
If you ’ re wondering which Wasteland 3 Quirks are worthwhile and which you shouldn ’ metric ton bother with, this is Wasteland 3 Quirks Guide is the guide for you .
If you ’ ra play Wasteland 3, you ’ re credibly going to be spending a set of your time on the character creation screen. There you can carefully plan out your own special fictional character who will take the game by storm .
Among the choices you have in the character creation process is a Quirk. In Wasteland 3 Quirks are limited bonuses that besides come with significant negative effects. If you ’ re good starting the game, you may want some insight into which Wasteland 3 Quirks are very good, which ones aren ’ t ampere good as they seem, and which ones are downright bad .
This Wasteland 3 Quirks Guide will give you the summation on every Quirk available in Wasteland 3.
Blunderer – Wasteland 3 Quirks
- Melee Damage Bonus +15.0%
- Critical Chance -50%
Blunderer is generally not a worthwhile Quirk. If you ’ re going to be using it, you ’ ll be using it for a Melee quality, and sacrificing basically your stallion ability to score critical hits for +15 % melee damage is just not a good tradeoff, specially considering some melee limited moves are specifically focused on crit .
Melee in Wasteland 3 is broadly all about hitting multiple times with fairly low AP, medium/low damage moves. Crit is enormously valuable, and there are plenty of other ways to increase melee damage .
I can not imagine a situation where you would always want to take this .
Bop Bag – Wasteland 3 Quirks
- Armor +6
- Combat Speed -0.4
It ’ s a better choice than Blunderer, but not by much. The armor international relations and security network ’ t that meaning, but the combat accelerate besides international relations and security network ’ metric ton that meaning. ultimately I ’ d say you ’ re losing more than you ’ re gaining with this fringe benefit strictly because you ’ re giving up crime for defense .
however, you ’ rhenium not giving up much offense for much refutation. I suppose this could be a worthwhile fringe benefit to use on a medium-range quality, like a small Arms or Assault Weapon character… if you ’ re not matter to in a better quirk and are good deciding between this fringe benefit or nothing .
Circus Freak – Wasteland 3 Quirks
- Combat Speed +0.4
- Crit Resistance +25%
- Evasion -10%
- Detection Time -1.0 Seconds
This Quirk is actually reasonably decent. detection time is pretty much a complete dead letter, so basically you ’ re getting 0.4 Combat Speed ( which increases how many spaces your character can move per action item ) and 25 % Crit Resistance at the expense of 10 % evasion. You ’ re decidedly getting the most out of that deal. It ’ s a reasonably courteous bonus for a melee fictional character .
This Quirk makes your character look like a clown permanently throughout the game so… you might want to consider that .
Death Wish – Wasteland 3 Quirks
- Cannot wear armor of any kind
- Action Points +3
This Quirk is one of the better choices, particularly on a Sniper. Snipers don ’ thyroxine get down attacked often, so the defensive benefits from armor don ’ t get much manipulation. additionally, Sniper shots require 6 AP .
At wax Coordination, you alone get 11 AP, so you can ’ t take 2 shots every polish with a Sniper unless you take this Quirk or you equip a +1 AP utility that you get about 2/3rds of the manner through the game .
The thing to keep in mind is that armor has a bunch of passive bonuses. For exemplar, there ’ s a helmet that ’ sulfur bang-up for Snipers that has +15 % Crit Chance. So you ’ re missing on that angstrom good .
If you ’ re planning on making a Sniper, you should decidedly give them either this quirk or the Sadomasochist Quirk .
Doomsday Prepper – Wasteland 3 Quirks
- Cannot read Skill Books
- Status Effect Resistance +35%
I wouldn ’ t take this Quirk. Generally you end the game around level 25 and you can have 3 wax skill lines. Getting the last point in a skill line costs 6 skill points, so this Quirk is costing you 18 skill points, AKA 6 levels of skill points .
35 % status impression resistance is nice, but it ’ s not deserving 18 skill points .
Lone Wolf – Wasteland 3 Quirks
- Leadership has no benefits on you
- Initiative +20%
honestly, it ’ mho irrelevant how bad the downside of this Quirk is, because Initiative is about completely worthless. If the downside was just a meek inconvenience, this Quirk wouldn ’ t be worthwhile .
first step allows your character to move before enemies if the enemies discover your party and start the fight. Frankly, if you have the diverse speech skills in your party and you have your range characters start fights with surprise attacks, you should have no need for Initiative .
