Darkest Dungeon®

Darkest Dungeon®

Trinkets Plus (4.0)
Vintage  [developer] Apr 12 @ 11:35am
Changelog for Patch 4.0
Once again, this patch contains so many changes that I have restricted it to another forum post. This particular update was made to rework trinkets I didn't have time to address in patch 3.0, provide further stat adjustments to trinkets I noticed were falling behind in usefulness, and add some additional trinkets to address some niches that T+ did not properly account for.

Similar to the change notes for patch 3.0, I have split things up such that this primary forum post talks about universal trinkets, and the comments address hero specific trinkets as well as any new trinkets that were added.

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NEWLY ADDED TRINKETS

Just Lucky: +5% CRT, -10% Crits Received, -100% Resolve EXP
Wanderer's Robe: +2 SPD, +10% PROT, -100% Resolve EXP
Bloody Stake: +25% Bleed Chance, +33% Bleed Duration Applied
*Just Lucky and Wanderer's Robe are the two latest editions to the series of "-100% Resolve EXP trinkets". These are intended to be generically useful in most builds whilst blocking a hero from levelling up, for finer control over when heroes hit Resolve 3 or 5.
*Some useful feedback I obtained was the lack of generic +bleed/+blight chance trinkets in T+. Whilst blight and bleed stone are obtained early on, there are cases where using multiple +bleed/+blight chance trinkets would be useful. As such, I have added an additional +bleed chance trinket and reworked another trinket as its blight counterpart.


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GENERIC TRINKET CHANGES

- Book of Constitution: Reworked, all previous effects removed
- Book of Constitution: Now adds +25% Blight Chance and +33% Blight Duration
- Book of Constitution: Renamed to Book of Bane
*This trinket is the aforementioned counterpart to Bloody Stake. Reworked as the T+ trinket pool already has plenty of +bleed/blight resistance trinkets

- Dismas Head: Reverted to vanilla version
*Dismas Head is a trinket I've gone back and forth on nerfing several times. But after running the numbers and hearing feedback, I've decided to bring it back to its weaker vanilla iteration. The problem with this trinket is that it isn't actually very rare—the text in game says so, but with how common the Collector and secret rooms are, its not unlikely to get this trinket by week 10. This was bad from a trinket progression standpoint, as many of the very rare DMG trinkets were still outclassed by this thing. As such, I've decided to readd the -10% Max HP penalty that it has in vanilla.

- Ancestor's Pistol: Reverted to vanilla version
*I was wrong. There were a few people who critiqued this trinket as worse than the vanilla iteration, and they were correct. If I am to allow trinkets like Prophet's Eye or the reworked Crew's Bell to exist, and Ancestor's Pistol is acquired at a similar point in the game to those trinkets, then there is no reason why the vanilla Ancestor's Pistol shouldn't also be in the game.

- Eldritch/Man/Unholy/Beast Slayer Rings: DODGE penalty removed
*After further consideration, I've decided to remove the downside from these rings entirely. Compared to Dismas Head, the dodge penalty on these trinkets could be worse than the stress AND hp penalty. These trinkets already have the problem of not giving damage 100% of the time, so removing their downside will help keep them competitive.

- Healing Mixture: Heal can no longer crit.
*This trinket was more powerful than expected compared to its counterpart in Beaded Necklace, as a critical heal would restore a huge chunk of HP AND heal stress. Removing the critical heals should bring it more into line.

- Star Charm/Amulet: Healing/Stress Healing Received Penalties increased from -20% to -25%
*I initially wanted to nerf these trinkets by giving them -30% penalties. However, I feared the risk of overnerfing them. -25% should be a good compromise for now. Please do chime in with your thoughts on these trinkets if you use them, as I've found opinions quite split on their usefulness.

- Distended Crowseye: Scouting bonus decreased from +15% to +10%
*This trinket is incredibly powerful for what it does. +10 ACC alongside scouting is exceptional value for a trinket slot, with disease resistance as the cherry on top. This adjustment should rein it back a little bit.

- Berserk Charm: Adjusted tooltip formatting

- Thirsting Stone: Healing and SPD bonus removed
- Thirsting Stone: Now adds +20% DMG and +15% Armorpiercing
*Two trinkets which give +ACC and +SPD are being added into the pool this patch (Ancestor's Pistol and Matchman's Fusestick). These ended up making Thirsting Stone obsolete, and as such it has been reworked. This version should be a little more enticing with unconditional +ACC and +DMG, but the downside is of course still present.


