
Valheim's trinkets are the brooches, pendants, earrings and crowns you craft at the Forge and the Black Forge, and the orange bar that fills while you fight is the adrenaline that powers them. Which one is worth the trophy grind, and how do you get it? Iron Gate added trinkets in the Call to Arms update (patch 0.221.4, 9 September 2025) and added two more for the Deep North in 1.0. Below are all 15, with their recipes, trophy drops and the builds they suit.
Quick answer: Valheim has 15 trinkets: 13 from Call to Arms plus the Witch Crown and Neckstabber from 1.0. You craft each one from a few materials of its biome and one creature trophy, at a level 1 Forge up to the Plains and at a level 1 Black Forge from the Mistlands on. While you wear one, hits, blocks, parries, dodges and staggers fill your adrenaline bar. When the bar reaches the trinket's adrenaline cost it empties and you get the trinket's effect for 30 to 120 seconds, or an instant heal from Brimstone. Good Valheim trinkets by build: Evasion Mantle for shield fighters, Wolf Sight for bows and spears, Bracelets of the Brave for clubs, Jörmundling or Witch Crown for mages and Neckstabber for Deep North melee.
Valheim Trinkets at a Glance
The adrenaline number is the size of the bar: the trinket fires when you reach it. Numbers come from the Valheim Wiki trinket list and item pages, all edited after 1.0, and no patch up to 1.0.21 (28 October 2026) changes them.
| Trinket | Biome | Adrenaline | Effect when it fires | Lasts | Crafted at |
|---|---|---|---|---|---|
| Heart of the Forest | Black Forest | 50 | +25% health regen | 60 s | Forge 1 |
| Bronze Pendant | Black Forest | 50 | +25% stamina regen | 60 s | Forge 1 |
| Iron Brooch | Swamp | 65 | 50 health at once, +20 armor | 30 s | Forge 1 |
| Nimble Anklet | Swamp | 60 | 50 stamina at once, +15% movement speed | 30 s | Forge 1 |
| Fins of Destiny | Ocean | 10 | +50% swim speed, 80% less swim stamina | 120 s | Forge 1 |
| Wolf Sight | Mountains | 55 | +20 Bows, +20 Spears, +10% pierce damage | 30 s | Forge 1 |
| Crystal Heart | Mountains | 80 | 25% less blunt, slash and pierce damage | 50 s | Forge 1 |
| Bracelets of the Brave | Plains | 85 | 100 health at once, +20 Clubs, +10% blunt damage | 60 s | Forge 1 |
| Evasion Mantle | Plains | 60 | 50% less block stamina, +50% parry bonus, +20 Dodge | 120 s | Forge 1 |
| Pulsating Earrings | Mistlands | 65 | +25% eitr regen | 60 s | Black Forge 1 |
| Resounding Shackle | Mistlands | 75 | 100 stamina at once, +10% slash damage | 60 s | Black Forge 1 |
| Jörmundling | Ashlands | 70 | 100 eitr at once, +20 Elemental Magic, +20 Blood Magic | 60 s | Black Forge 1 |
| Brimstone | Ashlands | 100 | 100 health and 100 stamina at once | Instant | Black Forge 1 |
| Witch Crown (1.0) | Deep North | 60 | 50 stamina and 50 eitr at once, +10% health, stamina and eitr regen | 30 s | Black Forge 1 |
| Neckstabber (1.0) | Deep North | 65 | 100 health at once, +20 armor, +20% health regen, 10% less run and attack stamina | 30 s | Black Forge 1 |
Every trinket weighs 2. The 0.221.4 test patch moved trinkets from the Workbench to the Forge and the Mistlands and Ashlands ones to the Black Forge, where the Deep North pair is made too.
How Adrenaline Works
Iron Gate's Call to Arms notes give the rules: hits, Forsaken Powers, certain magic attacks, perfect blocks and perfect dodge rolls give adrenaline, a full bar gives your trinket's perk, and adrenaline fades out of combat. You only gain it while a trinket is equipped.
The wiki's Adrenaline page puts numbers on each action:
- Weapon hits: +1 per primary hit with one-handed weapons, knives, spears and fists; +2 with two-handed axes, clubs and swords, polearms, bows and crossbows. Each enemy hit counts, except a two-handed club's slam, which counts once. Secondary attacks give +3 with one-handed swords and clubs, +2 with knives and +1 with most others.
- Blocking: +2 when you block with a weapon or a tower shield, +1 with a one-handed shield, the Serpent Scale Shield or a bow. A parry gives +5, and since patch 0.221.10 the Carapace Buckler gives the same 5 as other shields instead of 10.
- Dodging an attack: +5.
- Staggering an enemy: +3. Iron Gate cut this from 5 in the 0.221.4 test patch.
- Bombs: +2 when the bomb hits directly.
- Activating a Forsaken power: +10.