That said, the loss of Leadership ( +10 % Hit and diverse other buffs ) is a fairly significant downside. I wouldn ’ t touch this Quirk with a ten-spot animal foot pole .
Medical Marvel
- Cannot be revived during combat
- Con per level +5
In my know, if you ’ rhenium playing on normal difficulty, your strength-based high armor characters rarely, if ever, die in fight, tied on difficult fights. They don ’ metric ton get one-shot and if you have person with even mediocre First Aid skill, you can heal them to fully whenever you want for a measly 3 AP. so I don ’ thyroxine see the downside as being that big of a deal. On normal difficulty. On high difficulties, I absolutely wouldn ’ t go near this Quirk .
That said, the trouble I have with this Quirk is the like reason I don ’ metric ton see a lot of a problem with the downside. If your strength-based characters already don ’ t die frequently, what possible practice could giving them more HP have ?
There ’ randomness besides presently a bug in the game where if a quality with this Quirk dies with a damage-over-time effect, they can ’ thyroxine be revived even out of fight. Yikes. Stay away from this one .
Mime – Wasteland 3 Quirks
- Detection Time +2.0 Seconds
- Con -10
- Throwing Range -0.5M
I mean, Detection Time is not worth much, but the downsides are besides fairly insignificant. The dispute between picking this Quirk and picking No Quirk is pretty minor .
This Quirk makes your character look like a mime, so pick this one if that ’ s what you want. That ’ s the veridical consequence here .
Poindexter – Wasteland 3 Quirks
- +1 bonus Skill Point every 2 level-ups
- Con -8
- Con per level -3
To be honest with you, I kind of like this one. Like I mentioned, you tend to end the game ( on average ) at level 25, which means this Quirk translates into -83 Con and +12 skill points. If you have a mid-range character or a long range character that isn ’ t getting hit regularly, that ’ s basically 12 skill points for detached. not bad .
Two things you should keep in heed if you ’ re going to pick this Quirk up. First, if you don ’ t have at least two points of Strength, your character will finally perma-die by achieving a negative health total around flush 15. second, it seems like you don ’ thyroxine get the skill points retroactively on quality universe, so unless you ’ re putting this on one of your two starting characters, you don ’ metric ton get the full benefit.
Prospector – Wasteland 3 Quirks
- Occasionally discover valuable gold nuggets while digging
- Quick slots -1
Prospector is an okay option. You ’ ll probably get about an extra $ 6000- $ 10000 sum during the course of the plot. It ’ s not necessary. If you have person with full moon Barter, you ’ ll not lone have no money problems, but you ’ ll be extravagantly affluent if you ’ re not constantly blowing your money .
however, even though its benefit is barely some extra public toilet, the downside is about non-existent. -1 Quick Slots doesn ’ thymine count for any character except potentially your First Aid user .
If you don ’ t truly want a Quirk at all, you might a well just pick this one .
Pyromaniac – Wasteland 3 Quirks
- 15% chance to catch on fire when using explosives
- Fire damage bonus +25%
- Explosive damage bonus +25%
honestly, the downside is nothing. not lone is the chance relatively moo and not merely is being on fuel not enormously damaging to begin with, there are batch of armor pieces that increase fire underground that are sew made to make this downside arsenic insignificant as it can possibly be .
It should be noted that Flamethrowers count as explosives for the purposes of this Quirk. however, again, setting yourself on fire is not a big manage .
If you ’ re making a Flamethrower or Explosives specialist, take this Quirk. It ’ s a no-brainer .
Sadomasochist – Wasteland 3 Quirks
- Receive +33% damage
- Melee damage bonus +33%
- Ranged damage bonus +33%
This is probably, all things considered, the best general-use Quirk available. Unless you ’ re a melee character in heavy armor, you ’ re not going to be taking a draw of hits anyhow, and +33 % damage is no joke .
broadly this is great for Assault Weapons users and Snipers, since they tend to be in the safest positions during most fights. For those characters, you ’ re credibly deciding between this and the early go-to Quirk .
For Assault Weapons users, you ’ re probably deciding between this and Serial Killer. The choice there is an extra attack per circle vs. +33 % damage on all attacks. personally, I think the damage is better because it saves you ammo, but attacking multiple times is more playfulness .
For Snipers, you ’ re probably deciding between this and Death Wish. The choice is actually between not having 2 attacks on the beginning round until you finish Aspen ( 2/3rds of the way through the game ) vs. being stronger late-game with armor and +15 % crit. so, do you want to be stronger at the begin or at the end ?
