Weapons in Darkest Dungeon 2 are the available combat gear in the game. Heroes each have their own weapon with a set of unique Stats that affect damage, crit and speed. In the previous game, these weapons and Armor had the ability to be upgraded, at the Blacksmith given that players had the required level, and gold for the upgrade. This time developers have since removed this feature to put more focus on the Trinkets, adding more effects to them as well. Below are a list of other available Combat items and features that are now found in place of Weapons in Darkest Dungeon 2.
Weapons in Darkest Dungeon 2
Where are the Weapons in Darkest Dungeon 2?
Weapons in Darkest Dungeon 2 have since been removed since the first title. In the previous title, stats relied heavily on the Heroes' Weapon and Armor upgrades, however this is a feature that is not available in Darkest Dungeon 2. Heroes come with their own base stats and rely on other Items to affect Stats and Skills during Combat and gameplay. Trinkets are now the main equippable Items in game.
Main equippable Items in place of Weapons and Armor:
Other Items and features that affect Stats and Combat:
Other Upgradeable Combat Features
Aside from Treasures and Items that affect combat, Skills are now one of the main offensive features that characters must rely on during battle. Other Combat Items and Trinkets may rely on Skills and the success of their hits to benefit the party during Combat. Instead of upgrading weapons, Players can upgrade Hero Skills in Darkest Dungeon 2 using Mastery Points obtained by defeating Enemies.
Which Items can I use during Combat encounters?
Players and characters can obtain Treasures known as Trinkets, Combat Items, Inn Items and Stagecoach Upgrades, which are now the main Items to help players on quests.
- Trinkets: Each hero may equip up to 2 TRINKETS at a time. Trinkets confer bonuses or special abilities and can drastically improve a hero. Trinkets may be removed or swapped at any time. These trinkets can now hold additional Status Effects and various resistances that drastically affect a Hero's Stats.
- Combat Items: COMBAT ITEMS are equipped into a dedicated Skill slot on each hero. To equip one, [CLICK] the slot and then [DOUBLE CLICK] or [DRAG] the Combat Item from inventory. Equipping a combat item allows it to be used during combat. Combat Items are FREE ACTIONS . One item may be used each hero turn, right before they use their normal skill.
- Inn Items: INN ITEMS can only be used at the INN . They can heal, de-stress, bestow buffs, and perhaps most importantly: change the affinity between heroes. Use inn items to build positive relationships. Parties with bad relationships will have a great effect during battle. Envious members will have the ability to block outgoing attacks and will have detrimental effects.
- Stagecoach Upgrades: Stagecoach upgrades are Items that affect the Stagecoach, now a main feature in Darkest Dungeon 2. It is essential to upgrade the Stagecoach as it will help players on their quest in different ways, it can help with scouting nodes, finding hidden stuff, and it also increases other factors such as team inventory.
Darkest Dungeon 2 Trinkets
Trinkets in Darkest Dungeon 2 are equippable accessory items that are commonly obtained as rewards, loot, and purchased from merchants. "Each hero may equip up to 2 TRINKETS at a time. Trinkets confer bonuses or special abilities and can drastically improve a hero. Trinkets may be removed or swapped at any time." Trinkets can only be equipped up to two types and it is a must for the heroes to have equipped in order to obtain various bonuses that increase the different stats, as well as acquiring different effects that benefit in combat encounters. Trinkets have different rarities that plays around Common, Very Rare, and even higher rarities. This page covers a list of all the available trinkets in Darkest Dungeon 2, as well as relevant information like stats, bonuses and effects that it yields, and its location.
Where do I Find Trinkets?
In Darkest Dungeon 2, Trinkets can be obtained in a few different ways. Trinkets are obtained as rewards for completing a run when meeting specific goals during the expedition such as when given the task to avoid the Hospital or keeping the flame of the Stagecoach at a certain number. Other times they can be purchased from Merchants, or when you are rewarded for winning against enemy encounters. There is no specific order or fixed locations to look in when obtaining specific trinkets as they are obtained randomly. The only way to unlock more Trinkets through rewards is by increasing the Profile level of the player.
- Profile Level: Profile level and rank is increased by earning more XP known as Hope. Hope is gained through travel distances, Triumphant Combat encounters and battles, Objectives cleared, Shrines visited and some occasional extra XP for doing extra tasks and completing more
- Baubles: BAUBLES are used only to purchase TRINKETS . Baubles come in different forms for each region. All bauble types are worth the same, but take up different space in your inventory. Your total baubles are shown by the triangle-like symbol in inventory.
