Welcome to Ludology, an analytical discussion of the hows and whys of the world of board games. Rather than news and reviews, Ludology explores a variety of topics about games from a wider lens, as well as discuss game history, game design and game players.
We post a new Ludology episode every other week. In these episodes, hosts Erica Bouyouris and Sen-Foong Lim deep-dive into a single topic within game design, often with a well-regarded guest from the game industry. We generally focus on tabletop game design (mainly board games and RPGs), but we often pull in experts from all forms of games, from video games to escape rooms to slot machines.
On weeks where there is no flagship Ludology episode, we will alternate between two smaller mini-sodes. Erica and Sen are happy to announce that Sarah Shipp of Shippboard Games and Stephanie Campbell of TTRPGKids will be joining us for the next year, providing additional content between our longer episodes.
Sarah’s segment, Thinking Beyond Mechanisms, is a monthly feature that dives deeper into the other aspects of games beyond the dice and cards we’re all familiar with.
Stephanie’s segment, TTRPGKids, explores how parents and teachers can use role playing games with children in the home and in the classroom.
We hope you enjoy the additional content!
Our History
We aim for most Ludology episodes to be timeless, so you are welcome to explore our entire catalog. Most of it should age quite well. The podcast was started in 2011 by Geoff Engelstein and Ryan Sturm, with Mike Fitzgerald taking over for Ryan in 2015. Gil and Scott joined the show in 2017 when Mike stepped aside, and Emma joined in 2019 when Geoff ended his tenure as host. Emma left in 2021, and Erica and Sen joined us. Since then, Scott stepped down in 2022 and Gil will be hanging up his mic in 2023, leaving Erica and Sen to carry on this amazing legacy.
Erica and Sen are working to bring new voices to Ludology and have some great things to announce as gaming expands to include even more people!
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Practically a modern classic, Vampire Survivors has inspired countless imitators. But the upcoming Skull Horde actually looks like a novel take on its roguelike inspiration. While in Vampire Survivors you gain new abilities to upgrade your avatar, in Skull Horde you’ll build a massive army of fellow skeletons and lead them to victory through a dank dungeon. The game has an earnest and goofy tone, like a Tales from the Crypt episode that hits just right. You can give the game a try right now.
As for how Skull Horde plays, each run will start in a new procedurally generated dungeon and you’ll control your army’s route through that dungeon. However, much like Vampire Survivors, you won’t control how your army acts and moves. Instead, you’ll select upgrades, purchase units, and pick up loot to improve your forces. You can also unlock perks that you’ll select at the beginning of the run, giving you powerful abilities and shaping your strategy for that run. But Skull Horde has some subtleties too. Staying longer on any floor of a dungeon can help you find more loot and money, but your enemies also grow more powerful.
However, what makes Skull Horde really sing is its aesthetics. Its pixel sprites are detailed, but also readable at a glance. Watching armies of bone battle armies of flesh has the same aesthetic appeal as any of the best RTS games. A crunchy, guitar-heavy soundtrack completes the vibe.
You can download and play the Skull Horde demo directly from the game’s Steam page.
You can follow us on Google News for daily PC games news, reviews, and guides. We’ve also got a vibrant community Discord server, where you can chat about this story with members of the team and fellow readers.
Shadowverse: Worlds Beyond offers a wide range of deck types that cater to different playstyles, from fast-paced combos to powerful late-game finishers. Whether you enjoy overwhelming opponents with Fairies, clearing the board with amulet synergies, or stacking Spellboosts for massive payoff turns, there’s something here for everyone. Each deck brings its own unique strategy and key cards that define how matches unfold. In this guide, we’ll take a closer look at the best decks and what makes them so effective.
Shadowverse: World Beyond Deck Tier List
Shadowverse: Worlds Beyond Decks, ranked from best to worst – Image bia TierMaker.
In the Shadowverse: Worlds Beyondtier list above, we can see that not all decks are made equal. Sure, you can adjust them to make them a bit stronger or weaker, but the general synopsis is the same. The Runecraft Spellboost Deck is dominating the Ranked Ladder right now, along with the Forestcraft Fairy Deck and the Havencraft Amulet Deck. If you want to climb, that is what you will need to use.
