Darkest Dungeon has a lot of trinkets and that makes the game daunting for new players. While trinkets don't make or break the game early on, it definately helps to have your heroes properly geared for a dungeon. This guide helps you identify the best trinkets and help you prioritzie quests in order to get the best trinkets.
Trinkets that aren't mentioned in this guide are probably not worth using unless they are your only option. Some of these trinkets are worse versions of the worse versions of a trinket that's mentioned; for example, Tough Ring > Heavy Boots > Defender's Stone (not mentioned) > Protection Stone (not mentioned).
Class Specific Trinkets
Let's cover class specific trinkets first because they are in a pretty weird spot. You should almost always prioritize tier 1 trinkets over class specific trinkets but some classes have game breaking trinkets that you should look for if you plan on using those classes a lot.
Before getting into the trinkets, a lot of class specific trinkets are really a second Legendary Bracers or a replacement for Legendary Bracers. Spiked Collar, Wounding Helmet, Wrathful Bandana, and arguably Gunslinger's Buckle (the accuracy increase gives it a slight edge) should be closely compared to Legendary Bracers and should only be considered if Legendary Bracers aren't enough.
Blasphemous Vial (+15% ACC Ranged Skills, +40% stun skill chance, +20% blight skill chance +15% stress damage)
Aug 24, 2018 Lost and Found is a flat 4k bonus, which is roughly in line with a typical All Saint's or Bumper Crop for a medium dungeon. Caregiver's Convention tops out at 37.5k just for quirks (3x 12.5k lock/remove), and that value is fairly realistic since it's common enough that you basically don't need to bother upgrading the Sanitarium to reduce quirk removal costs at all, you can just add more slots. I'm almost certain that there's a cap on the effectiveness on damage reduction debuffs, much the same as with protection buffs. I would assume the cap is -80% (again, just like protection). In other words, triple damage debuffing an enemy with a max occultist is pointless.
The Blasphemous Vial is one of the trinkets that makes the plague doctor work. Substantial increases to stun and blight skills makes this trinket pretty much mandatory. If you plan on using a plague doctor, this should be one of your top priorities.
Sacred Scroll (-10% stress damage, +33% heal skills, -30% stun skill chance, -3 SPD)
Sacred Scroll turns your vestal into a dedicated healer. Dazzling Light takes quite a blow (it loses 30% of it's effectiveness), but the healing bonus is nice. It's a good trade off between Junia's Head (+30% heal skills, +20% stress dmg).
Restraining Padlock (-25% Stress Dmg Done to Party from skill Transform, -25% Transformation Stress)
Restraining Padlock doesn't do enough to offset the loss of damage of a different trinket (Legendary Bracer + Moon Ring/Berserk Charm) to make it a priority, but it's a trinket you should keep an eye on. Eventually, you'll want to pick one up for your abomination so you don't have to worry about dropping heroes off in the abbey or tavern.
Raider's Talisman (3% CRIT, +30% trap disarm, +10% scouting, +100% food consumed).![]()
The grave robber's very rare trinket is in a weird spot right now. The trap disarm is close to useless since the class already disarms traps extremely well. So you're really taking +3% CRIT and 10% scouting for eating twice the food as normal.
Strongly consider Legendary Bracers or Sun/Moon Ring over this trinket.
Profane Scroll (+15% DMG, +30% debuff skill chance, 10% PROT if in position 2, 33% heal skills if in position 2, 15% stress damage)
Another trinket in a really strange spot, this trinket offers some very strong bonuses at very high costs. A vestal in your second position is less than ideal and this scroll turns her into a psuedo-damage dealer (Mace Bash, Divine Comfort, Illumination, Hand of Light); she loses her stronger heal and her stun, but gains some decent debuffs and better damage against undead.
Probably not worth picking up, but could be interesting in the right team compositions.
Tier 1
These trinkets should be a priority when chosing quests or purchasing from the Nomad Wagon. They are universally good and can be used on generic builds (basically, any DPS hero benefits from Legendary Bracer + Berserk Charm, even though it might not be the absolute best)
Legendary Bracer (+20% DMG, -3 SPD, +10% stress DMG)
Outside of ancestral and trophy trinkets, this trinket is the best damage dealing trinket in the game (Dismas's Head is an alternative to this trinket but has much larger drawbacks).
Focus Ring (+12 ACC, +1 CRT, -8 DODGE)
Accuracy and crit make this trinket really good by itself, but where it really shines is with any damage dealer that has been affected by rabies. Rabies essentially gives a DPS class a free +20% DMG.