- Staves: Trollstav +12 per use, Dead Raiser +10, Staff of Protection +6, Dundr +5, Staff of Embers, Staff of the Wild and Staff of Fracturing +3 each, Staff of Frost +1 per projectile hit.
No adrenaline comes from your Skelett or Staff of the Wild roots, poison, fire and spirit ticks, or chain lightning unless it staggers. Seeker Broods give only 10%.
The bar drains when you stop. After 10 seconds without gain, or 6 when the bar is nearly full, it drops by 1 to 4 points per second, faster the fuller it is. Once a trinket fires, the bar starts filling again at once, even while the effect runs.
Fader's Forsaken power doubles adrenaline from every source for 5 minutes (Forsaken power). Like every power, it also reaches the players within 10 meters of you when you press it, and all powers share a 20 minute cooldown.
How to Get Every Trinket
Each recipe takes one trophy, and trophies are the slow part. The drop chances below are the base chances in the wiki's trophy table.
Black Forest: Heart of the Forest and Bronze Pendant
- Heart of the Forest: 5 Bronze, 5 Ancient Seeds and a Greydwarf Shaman Trophy (10%). Ancient Seeds drop from Greydwarf Brutes and Greydwarf Nests.
- Bronze Pendant: 5 Bronze, 3 Rubies and a Bear Trophy (10%). Rubies come from Burial Chambers, Sunken Crypts, Frost Cave chests and chests in ruins and towers, and sometimes from catching Tuna (Ruby).
Swamp: Iron Brooch and Nimble Anklet
- Iron Brooch: 5 Iron, 5 Ancient Bark from the Swamp's Ancient Trees and a Leech Trophy (10%).
- Nimble Anklet: 5 Iron, 5 Withered Bone from Muddy Scrap Piles and Sunken Crypts, and a Surtling Trophy (5%).
Ocean: Fins of Destiny
5 Chitin, 5 Serpent Scales and a Serpent Trophy (33%). You mine Chitin from Abyssal Barnacles on Leviathans, and a Coral Cod sometimes drops 1 or 2 (Chitin). Serpent scales and trophies sink in deep water, so kill Serpents in the shallows, for example after pulling them in with an Abyssal Harpoon (Serpent Scale). By the wiki's numbers, one Forsaken power activation fills the 10-point bar on its own.
Mountains: Wolf Sight and Crystal Heart
- Wolf Sight: 5 Silver, 5 Wolf Fangs from Wolves, Fenrings and Ulvs, and a Fenring Trophy (10%).
- Crystal Heart: 5 Silver, 5 Crystals from Stone Golems, Frost Blobs and the crystal clusters in Frost Caves, and a Stone Golem Trophy (5%).
Crystal Heart gives the same 25% physical resistance as Bonemass's Forsaken power, and the two do not stack, so it adds nothing while that power runs.
Plains: Bracelets of the Brave and Evasion Mantle
- Bracelets of the Brave: 5 Black Metal, 5 Lox Pelts and a Lox Trophy (10%).
- Evasion Mantle: 5 Black Metal, 10 Linen Thread and a Fuling Berserker Trophy (5%). Its parry bonus raises your block armor on a parry and multiplies with your shield's own parry bonus.
Mistlands: Pulsating Earrings and Resounding Shackle
- Pulsating Earrings: 5 Carapace, 5 Refined Eitr and a Gjall Trophy (30%).
- Resounding Shackle: 5 Refined Eitr, 5 Scale Hide from Hares, a Mandible from Seeker Soldiers and a Seeker Trophy (5%).
Ashlands: Jörmundling and Brimstone
- Jörmundling: 5 Flametal, 5 Refined Eitr, a Bloodstone from the Charred chests in Charred Fortresses and a Fallen Valkyrie Trophy (5%).
- Brimstone: 5 Flametal, 5 Sulfur from Lava Blobs, a Molten Core from Charred Fortresses or Putrid Holes and a Morgen Trophy (5%). It has the biggest bar of all, and it gives no timed effect, only the instant 100 health and 100 stamina.
Deep North: Witch Crown and Neckstabber
- Witch Crown: 5 Bloodgold, 5 Nornathread and a Hexen Trophy (10%). Hexen, found in Mörkhalla and Jotun invasions, also drop the Nornathread.
- Neckstabber: 5 Bloodgold, 5 Long Claws from the Eyeless Ones in the Winding Tunnels under the Deep North, and a Moose Trophy (10%). Since patch 1.0.21 the Deep North mage helmet no longer needs Moose Trophies to upgrade, which leaves more of them for this trinket.
Our progression guide covers where Bloodgold and the other Deep North materials come from.
Farming the 5% Trophies
Six recipes need a trophy with a 5% base chance. The 1.0 notes tweaked rare drops so you are less likely to kill a long run of enemies without one, and patch 1.0.20 raised the trophy chance by a monster's star level and stopped the pseudo-random drop logic from resetting between sessions. So go after one-star and two-star Surtlings, Stone Golems, Fuling Berserkers, Seekers, Fallen Valkyries and Morgens first.