- Blighted Idol: DMG and Armorpiercing bonuses removed
- Blighted Idol: Now adds +30% Healing Skills and +15% PROT
*Now that Thirsting Stone gives +DMG and +AP, I had to take a second look at Blighted Idol, which was left without a niche. This new version turns it into a risky support trinket, with powerful upsides if you can manage the health drain.

- Book of Holiness: Reworked, all previous effects removed
- Book of Holiness: Now grants +20% Stress Healing Skills
*This trinket was for the most part a mediocre sidegrade to the Book of Relaxation. This change aims to make the trinket a parallel to Chirurgeon's Charm, but for stress healing skills instead of healing skills. That said, trinkets which boost stress healing are typically not as important as those which boost healing, so its effect is a little bit more powerful.

- Ethereal Crucifix: Reworked, all previous effects removed
- Ethereal Crucifix: Now grants +30% Stress Healing Skills, +33% Bleed Resist, +10% Deathblow Resist, and -10% Max HP
*Whilst the original version of this trinket (which granted +DMG vs Unholy and Eldritch) wasn't bad, it was unnecessary. T+ adds a lot of +DMG trinkets, but very few stress relief ones. This change aims to give the Ethereal Crucifix a niche in the stress healing department, with an additional survivability gimmick that the resistances and max hp penalty provide.

- Shimmering Amulet: ACC bonus increased from +5 to +7
*I often passed this trinket up for ones that gave +10 ACC or higher. Perhaps I am underrating the value of bypassing stealth and guard, but a small buff shouldn't hurt.

- Hero's Ring: ACC bonus increased from +5 to +7
*Same line of thought as with the Shimmering Amulet

- Fang Talisman: AP bonus increased from +15% to +20%
- Fang Talisman: CRIT bonus increased from +2% to +7%
- Fang Talisman: Rarity upgraded to Rare
*If Fang Talisman is going to be one of the few universal trinkets that gives AP, it should be reasonably strong so it can compete with other, much stronger trinkets. That's exactly what this change aims to accomplish.

- Lens of the Comet: Reworked, nearly all previous effects removed
- Lens of the Comet: Now grants +7% CRT, Bypass Stealth, and removes stealth from enemies on attack hit.
*Although I don't think there was anything particularly wrong with the previous version of this trinket, at times it felt a little too similar to the Shimmering Amulet. These changes should help to differentiate the two trinkets whilst preserving the wacky flavour that most CoM trinkets have.

- Miller's Pipe: Removed partywide -20% PROT and -2 SPD debuff on hero killed
*Although technically a buff, this will likely change very little in practice. The trinket still does a +45 stress nuke when the wearer is killed, and in most cases that is already enough to force a retreat. Losing a hero is very often an auto retreat even without a stress nuke, and so the debuffs served to be little more than tooltip bloat.

- Coat of Many Colors: Stress penalty when hero killed increased from +25 to +45
- Coat of Many Colors: Removed the AoE stun when hero killed
- Coat of Many Colors: Now grants -1% Crits Received when killing a monster
- Coat of Many Colors: Tooltips cleaned up and standardized.
*Similar to the issue with Millers Pipe, having two different death effects was overkill. Nuking party stress is already enough, but then adding an AoE stun? Ridiculous. This change aims to standardize the death penalty of the two trinkets, and make the trinket more rewarding for all the work required to both buy it and use it.

- Countess Fan: Removed extended craving duration buff
*The extended craving stage this trinket gave made managing the curse too free, especially when compared to other options such as the Ancestor's Vintage or Mantra of Fasting. Whilst it is true that this trinket is significantly harder to get, the extended bloodlust duration and decreased passive duration is already an extreme upside when managed correctly, and stacking easier craving management on top of that was just too much.

- Crew Bell: Reworked, all previous effects removed
- Crew Bell: Now adds +15 ACC, +15% PROT, and +15% Stress Healing Received. These benefits only apply in position 1.
*The Crew's Bell has always been disappointing—both the vanilla version, and the previous reworks. However, I had a stroke of inspiration to fix it: make it the position 1 equivalent of Prophet's Eye, with some different buffs. This should tremendously increase its usefulness and put it on the same level as other boss trinkets

- Hag's Ladle: Reworked, all previous effects removed
- Hag's Ladle: Now adds -25% Blight Resistance
- Hag's Ladle: Now heals the entire party 1 HP on any action. This heal cannot crit, and in the case of heroes with multiple actions it will block all further healing that hero can do for that round.
*Hag's Ladle was a good source of +blight chance...but it was acquired way too late into the game. This rework aims to make it a variant of the new Siren's Conch, providing passive healing on any character.

