Darkest Dungeon®

Darkest Dungeon®

Trinkets Plus (4.0)
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Update: 7 Apr, 2024 @ 12:23pm

Minor Minor Balance Patch 2.7.1.1:
- Crow Wingfeather now has +10% Stress to make it inline with Ancestor's Coat

*This change was supposed to be in the previous patch but I forgot

Update: 7 Apr, 2024 @ 9:56am

Minor Balance Patch 2.7.1:
+ Siren's Conch now heals entire party for -2 stress on any action
- Siren's Conch now debuffs self stress healing by -100% for 1 rd (which is not a downside except on heroes that can act more than once in a round).
*Siren's Conch was originally nerfed due to the absurd synergy it had on modded heroes that could act multiple times in a round, which was a huge and unintended increase in power. However, this nerf made the trinket much worse for its intended purpose on normal heroes. This change aims to make it much better for its intended purpose whilst preventing it from getting out of hand.

+Martyr's Seal now gives +10 ACC while on Death's Door
*Trinket's plus never touched Martyr's Seal until this point. It's a pretty okay trinket on the merit of its max hp and deathblow resistance buffs alone, but trying to use the offensive boosts on Death's Door was a fool's errand since most heroes have -10 ACC on Death's Door. This change aims to help negate that, and make the trinket more useful on heroes like the flagellant (who needs the extra ACC on Exsanguinate).

+Leper's Energizing Armlet no longer has a -10% DMG penalty
*The upsides of this trinket ARE worth losing Solemnity (and if the Leper himself is getting stressed out, you can just temporarily remove the trinket), but the -10% DMG penalty nerfed Revenge strats a bit more than intended, so the penalty has been removed.

Update: 31 Mar, 2024 @ 1:57pm

Major Balance Patch 2.7:
This patch is intended to address several problematic trinkets (mainly ones that ended up too niche) and contains extensive balance changes. The following trinkets were changed:
- Plated Greaves
- Paralyzer's Crest
- Wounding Helmet
- Knife Pouch
- Open Conflict Carry Case
- Thing's Mesmerising Eye
- Poisoned Skull
- Blood Charm
- Legendary Bracer
- Beaded Necklace
- Healing Mixture
- Good Luck Charm
- Old Unit Standard
- Toy Soldier
- Last Will
- Longevity Armlet (Completely reworked)
Please read below for the full list of changes and rationale.

Plated Greaves:
- Deathblow resistance removed
+ Now adds +20% Stun and Debuff Resistance
*The original deathblow resistance buff on this trinket was too niche for my liking, and after further consideration I realized that the Arbalest may want a stun resistance trinket in some instances to help with enemies that use AoE stuns. This change aims to address both of those issues. (It can also have debuff resistance, as a treat.)

Paralyzer's Crest:
+ Healing downside removed
- Downside of -10% DMG has been added
*Originally, I found that the downside of -1 HP healed was far more damaging to the trinket's viability than intended. This change aims to make it more along the lines of the Knight's Vow or Commander's Orders in terms of what you trade for stun chance.

Wounding Helm:
- DMG Buff removed
+ Now adds +20% Debuff skill chance
+ Stress downside reduced from +20% to +10%
*This trinket was in an awkward state. It buffed DMG, but not enough to make it useful compared to things like Dismas Head. This change aims to make it fully oriented towards controlling (wounding) enemies rather than killing them, preventing the trinket from trying to do too many things at once.

Knife Pouch:
+ DMG bonus changed from affecting only thrown dagger to affecting all ranged skills
- Now has an extra downside of reducing melee dmg by 10%
*The original iteration of this trinket was too specific—it encouraged a strategy of spamming thrown dagger which wasn't too interesting. It has now been changed to be sort of like the Highwayman's Gunslinger buckle: improving ranged skills at the expense of melee, albeit to not as an extreme of a degree.

Open Conflict Carry Case:
- Universal DMG bonus is now melee only
- Trap disarm chance downside now increased from -15% to -20%
*This trinket ended up being more powerful than intended, even with a -3 SPD penalty. It was also problematic because it could be stacked with Knife Pouch for dagger hits which did way more DMG than intended. This change aims to encourage a more brawler-esque playstyle by restricting the DMG bonus a little bit more.

