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Absolum Trinkets Tier list – Common, Rare & Epic Trinkets Ranked

Come get your Absolum Trinkets!

Coins are tough to come by, which is why you need to be very picky with which Trinkets you are purchasing in Absolum. That's why our full Absolum Trinkets tier list is here to help you figure out which are overall the best, which ones you can grab in specific situations, and which ones you should never ever grab ever, please don't do this do yourself.

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All Trinkets in Absolum Ranked

Trinkets in Absolum come in three Rarities, Common, Rare, and Epic. These rarities generally determine their price range at the shop (even though they can be on a sale sometimes). However, not all Epic Trinkets are the best, just how not all Common Trinkets are the worst. Our tier list below will ranked them in five tiers based on:

  • Effects
  • Whether they are situational or not
  • Price
  • Synergy with other Trinkets

S Tier - Build a Run around These

When it comes to S Tier Trinkets in Absolum, these are the ones you should look out to grab, have amazing affects, and don't have any situational drawbacks. All are Epic Rarity, but they are definitely worth the price!

TrinketReasoning
Crown of Harmony
(Epic)
+ With the Crown of Harmony Trinket Effects of various Rituals get better the morepe of them you have from the same family, +10% for each Ritual you equip.
+ For most character builds, you will try to go for Rituals from the same element for Synergy, which means this Trinket can be a staple for any Run (you can even pre-purchase it at the base).

Winged Boots
(Epic)
+ Unlimited Dash for 5 seconds after using an 
arcana.
+ Great way to get to safety, especially with Bosses or when you are swarmed by enemies in late game.
+ Works on every character, but even more so on those with Dash based Inspirations like Cider.
Crown of Dissonance
(Epic)
+ The Opposite from Harmony, Crown of Disonance grants Bonus 2.5 Luck per different family of Ritual you have.
+ Easy to get at least 5 or 7.5 Luck with no effort
Even better if you build around it.
+ Luck increases chances for Crit, so you can stack this with the Lucky Charm as well.

A Tier - Always take

The Trinkets that I sorted into A Tier for Absolum don't have the overall amazing usage like the ones above, but these are more often than not pretty cheap to grab and their Effects can grant you some extremely useful boosts on your runs.