How do I use Trinkets?
Trinkets are used passively, gaining extra buffs, Status Effects, and extra resistances during combat and throughout gameplay as long as they are equipped. Heroes actively use Trinkets while performing skills, or certain attacks and actions. Trinket abilities are an effect of another action or circumstance. Some trinkets are triggered by a low flame, or high flame, while some special kinds of trinkets are specific to a Hero and require only their designated Hero to equip the trinket for it to be used. There area special cultist trinkets known as Unforgettable trinkets that also require Heroes to have Dark Impulse equipped.
What is Dark Impulse?
Dark Impulse is the Cultist Key that is needed to unlock other Unforgettable Cultist Trinkets. Listed in all Unforgettable Rarity Trinkets, Dark Impulse is required to be equipped in order to access the Trinket's effects. It is dropped through Cultist and Cosmic encounter battles in the game and will be obtained as a Vague Trinket. The trinket on its own has no combat effects or buffs, and is only used to gain the ability to use other Cultist Trinkets.
How do I Equip Trinkets?
A Hero can only equip 2 trinkets at a time. Trinkets can be equipped from the Hero Status or Inventory
- Hero Sheet: The hero status is where you can view STATS , RELATIONSHIPS , view and equip SKILLS , see the hero's QUIRKS and DISEASES , equip TRINKETS , and more. Regardless of which tab you're on, you can always see the hero's STATS , QUIRKS , DISEASES , and TRINKETS . [MOUSE OVER] any stat to view a tooltip that shows any active buffs or debuffs .
- Inventory: Open Inventory with [I] and select the TRINKET filter to see only trinkets. Then [DRAG] a trinket from inventory to an empty hero slot to equip it.
Note: Most Trinkets are equippable by all Heroes, however some Trinkets are exclusive to one hero.
Hero Specific Trinkets
- Runaway: Pile of Ash ♦ Knitted Blanket ♦ Carved Toy
- Plague Doctor: Annotated Textbook ♦ Storage Room Key ♦ Early Experiment
- Occultist: Seeing Sphere ♦ Shambler's Eye ♦ Scalded Skull
- Leper: Inevitable End ♦ Uncommon Seashell ♦ A Simple Flower
- Jester: Royal Summons ♦ Busker's Haul ♦ Severed Finger
- Highwayman: Cursed Coin ♦ Rat Skull ♦ Tormenting Locket
- Hellion: Empty Stein ♦ Rotten Tomato ♦ Bloodied Branch
- Grave Robber: Foreclosure Notice ♦ Stiff Drink ♦ His Rings
- Man at Arms: Undeserved Commendation ♦ Price of Pride ♦ Standard of the Ninth
Unforgettable Cultist Trinkets
Most Trinkets fall under the rarity categories of either Vague, Distant, or Indelible, but Cultist Trinkets are classified as Unforgettable. These trinkets are randomly obtained through Cultist and Cosmic battles and will require Heroes to equip Dark Impulse before its effects can be used. Below is a list of all obtainable Unforgetable Cultist Trinkets that Require Dark Impulse:
Darkest Dungeon 2 All Trinkets
Quick Search of All Trinkets
Click the header to sort the table.
