Darkest Dungeon®

Darkest Dungeon®

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More Quirks Mod (Quirks List, and their Effects)
By Whisper The Wolf
This guide is here to store the Quirks Names, and their effects since I ran out of space on the Workshop Page lol
   
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How many quirks are really here?
Adds 244 234 (?!) more quirks to Darkest Dungeon! More is to be added so... Give it some time.
Positive Quirks, And Their Effects
Positive Quirks :

Melee Training : +10% DMG (Melee Only), +2% CRIT (Melee Only)
Ranged Training : +10% DMG (Ranged Only), +2% CRIT (Ranged Only)
Medic Training : +10% Heal Skills, +25% Healing Recieved when HP below 50%
Doctor Training : +20% Heal Skills, +20% Heal Skills in Camp
Surgeon Training : +25% Heal Skills, +25% Heal Skills vs Marked
Unnatural Dodge : +25 Dodge when HP Below 25%
Unnatural Strength : +25% DMG when HP Below 25%
Unnatural Speed : +10 Speed when HP Below 25%
Unnatural Aim : +15 Accuracy when HP Below 25%, +5% CRIT when HP Below 25%
Giant Hater : +15% Damage vs Size 2 Monsters, +15% Stress Resistance vs Size 2 Monsters
Giant Slayer : +10 Accuracy vs Size 2 Monsters, +3% CRIT vs Size 2 Monsters
We'll Make It : +35% Stress Resistance when Stress above 50
Sanguinary : +20% Bleed Skill Chance
Blighter : +20% Blight Skill Chance
Stunning Sight : +20% Stun Skill Chance
Unfair Fighter : +25% DMG vs Stunned
Bloodlust : +20% DMG vs Bleeding
Lethal Dosage : +20% DMG vs Blighted
Deepened Impact : +20% DMG vs Marked
Darkest Dungeon Tactician : +15% DMG in The Darkest Dungeon
Darkest Dungeon Adventurer : +20% Stress Resistance in The Darkest Dungeon
Darkest Dungeon Explorer : +20% Scouting Chance in The Darkest Dungeon
Darkest Dungeon Scrounger : +10% Scouting Chance in The Darkest Dungeon
Darkest Dungeon Survivor : +20% Stress Healed, +25% Virtue Chance in The Darkest Dungeon
Darkest Dungeon Master : +10 Accuracy, +3% Crit Chance in The Darkest Dungeon
Ruins Survivor : +20% Stress Healed, +25% Virtue Chance in Ruins
Ruins Master : +10 Accuracy, +3% Crit Chance in Ruins
Warrens Survivor : +20% Stress Healed, +25% Virtue Chance in Warrens
Warrens Master : +10 Accuracy, +3% Crit Chance in Warrens
Weald Survivor : +20% Stress Healed, +25% Virtue Chance in Weald
Weald Master : +10 Accuracy, +3% Crit Chance in Weald
Cove Survivor : +20% Stress Healed, +25% Virtue Chance in Cove
Cove Master : +10 Accuracy, +3% Crit Chance in Cove
Regenerative : +20% Healing Recieved
Weapon Trader : -40% Weapon Upgrade Cost
Armour Trader : -40% Armour Upgrade Cost
Beggar : -60% Armour and Weapon Upgrade Cost
Hamlet Adventurer : +20% Stress Resistance in The Hamlet
Hamlet Explorer : +20% Scouting Chance in The Hamlet
Hamlet Scrounger : +10% Scouting Chance in The Hamlet
Hamlet Survivor : +20% Stress Healed, +25% Virtue Chance in The Hamlet
Hamlet Master : +10 Accuracy, +3% Crit Chance in The Hamlet
Hamlet Tactician : +15% DMG in The Hamlet
Clever : +25% Resolve Experience
Smart : +50% Resolve Experience
Brilliant : +75% Resolve Experience
Genius : +100% Resolve Experience
Wanderer : +25% Stress Resistance in Rooms
Traveller : +25% Stress Resistance in Corridors
Happy Hour : +20% Stress Healed in Activity Bar
Clear Minded : +20% Stress Healed in Activity Meditation
Bloodletter : +20% Stress Healed in Activity Flagellation
Winning Streak : +20% Stress Healed in Activity Gambling
Religious Fanatic : +20% Stress Healed in Activity Prayer
Sniper's Aim : +15 Acc vs Marked, +7% CRIT vs Marked
Overdose : +15 Acc vs Blighted, +7% CRIT vs Blighted
Bloody Trance : +15 Acc vs Bleeding, +7% CRIT vs Bleeding
Opportunist Threat : +15 Acc vs Stunned, +7% CRIT vs Stunned
Human Shield : +10% PROT in Position 1
Leader : +10% DMG in Position 1
Forward Charge : +2 SPD, +5 Dodge in Position 1
Taking Cover : +10% PROT in Position 4
Ballistic Overkill : +10% DMG in Position 4