Tough Ring (+10% PROT, +15% Max HP, -10% DMG, +10% stress DMG)
The best tank trinket in the game, it's useful on just about every class because PROT is so strong. Download la noire for mac. The loss of damage is offset with Legendary Bracer or Berserk Charm.
Feather Crystal (+2 SPD, +8 DODGE, -20% stun resist, -20% move resist)
The second best damage mitigation trinket in the game, the Feather Crystal also helps deal with potential stun chains and the always annoying position juggling skills.
Berserk Charm (+3 SPD, +15% DMG, +15% stress DMG, -5 ACC, -10% virtue chance)
Berserk Charm is the best damage dealing trinket behind Legendary Bracer. It pairs well with Legendary Bracers by offsetting the speed debuff at the cost of more stress damage; the trinket also pairs well with Focus Ring to remove the accuracy drawback.
Camouflage Cloak (+15 DODGE if light above 75, -20% stun resist)
Potentially stronger than the Feather Crystal during light runs, the Camouflage Cloak finishes off the tier 1 trinkets (as mentioned throughout the guide, light runs tend to be safer than dark runs, so light based items are listed first).
Tier 2Sun Ring (+15% DMG if torch above 75, +10 ACC if torch above 75, +10% stress damage)
Light runs are safer than dark runs, so Sun Ring is slightly preferred. You'll want to get sun rings for your damage dealers along with Legendary Bracers.
Moon Ring (+20% DMG if torch below 26, +15 ACC if torch below 26, +10% stress damage)
Major damage and accuracy bonuses at the cost of light level and increased stress damage. There's a hidden 3% bonus to crit that you receive at lower light levels that should be assumed when considering this trinket.
Sun Cloak (+5% PROT if Torch above 75, +10 DODGE if Torch above 75, +10% Stress Dmg)
Obviously used for light runs. Like the Camouflage Cloak, but a little less dodge for PROT and increased stress damage. The stress damaage drops it down a tier, but still very strong.
Moon Cloak (+15% PROT if Torch below 26, +10 DODGE if Torch below 26, +10% Stress DMG)
Again, a stronger version of the Sun Cloak, but for dark runs instead of light runs. Higher PROT since it's a little more dangerous to run at lower light levels.
Cleansing Crystal (+40% Debuff Resist, +40% Blight Resist, +40% Bleed Resist, -25% Blight Skill Chance, -25% Bleed Skill Chance, -25% Debuff Skill Chance)Darkest Dungeon Dmg Sad At At Is Pointless Video
This trinket is primarily used on the occultist to almost remove the bleed drawback to Wyrd Reconstruction (his heal). The trinket can also be traded between heroes during the mission to interact with certain curio. If you have no interest in using the occultist, this trinket loses a lot of it's value.
Tier 3Surgical Gloves (+5% CRT Melee Skills, +5 ACC Melee Skills, -20% Move Resist, -10% Debuff Resist)
Another decent damage dealing trinket, the increased crit chance has a unique place with potential stress heals associated with successful critical hits.
Solar Bracer (+2% CRT if Torch above 75, +5 DODGE if Torch above 75, -2% CRT if Torch below 50, -6 DODGE if Torch below 51)
A decent hybrid ring (as it offers both offensive and defensive bonuses) for ligh runs. Obviously you never want to go below 50 light level and ideally, you keep the light level about 75.
Dark Bracer (+5% CRT if Torch below 26, +5 DODGE if Torch below 51, -10% DMG if Torch above 51)
Same thing as the Solar Bracer (above), but quite a bit stronger and for dark runs. Remember that you can shift-click your torch light icon at the top of the screen to reduce light by 25 to guarentee that this is always active.
Book of Rage (+25% DMG when life under 25% HP, -10% bleed resist, -10% blight resist)
Since the drawbacks associated to this trinket aren't too bad, you don't want to focus on always having the damage bonus. It should basically be treated as 'if things go badly, this trinket can help.'
Quick Draw Charm (+8 SPD on First Round, +5% CRT on First Round, -3 SPD after First Round)
Primarily used for a buffing Jester and potentially useful for high damage dark run teams (since you're almost guarenteed to act first).
Tier 4Heavy Boots (+40% Move resist, +10% PROT, -2 SPD)
One of the best substitutes for Tough Ring, I only put it as tier 4 because it's almost always better to stack damage until you need dodge or protection.
Steady Bracer (+10 ACC ranged skills, -2 DODGE)
The best substitute for Focus Ring for ranged classes (especially after the nerf of Archer's Ring).
Seer Stone (+20% Scouting chance, -1 SPD)
Seer Stone is a really good filler trinket if you have an open slot on your party (especially early on, so you can find secret rooms and get your 3 head trinkets).
