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Ring Worm
The Tick
Cursed Skull
Mysterious Candy
Butt Penny
Umbilical Cord
Cursed Skull
Mysertious Paper
Dim buld seems kind of bad to me because as soon as you clear a room you have 1 charge again.
I'm serious™
Well, the common tammy's head or even better Guppy's Head are recommended then, other 1 room to charge items and those which have a set charge time... maybe not so much (but hey, if you got The Poop or Bean, might as well use it~)
With a 1 room charge item the dim bulb is great, if you can find moms purse so can carry both dim & bring bulb, its free stat ups.
1) NO!!!!!!!!!!!!: This will always be my favorite trinket, not wasting item rooms on spacebar items is so lovely and realistically if you fight a few miniboss you are bound to get a passable spacebar item anyway (assuming you didn't start with one)
2)Curved Horn/Cancer: The increase in damage potential of these trinket is just too high not to include them on any list like this...
3)Dim Bulb/Vibrant Bulb: These Trinkets each give an intersting incentive to use what ever spacebar item you have in different ways, the stat gains are significant enough that getting/keeping the charge at the right level for their bonuses is an interesting tacitcal decision, weighing the value of when to use your spacebar item, and where you want your charge at
4)Locust of ______: The added flies with intersting additional effects are an intersting addition that (usually) increase the potency of a run in a suprisingly simple way (although the newnss factor may be pushing it onto the list)
5)Blood Crown/silver Dollar: I wish I got these trinket in the right place/time more often because they make exploration of the womb/utero/scarred womb feel...less pointless in standard play. Again newness factor strikes again
5 Honourable mentions:
Fragmented card: The exta secrets rooms are an interesting addition especially if you have some means of helping you find them (when there are 2 one can be in unusal places)
Crow's heart: If this didn't ruin your devil chances this would be higher on the list, making red hearts be taken first makes the later room red hearts drops feel... actually ueful and make me think more about trying for high red heart runs (instead of being stuck with them)
Safety scissors: this is an underappreciated trinket, conveting troll bombs into real bombs weakens some of the boss in notable ways, and makes red chests, tower cards and curse of the tower less risky (although arguably less useful)
Blind rage: can make those contact damage and orbitals a little more useful if you cannot find any other invincibility
Mom's pearl: the greater chance of soul heart spawns is nice.
Bag lunch/walnut/wish bone/tonsil: The requirement for taking damage to get the benefit of these keep them on the list, but all of them are interesting in their own way...
4. Curved Horn
3. Cancer
2. Locusts
1. Nose Goblin