Watching The Back : +2 SPD, +5 Dodge in Position 4
Sure-Footed : +10 Dodge if Torch over 75
Night Stalker : +10 Dodge if Torch below 25
Strike For The Light : +5% Crit if Torch over 75
Assasain : +5% Crit if Torch below 25
Trap Awareness : +15% Trap Resistance
Mobile : +10 Dodge on First Round
Master Scrounger : +10% Scouting Chance
Master Explorer : +20% Scouting Chance
Tight Grip : +7 Accuracy for Melee Attacks
First Strike : +25% DMG on the First Round
Nothing To Lose : +20% Stress Resistance when HP below 50%
Bravery : +20% Stress Resistance when Torch below 26
Stain Resistant : +15% Debuff Resist
Stealthy : +15% Monster Surprise Chance
Listening Out : -15% Party Surprise Chance
Coping Mechanisms : +25% Stress Healed & +25% Stress Resistance if Afflicted
Debuffer : +20% Debuff Skill Chance
Plague Immunity : Immune to various versions of the Plague
Survival Apprentice : -20% Camping Skill Cost
Survival Intermediate : -40% Camping Skill Cost
Survival Expert : -60% Camping Skill Cost
Combat Apprentice : -20% Combat Skill Cost
Combat Intermediate : -40% Combat Skill Cost
Combat Expert : -60% Combat Skill Cost
Gambling Expert : "Even greater chance of winning while Gambling"
Durable : -50% Starve HP DMG
Fuelled By Rage : -100% Starve HP DMG
Aidman Training : +10% Heal Skills, +25% Heal Skills vs Bleeding, +25% Heal Skills vs Blighted
Maniac : +30% DMG, +7% CRIT when Afflicted
Riposte Master : +15 Acc, +20% Dmg, +5% Crit when Riposte
Skilled Parry : +7 Dodge Melee Only
Quick Block : +15% Prot Melee Only
Quick Step : +7 Dodge Ranged Only
Braced For Impact : +15% Prot Ranged Only
Adrenaline Burst : +3 SPD, +10 Dodge at Death's Door
Therapy Apprentice : +33% Stress Healed vs Marked, +20% Stress Healed when Camping
Therapy Intermediate : +67% Stress Healed vs Marked, +40% Stress Healed when Camping
Therapy Master : +100% Stress Healed vs Marked, +60% Stress Healed when Camping
Torch Maintenence : +20% Torch Duration -20% Torch Burn Rate
Hardened Riposte : +15 Dodge and +15% PROT when Riposte
Guardian Of Light : +15% PROT if Torch above 75
Guardian Of The Dark : +15% PROT if Torch below 26
Critical Analyst : +5% CRIT when HP above 50%
Active : +2 SPD when HP above 50%
Strong Arm : +15% DMG when HP above 50%
Darkest Dungeon Veteran : +2 SPD, +10% PROT in The Darkest Dungeon
Hamlet Veteran : +2 SPD, +10% PROT in The Hamlet
Ruins Veteran : +2 SPD, +10% PROT in Ruins
Cove Veteran : +2 SPD, +10% PROT in Cove
Warrens Veteran : +2 SPD, +10% PROT in Warrens
Weald Veteran : +2 SPD, +10% PROT in Weald
Terrifying Presence : -20% Camping Ambush Chance
Stone Tough : +5 Max HP
Brick Tough : +10 Max HP
Unbreakable : +60 PROT%, +25% Healing Received on Death's Door
Forceful Shove : +20% Move Skill Chance
Unnatural Defence : +20% PROT, +10 Dodge if HP below 25%
Unnatural Resistance : +20% Resists if HP below 25%
Sharpshooter Training : +5 ACC, +2% CRIT Ranged Only
Duelist Training : +10% DMG, +5 ACC Ranged Only
Fencing Training : +5 ACC, +2% CRIT Melee Only
Warrior Training : +10% DMG, +5 ACC Melee Only
Shadowborn : +25% Scouting Chance if Torch below 26
Lightborn : +25% Scouting Chance if Torch above 75
Good Taste : +50% Heal Received Percent when Eat
Delectable : +100% Heal Received Percent when Eat
Neophyte : +10% Stress Healed in Church Activities
Party Animal : +10% Stress Healed in Bar Activities
Skirmisher Training : +4 Speed Melee Only
Gunslinger Training : +4 Speed Ranged Only
Lithe : +25% Dodge (Multiplies existing Dodge by 25%)
No Mither : -25% DMG Taken when HP below 50%
Strong Bones : Immune to broken bones, and other bone diseases.
Positive Quirks Section 2, And Their Effects
Pharmacist Training : +2 HP Heal Skills, +15% Heal Skills
Micro Hater : +15% Damage vs not Size 2 Monsters, +15% Stress Resistance vs not Size 2 Monsters
Micro Slayer : +10 Accuracy vs not Size 2 Monsters, +3% CRIT vs not Size 2 Monsters
Negative Quirks, And Their Effects
Negative Quirks :

