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khoithui87

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khoithui87

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About this mod

Add 87 new Positive Quirks to aid your trips to redemption.

Permissions and credits
*Extract file to Darkest Dungeon II\Darkest Dungeon II_Data

*Any further suggestion/feedback for Quirks is appreciated

*Changelog is at the end of the description



List of quirks:

*Pilfer:
On hit: 10% to gain 2 gold
Gain 5% DMG for every 12 gold
-2% Resolute chance for or every 15 gold in Inventory
-1% Positive Relationship chance per 15 gold in Inventory

*Venturous:
+33% Route Choice Chance
+15% Map Length

*Sadism:
+7.5% damage and -3% Deathblow Chance for each Bleed/Blight/Burn Instance on Target

*Mad Surgeon:
Healing Skills: 20% to apply Horror or buff 20% Stress RES to target
Healing Skills: +25% Healing Given to Target with Horror

*Adaptive:
For each Bleed/Blight/Burn: Gain 5% RES for the respective dot type

*Perfectionist:
Gain on Miss: Stress 1 (25%) or Stress 2 (1%)
On Health Damage: 1 Stress (25%) if Max Health
If Max Health: +30% Crit Chance Multiplier / Gain on Missed: +1 Positive Token

*Packmule:
+7 Stack quantity for Currency items
+1 Stack quantity for Combat items
+1 Stack quantity for Food items
If inventory > 75%: -3 speed

*Torchbearer:
+4% Stress RES for every 5 Torch above 75
If Torch above 75: -10% Battle Modifier Chance

*Dense Head:
On Turn Delayed (such as Daze): Stress Heal 1 (25%) or Remove Blind (25%) / +5% Stun RES
On Turn Skipped (such as Stun):  Stress Heal 1 (30%) or Remove Blind (30%)

*Anticipating:
-5% Damage Receive for each Taunt

*Fencer:
-20% damage receive against Riposte
Gain on Missed: (5%) +1 Riposte

*Locked On:
+15% damage if target has Taunt
Apply on Hit: 25% to reapply 1 Taunt

*Cover the Flank:
Gain when receive CRIT: (5%) 1 BLock+ / (33%) buff 10% Debuff RES

*Dungeon Raider:
Double Lair Generation and +100% chance to choose Lair route
25% to loot 25 Gold after killing Lair Boss

*Fortress:
Apply to Attacker when Move RES: 2 Health damage / (10%) Knockback 1

*Reciprocal:
Apply to Performer when Healed or Stress_healed (self-healing excluded): 2 Positive Tokens(5%)  

*Assassin:
Gain on Kill: If Stealthed: Gain 1 Stealth (25%)

*Subtle:
Round Start: If rank 3: Convert Taunt to Stealth (20%) / If rank 4: Convert Taunt to Stealth (40%)

*Protector:
Apply to Party When Hit: Add 1 Guard (15%) and Stress Heal 1 (10%) if already Guarded by you

*Fleet-footed:
On Move: +1 Speed if not Immobilized (50%)
If Immobilized: -2 Speed

*Meticulous:
+5% Dot Piercing

*Scapegoat:
Apply on Hit: Target add 1 Guard to Performer (5%) (basically force enemy to guard you)
Friendly Skills: Add 1 Taunt (5%)

*Apex Predator:
If you have any Leviathan Trophy: +12% Move RES if have Call of the Deep token
If you have any Librarian Trophy: 30% to gain 1 action on killing Librarian's book
If you have any General Trophy: +25% Stress RES if strangled
If you have any Harvest Child Trophy: Round end: Convert Hunger token to 1-3 Heal (25%)

*Plagiarist:
Gain on Hit: 1 Block if Target has Block+ (15%)
Gain on Miss: 1 Dodge if Target has Dodge+ (15%)
Gain when Hit: 1 Strength if Target has Strength/Crit (15%)

*Cheerful:
Stress_heal 1 when observing Team increase affinity (10%)

*Indomitable:
On Resolute: +1 max Stress for entire combat 

*Well-fitted:
+100% Increased Healing Given/Received and Health Damage Dealt from Trinkets (Redoubt's damage reflection for example)

*Apothecary:
Antivenom: buff 10% Blight RES and 5% for small Regen
Bandage: buff 10% Bleed RES and 5% for small Regen
Burn Salve: buff 10% Burn RES and 5% for small Regen
Laudanum: buff 10% Stress RES
Herb: Cure Horror (75%)
Chance to loot the above items before any node

*Strong Immunity:
Turn start: Gain 3% Disease RES if Blighted until Inn (20%)