Name |
Rarity |
Effects |
---|---|---|
![]() Cleansing Clasp |
Indelible | Turn start: If Baubles > 25: Destroy 1 Negative Token |
![]() Clarifying Carcanet |
Indelible | If Relics > 100: +20% MAX HP If Baubles > 100: +20% DMG |
![]() Shimmering Crown |
Indelible | Combat start: if relics > 100 : heal 100% health if baubles > 100: heal 10 stress |
![]() Celebrated Chalice |
Indelible | If Relics > 50 : +4 SPD If Baubles > 50 : +10% CRIT |
![]() Greater Clotting Cruor |
Indelible | + 66% ![]() |
![]() Clotting Cruor |
Distant | + 33% - 10% |
![]() Minor Clotting Cruor |
Vague | + 20% - 10% |
![]() Greater Sacrificial Host |
Indelible | + 66% ![]() |
![]() Sacrificial Host |
Distant | + 33% - 10% |
![]() Minor Sacrificial Host |
Vague | + 20% - 10% |
![]() Sparkleball |
Indelible | Apply On Hit: ![]() ![]() ![]() ![]() ![]() |
![]() Oversprung Pocketwatch |
Indelible | Turn start: Extra Action (60%) or ![]() |
![]() Befuddling Sundial |
Indelible | Turn start: Heal 10%(80%) or +2 ![]() |
![]() Greater Heat Shield |
Indelible | +66% ![]() |
![]() Heat Shield |
Distant | +33% -10% |
![]() Minor Heat Shield |
Vague | +20% -10% |
![]() Pulsing Heart |
Indelible | Turn start: Regen 2 (33%) or |
![]() Vanished Vanity |
Indelible | Apply to attacker when hit: If flame > 75: -15% |
![]() Peculiar Pods |
Distant | +25% Gain On hit: Remove If flame > 75: -2 SPD |
![]() Goading Gargoyle |
Indelible | If flame < 40 : +4 SPD Turn start: convert |
![]() Rousing Recorder |
Distant | Random ally on turn start: Adds 1 Positive Token (33%) If flame > 75: -10% |
![]() Sneaker's Standard |
Distant | Each ally on combat start: Each ally on combat start: If flame > 75: |
![]() Rousing Ringer |
Indelible | Apply to attacker when hit: If flame < 40: If an enemy has |
![]() Parrying Patriarch |
Distant | Turn End: Convert: Turn Start: If SPD <=2: |
![]() Charred Litany |
Indelible | +100% -2 On Burn Resist: Stress: >= 50%: |
![]() Smoldering Hymnal |
?? | If Turn Start: If First in Round: Gain On Kill: Extra Action (20%) |
![]() Laden Lantern |
Distant | +25% Turn Start: If SPD <= 2: |
![]() Sacred Scribblings |
Distant | +1 Turn Start: If SPD <=2: |
![]() Enlightening Element |
Indelible | Apply on Hit: Turn Start: If SPD >=8: Gain |
![]() Snappy Swig |
Indelible | +1 Turn Start: If SPD >=8: |
![]() Hastening History |
?? | Random Ally on Turn End: Turn start: If SPD <=2: |
![]() Staggering Striker |
Indelible | Apply On Hit: If Flame <40: Melee Skills: +33% Ignores |
![]() Greater Heartseeker |
Indelible | +10% CRIT. |
![]() Heartseeker |
Distant | +5% CRIT. -15% Healing Received. |
![]() Minor Heartseeker |
Vague | +3% CRIT. -10% Healing Received. |
![]() Dark Impulse |
Vague | Unlocks the potential of Cultist Trinkets. Drops with random effects. |
![]() Spoken Sharply |
Unforgettable | If Dark Impulse is equipped: -50% Max HP. Gain on Hit: Heal 3. |
![]() Hardened Heart |
Unforgettable | If Dark Impulse is equipped: Gain On Hit:
-50% MAX HP. |
![]() Idle Thought |
Unforgettable | If Dark Impulse is equipped: +100% DMG. -30% DMG per Round. |
![]() Cruel Intent |
Unforgettable | If Dark Impulse is equipped: If Blinded: +66% CRIT. |
![]() Temptation |
Unforgettable | If Dark Impulse is equipped: Round Start: Extra Action (50%). -50% |
![]() Silent Treatment |
Unforgettable | If Dark Impulse is equipped: Round Start: If Stealth: +50% CRIT. If not Stealth: +100% DMG Received. |
![]() Sickening Silence |
Unforgettable | If Dark Impulse is equipped: Apply When Hit: If -100% Disease RES. |
![]() Wounding Words |
Unforgettable | If Dark Impulse is equipped: +50% DMG. -33% Max HP. |
![]() Misstep |
Unforgettable | If Dark Impulse is equipped: +75% MAX HP -50% DMG. |
![]() Jealous Whisper |