Fear of Giants : +15% Stress vs Size 2 Monsters, -10 Accuracy vs Size 2 Monsters
Megalophobia : +20% Stress vs Size 2 Monsters
We Won't Make It : -25% Stress Resistance when Stress above 50
Haemophobia : -15% DMG vs Bleeding
Toxiphobia : -15% DMG vs Blighted
Fair Fighter : -15% DMG vs Stunned
Lessened Impact : -15% DMG vs Marked
Hard To Focus : -10 Acc vs Marked, -5% CRIT vs Marked
Underdose : -10 Acc vs Blighted, -5% CRIT vs Blighted
Bloody Mess : -10 Acc vs Bleeding, -5% CRIT vs Bleeding
Unwilling : -10 Acc vs Stunned, -5% CRIT vs Stunned
Genophobia : -40% Stress Healed in Activity Brothel
Light Drinker : -40% Stress Healed in Activity Bar
Easily Distracted : -40% Stress Healed in Activity Meditation
Low Pain Threshold : -40% Stress Healed in Activity Flagellation
Losing Streak : -40% Stress Healed in Activity Gambling
Theophobia : -40% Stress Healed in Activity Prayer
Darkest Dungeon Phobe : -20% Stress Resistance in The Darkest Dungeon
Live Large : +60% Armour and Weapon Upgrade Cost
Frailty : -15% Healing Recieved
Merciful : -15% Bleed Skill Chance
Innocuous : -15% Blight Skill Chance
Weak Impacts : -15% Stun Skill Chance
Idiot : -25% Resolve Experience
Dunce : -50% Resolve Experience
Moron : -75% Resolve Experience
Brain-Dead : -100% Resolve Experience
Borrowed Time : -20% Deathblow Resist on the First Round, -60% Deathblow Resist after the First Round
Poor Footing : -100% Stress Resistance when Walking Backwards
Agoraphobia : -20% Stress Resistance in Rooms
Watch Your Step : -10 Dodge if Torch below 25
Easily Tracked : -10 Dodge if Torch over 75
Hard To See : -3% Crit if Torch below 25
Constantly Watched : -3% Crit if Torch above 75
Top Heavy : -15% Move Resist
Trap Blindness : -10% Trap Resistance
Immobile : -5 Dodge on First Round
Slippery Grip : -5 Accuracy for Melee Attacks
Opulent Weapons : +20% Weapon Upgrade Cost
Opulent Armour : +20% Armour Upgrade Cost
Extravagant Weapons : +40% Weapon Upgrade Cost
Extravagant Armour : +40% Armour Upgrade Cost
Cephalophobia : -20% Stress Resistance vs Eldritch
Worn Out : -10% Debuff Resist
Noisy : -10% Monster Surprise Chance
Distracting : +10% Party Surprise Chance
Poor Composure : -20% Stress Healed & -20% Stress Resistance if Afflicted
Ineffective Methods : -15% Debuff Skill Chance
Gambling Failure : "Even greater chance of losing while Gambling."
Starving : +50% Starve HP DMG
Famished : +100% Starve HP DMG
Riposte Failure : -10 Acc, -15% DMG, -3% CRIT when Riposte
Weak Parry : -5 Dodge Melee Only
Slow Block : -10% Prot Melee Only
Slow Step : -5 Dodge Ranged Only
Open For Impact : -10% Prot Ranged Only
PTSD : -25% DMG, -5% CRIT when Afflicted
Dark Soul : -20% Torch Duration +20% Torch Burn Rate
Weakened Riposte : -10 Dodge and -10% PROT when Riposte
Hide From The Light : -10% PROT if Torch above 75
Hide From The Night : -10% PROT if Torch below 26
Sore Eyes : -3% CRIT when HP above 50%
Lazy : -1 SPD when HP above 50%
Weak Arm : -10% DMG when HP above 50%
Cowering Presence : +15% Camping Ambush Chance
Heal Disabler : Cannot Use Heal Skills DELETED - LEGACY CONTENT
Buff Disabler : Cannot Use Buff Skills DELETED - LEGACY CONTENT
Move Disabler : Cannot Use Move Skills DELETED - LEGACY CONTENT
Stun Disabler : Cannot Use Stun Skills DELETED - LEGACY CONTENT
Bleed Disabler : Cannot Use Bleed Skills DELETED - LEGACY CONTENT
Blight Disabler : Cannot Use Blight Skills DELETED - LEGACY CONTENT
Debuff Disabler : Cannot Use Debuff Skills DELETED - LEGACY CONTENT
Stress Disabler : Cannot Use Stress Skills DELETED - LEGACY CONTENT
Mark Disabler : Cannot Use Mark Skills DELETED - LEGACY CONTENT
Stress Heal Disabler : Cannot Use Stress Heal Skills DELETED - LEGACY CONTENT
Weak Shove :-15% Move Skill Chance
Imminent Death : -25% Stress Resist on Death's Door
Forlorn Hope : -25% Stress Resist after First Round
Bad Taste : -50% Heal Received Percent when Eat
Disgusting : -100% Heal Received Percent when Eat
Rebellious : -20% Stress Healed in Church Activities
Reclusive : -20% Stress Healed in Bar Activities
Fear of Micros : +15% Stress vs not Size 2 Monsters, -10 Accuracy vs not Size 2 Monsters
Microphobia : +20% Stress vs not Size 2 Monsters
Diseases, And Their Effects
Diseases :

