Stories from the Outbreak

Stories from the Outbreak

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(outdated) Trinkets
By alonzoburns
Spoiler ahead!
   
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Simple list of obtainable artifacts for the early access version of Stories From The Outbreak. This is outdated since release of 1.0 in February 2024. Devs added in-game encyclopedia, where you can look up all trinkets and enemies.

Game version
Guide updated
Latest change
0.10.1
2024/02/20
outdated since 1.0 release
Artifacts


How to obtain trinkets:
  • As a reward after winning a fight
  • Trade them for fuel at trader
  • Get lucky and find them at events
A - D


Icon
Name
Description
Flavour text
Amber stone
The whole team starts combat with {x} focus.
It is said that gazing into translucent stones can open up parts of your mind that have long been forgotten, as if they were frozen in amber.
Antique wristwatch
Melee attacks deal +{x} damage against the enemy with the next turn.
It’s not just inaccurate - it seems to display time completely at random, with no clear pattern.
Barbed wire
{x} random enemies start combat vulnerable.
They do not recognise danger, rendering barbed wire quite effective.
Bent screwdriver
Attacks that would inflict at least {x} bleed inflict additional {y} bleed for each bleeding enemy.
The deformity stems from repeated penetration of skin and vital organs.
Biker gloves
Every fifth turn, the active teammate gains {x} protection
Just know that zombies don’t really care whether the hand that holds the weapon looks cool or not.
Birch water
Characters in the front row take -{x} damage from poison and bleed.
Revitalising, though not everyone enjoys the flavour.
Bloodied cloth
Characters take no damage from bleed if they have 3 or fewer bleed.
Each of us knowing we're going to die, each of us secretly believing we won't.
Bottle of balsam
Killing an enemy with an attack gives +{x} STR, +{y} SKL for the rest of the battle.
It tastes like death, in a strangely charming way.
Bottle opener
Guarded enemies become exposed after {x} ticks.
Killing a zombie with a bladed weapon or tool is sometimes euphemistically called “cracking open a cold one”.
Box of nails
Enemies take +{x} damage from all attacks.
The utility of these is a matter of creativity.
Brass knuckles
Melee attacks deal +STR damage to enemies that don't have any protection.
Where are these thoughts coming from? You could swear they’re not yours...
Chess piece
Enemies with both bleed and poison can't earn protection.
A popular strategy game, though the graphics are terrible. Apparently, the horse itself is a high-ranking member of the feudal system.
Chestnut
Tank characters gain +{0} AMR if they're the only tank in the party.
A spiked bur covers the hard fruit. A metaphor, perhaps.
Chewable propolis
All characters start combat with {x} immunity.
At this point, you may as well just eat a beehive. It would probably be healthy, too.
Clay figurine
Characters gain {x} protection whenever they lose a status effect.
A garden decoration, perhaps.
Coil of rope
Attacks that deal at least {x} damage also inflict {y} vulnerable.
Endless utility, though it does bring a little gallows humour to the team.
Cracked glasses
A random party member gains {x} focus whenever an enemy gets a focus buff.
Be careful. It’s difficult to get a replacement nowadays.
Dented flask
Deal extra damage to enemies equal to their focus.
With joy in grief and booze on breath - so very brief our dance of death.
Duct tape
All characters gain +{x} AMR.
An opportunity to attach various makeshift barriers to oneself. The result is not very fashionable.
Dull scissors
Enemies gain vulnerable if attacked twice in the same tick.
Still sharp enough to cut into flesh, given enough force.
E - N


Icon
Name
Description
Flavour text
Extension cord
Delaying enemies is 50% more effective.
Not particularly useful for its original purpose, but very effective at making zombies trip.
Eye drops
Any effects that remove focus make characters lose {x} fewer focus.
The small bottle is always almost empty.
Face mask
Bleed and poison does no damage to characters who are at full health.
Smiling looks weird nowadays. It’s better to hide it.
Filthy syringe
Enemies gain +{x} poison when they first get poisoned.
Details of their physiology remain a mystery, but their cells can still die.
Five-petal lilac
+1 option when choosing a trinket.
Make a wish, but keep it realistic.
Fridge magnet
Inflicting bleed to a guard also passes it on to enemies they're guarding.
A favourite of tourists.
Glass shard
Enemies that fall bellow 10 health die instantly.
Sharp, taunting laughter from a world that no longer exists.
Grave candle
Gain a common trinket whenever a teammate dies.
Remember that they will die.
History book
When an enemy is killed, all excess damage is dealt to another random enemy.
This is your inheritance.
Hunter's earmuffs
Ranged attacks deal +SKL damage to guarded enemies if they're not exposed.
The slaughter doesn’t disappear when wearing these, it just becomes slightly more bearable.
Jar of herbs
Characters gain {x} protection when choosing a focus buff.
Cumin. Has barely been used.
Jar of jam
Characters heal {x} health when choosing a focus buff.
Apples 2016 - only 4 years old.
Jimsonweed
Enemies gain {x} poison whenever they get a focus buff.
Datura stramonium, a kind of nightshade. Often found near railways.
Jumis
When attacking an enemy with less focus, deal damage to both health and protection.
Nature's little mistake.
Mask of Melpomene
All enemies start combat with a random negative status effect.
It’s all so tragic! You scream through the tears but it just doesn’t help!
Mask of Thalia
All party members start combat with a random positive status effect.
It’s all so funny! You laugh and you laugh and you just can’t stop laughing!
Measuring tape
Back-row enemies take +INT damage from melee attacks.
What comes after every inch of matter has been measured?
Medicine book
When an enemey is killed, their bleed and poison is moved to another random enemy.
Pre-apocalypse medicine books are useful, but keep in mind that they’re aged.
Namejs ring
The character with the highest protection gains 3 protection whenever attacked.
Not the original, presumably.
Non-citizens passport
The next character who would die in combat gets brought back to life at max health. Consumed on use.
Also known as an alien passport. Ever since the New Death, identity has become that much more blurry.
P - R