Shield
(Common)
+ Shield reduces the damage you receive by 10%
+ Healing can be hard to come by, so having at least Shield Trinket equipped can prolong your run.
+ It's a Common Trinket, and you will most likely be able to find it at the Shop Keeper more often than not, so it's a great pick.
Ring of Magic
(Common)
+ 20% increase to Mana gained, and more Mana, more Arcana.
+ Especially useful if you are running builds that emphasize Arcana spamming.
BFF Bracelet
(Rare)
+ Revives teammate with 30% bonus Health, prolonging your survivability.
- Works only in co-op, but the effect can save your run. I've had a few moments where the entire Boss Fight was hit, dodge, die, revive, and so on, where the BFF Bracelet would have come in clutch.
Orb of Potency
(Rare)
+ 1 extra mana chunk (I see Orb of Potency, I take Orb of Potency).
+ Synergizes well with Ring of Magic.
Lucky Charm
(Common)
+ Bonus 2.5 Luck, which increases Crit Chance.
+ Makes other Trinkets and Rituals better by increasing their odds of Triggering.
+ Can be stacked with Crown of Dissonance for an even larger Luck Buff.
Jaroba Oil
(Epic)
+ 50% move speed which can be Stacked with other Speed boost Trinkets, but the friction is reduced.
+ Amazing for getting around the level and for Builds that focus on Run Attacks.
- It will take you some time to select the rewards you want or pick up due to the sliding all over (very funny though).
Infinity Mirror
(Epic)
+ Chance to convert an enemy into a Companion, which is especially useful when battling Bosses.
+ Affected by Luck so if you stack Luck Charms, there is a better chance that you will get an enemy companion.
- Can be inconsistent.
Fire Mox
(Common)
+ Buffs effects of fire Rituals.
+ Guarantees that you will see a fire Ritual next time.
- More useful late game when you want to achieve a specific Build.
Wind Mox
(Common)
+ Buffs effects of wind Rituals.
+ Guarantees that you will see a wind Ritual next time.
- More useful late game when you want to achieve a specific Build.
Water Mox
(Common)
+ Buffs effects of water Rituals.
+ Guarantees that you will see a water Ritual next time.
- More useful late game when you want to achieve a specific Build.
Thunder Mox
(Common)
+ Buffs effects of thunder Rituals.
+ Guarantees that you will see a thunder Ritual next time.
- More useful late game when you want to achieve a specific Build.
Bramble Mox
(Common)
+ Buffs effects of bramble Rituals.
+ Guarantees that you will see a bramble Ritual next time.
- More useful late game when you want to achieve a specific Build.
Necromancy Mox
(Common)
+ Buffs effects of necromancy Rituals.
+ Guarantees that you will see a necromancy Ritual next time.
- More useful late game when you want to achieve a specific Build.
Time Mox
(Common)
+ Buffs effects of time Rituals.
+ Guarantees that you will see a time Ritual next time.
- More useful late game when you want to achieve a specific Build.
Distortion Hourglass
(Rare)
+ 0.2 seconds of Clash window length. Clash can be tricky to achieve, so having more time to actually hit it perfectly is a big boost.
- If you're not confident in performing Clash and would rather Dodge, then the Distortion Hourglass would just be taking a slot for nothing.
Tentacle Charm
(Common)
+ 15% bonus damage when hitting multiple enemies
- It could be slight drawback that it only works when hitting multiple enemies, but most of the time even with Bosses you'll be fighting against a group rather than one single entity, so it's not that detrimental.
Cooking Spices
(Rare)
+ 30% bonus healing from food, which is great since healing effects are rare and valuable.
+ Especially useful if you are doing a solo run and don't have anyone to res you if you go down.
+ Can synergize with Cornucopia if you have Companions and Summons
- Food doesn’t spawn consistently, so it could be that you go without healing for a while.
Cornucopia
(Epic)
+ Makes Companions and Summons more survivable, so hiring Companions is even more enticing.
+ Greatly boosts the value of trinkets like the War Horn
- Usefulness depends on your build, but you can get the most out of it already even if you have on Companion, let alone multiple along with Summons like Rose Turret, Skeletons, etc.
Möbius Band
(Epic)
+ Lets you go beyond! Plus ultra!
+ You can go super aggressive, trapping enemies in an endless barrage of attacks
- No real downside except the fact that you have to actively change your playstyle after obtaining the Mobius Band.

B Tier - Pretty Good Picks, but Often Situational

When it comes to Trinkets ranked in the B Tier for Absolum, these have some pretty amazing effects, but can be pretty situational, most often due to the Build you are running.

