Darkest Dungeon®

Darkest Dungeon®

Trinket Rebalance
Runix  [developer] 23 Jun, 2018 @ 9:01am
Changes Notes V3
Trinket Rebalance Change Notes

* The changes listed below are comprehensive and include all changes currently in effect; for a history of changes, see the old change notes.


Version 3.0:

Note that all changes are from the base Color of Madness patch release; changes with the Color of Madness patch have been brought forward unless overwritten.

This mod includes rebalancing for trinkets included in the Crimson Court and Shieldbreaker DLCs. Balance changes for trinkets specific to the Color of Madness will be forthcoming in a future patch.

In most cases, adjustments have been either to the level of existing stats, or with the addition of secondary stats. A few trinkets have been completely reworked, however - Ancestor's Tentacle Idol, Sacrificial Cauldron, Suffering's Collar, and Fanged Spear Tip are all significantly different; see discussion below for each.

Changes are generally organized according to rarity sort order, but Crimson Courtyard, Flagellant, and Shieldbreaker trinkets have separate sections.


* Changes to Trophies

(As a general comment on trophies - the trophies are the hardest trinkets in the game to get, and should provide a corresponding reward. But they weren't, and in many cases were getting crowded out by much more common trinkets. I've added power to the trophies to make them feel like a more meaningful reward, and to make them obvious choices for end-game runs. In addition, I wanted good alternatives to the various slayer rings, which were getting used even into the end-game, so several of the trophies have had slaying stats added and/or bonuses that will help against that particular enemy type. Yes, this is power creep, but if you beat end-game bosses, you get end-game rewards.)

Crew's Bell
- removed +20% Healing Received
- added +30% chance to Stun Skill
- added +30% Stun Resist

(I have no idea what the function of this trinket was supposed to be, but now it has one - general end-game stun utility, and an anchor to keep the hero in place.)

Flesh's Heart
- added +30% Healing Received

(This always felt like one of the weakest of the trophies - I added healing received, but I'm still not quite sure it's enough, and will consider an additional boost if necessary.)

Fuseman's Matchstick
- removed +10% DMG to ranged skills
- removed +2.5% CRT to ranged skills
- added +35% DMG vs. Humans
- added +6% CRT

(It felt like this was just a very slightly better Ancestor's Musket Ball. I instead changed the damage to be specific to human as the new end-game human slayer, and generalized the crit. This may feel like a downgrade to some players, but I think there are enough human enemy types that this can see a lot of use, and of course the crit and speed without any penalty attached are very good.)

Hag's Ladle
- added +6 SPD on First Round

(This got a significant buff in the CoM patch and was already somewhat useful, but I still thought it needed a little more power. I added a first round bonus since it's so useful to get a starting blight off before any enemies can move.)

Necromancer's Collar
- added +10% PROT

(This was already a good unholy slayer trinket, so I added a little more protection to help against the direct damage of unholy enemies, as well as to make it useful against other types of enemies.)

Prophet's Eye
- (no changes)

(Even with the rank restrictions, this just always felt solid, and I don't think it needs any changes.)

Siren's Conch
- added +40% Debuff Skill Chance

(This may be good enough as is with the additional stress resist, but defensive trinkets tend to be under-used in the end game, so I thought it wouldn't hurt to add in a little more support for, well, support skills.)

Wilbur's Flag
- added +35% DMG vs. Beast

(This is now the end-game beast slayer trinket. End This One!)

Vvulf's Tassle
- added +15% DMG

(This is a reward for one of the most difficult fights in the game, and while it was good, it wasn't good enough, even with the very small buff it got in the CoM patch. As the reward for one of the most difficult fights in the game, it should be a clearly superior trinket, and I added some power directly to help it be that.)


* Changes to Ancestral Trinkets

Ancestor's Bottle
- removed +50% Food consumed
- added +30% Healing Received

(Killing the Shambler and getting the Bottle was the ultimate in feels-bad moments. No more! Although there may still be some disappointment at not getting the Map. But I cut the annoying food penalty which can mean an early end to dungeon runs, and added in a healing buff to help make this more appealing.)

Ancestor's Candle
- added -10% chance to surprise monsters

(This is a very good item, and even without accuracy I thought that it was crowding out a lot of other options. The monster surprise penalty is a small one, but it will add up, particularly in higher end dungeons, and I think helps bring this more in line with other trinkets.)

Ancestor's Coat
- (no changes)

(A high dodge rating is useful throughout the game, so this is good enough as is.)

Ancestor's Handkerchief
- added +50% blight resistance

(The blight resist comes from the Moustache Cream, which has been partially redesigned. This always felt very weak, but putting very high resists for three of the most problematic attack types on one trinket should make it at least somewhat appealing - particularly against disease heavy opponents like the Crimson Courtyard enemies.)

Ancestor's Lantern
- added +2 SPD

(This always felt weak - limiting surprise is good, but scouting bonuses were almost always a better choice. I added some speed, which is a strong enough stat that it may make this worth looking at, and which will also help limit problems with enemies taking a double turn after being surprised.)

Ancestor's Map
- added -2 SPD

(This is an incredibly good item, one of the absolute best in the game, since scouting is so important. I added a speed penalty, but even that is probably not enough - but it helps make it at least a little bit of a question if it will get used instead of being automatically equipped in every run.)

Ancestor's Moustache Cream
- removed +50% blight resistance
- added +35% Virtue Chance
- added +25% DMG if Virtued
- added +12% Death Blow Resist if Virtued

(This is a partial redesign. I wanted a very strong virtue themed trinket for late game, and this seemed like a logical choice, thematically.)

Ancestor's Musket Ball
- added -1 SPD

(Damage and high crit are a strong combination, and this trinket gets a lot of use, so I added a small penalty to keep it from crowding out other options.)

Ancestor's Pen
- added -1 SPD

(As with the Musket Ball, I added a small penalty to keep this in line with other options.)

Ancestor's Pistol
- (no changes)

(This is a very powerful trinket and I was tempted to add a penalty stat, but without damage or crit, I think it's just barely acceptable as is.)

Ancestor's Portrait
- (no changes)

(This is a clear trade-off between useful stats and power-leveling a character, and for that purpose it's fine as is.)

Ancestor's Scroll
- (no changes)

(This is an incredibly good trinket, but the stress penalty should be enough to balance it, since healers - particularly the Vestal - have such a hard time keeping stress down.)

Ancestor's Signet Ring
- (no changes)

(Accuracy and protection are both good stats for front-line heroes, so this trinket is solid enough and didn't need a change.)

Ancestor's Tentacle Idol
- removed +25% Virtue Chance
- added +25% DMG vs. Eldritch
- added -20% Stress vs Eldritch
- added +10% Stress

(This has been redesigned as the end-game eldritch slayer trinket, and is in line with the other slayer buffs added to several of the trophies. I thought it fit particularly well thematically - if you are willing to take on and defeat the Shambler, you will get a significant boost in the fight against other eldritch enemies. The virtue chance has been moved to the Ancestor's Moustache Cream - see above. I liked the deathblow resist stat and decided to keep it, since the Shambler has sent so many of my hapless heroes to an early grave.)