Which Trinket Suits Your Play Style
- Shield and one-handed weapon: Evasion Mantle. Twelve parries at 5 adrenaline each fill its 60-point bar, and the effect lasts 120 seconds. Before the Plains, the Iron Brooch's +20 armor is the defensive pick.
- Front line in the Deep North: Neckstabber. It heals 100 at once and adds armor, health regeneration and cheaper attacks and running for 30 seconds. Pair it with the heavy and medium sets in our armor sets guide.
- Boss fights: Crystal Heart takes 25% off every physical hit for 50 seconds, unless Bonemass's power is running.
- Clubs and maces: Bracelets of the Brave. The bar is big at 85, but it heals 100 at once, and the +10% blunt damage and +20 Clubs last 60 seconds.
- Swords and axes: Resounding Shackle, for +10% slash damage and 100 stamina at once. One-handed sword secondary attacks give 3 adrenaline each.
- Bows and spears: Wolf Sight: +20 to both skills for 30 seconds, and bow hits give 2 adrenaline each. Our weapons by biome guide has the bows and spears for each tier.
- Mages: Pulsating Earrings in the Mistlands, then Jörmundling for 100 eitr and +20 to both magic skills, and the Witch Crown in the Deep North, whose 60-point bar refills stamina and eitr together.
- Early game: Heart of the Forest or Bronze Pendant. Their 50-point bars fire often in a long fight.
- Exploring: Nimble Anklet to outrun trouble, and Fins of Destiny for long swims.
- Emergency heal: Brimstone, if one burst of health and stamina is worth a 100-point bar to you.
Your health and stamina pools still come mostly from food, which our food and feasts guide covers.
Rules Worth Knowing
- One trinket at a time. Patch 1.0.21 fixed an item stand bug that let you equip two at once.
- Swapping keeps the effect. Taking a trinket off does not end an effect it already started, and it does not empty the bar; the bar just stops filling. The wiki notes you can stack effects this way by firing one trinket, then switching to the next.
- Firing the same trinket again restarts its timer. The effect does not double.
- A trinket and a utility item such as Megingjord can be worn together. Since the 0.221.4 test patch both show on your character.
- Forsaken powers work for the group. Fader's power doubles adrenaline gain for everyone within 10 meters when it is pressed. It lasts 5 minutes with a 20 minute cooldown per player, so four players who all set it and press it in turn can keep it running. If your group wants the world online without someone's PC hosting it, our Valheim servers keep it running between sessions; they accept Windows (Steam) players only.
FAQ
How do you get trinkets in Valheim? You craft all 15 from a few biome materials and one creature trophy: at a level 1 Forge up to the Plains (Fins of Destiny included), and at a level 1 Black Forge for the Mistlands, Ashlands and Deep North ones. The Workbench no longer makes them.
How does adrenaline work in Valheim? With a trinket on, you gain adrenaline from weapon hits (+1 or +2), blocks (+1 or +2), parries and dodges (+5), staggers (+3), Forsaken powers (+10) and some staves. When the bar reaches the trinket's cost, it empties and the effect fires. Without new gains, the bar starts to drain after 6 to 10 seconds.
Can you wear two trinkets at once in Valheim? No, one at a time, and patch 1.0.21 fixed the item stand bug that allowed two. You can fire one, swap to another and keep the first effect running, because taking a trinket off does not cancel it.
What is the best trinket in Valheim? It depends on your weapon. In the Deep North, Neckstabber suits melee and the Witch Crown suits mages. Earlier, Evasion Mantle suits shields, Wolf Sight bows and spears, and Bracelets of the Brave clubs.
Do Forsaken powers help with trinkets? Yes. Pressing any Forsaken power gives 10 adrenaline, and Fader's power doubles all adrenaline gain for 5 minutes for you and players within 10 meters.
Sources
All opened on 3 November 2026:
- Iron Gate on Steam: Patch 0.221.4, Call To Arms, Patch 0.221.4 (Public Test), Patch 0.221.10, Valheim 1.0 Has Arrived, Patch 1.0.20, Patch 1.0.21
- Valheim Wiki: Trinkets, Adrenaline, Trophies, Forsaken power, Fader
- Valheim Wiki trinket pages: Heart of the Forest, Bronze Pendant, Iron Brooch, Nimble Anklet, Fins of Destiny, Wolf Sight, Crystal Heart, Bracelets of the Brave, Evasion Mantle, Pulsating Earrings, Resounding Shackle, Jörmundling, Brimstone, Witch Crown, Neckstabber
- Valheim Wiki material and creature pages: Ancient Seed, Ruby, Bear, Ancient Bark, Withered Bone, Chitin, Serpent Scale, Wolf Fang, Crystal, Lox Pelt, Scale Hide, Mandible, Bloodstone, Sulfur, Molten Core, Nornathread, Hexen, Long Claws, Eyeless One