Eyeball Charm
(Common)
+ 10% bonus damage (less than the Tentacle Charm)
+ Great for Bosses which don't spawn a swarm of enemies at some point, like Azra.
- Most of the game you will be fighting multiple enemies at once, especially late game, and Eyeball Charm doesn't work in those cases.
Chaos Mox
(Common)
+ Buffs effects of chaos Rituals
+ Guarantees that you will see a chaos Ritual next time
- Half the chaos ritual effects do more harm than good, which is why this Mox Trinket is a tier below the rest. If you enjoy the risk, then go for it! I much prefer knowing my own attacks won't take me out.
Cloak
(Common)
+ Cloak gives you a chance to evade incoming damage, which works best with an up-close-and-personal playstyle.
+ It's affected by Luck, so you can increase your chances by stacking Luck Charms.
- Pretty inconsistent without Luck upgrades.
Whetstone
(Common)
+ Whetstone provides a 25% bonus Critical hit damage.
- It can deal a lot of damage, but it depends on how big your Crit Chance is (again, you need to stack Luck to ensure this works consistently).
Boots
(Common)
+ Provides you with a 15% move speed, which is useful for getting to and away from enemies.
- You don't really have to increase speed unless you are working on a specific build.
Chainmail
(Common)
+ Chainmail gives you +10 bonus health, which can often be useful.
- Often times, you'll have better health upgrade or defense upgrade Trinkets, so go for it if you have extra Coin lying around.
Claw Charm
(Rare)
+ 30% damage on Armoured enemies which can take off quite a large chunk of your Health, so you'll want to take them out fast.
- Only works on certain enemies, so if you have the option and nothing better, you can grab one of these.
Dry Hand Charm
(Rare)
+ Deal 50% damage to enemies from behind.
- It can be difficult to position yourself behind an enemy, unless you are playing co-op to shift focus, using Summons or a Dash to dart around before they know what hit them.
Trickster Cards
(Rare)
+ Get a Throwable back 30% of the time after using it, which is useful if you are doing a Throwables Build (with Thorn Daggers especially).
- However, if the most Throwables you get are a few Axes picked up here and there, then it shouldn't take up a slot for a better Trinket.
Runic Slingshot
(Rare)
+ Throwables benefit from rituals bound to your skill, which unlocks a whole new way to build your run.
- Just like Trickster Cards, this Trinket is useless unless you’re focusing on Throwables
Juggernaut Helmet
(Rare)
+ Provides you with a 40% Damage boost on Run attacks.
- Much like with the Throwable Trinkets, this one is tied to specific builds which emphasize Run attack.
Deathvines
(Rare)
+ 100% bonus damage on Tech hits which, hile situational, is a pretty huge bonus.
- Works only on knocked down enemies. Galandra's Skill can deal a lot of damage to them, so I suggest grabbing this Trinket on her.
Golden Tooth
(Epic)
+ Get more Critical damage the more gold you have, which is a great boost if you are hoarding gold.
- However, if you do plan on spending money for extra Ults, a life, or even Rituals and Trinkets, then it can become obsolete pretty quickly. Empty pockets mean no damage boost.
Gambler’s Dice
(Epic)
+ You get bonus gold from your combos, which will happen quite often.
- It is a pretty expensive purchase, so you might have to skip on other useful Trinkets to get this one.
Feather Charm
(Common)
+ 20% bonus damage from Aerial attacks, which means you'll be jumping around a lot to get the most of it.
- You won't get damage unless you are in the air, so it can be pretty situation especially considering which character you play and which build you are creating. Feather Charm is a great Trinket to have on Cider, for example, due to their skill.
Skeleton Key
(Rare)
+ 25% chance of obtaining double loot from containers, which could mean more Food, for example, and be extremely useful in co-op.
+ Affected by Luck, which means even better chances of getting better loot.
- Unless you have Luck Trinkets equipped, it is pretty inconsistent and could just be taking up a slot for nothing.
Kinetic Armour
(Rare)
+ You get an entire Mana chunk back on Deflect. If you're skilled at it, this means you can immediately Punish with an Arcana and still have more Chunks on you.
- If you can't get the timing right on Deflects, then there's no use in having Kinetic Armor equipped, since you can recharge Mana in better ways
Vampiric Syringe
(Epic)
+ You gain 2% of your Health back on Critical.
+ If you have luck stacked, then you can ensure you are doing Crit attacks most of the time, which means more healing.
- It is pretty pricey, and unless you are consistently triggering Critical, then it's not really worth it.
Sniper's Scope
(Epic)
+ Attacks from afar deal +50% Damage.
- Very situational on your build, if you're using Throwables (or characters with Ranged attacks), and even if you are playing solo or co-op, so that one person can take the heat while you stay back.

