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Game relies a lot on rotating your roster of heroes and often changing heroes in a party, so it's a lot faster to just hit that unequip all in inventory and sort the way you like it, so you can equip them, once you assembled party for next mission.
Generally I do it like this:
Check out mission > Pick one > Assemble heroes for it > Equip them with trinkets + Upgrade weapon/armor if necessary > Send them on a mission > When they return unequip trinkets from inventory window, sort > Place heroes in facilities, if they need it
Repeat.
For preference I use unique trinkets, so unequip-all is mandatory.
Exact loadouts depend on the role and available class trinkets.
-Ancestors candle - a great overall trinket for any dmg dealer
(-Crescendo Box - alternative for Ancestor's candle trinket, Almost exactly as good)
-Ancestor's Signet ring - a great defensive and offensive ring. Good for dmg dealer to able to hit, good for tanks to be more tanky. Always put it on Leper, who suffers lack of accuracy and extra prot makes him even more tanky. Its good even for light classes as well.
-Ancestor's pistol for Hound master who has almost all attacks are range type. He benefits greatly from super high accuracy buff and big speed buff. That trinket is basically builded for him.
-Gunslinger Buckle for Highwayman. The only trinket he ever needs it ( for my style) for consistant and increased dmg range Highwayman.
-Ancestor's map. I think its obvious why
- Tome of holy healing / Junias Head for Vestal. Healing is primal reason you take Vestal, so why not make her really good at doing that?
- Blasphemous Vial for Plague Doctor, This trinket does everything that every Plague doctor needs to do: hit, stun and blight
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Yes, I always unequip trinkets. Easy to find and not forget you had them in your collection. But also very important is that heroes may lose trinkets if you leave them in treatment facilities while they are holding them. They could gamble, sell it or lose it in some facility treatments
I wish it was so simple to just unequip and then heroes would never lose trinkets :'D
As No One pointed out, the instant you get Blasphemous Vial, you krazy glue it to Plague Doctor's hands. If for some reason incomprehensible to me, you don't want to equip it, there's also Ashen Distillation in the Crystal trinkets.
Similarly, in Crystallines, Broken Key is the most god-tier character specific trinket imaginable. Why anyone wouldn't equip it is beyond me. Similarly, it gets chained to him immediately.
Another of these, but from Crimson land, is the Sharpened Letter Opener for Grave Robber. Can you think of anything better to put in a trinket slot? I can't. Too bad the other half of the pair is complete garbage.
Another Crystal. Smoking Skull for ANT. Yes, I know I talk trash about dodge all the time and this particular trinket comes with some serious minuses (specifically ACC) that I usually denigrate heavily, but it turns her into a dodge queen, one of the few times I think a character really, really needs this particular thing. And +35 with no ramp-up at all? Definitely kino and that's even if she doesn't just repeatedly spam vapors. The worst part is the ACC penalty, especially if you often use ANT's weak stab to finish off nearly dead enemies. You shouldn't be relying on that anyway, but it's a concern. It also has a nearly meaningless blight resist debuff. Who cares? So this is a slightly problematic choice on my part, but I almost always find this better to bring along than not. It's sort of like how the stress penalty for Blasphemous Vial is brutal, but the penalty of not stunning and blighting absolutely everything and not always hitting from not bringing Blasphemous Vial is way more brutal.
Almost everything else is situational. One I almost always bring is Heaven's Hairpin, but I usually play high light. There are different sets of "always bring" trinkets if you're playing light or dark. Some of the dark trinkets are insanely good, but ONLY if you are always torchless.
A general class of trinkets I almost always bring is also dungeon-dependent. I usually bring Slayer rings for specific classes of enemies that are endemic to a particular dungeon, such as Unholy for Ruins, Eldritch for Cove, Beast for Warrens, and Beast for Weald (before Champion) and Man for Weald (after Champion specifically for Hateful Virago). This isn't a universal thing, sometimes specific heroes have better trinkets or quirks that already serve the purpose, and I usually farm and lock in quirks so that particular teams have them to be specialists at particular dungeons. So while this isn't a specific trinket I always bring, I do always choose the trinkets to be aimed at the dungeon I'm going into if there isn't some more specific better one. So Slayer rings in general.
Ancestor's Pistol and Ancestor's Pen also tend to show up on someone pretty often.
Almost anything else is situational. About the only one I absolutely always have is Prophet's Eye, and the only time I don't is if I have a dancing team where nobody stays in the same position.
PD => nope
VES => nope
ARB => nope
...and that's basically every team.
I found several CC sets to be pretty useful overall; Highwayman's gives him dodge, speed, bleed chance and accuracy as well as very high virtue chance. I also got a lot of use out of the Crusader's set making him a front line tank/support.
Ancestors map+lantern is great for an Antiquarian who will seldom give up much for support trinkets. This is a good choice for the missions where you need to activate or find 3 curios as you can scout them out asap and you'll almost never get ambushed.
Even Blasphemous Vial, which is always a great option, isn't permanent. Lately when I take plagues I take the crystalline trinket for a ridiculous +20 dodge and +healing received, and the +blight chance would make taking a blasphemous vial a bit redundant. I've been farming Warrens where blight isn't always amazing, and taking focus-fire heavy parties, so I take Bloody Herb so my plague can do burst damage with incision most turns, the vestal has +stun trinkets so she stuns most turns. Taking Blasphemous vial doesn't make a ton of sense in this build, and the bloody herb is a surprisingly powerful trinket with + dmg, +accuracy, +bleed chance on incision.