

"You walk with a gentle step, making stepping on sharp objects quieter and less painful."

You will occasionally gain a boost to your mood. "You sometimes just feel happy, for no reason at all." "You're great at quick moves! You can climb tables more quickly." Whenever you're drunk, you slowly recover from injuries." "Nothing like a good drink to make you feel on top of the world. "You just don't care as much as other people, that's nice to have in a place like this, I guess."Īll mood modifiers (positive and negative) are 20% less effective on you. You only take 70% of the drunkenness from alcohol, and some negative effects (i.e. "You become drunk more slowly and suffer fewer drawbacks from alcohol." Positive quirks take from quirk balance and have useful or beneficial effects.
#SHROUDED IN SANITY WIKI UPDATE#
If you don't see a quirk on here, that means it's missing - please update the list to include it! Conversely, any quirks on this list that are not in-game have likely been removed, so you are free to remove them from this list to avoid misinformation. You are able to enter the game and play even with no quirks, so don't let it concern you too badly!īelow is a list of all positive, negative, and neutral quirks in the game, including their balance costs and actual gameplay effects. Keep in mind that there's nothing forcing you to take the maximum amount of quirks, spend all your points, or even use quirks at all. If you wanted, you could also take an additional negative quirk or a neutral quirk to get your maximum quirks. This setup coincides with the point costs (0 - 1 - 2 - 1 + 2 + 2 = 0) as well as the quirk limit (5/6). You take Self-Aware again and then take Skittish.You take Prosopagnosia to gain 1 point.

