DEATHLOOP

DEATHLOOP

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Fantastic Slabs and Where to Find Them
By Hobo Bill
A guide to all of the mysterious, powerful Slabs to be found and used on Blackreef. Now with Trinkets included!
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Introduction
Similar to my previous weapons guide for Deathloop, this is intended to be a guide about the titular supernatural "Slabs" that can be acquired on Blackreef: namely, where to find them and how to use them. Previous fans of the Dishonored franchise will find them to be a very familiar mechanic, though rest assured that they're easy enough to understand if you haven't played them. (It’s damn near 2025 now. They're cheap, and they're more fun than Deathloop. If you’re STILL playing this game and haven’t played Dishonored, go get them. Buy them on sale or something. Seriously.)

There are technically seven different Slabs in the game, though there are only five "main" Slabs that you will find and acquire from the residents of Blackreef over the course of the game. Slabs get their energy from a blue "power" bar next to your health, segmented into three sections (once again, very familiar for those coming from Dishonored, especially those who played Death of the Outsider). Generally, each use of a Slab will cost you one "bar" of power, though certain Slabs that drain power continuously may pose an exception. Don't fret if you run out of energy, as it will soon fully recharge.

There is a slight catch to Slabs; namely, your capacity for them. While there are six "equippable" Slabs in the game, you can only carry up to two at a time. Thus, you should plan carefully which Slabs you need for a situation. There are also four "upgrades" for each Slab, similar to Trinkets, which you can equip up to two of (per Slab) at a time as well. These upgrades can significantly improve a Slab's utility in several ways (and even work together with another upgrade!), so careful planning of which ones to bring is advised as well.

All five main Slabs can only be found on the Visionaries of Blackreef, who will use them against you in combat if confronted. Additionally, all Slabs and upgrades, like weapons and trinkets, must be "infused" if you don't wish to lose them on your next Loop. The cost for doing this is staggeringly high, so ensure that you have a lot of Residuum. Once a Slab is infused, killing the Visionary who holds it will cause them to drop a random upgrade for the Slab instead, which must be infused before it can be kept as well.

The two remaining Slabs, Reprise and Masquerade, are unique to Colt and Julianna respectively and cannot be unequipped, being considered a permanent part of their inventory. Each will be automatically unlocked, and neither can acquire (steal) the other's Slab, making them permanently unusable to each other. However, killing an invading Julianna will cause her to drop any of the regular Slabs she has equipped.
Colt's Reprise
As it is the first Slab that you will acquire as Colt, Reprise seems like a fitting place to begin. As previously stated, Reprise is not a Slab that can be found in the environment and will instead be unlocked incredibly early on as part of the game's tutorial. After this point, Reprise will be permanently equipped to Colt for the remainder of the game. Reprise is also unique in that it is a wholly passive Slab, and has no manual activation of any kind.

This is due to the fact that Reprise is a Slab that only activates on Colt's death, resetting him to a (presumably) safe location and restoring his health to full up to twice per area. Reprise essentially grants Colt an extra two lives; three strikes, and you're out, back to the beginning of your Loop. Dying will rewind you to a previous location, sometimes a considerable distance away from your point of death, and restore your health and power (though not your ammunition). A counter under your health/power shows how many uses of Reprise remain.

There are a few exceptions, both good and bad, to the "three strikes" rule. Starting with the good, your Reprise can be replenished under certain circumstances. Both are incredibly simple: leave the area, or kill Julianna, if she is present. Upon leaving an area, your Reprise counter will be reset when entering the next one, meaning you only have to worry about your Reprise count for the current level. Meanwhile, killing Julianna AND absorbing her body will replenish your Reprise count to full, regardless of how many you may have lost before or during her appearance.

On the flipside, certain things can circumvent Reprise, killing you instantly with no second chances. Most notable among these is Slab "nullifcation," whether performed by a Field Nullifier or Frank's debilitating ClassPass. These will disable ALL of your Slabs while under their effects, including Reprise, and the only way to stop it is to escape their effects. Additionally, certain death conditions may not leave room for return, typically from scripted death events.

Once you have unlocked the ability to collect Residuum and infuse items, Reprise gains another unfortunate catch to it: dying will cause you to lose all of your Residuum and leave behind a corpse to be absorbed at your point of death (similar to absorbing Visionaries). Rest assured that all of your Residuum can be recovered by simply returning to your corpse and absorbing it, but make sure that the area is clear; after all, something there killed you, didn't it?

P.S. If you die by falling, drowning, or clipping through the floor into Todd Howard's endless abyss, rest assured that your body will not be left in an inaccessible location, and will instead be moved to the closest point of "solid ground."
Shift
Once again, for returning players from Dishonored (seriously, go play it if you haven't), Shift is an incredibly familiar power, functionally identical in just about every way to Blink. It is the simple, but incredibly useful ability to teleport short distances within your line of sight. Holding down the power button (the assigned one, not your computer's) will cause a purple (orb) to appear at your point of arrival, helping you to aim it more precisely. Aiming at a climbable ledge will cause you to automatically mantle up, and aiming above ground will cause a shadow to appear under the orb where your landing point is.

