Darkest Dungeon®

Darkest Dungeon®

Trinket Rebalance
156 Comments
BoneMagician 20 Apr @ 2:54am 
Great Mod! Are you still planning to balance the CoM trinkets?
Cyber Deus 2 Apr @ 5:04am 
Nice mod, should make some trinkets useful again! Many thanks!
XE3 11 Jan @ 5:33am 
Either way, your mod fixes all of those problems for me so thanks again! Love how you got creative sometimes and gave head trinkets - disease resist for example. Giving heros ring + stress resist so you make use of the virtue faster is also very nice. There are a few trinkets where I would disagree, like the vestal tome is little too good, but it cant be all perfectly balanced.

If you are bored some day and have nothing else to do, feel free to update it if you find a trinket to balance :D
XE3 11 Jan @ 5:33am 
ah I didnt realize that, that makes perfect sense then. I am surprised there arent more balance mods and even yours isnt popular at all. the original trinket balance is atrocious and I consider trinkets a very important part of the game. Dont get me wrong, I am not saying remove negative parts of trinkets and make them straight upgrade,no ,but 90% of the trinkets are unusable because some are just too good not to use and the rest is sometimes not worth equipping even if you have no trinkets.

The rarity is also something I dont understand, why is that a thing, when common trinkets can be better than ancestral.
Runix  [author] 10 Jan @ 4:20pm 
One quick comment on the Sun Ring in particular: when I first published this mod, the unmodded Sun Ring was the best trinket in the game by a long shot with +15% damage and +10% accuracy at high light. My modified version was weaker since I replaced the damage with speed - still very good, but not an automatic pick.

Then Red Hook nerfed the Sun Ring to its current state, and now the modded version is better than base game version. I've decided to keep it as is, but it's a good example of how this mod used to be somewhat weaker than the base game but is now a bit stronger, even though I haven't changed much, it's the base game that's changed.
Runix  [author] 10 Jan @ 3:33pm 
Thank you for the kind words.

Balance relative to the base game has changed quite a bit since I first put this out. When I first published it, there were some very powerful trinkets in the unmodded game that were way better than all the other options. But since then, Red Hook seriously nerfed a lot of the most powerful trinkets, so this mod tends to have better trinkets than the base game.

But my big goal has been to give the player more options. All trinkets shouldn't be equal, but they should at least be useful, which wasn't always the case. That will admittedly make the game a little easier overall. But it's a difficult enough game as is, and I don't think it takes the difficulty down by that much.
XE3 9 Jan @ 2:59pm 
great mod! love the idea, altough I still feel like it makes the game alot easier as the trinkets do get better overall. just for example the sun ring is completely busted, better than ancestral trinkets.
Faijja 20 May, 2024 @ 10:39am 
Haven't tried it out yet, but a quick look at the change notes and I am sold. Very well done, a lot of the trinkets are no longer :deadweight: and worth at least situational usage. Very nice!
巨型忍者·猫头鹰 28 Apr, 2024 @ 2:15am 
Hello, when are you going to change embarrassing trinkets like guardian's shield that only work in position 4.
Runix  [author] 8 Apr, 2024 @ 10:20pm 
The gear upgrades that you pay for at the blacksmith are your straightforward upgrades. Trinkets are for tweaking builds to suit your playstyle and/or to adjust for specific dungeons and enemies.

The penalties aren't a new idea, gear in RPGs has had various drawbacks attached since the days of the old pen and paper RPGs. But in any case, there are mods that just remove all the penalties if that's your preference.
_m_a_ 8 Apr, 2024 @ 9:52pm 
I don't like the idea of "penalties" of items. It's a bad design imo. This makes all trinkets a situational items where you may not equip them. Imagine a rpg game has negative stat bonus items. "A sum of small bonuses without penalties " is a better approach. Also removes micromanaging.
Runix  [author] 8 Apr, 2024 @ 6:16pm 
For most trinkets, the goal is to keep the penalty somewhat in line with the bonuses - more powerful trinkets will have more significant penalties. But note that trophies and a few other trinkets don't have penalties, which is more or less in line with how they are in the unmodded game.
_m_a_ 8 Apr, 2024 @ 10:22am 
can we say that this mod somewhat removes penalties of trinkets while adjusting bonuses?
Thanks.
Runix  [author] 5 Feb, 2024 @ 4:28pm 
Yes, this is only "vanilla", but including DLC (CC, CoM, Flagellant, Shieldbreaker.) I didn't make any changes to the PvP trinkets, and of course no changes to any that come with mods.
Dawn Valentine 4 Feb, 2024 @ 7:41pm 
I'm impressed by your dedication and attentiveness with providing support and updates to this mod over many years. You seem to have an excellent grasp of balance far better than most who have reworked or rebalanced trinkets.

