Darkest Dungeon®

Darkest Dungeon®

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Career Development Quirks
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Tags: Quirks
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475.428 KB
26 Jan, 2022 @ 9:18am
14 Sep, 2022 @ 7:24am
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Career Development Quirks

In 1 collection by CaptainSnafu
暗黑地牢作品 Snafu's Dungeon
34 items
Description
Add some quirks in theme of professions and training. Most of them are positive quirks but with limitation or price. Maybe will add more in future.

This mod only support english and chinese, you will get blue texts if you use this with other languages.

[Training]
Medicine Study: +100% skills learning cost, +33% hp healing
Psychology Study: +100% skills learning cost, +33% stress healing
Witchcraft Study: +100% skills learning cost, +30% debuff chance, +30% debuff resistance
Will Training: +100% skills learning cost, -20% stress received
Strength Training: +100% skills learning cost, +20% melee dmg
Agility Training: +100% skills learning cost, +3 spd
Dexterity Training: +100% skills learning cost, +10 dodge
Fitness Training: +100% skills learning cost, +20% MaxHp
Technique Training: +100% skills learning cost, +7 CRIT
Precision Training: +100% skills learning cost, +10 ACC
Shooting Training: +100% skills learning cost, +20% ranged dmg

[Camping Guide]
Cuisine Guide: +100% camping skills learning cost, +100% healing from eating, +100% healing received in camping
Meditation Guide: +100% camping skills learning cost, +100% Stress healing in meditation, +100% stress healing received in camping
Scout Guide: +100% camping skills learning cost, +15% scout chance
Ambush Guide: +100% camping skills learning cost, +15% monster suprised chance
Night Watch Guide: +100% camping skills learning cost, -15% team suprised chance


[Profession]
Herbalist: +20% hp healing and hp healing received if has herbs
Pharmacist: +20% hp healing and hp healing received if has antivenom
Anesthetist: +20% stun chance and stress healing if has laudanum
Baptist: +20% hp healing and debuff resistance if has holy water
Toxicologist: +20% blight chance and 20% blight resistance
Biochemist: -20% stress received when is blighted , +20% blight resistance
Hematologist: +20% bleed chance and 20% bleed resistance
First-aider: +20% hp healing and bleed resistance if has bandage
Philosopher: +30% stress received, -80% stress received when is affilicated. +100% stress heal when in meditation

Occultist: +15% stress received. -40% stress received when has eldritch enemy, +20% DMG vs eldritch enemy
Necromancer: +15% stress received. -40% stress received when has unholy enemy, +20% DMG vs unholy enemy

[Fieldwork]
Zoologist: -50% EXP, -20% stress received when has beast enemy, +10 ACC vs beast, +10% bleed resistance
Anthropologist: -50% EXP, -20% stress received when has human enemy, +10 ACC vs human, +10% stun resistance
Botanist: -50% EXP if not in weald, -20% stress received and +15% scout chance in weald
Oceanologist: -50% EXP if not in cove, -20% stress received and +15% scout chance in cove
Archaeologist: -50% EXP if not in ruins, -20% stress received and +15% scout chance in ruins

[Equipment]
Skysteel Weapon: +100% weapon upgrade cost, +10% dmg, +8 ACC
Siderolite Weapon: +100% weapon upgrade cost, +20% dmg, -5 ACC
BloodCrystal Weapon: +100% weapon upgrade cost, +33% dmg vs Bleeding
StartDust Weapon: +100% weapon upgrade cost, +10% dmg, +5% Crit
RuneSmith Weapon: +100% weapon upgrade cost, +10% dmg, +25% Armour piercing

Pelagic Scales Armour: +50% armour upgrade cost, +30% Bleed resistance, +10% Prot
Fungal Hides Armour: +50% armour upgrade cost, +30% Blight resistance, +10% Maxhp
Unholy Bones Armour: +50% armour upgrade cost, +30% debuff resistance, +10% Prot
Cultist Pelts Armour: +50% armour upgrade cost, +30% stun resistance, +10% Maxhp

Adamantine Armour: +100% armour upgrade cost, +20% prot
Mithril Armour: +100% armour upgrade cost, +10 dodge
Quicksilver Armour: +100% armour upgrade cost, +3 speed
Flashy Weapon: +100% weapon upgrade cost, -10% stress received, -10% monsters surprised chance when in high light
Flashy Armour: +100% armour upgrade cost, -10% stress received, -10% monsters surprised chance when in high light

[Religion ♥♥♥♥]
Scientism:+20% healing received from plague doctor, -30% healing received from vestal
Salvation Seeker: +20% healing received from vestal, -30% healing received from occultist
Cultist: +20% healing received from occultist, -30% healing received from vestal

38 Comments
None233 6 Feb, 2023 @ 11:19pm 
nice Quirks:lunar2019piginablanket:
Fiki Ripfiend 5 Oct, 2022 @ 10:50am 
One of the mods I cant play without, nuff said.
我的朋友是少批我好丢脸 20 Apr, 2022 @ 7:29pm 
这是啥啊。。。。
REDLil4c 23 Feb, 2022 @ 7:38am 
Wish you luck.
CaptainSnafu  [author] 23 Feb, 2022 @ 7:32am 
thanks, evolving sounds nice for Career Development process, i will probably do it later. But currently i have some big projects for working, so i won't update this mod so quickly.
REDLil4c 23 Feb, 2022 @ 7:27am 
If early game high stats are not intentional, you may consider "evolving" quirks. For example, in Vermintide mode, 'Counterspell' quirk(+0.2 debuff resist) changes to 'Hexer' quirk(+0.2 debuff resist, +0.2 debuff chance) after 500 rounds. I really like the concept of these quirks, by the way.
Arysto 16 Feb, 2022 @ 10:13pm 
Thank you for considering it.
CaptainSnafu  [author] 14 Feb, 2022 @ 4:35pm 
i will think about it. If i find a way to remove the vanilla quirks, may do it later.
Arysto 14 Feb, 2022 @ 4:15pm 
Game is supposed to be hard actually. Because if you get that +10 dodge quirk early game it's free-win. People that don't believe in RNG will gladly take the challenge.
CaptainSnafu  [author] 14 Feb, 2022 @ 3:42pm 
if that so... you will be financial broken in early gameplay.