Shadowverse: Worlds Beyond Best Decks List
Here we will take a look at the top 3 Decks in the current Shadowverse: Worlds BeyondMeta, how they operate, which cards are the most important, and what the playstyle is from start to finish of the game.
Runecraft Spellboost Deck
This deck focuses on building up Spellboosts while keeping the opponent in check. Once your cards are powered up, things really start to flow. Blaze Destroyer becomes a serious threat at a lower cost, and Dimension Climb lets you refill your hand and regain all your play points, making it easier to keep up pressure. If you make it to 10 play points, Kuon, Fivefold Master can close things out with a strong Super-Evolve that targets the opponent’s leader directly.
Forestcraft Fairy Deck
This combo-focused Zoo deck centers around multiplying Fairies in your hand to unlock powerful effects. It takes advantage of cards like Bayle, Luxglaive Warrior, whose cost can drop to zero, and Killer Rhinoceroach, which builds up attack to strike directly at the opponent. Amataz, Origin Blader, also plays a key role by growing stronger while clearing enemy followers. To finish things off, legendary cards like Aria, Lady of the Woods, and Opulent Rose Queen shift the deck into a burn strategy, either by giving your pixies Storm or turning them into damage-dealing spells.
Havencraft Amulet Deck
This deck might seem like it’s built to stall while waiting for amulet countdowns to finish, but there’s a more exciting route. With Skullfane of Demise, you can destroy all your amulets at once, clearing the board and hitting the opponent’s leader in one move. If needed, Unholy Vessel helps ensure a clean sweep. After that, the deck shifts into offense, relying on Rodeo, Anathema of Judgment, and Jeanne, Saintly Knight to take control and limit the opponent’s options. And eventually, Lapis, Shining Seraph keeps coming back, making it increasingly difficult for them to stay in the game.
Those are 3 of the best Decks in Shadowverse: Worlds Beyond. The other decks come off short compared to these, so if you are planning to climb the Ranked Ladder, there is no point crafting them.
That is all for my Shadowverse: Worlds Beyond Deck tier list and guide. Let me know what your favorite Deck is in the comments below. Check out our Shadowverse: Worlds Beyond Codes to get Free Packs and Loot that can help you assemble your favorite deck.
Shadowverse: Worlds Beyond Best Deck FAQs
What is the best deck in Shadowverse: Worlds Beyond?
The best decks are the Runecraft Spellbook and Forestcraft Fairy decks.
How do I get the best decks in Shadowverse: Worlds Beyond?
You can Craft cards, you can open Packs, and you can get them from the Story or Gamepass.
What is the best deck for Ranked Mode in Shadowverse: Worlds Beyond?
The best decks for Ranked are Runecraft Spellbook and Havencraft Amulet decks.
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As long as it’s your turn and you control an Army, Grond is an
artifact creature.
We were faced with two different scenarios last night, both I think are related. In both scenarios I have Grond, and control a 2/2 Orc Army and no other creatures. Attackers have been declared, and Grond is attacking.
Scenario 1: Opponent destroys the Orc Army with an instant before blockers are declared. As Grond is now no longer a vehicle, is he still attacking as a 5/5? Or is he removed from combat?
Scenario 2: Opponent blocks Grond with a grizzly bears equiped with Barrow-Blade. Grond loses all abilities. Presumably, Grond is now "just" an uncrewed vehicle and is removed from combat?
My guess is both scenarios are essentially the same and Grond is removed from combat. But, wanting confirmation. No rulings on Grond around this issue.
In Absolvement, mastering powerful skills is key to surviving and thriving in its ever-shifting world. Each skill element brings its own unique identity to combat, offering distinct playstyles and tactical depth. From the raw force of Arcane to the creeping decay of Disease and the elusive power of Shadow, every element has its strengths and specialties. Understanding how these forces work is the first step toward becoming a true force on the battlefield, so follow along with my Absolvement Skills tier list and guide and start… Absolving.