* Changes to Very Rare (Collector) Trinkets

(The Collector heads see a lot of play, and will likely see even more after the CoM patch changes hit some competing trinkets. But they're actually not terribly difficult to get, and feel a little too powerful for something you can get so early. I added a second penalty stat which should make them something that gets used when better options - e.g., Trophies and Set trinkets - aren't available.)

Barristan's Head
- added +20% Healing Received
- added -20% Disease Resist

(Even with a slight buff in the CoM patch, this still felt like a less viable option - it should be more appealing for defensive heroes now, even with the additional penalty stat.)

Dismas's Head
- removed -10% Max HP
- added -20% Disease Resist

(Health debuffs really hurt since they lead directly to more deathblow checks, so I'm very reluctant to use them. Dismas's remains will now give more diseases than deathblow checks, which should still be something of a deterrent against being tempted to use this on every run.)

Junia's Head
- added -20% Disease Resist


* Changes to Very Rare (Courtier) Trinket

Tempting Goblet
- (no changes)

(I literally have never seen this, but the stats look reasonable enough to me - very good defensive stats offset by some steep penalties on the stress side, so I'm not making any changes.)


* Changes to Very Rare (Madman) Trinkets

(The music boxes were fine for the most part - but they felt just a little underwhelming for how incredibly rare they are, as their stats aren't that much better than some much more common trinkets. I've added a little power to make them more of a find - I also retooled them a bit so each has a different speed, which is mostly for flavor.)

Aria Box
- added +20% Healing Received
- added -1 SPD

(I felt like this needed a little differentiation from the other stress protection trinkets - it now has a healing boost, and a small speed penalty to compensate.)

Crescendo Box
- (no changes)

(This would be a little overpowered if it were easier to get, but given its rarity, I don't think it needs an adjustment.)

Overture Box
- removed -2 ACC
- added +1 SPD after First Round
- added -3 SPD on First Round

(I generally dislike accuracy penalties, since consistency of damage is so important. But I wanted a small penalty for this since otherwise the raw stats are just so good, so I added in some speed changes for balance and for flavor.)


* Changes to Very Rare (Shrieker) Trinkets

(These are relatively rare, and are designed for dark runs, so see very little use. I may update them at some point, but at least for now, they're not a priority, so I'm leaving them as is.)

Distended Crowseye
- (no changes)

Callous Talon
- (no changes)

Molted Wingfeather
- (no changes)

Molted Tailfeather
- (no changes)
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Showing 1-7 of 7 comments
Runix  [developer] 23 Jun, 2018 @ 9:02am 
* Changes to Very Rare Trinkets

Berserk Mask
- (no changes)

(Boosted in the CoM patch, along with Leper generally, no changes needed.)

Blasphemous Vial
- increased to +40% Stun Skill Chance
- reduced to +15% Stress
- removed +10 ACC Ranged Skills
- removed +20% Blight Skill Chance
- added +20% Stun Resist
- added +2 SPD

(The simple problem with this trinket from the start is that it gave too many of the stats that Plague Doctor needed in one convenient slot - and repeated rounds of changes in official patches haven't changed that. I fixed that by separating out the accuracy and blight skill, which let me increase the power level of the stun, as well as add in some speed, which really helps in controlling combats. I think this is fine as I've designed it, since it will make for important trade-offs in itemization, rather than being another no-brain choice.)

Book of Sanity
- (no changes)

(This has a clear purpose and stats are fine given its cost/rarity, so no changes.)

Candle of Life
- (no changes)

(Even with a slight reduction in power in the CoM patch, this is still powerful enough to use.)

Cleansing Crystal
- removed -15% Bleed Skill Chance
- removed -15% Blight Skill Chance
- removed -15% Debuff Skill Chance
- added +20% Healing Received
- added -8 DODGE

(The skill chance penalties made this really bad on some heroes and basically free resist on others. I replaced it with a more simple and uniform dodge penalty, but added in a healing boost to help make it a little more appealing.)

Dark Tambourine
- removed +10% Virtue Chance if Torch Below 26
- added +20% DMG if Torch below 26
- added -4 DODGE

(Pure survival stats - even though these are quite decent - aren't really enough to make this compelling, so I added in raw damage, but only at low light. I added in a dodge penalty to help offset the extra power a little.)

Demon's Cauldron
- reduced to +10% Stress
- removed +40% chance to Debuff Skill
- added +15% DMG

(I'm not sure what this was supposed to be - it was sort of a weird hybrid front-line support type trinket. I've changed the focus to damage and control, bringing over the damage from the Sacrificial Cauldron. Normally damage and stun skill on one trinket would be way too powerful, but Occultist's damage is relatively low, and he has to be vulnerable in the front of the party to use his stun, so I think in this one case the combination is fine. Debuff support can still be found in Cursed Incense. Note that there is an undocumented reduction of stun skill chance to 30% in the CoM patch.)

Ethereal Cross
- removed -20% Max HP
- added -8 DODGE

(The top-line stats were fine, but the health penalty was a severe one, so I replaced it with a more standard penalty stat in dodge.)

Focus Ring
- reduced to +3% CRT

(This arguably got too much of a boost in the CoM patch, so I'm trimming a bit of crit off of it. Accuracy is very good even on its own, with the big crit boost on top, this risked becoming an auto-equip for high level runs.)

Fortifying Garlic
- added +10% MAX HP
- added -10% chance to surprise monsters

(This needed just a little more of a boost to be appealing - so I added health, which is always useful. I also added a rather creative penalty stat which I thought fit the trinket's flavor, so to speak.)

Guardian's Shield
- added +20% Move Resist

(Stop trying to make Rank 4 Man-at-Arms happen. It isn't going to happen! But in case it does happen, here is some move resist so he doesn't get knocked out of Rank 4.)

Gunslinger's Buckle
- (no changes)

(Some slight stat reallocation in the CoM patch, but this is still a solid item for a ranged build, which should be more viable now with stronger ranged abilities.)

Hell's Hairpin
- removed -10% Debuff Resist
- removed -10% Bleed Resist
- added -4 DODGE

(With a recent buff, this is now quite strong, and I am reversing the damage I had added previously, since crit is a better stat. I had also included a stun skill reduction, but Hellion's stun ability got reduced in power, so I don't think that's necessary. I am removing the situational penalty stats in exchange for a more universal dodge penalty. This would arguably be overpowered if it weren't for the low light restriction.)

Hero's Ring
- added +12% Death Blow Resist
- added +10% Stress

(There was always the risk of failing the resolve check and having this be a wasted slot, and I suspect it was only used in virtue scumming - and there are better options for that. I added a more universal stat and a slight penalty.)

Holy Orders
- removed -20% Blight Resist
- removed -20% Bleed Resist
- added +10% PROT
- added -8 DODGE

(I am not going to say that the original was overpowered, but it was really very good with only minor downsides. I added a more meaningful penalty stat in dodge, but also a little prot to help compensate.)