- Fuseman's Matchstick: Reworked, all previous effects removed
- Fuseman's Matchstick: Now adds +25% DMG, +3 SPD, and +10 ACC AFTER first round
- Fuseman's Matchstick: Now adds -100% DMG ON first round
*The matchstick is not a bad trinket in vanilla, but it suffers a design redundancy when compared to Ancestor's Musket Ball. This new rework aims to capture some of the flavor of the brigand cannon fight with a trinket that is incredibly powerful...but that needs some time to get going.
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Showing 1-15 of 17 comments
Vintage  [developer] Apr 12 @ 11:36am 
LEPER TRINKET CHANGES

- Redemption Armlet: PROT increased from +10% to +15%
*This trinket tries to be both offensive and defensive at the same time, but is too in the middle when more specialized options are available. I've decided to bump its protection a little bit to make it compete more.

- Energizing Armlet: Reworked, all previous effects removed
- Energizing Armlet: Now gives +30% Healing Received
- Energizing Armlet: Now gives +30 SPD on first round
- Energizing Armlet: Now gives +30 SPD for next round any time a friendly skill is used
*Whilst the previous version of this trinket had some interesting applications, ultimately I decided it had too many design flaws for its own good. Disabling Solemnity but giving a large boost to his other friendly skills discouraged build diversity, and thematically was inappropriate as the Leper is meant to be a character that is incredibly self reliant, but cannot help his teammates in any capacity. This reworked version is intended to be useful for a variety of builds, and whilst it does encourage using friendly skills it is nowhere near as forcing.
Vintage  [developer] Apr 12 @ 11:36am 
SHIELDBREAKER TRINKET CHANGES

- Severed Hand: Mark effect now triggers on attack hit rather than just attack (I am not sure why it worked on misses before)
- Dancer's Footwraps: Move and Stun resistance downsides reduced from -30% to -20% (Too punishing in comparison to Feather Crystal)
Vintage  [developer] Apr 12 @ 11:36am 
ABOMINATION TRINKET CHANGES

- Restraining Padlock: Tooltip formatting fix
Vintage  [developer] Apr 12 @ 11:36am 
BOUNTY HUNTER TRINKET CHANGES

- Camper's Helm: Stress healing bonuses while camping removed
- Camper's Helm: Scouting bonus increased from +10% to +15%
- Camper's Helm: Now adds -100% food consumed
- Camper's Helm: Renamed to Explorer's Helm
*This trinket was fairly mediocre as scouting trinkets go. It only gave +10%, and its secondary bonus was not very useful to the Bounty Hunter in particular. This change aims to make it a more powerful utility pick for longer dungeons.

- Murderer's Mask: +15% DMG buff on monster kill removed
- Murderer's Mask: Now gives +100% CRT if target hp below 40%
- Murderer's Mask: Healing received debuff reduced from -33% to -20%
- Murderer's Mask: Now adds -20% Virtue Chance
*The design of this trinket seemed fine on paper...but in practice the buff on kill was often times not as relevant as I hoped it would be. Giving free crits vs enemies below 40% HP is quite powerful and may be nerfed depending on how strong I find it to be, but with how strong the Bounty Hunter's other trinkets are it needs to be this way in order to compete for its slot.
Vintage  [developer] Apr 12 @ 11:36am 
- Clairvoyant Incense: Deathblow Resistance changed from +13% to +15% (I'll be honest, it just looks nicer as a multiple of 5.)
- Blood Pact: Max HP bonus increased from +15% to +20%
*I think this trinket needed just a tiny bit of a boost after the buffs from the previous patch, particularly so when the Occultist's base HP is relatively low and so a % HP buff doesn't do as much for him.
Vintage  [developer] Apr 12 @ 11:36am 
VESTAL TRINKET CHANGES

- Heretical Passage: Stress penalty removed
- Heretical Passage: Tooltips restructured to make them easier to read
*The stress penalty this trinket gave was unnecessary with such an overwhelming downside of no more healing on Divine Comfort/Grace. It was more for flavour than gameplay, but was too much of a detriment to the trinket's design.

- Tome of Holy Healing: Now adds a 2 HP heal to other heroes on attack hit (this heal cannot crit).
*This trinket was generally a weaker version of Junia's Head. Although it did on average tend to give +1 or +2 more, -15% Max HP is a much worse downside in comparison to +20% stress (even accounting for the Vestal propensity to stress out). Adding a self heal on attack hit should help differentiate it from Junia's Head more, and make the trinket useful for more than the typical boring gameplay loop of spamming heal skills over and over.
Vintage  [developer] Apr 12 @ 11:37am 
JESTER TRINKET CHANGES

- High Roll Dice: Crit buff is now "All Heroes" instead of "Target"
*This change is meant to make the trinket a less forcing; it no longer requires you to use Battle Ballad to get an AoE crit buff. Using Inspiring Tune will now give the same effect

- Bloody Dice: Reworked, most previous stats removed.
- Bloody Dice: Now adds +20% bleed chance, +300% bleed amount applied to Finale, and a 1pt/3rd (120% base) bleed to all melee attacks
*Whilst the original version of this trinket was not bad, I had a very silly idea of allowing the trinket to make Finale do bleed damage in some capacity. This new version does that, whilst not handicapping its usefulness with either Slice Off or Harvest.