Across all skill types, the strongest abilities often combine high base damage with powerful crowd control or utility. Shadowstep, Pestilence with Black Death, and Judgement with Execution Sentence stand out for their versatility and scaling in high-level play. Beginners will find value in skills like War Banner for team support, Ice Clone with Polar Caps for safety, and Chain Lightning for simple but impactful damage. Experienced players can take full advantage of complex synergies, such as Blood Plague with Epidemic or Soul Burst with DoT builds. Overall, most elements offer viable builds, but Shadow, Disease, and Frost currently offer the most flexible and punishing options when mastered.
Absolvement Physical Skills
Below is a complete and detailed list of all PhysicalSkillsin Absolvement, ranked by power:
Skill
Description and Upgrades
Launch a reinforced chain towards an enemy, pulling them closer, stunning them for 1.3 seconds. • Chain Rattle 1/1 (Uncommon) –Chain Pull now deals 5 Physical Damage to enemies around the area of impact. • Rappelling 1/1 (Rare) –Chain Pull can now be used to pull yourself towards terrain.
Toss out a bear trap towards your cursor, any enemy that steps on it will trigger the bear trap, dealing 10 Physical Damage and Stunning the enemy for 2 seconds. • Barbed Teeth 1/1 (Common) – Beartrap will now cause enemies to bleed 4 Physical Damage per second for 3 seconds • Steel Beartrap 1/1 (Rare) – Beartrap is now made out of reinforced steel, clamping harder and Stunning enemies 1 second longer
Quickly turn to the side and perform a shoulder slam directly into your enemy, dealing 14 Physical Damage. • Concussive Slam1/1 (Uncommon) –Shoulder Slam now pushes the enemy back when hit.
Arch your bow with the intent to pelt the area marked by your cursor with arrows, dealing 4 Damage per second for 6 seconds in the area. • Bombardment2/2 (Advanced) – Area of effect radius is increased by 2 studs. • Arrow Rain2/2 (Unique) –Volley lasts 1 additional second.
Plant your feet firmly in the ground and take multiple arrows from your quiver, rapidly firing them all and doing 5.5 Physical Damage per arrow. • Everlasting Quiver1/1 (Intermediate) –Rapid Fire now fires an additional arrow. • Aggressive Stance1/1 (Intermediate) –Rapid Fire’s windup is reduced by 10%.
Swing in a slow arc, stunning all enemies for 1.25s and dealing 11 Physical Damage. • Wide Arc5/5 (Common) – Increase the range of Cleave by one stud. • Followup1/1 (Mythical) – If Cleave hits at least 2 enemies, you can now press Cleave again to stomp.
Charge at the nearest enemy, rooting them for 0.5s and then stomping immediately after, dealing 10 Physical damage to all enemies hit nearby. • Siesmic Stomp3/3 (Common) – Increase Rush’s stomp AoE by 2.5 studs. • Shattered Earth4/4 (Uncommon) – Rush’s Stomp damage increased by 4%. • Earthquake1/1 (Rare) – Rush’s Stomp AoE now leaves behind an earthquake in the rubble, dealing 2% of the damage every second for 5 seconds. • Double Stomp1/1 (Unique) – Rush will now stomp an additional time. • Blindside1/1 (Mythical) – Enemies are now stunned instead of rooted by Rush.
Plunge your fist into your chest, sacrificing 20% of your Maximum Health to imbue yourself with blood. • Deep Wound1/1 (Uncommon) –Bloodbath will now apply one additional Bleed Stack. • Sanguine Returns1/1 (Unique) – 20% damage you deal with Bloodbath returns to you as Healing.
Draw your bow and take your time, planning to hit the enemy in the soft spot. This skill trades speed for accuracy and damage, dealing 13.5 Physical Damage. • Keen Eye1/1 (Unique) –Focus Shot is now guaranteed to Critically Strike.
Attempt to slice your enemy in half with a vicious slash, dealing 12 Physical Damage if an enemy is below 7.5% Health. Execute will instantly kill them. • Slaughtering Ire1/1 (Unique) – If Execute successfully KILLS an enemy, its cooldown is reduced by HALF. • Sudden Death1/1 (Mythical) – All skills now have a 5% chance to fully reset the cooldown of Execute.