Each use of Shift consumes one bar of power, giving you multiple consecutive uses of it before you run dry. Shift is useful in nearly every situation: stealth, combat, even exploration. Many would consider it borderline essential, especially for exploring everything Blackreef has to offer. The uses are near limitless: teleporting between hiding spots unseen, reaching an inaccessible vantage point, moving behind enemies in combat to get the drop on them, and more.

Shift can be found on Charlie Montague, normally found at the top floor of his mansion in Updaam, where he hosts Among Us LARP Condition Detachment at noon. He will use this ability both in and out of combat, making him somewhat annoying to catch, especially when startled. Be sure to watch your back in combat with him, as he can instantly flank you if he so desires. Once his ability is infused, he will instead drop one of the following upgrades:
  • Airborne: Aiming Shift in mid-air briefly makes you hover in place.
  • Reach: Shift can teleport further.
  • Swapper: Aiming at an enemy and pressing the fire key causes you to swap places with them.
  • Dropkick: Kicking (default: V) immediately out of Shift supercharges your kick, launching the target further.
Though all of these have their own particular utility, Reach and Airborne are the best combination for sheer mobility. The ability to aim precisely in the air, and teleport further, can open up a virtually limitless amount of options for getting around. Do note that Airborne's hovering ability only lasts for a few seconds, after which it will drop you out of the air as normal if not used quickly.

Shift has an interesting characteristic regarding aerial use, which becomes very important to consider with Hover: when in the air, you can Shift only once, after which you must touch the ground again before you can Shift any more. However, you can leave the ground with Shift (i.e. teleport into the air), and teleport one more time, as your first teleport was considered to be on the ground.

Though Swapper doesn't aid mobility, it can be useful for isolating certain targets by swapping them with a more preferable spot, and teleporting back. You can even set traps for them and teleport them onto one. Dropkick is really not all that useful, considering that its detection seems rather buggy a lot of the time. On top of that, the increased power, while good for entertainment, isn't all too significant in the grand scheme of things.
Nexus
Another very familiar ability from the Dishonored series (I am no longer asking. Play Dishonored), this time derived from the Domino ability. Like its predecessor, it has the simple but incredibly useful ability to link enemies together, causing them to "share fates." If any enemy in the link dies, all others connected to them will die as well. Enemies affected by Nexus have a glowing blue aura around their heads, and draw glowing blue lines between each other when linked.

Nexus is fired as a projectile attack, invisible and silent to enemies. On impact, it creates a small burst that afflicts all enemies in the vicinity with Nexus, making it possible to link multiple enemies with one use. This is useful, as Nexus consumes power at an incredible rate: not only does it take a bar of power to fire the projectile, but every affected enemy will slowly drain power, even if they are not linked to anyone else. Thus, you have to act quickly to take down enemies before your power runs dry, causing all links to disappear.

Nexus can be found on Harriet Morse during her morning sermon in Karl's Bay; unlike other Visionaries, her Slab has no utility against you in combat, making it harmless (though Harriet herself is still not). Like others, it must be infused first, at which point Harriet will drop her upgrades instead:
  • Attraction: Nexus projectiles home in on enemies (for a limited distance).
  • Influence: Enemies affected by Nexus automatically create links to other nearby enemies.
  • Parasite: Damaging someone affected by Nexus restores health.
  • Protraction: Nexus links drain your power slower.
All of these upgrades are considerably powerful, though for spreading the effect as widely as possible, Influence and Protraction are a great combo, as you can create additional links for free while draining your power at a considerably slower rate. A great thing about Nexus is that it is equally useful in stealth and combat, as you can silently kill multiple enemies at once or wipe out an entire wave of them in a firefight.

Parasite is especially useful when multiple enemies are linked, as the healing effect stacks for each enemy and can quickly restore you to full health if used on a large enough crowd. However, as a personal tip, a select few trinkets based on damaging enemies will also have their effects multiplied by Nexus (unrelated to Parasite). For instance, if you have one that restores health from meleeing enemies, it WILL be multiplied by Nexus.

A very popular use for Nexus among many players, however, is rendering Visionaries vulnerable. Should you find Visionaries close to regular goons (or other Visionaries), you can link them to dispatch the easier target and transfer the lethal damage to the tougher one, negating the Visionaries' boosted health! (Though this should always work in theory, it seems to have merely damaged Visionaries in some instances. Don't immediately treat it as a guaranteed kill.)
Aether
Aether is a textbook invisibility power, rendering you (mostly) invisible to enemies and laser-based security systems (sensors, turrets, and laser mines; NOT proximity mines). Naturally, it is predisposed as a stealth-focused power, with limited (though not a complete lack of) utility in open combat. Of course, it is incredibly useful for the former, for fairly obvious reasons.

