I'm really bored. Right now, waiting for a game to install.
These trinkets don't actually have "stats". Just a description under the name of what they do. They shouldn't be overpowered, considering the sacrifice of a module / heart pendant when using one.
>>Razwog's Nose Ring<<
5 star trinket.
Causes vials to create an explosion on impact, dealing 5 times normal vial impact damage with a 75% chance of causing its status to all monsters hit.
>>Remedy Band<<
5 star trinket.
Using a remedy capsule creates a field that lasts for 10 seconds. Any party member that enters the field will be cured of all status effects and be immune to them while standing in the field.
(The graphics for the field is a copied over Silkwing heal on death aura).
>>Quicksilver Band<<
5 star trinket.
While under the effects of shock, you gain Movement Speed Increase: Very High.
(EDIT: Changed from Maximum! to Very High. Read Draycos' comment on why I am sold to this one. You can still get shocked by certain attacks as a Mercurial / Mercurial Demo like a full vog can receive fire, and it gives people that ultra super quicksilver feeling knowing that their Mercurial gear is still useful with it)
>>Amulet of Insomnia<<
5 star trinket.
You gain a small amount of Movement Speed Increase based on how much Sleep status defense you have.
(Sleep Maximum! UV or half the bar or the amount a single Royal Jelly armor piece gives will grant you low MSI. Highest possible amount of MSI from this trinket is medium).
>>Luminite Ring<<
3 star trinket.
Increases the size of Luminite that you find from smashing crystals.
(There are also Valestone, Crimsonite, Dark Matter, etc etc versions of this ring. All it does, is take the original crystal size of the crystals you find from smashing them and add +1 to its size. This would promote people to go to the Arcade, maybe?).
Mmmmmmmmkay, new ones added:
>>Heavy Iron Chain<<
5 star trinket.
Attack Speed Decrease: Medium
Increases the damage dealt by slower, longer to charge, or movement hindering weapons.
(Below is every bonus to every weapon affected:
Sudaruska / Triglav = Damage Bonus: Maximum!
Callahan / Iron Slug = Damage Bonus: Maximum!
Big Angry Bomb / Ionized Salt Bomb = Damage Bonus: Maximum! (When ISB gets fixed, this no longer applies to ISB)
Irontech Destroyer = Damage Bonus: Maximum!
Vortex Bombs = Damage Bonus: Maximum!
Gran Faust's charge attack will receive a maximum damage bonus; its normal attacks will not, however.
Divine Avenger / Gran Faust = Damage Bonus: Very High.
Mist Bombs = Damage Bonus: Very High.
Fang of Vog = Damage Bonus: High
Warmaster Rocket Hammer = Damage Bonus: High (This dude isn't really all that slow as the bars say......)
Alchemers = Damage Bonus: High.
Brandish-style swords excluding FoV = Damage Bonus: Medium.
All non-listed bombs = Damage Bonus: Low.
All non-listed swords and guns = zero bonus.)
>>Overheated Pendant<<
5 star trinket
Your charge attacks will deal extra damage at the cost of heat.
(10% of your heat will be consumed on every charge. Because it is a percentage, this is a static damage bonus which will simply greatly reduce the amount of heat you have at the end of the level: never eliminating it. Your charge attacks including bombs will receive a damage bonus: low. This damage bonus is cumulative with Damage Bonus: Maximum!)
Of course these would all be hard to implement most likely.
I like them both. Increased vial capabilities are something I've been wanting for awhile, and additional support mechanics would be very welcomed. Adding either of those trinkets would definitely be possible to add too, but it wouldn't be an 'easy' addition as I don't believe SK stores information about vial and pill for each player.