Thrust your weapon forward, dealing 10 Physical damage and applying a bleed, dealing 2.33 Damage every second for 6 seconds. • Puncture4/4 (Intermediate) –Pierce’sBleed now deals 5% additional damage. • Gore?/? (Advanced) –PierceBleed lasts 1 second longer.
Fire a Serrated Arrow from your bow, dealing 7 Physical Damage and applying Bleed, dealing 3.1 Physical Damage a second for 6 seconds. • Arm and a Leg6/6 (Common) –Tendon Slice now reduces enemy damage by 5% whilst they are slowed. • Deep Cut3/3 (Intermediate) – Increase Slow Duration provided by Tendon Slice by an additional 3 seconds. • Achilles Tendon6/6 (Intermediate) –Tendon Slice reduces enemy Walkspeed by an additional 5%.
Fire a Serrated Arrow from your bow, dealing 7 Physical Damage and applying Bleed, dealing 3.1 Physical Damage a second for 6 seconds. • Deep Laceration4/4 (Common) – Increase Serrated Arrow’sBleed duration by 1 second. • Razor’s Bite3/3 (Rare) – The Bleed applied by Serrated Arrow deals 5% more Physical Damage. • Cutting Precision2/2 (Rare) –Serrated Arrow deals 15% more Physical Damage.
Overload your bow with multiple arrows at once, shooting three arrows in a cone pattern. Each arrow deals 4 Physical Damage. • Quickshot1/1 (Intermediate) –Multi-shot’s windup is reduced by 10%. • Broad Arrow1/1 (Intermediate) –Multi-shot knocks back enemies on hit. • Arcing Arrows2/2 (Advanced) –Multi-shot fires an additional arrow. • Bodkin Point1/1 (Advanced) –Multi-shot will pierce through one target.
Swing around quickly, slicing down on your enemy and dealing 9 Physical Damage. • Precision3/3 (Advanced) – Increase Reverse Slice Damage by 10%. • Fatal Strike2/2 (Masterful) –Reverse Slice now deals 5% more damage against Stunned targets. • Reverberating Slash1/1 (Masterful) – After using Reverse Slice, your next skill will cast Reverse Slice again for 30% of the original damage.
Physical skills in Absolvement focus on raw damage, crowd control, and mobility, using weapons, traps, and brute force to dominate enemies. Many of these skills apply Bleed effects, stuns, or area damage, offering both precision and chaos in combat. Among them, Execute stands out as one of the most powerful, instantly finishing off low-health enemies and potentially resetting its own cooldown with the right upgrades.
Absolvement Fire Skills
Below is a complete and detailed list of all Fire Skills in Absolvement, ranked by power:
Skill
Description and Upgrades
Set yourself ablaze, summoning fireballs through each swing and granting a minor speed boost at the cost of being burned alive. Use the move again to extinguish the flames. • Insulation 1/1 (Uncommon) – If Overheat is active, all freezes last 75% of their original duration • Speed Demon 1/1 (Rare) – Overheat will now increase your walk speed by an additional 10% while active • Cauterized Flesh 1/1 (Unique) – Overheat will now deal 10% less damage to you while active • Hellfire 1/1 (Mythical) – Overheat now deals 10% Additional Fire Damage.
Twirl with heat, casting a fiery tornado that travels away from you, burning enemies in its way. Any enemy that is in the way will be burned for 3 Fire Damage and will be set on fire. • High Heat 2/2 (Uncommon) –Whirling Flames now deal 7% more damage. • Accelerated Heat 4/4 (Uncommon) – Whirling Flames now travels 5% Faster.
Target an enemy, if they have burn stacks, detonate them, dealing 3.25 Fire damage per burn stack. Additionally, the blast will damage nearby enemies, dealing 3 Fire damage and increasing in radius per burn stack. • Crackling Fire (Common) – Ignition cast time reduced by 5%. • Firestarter (Rare) – Ignition will set the enemy on fire after it explodes. • Detonation Switch (Mythical) – Ignition will now instantly cast on the enemy and explode after a brief delay at the cost of a 25% Damage Reduction.