Legendary Bracer
- (no changes)

(This got a significant buff, but with just pure damage it doesn't feel overpowered, so I'm leaving it.)

Martyr's Seal
- added -8 DODGE

(This went from really bad to obviously overpowered, and I have added back in a significant dodge penalty so heroes aren't wandering around with free bonus health and death blow resist. Those stats alone are very worthwhile, the death's door damage boost is just a bonus.)

Raider's Talisman
- (no changes)

(Reworked in the CoM patch, but still good enough to use on a regular basis, no changes needed.)

Restraining Padlock
- added +15% DMG
- added +30% chance to Move Skill
- added -1 SPD

(The Abomination trinkets have been restructured so that each focuses on one aspect of the hero. This was clearly intended to support transform abilities, but even with the boost from the CoM patch, it was still underwhelming. I added in direct damage and a boost to the move ability, which is only available while transformed - a small speed penalty was included as a standard offset to extra damage. The Set is still the best itemization for transform abilities, but this is a reasonable alternative.)

Sacred Scroll
- increased to -20% Stun Skill Chance
- removed -33% DMG
- added -3 SPD

(This trinket was fine as is, I don't know why it keeps getting changed. The speed penalty is significant enough that it won't be tempting for damage oriented builds. I kept some of the reduction in the stun skill penalty so that there's still a drawback for using it on healbot Vestals who otherwise aren't bothered by the speed reduction.)

Spiked Collar
- (no changes)

(Significantly boosted in the CoM patch, and getting close to feeling a little overpowered, but the heal penalty should be significant enough to keep it balanced.)

Tough Ring
- removed -15% DMG
- added -4 DODGE

(Damage was way too severe a penalty, I substituted a smaller dodge penalty instead.)

Wounding helmet
- (no changes)

Wrathful Bandana / Wrathful Hat
- (no changes)

(An acceptable trade-off of damage for healing, and just a bit stronger after the CoM patch.)


* Changes to Rare Trinkets

Beast Slayer's Ring
- removed -8 Dodge
- added +10% Disease Resist vs. Beast
- added -1 SPD

(The slayer rings have been reconfigured to use speed instead of dodge as the penalty, which I felt is more appropriate for offensive trinkets - also, they now have a secondary defensive stat to help against the target monsters.)

Berserk Charm
- (no changes)

(Reordered stats for clarity.)

Bloody Herb
- added -1 SPD

Brawler's Gloves
- (no changes)

Bright Tambourine
- added -4 DODGE

Bull's Eye Bandana / Bull's Eye Hat
- (no changes)

Commander's Orders
- (no changes)

(Reworked in the CoM patch, and I rather like the rework - Crusader needed heal support outside of the set - so I'm keeping it as is. I'm not sure if the self stress heal is correct or a bug.)

Eldritch Slayer's Ring
- removed -8 DODGE
- added -10% Stress DMG vs Eldritch
- added -1 SPD

(Reworked as with the other slayer rings - see notes for Beast Slayer Ring, above.)

Fasting Seal
- removed +5 DODGE
- added +3% CRT

(I had previously reworked this, but then reconsidered - it's used for pretty much one thing, food-free runs, and for that, it works. I did swap out the dodge for crit, though, which feels more thematic.)

Feather Crystal
- (no changes)

Fleet Florin
- (no changes)

Heaven's Hairpin
- added -4 DODGE

(This was a little too solid of a trinket to not have at least a small penalty attached.)

Hunter's Talon
- (no changes)

Immunity Mask
- removed -10% MAX HP
- added -10% Healing Received

Lock of Fury
- (no changes)

Lucky Talisman
- (no changes)

Man Slayer's Ring
- removed -8 DODGE
- added +10% Bleed Resist vs Human
- added -1 SPD

(Reworked as with the other slayer rings - see notes for Beast Slayer Ring, above.)

Moon Cloak
- added -10% Chance Party Surprised if Torch below 26

Moon Ring
- removed +15% DMG if Torch below 26
- added +8% CRT if Torch Below 25
- added -10% Chance Party Surprised if Torch below 26

(Not quite as problematic as the Sun Ring, mainly because low light penalties are so severe. I removed the direct damage, but swapped in crit to compensate - also some help offsetting the surprise penalty in low light.)

Profane Scroll
- reduced to +10% Stress

(This had its debuff skill removed in the CoM patch - it's still a strong trinket for battle builds, it just needed less severe penalty.)

Protective Collar
- reduced to -10% DMG
- added +20% Stun Resist

Quick Draw Charm
- (no changes)

Rampart Shield
- reduced to -10% DMG

Recovery Charm
- added +20% Bleed Resist
- added +20% Blight Resist
- added -4 DODGE

Sacrificial Cauldron
- removed +20% DMG
- removed +10% Stress
- added +25% Healing Skills
- added +20% Bleed Resist [note: this was previously -10% Bleed Skill Chance, note the change]
- added -10% Max HP

(Occultist was the only healer without dedicated heal support, so I redesigned this trinket to provide that. Damage support is now on the Demon's Cauldron, see above. I had originally attached a small bleed skill "penalty" to reduce bleeds, but this is now found on the set. Instead, I added a bleed resist so his self-heals are less likely to bleed.)

Sharpening Sheath
- (no changes)

(I had previously swapped the speed penalty for a dodge penalty, but with a big boost to crit in the CoM patch, the speed penalty feels appropriate, so no changes.)

Sniper's Ring
- reduced to -1 SPD

(This got a crit boost in the CoM patch, but the speed penalty still felt too oppressive, so I toned it down. I don't think it's too powerful given the rank restriction.)

Stone of Endurance [PS4 Exclusive]
- (no changes)

Sun Cloak
- added +1 SPD if Torch above 75

Sun Ring
- increased to +10 ACC if Torch above 75
- removed +10% DMG if Torch above 75
- added +4% CRT if Torch above 75
- added +1 SPD if Torch above 75

(Historically the most broken trinket in the game, now a shadow - albeit a very sunny shadow - of its former self. This is the version I've been using for some time now, although a little extra crit has slipped in with the CoM patch. I'll keep an eye on this - it does feel strong, now stronger than the un-modded version, but I don't think it's crowding out everything else the way the original version did.)

Tome of Holy Healing
- removed -10% MAX HP
- added +20% Stun Resist
- added +10% Stress

(The extra 10% of healing this gave over Chirurgeon's was arguably not worth the severe penalty, so I reworked it to be more in line with other healing trinkets. Stun resist is very important for healers, so it's a strong secondary boost, but stress is also an issue, so I think it's reasonably balanced.)

Unholy Slayer's Ring
- removed -8 Dodge
- added +5% PROT vs Unholy
- added -1 SPD

(Reworked as with the other slayer rings - see notes for Beast Slayer Ring, above.)
Runix  [developer] 23 Jun, 2018 @ 9:02am 
* Changes to Uncommon Trinkets

Bleed Amulet
- increased to +30% chance to Bleed Skill
- removed -20% Blight Resist
- added +1 SPD
- added -10% MAX HP

(The current set of skill support amulets feel very underwhelming, and seem worse than just about every other option. I've boosted them by increasing the skill and giving them a secondary support stat. At the same time, given the extra power, they need a more fitting penalty stat, particularly given that they're relatively easy to get. Class specific trinkets will tend to give better skill support at a lower cost to other stats.)