Unlike most other powers, Aether does not consume power in its usual increments, and instead continuously drains your power at a varying rate. Though it will always consume some power while active (barring with upgrades), it will drain at a considerably faster rate while moving, based on your movement speed. Crouch-walking will only moderately increase consumption, while sprinting will drain a full bar in a few seconds. Additionally, attacking or taking damage will instantly cancel Aether, making it virtually useless in combat without upgrades.

An additional quirk to note about Aether is that you are not completely invisible to enemies, and they will still notice you if they get too close. The effectiveness of your invisibility is further reduced by moving, and you are not silent, meaning that enemies will still hear your footsteps, especially if you sprint. Fortunately, security systems can't hear, so your power will be effective against them as long as it remains active.

Aether can be found on Egor Serling, typically found at his lab in The Complex at night. He's a jumpy and paranoid SOB, and will typically cloak before you can see him, forcing you to wait for his attack to reveal himself. Fortunately, that's the only trick he can pull out of his sleeve, so once he's in the open, there's not much he can do besides the usual "shoot at you" maneuver. Once his slab is infused, he will drop the following upgrades:
  • Erase: Killing an enemy while Aether is active will not leave behind an ash pile (i.e. a body to alert others). Will still result in cancelling the power, but the enemy will disappear nonetheless.
  • Flicker: Attacking with Aether makes you appear briefly and consume energy, but will not cancel the effect.
  • Ghost: Standing still with Aether active drains no power.
  • Phase: Taking damage no longer cancels Aether, and take less damage while it is active.
Almost all of these greatly increase Aether's already potent stealth potential, and a couple also make it useful even in open combat. Ghost allows you to remain invisible to your heart's content as long as you remain stationary, surveying the area unseen so you can plan your next move carefully. Combined with Flicker, you can kill several enemies without moving a muscle, only draining your power with each shot.

Alternatively, you could combine Flicker and Erase for several stealthy kills that don't even leave behind a body to alert enemies. This doesn't make too much of a difference, as Eternalists tend to have notoriously short attention spans (and traces don't last forever, anyway), but can be a useful combination for the impatient.

You should take note that with Flicker, you will still briefly flash, so make sure no one is looking directly your way when you pull the trigger. Also note that Aether still doesn't silence you, and enemies will hear the gunshot, unless you are using a silenced weapon. The power drained from each shot is marginal, but will add up significantly with repeated shots, especially if using an automatic weapon.
Havoc
A Slab oriented entirely around open combat, Havoc is utterly useless for those who want to go in quiet. For those who enjoy wanton violence, however, you'll be hard-pressed to find a better choice than Havoc, a Slab that makes you completely* invincible while dealing more damage. Activating Havoc will make you into an unstoppable killing machine, at least for as long as it's active.

Havoc, like Aether, does not drain power in its separate bars, but rather continuously drains it at a steady rate. Though it makes you utterly immune to health damage while active, any damage you receive will instead go directly to your Power bar, making it drain considerably faster in combat. Keep that in mind when you decide to go marching into an area packed full of Eternalists.

Havoc can be found on Fia Zborowska, usually found in her bunker in Fristad Rock at noon. Out of all the powers the Visionaries can use against you, this is by far the most dangerous, as Fia will immediately (and repeatedly) activate it in combat to render herself an invincible killing machine. Extreme caution is advised with facing her in open combat, as she is one of the most dangerous enemies in the game. Once Havoc is infused, she will drop one of the following upgrades:
  • Backlash: When Havoc ends (whether automatically or manually canceled), you release a damaging shockwave around yourself.
  • Bulwark: Taking damage doesn't drain power, but Havoc drains power at a faster rate AND causes you to move slower.
  • Euphoria: Taking damage while Havoc is active increases your damage buff.
  • Withdrawal: Damaging enemies while Havoc is active partially refills your power, thus extending its active time.
It's hard to figure out where to start with these upgrades, as even in its stock form, Havoc is already incredibly powerful. With upgrades, however, it almost becomes outright broken. Withdrawal is a personal favorite, as it only becomes even more useful as you face larger groups of enemies, drawing out your time in Havoc even further. Combined with Euphoria or Bulwark, you can even further multiply your potential for violence.

Backlash is also incredibly useful, however, as you can often find yourself running dry in the midst of a horde of enemies. The shockwave's damage is moderate (though usually not enough to kill at full health), but its knockback can give you the breathing room you need to retreat, recharge, and start another killing spree.

