Trinkets are pieces of equipment that provide modifiers instead of direct power. They can influence level generation, item spawning, or other aspects of the run, often both positively and negatively.
Obtaining[]
To get a trinket, one must find a Magical Catalyst and convert it into a specific trinket using alchemy. This process costs 6 energy and lets you pick from 4 random trinkets, with the 4th being unknown but always different than the other 3. While it's not possible to find additional trinkets, you can turn your trinket into a different one using the Scroll of Transmutation.
| Magical Catalyst | ||
| This ball of magical golden dust glimmers in the darkness of the dungeon. This catalyst can be used at an alchemy pot with a little alchemical energy to produce a unique trinket item. Trinkets provide various different effects that slightly alter the dungeon or its inhabitants. Trinkets can be upgraded with more energy to make their effect more powerful, or dropped to forego the effect entirely. |
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Upgrading[]
You can upgrade trinkets using alchemy at the cost of energy. It's impossible to use the Scroll of Upgrade on them. All trinkets have their level capped at +3, but the cost of each upgrade varies per trinket, usually around 6/8/10 energy.
List of Trinkets[]
As of right now, there are 15 different trinkets in the game.
Chaotic Censer[]
| Chaotic Censer | ||
| After some time in the alchemy pot this incense-burning censer appears to be producing smoke all on its own! These gasses build up and will spew forth from the censer toward enemies at semi-random intervals. It seems capable of producing all sorts of gasses, but you'll get a moment of warning just before the censer activates. At its current level, this trinket will spawn a harmful gas nearby roughly every X turns. The gas is more likely to appear when enemies are present, and less likely to appear in enclosed spaces. At higher levels these gases are more likely to be exotic and powerful. |
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| +0 | +1 | +2 | +3 | |
|---|---|---|---|---|
| Energy cost | 6 | 8 | 10 | 12 |
| Average delay (turns) | 300 | 150 | 100 | 75 |
| Uncommon gas chance (%) | 25 | 30 | 35 | 40 |
| Rare gas chance (%) | 5 | 10 | 15 | 20 |
This trinket can spawn the following gases:
- Common: Toxic gas (500 units), Confusion gas (500 units), Regrowth blob (250 units)
- Uncommon: Stormcloud (500 units), Smoke screen (500 units), Stench gas (250 units)
- Rare: Inferno (500 units), Blizzard (500 units), Corrosive gas (250 units)
The Censer only spews gases if there are enemies nearby and a warning message Your censer is about to spew: <gas>. appears before it does so.
Dimensional Sundial[]
| Dimensional Sundial | ||
| This small handheld sundial is somehow able to cast a shadow in the depths of the dungeon, even if you aren't holding it upright. Even more strangely, the shadow's position seems to have no relation to the sun in this world. When no shadow is cast, the sundial seems to attract danger. At its current level, this trinket will reduce the spawning rate of enemies by X% during the daytime in real life (8am-8pm), and increase the spawning rate of enemies by Y% at nighttime (8pm-8am). |
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| +0 | +1 | +2 | +3 | |
|---|---|---|---|---|
| Energy cost | 6 | 8 | 10 | 12 |
| Daytime spawn rate decrease (%) | 5 | 10 | 15 | 20 |
| Nighttime spawn rate incerase (%) | 25 | 50 | 75 | 100 |
This trinket is great for farming during the night and makes the dungeon slightly less dangerous during the day.
Exotic Crystals[]
| Exotic Crystals | ||
| These small pink crystals have the same shape as crystals of alchemical energy. While they can't be used for energy directly, they seem to be somehow influencing the potions and scrolls you find. At its current level this trinket will replace X% of potion or scroll drops with their exotic equivalents. This does not affect potions of strength, scrolls of upgrade, or items that are generated to help solve hazard rooms. |
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| +0 | +1 | +2 | +3 | |
|---|---|---|---|---|
| Energy cost | 6 | 8 | 10 | 12 |
| Replacement chance (%) | 12.5 | 25.0 | 37.5 | 50.0 |
Eye of Newt[]
| Eye of Newt | ||
| This golden and black newt's eye is a common ingredient, now enhanced into a trinket. The eye seems to be reducing your vision in exchange for letting you see things in other ways. At its current level this trinket will reduce your vision range by X%, but will also grant you mind vision on enemies within Y tiles. |
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| +0 | +1 | +2 | +3 | |
|---|---|---|---|---|
| Energy cost | 6 | 8 | 10 | 12 |
| Vision reduction (%) | 12.5 | 25.0 | 37.5 | 50.0 |
| Mind vision distance | 2 | 3 | 4 | 5 |
Mind vision from this trinket doesn't stack with Heightened Senses talent.