Blight Amulet
- increased to +30% Blight Skill Chance
- removed -20% Bleed Resist
- added +4 ACC
- added +10% Stress

(Reworked as with other skill support amulets - see Bleed Amulet, above.)

Blighting Satchel
- added +20% Blight Resist

Bloodcourse Medallion
- (no changes)

Bloodthirst Ring
- removed +10% MAX HP
- added +1 SPD

Book of Constitution
- added +10% MAX HP

Book of Holiness
- added +20% Debuff Resist

Book of Rage
- (no changes)

Book of Relaxation
- (no changes)

Calming Crystal
- removed -1 SPD
- added +4 DODGE
- added -20% Stun Resist

Camouflage Cloak
- (no changes)

Camper's Helmet
- added +20% Healing Received
- added -4 DODGE

(I'm not sure this needed extra stats - the scouting chance alone is actually really good. But extra heals for a character that's often on the front line are good, and the dodge penalty isn't much.)

Carapace Idol
- (no changes)

Chirurgeons Charm
- (no changes)

Critical Dice
- (no changes)

(I previously had some extra damage for front line position, but Jester now gets a whole lot of support for Finale already, and I added extra front line damage to the set. And the boosted crit value is really high, so this is solid on its own.)

Cudgel Weight
- (no changes)

Cursed Incense
- added +4 ACC

(The health penalty for a support trinket feels a little steep, so adding back in some accuracy - which the Occultist definitely benefits from - felt appropriate.)

Dark Bracer
- removed -10% DMG if Torch above 51
- added -10% Chance Party Surprised if Torch below 26
- added +10% Stress

(The original penalty did not feel significant, as it's trivial to stay at low light - and this is now stronger given its boosted crit value. I added some extra support for dark runs and a more meaningful penalty stat.)

Dark Crown
- added -10% Chance Party Surprised if Torch below 26
- added -4 DODGE

Debuff Amulet
- added +4 ACC

(Reworked as with other skill support amulets - see Bleed Amulet, above.)

Dodgy Sheath
- (no changes)

Double-Edged Pendant
- added +20% Move Resist

Fortunate Armlet
- (no changes)

Gambler's Charm
- added +20% Healing Received

Haste Chalice
- removed -25% Stun Skill Chance
- added +20% chance to Stun Skills
- added -10% DMG

(There's no point to going first in the first round if you can't stun. That's why you want to go first! So this is stun support for the Vestal, but she pays for it with lower damage.)

Heavy Boots
- reduced to -1 SPD

Life Crystal
- removed -1 SPD
- added +20% Healing Received
- added -4 DODGE

Longevity Eyepatch
- removed -2 SPD
- added +20% Bleed Resist
- added -4 DODGE

Medic's Greaves / Medic's Boots
- (no changes)

Move Amulet
- increased to +30% chance to Move Skill
- removed -20% Debuff Resist
- added +5% DMG
- added -4 DODGE

(Reworked as with other skill support amulets - see Bleed Amulet, above.)

Padlock of Transference
- increased to +30% Blight Skill Chance
- removed +20% Stun Skill Chance
- added +10 ACC to Ranged Skills
- added +1 SPD
- added +10% Stress

(The focus of this trinket is on blight - the accuracy and speed will help it land consistently. The stress penalty is there to help offset the significant positive stats.)

Paralyzer's Crest
- increased to +30% chance to Stun Skill
- removed -2 DODGE
- added -5% DMG

Poisoned Herb
- removed -15% MAX HP
- added +20% Blight Resist
- added +10 ACC to Ranged Skills
- added +10% Stress

Protective Padlock
- added +20% Stun Skill Chance

(The focus of this trinket is on defensive control - the stun boost is taken from the Padlock of Transference.)

Seer Stone
- (no changes)

Shimmering Cloak
- (no changes)

Solar Bracer
- removed -6% CRT if Torch below 50
- removed -6 DODGE if Torch below 51
- added +1 SPD if Torch above 75
- added +5% Stress

(Keeping light high is not difficult, so the penalty stats did not feel significant, so I substituted for a more consistent penalty, albeit a very weak one, since this isn't an exceptionally strong trinket.)

Solar Crown
- added +1 SPD if Torch above 75
- added -4 DODGE

Steady Bracer
- increased to -4 DODGE
- added +3% CRT

Stone of Patience [PS4 and Vita exclusive]
- (no changes)

Stun Amulet
- increased to +30% chance to Stun Skill
- removed -4 DODGE
- added -2 SPD

(Reworked as with other skill support amulets - see Bleed Amulet, above. I do think players should have access to consistent stuns - but there should be a corresponding price for it.)

Surgical Gloves
- (no changes)

Swift Cloak
- (no changes)

Tenacity Ring
- removed -5% CRT
- added +20% Stun Resist
- added +10% Stress

Worrystone
- (no changes)

Youth Chalice
- (no changes)

(I had previously reworked this, but with a significant boost to its stats in the CoM patch, I think it's now fine.)


* Changes to Common Trinkets

Agility Talon
- (no changes)

Agility Whistle
- removed -20% Debuff Resist

Archer's Ring
- added +4% CRT Ranged Skills

Bag of Marbles
- (no changes)

Bleeding Pendant
- increased to +20% chance to Bleed Skill

Blood Charm
- added +10% MAX HP
- added -20% Healing Received

Bloodied Fetish
- removed -20% Disease Resist
- added +20% Disease Resist
- added -6% Death Blow Resist

Bloody Dice
- added +1 SPD

Book of Intuition
- (no changes)

Caution Cloak
- (no changes)

Cleansing Eyepatch
- increased to -4 DODGE
- added +20% Healing Received

Damage Stone
- removed -4 DODGE
- added -1 SPD

Dazzling Charm
- increased to +20% chance to Stun Skills
- added -1 SPD

Defender's Seal
- increased to +10% PROT

Deteriorating Bracer
- (no changes)

Diseased Herb
- reduced to +30% Disease Resist
- added +30% Blight Resist
- added +33% Healing Skills
- added +5% Stress

Drifter's Buckle
- removed -5% Stress Heal
- added +10% Scouting Chance

Eldritch Killing Incense
- added +10% Stress DMG vs Eldritch
- added -5% Virtue Chance

Evasion Incense
- (no changes)

Flashfire Gunpowder
- added +4 DODGE

Healing Armlet
- (no changes)

Knight's Crest
- increased to +15% MAX HP

Lock of Patience
- added -10% Stress

Lucky Dice
- (no changes)

Quickening Satchel
- (no changes)

Reckless Charm
- increased to +8 ACC
- increased to -4 DODGE

Redemption Armlet
- (no changes)

Rotgut Censer
- removed -5% MAX HP

Scouting Whistle
- (no changes)