Be warned that Bulwark's increased power drain is significant, and will only last for a couple moments unless you have Withdrawal to back it up. The movement speed debuff is also considerable, reducing you to roughly the speed of your crouch walk.
Karnesis
Last on the list is a Slab that, while perhaps not the most useful, is without a doubt one of the most fun powers at your disposal: Karnesis. Somewhat reminiscent of Windblast from the you-know-what series, Karnesis is a telekinetic power that allows you to fling your enemies around like ragdolls, even Visionaries!

Karnesis consumes your power bar in its usual sections, at a simple exchange rate of one bar for one use. Activating it will normally fling an enemy backwards (or upwards, depending on your game settings), but when combined with a simultaneous mouse flick, they can be flung in any of the cardinal directions. Though the use of the power itself deals no damage, the impact or use of specific upgrades might.

Karnesis is found on Alexis Dorsey, a tough-to-reach target found exclusively at his nightly party in his Updaam mansion. Fortunately, his power isn't a major threat to Colt, as its inability to ragdoll players simply tosses into the air in a mostly-harmless (but annoying) fashion. Be wary of Alexis, however, as his weapons are still liable to shred you. Once infused, Alexis will drop one of the following upgrades:
  • Suspension: Enemies thrown by Karnesis will hover helplessly in the air for a few seconds, making them easy targets.
  • Slam: Using Karnesis on an enemy soon after throwing them automatically hurls them back downwards, forcefully.
  • Zone: Karnesis can affect multiple enemies in a small area.
  • Flesh Bomb: Enemies thrown by Karnesis create a small, damaging explosion when they land.
Although all four of these upgrades are useful, Zone and Flesh Bomb are a particularly dangerous combination. Though the miniature explosion is rarely enough to kill on its own, it can bring an enemy to their last legs combined with the impact. Throw a cluster of enemies together at once, however, and the resulting series of explosions will often end them all.

Meanwhile, Suspension is particularly useful for scoring easy headshots, especially against tougher targets like Visionaries. Slam is also useful for extra damage (especially with Zone), though its requirement for a second use can burn power quickly, so be wary. Note that with or without upgrades, you can put Visionaries into a helpless ragdoll state, making them easy pickings! The same cannot be said for Colt or player-controlled Juliannas, who will simply be launched into the air without being rendered helpless.
(UPDATE!) Fugue
A Slab that was added with Update 4, Fugue is the first (and currently only) Slab to be added after the game's release. It features the rather simple ability to stun an enemy, which will put them into a dazed state for several seconds where they cannot move or attack. Although fairly simple, it can be useful for creating breathing room by temporarily putting enemies out of commission, or making a difficult target much easier to kill. It also has a couple of certain upgrades that can make it much more powerful, discussed further below.

Fugue is launched as a projectile, similar to Nexus, although it is slightly different in application. Rather than creating a burst on impact, it is only capable of targeting a single enemy at a time. However, it also has limited homing capabilities: while aiming Fugue, you may notice a miniature "Fugue" effect appear around your target's head, signaling that Fugue is locked on to them. This makes it much easier to aim, although you may end up targeting the wrong enemy in larger crowds.

The Fugue Slab is not found on any Visionaries. Instead, it is found in Karl's Bay in the afternoon, during which time a door along the coastline, to the right of the haunted house (where the Heritage Gun can be found at night), will be open. The door leads underground, into the lair of the "Garbage Collector," who must be fought and killed in order to make him drop the Slab (and its upgrades, on following runs). Despite not being a Visionary, he is by far one of the most, if not the single most dangerous enemies in the entire game. He has MASSIVE amounts of health, spawns with an Exemplar Pepper Mill that can shred you almost immediately, and his Fugue power can actually pose a threat, as it adds a distracting screen effect and slows your movement significantly. This, combined with the large horde of enemies he summons when initiating combat, makes him far more dangerous than any single Visionary.

A way to make acquiring the Slab somewhat easier is to take a weapon, preferably silenced, and crouch next to the crack next to the door on the first floor of his hideout (the one booby-trapped with a mine). If you look to the left (potentially needing to angle yourself properly), you will see a red button next to the shutter door. Shooting it will open the door, and he will go to investigate the noise, walking into one of his own laser traps. This will NOT kill him, but it will give you an opportunity to capitalize on his reduced health by ambushing him, or setting additional laser traps in the newly opened shutter doorway and luring him out. Additionally, he can be instantly assassinated with stealth, preventing a drawn-out fight with him. However, this can be difficult due to the heavy number of booby traps around him.

Like all other Slabs, Fugue has four upgrades, all of which can be obtained from the exact same source. The upgrades are as follows:
  • Coda: Extended duration of effect.
  • Earworm: Can cast a Fugue "mine" on a surface.
  • Discord: Target becomes hostile toward allies. (Target WILL still be hostile towards you.)
  • Syncopation: On death, affected enemies will spawn a cloud that inflicts anyone who touches it with Fugue. (Note that this CAN affect you as well.)
While underwhelming on its own, these upgrades can make Fugue more useful (and fun, if nothing else), particularly the last two. Being able to make enemies fight each other, while also spreading the effect around, is an incredible combination for dealing with large crowds of enemies. The Coda upgrade is decent, though Fugue's duration is already more than long enough for you to recharge your power before it expires.