Book of Holiness (-20% Stress damage, -6% death blow resist)
This trinket is handy for offsetting increased stress damage on tier 1 and 2 trinkets for low to mid level characters. Best used with Barristan's Head, Dismas's Head, and Junia's Head until you get Legendary Bracers or Tough Ring.
Sniper's Ring (+15 ACC if in Rank 4, -2 SPD)
Handy for arbalests and houndmasters that hang out in your last position. Also, a better option than Steady Bracer/Archer's Ring for backrow damage dealers with rabies.
Tier 5
These trinkets are situational and can fill the role of a tier 1 or tier 2 trinket in certain dungeons.
Beast Slayer's Ring; Eldritch Slayer's Ring; Man Slayer's Ring; Unholy Slayer's Ring (+25% DMG vs monster type)
These trinkets provide a huge damage boost that's on par with some of the best trinets in the game against certain monster types. Since each dungeon basically specializes in a monster type, these rings can be extremely useful early on in your adventure.
That being said, eldritch is the most common mob type (by sheer volume).
Darkest Dungeon Dmg Sad At At Is Pointless TimeEldritch Killing Incense (+20% DMG vs eldritch, 4% CRIT vs eldritch)
Combined with Eldritch Slayer's Ring, an occultist gets +45% DMG vs Eldritch, +4% CRIT vs Eldritch, and -2 DODGE. This makes the cultist in the 3rd position a great early game damage dealer in the Cove.
Book of Intuition (-20% Party surprised, -1 SPD)
A decent early game trinket for parties that don't handle position juggling well. This trinket isn't as good as it sounds since being surprised doesn't affect attack order (where surprising the enemy guarentees that your entire party goes first).
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Check out the folowing table if decision making isn't your thing and you want the short list of what trinkets are best on each class: https://academygreat793.weebly.com/best-free-photo-editing-mac-software.html.
Xilisoft video converter ultimate free download for mac. Note: I didn't include any ancestral or trophy trinkets. It should be fairly clear what rare/very rare trinkets to replace with ancestral/trophy trinkets.
Remember that the BiS table doesn't always take into account some advanced things you can do (like Focus Ring + Rabies) or light levels. A light or dark build might end up being stronger, but it's not always the best option or even viable (for example, light builds don't work against The Shambler and dark builds could be potentially troublesome for vestal heavy parties).
Corey Docken
Corey has been playing video games all of his life. He learned how to use grid references playing The Legend of Zelda on NES and spent way too much running in front of a TV as a child. He loves the Final Fantasy, Elder Scrolls, Fallout, Dark Souls, and Civilization series and is stil trying to get over the loss of Fable.
Published on Monday, March 7th, 2016 at 7:32 PM. Rate this item
Last updated on Friday, March 11th, 2016 at 5:36 PM. ![]()
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Characters ate the main part of the game. You hire them and build an expedition to explore dungeons. Heroes, means playable characters, are divided into classes which defines their skills and appearance. Depending on abilities you should place characters in different slots of the squad. For example, healers are effective on the fourth slot and damagers should face enemies at the head of the team.
Each class has its own base stats and skills. Also, each hero has different quirks in addition to class features. You can hire new adventurers in the Stage Coach. So let’s discover some essential characteristics of heroes and differences between classes.
Character elements
Besides base stats each character also has a set of persistent elements:
Along with quirks and diseases, characters are affected by other game features. The main is stress. All heroes accumulate stress during dungeon crawling. The high-stress level applies serious penalties on a hero and even leads to death. Characters get stress from low light level, attacks of monsters, critical strikes, other heroes’ abilities, curious, special events and even more. But you can reduce stress in the Abbey or the Tavern for gold. Not so many options, huh?
High stress or huge damage received lead heroes to death. A dead character will not return from an expedition, but other members of the party can loot his trinkets. There is a feature of all characters called Death’s Door. It activates when hero receiving fatal damage. Neat the Death’s Door character is still alive but significantly weakened. Any additional damage will kill him. You can save an adventurer with healing by ability or food.
Abilities
Let’s move further and discover the main classes of abilities. Each class has its own skills. They are divided into two groups of seven abilities in each. Note that you can activate only four abilities at a time.
Each hero starts with four combat skills and three camping skills. You can change active abilities between battles.
Review of each classDarkest Dungeon Dmg Sad At At Is Pointless Full
We prepared for you the ultimate guide for every available class as of Crimson Court DLC. There are 17 classes and each is quite powerful. You can figure out how to build the most effective team with our help.
