Pixel Dungeon
This community is a place to talk strategies, tell stories, or discuss anything related to Pixel Dungeon or its many versions.
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Just to be clear. It doesn't simply increase the number of traps. It adds a chance that a vanilla dungeon floor instead becoms "a floor filled with traps or chasms." It does absolutely nothing if the floor is already flooded, or covered in grass, or any other floor effect. It's entirely possible—due to RNG—to never have a floor filled with traps even with the trinket. If you encountered a chasm floor, that could have been the trinket doing its thing. It does not simply make traps more common.
I forgot that at +3 it's a 100% chance, so I edited my comment, but that still means it might only give chasms by pure chance. Especially if you're focusing on one region like the demon halls. You could have had a couple other floor effects blocking the trinket from doing anything, and then the remaining floors could have all been chasm floors.
I think an additional increase to the number of traps could be a buff to the trinket. Now whether that change makes sense, even I'm not so sure on. But when I commented on the number of traps, I wanted to speak on that which I felt was the main advantage to the trinket, as well as its weak point, in my opinion.
The trapped floors in earlier regions seem to have less traps than later regions. Maybe that's inaccurate and the later regions are simply bigger and the percentage remains. It seemed more sparse and later, denser.
This is one of the easier trinkets to level so I had it at +3 by the sewers. The floors that followed should've all had traps, aside from boss levels, if memory serves.