I must ask, to be sure - this only alters the vanilla trinkets (including COM and CC), am I correct? I want to add this to a mid-save, but don't want to have any issues.
Last of the Order 26 Jan, 2024 @ 8:31am 
Roger that. Thanks for confirming!
Runix  [author] 26 Jan, 2024 @ 7:41am 
I've checked it on my side - I have a clean save with just this mod installed, and from what I can see the Viscount trophy trinket is working correctly. So I would check your installed mods and load order; there may be an issue in there somewhere. (I did fix a typo in the patch notes - should be +7% crit, not +9% crit.)

. . . But it did prompt me to finally fix the long-standing bug with the Crusader's rare trinket. That's the last issue I'm aware of. So there is an update, but it's just for the Commander's Orders.
Last of the Order 25 Jan, 2024 @ 10:05pm 
It does appear that for some reason, my Viscount's Spices are not reflecting the notes indicated in your v3 Change Log. I've got the food penalty on the item, as well as 5% CRT instead of the increased CRT (9% IIRC).

Guessing it's a conflict with my mod order, so I did some rearranging, but I'm still getting that even with yours at the top. I'll play around some more and see if I can't resolve it. Just bringing it to attention in case it is in fact an issue here
Last of the Order 25 Jan, 2024 @ 9:59pm 
@Runix - Thank you for the swift and clear answer!

And kudos - I love what you've done with nearly every trinket, your changes effectively open up the build space without introducing power creep. Adding it to my collection and recommending to others :steamthumbsup:
Runix  [author] 25 Jan, 2024 @ 9:54pm 
I don't think there have been major changes to the game since CoM, at least to the base mechanics and the trinkets. It's been very stable for years.

The last biggest change was adding in PvP (the Butcher's Circus); I think I checked everything with that release and nothing had changed, at least for the trinkets. I didn't touch the PvP specific trinkets since mods and PvP don't play well together. So the mod should be current for all intents and purposes.
Last of the Order 25 Jan, 2024 @ 9:38pm 
Forgive one who is out of the loop - but were any significant trinket changes made by official patches since CoM that would warrant this mod needing an update / once-over?
Runix  [author] 20 May, 2023 @ 12:35pm 
It may have localization strings, which my mod does not. So if it's overwriting the trinket name, my mod wouldn't be overriding that since it doesn't affect naming at all.
Meaty Ogre 20 May, 2023 @ 11:29am 
Apologies, yours was the only trinket mod I had so I assumed it must've been a change on your end. Looks like it's the UI enhancement mod, even though it is loaded after your mod. Why would it take priority in that case?
Runix  [author] 19 May, 2023 @ 9:48pm 
Stunning Satchel got changed to Sickening Satchel quite some time ago - that was a change made in the base game, not in my mod. If you're still seeing a trinket called Stunning Satchel, that's an issue with either an outdated version of the game or another mod making changes to the trinkets. I didn't make any changes to that trinket, either to the name or the ability.
Meaty Ogre 19 May, 2023 @ 8:20pm 
Graverobber's satchel is called stunning satchel even though it increases damage vs blighted. Should be called Sickening Satchel, no? Why the name change when it makes no sense?
o'night 1 Nov, 2021 @ 5:23am 
Not a bug, that vestal has Natural quirk
Runix  [author] 24 May, 2021 @ 4:02pm 
That's a really random bug, and I'm not able to reproduce it. This mod doesn't actually make any changes to Witch's Vial, and there aren't any trinkets that reduce both Max HP and Speed.

I would recommend disabling all other mods except this one, and then seeing if you get the same issue. If it doesn't show up when all other mods are disabled, it's an issue with another mod. (It shouldn't save or corrupt your game as long as you stay in the Hamlet screen, but you may want to back up the save file first just in case.)