Icon
Name
Description
Flavour text
Paper map
Party restores {x} health whenever visiting a new map node.
t appears entirely ordinary, but a closer look reveals bizarre inconsistencies, such as streets that do not exist, or misplaced buildings.
Pine cone
Enemy bleed no longer disappears below {x}
Something is off here. Something is very, very wrong here. This did not just occur, it was designed.
Plastic lighter
Characters without protection deal +AMR damage to enemies.
The voice coming from the small flame talks about a land of endless warmth, of gifts that demand a sacrifice of your own safety.
Pocket sundial
Characters who have {x} or fewer ticks remaining until their turn take -{y} damage from all attacks.
Assets/Sprites/Trinkets/pocket_sundial
Poker chip
Gain {x} protection when targeted by {4} enemies. Usable once in each combat.
Are you a gambling man?
Polaroid photo
Characters heal {x} whenever used in individual stat checks.
Your own face, but an expression you don’t understand.
Portable radio
Every 30 ticks, a random character gains 1 focus.
Very few people are able to hear the hidden meanings behind the static. Just listen very closely.
Portable stove
Whenever the team spends {x} ticks without attacking enemies, everyone gains {y} focus.
Food opens the gates to a Latvian’s heart.
Pouch of sand
Enemies lose {x} focus whenever delayed.
Powerful. The drawstrings are hard to get open.
Rare coin
Enemies can be delayed +{x} time between their turns.
You could swear the symbol on the back has changed several times - or are there actually multiple of these?
Reflective sunglasses
At the start of each battle, 2 random characters get Combat expertise.
You’d do well to reflect, too.
Reflective vest
Characters can't take damage to both protection and health from the same attack. Has a {x} tick cooldown.
Exudes authority.
Road salt
Enemies lose {x} focus if their turn starts on the same tick as one of the player characters.
In this season the primary use is more offensive than practical.
Rubber boots
Gain 7 protection whenever an ability takes more than 35 ticks.
Where you’re going, these won’t be enough.
S - Z


Icon
Name
Description
Flavour text
Safety goggles
All characters gain +1 INT.
When it comes to life-or-death combat, safety is always first.
Salt shaker
After every {x} enemies killed, gain {1} food.
Do not worry about where the meat comes from, and trust the disinfection process. Add plenty of salt. Ketchup recommended, but optional.
Shot glass
If attacked while cooldown is {x} or less, deal STR response damage.
Few other pieces of kitchenware can compete with its destructive potential.
Spring blade
Take -{x} damage from response attacks, and deal +{y} damage with response attacks.
Sneak attack!
Steel dumbbell
Once per battle, get {x} inspiration points upon killing a full-health enemy with a single hit.
Who’s the dumb one after their skulls are crushed?
Stress ball
If an enemy's attack lands exactly 1 tick before target's turn, damage from that attack gets nullified.
Still holding up its shape despite everything that’s been done to it. You’d understand.
Teddy bear
Enemies lose {x} protection whenever they make a turn.
Disarms and observes. Real bears might find this a little demeaning.
Traffic cone
Enemies' first turns are delayed by {x} ticks.
Just avoid putting this on your enemies’ heads - it seems like a good idea, but it’s definitely not.
Unknown fungus
Deal extra damage to enemies equal to their poison.
If you stand perfectly still, it almost seems to be moving, bustling with microlife.
Vile tincture
Vulnerable enemies take triple damage from poison.
Side effects include mild nausea and a dry mouth.
Vintage locket
In each battle, the first character to reach {x} focus gets {y} inspiration points.
Remember what you've lost.
Vinyl record
Ranged attacks deal +{0} damage to enemies that don't have any protection.
Limited edition.
Vitamin C
During combat, characters convert all excess healing into protection.
Almost seems petty to be taking these now of all times. A total mockery.
Wool socks
Characters with at least {x} AGI gain {1} immunity.
A Christmas gift. Knitted by grandma.
Yarrow tea
Characters lose poison over time similarly to bleed.
Achillea millefolium. Often used by the elderly to treat the common cold.
Special Artifacts


There are 6 challenges at the moment, which will increase the difficulty.
  1. Activate "Challenge mode" in the character selection menu before you start your run
  2. Select one or several (otherwise unobtainable) artifacts
  3. Suffer
Icon
Name
Description
Flavour text
Black rose
All enemies gain {x} focus every {y} ticks.
A sense of dread overcomes you whenever you look at it.
Necklace of teeth
Enemies start combat with {x} renew.
Contrary to popular belief, zombies do bleed, they do have some mysterious, unacceptable physiology.
Pack of smokes
Resting at safehouses and other healing events are half as effective. Doesn't affect healing during combat.
There's a picture of you on the box.
Rat skull
All enemy attacks deal {x%} more damage.
It hurts to touch, though you don't know why.
Small fang
All enemy attacks inflict {x} bleed.
Something special.
Zombies heart
Enemies lose poision similar to bleed, and lose bleed twice as fast.
Sometimes, you think you can hear it beating. Worry not – it's yours that's making that sound.
Acknowledgement


  • Images used in this guide were taken from the game files, with a litte Gimp [www.gimp.org] touch up.
  • Thanks to everyone over at Coldwild Games [coldwild.com]!
  • @chlorophyll: You're right!