Selfish Pendant
- added +20% Debuff Resist
- added -5% Virtue Chance

Slippery Boots
- increased to +8 DODGE
- added -20% Stun Resist

Sly Eyepatch
- removed -10% Stun Resist
- added +5% PROT

Snake Oil
- (no changes)

Speed Stone
- (no changes)

Stalwart Buckle
- removed +5% Stress
- removed -3% Virtue Chance
- added +10 ACC Melee skills
- added -1 SPD

Sickening Satchel
- (no changes)

Sturdy Greaves / Sturdy Boots
- removed -1 SPD
- added +4% ACC
- added -4 DODGE

Survival Guide
- (no changes)

Swordsman's Crest
- (no changes)

Unmovable Helmet
- increased to +30% Move Skill Chance
- added +10 ACC to Ranged Skills
- added -4 DODGE

Vengeful Greaves / Vengeful Boots
- added +5% DMG

Virtuous Chalice
- removed -5% MAX HP
- added +8% Death Blow Resist

Warrior's Bracer
- (no changes)

Warrior's Cap
- added +4% CRT Melee Skills
- added -1 SPD

Witch's Vial
- (no changes)


* Changes to (Very) Common Trinkets

(The problem with these trinkets is very simple - the penalty for many of them was too significant to justify equipping them. Removing the penalty makes it so that they can be immediately useful, although I toned down the numbers on the damage stones to keep them reasonably weak.)

Accuracy Stone
- removed -1 SPD

Bleed Charm
- removed -2 DODGE

Bleed Stone
- reduced to +10% chance to Bleed Skill
- removed -1 SPD

Blight Charm
- removed -2 DODGE

Blight Stone
- reduced to +10% Blight Skill Chance
- removed -1 SPD

Critical Stone
- removed -1 SPD

Debuff Charm
- removed -2 DODGE

Debuff Stone
- reduced to +10% chance to Debuff Skills
- removed -1 SPD

Disease Charm
- removed -2 DODGE

Dodge Stone
- removed -1 SPD

Health Stone
- removed -1 SPD

Move Charm
- removed -1 SPD

Move Stone
- reduced to +10% chance to Move Skill
- removed -1 SPD

Protection Stone
- removed -1 SPD

Stun Charm
- removed -2 DODGE

Stun Stone
- removed -2 DODGE
Runix  [developer] 23 Jun, 2018 @ 9:02am 
* Changes to Crimson Court - Trophies (Courtyard)

Baron's Lash
- removed -10% Stun resist if has Crimson Curse
- added +25% DMG vs Bloodsuckers

(Trophies should be very solid rewards for the difficulty required to get them. These weren't. I've refashioned this one as a bloodsucker killer suited for characters with the Curse.)

Viscount's Spices
- removed +100% food consumed if has Crimson Curse
- added +12 ACC

(As with the other Trophys, I've removed the penalty stat since I don't think Trophies should have them. Even with the buff to crit, this was still an underwhelming trinket, and nowhere near Trophy level, so I've added accuracy to help with more consistent damage dealing. And eating food, because why not.)

Countess' Fan
- removed -25% Bleed Resist if has Crimson Curse
- added +15 DODGE
- added +30% Move Resist

(This was a breathtakingly awful trinket - and a little insulting since it's so incredibly hard to get. It's now a very defensively oriented trinket, and even though defensive stats tend to be weak, it has a big enough stack of stats that it should now be worth looking at.)


* Changes to Crimson Court - Sets

Abomination Set Bonus
- removed +20% DMG if in rank 1
- added +20% DMG Melee Skills
- +8% CRT Melee Skills

Shameful Shroud
- (no changes)

Osmond Chains
- added -1 SPD

(Generalizing the set bonuses so that they're available at other ranks should help make this more relevant; also added in a bit of a speed penalty since the overall power level of the set is higher.)

Antiquarian Set Bonus
- (no changes)

The Master's Essence
- (no changes)

Two of Three
- (no changes)

(This set was already just about everything the Antiquarian could need.)

Arbalest Set Bonus
- removed +25% PROT
- added +30% Move Resistance
- added +30% Stun Resist

Childhood Treasure
- (no changes)

Bedtime Story
- (no changes)

(Being able to stay put and cranking out damage is more important than protection against direct damage for the Arbalest. Other stats are solid.)

Bounty Hunter Set Bonus
- (no changes)

Crime Lords' Molars
- removed -10 DODGE
- added +10% DMG
- added -1 SPD

Vengeful Kill List
- (no changes)

(This set felt like it needed just a bit more damage to be relevant. With the extra offensive power, I changed the penalty to speed to balance it out a bit more.)

Crusader Set Bonus
- (no changes)

Glittering Spaulders
- removed -2 SPD (to Signed Conscription)

Signed Conscription
- added +20% DMG Ranged Skills
- added -1 SPD

(The stats here are solid, but distribution didn't feel right - I reduced the speed penalty and moved it to the stronger item. Also added ranged damage, so that one of the most meme-y abilities in the game would actually be borderline relevant.)

Flagellant Set Bonus
- added +6% CRT vs Bleeding

Chipped Tooth
- added +20% Healing Received
- added -8 DODGE

Shard of Glass
- removed -20% Bleed Resist
- added +15% DMG if HP below 40%
- added +20% Debuff Skill Chance

(A weak set even after a buff in the CoM patch, so I added stats for both offensive and defensive power, and the dodge penalty will help create more low health situations, which could actually increase the Flagellant's power.)

Grave Robber Set Bonus
- added +8 DODGE (from Sharpened Letter Opener)

Absinthe
- removed -20% MAX HP
- added +1 SPD

Sharpened Letter Opener
- removed +5 DODGE
- added +10% Stress

(The intent of this set is to support consistent blight and melee damage output - the problem was that the bonuses weren't enough, and the penalties too significant. I've kept the design but adjusted secondary stats to help make it more playable.)

Hellion Set Bonus
- (no changes)

Lioness Warpaint
- added +10% DMG

Mark of the Outcast
- (no changes)

(Solid set to begin with, just needed more consistent damage output. No support for her best ability, the double stun, is intentional - she should have to choose between damage and control.)

Highwayman Set Bonus
- removed +45% Virtue Chance (to Shameful Locket)
- added +10% DMG
- added +6% CRT (from Shameful Locket)

Bloodied Neckerchief
- (no changes)

Shameful Locket
- removed +6% CRT
- added +45% Virtue Chance
- reduced to +10% Stress

(Stats on the set were useful, but not quite enough, and distribution across the set was odd, so added in some additional power and moved stats around so both the individual trinkets and the set are worth using.)

Houndmaster Set Bonus
- (no changes)

Evidence of Corruption
- (no changes)

Battered Lawman's Badge
- (no changes)

(This set has solid stats all around, and seems to be strong enough to be worth using.)

Jester Set Bonus
- added +12% Deathblow Resist

Tyrant's Tasting Cup
- reduced to +10% Stress

Tyrant's Fingerbone
- added +20% DMG if in position 1
- added -10% Virtue Chance

(This set provides support for Finale and stress healing, and not much else - that's not a bad thing, it just needed stronger stat lines to be worthwhile. Jester is very high risk, high reward, and Deathblow Resist should help mitigate a little of the risk of putting him in front of the fight.)