Although Discord can be useful in open combat, it is far more useful in stealth, as affected enemies may still attack you if used in open combat. It can create a great distraction, simultaneously taking out Eternalists while also putting them out of commission, allowing you to sneak past or take them out from a safe distance. However, it also has another incredible use: killing Visionaries surrounded by their own minions. Visionaries can be affected by Fugue, and attack their own minions, causing them to retaliate and kill (or at the very least, damage) their own leader.
Julianna's Masquerade
Julianna's unique Slab, like Colt's Reprise, is equipped by default as part of her permanent loadout. Unlike Reprise, however, Masquerade is an active ability that allows Julianna to steal a target's appearance, be it Eternalists, Visionaries, or even Colt himself! In cases besides Colt, she will swap her appearance with her target, making them into a fake Julianna while disguising yourself as a hapless AI character.

While this does not take any power, it has limited use against a player, as an aware Colt can watch for a supposed AI that doesn't seem to be acting much like one. Regardless, it can help you hide yourself at a distance, and you can get the drop on Colts who aren't paying particularly close attention. Unfortunately, that's about all this Slab is good for, making it a somewhat underwhelming part of Julianna's arsenal.

*As of Update 4, Masquerade has been given its own set of upgrades, just like the other Slabs. Like the others, you have the choice of using up to two out of four upgrades, giving it some additional utility compared to its previously underwhelming power.
  • Ensemble: Target up to three NPCs with Masquerade (i.e. create up to three fake Juliannas).
  • Mend: Regenerate health while using on an NPC.
  • Expose: When an NPC affected by Masquerade (i.e. appearance swapped) dies or spots Colt, Colt will be tagged.
  • Incognito: Damage taken while using Masquerade will restore energy.

Concerning Trinkets
There is one last category of equipment to discuss in the game: Trinkets. This section is meant to be an exhaustive list of all the different Personal and Weapon Trinkets that can be found on Blackreef, helpful for both new players and experienced players simply looking to complete their list.

Trinkets are small, amulet-like items that can be found all over Blackreef: as ambient loot, random drops from enemies, or even scripted spawns in some cases. Like weapons, most Trinkets spawn in three "qualities:" Crude, Sleek, and Exemplar, in ascending order. These can be seen in both the Trinket's description as well as the physical Trinket itself before it is picked up: Crude Trinkets display a dull, grey glow, Sleek Trinkets will glow a light, vibrant blue, and Exemplar Trinkets glow a bright magenta color. These qualities directly correspond to the Trinket's rarity and, consequently, its effectiveness. It is worth nothing that certain "unique" Trinkets may only appear as Exemplars, and may have no lower form, though almost all lower Trinkets will have an Exemplar form.

All Trinkets give you extra buffs of some sort, very similar to Bonecharms from the Dishonored series. Personal Trinkets will apply these buffs directly to you, while Weapon Trinkets will, as the name suggests, apply bonuses to whatever weapon you equip them on. You can equip up to four Personal Trinkets at a time, while the number of Weapon Trinkets you can equip on a gun is directly related to its quality, having one, two, and three Trinket slots respectively for each level of quality (weapon quality is identical to Trinket quality: for more information, see my weapon guide below). "Legendary" weapons also have three Trinket slots by default.

In the open world, Personal and Weapon Trinkets can be distinguished from each other by their shape: all Weapon Trinkets are circular, while all Personal Trinkets are squares (bearing a strong resemblance to a certain company's logo). You can grab as many as you'd like, with no limit on how many you can hold in your pockets; however, you can only adjust which ones are equipped between levels. If you have any empty Personal Trinket slots, grabbing one will automatically equip it, but in the case of Weapon Trinkets, they will not equip themselves in empty slots, and can only be slotted into your weapon between levels.