This class is a pretty odd, which can change his form. The Abomination plays a support role in form of human when buffs, heals and decrease the stress of teammates. Also, he can apply debuffs on enemies. In a form of a beast, the Abomination is a great damage dealer. This class can’t be in one squad with the Crusader, the Leper, the Flagellant or the Vestal. https://renewslide409.weebly.com/blog/dmg-not-opening-mac. He increases stress to the teammates when changing a form. He also can transform only once per a battle. Note that the Abomination has all skills unlocked at the moment of recruiting.
Tips on the class: support/fighter. Place the Abomination at first or second slot. Team up him with classes that can reduce stress. Swap between support and damage roles wisely.
It’s even not a fighter, but a helper. The Antiquarian has the worst base stats among all the classes. She can buff allies and debuff enemies and she is very good at self-protecting. For example, the Antiquarian can force teammates to defend her with a high bonus. You may want to take this class because of income boost. With the Antiquarian, you can carry up to 500 gold per stack. Also, she can find valuable treasures. The Antiquarian can produce trinkets and supplies during the camping stage.
Tips on the class: support. Place the Antiquarian at fourth slot and protect her. Take 2-3 Antiquarians if you are out of gold.
It’s a good-ranged fighter and secondary healer that can enhance every team. The Arbalest can mark foes and deal more damage to them. She has high CRIT and several utility skills. This class can heal mates during the battle, but we recommend using her healing during the camping. Although, the Arbalest is almost useless at front slots and she even cannot move forward on the formation. Try to get maximum profit form the Arbalest using her mark at first and finishing enemies with powerful shots after that.
Tips on the class: ranged fighter. Place the Arbalest at the fourth slot. Team up with the Bounty Hunter or the Houndmaster to deal huge damage to marked foes. Learn the Blind Fire skill.
It’s a specific class with good damage and not so good armor. We recommend using the Bounty Hunter as a damager and particularly a crowd controller. He can stun and move foes as well as mark them, but he has low damage without marks. The Bounty Hunter deals increased damage to humans. He also has poor HP and DODGE and cannot heal anybody. Use this class if you need a good combination of controlling and damaging. Your tactics should be like that: prepare with marking or stunning and only after that attacking.
Tips on the class: fighter. Place the Bounty Hunter at the second slot. Team up with the Arbalest or the Houndmaster to use marks effectively. Try to shuffle enemies.
You will get this class at the start of the game and probably remain it until the end of the game. The Crusader has the best combination of HP and DMG. He is truly tank and damager especially effective in the Ruins where he deals big damage to unholy. The Crusader also has an average healing and can reduce stress. This class is useless at back slots, but he can come back to the head of the squad. During the camping, he can reduce stress and save teammates from the death.
Tips on the class: fighter. Place the Crusader at the first slot. Learn skills to damage several enemies at once and stun them. Be sure to take the Crusader in the Ruins.
It’s a very versatile class. You literally can place the Grave Robber at any slot and still get profit. She deals good damage and applies debuffs on enemies. She also has the best DODGE and almost the best SPD and CRIT. We recommend using the Grave Robber as a trap disarmer. But be careful in a fight where she can easily ruin your formation due to mobility. The Grave Robber also supports the team by removing diseases for free.
Tips on the class: assassin. Place the Grave Robber at the third or the fourth slot. Team up with the Arbalest to deal more damage to marked foes. Use Lunge as a finisher and combine it with Shadow Fade.
It’s a classic fighter which can deal huge damage, make enemies bleed stun them. The Hellion is an interesting alternative to the Crusader at the first slot. She has nice DMG and DODGE, can increase these stats to the maximum. Some skills of the Hellion tire her out decreasing DMG and DODGE as well. This class is cool at a fight, but has no useful camping skills. So it would be the great choice for short expeditions.
Tips on the class: fighter. Place the Hellion at the first slot. Increase your stats and deal more damage. Always monitor exhausting.
Here we have another class with good flexibility. The Highwayman can damage from any slot and to any slot! He has rather powerful AoE skills and can parry attacks. This class also has a quite low HP and DODGE and completely no stunning or healing skills. The Highwayman can reduce stress or apply buffs while a camping, but these skills take all turns of rest. Keep an eye on character’s HP at low levels.
Tips on the class: melee and ranged fighter. Place the Highwayman at the second or the third slot. Team up the Arbalest or the Bounty Hunter to mark enemies. Take the Highwayman if you expect to face different foes.
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This class has nice versatility and can help your team at any position. The Houndmaster focuses on causing bleed and damaging marked enemies. Try to combine his abilities and damage marked bleeding foes. In addition, this class causes additional damage to beasts. The Houndmaster can heal himself or decrease the stress of the group and even guard allies. But you should use his skills wisely as he has average HP and protects mates only for one round.