*Volatile:
Apply On Hit if Target Blight Resists: Burn (30%)
Linseed Oil: debuffs target +1 Burn duration received
On Blight Resist: Blight Neighbor Allies (15%)

*Menagerist:
+4% Stress RES and +5% Healing Received from Skills per Pet in Inventory
Chance to Loot a Pet before Creature Den

*Wainwright:
Before Assistance Encounter: Add 1 Wheel or Armor (10%)
Before Inn: +3 Inventory Capacity if both Wheel/Armor are full for 2 Regions

*Thalassophile:
On Released per Round Captured: +6% Debuff RES/ Add 1 Strength(20%)/  Small Regen
On Released per Turn Captured: +2% Bleed/Move RES
-10% Damage Taken from Capture
-100% Move RES against Undertow

*Sanitary:
Round End: Cure Blight (5%) + Stress_heal 1/ Cure Blight(10%) + 2 Stress damage if has Germophobe quirk

*Soothe-sayer:
+12% Loathing RES
Slightly reduce the amount of Loathing nodes

*Fairfighter:
+3 damage if Health percent is lower than Target
-1 damage if Health  percent is higher than Target

*Brutal:
Apply on Kill: Deals 1-2 DMG to Neighbor Targets (

*Sedated:
On Healed: 15% to gain 15% Stress RES
On Healed: If health >75%: add 1 Daze (20%)

*Ambitious:
If Target size > 1: +1.5 Damage per Size
- 10% Bleed/Blight/Burn chance and -5% Debuff chance against size 1 Targets

*Disciplined:
+5% Debuff RES
On Debuff Token RES: Gain 1 Strength (10%)

*Conqueror:
+8% Damage per Lair Boss Killed (the Hero with this quirk must be the one to land the killing blow)

*Juggernaut:
+1% Move Chance per 2 Max Health greater than Target
On Move: If Max Health > 75: Add 1 Immobilize (25%)

*Vanguard:
Round start: Add 1 Guard to 1 unguarded Ally behind (30%)

*Phalanx:
Turn start: Add 1 Riposte while Guarding (10%)

*Safeguard:
+5% Stress RES while Guarding
Act-out: Guard an Ally on Death's Door (Once per turn)

*Combative
Turn Start: If Light Heroes: Add 1 Dodge (5%) or 1 Dodge+(3%) 
Turn Start: If Heavy Heroes: Add 1 Block (5%) or 1 Block+(3%)

*Survivor:
+10% Stress RES / +5% Deathblow ReS for each Dead Hero
+8% Deathblow RES

*Silver Tongued
+5% Negative Relationship Chance
-10% Buy Cost
+50% Sell Value (If You have any mod that enables selling stuff)

*Steward
Round Start: If full PARTY: Add 1 Positive Token or Remove 1 Negative Token from any hero (5%)
For each Missing Hero: Gain When Hit: Stress 1 (10%)/-20% Stress RES

*Mastered
If Mastery Points > 10: Gain on CRIT: Add 1 Positive Token (33%%) / Gain on Stress Damaged: Remove 1 Negative Token (35%)

*Flanking:
Apply on Hit: Remove All Guard from enemies Guarded by Target (75%)

*Repellant:
Apply to Attacker on Blind Resist: Add 1 Blind (10%)
Apply to Attacker on Weak Resist: Add 1 Weak (10%)
Apply to Attacker on Vulnerable Resist: Add 1 Vulnerable (10%)

*Rejuvenating:

On Healed: If Healing Skills: 5% gain Regen
+33% Healing Received from Regen

*Scavenger:
+1 Looted Gold
Increase chance to fight Antiquarian

*Catalytic:
+10% DoT Piercing if Target has all Bleed/Blight/Burn

*Fated:
Gain on Miss: Add 1 action (3%)

*Unbreakable
-33% Damage taken from Overstress(such as Meltdown/Toxic)
-10% Meltdown Chance

*Lion Heart:
+5% Stress RES
If Stress RES above 40%: +10% Debuff RES and 20% chance to gain CRIT Token on kill

*Premeditated:
+ 2 Max DMG and 5% CRIT chance to Riposte Skills

*Spearhead:
Turn Start: If Immobilize and Rank=1: Add 1 Riposte(25%)

*Guerilla:
(I will add more if RH adds more Arena conditions though)
During Coastal Fog: +1 Max DMG/On Move: Add 1 Stealth/Dodge (25%)

*Tormentor:
+5% Bleed/Blight/Burn/Stress RES if Target has any DoT from you

*Boulder:
+1% Move RES for each 2 greater Max Health than Target

*Thickskinned:
+1% Bleed RES for each 2 greater Max Health than Target

*Trapmaker:
Trap Combat Items: +12% Crit chance / Deals 1 health damage on hit (25%) (can crit with 20% chance for double amount)
Chance to produce Trap Items after Inn