Like all other equipment in the game, Trinkets must be infused in order to be kept between loops. Once infused, you can unequip and re-equip them as you please, in the case of both kinds of Trinkets. If you are looking for extra Residuum to infuse items, it is recommend to grab every single Trinket you come across, regardless of quality or effect, as you can sacrifice them at the end of each loop for extra Residuum. Please note that in most cases, you will not be able to equip more than one of the same kind of Trinket, preventing you from stacking their effects (though different Trinkets with similar effects are capable of stacking on each other, if applicable).
List of Personal Trinkets
Almost every single Personal Trinket in the game can be found randomly, even several that have scripted spawn locations, though some of them may be much more rare than others. All of the following Trinkets come in three levels, as described earlier, with rising effectiveness. In almost all cases, there is no drawback to the increased quality, though a select couple of Trinkets have debuffs that will ALSO be increased at higher qualities.
  • Backstabber: Deal increased damage when attacking from behind.
  • Bloodthirsty Brawler: Recover health from melee attacks (works for both open combat and silent executions; does NOT need to kill, only damage).
  • Cat Fall: Take reduced fall damage.
  • Comeback Kid: Recover more health after taking damage.
  • Creeping Death: Make less noise when moving.
  • Double Trouble: Spread is decreased when dual-wielding.
  • Explosive Healing: Your explosives heal ALL targets they hit, including enemies.
  • Extended Signal: Hack devices from further away.
  • Fast Hands: Reload faster when dual-wielding.
  • Glass Cannon: Deal more damage, but take more damage (both increase in intensity at higher levels).
  • Golden Harvest: Harvest more Residuum from ambient sources (for absorbing objects/Visionaries, NOT for sacrificing items)
  • Gunslinger: Recoil is reduced when dual-wielding.
  • Hard-Headed: Take less damage from headshots (virtually useless against bots, as they don't aim for the head, but can save you from player-controlled Juliannas. Stray shots from bots CAN still hit you in the head, but not often enough to make this one worthwhile).
  • Last Stand: Deal more damage when your health is low (unsure of the threshold, but most likely when the low health warning starts).
  • Master Hacker: You can hack devices faster.
  • Never Say Die: Increased maximum health.
  • Party Time: Take less damage when people are close to you (unsure of the distance threshold).
  • Personal Touch: Barehanded assassinations are faster (NOT machete kills), and your kicks deal more damage.
  • Pistolero: Deal more damage when dual-wielding.
  • Plasma Power: When out of power, Slabs will drain from your health instead (quality increases the efficiency of the health drain, i.e. reducing the amount you lose)
  • Renewable: Your power regenerates faster.
  • Scavenger's Luck: Loot more ammo from all sources.
  • Silver Lining: Occasionally add bullets that hit you to your ammunition (quality increases the probability of gaining ammo).
  • Slick Slide: Slide further.
  • Slow Fuse: Enemy explosives take longer to detonate (unsure if this applies to mines, or just grenades).
  • Splashdown: Create a concussive blast when you drop from a certain height (does NOT reduce fall damage).
  • Sprinter: Move faster.
  • Stab N Grab: Melee kills (not damage) grant ammo.
  • Steel Lungs: Poison gas deals less damage to you (increases to no damage at Sleek, then to poison gas healing you at Exemplar).
  • Stone Wall: Take significantly less damage, but deal less damage (like Glass Cannon, both increase at higher qualities).
  • Swift Shadow: Move faster while crouched.
  • Swift Stitch: Begin health regeneration faster after taking damage.
  • Tracker: Your explosives deal no damage, instead marking enemies in a large radius (larger than blast radius; radius increases with quality).
  • Turtle Shell: Take less damage (presumably not as strong as Stone Wall).
  • Unstoppable Force: Sprinting into an enemy deals damage and knocks them over (quality increases damage, but not knockdown force).
  • (New with Update 4!) Clusterchuck: Your Strelak charges will create a small cluster of miniature explosives upon detonation, which detonate themselves after a short delay.
  • (New with Update 4!) Mechanical Affinity: Nearby hacked turrets and nullifiers will have their strength increased (what exactly this entails is unknown, but presumably stronger damage and higher nullifier health, judging by descriptions).
Almost all of these should be available as random drops, as they all have three levels of rarity, though some of them may be much rarer than others, and their Exemplar forms may be nearly impossible to find aside from their scripted spawns. Additionally, there are a few extra "unique" Trinkets that do not have any counterparts of different rarities, as follows:
  • Juiced Up: Gain an extra bar of power.
  • Mine Own: You can hack enemy mines. Hacked mines will detonate if an enemy crosses them, but they can also be detonated remotely.
  • Remote Overload: Hacked devices can be remotely detonated. Additionally, if a Scout's radio is hacked, it will automatically detonate if they attempt to sound an alarm.
  • Poisoned Chalice: Drains your health. No benefit. Meant as a trap, but easily avoidable if you already have four Trinkets equipped and thus have no room for it. (Is a plain, Crude quality trinket rather than Exemplar)
  • Spring-Heeled: Gain the ability to double-jump.
  • (New with Update 4!) Crescendo: Move faster after each melee hit you land.
  • (New with Update 4!) Deflector: Return bullet damage back at enemies while sprinting.
  • (New with Update 4!) Harvestmajig: Automatically absorb Residuum from nearby objects.
  • (New with Update 4!) Killer Flow: Restore power when performing assassinations.
  • (New with Update 4!) Power Slide: Your slide becomes much stronger when colliding with Eternalists.
Note that the Spring-Heeled Trinket will be automatically obtained at the start of each Loop after you progress far enough into the game, as it initially appears in the tutorial segment. As such, there is no need to infuse it (though doing so will cause an additional Spring-Heeled to spawn every loop, giving you a free sacrificial Trinket for extra Residuum).
List of Weapon Trinkets
All Weapon Trinkets in the game are randomized: though there are several set spawns for Weapon Trinkets to appear, there are no fixed locations for certain kinds of Trinkets whatsoever. As such, all of these can only be acquired through random chance.
  • Big Box: Increases magazine size (this does not affect the reload speed for most weapons, but any weapon that must load each round individually (namely, two of the shotguns in the game) will take longer to refill to full).
  • Crack Shot: Time to aim down sights is significantly reduced.
  • Hailfire: Increases the rate of fire of your weapon (ONLY works for fully automatic weapons; semi-autos and pump/lever-action guns do not appear to benefit much from this, if at all).
  • Hipster: Decreases hip-fire spread.
  • Lightning Strike: Increases the effective range of your weapon (i.e. the distance at which it will do full damage before dropping off).
  • Mind Leech: Enemies lose power when you hit them (obviously useless against regular enemies, and still limited against Visionaries, but invaluable against players).
  • Mobile Marksman: Move faster while aiming down sights.
  • Perforator: Bullets will pierce enemies, dealing damage to enemies behind them (unsure, but it seems that increasing quality affects piercing bullet damage, rather than their ability to pierce, as they will supposedly lose some damage when piercing).
  • Quick Draw: Swap to and from this weapon faster.
  • Shock Absorber: Reduces recoil.
  • Speedloader: Increases reload speed (normally speeds up the animation, but at full level, removes the animation altogether as you simply lower the weapon and raise it again; massively OP on weapons with particularly long reload times).
  • Straight Shooter: Accuracy of aimed shots is increased.
  • Stopping Power: Damaging an enemy will slow their health regeneration (once again, exclusively useful against players).
  • Sure Shot: Increases the range at which the weapon is accurate (i.e. decreases spread).
  • (New with Update 4!) Dead-On: Zoom is increased while aiming down sights (similar to the Rapier's Eagle Eye perk).
  • (New with Update 4!) Fire Power: Scoring headshots restores power.
  • (New with Update 4!) Killing On Empty: Deals more damage for every empty weapon slot you have.
All Trinkets in this list have three levels of rarity, corresponding to their effectiveness. As previously stated, while a weapon can only have three Trinkets at a time, they can be unequipped and re-equipped as many times as desired, allowing you to experiment. Certain guns undeniably benefit from certain Trinkets more than others; play around with different combinations to find what's best.
(UPDATE!) Double Trinkets
Update 4 added several new regular Trinkets to the game, of both the personal and weapon variety. However, the update also introduced a new "rarity" of trinket in the form of "Double Trinkets:" extremely rare Trinkets that combine two separate effects in one. These Trinkets are colored orange, like the legendary tier of weapons. Unlike legendary weapons, however, they can be found in the wild, dropped by Eternalists and Visionaries at random. You may notice some Eternalists walking around with a bright orange glow, similar to the purple distortion that Eternalists with high-tier loot have: this is a sign that the Eternalist has one of these rare finds on their person.

