Trinkets are one of the three primary item categories (alongside Weapons and Armor). They fit into a dedicated slot and are lost permanently if the cat dies on a run.
These provide constant bonuses without requiring activation.
| Trinket | Effect |
|---|---|
| Bandage | +2 HP Regen, -1 Constitution. Early game sustainability. |
| Binoculars | +2 Attack Range. Crucial for Mages and Hunters. |
| Cancer | Post-combat: Lose 1 from 3 random stats, gain a new mutation. High-risk evolution. |
| D6 | Allows rerolling level-up options (up to 2 times). |
| Fork | Heal 5 HP upon killing an enemy. Reward for aggressive plays. |
| Lucky Penny | +1 Luck. Increases crit and evasion chances slightly. |
| Tool Box | Items lose Brittle/Fragile tags; 25% chance to restore weapon durability. |
These must be activated once per turn and often have limited charges.
| Trinket | Effect |
|---|---|
| Knight | Jump in an L-shape (identical to a Chess Knight). Bypasses terrain. |
| Lunch Box (Mom's Box) | Heal 5 HP; refills 1 charge whenever the cat consumes food. |
| Teleport! | Instant relocation to any open tile (once per battle). |
| Whistle | Summons a random familiar (Fly, Maggot, or Flea). |
| Metronome | Casts a random upgraded spell; extremely unpredictable but powerful. |
Most items have Durability. A weapon or trinket typically lasts for ~3 expeditions before breaking. Managing your stock in the "Hoarders R Us" storage is essential for long-term depth.