- Dark Tambourine: DODGE debuff removed
- Dark Tambourine: ACC debuff increased from -7 to -8, debuff chance standardized from 150% to 140%.
- Dark Tambourine: Now adds a +15% DMG Taken debuff to melee attacks (140% base)
*Dark Tambourine's design was forcing—too forcing. It only altered a single skill, and was thus useless if you didn't want to use that skill (Solo). This change makes the skill less powerful when using Solo specifically, but opens up other use cases with an additional debuff.

- Bright Tambourine: Removed -10% stress to party on any action
- Bright Tambourine: Now gives horror cure to the Jester's friendly skills
*After further testing, the -10% stress this trinket gave felt more like a filler stat rather than anything useful. This change gives the Bright Tambourine some unique utility that no other stress healing trinket has.

- Lucky Dice: Dodge buff increased from +5 to +7
- Lucky Dice: Crits received chance buff increased from -5% to -7%
*Lucky 7s, anyone?

- Dirge for the Devoured: Reworked, all previous effects removed
- Dirge for the Devoured: Now adds +2 SPD to self
- Dirge for the Devoured: On any action, now buffs party for -5% Crits Received, +20% Healing Received, -10 DODGE, and +40% DMG Reflection
*The reworked version of this trinket back in patch 3.0 did not work. Curing DOTS on the entire party is already an iffy design decision because it takes away a core part of the game: managing the blight/bleed your heroes take. The extreme downside meant to balance this was unfun to play with, so I've axed the concept and am trying something new.
Vintage  [developer] Apr 12 @ 11:37am 
ARBALEST TRINKET CHANGES

- Lightweight Leather: SPD bonus increased from +2 to +3
*Whilst +3 SPD is a big amount to give out for free, SPD bonuses on the Arbalest specifically are not as good because of how slow she is at base, and because of how important other stats (typically +DMG and +Healing) are for her. This change aims to compensate for that.

- Precision Bandana: Now adds +10 ACC
*On paper, removing guards and ignoring PROT vs Marked sounds like a sweet deal. And whilst in some cases that is true, I found many other circumstances where this trinket was actually rather useless. The armourpiercing in particular is less powerful than it looks because marked targets often have a PROT debuff already on them. This ACC bonus should be a nice consistency buff that will make the trinket more useful even if its other stats aren't doing much.

- Plated Greaves: Reworked, all previous effects removed
- Plated Greaves: Now grants +33% Crit Multiplier
- Plated Greaves: Name reverted to vanilla (Vengeful Greaves)
*This trinket was arguably downgraded when going from vanilla to T+. The Arbalest already has excessive survivability for a backline fighter, and giving her even more is overkill. This rework brings the trinket back to its roots as a useful offensive option.
Vintage  [developer] Apr 12 @ 11:37am 
HIGHWAYMAN TRINKET CHANGES

- Twitchy Sheath: Reworked, all previous effects removed
- Twitchy Sheath: Now grants +1 SPD and +25% DMG vs Marked
- Twitchy Sheath: Now grants +10 Riposte ACC but -50% Riposte DMG
- Twitchy Sheath: Now marks enemies on riposte hit
- Twitchy Sheath: Renamed to Assassin's Sheath
*Although it doesn't seem like it, this trinket was one of the biggest reasons this patch even happened. The old version of this trinket frustrated me greatly, as it was too much of a plain statstick, and was just outclassed by several generic trinkets. This reworked version should be much more interesting to play with.

- Flashfire Gunpowder: 25% of AP is now for all ranged skills instead of just Point Blank Shot
- Flashfire Gunpowder: 25% of the Crit Multiplier is now for all ranged skills instead of just Point Blank Shot
*Yet another example of a trinket that was too forcing. This change allows you to use things other than PBS for decent benefit, whilst leaving the effectiveness of PBS unchanged.