Leper Set Bonus
- added +30% Move Resistance

Last Will and Testament
- reduced to -6% Death Blow Resist
- added +20% Healing Received

Tin Flute
- (no changes)

(The idea is to help the Leper tank the front line, so added some Move Resist to help him stay put. Also adjusted the numbers a little to help keep him at high health, and to keep him out of the graveyard.)

Man-at-Arms Set Bonus
- (no changes)

Old Unit Standard
- (no changes)

Toy Soldier
- +4 SPD on First Round

(This was a very solid set all around and got small but appropriate nerf in the CoM patch. But Toy Soldier felt a bit underwhelming, so added a first-turn move bonus to help put up a buff/debuff or a guard.)

Occultist Set Bonus
- (no changes)

Blood Pact
- (no changes)

Vial of Sand
- added -10% Stress

(For a set focused on low light runs, this is more or less good enough - the Vial of Sand got a small buff in the CoM patch but still felt a bit weak, so added some stress relief.)

Plague Doctor Set Bonus
- added +12 ACC

Subject #40 Notes
- (no changes)

Dissection Kit
- added -20% Healing Skills

(Overall stats were not quite strong enough, so I added accuracy, which will go a long way to making this set viable. Accuracy/damage/stun is a powerful enough combination that it needed an offset, so added a small healing debuff.)

Vestal Set Bonus
- added +8 ACC
- removed +35% Debuff Skill Chance

Atonement Beads
- added +30% DMG if Afflicted

Salacious Diary
- added +50% Healing Skills if Afflicted
- added -1 SPD

(Battle bot Vestal got a major boost in the CoM patch, and this set is clearly oriented toward supporting front-line Vestal, so it got an indirect boost from that. Debuff is significantly less relevant, so I removed it. Instead, I added in accuracy for damage consistency, and an interesting boost for if/when an affliction hits. The speed penalty is back since heal boosts with no downside didn't feel appropriate.)


* Changes to Crimson Court - Very Rare (Courtyard)

Ancestor's Vintage
- added +15% DMG
- added +20% chance to Bleed Skill
- added -20% Disease Resist
- added +20% Stress

(So I reworked this yet again because my previous version didn't feel useful - and I wanted it to fit better with the lore. It is now very similar to the Collector heads, but more for Bleed oriented heroes. Penalty stats are correspondingly severe for the damage it provides. This is an aggressive choice for a Cursed character - for a more defensive choice, see Mantra of Fasting.)

Coven Signet
- (no changes)

(I think this is useful as is - it's one of the strongest stress protection trinkets available, but only for Cursed characters.)

Dazzling Mirror
- added +5 ACC if Torch above 75
- added -4 DODGE

(This was very strong against Bloodsuckers, even after its power level got reduced in the CoM patch, but dead weight otherwise. I've added a little bit more power in high light, which applies to the Courtyard, as well as a slight penalty stat so it isn't just a free accuracy trinket.)

Mantra of Fasting
- added Delayed Curse craving

(Even with recent buffs in the CoM patch, this was still not particularly useful. I copied the Delayed Curse Craving from the Vintage, so this item now has a purpose - it's what you use when you're really bad at managing blood supplies, and want to play conservatively.)

Mercurial Salve
- added +20% Disease Resist
- added -1 SPD

(This actually was a very good trinket, probably a bit too powerful for a non-Trophy, so I added a slight Speed penalty as with the other "Slayer" items. I also added some Disease protection to add some utility for non-Cursed characters.)

Pagan Talisman
- increased to +50% DMG vs. Fanatic
- added +15% DMG when Riposte
- added -1 SPD

(This trinket just wasn't worth the downside of being next to worthless outside of the Fanatic fight, and wasn't good enough to bring against him. It's now strong in its own right, and does serious work against the Fanatic - it should also provide a very strong hint about what works best against him. I previously had a Bleed Skill buff, but the Stress Resist buff that came in the CoM patch takes its place.)

Rat Carcass
- (no changes)

(This is a bad trinket, but it's a punishment for doing an exceptionally bad job of managing blood supplies.)

Sanguine Snuff
- added +20% Stun Resist
- added -1 SPD

(This is a decent trinket on a Cursed character. The extra stats are mostly for flavor - they actually offset the Curse effects to some degree, and make the trinket not entirely useless when not in Bloodlust. And they make it more, you know, sanguine.)

Sculptor's Tools
- added +15% DMG
- added -2 SPD

(Another that seems too niche to be useful. Extra damage is good, though, and makes this useful outside of its one focus combat. That speed penalty should keep it from being a free damage buff trinket.)


* Changes to Crimson Court - Flagellant

Eternity's Collar
- added +20% Stun Resist
- added -4 DODGE

(I like the CoM patch improvement on this quite a bit - but it still feels like dead weight other than when its conditions kick in, and that's generally a sign of a trinket that won't get used. I've added a bit of Stun Resist, which will help make it more useful. The Dodge "penalty", like the Bleed Resist debuff on the other trinket, can be a negative or a positive, depending on play style.)

Suffering's Collar
- removed +20% Bleed resist if HP below 40%
- removed +20% Blight resist if HP below 40%
- added +20% Stress Heal
- added -10% Stress
- added -20% Bleed Resist

(This trinket was so weak I didn't know how to fix it - and the CoM patch didn't help, since health is arguably a bad stat for the Flagellant. But stress healing is a thing and Flagellant does that thing, so this got changed into a niche item built around that. Minus Bleed Resist is a mixed bag, it can be a negative or a positive depending on the situation.)

Punishment's Hood
- increased to +30% Bleed Skill Chance

(This got a bit of a boost with the CoM patch that added conditional damage, but still felt just a little weak, so I boosted the bleed chance.)

Resurrection's Collar
- (no changes)

(This trinket may look a bit underwhelming, but healing is very strong, and this represents an interesting healing-for-damage tradeoff that encourages the player to choose a focus for the character.)

Heartburst Hood
- (no changes)

(I like having a common trinket for each class that has no downside and can be slotted without penalty; this is a reasonably useful trinket as-is, so I'm keeping it.)


* Changes to Shieldbreaker Trinkets

Shieldbreaker Set Bonus
- (no changes)

Obsidian Dagger
- added +20% DMG vs Marked
- added -1 SPD

Severed Hand
- (no changes)

(Additional support for extra damage, with proper preparation. Speed penalty is not trivial, but will often help her go after a mark has been put down for maximum damage.)

Cuirboilli
- removed -2 SPD
- added +20% Bleed Resist
- added -8 DODGE

(I added some help for annoying bleeds that ignore Aegis. The Dodge penalty is significant, but shouldn't limit her as much as the Speed penalty, and, well, she still has Aegis for defense.)

Fanged Spear Tip
- removed +35% DMG vs Marked
- removed -10% DMG
- added +15% DMG if in position 1
- added +4% CRT if in position 1
- added -1 SPD

(Completely reworked. The Spear is now built around direct damage from the first position - e.g., Impale. See the Set trinkets for additional damage vs. Marked.)