C Tier - Commonly Average

While you can grab these Trinkets, you should go for some of the ones from the above tier if you have the option instead. Their boosts are okay, but nothing super special. There are other Trinkets with similar and better effects that aren't hindered by the drawbacks these are.

Gauntlet
(Common)
+ 25% bonus damage tied only to Impact hits.
- You can get better damage boost Trinkets instead of limiting it only to Impact.
Slingshot
(Common)
+ 30% bonus damage tied only to Throwables.
- Just like with the Gauntlet, this is a boost that can be ignored if there are better options at play.
Tongue Charm
(Common)
+ 20% bonus damage tied only to Punish.
- The least amount of bonus damage from this type of Trinkets, especially considering Punish is more difficult to execute unless you are comfortable with Deflecting and Dodging.
Miner’s Pickaxe
(Rare)
+ 5 Gold from every destroyable, which is very good early game
- Awful later in the game and the amount of Gold you gain from it is not worth the amount of Gold you spend to get it (unless it's on a super big sale).
Peasant’s Bracelet
(Rare)
+ 30% bonus damage which works only while under 30% health.
- You do want to avoid having your Health that low, and even if it does drop down, you can bring it up with Healing, which makes this Trinket inconsistent.
War Horn
(Rare)
+ 50% Companion and Summon damage
- Its usefulness depends on your build, so unless you plan on having Companions or equipping Summon Rituals, it's not worth it.
- Can be quite costly, especially if you consider that you have to pay Coin to hire Companions as well.
Chef’s Ladle+ Makes it so the food you find is never wasted.
- While the effect is cool, it doesn’t come into play that often.

D Tier - Not Worth Buying

If you want to grab these, you can, but I'd definitely be concerned for you. The Trinkets in D Tier have some benefits, but they are far outweighed by the drawbacks.

Sucker Punch Knuckles
(Rare)
+ Double Damage on your first hit is a boost
- Only boosting the first hit is pretty useless, especially compared to other Trinkets.
- Most times you won’t even notice its effect
- The higher price makes it even more unappealing.
Lord’s Bracelet
(Rare)
+ 30% bonus damage only while at 100% or more health.
- You will be missing health for the majority of your fights, if not the entire time from the first run, which makes it pretty useless.
Runic Saddle
(Rare)
+ Mounts benefit from your rituals as they attack
- Although Mounts are fun and useful, you don’t get them enough to get much value from the Runic Saddle. Perhaps if there was a Trinket that increased the survivability of Mounts, it could be worth it, but as is, just get something else.
Wool Mitten
(Rare)
+ Makes it easier to get a bigger combo on your attacks.
- Not really an effect that you get use out of, or event notice on most of your runs.
Idol of Patience
(Epic)
- You deal 300% bonus damage, but only if you wait 5 seconds, but you can do more damage by attacking during those 5 seconds, especially with Trinket boosts.
- I have no patience for the Idol of Patience, especially at that price.
Mynasthar Flask
(Epic)
- Getting a Spark of Power back if your Ultimate kills 5 or more enemies is on paper a great effect, except you will more often the not save your ultimate for the tough bosses (where there aren't that many additional enemies)
- While you can get extra Ultimate charges, you aren't guaranteed to do so, which makes Mynasthar Flask too big of a risk that doesn't really pay off.

If you want to grab some secret rewards, you should check out our Absolum Secret Bosses Guide here on PGG.


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About the Author

Hristina is the Assigning Editor for Pro Game Guides with a Master's degree in English Language, Literature and Culture from the University of Belgrade. She's written blogs, anime quizzes, books, as well as worked as a Content Editor before starting at PGG as a Staff Writer. She lives, breathes and often screams for the horror genre. If a game has multiplayer, be sure that she is playing it, like Dead by Daylight, PEAK, R.E.P.O. and Marvel Rivals. Hristina's comfort games are Outlast, Last of Us, and Until Dawn, which she has played or watched other people play more than 10 times each.
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