If you keep getting this issue even with just this one mod active, your files may be corrupted. It wouldn't hurt to do a file check in any case. (Properties -> Local Files -> Verify Integrity of Local Files.)
Rarky 24 May, 2021 @ 4:16am 
For some reason when I equip Plague Doctor's Witch's Vial, which is supposed to give her a flat 15% extra stun skill chance. Her max HP and SPD drops. I've tried dragging Trinket Rebalance to the top of the load order and I don't really think I have any other mods that should interfere with Trinket Rebalance. Any clue as to what might be causing this?
Runix  [author] 19 Feb, 2021 @ 6:59am 
If Ancestor's Pistol is only showing +15% Ranged Acc and +10% Stress, you have a mod loading conflict, since it should also have +3 SPD. And it's one of the best trinkets in the game, borderline broken, since Accuracy and Speed are such good stats, particularly at Champion where enemies are very fast and have high Dodge, and it's one of the few trinkets that has both of those stats on it.

I use Sun Ring and Focus Ring a lot, but as soon as I get the Pistol, it's an almost automatic pick for any ranged hero. (Prophet's Eye is basically a better Pistol, but only for Rank 4.)
Schrödinger's Cat 19 Feb, 2021 @ 3:57am 
@Runix, majority of very rare and ancestral trinkets are not worth using, the best one usually are uncommon or rare (blue) ones. This is not about balance, niche (play style) or build-tinkering. They are just bad. You are better off with lower tier ones rather than with ancestral.

Ancestral trinket that gives +15 range accuracy for +10% stress, excuse me what the hell?
Vulnavia Phibes 17 Feb, 2021 @ 5:51pm 
@Runix I really like that strategy for making the mod. Feels like it paid off, and it's good to get a look under the hood.
Runix  [author] 17 Feb, 2021 @ 2:58pm 
(Ctd.)

So the question is not if all trinkets are useful to you when you have a full collection. The question is, can you see a situation where they would be useful - early game when no better options are available; or a very specific team comp; or even a completely different play style? If there's literally no situation where a trinket would be worth using, then it is in fact "useless", and that would be a problem. But for each one, I've tried to envision a use case where it would be used, even if it's a relatively unusual or specific scenario.

I'm not going to claim that this mod is perfect, but in my own play-throughs, I do use a lot more than I would in "vanilla" without the mod. Not literally all of them, but at some point or another I will use a solid majority of them, and the ones I don't use aren't necessarily weak, they just don't suit my play style.
Runix  [author] 17 Feb, 2021 @ 2:58pm 
Not all trinkets will be useful all of the time.

Easier to get trinkets should be more useful in the early game, but they will naturally get eclipsed by better trinkets as the more rare ones are found. My goal with the more common trinkets was not to make them competitive with set and ancestral level trinkets - it was to make them actually worth using before the better ones become available.

And not all trinkets will suit all play styles. You're never going to use some if they don't suit how you play the game - like the darkness and light specific bonuses. Some you're going to look at and say, I would never use this, but another player may come to a different conclusion.

And overall game balance was also a consideration. I didn't want this to be an easy mode mod. There are other mods out there that ramp up the power of trinkets dramatically - which makes the game easier, but you still end up using the same trinkets you'd be using in "vanilla".
Schrödinger's Cat 15 Feb, 2021 @ 11:46pm 
Tried this mod, did a campaign run.
While this mod does improve overall game experience, sadly it doesn't solve ultimate problem: 70% of trinkets are trash. Trinkets that were good, stayed good, but those that were bad, became a little bit better...but still nor worth using them. So for people who looks for a mod to improve trinkets without making them OP - sadly, this mode does not do this.

To simplify, consider this:
Vanilla: +30% HP and +40% stress for 2 trinket slots
This mod: +30% HP, +30% heal received and +30% stress for 2 trinket slots
Quirk named "Natural" (DLC): +20% HP, +20% heal recevied, +3 SDP and no stress for 2 trinket slots