Dancer's Footwraps
- removed +40% Move Resist
- added +30% Move Skill Chance
- added -20% Stun Resist

(This is still primarily a speed boost trinket, but now helps Puncture take effect to line an enemy up for additional damage potential.)

Shimmering Scale
- added +30% Move Resist

(This trinket needed a little more power to be useful, so I moved the Move Resist over from the Footwraps. It's arguably not a great stat for her, but should make this a little more worthwhile.)

Venomous Vial
- removed -10% Blight Resist

(I like having one of the common trinkets be "free" of penalties so that players can use it right off.)
Runix  [developer] 16 Jul, 2018 @ 10:19pm 
Version 3.1:

This update is for Color of Madness and Musketeer trinkets - but also, some minor tweaks to existing changes.


* Updates to Existing Changes - Base Game

Focus Ring
- reverted to +10 ACC
- reverted to +5% CRT

(This was changed in the official version, and the stats now are fine, if just a touch underwhelming, so I'm reverting it to the official version's stats.)

Paralyzer's Crest
- increased to +30% chance to Stun Skill

(Some stun skill chances got reduced in the patch - this one slipped past me the first time, I'm now bringing it back up to what I intended.)

Surgical Gloves
- removed -10% Debuff Resist
- added -5% DMG

(I originally had this as unchanged, but the significant increase in crit chance - and the importance of crit - made this into a much better item that was much better than other items of the same rarity. I swapped out the not particularly meaningful debuff resist debuff for a damage debuff - the damage reduction isn't a major one, but will help keep this in line.)

Stalwart Buckle
- reduced to +5 ACC Melee skills

(This is another that got a big boost from a crit increase - I reduced the accuracy buff to compensate. This is still a very good item for a common trinket, but the speed penalty helps balance out its strengths.)


* Updates to Existing Changes - Crimson Court

Viscount's Spices
- removed +12 ACC
- added +7% CRT

(This felt underwhelming as a reward for an extremely difficult fight - I swapped out the accuracy for flat crit, which is more in line with the original design. This is admittedly more specialized, but there are plenty of options for accuracy, e.g. Focus Ring, while there are few options for straight crit boost available to all classes.)


* Changes to Musketeer Trinkets

(These changes directly reflect those of the changes to corresponding Arbalest trinkets. Only the Color of Madness trinket is different; see below.)

Wrathful Hat
- (no changes)

Bull's Eye Hat
- (no changes)

Medic's Boots
- (no changes)

Sturdy Boots
- removed -1 SPD
- added +4% ACC
- added -4 DODGE

(Helping land buckshot - while staying put - is a good thought, but the speed penalty was too steep. I replaced it with a less costly dodge penalty, and added accuracy to help land the move attack.)

Vengeful Boots
- added +5% DMG

(Flat crit is decent, particularly since the amount got slightly boosted in the patch, but this still needed just a bit more to be viable. Extra damage is good, although it's a small amount being added.)

Musketeer Set Bonus
- removed +25% PROT
- added +30% Move Resistance
- +30% Stun Resist

Second Place Trophy
- (no changes)

Silver Musket Ball
- (no changes)

(Prot is nice, but she doesn't need it so much as she needs to be able to stay put and available to keep doing damage, so I replaced prot with more meaningful defensive bonuses. The trinkets individually are fine.)


* Changes to Color of Madness Trinkets

(As a general comment on the Color of Madness trinkets - I feel like the power level should be around that of the Set trinkets from the Crimson Court, and my approach has been largely the same as for the Set trinkets. Overall, most felt close to balanced, but some have needed some adjustments, to tone down a couple of very powerful trinkets, and to make several of the weaker ones more appealing, particularly the Thing From The Stars rewards, which frankly didn't feel like much of a reward for a low probability drop from a very difficult fight.)

(On a side note - I really don't like bleed and blight resist debuffs, and have used them only sparingly. They are completely meaningless for some dungeons, and for others, they feel meaningless until you get a DoT and miss a death blow roll, and then they really hurt. I prefer penalties that are more straightforward and which don't come with really awful feel-bad moments - that also makes trinkets easier to assess. As such, I've cut the bleed and blight resist debuffs in favor of penalties that should make more sense.)

(Note that I've also reordered some stats for clarity - many of the trinkets are difficult to read since listed stats are in an inconsistent order.)

Lens of the Comet
- (no changes; reordered)

(Not great, but it has a clear use case - bypassing stealth - so it doesn't otherwise need to be impressive.)

Petrified Skull
- increased to +25% MAX HP

(Underwhelming, even with increased health - and a little too specific to the Farmstead for my liking. But a lot of extra health for Occultist is a good thing, because it keeps him alive, and a couple of his other trinkets have health penalties attached which this will help offset.)

Broken Key
- (no changes)

(Good stats for a support-oriented Abomination, no changes needed.)

Smoking Skull
- reduced to -8 ACC
- removed -15% Blight Resist

(Good idea for a trinket, penalty stats way too harsh. Even with a much lower accuracy debuff, this is still a tough trinket to take.)

Ashen Distillation
- (no changes)

(Very tempting to add a penalty stat since this is so good - but it's primarily defensive and doesn't have a boost for the all-important stun skill, so I'm leaving it.)

Dirge For The Devoured
- (no changes)

(Another strong trinket, but not overly strong, with a reasonable penalty stat.)

Acidic Husk Ichor
- increased to +25% Healing Received if HP below 40%

(All the other Flagellant skills and trinket bonuses are set at 40% of HP, so I raised the HP limit on this to align it with the others.)

Spectral Speartip
- increased to 10% chance of attacks hitting a random target rather than the intended target

(This is an incredibly good item - I increased the penalty chance, but even with a few more random attacks, it's very solid.)

Crystal Pendant
- reduced to +10% Stress

(This was objectively worse than the Cluster Pendant - which I think was supposed to be considered balanced since it's less expensive. But with the same rarity, I'd like them to be balanced independent of cost, so reduced the stress penalty to correspond to the lower shard yield.)

Heretical Passage
- (no changes)

(Stats are fine for Vestal, and penalty is about right, so no changes needed. I don't love the fact that it's oriented at Farmstead runs, but I think it's still good enough it'll see use outside of it.)

Huskfang Whistle
- (no changes; reordered)

(Not the strongest of options for the Hound Master, but it does have its uses, since both guard and stress relief are useful functions. The dodge penalty feels a bit hefty, but bear in mind that this will mainly be used with a lot of guard actions, which gives a significant dodge bonus, so in most cases this will only partially offset that bonus.)

Mask Of The Timeless
- increased to +10% Stress

(A strictly better Ancestor's Coat - which is generally OK, since it's class specific, but still, a little too good, so just increased the penalty slightly.)

Mirror Shield
- (no changes; reordered)

(Good stats for the Man-at-Arms, but defensively oriented, so I don't think it needs a penalty stat.)