There are 19 different Double Trinkets, All of them are the combination of two pre-existing Trinkets, and have no unique effects of their own. Also note that attempting to use a Double Trinket with a Trinket that already shares its ability (e.g. attempting to use Bang On in a weapon that already has Straight Shooter OR Sure Shot equipped) will not work, as you are unable to stack Trinkets of the same effect together.

An additional note: some of these seem to be guaranteed to drop by certain Visionaries. Whether or not this is the only way to obtain them is currently unknown, but repeated tests have consistently yielded the same Double Trinkets from the same Visionaries. (This may potentially be affected by "Loop Stress.")

Personal Double Trinkets:
  • Akimbo: Deal more damage and reload faster while dual-wielding. (Pistolero+Fast Hands) (Dropped by Alexis)
  • Born Bruiser: Kicks do substantial damage. Recover health while dealing melee damage. (Personal Touch+Bloodthirsty Brawler; may or may not include faster barehanded assassinations?)
  • Freeloader: Receive minimal damage, but deal minimal damage, and add bullets that hit you to your ammo reserves. (Stone Wall+Silver Lining)
  • Hard-Headed Cat: Take less damage from headshots and falls. (Hard-Headed+Cat Fall)
  • Hotwired: When you're out of power, Slabs will draw from your health. Maximum health regeneration is increased. (Plasma Power+Comeback Kid)
  • People Person: Regenerate health faster, and take less damage when enemies are nearby. (Swift Switch+Party Animal) (Dropped by Harriet)
  • Poised: Shot spread and recoil are reduced while dual-wielding. (Double Trouble+Gunslinger)
    Reconnaissance: Movement makes less noise, and your charges will do no damage, instead marking enemies in their radius. (Creeping Death+Tracker) (Dropped by Charlie)
  • Rolling In It: Carry more ammo, and get melee kills to replenish it. (Deep Pockets+Stab N' Grab)
  • Survivalist: Loot more ammunition, and harvest more Residuum from all sources. (Scavenger's Luck+Golden Harvest) (Dropped by Wenjie)
  • Swift Death: Move faster while crouched, and deal more damage from behind. (Swift Shadow+Backstabber)
  • To The Wall: Take more damage and deal more damage, and deal even more damage when health is low. (Glass Cannon+Last Stand)
  • Wrecking Ball: Sprint faster, and damage enemies by sprinting into them. (Sprinter+Unstoppable Force)
Weapon Double Trinkets:
  • Bang On: Increases weapon accuracy, and increases the accuracy of aimed shots. (Straight Shooter+Sure Shot) (Dropped by Egor)
  • Gone Commando: Magazine size and fire rate are increased. (Big Box+Hailfire)
  • Gunfighter: Recoil is reduced, and shots from the hip have extra recoil reduction. (Hipster+Shock Absorber) (Dropped by Fia)
  • Sharpshooter: Time to aim down sights is decreased, and you can move faster while aiming. (Crack Shot+Mobile Marksman)
  • Soul-Sucking: Enemies lose power and have their health regeneration delayed when hit. (Mind Leech+Stopping Power)
  • The Fastest Hands: Reload and switch weapons faster. (Speedloader+Quick Draw) (Dropped by Frank)
Outro: Tips and Tricks
Before wrapping this up, have a few useful tidbits of information concerning Slabs!
  • When you're first collecting Slabs, you will have to swap one out if both of your Slab slots are already occupied, in order to pick up another. As long as you've infused the Slab you leave behind, it will return to you next Loop, but will be unavailable for the remainder of your current one.
  • Juliannas, player or bot-controlled, could potentially have any Slabs in the game, making them an alternative source of acquiring your powers. Rest assured that if you've already acquired the Slab, they will instead drop upgrades, like their respective Visionaries.
  • If you're not sure which Slab you want first, here's a useful tip: GET SHIFT FIRST. Regardless of whether you prefer using it for your playstyle, it is the only Slab that aids you in exploration, and can be borderline essential to getting into certain areas that would be tedious to access on foot. Shift will save you a considerable amount of time in unraveling the areas and secrets of Blackreef.
  • Slabs and their upgrades are incredibly expensive to infuse. Fortunately, when you kill a Visionary (including Julianna), they will leave a large cache of 10,000 Residuum behind on their corpse, so this shouldn't be difficult as long as you remember to absorb them.
  • Though there are no Trinkets that directly affect any of your Slabs, you may find that certain Trinkets can form a synergy with certain Slab powers if used correctly. Get creative!
  • If you lose your Residuum to death, be cautious when retrieving it. Your body will last indefinitely so long as you don't exit the level, so ensure that the area is safe first before you retrieve it, especially if it was Julianna who put you down.
  • A Visionary's body will also remain as long as you don't leave the level, so if you kill one and are in too much danger to absorb it, don't be afraid to clear the area or get away.
  • Slab nullification works both ways. Though nullifiers are few and far between on Blackreef, if you can find one and deploy it against a Slab-equipped Visionary, their powers will be rendered useless while under its effects. Try using one against Egor!
  • If you need a boost to Residuum, grab any and every Trinket that isn't nailed to the floor. There is no limit to how many you can keep in your pockets, so you can steal and sacrifice as many as you desire!
And that's it for now! Hope you enjoyed! Be sure to check out my other Deathloop guide for information regarding all the different weapons in the game!
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2637862833
4 Comments
Hobo Bill  [author] 12 Dec, 2022 @ 3:51pm 
Probably a bug, seeing as Slab upgrades should reappear again if you don't already possess them, to my knowledge. I've had times where my Slab upgrades don't show up properly, but I've always been able to fix it by restarting the game.
PDV 11 Dec, 2022 @ 11:12pm 
I seem to have gotten into a state where the game believes I have all the Shift upgrades and won't give me more. I don't have Reach or Swapper; possibly I somehow badly misclicked and sold them off? Do you know whether this is a bug, and whether it's fixable?
PDV 11 Dec, 2022 @ 11:07pm 
Gone Commando always appears as the prize for Yerhva (trivia game in the Bay), even at extremely low Loop Stress, and is therefore fairly easy to get 3x or more within your first half-dozen 'free' (i.e. not locked by the tutorial/intro) loops.
Parli9 11 Oct, 2022 @ 11:11am 
Actually, the fugue slab comes with a legendary achievement when playing julianna, i forget the specific one, but its not very useful anyways as all it can do is slow colt down.