will be annoying, rather than an upside.
They are not going to need additional AP, if moving among opponents is more expensive.
It is worth picking, if you have the right character for that.
Opportunist -This is yet another problematic quirk.
For example bosses or stronger machines.
Especially if the character also has high level of fighting skills and good weapons.
At levels 1-10 the character loses 10 skill points, which they regain at levels 11-20.
Additional points start coming with level 21.
Because of its weakness, the difficulty level of the game goes up.
Unlucky- A random character gets lightning struck during battle.
Random character means a randomly chosen character in the battlefield - allies, opponents, neutral characters.
Lightning bolt deals quite a lot of damage and therefore can kill severely wounded characters.
At earlier stages this will impose penalties, rather than bonuses.
Manic Depressive- A quirk that makes the game easier and more difficult, in turns.
Otherwise, ignore it.
Two-Pump Chump- A quirk useful against small groups or weak opponents.
You will especially suffer from that while fighting with bosses, or big robots with lots of CON.
Instead, they never take a critical hit, but something worse instead.
In other words, first they get the beating, but then they repay in kind.
Twitchy- A bonus to the base combat speed at the cost of lower chance of hitting the target.
The cost is 10%, and you might alleviate it by crouching.
Very useful, if the character is wearing a heavy armor that restrains movement.
Raised in the Circus- A bonus to dodges is tantalizing, but it is only 5% high.
Still, there are better and more interesting quirks.
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