Ferret Tuft[]
A tuft of silky white ferret fur, held together by a lime green ribbon tied into a bow. Ferrets are known for their agility, mischievousness, and lack of integrity. Some of that power seems to radiate from the trinket, enhancing the evasion of anything nearby. Typically this trinket will increase the evasion of all characters by 12.5%
Mimic Tooth[]
| Mimic Tooth | ||
| This large sharp tooth must have been pulled from a very unhappy mimic. It seems to be influencing the mimics of the dungeon, making them more frequent and dangerous. At its current level this trinket will make all kinds of mimic X× more common, will make mimics much more difficult to detect, and will give each floor a Y% chance to contain an ebony mimic. |
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| +0 | +1 | +2 | +3 | |
|---|---|---|---|---|
| Energy cost | 6 | 8 | 10 | 12 |
| Mimic chance multiplier | 1.5 | 2.0 | 2.5 | 3.0 |
| Ebony mimic chance (%) | 12.5 | 25.0 | 37.5 | 50.0 |
With this item in the inventory, mimics will now have a much more subtle animation, and inspecting them will no longer show additional text about the chest seeming off,but you can see the health bar on it.
Mossy Clump[]
| Mossy Clump | ||
| This clump of wet moss seems to hold onto its moisture no matter how hard you squeeze it. It seems to be magically tied to the dungeon itself, making grass and water more likely to appear. At its current level this trinket will make X% of regular floors become filled with either water or grass instead. This trinket costs a very large amount of energy to upgrade. |
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| +0 | +1 | +2 | +3 | |
|---|---|---|---|---|
| Energy cost | 6 | 20 | 25 | 30 |
| Water/grass floor chance (%) | 17/8 | 33/17 | 50/25 | 67/33 |
Parchment Scrap[]
| Parchment Scrap | ||
| This little scrap of parchment looks like it came from a scroll. It has retained some of its magic, and it seems to be influencing weapons and armor found in the dungeon. At its current level this trinket will make enchantments and glyphs X× as common, and curses on weapons and armor Y× as common. Curses on wands, rings, or artifacts are not affected. This trinket costs a moderately large amount of energy to upgrade. |
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| +0 | +1 | +2 | +3 | |
|---|---|---|---|---|
| Energy cost | 6 | 10 | 15 | 20 |
| Enchantment chance multiplier | 2 | 4 | 7 | 10 |
| Curse chance multiplier | 1.5 | 2.0 | 1.0 | 0.0 |
Petrified Seed[]
| Petrified Seed | ||
| This seed has been fossilised, either by slow geological processes or by magic. The seed seems to be magically influencing the flora of the dungeon, occasionally replacing plant seeds with runestones. At its current level this trinket will cause trampled grass to drop runestones instead of seeds X% of the time, and will also cause high grass to drop items Y% more often. |
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| +0 | +1 | +2 | +3 | |
|---|---|---|---|---|
| Energy cost | 6 | 8 | 10 | 12 |
| Replacement chance (%) | 25 | 45 | 65 | 80 |
| Drop chance increase (%) | 0.0 | 8.33 | 16.67 | 25.0 |
The effect applies as well to the huntress "furrow" instead of trample.
Rat Skull[]
| Rat Skull | ||
| This macabre trinket isn't much larger than the skull of a normal rat, which is somehow a rarity down in this dungeon. The skull's magical influence seems to attract the more rare denizens of the dungeon, making them appear far more often. At its current level this trinket will make rare exotic enemies X× as likely to appear. The skull is only half as effective at attracting crystal mimics and armored statues, however. |
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| +0 | +1 | +2 | +3 | |
|---|---|---|---|---|
| Energy cost | 6 | 8 | 10 | 12 |
| Spawn chance multiplier | 2 | 3 | 4 | 5 |
Rare exotic enemies that spawn at a 1/50 chance (2%) without this trinkets modifier include:
- Albino rat
- Caustic slim
- Crazy bandit
- Spectral necromancer
- Armored brute
- DM201
- Senior monk
- Acidic scorpio
- Phantom piranha
- Chaos elemental
Other enemies affected include:
- Tormented wraith (1% chance to spawn instead of a regular wraith)
- armored statue ( 10% chance to spawn. Rat skull is only half as effective in increasing this enemy's spawn chance. With no upgrades on the rat skull, armored statues have a 15% chance to spawn instead of the full amount of 20%)
- Crystal Mimic(10% chance to spawn. Rat skull is only half as effective in increasing this enemy's spawn chance in crystal vault rooms )
Salt Cube[]
| Salt Cube | ||
| This large salt crystal was cut into an almost perfect cube shape, and it somehow managed to drain half the water from the alchemy pot instead of dissolving. It seems to be magically dehydrating and preserving the food you eat, extending the satiety you get, but also lessening your health restoration when not starving. At its current level this trinket will increase the amount of time before you grow hungry by X%, but will also reduce your rate of health regeneration by Y%. |
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| +0 | +1 | +2 | +3 | |
|---|---|---|---|---|
| Energy cost | 6 | 8 | 10 | 12 |
| Satiety boost (%) | 25 | 50 | 75 | 100 |
| Regeneration reduction (%) | 16 | 27 | 34 | 40 |
While this trinket reduces the natural regeneration rate, you will regenerate for more turns since hunger builds up slower. As a result, the total amount of HP regenerated per food eaten increases. The benefit of this trinket is that longer-lasting saturation delays the onset of starvation. As starvation damage scales with maximum HP, the positive impact becomes more noticeable at higher levels. This trinket is more viable during farming runs and runs with On Diet challenge enabled as starvation becomes more common.