Broken Arm : -30% DMG, -5% CRIT, -15 Accuracy, -10% PROT, -20% Healing Recieved
Broken Leg : -25 Dodge, -4 Speed, -10% PROT, -20% Healing Recieved
Phoenix Virus : +100% Healing Recieved when at Death's Door, +40 Dodge when at Death's Door, -30% Max HP, -5% CRIT, -10 Dodge, -10% Disease Resistance
Concussion : -25% Stun Resist, -25% Move Resist, -20 Accuracy, -15% Max HP when Stress above 25
Anorexic : -100% Heal Recieved from Food, -15% Max HP, -25% Move Resist, -25% Debuff Resist
Binge Eating Disorder : +50% Heal Recieved from Food, -15% Max HP, +15% Move Resist, -25% Debuff Resist
Weak Heart : -15% Death Blow Resist, -10% Stress Resistance, -10% Max HP
Lightsign : All Stats Up.
Osteoporosis : -20% PROT -15% Heal Recieved
Immunosuppression : -20% All Resistances
HIV : -100% Disease Resist
Common Flu : -5 Acc, -1 SPD, -2% CRIT
Toothache : -25% Stress Healed, -10% Heal Recieved
Blindness : -60 Acc, -30% CRIT
The Green Plague : -75% Blight Resist, -10% MAX HP, -5 SPD
Epilepsy : -50% Stun Resist if torch over 50, -25% Stun Resist
Amnesia : -50% Resolve XP, -50% Resolve XP if stress over 50
Insomnia : -100% Stress Healed While Camping
What does that even do?
This here is the section which will help you understand some of the new effects, and requirements of certain skills.

[Insert Name Here] Disabler : As simple as it reads, it's more dangerous than it first appears. If a character's skill does anything relating to the mechanic it affects, it cannot use said skill.

Example - A custom character has to bleed himself, but induces a potent heal. He has Bleed Disabler. He cannot use this heal skill, as he's inflicting bleed.




Quick Step, Skilled Parry, and all of it's alternatives : These skills grant protective or non offensive bonuses with the "Ranged" or "Melee" tag for skills. This can appear confusing at first, as often it's reserved for DMG, ACC, CRIT bonuses usually.

You gain the benefits of the DODGE, PROT% and SPD until the start of your NEXT turn, after using an appropriate skill.

Example - A Highwayman has Quick Step, which grants a bonus to DODGE after using a Ranged Skill until the start of his next turn. He's in the 1st slot, with a Brigand ready to Bleed him. He uses Point Blank Shot to reposition to 2nd slot, and gains his DODGE bonus, allowing him to improve his chances to avoid the incoming bleed.



Torch Maintenance : This grants a benefit exclusive for the Torch, allowing it to burn for longer by reducing the cost of travelling each tile in a dungeon. With a party of 4 carrying this trait, you can traverse dungeons with only 2-4 torches total and be relatively safe.



Terrifying Presence : This grants party members a reduction to the Camping Ambush Chance, which means that without a Camping Skill to prevent possible Ambushes, they are less likely to be caught unaware and sleep peacefully. The inverse is true too, Cowering Presence encouraging a possible Camping Ambush.