Unforgettable | If Dark Impulse is equipped: When Moving: Adds 1 Random Token. Friendly Move: Adds 2 Positive Tokens. Enemy Move: Destroy 99 Positive Tokens & |
![]() Snap Judgement |
Unforgettable | If Dark Impulse if equipped: Round Start: +10 SPD. -75% Healing Received. |
![]() Locked Jaw |
Unforgettable | If Dark Impulse is equipped: +66% +66% +66% -100% |
![]() Selfish Motivation |
Unforgettable | If Dark Impulse is equipped: +20% DMG per Negative Token. Turn Start: 1 Random Negative Token. |
![]() Distracting Dust |
Indelible | Apply On Hit: Apply on Miss: |
![]() Mortal Ward |
Distant | Upon Entering Death's Door: ![]() ![]() ![]() |
![]() Greater Protectorate |
Indelible | +20% Healing Given. |
![]() Protectorate |
Distant | +15% Healing Given. -15% DMG. |
![]() Minor Protectorate |
Vague | +10% Healing Given. -10% DMG. |
![]() Greater Cleansing Censer |
Indelible | +50% +20% |
![]() Cleansing Censer |
Distant | +25% +15% -10% |
![]() Minor Cleansing Censer |
Vague | +15% +10% -10% |
![]() Greater Sharpness Charm |
Indelible | +22% DMG |
![]() Sharpness Charm |
Distant | +15% DMG. -4 SPD. |
![]() Minor Sharpness Charm |
Vague | +10% DMG. -3 SPD. |
![]() Proxy Doll |
?? | +10% DMG Dealt for each Positive Token. +10% DMG Received for each Negative Token. |
![]() Faceless Visage |
?? | Each Enemy on Combat Start: Shuffle (20%). Each Ally on Combat Start: Shuffle (5%) |
![]() Corrupting Cleaver |
Distant | +25% If |
![]() Curing Cuppa |
Distant | Apply On Hit: HP > 75%: +50% |
![]() Kitchen Knives |
Indelible | Gain on CRIT: Heal 2. If Enemy has Gain On Blight RES: Extra Action (20%). |
![]() Ghastly Gruel |
Indelible | Each Ally on Round End: Heal 2 (33%). Rank = 1: +50% Healing Received. Rank = 4: +25% Healing Given. |
![]() Brilliant Brew |
Distant | +1 If |
![]() Galvanizing Goblet |
Indelible | +1 HP > 75%: +33% |
![]() Hint of Home |
Indelible | Gain When Hit: If |
![]() Hag's Hoard |
Distant | +10% healing received per Positive Token. If |
![]() Unwavering Standard |
?? | Each Ally on Combat Start: Gain On Miss if First in Round: |
![]() Footman's Grog |
?? | -25% DMG Taken. Turn Start: Convert Turn Start: Convert |
![]() Clenching Claws |
Indelible | Apply When Hit: Round Start: If SPD <=2: |
![]() Insulating Insignia |
Distant | Random Ally on Turn Start: Gain on Miss if First in Round: |
![]() Reverberating Redoubt |
Indelible | Apply When Hit: 2 DMG. Gain When Hit: If SPD <=2: |
![]() Stone Mount |
Distant | Turn End: Convert Gain On Miss if First in Round: +1 |
![]() Calibrating Censer |
Indelible | Gain On Miss: Gain When Hit: If SPD <=2: |
![]() Blistering Bugle |
Distant | Turn Start: Gain On Miss if First in Round: |
![]() Foreclosure Notice |
Indelible | Apply On Hit If Rank 4: Gain On Hit with Flashing Daggers Skills: If not |
![]() Stiff Drink |
Indelible | Pick To The Face Skill: +50% DMG. Turn Start: Convert Turn End: Convert |
![]() His Rings |
Indelible | Poison Dart Skills: +33% Apply on CRIT for any Ranged Skill: If Rank 1: +75% DMG Received. |
![]() Bloodied Branch |
Indelible | Gain on CRIT for any Melee Skill: If It Bleeds Skill: +33% If Rank 4 when Moving: +2 |
![]() Rotten Tomato |
Indelible | If Rank 2: +25% DMG. Apply on Hit using Breakthrough Skill: If Rank 1: -25% |
![]() Empty Stein |
Indelible | If Self on Barbaric Yawp Skill: Gain on |
![]() True Entropy |
Indelible | Turn Start: Adds Random Token |
![]() Cursed Coin |
Indelible | +5% DMG per Positive Token. Self on Highway Robbery: |
![]() Rat Skull |
Indelible | Turn Start: If first in round: Self: Duelist's Advance Skills: Animal: -90% Healing Received. |
![]() Tormenting Locket |
Indelible | On Hit: Ranged skills: ![]() Melee Skills: +15% CRIT Open Vein Skills: +33% ![]() |