Charge a fire blast into your hand, project it forward at high speed, deal with 7 fire damages, and apply one burn stack. • Charred Armor 3/3 (Common) – Fire Blast now ignores 5% of the enemy’s armor Singed Skin 3/3 (Common) – Fire Blast deals 5% more damage. • Wildfire 3/3 (Rare) – Fire Blast will now spread a Burn Stack to a nearby enemy. • Pyromania 2/2 (Unique) – Fire Blast will now chain to another target that was not affected by Fire Blast.
Torch your arms in lively embers and slam your fist directly in your enemy’s face, dealing 8 Fire damage. • First Degree 1/1 (Common) – Flame Smash now burns the target for 1 Fire Damage per second for 5 seconds. • Hot Hands 4/4 (Rare) – Flame Smash’s Cooldown is reduced by 1 second. • Fuselighter (Mythical) – Flame Smash now causes the next fire skill to apply Two Burn Stacks.
Cast down an enormous meteor at your cursor, dealing 12 Fire Damage on impact. • Celestial Rain 1/1 (Unique) – Smaller Fireballs will rain down with Cataclysm, dealing 20% of the main damage if hit. • Cataclysmic Fragmentation 1/1 (Mythical) –Cataclysm will fragment into multiple volatile, fiery embers, dealing additional damage.
Fire an arrow laced with a highly explosive material, igniting and detonating upon impact, dealing 8.22 Fire Damage to the primary target and 5 Fire Damage to enemies nearby. • Nitroglycerine3/3 (Intermediate) –Explosive Arrow’s blast radius is increased by 3 studs.
Stomp the ground aggressively, igniting the ground beneath you and releasing a magnitude of ash, dealing 4 Fire damage and leaving a scorched ground for 5 seconds. • Smoldering Embers (Rare) – Ash Stomp tick damage increased by 2. • Carbon Monoxide (Uncommon) –Ash Stomp’s Radius now reduces enemy Walkspeed by 4. • Kindling (Rare) – Ash Stomp lasts 1 second longer.
Fire skills in Absolvement focus on aggressive, high-impact damage and area control through burning effects and explosive force. Many fire abilities build around applying and detonating Burn stacks, creating powerful combos and splash damage. Ignition stands out as one of the strongest options, capable of turning burn stacks into devastating bursts that hit multiple enemies at once.
Absolvement Frost Skills
Below is a complete and detailed list of all Frost Skills in Absolvement, ranked by power:
Skill
Description and Upgrades
Conjure a snowstorm around you for 10 seconds, dealing 1.8 frost damage a second and applying a chill stack. If an enemy has five chill stacks, encase them in solid ice for 2 seconds. • Winter’s Fury 2/2 (Rare) – Expand Everwinter’s AOE by five studs. • Eternal Frost2/2 (Unique) – Extend Freeze duration of Everwinter by 0.2 seconds.
Channel frost into your leg and quickly stomp on your enemy’s leg with the intent to break it, dealing 15 Frost Damage and knocking them down. • Chillblains 2/2 (Uncommon) – Frost Femur Breaker causes your target to take 5% More Fire Damage for 10 seconds. • Permafrost 1/1 (Uncommon) – Frost Femur Breaker applies an additional Chill Stack. • Frozen Shatter 1/1 (Unique) – If an enemy is Frozen, Frost Femur Breaker will now instantly remove the freeze, but deal an additional 10 Frost Damage.
Channel pure ice into an ice blade to give them a frozen uppercut, dealing 10.75 Frost damage and knocking them away from you. • Ice Slam 3/3 (Common) – Increases Frozen Uppercut’s damage by 5%. • Defrost 1/1 (Uncommon) –Frozen Uppercut no longer has a windup to summon an ice blade. • Frozen Fist 1/1 (Rare) –Frozen Uppercut will no longer use an ice blade to attack and will stun enemies for 1 second.