Fuelled By Rage : This niche benefit makes it so that if your characters starve in an event, they take no damage. They will still suffer the stress of not eating, however!



Lightsign : An ALL STATS UP? Are you serious? Yes, I really am. Characters afflicted with such a Disease gains a mild bonus to all stats. Including Stress DMG Taken. They're easily stressed.
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If there's a problem, tell me in the comments.
Legacy Content
For one reason or another, some aspects of this mod have become antiquated and potentially despised by society.

Like all evils, we cast them to the pit, never to return.

[Insert Name Here] Disabler : These quirks would disable whatever ability they list, which could cause modern classes, and some official ones be completely shut down until it was cured.

They have been removed for the sanity of other modders, and had lost their novelty aeons ago.
56 Comments
Whisper The Wolf  [author] 24 Jan @ 7:04pm 
It may or may not work. Ideally, ending your turn using related skill type will grant the benefit until the beginning of your next turn. I remember it actually working before.

So, +4 to Speed after using a melee skill for example. (this heavily sways initiative in your direction, as it rerolls each round.)
Zenny8 23 Jan @ 9:02pm 
Lol still loving the mod!

Just wanted to confirm what "Skirmisher Training : +4 Speed Melee Only
Gunslinger Training : +4 Speed Ranged Only" meant in battle since actions are only chosen when a hero's turn comes I'm not sure what these quirks are meant to do?
Sgt. 2-Star 25 Aug, 2024 @ 2:25pm 
@Whisper The Wolf
It's an excellent mod that holds up :)
Whisper The Wolf  [author] 25 Aug, 2024 @ 8:10am 
@[ARK] Sgt. 2-Star

Man it's been years since I've been here. I'll probably have to double, triple check the files and post another update. Might be able to throw in some new fun stuff and -possibly- slim down or change present stuff. I know the numbers could use a shuffle.

Good to know people still enjoy this.
Sgt. 2-Star 21 Aug, 2024 @ 1:41am 
Small note that I'm gonna patch on my end, but figured I'd write it here in case you end up patching this mod again:

Extravagant Weapons seems to only display "40% Weapon Upgrade Cost" as it's perk description, at least on my installation. I'm playing in English.

Excellent mod btw :tobdog:
Whisper The Wolf  [author] 21 Dec, 2023 @ 9:52pm 
@8B L0vecraft

Quick Step, in long writing : Gain +5 Dodge for ending your turn with a ranged tagged skill.

So using Zealous Accusation on Crusader, Pistol Shot on Highwayman, Judgement on Vestal so on so forth.

It can be a bit confusing, and I'll probably make this list provide mini examples where relevant.

Some of these values also probably should be significantly stronger, such as Quick Step. I may also add these mini descriptions to the tags ingame, if I can find a good way to do it.
8B L0vecraft 21 Dec, 2023 @ 1:25pm 
I like these but I have trouble understanding, for example Quick Step, what does +5 dodge "range skill" mean?
Whisper The Wolf  [author] 28 Feb, 2023 @ 10:58am 
@gettodachopanow

Originally, if I remember my history (I barely do at this point), those perks were only born from Giant Hater to serve as a sheer opposite to being good at felling great foes.

I did wrack my brains to try and think of other words that would've been a good fit, but as is evident, I didn't come up with much.

Tiny is one of the only other suitable ones, or Diminutive. Petite could also serve, as well as Dwarfish.

I want to emphasise that it's for small units, and Size 1 is the smallest. A human and a dog are considered the same size, along with the maggots and spiders. It's quite a muddy puddle but I felt like putting it there for feature completedness and variety's sake.

I'll consider tweaking the name, if I add any more quirks to this mod. (I might have a few brewing from the other mod, so we'll see.)

No harm in ever asking, as I'll say right now.
gettodachopanow 27 Feb, 2023 @ 4:56am 
Hello again, I hope I'm not getting to your nerves, but I'd have an other feedback:

Just got the Micro Hater quirk and while the idea is great, the name is kinda out of tune, sounds like someone who hates microorganisms. Wilbur finds it offensive :wilbur:
Most of the units are size 1, so It could be Hater of Average/Normal maybe?
Whisper The Wolf  [author] 26 Feb, 2023 @ 2:16pm 
@gettodachopanow

Eh, I can't see a way to do it so it'll stay (some mods play with the Hamlet as a dungeon, so they'll remain.)

I'm gonna keep overhauling the game and possibly release that, add most of this mod to that one as a full package.

Thanks for the suggestion however!