- Crystalline Gunpowder: Tooltips revamped for better clarity
- Crystalline GUnpowder: Now adds a 140% stun to Point Blank Shot as well
- Crystalline Gunpowder: Now adds a new downside of -25% stun resistance
*This is another change made to make the trinket less forcing and encourage build diversity. Now you can use this in teams that utilize PBS, for the added fun factor.
Vintage  [developer] Apr 12 @ 11:37am 
PLAGUE DOCTOR TRINKET CHANGES

- Blasphemous Vial: DODGE debuff removed
- Blasphemous Vial: Now adds -10% DMG debuff
*This trinket was surprisingly weak after testing, and the dodge debuff was somewhat of a design redundancy since the trinket was already buffing ACC. Swapping it to a -DMG debuff should make it a tad bit more powerful.

- Ashen Distillation: Reverted to vanilla version
- Ashen Distillation: Removed medicinal herb requirement for +Heal Rec
*This trinket was fine in vanilla. It had a solid niche of increasing the Plague Doctor's survivability, and changing it was unnecessary (other than removing the item requirement).

- Blighted Herb: Reworked, all previous effects removed
- Blighted Herb: Now adds +20% Blight Chance
- Blighted Herb: Now adds +50% Blight Amount, but -33% Blight Duration
*Because the Plague Doctor has so many sources of blight chance, I've decided to rework this trinket to be more interesting. For the most part this trinket doesn't actually change the total blight damage the Plague Doctor does, but it makes the damage happen over 2 rounds instead of 3.
Vintage  [developer] Apr 12 @ 11:37am 
HELLION TRINKET CHANGES

- Bloodrush Pendant: Adrenaline Rush healing bonus increased from +3 -> +4
- Bloodrush Pendant: Bleed Chance bonus increased from +20% -> +30%
*The Hellion very often wants damage and ACC for her trinket slots. Utility pieces like this are often very hard sells, so I'm giving this trinket a bump to compensate.
Vintage  [developer] Apr 12 @ 11:37am 
ANTIQUARIAN TRINKET CHANGES

- Carapace Idol: Reworked, PROT reduced from +25% -> +10%
- Carapace Idol: Now grants +50% Guard Duration Received
- Carapace Idol: Now gives +10% PROT to all guarding heroes for 2 rounds when using a friendly skill
- Carapace Idol: Rarity upgraded to Rare
*This trinket was easily the Antiquarian's worst when reviewing her trinkets. I can count on one hand the number of times I've actually used this trinket, and both times I kept thinking that I would've been better off if I bought Bag of Marbles. This change aims to make the Idol a much more supportive trinket that plays into using Protect Me or other guard skills.

- Two of Three: Reworked, all previous effects removed
- Two of Three: Now adds +2 Minimum Flat DMG and +3 Maximum Flat DMG
- Two of Three: Now adds +2323% CRT vs Blighted
- Two of Three: Now applies 2/3 regen to all heroes on Monster Kill
- Master's Essence: Reworked, most previous effects removed
- Master's Essence: Now adds +35% Blight Chance and a Bleed/Blight Cure to Fortifying Vapours
- Master's Essence: Now adds a 2/3 blight (115% base) to all monsters except the target monster on ranged attack hit
- Set Bonus: Is now +10 ACC, +10 DODGE
*The antiquarian's CC set was not great. Master's Essence was good, but it also power crept virtually every other one of her trinkets. On the other hand, Two of Three was fairly useless. This rework aims to make both trinkets occupy a unique niche whilst maintaining an appropriate power level for a CC trinket set.
Vintage  [developer] Apr 12 @ 11:38am 
GRAVE ROBBER TRINKET CHANGES

- Topshelf Tonic: Reworked, all previous effects removed
- Topshelf Tonic: When using a friendly skill, heal party 3
- Topshelf Tonic: When using a friendly skill, refresh limited skill uses
- Topshelf Tonic: When using a friendly skill, debuff self for -10 DODGE for 1 combat
*In practice, this trinket was little more than a Grave Robber specific Ancestor's Coat. The Grave Robber already has a dodge trinket in the form of the Lucky Talisman, so a complete rework was in order to make this trinket fulfill an interesting support niche.


- Absinthe: Self bleed/blight cure on crit removed
- Absinthe: Now heals all heroes on attack crit instead of just self
*Absinthe felt like a pretty meh CC tinket generally compared to its counterpart. This change will help it feel much more worth its rarity.
Vintage  [developer] Apr 12 @ 11:39am 
Thanks so much for reading this far. I was actually rather sick when I got close to finishing this patch, and kind of had to power through in order to get it done. I'll retire to the Sanitarium for now, but I'm sure in the future there may be more patches to T+ depending on feedback!
Baldur Apr 13 @ 2:26am 
Too long. Won't read.
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