![]() ![]() It can have a negative outcome, like getting a disease, but it's fairly rare. Worse case scenario you get a low level bleed or blight. Or investigates a corpse, it's a disease, resisted. Most commonly it will be something like investigates a corpse, it's nothing. And while it's nice that the reagents guarantee a positive outcome, the investigative negative quirks really aren't that big a deal. Even if you use no reagents on a medium dungeon, chances are you are leaving with a full pack. Originally posted by RedBeard:Which is true but it's also unnecessary and you get diminishing returns from using reagents due to backpack space being so limited. So even with units you intend on keeping it really isn't worth spending thousands of gold getting rid of all of them. You can be smart with your gold instead of blowing it all on negative quirks that you really don't need to remove, and there are quite a few that really don't matter. "Has some combat penalty when Torch is low on light" is also of little consideration if you never plan to have low lighting, same for vice versa. ![]() "Can only do X in town" is slightly more annoying but still shouldn't be a problem and I generally just let them stay. Those are essentially nothing and not worth spending gold to remove. Things to not get rid of at all are "Can't pray/flagellate/etc". They don't trigger every time you come by the curio, and even if they do trigger, it's not guaranteed to have a bad outcome so these are fairly minor. Third is specific Curio examination because its trigger rate or how much it actually matters is pretty rare, so I'll only remove these if I have spare money. Second order of importance is things like Curious/Klepto Combat quirks and things like Stress Eater must go immediately ![]()
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