Tips on the class: ranged fighter/support. Place the Houndmaster at the third or the fourth slot. Team up with the Bounty Hunter to slay marked foes. How do i open a dmg file on windows 7. Keep the Dog Treat for fights with bosses. Use the Houndmaster in the Weald and the Warrens.
The Jester has the best buffs among all the classes. It is a great character when you have to boost allies’ SPD, CRIT, and ACC. He also can reduce stress and heal mates. There are debuffs and bleeding attacks in his arsenal so you can use him as a damager. The Jester likes to move as he can use skills only at the certain slots. It’s hard to learn how to use his abilities, but try to get it and the Jester will eliminate enemies.
Tips on the class: support. Place the Jester at the second or the third slot. Don’t take him with classes who are dependent on a strict position as he moves often. Keep the Finale for bosses or last enemies.
This class has the best DMG and HP. You should use it as a frontline fighter and a tank. The Leper can hit several front enemies with a powerful melee attack. He also has a healing skill and can increase stats so you may even exclude the Vestal from the party. Although, the Leper has a tiny ACC. We recommend using trinkets to boost his ACC and SPD. Don’t let the Leper move backward and he will crush your foes.
Tips on the class: fighter. Place the Leper at the first slot. Team up with the Man-at-Arms and prepare trinkets to increase ACC. Use Revenge when you want a guaranteed hit.
Here we have one of team supports. The Man-at-Arms can buff almost every stat of heroes including DODGE, ACC, CRIT, and SPD. He also effectively decreases enemies’ DODGE and SPD. This class has average DMG itself but can move foes. Take the Man-at-Arms when you need more defensive skills instead of damage. It’s also a good idea to include the Man-at-Arms in expedition when you haven’t access to the Crusader or the Leper.
Tips on the class: fighter/support. Place the Man-at-Arms at the first or the second slot. Take him to protect other heroes. Don’t forget to use camping buffs.
It’s an unusual class, which combines control effects and buffs. He has the best heal, but this skill makes allies to bleed. The Occultist also has the best CRIT, but his bas damage is average. This class is good at camping as he can heal and reduce stress, but you must pay for it by lowering a torch level and increasing stress of teammates. You may want to use the Occultist for stunning, moving and debuffing enemies.
Tips on the class: support. Place the Occultist at the third slot. Use his skills very carefully and keep an eye on the balance between pros and cons. Focus on back slots with the Abyssal Artillery.
This class is one of the starters. The Plague Doctor knows everything about status effects, buffs, debuffs, and DoT-effects. She can cast bleed and blight on enemies as well as remove these effects from allies. The Plague Doctor also has good stunning and attacking abilities. However, she is vulnerable because she has low HP. Protect the Plague Doctor and let her control enemies with stuns and DoT’s.
Tips on the class: support. Place the Plague Doctor at the third slot. Take this class to the Cove where you will face well-armored foes. Focus on blight damage instead of bleed.
It’s the best healer in the game. The Vestal has persistent and powerful heals both for single target and for the whole squad. She can kill enemies and heal herself with one skill. The Vestal’s abilities also can replenish a level of light. This class has low HP and DMG as well as poor mobility. But you can compensate weaknesses by using trinkets. Protect the Vestal similar to the Plague Doctor to get the maximum advantage.
Tips on the class: support. Place the Vestal at the third or the fourth slot. Focus on healing, not on dealing damage. Use this class in the Cove.
This class appears in the Crimson Court DLC. The Flagellant name speaks for itself. This class need wounds and injuries to become stronger. He has a good base HP and SPD, but he can use powerful skills only below 50% HP. The more this class receives damage and stress the better he fights. The Flagellant receives buff at the Death’s Door instead of debuff. His death also buffs allies and stuns enemies.
Tips on the class: fighter. Place the Flagellant at the first or the second slot. Try to control all pros and cons of harming the Flagellant. Kill this hero to boost other characters.
It’s a completely new class of stealth fighter. The Shieldbreaker has low HP and relies on temporary shields which block attacks. Choose this class if you have a good tactics skill and can plan fights properly. The Shieldbreaker can deal big damage to armored foes and save herself in the shadows.
Tips on the class: fighter. Place the Shieldbreaker at the first or the second slot. Use this class against well-armored enemies and deal a huge damage from stealth.
Tips on building team
In conclusion, we offer you some helpful advice on making a successful party:
You are free to take any hero into the dungeon, but these tips make your team more balanced. For start, try this scheme: the Jester + the Vestal + the Bounty Hunter + the Crusader or the Hellion.
Good luck!
Published inDarkest Dungeon tips, tricks, strategy guide
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