*Patient:
Pass Skills: Add 1 Positive token and gain 10% Stress RES

*Wither:
Apply on Hit: debuffs Target with -50% Bleed/Blight/Burn Cure Chance Received (33%)
(This effect is tentative, let's hope my code illiteracy does not work on this)

*Baton Pass:
Move Skill: Transfer 2 Positive Tokens to Target (50%) (Move here being the standard Move ability, not Dancing abilities like Lunge or Duelist Advance)

*Mind of Steel:
-20% Chance to Receive Horror
+7% Stress RES while having Horror

*Sharp-sighted
On Stress Healed: Remove 1 Blind token (5%)
-1 Blind Token Limit (Blind's default limit is 2, so this quirk reduces to 1)

*Stonewall:
Combat Start: Add 2 Guard to the Rank right behind you

*Fast Scarring:
Round Start: Gain 2 Regen if Bleeding (10%)
Round End: Cure Bleed if having Regen (10%)

*Salt in Wounds
Apply on Crit: Add 1 Special Bleed that deals damage based on Bleed instance on target (max 10) for 3 turns (33%)
(The Bleed is going to show +55 which is a visual bug, but if showing the actual amount of damage is critical to your gameplay, I recommend deleting this quirk)

*Fixated
Gain 10% DMG when attacking the same single target, up to 50%, at which also gain 10% Crit chance against the target. Bonus resets on hitting any other target

*Rugged
On Death's Door Enter: Next Damaging attack Received cannot Crit

*Momentous:
Turn Start: If not Last Initiative: Gain 4% DMG per greater Speed than Target (1 Round)

*Bloodhunter
+1 Speed per 2 Bleed instances on Enemy team
Round Start: Add 1 Speed Token if enemy team has more than 10 Bleed instances/Add 1 Daze if no bleeding monster (50%)

*Ebbs and Flows:
On Odd Round: Gain on Attack: 1 Strength (10%) or 1 Crit (5%)
On Even Round: Gain When Hit: 1 Block (10%) or 1 Dodge (10%)

*Sleights of Hands:
Playing Cards item: Gain 1-2 Positive Affinity (25%) or 1 Negative Affinity (5%)
Before Inn: Produce 1 Playing Cards

*Comradery:
+2% Stress RES and Crit chance per Positive Relationship


*Untrackable:
Cannot receive Combo during the first 2 Rounds

*Hard Target:
Gain On Missed: 1 Stealth if Attacker has Blind (25%)

*Indicator:
Apply On Crit: 20% to Increase target's Combo token Limit by 1 (3 turns) / Add 1 Combo(7%)

*Vendetta:
Apply On Hit: Add 1 Weak if have Weak from Target (15%) / Add 1 Vulnerable if have Vulnerable from Target (15%)

*Tag Team:
On Receiving Friendly Skills: (25%) Remove Combo and Next Attack Applies Combo, up to 2 Targets
If not have Combo: (12%) Next Attack has 25% to Apply Combo, up to 2 Targets

*Trained Gun:
-1 Min DMG to Ranged Skill
+2 Max DMG to Ranged Skill

*Honed Edge:
-1 Min DMG to Melee Skill
+2 Max DMG to Melee  Skill

*Also patches a couple of vanilla Quirks:

- Death Seeker: Increase chance to fight Death

- Fussy Eater: -1.5% Disease/Stress RES for each Slime Mold in Inventory



Changelog:

22/06/2023:
- Rework Venturous to a simple stats quirk since extra biome generation is kinda screwing the game with infinite loading screen
- Scapegoat now also has a chance to add 1 Taunt with Friendly skills to allies
- Fleet-footed bonus speed now only works when actor does not have Immobilize
- Mastered now add 1 positive token instead of riposte token
- Protector now  has a chance to Stress Heal the Guarded partner by 1 when being hit instead of Damage return to attacker
- Added new quirks: Trapmaker, Patient, and Wither

23/06/2023:
- Added new quirks: Baton Pass, Mind of Steel, and Sharp-sighted

24/06/2023:
- Splitting up quirks into individual files, so you can remove any unwanted quirk just by deleting the respective file

04/07/2023:
- Localization Update
- Add 19 New Quirks, raising the total amount of new Quirks to 89 (wow, I didn't count until now)

05/07/2023: Since the exam is done, I can now test-play the mod
- Remove Cat Eyed, Dexterous quirk since they do not work
- Further updates will only be refining current quirks, no new quirk addition until steam workshop arrives, or the game is more "cooked".