Shard of Oblivion[]
| Shard of Oblivion | ||
| After stewing in the alchemy pot, this small shard of cursed metal has changed to be made of... nothing? Light seems to bend around it, and it hovers in place when you aren't holding it. The shard seems to be magically drawing power from your ignorance, so it's probably best to not think about it too much. At its current level this trinket will increase the rate that enemies drop loot by 20% for each unidentified item you have equipped or recently used, to a max of X item(s). The shard will also prevent you from automatically identifying equipment, but can be used to manually identify items that are ready for it. |
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| +0 | +1 | +2 | +3 | |
|---|---|---|---|---|
| Energy cost | 6 | 8 | 10 | 12 |
| Items counted | 1 | 2 | 3 | 4 |
All item properties must be known for it to count as identified. For example, a ring with its type revealed, but its level still unknown does boost this trinket's bonus.
Thirteen Leaf Clover[]
| Thirteen Leaf Clover | ||
| Somehow stewing in the alchemy pot has caused this clover to grow a bunch of extra leaves! It's not really clear if this trinket is lucky or unlucky, perhaps this trinket will make your luck more chaotic? Typically this trinket will cause you to deal maximum damage X% of the time, and minimum damage X% of the time. |
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| +0 | +1 | +2 | +3 | |
|---|---|---|---|---|
| Energy cost | 6 | 8 | 10 | 12 |
| Inversion chance (%) | 15/10 | 30/20 | 45/30 | 60/40 |
Due to the jump in variance, the increase in average damage is sometimes outweighed by the wasted damage when you "overkill" the number corresponding to the color at the intersection of any combination of min and max damage is the minimum enemy Hp to make the clover actually a buff instead of a nerf.
Trap Mechanism[]
| Trap Mechanism | ||
| The core mechanism of one of the dungeon's pitfall traps, carefully carved out of the floor so it can be carried. It seems to be magically tied to the dungeon itself, making hazardous terrain more common but also increasing your affinity towards it. Typically this trinket will make X% of unthemed floors become filled with either traps or chasms instead. Additionally, Y% of the dungeon's hidden traps will instead be visible. |
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| +0 | +1 | +2 | +3 | |
|---|---|---|---|---|
| Energy cost | 6 | 8 | 10 | 12 |
| Trap/chasm floor chance (%) | 25 | 50 | 75 | 100 |
| Hidden trap reveal chance (%) | 10 | 20 | 30 | 40 |
Vial of Blood[]
| Vial of Blood | ||
| This thin vial contains the blood of some denizen of the dungeon, it moves slowly as you rotate the vial. It seems to be magically enhancing stronger healing effects, but also delaying them. At its current level this trinket will increase the overall health you gain from drinking potions of healing, waterskins, or wells of health by X%. However, these healing effects will also occur more slowly, regenerating a maximum of Y HP per turn (this scales with hero level). |
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| +0 | +1 | +2 | +3 | |
|---|---|---|---|---|
| Energy cost | 6 | 8 | 10 | 12 |
| Healing increase (%) | 12.5 | 25 | 37.5 | 50 |
| Max healing per turn | 4 + 15% max HP | 3 + 10% max HP | 2 + 7% max HP | 1 + 5% max HP |
Wondrous Resin[]
| Wondrous Resin | ||
| This shimmering blue resin appears to have the distilled essence of a cursed wand's magic. The magic from the alchemy post has seemed to stabilize it somewhat, and its now affecting your wands. At its current level this trinket will force cursed wand effects to become neutral or positive X% of the time, and will cause uncursed wands to fire an additional cursed zap Y% of the time. This trinket costs a moderately large amount of energy to upgrade. |
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To see the impact on all cursed wand effect, check the Curses page.
| +0 | +1 | +2 | +3 | |
|---|---|---|---|---|
| Energy cost | 6 | 10 | 15 | 20 |
| Forced positive effect chance (%) | 25 | 50 | 75 | 100 |
| Additional zap chance (%) | 12.5 | 25.0 | 37.5 | 50.0 |