So yeah.
Vulnavia Phibes 19 Jan, 2021 @ 6:04pm 
This is a must-use mod for me, can't imagine playing without it! <3
ZombieBoss 25 Sep, 2020 @ 9:52pm 
this is so AMAZING, I would give you the Golden Unicorn but I don't got the points right now.
[Khorne] Shits'N'Giggles 13 Aug, 2020 @ 9:40am 
oh okay thanks!
Runix  [author] 12 Aug, 2020 @ 6:09pm 
They shouldn't be showing up as mission rewards. If they are, it's likely a conflict with another mod, probably the Trinket Overhaul Project, since some of the mods that add new trinkets (like T.O.P.) use the backer trinket slots, which can mess things up and result in backer trinkets dropping in dungeons or being offered as rewards.
[Khorne] Shits'N'Giggles 12 Aug, 2020 @ 4:57pm 
for some reason they show up as mission rewards, i didnt know if its a conflict or if i went too hard with the mods.
Runix  [author] 12 Aug, 2020 @ 4:18pm 
Backer (Kickstarter) trinkets won't drop in-game like regular trinkets, but can be had through the usual method of entering the name from the inventory screen, since they're still in the data files.
[Khorne] Shits'N'Giggles 12 Aug, 2020 @ 1:08pm 
does this allow kickstarter trinkets to be found in game?
Havelock Vetinari 21 Jul, 2020 @ 5:47pm 
Thank you
Runix  [author] 11 Jul, 2020 @ 3:44pm 
If all it does is add trinkets, it may be compatible. It depends on how it's coded. Most of the well-coded mods will work fine with it, particularly those that add trinkets along with new classes. I've used Marvin Seo's new class mods with no problems.

It won't work with any that make any sort of modifiers to the base game trinkets, like the "no negative stats" type mods. It also won't work with any mods that make broad changes to the game. It definitely does not work with T.O.P., though there's a compatibility mod out there that is supposed to get these two to work together, though I can't verify that since it isn't my mod.

Basically: you may have to experiment a bit to see which mods play well together. With so many mods out there right now, it's hard to say which will be compatible and which won't.
Havelock Vetinari 11 Jul, 2020 @ 3:27pm 
Can anyone confirm or deny wether this mod is actually incompatible with mods that add trinkets, but do not change existing ones? I'm using a fair number of custom classes that come with unique trinkets of their own, but would really enjoy this mod nonetheless.
Runix  [author] 11 Apr, 2020 @ 8:52am 
ANNOUNCEMENT: With The Butcher's Circus DLC on its way, I anticipate doing a summary update to this mod. I don't expect any major changes to the base game's trinkets for the patch that comes with the DLC, but if there are any, I'll consider including them or overwriting them with my own changes as I think would work best.

I don't anticipate doing a balance pass for the new gladiator trinkets that will be coming with the DLC. My guess is that the new trinkets will be for PvP, and that most players doing PvP will be using no mods, so a balance pass wouldn't make any sense. If the new trinkets are usable in the regular game, I may rethink that.
CardB23 (Harvester) 3 Apr, 2020 @ 4:08pm 
It is now according to the reddit, heard the call in MLD and wanted to share the love, hell, even if it isnt, you guys work hard and deserve at least a thank you if you ask me!
Runix  [author] 3 Apr, 2020 @ 3:35pm 
You're welcome! (Is mod appreciation day a thing . . . ?)
CardB23 (Harvester) 3 Apr, 2020 @ 12:09pm 
Happy Mod Appreciation Day! Thank you so much for all the hard work you do for the community
<3
Runix  [author] 6 Mar, 2020 @ 6:51pm 
Thanks for the comments. Yes, some trinkets are less useful - but that's because they were so strong that they were crowding out other options. That's not a huge issue for the really hard-to-get trinkets like the Ancestral and Trophy trinkets - but it's an issue for the easier to get ones, like the Plague Doctor's Blasphemous Vial. There was just never a reason to use anything else.

I wanted to make it more worthwhile to use more of the trinkets, and that pretty much required toning down some of the most powerful. Otherwise I'd just have to add speed and damage to everything! And I wanted to keep the difficulty level of the game about the same.

You certainly will find the common and uncommon trinkets to be less useful as you progress through the game - that's as designed. They're supposed to be useful as soon as you find them, but as soon as you start getting Very Rare / Ancestral / Trophy / Set level items, yes, they'll get outshone by those, as designed.
Enlonwhite 5 Mar, 2020 @ 5:56am 
but I still find myself just going for those trinket combos that are more focus/combo
yes I use a 3 trinket mod slot (as that feels fair and balanced overall with how items work in game)
if i didnt I just use base game trinkets and use certain ones/combos (ignoring most CC trinkets and COM ones too)
But so far some common or uncommon trinkets just still feel......less useful overall with the redundant nerfs here and buffs there.