About this mod
An attempt at making various trinkets more appealing. Suggestions welcome.
- Permissions and credits
- Donations
I suspect there's going to be some tooltip issues, like blue text strings, so please let me know if you find any. These are generally just a display issue because of not setting localization files.
Changelog
Hero Specific Trinkets
Plague Doctor
Annotated Textbook gives 10% generic crit instead of melee crit
Early Experiment also gives +2 blight with a Stained Item in addition to Noxious
Strange Room Key increases Indiscriminate Science healing by 20%
Grave Robber
Forceclosure Notice stealth chance increased to 50% (also note substantial Flashing Daggers buff in Balance Overhaul)
Stiff Drink now converts Dodge to Crit instead of Stealth
Highwayman
Rat Skull now has a 25% chance to also grant Strength if first in inititative, but now has a 50% chance to apply vulnerable if last (such as via daze)
Cursed Coin damage buff now 7% per token
Man At Arms
Underserved Commendation crit token chance increased to 50%
Price of Pride stun chance increased to 15%
Hellion
Empty Stein 25% Weak chance changed to Vulnerable
Runaway
All her trinkets are honestly quite good, so... thoughts?
Jester
Severed Finger additionally applies +1 bleed to Harvest
Royal Summons can now trigger a variety of positive tokens when moving at 10% chance
Busker's Haul now also removes a negative token from an ally in rank 4
Leper
A Simple Flower now heals 1 stress from an ally on Leper turn end if your health is >=75%
Uncommon Seashell third effect changed to now give a random negative token when hit, with a much smaller chance of vulnerability. (I don't know if this is worth using, you can be invincible pretty easily, but eh...)
Occultist
Seeing Sphere now also converts weak to Unchecked Power at the start of your town in addition
Scalded Skull now has 100% chance to burn an ally each turn (it's a buff, trust me)
Vestal
Smoldering Firewood now adds an effect to Divine Grace that applies a 3 round buff to the target that causes them to apply burn 4 on hit (I suspect this will look weird in game)
Basic Distant Trinkets
Adrenalizing Ash speed chance 20%
Bulwark Band dodge chance 25%
Clandestine Cape stealth chance 25%
Guarding Gauntlet block chance 25%
Dead Ringer daze chance 25%
Disarming Dagger weak chance 33%
Distracting Dust blind chance 25%
Strange Sapper vulnerable chance 25%
Strong Shackles now has a separate chance to apply 1 immobile at 33% in addition to its 33% chance to apply 2 immobile
Buttressing Band crit chance 20%
Stirring Snuff strength chance 33%
Hoarder Trinkets
Mortal Ward also gives 20% deathblow resist
Inert Indicia gives 20% stun resist
Fates Foreteller gives 10% blight/bleed/burn resist
Skeleton's Sight gives 10% blight/bleed/burn resist
Prodding Pendant now has 20% chance to heal instead
Sparkleball chances per token changed to 20%
Sluice Trinkets
Rousing Recorder positive token chance increased to 66%
Sneaker's Standard applies 2 stealth and/or 2 taunt instead
Not a change, but Rousing Ringer gives you the trinket wearer 25% debuff res if any enemy is currently dazed, not what I thought it did...
Staggering Striker combo chance increased to 66%
Tangle Trinkets
Armory Key increased to 30% damage/hp
Blistering Bugle taunt chance is 100% (also it can't be resisted)
Insulating Insignia block chance 50%
Sprawl, Foetor, Shroud trinkets honestly always seem quite good, I don't see any changes to make here, thoughts?
1.1b
I absolutely hate the way group files work, because I was sure I did everything right, and it wasn't picking up the changes for the generic distant trinkets and some hoarder trinkets, so I had to split them all into separate files. Let me know if Fate's Foreteller doesn't work since that's still in a .Group file