Thing Eye:
+ Acc bonus raised from +6 to +10
*Although the scouting bonus is in theory very powerful, the nature of it means that it requires a lot of effort to get it to the level of trinkets such as Ancestor's Map or Seer Stone. This change aims to make the upfront benefit of the trinket more desirable in cases where getting kills is a struggle.

Poisoned Skull:
+ Blight applied increased from 1pt/2rd to 1pt/3rd

Blood Charm:
+ Bleed applied increased from 1pt/2rd to 1pt/3rd
*Both of these trinkets are in a decent spot, but I feel they need just a little bit extra. An extra tick of DOT should help in cases where you have no one else applying bleed/blight.

Legendary Bracer:
+ DMG buff increased from +20% to +25%
*This trinket was not as competitive with Dismas Head as was intended. This change aims to even the playing feel a little more.

Beaded Necklace/Healing Mixture:
- Rarity upgraded from very common to common
*These trinkets were more powerful than intended, but nerfing them didn't feel like the way. I have instead made them slightly more difficult to get in the early game.

Good Luck Charm:
- Stun and debuff resistance bonus reduced to 10%
+ Rarity downgraded from common to very common
+ Now adds +10% bleed and blight resistance
*This trinket was a little too similar to the Very Rare Focusing Crystal, and generally a little too niche. Giving it more resistances makes it more broadly useful. The rarity was reduced as it's not on the level of most common trinkets.

Old Unit Standard:
+ Debuff chance increased from +20% to +30%

Toy Soldier:
- Riposte DMG bonus reduced from +25% to +15%
- Ripsote ACC bonus reduced from +10 to +5
+ Now adds +1rd of riposte duration
*The comparative power level of the Old Unit Standard and Toy Soldier was a little too lopesided towards the Toy Soldier from my estimates. This change aims to even things out a little more, whilst not nerfing the Toy Soldier completely to death.

Last Will:
- Debuff Chance removed
+ Move chance increased from +20% to +33%
+ Now adds +33% stress healing skills
*The Last Will was in a bit of an odd spot. It was outclassed by the Leper's CoM trinket for debuff chance, and the other benefits of the trinket were not that desirable. This change aims to make the move chance much more consistent, and adds a stress healing upside which should be a major boon during camping or when combined with his other CC trinket.

Longevity Armlet:
+ Changed name to "Energizing Armlet"
+ Completely reworked

Update: 16 Mar, 2024 @ 5:45pm

Misc Patch 2.6.3:
- File restructuring patch! This patch updates the file architecture to once again be in parity with Alume's trinket separator, allowing compatibility with mods which use Alume's trinket separator. Otherwise, this patch contains no gameplay changes.

Update: 16 Mar, 2024 @ 5:28pm

Misc Patch 2.6.2:
- Small changes to prepare for patch 2.6.3

Update: 10 Mar, 2024 @ 7:17am

Loc Patch 2.6.1:
- Chinese translation updated

Update: 6 Mar, 2024 @ 4:17pm

Loc Patch 2.6:
- Fixed a bug where strings for the treasure trinkets in other languages were not defined.

Update: 3 Mar, 2024 @ 10:16am

Meme Patch 2.5.5:
- Eternity Collar now gives +200% stun chance on death (not meant to something you play around, but for fun)

Update: 3 Mar, 2024 @ 9:56am

Hotfix 2.5.2:
- Fixed a small bug added in 2.5.1

Update: 3 Mar, 2024 @ 9:46am

Misc Balance Patch 2.5.1:
- Abomination's Virtuous Padlock buff on kill now lasts for entire quest rather than 99 battles (to keep it consistent with other permanent buffs)
- Flag's Insanity Collar is now entirely reworked. It has been reverted to its original name of "Eternity's Collar" and now gives +stress healing, +healing received, -DMG taken while marked, and dodge on death's door.

*The Insanity Collar was an interesting trinket on paper, but in practice it was far too much of a gimmick for normal gameplay. This change aims to make it much more broadly useful and provide an incentive to use some of Flag's less popular skills (Suffer and Endure).