Topshelf Tonic
- removed -20% Blight Resist
- added -6% CRT Melee Skills

(This is a very strong trinket, since it provides two critically important stats - speed and dodge, even if conditional - and extra blight damage. I needed a meaningful penalty, and reducing melee power seemed to make sense since overall this is more oriented toward ranged/blight builds. But hitting melee damage directly felt too severe, so I cut crit instead. Normally I don't like cutting crit, but I felt that damage and/or accuracy penalties would hit it too hard.)

Petrified Amulet
- removed -15% Bleed Resist
- added -4 DODGE

(For reasons discussed above I don't like bleed or blight debuffs, so the bleed debuff got removed - a dodge penalty is a little boring, but it works and I think this is about the right level. Otherwise the stats here are fine, accuracy and health are both good for Leper, but not overly powerful.)

Crystalline Gunpowder
- removed -15% Stun Resist
- added -6% CRT Melee Skills

(The situation here is much the same as for the Grave Robber trinket - the stats are very good, and need a meaningful penalty to offset them, or this just becomes a mandatory trinket. Reducing melee only crits feels about right - it helps encourage more use of ranged skills, which often go unused on Highwayman, and Duellist's Advance doesn't get hit directly, it just doesn't do as many crits, particularly across multiple ripostes. It's also thematic, since the trinket is, well, gunpowder. With a significant offensive penalty attached, I don't think it needs the defensive penalty as well.)

Cluster Pendant
- (no changes)

(I'm not sure how useful the extra shard trinkets are, but they have a clear use case, and the stress penalty isn't overly severe, so I'm leaving this one as is.)

Thirsting Blade
- removed -20% Bleed Resist

(As discussed above, I don't like the bleed/blight debuffs, so this it's been removed. Otherwise, while this trinket is quite strong, I feel like the self-damage trigger is penalty enough - especially since it could kick in at the worst possible moments and even trigger death blow rolls.)

Icosahedric Musket Balls
- reduced to 10% chance of attacks hitting a random target rather than the intended target

(Good trinket but the penalty is too strong, so I brought it down to a more reasonable level.)

Keening Bolts
- (no changes)

(This feels really strong, but Arbalest could use some strong damage items since her damage otherwise feels just a bit low against unmarked targets. I'll keep an eye on this one, and may adjust if it feels too strong.)

Coat Of Many Colors
- increased to On Monster Kill: Buff Target: +4 ACC (100% base)
- increased to On Monster Kill: Buff Target: -5% Stress (100% base)

(I like the special effect on this, but in practice, it's very weak. After considering boosting the special effects, though, I realized it would create problems for Endless runs, since battles there run quite long with a lot of enemies. I finally settled on boosting the bonuses, though not by as much as I would have liked. Bear in mind that only the hero with the coat gets the bonuses, and only if they score the killing blow - so while, yes, it will stack significantly during Endless runs, it shouldn't get out of control. And accuracy and stress protection are good, but they're not overwhelmingly powerful stats either. This may still be a little too weak, in which case I may add a bit more power to it.)

Miller's Pipe
- increased to On Monster Kill: Stress -5
- removed Hero Killed: Party: Debuff Target: -20% PROT (100% base)

(As with the Coat of Many Colors, this needed a little more to make it attractive. I increased the per kill bonus, and removed one of the death penalties, which only affected the few heroes that used prot, and not by much - it felt like it was just cluttering up the description. The blight effect is actually very useful and the stress heals should now stack up more, so this should in theory be useful.)

Non-Euclidean Hilt
- increased to 10% chance of attacks hitting a random target rather than the intended target

(This is rather strong - stun bonus is very good, and the bonus blight is really very handy in helping deal with high prot and resurrecting enemies. I upped the penalty just a bit to compensate for strong stats.)

Mildred's Locket
- (no changes; reordered)

(This is very clearly for helping fight the Miller, and for that it works fine - it also has some stats for all fights, which helps make it not useless, so I'm leaving it.)

Thing Eye
- recoded to +6% CRT
- recoded to +6% Crit Chance if HP below 40%
- added +10 ACC if HP below 40%

(I recoded this to align better with other low health trinkets, such as the Lionness Warpaint - it should also avoid a bug when a stat is at exactly 40%, which would trigger neither bonus. The crit bonus is slightly larger, but more importantly, I added a low health accuracy buff to provide for more consistent damage; this just wasn't really worth taking otherwise.)

Crystalline Fang
- recoded to +20% chance to Stun Skills
- recoded to +20% chance to Stun Skills if HP below 40%
- added +4 SPD if HP is below 40%

(As with the above, recoded to be more consistent - bonuses are about the same. This is still underwhelming, even with extra speed added in at low health, but I'm not sure it's so weak that it justifies tacking on even more stats.)

Phase Shifting Hide
- recoded to -15% Stress
- recoded to -35% Stress if HP below 40%
- added +30% PROT if HP is below 40%

(As with the above, recoded for consistency. Added prot since, well, that's what the Thing gets when its health gets low, you would think you would get that from its hide. As is the trinket is actually decent, but extra prot makes it more attractive, even if the real enemy at low health is damage over time effects.)

Prismatic Heart Crystal
- removed +35% Blight Skill Chance vs. Thing
- removed +35% Bleed Skill Chance vs. Thing
- added +30% chance to Bleed Skill
- added +30% chance to Blight Skill
- added -10% Stress

(Like many of the other trinkets designed for one specific fight, this just wasn't good enough, since it was just taking up a slot otherwise. But making the bleed and blight buffs universal, along with a stress resist bonus, helps make it worth taking. You still get the massive crit bonus vs the Thing, so it's still very helpful in that particular fight, it's just not dead weight otherwise.)
Last edited by Runix; 26 Jan, 2024 @ 7:38am
White Rabbit 24 Dec, 2019 @ 11:55am 
Commander's Orders
- (no changes)

(Reworked in the CoM patch, and I rather like the rework - Crusader needed heal support outside of the set - so I'm keeping it as is. I'm not sure if the self stress heal is correct or a bug.)
It's a bug. The patch notes differ from the actual trinket stats:
https://www.darkestdungeon.com/darkest-dungeon-the-color-of-madness-patch-notes/

Commander’s Orders reworked: now gives +15% Stress Heal Done, +33% Healing Done, -10% DMG
Instead of +15% stress heal done, the trinket provides +15% stress heal received (of course, if the Crusader uses it on himself, it makes no difference).
Runix  [developer] 24 Dec, 2019 @ 7:59pm 
Originally posted by White Rabbit:
It's a bug. The patch notes differ from the actual trinket stats:
https://www.darkestdungeon.com/darkest-dungeon-the-color-of-madness-patch-notes/

Sharp eyes - thank you! In reviewing my notes, I see that I had this marked for review. I'll take a look at issuing a fix for this.
Runix  [developer] 26 Jan, 2024 @ 7:53am 
Version 3.2:

This update is a very minor bug fix for the Commander's Orders trinket.


* Updates to Existing Changes - Base Game

Commander's Orders
- changed to +20% Stress Heal

This was an issue with the original (unmodded) trinket; I believe the intent was to buff his stress healing skill. I've changed it so that it works; the percentage is very slightly higher.
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