Serial Killer – Wasteland 3 Quirks
- Gain +3 AP for each kill in combat (once per turn)
- Action Points -1
This is a pretty thoroughly Quirk on most characters. All you have to do is kill one enemy every 3 rounds to break even. On most damage-oriented characters, that shouldn ’ triiodothyronine be besides hard to accomplish. The chief downside is truly that once you ’ ve exhausted all your AP, 3 AP doesn ’ thymine tend to be enough to do anything .
Where this skill in truth shines is on Assault Weapons users who can combine the effect with their degree 10 weapon skill, which does about precisely the same thing, in order to get 6 bonus AP every round, which is absolute beastly .
overall one of the better Quirks for certain .
Two-Pump Chump – Wasteland 3 Quirks
- Start combat with +2 AP for the first 2 turns
- After the first 2 turns, lose -1 AP and -15% Hit Chance for 6 turns
Two-Pump Chump international relations and security network ’ t a big Quirk. It ’ sulfur not a bad as it foremost seems, honestly, because battle typically lasts only 2-4 turns, and by the 3rd and 4th turn you ’ re probably banking AP from the first two turns anyhow .
On the early hand, +2 AP international relations and security network ’ t enough to do anything except get an extra assail for a Sniper, in which sheath you should truly take sadomasochist or Death Wish rather .
It ’ s just underwhelming overall. I ’ five hundred omission it .
Varangian Blood – Wasteland 3 Quirks
- When an ally is Downed in combat, enter Berserker Rage, gaining +100% Critical Chance and +3 AP for 1 turn
- After Berserker Rage has ended, -4 AP for the next 2 turns
Allies tend to get Downed a bunch, specially since you ’ rhenium adhere dragging Lucia around for most of the game, so this could have been a actually matter to Quirk. On wallpaper, it ’ d be dainty for a Brawling character, who could get a lot of wrong out of +3 AP and +100 % crit chance for a sour .
Whether this Quirk is good or not actually depends on how it works and, unfortunately, proper now it doesn ’ deoxythymidine monophosphate work. At all. It never activates .
If it goes off every time an ally is downed and can reactivate multiple times per fight to offset the penalty, it ’ d be big for a Brawling character. otherwise, folderol. presently, because it does nothing, don ’ t pick it .
Waste Roamer – Wasteland 3 Quirks
- Resistance to Bleeding, Poison, Shock, Burning & Frozen +100%
- Experience bonus -15%
Waste Roamer can be one of the best barren 3 Quirks for a tank fictional character. It ’ mho great on a high force, high armor fictional character because it makes them much unstoppable and unkillable .
If you have two tanking characters, it ’ sulfur great to have on one of them, because american samoa far as I know, there ’ s only one set of Verchitin Armor ( the best armor ) in the bet on, so it ’ second great to have extra resistances on your early character .
The Experience drawback is decidedly a drag, but good to put that in context, at the end of the game most characters will be floor 24-25, and the character with this Quirk ( if they got it at level 1 ) will be level 23. It ’ s not that regretful .
Way of the Squeezins – Wasteland 3 Quirks
- Damage +50% while drunk
- Melee damage bonus -20%
- Ranged damage bonus -20%
On paper, this is the best out of all the Wasteland 3 Quirks, specially for a melee character. however, in practice, what you ’ ll find it managing this Quirk takes a draw of your time and attention and the bonus wrong is not as advertised. You have to constantly drink alcohol ( like, after every contend ), you have to manage the hangovers from drink.
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If you ’ rhenium will to do all the micromanaging involved in keeping your fictional character at flower bibulous operation, this is an okay Quirk, specially considering that alcohol itself provides buffs to melee damage. The more you think about it, the more it ’ s not actually worth the trouble except on a melee character .
One thing you should be mindful of is that the +50 % damage doesn ’ metric ton replace the -20 % damage, sol when this yellowish brown is active it ’ second in truth +20 % damage all things considered, because of the way mathematics works. ( 100*0.8=80. 80*1.5=120. 120=100*1.2 ). Unless you ’ re a melee quality, then it ’ mho +40 % damage thanks to the Rowdy buff that alcohol already gives normally ( again, because of the room mathematics works. 80*1.75=140. 140=100*1.4 ) .
That about covers it when it comes to Wasteland 3 Quirks. Be sure to check out the Main Page or the Game Guides section for more gambling content, or click here for more subject related to Wasteland 3 .