If you're familiar with 13th Age magic items, then this book will be familiar to you. In 13th Age every non-consumable magic item has a personality of its own -- a quirk. The quirk serves as a role-playing hook; it's something the characters can embrace, ignore, or only exhibit during times of stress, as chosen by the player. I've watched as a magic item quirk has dramatically changed the way a player has played his PC, and it can be a lot of fun for the table. In 13th Age, characters with too many magic items have their quriks take over their personality, but with limited magic items in 5e, that won't happen. Instead, the authors came up with a clever use of personality traits, bonds, ideals, and flaws, with magic item quirks adding a new one on top of the character's existing personality, and giving an opportunity for the player to receive Inspiration when quirks are role-played.
There are ten new magic items, which is a nice addition to the book. The remaining pages list the magic items from the DMG and give them quirks of their own. This list could come in handy for 13th Age GMs looking for more quirks for homebrewed magic items, too.
The only thing I would've liked to have seen is a tag to show whether a quirk should be added as a personality trait, bond, ideal, or flaw. A DM can certainly make a judgment call on this, but it would add even more value to the product. This is definitely worth the suggested price.
UPDATE: The designers incorporated my feedback into an updated version of the book. The items now state whether a quirk is a personality trait, bond, ideal or flaw. Kudos for listening to readers' suggestions!