![]() Strong Shackles |
Indelible | Apply on hit: ![]() |
![]() Severed Finger |
Indelible | If target |
![]() Busker's Haul |
Indelible | On Kill Extra Action (33%) |
![]() Royal Summons |
Indelible | +25% ![]() |
![]() A Simple Flower |
Indelible | Gain on Miss: ![]() |
![]() Uncommon Seashell |
Indelible | + HP |
![]() Inevitable End |
Indelible | Combat Start: (50%) |
![]() Standard of the Ninth |
Indelible | Gain When Hit: ![]() |
![]() Price of Pride |
Indelible | Gain When Hit: Extra Action (15%) |
![]() Undeserved Commendation |
Indelible | On Combat: ![]() |
![]() Greater Hale Draught |
Indelible | +20% Max ![]() |
![]() Hale Draught |
Distant | +15% Max ![]() |
![]() Minor Hale Draught |
Vague | +10% Max ![]() |
![]() Greater Gnarly Knuckles |
Indelible | Melee attacks: +25% DMG |
![]() Gnarly Knuckles |
Distant | Melee attacks: +20% DMG |
![]() Minor Gnarly Knuckles |
Vague | Melee attacks: +x% DMG |
![]() Greater Anchoring Charm |
Indelible | +50% ![]() ![]() |
![]() Anchoring Charm |
Distant | +25% ![]() ![]() ![]() |
![]() Minor Anchoring Charm |
Vague | +15% ![]() ![]() ![]() |
![]() Scalded Skull |
Indelible | If Flame < 40: +8% CRIT |
![]() Shambler's Eye |
Indelible | +15% ![]() |
![]() Seeing Sphere |
Indelible | +20% ![]() |
![]() Early Experiment |
Indelible | +x% ![]() |
![]() Storage Room Key |
Indelible | +33% ![]() |
![]() Annotated Textbook |
Indelible | +X% ![]() |
![]() Greater Raven's Reach |
Indelible | Ranged attacks +x% DMG |
![]() Raven's Reach |
Distant | Ranged attacks +20% DMG |
![]() Minor Raven's Reach |
Vague | Ranged attacks +15% DMG |
![]() Pile of Ash |
Indelible | +25% ![]() |
![]() Knitted Blanket |
Indelible | +5% ![]() |
![]() Carved Toy |
Indelible | On Turn: ![]() |
![]() Astroglass Flute |
?? | ?? |
![]() Obsidian Dronepipe |
Indelible | Random Enemy at Turn Start: ![]() |
![]() Guarding Gauntlet |
Distant | Turn Start: Gain When Hit: |
![]() Bouncer's Belt |
Distant | +20% Healing Received. -15% |
![]() Fate's Forteller |
Indelible | Combat Start: ![]() |
![]() Skeleton's Sight |
?? | Turn Start: ![]() |
![]() Bulwark Band |
Distant | Turn Start: Gain When Hit: |
![]() Buttressing Band |
Indelible | Turn start: dodge plus (15%) |
![]() Thrilling Tablet |
Indelible | Combat start: ![]() |
![]() Prodding Pendant |
Indelible | Turn start: ![]() |
![]() Clandestine Cape |
Distant | Round start: ![]() Gain When Hit: ![]() |
![]() Covert Cloak |
Indelible | Turn start: ![]() |
![]() Adrenalizing Ash |
Indelible | Turn end: ![]() ![]() |
![]() Stirring Snuff |
Indelible | On Turn: STR |
![]() Hierarchy of Sights |
?? | +X% ![]() |
![]() Unblinking Entropy |
?? | ![]() |
![]() Eyes of the Void |
?? | ![]() |
![]() From Beyond |
Indelible | if flame <=40: +25% HP |
![]() Greater Wolfsblood |
Distant | +3 -15% Max |
![]() Wolfsblood |
Distant | +2 SPD |
![]() Minor Wolfsblood |
Vague | +2 SPD |
![]() Greater Gilded Mind |
Indelible | +x ![]() |
![]() Gilded Mind |
Distant | +x ![]() |
![]() Minor Gilded Mind |
Vague | +10 ![]() |
![]() Dead Ringer |
Indelible | On hit: ![]() ![]() |
![]() Greater Inert Indicia |
Indelible | +25 ![]() |
![]() Inert Indicia |
Distant | +20% ![]() |
![]() Minor Inert Indicia |
Vague | +10% ![]() |
![]() Heart-Shaped Padlock |
Indelible | +30% Chc of + Affinity changes |
![]() Grim Mask |
Indelible | +40% DMG +30% Chc of Affinity changes |
![]() Anatomical Map |
?? | ?? |
![]() Corrupted Bile Gland |
Indelible | +20 ![]() +20 ![]() +20 ![]() |
![]() Disarming Dagger |
Indelible | Apply On Hit: ![]() Apply On Miss: ![]() |
![]() Strange Sapper |
Indelible | Apply On Hit: ![]() |
Armory Key | Distant | If Armor item is equipped +15% Max ![]() If Weapon item is equipped +15% DMG |