Lob an orb of pure frozen energy towards your cursor, dealing 8 Frost damage on a direct hit. Applies one Chill Stack. • Deep Freeze 1/1 (Rare) – Frost Nova now freezes enemies for 1.5 seconds longer. • Deep Chill 1/1 (Unique) – Frost Nova now applies two stacks of chill. • Frostbite 1/1 (Unique) – Frost Nova deals 15% more damage per chill stack. • Subzero Temperatures 1/1 (Mythical) – Frost Nova no longer requires your target to be chilled to freeze them.
Summon a frosty decoy in your likeness. When struck by an enemy, the ice clone will shatter, dealing 12.47 Frost damage to nearby enemies and applying Chill Stack. • Polar Caps 1/1 (Common) –Ice Clone will now self-detonate after 5 seconds. • Frozen Copier 5/5 (Common) – Reduces the cooldown of Ice Clone by 1 second. • Endothermic Reaction (Uncommon) – Increases Ice Clone’s damage by 10%. • Biofrost (Mythical) – The Ice Clone will now act as a summon, able to fight for you, parry, and dodge. On use, it spawns with a random weapon among all the obtainable ones.
The longer you hold down the skill, the more blades you summon. Use the move again to shoot them out. Each blade deals 7 Frost damage and applies one stack of Chill. • Frozen Arsenal (Common) – Allows you to cast one additional ice blade. • Subzero Slice (Uncommon) – Ice Blades damage increased by 5%. • Chilling Presence (Uncommon) – Decreases Ice Blades’s cast time by 10%.
Frost skills in Absolvement emphasize control, utility, and buildup effects through the use of Chill and Freeze mechanics. These abilities can slow, stun, or immobilize enemies, making them ideal for setting up combos or defending against aggressive foes. Many frost skills reward timing and patience, especially Everwinter, which creates a persistent storm that freezes enemies after enough exposure, locking them down for devastating follow-up attacks.
Absolvement Shadow Skills
Below is a complete and detailed list of all Shadow Skillsin Absolvement, ranked by power:
Skill
Description and Upgrades
Surround yourself in umbral shadows, obscuring the view of all within the room for 30 seconds, applying Darkness to EVERYONE in your vicinity.
Conjure a blade as dark as night and attempt to butcher your enemies soul, dealing 10 Shadow Damage. If the first flash connects to flesh, plunge the voidblade into the enemy’s torso, causing them to crumble and writhe in pain, dealing 19 Shadow Damage and applying insanity.
Imbue shadow damage into your weapon, slashing brutally into your enemy. Deals 6.5 Shadow damage. • Plain Sight ?/? (Rare) – Night Slash’s frontal stab now deals 4% more damage • Umbral Pin 1/1 (Unique) – Night Slash will now strike an additional shadow needle on backstab proc, dealing more damage
Cover an area with a dark miasma. Any enemy near the miasma will have shackles clamped onto them, dealing 8 Shadow Damage on application. • DarkSteel Wraps 1/1 (Rare) – Shackle’s duration increased by 2 seconds • Oppressive Binding 1/1 (Rare) – Shackle will begin to pull enemies towards the center of the miasma
Meld within the shadows, allowing you to sneak by enemies with ease. Taking any form of damage or dealing damage will remove stealth. • Nightstalker (Common) – Increase your Walkspeed by 5 while Stealth is active. (Max stacks 1) • Ambush (Rare) – Breaking Stealth with an attack increases its chance to critically strike by 50%
Sap the vitality and strength out of a nearby enemy, decreasing their damage by 20% for 15 seconds. • Greater Enfeeble 3/3 (Basic) –Enfeeble reduces the damage enemies deal by an additional 1%. • Repurposed Strength 1/1 (Mythical) – When successfully enfeebling an enemy, cast an AoE around yourself, granting the damage buff to nearby allies and yourself.
Throw a dagger made of shadow into your enemy and begin corrupting their mind. Over 10 seconds, deal 2 Shadow Damage a second. • Consuming Maw 1/1 (Rare) – Void Dagger damage is increased by 3%
Obscure yourself with a protective umbra, nullifying the next attack up to 15 Damage, but still being forced to endure any additional effects of the move. • Void1/1 (Advanced) –Null will now nullify all D.O.T effects so long as the initial hit was absorbed. • Nothing1/1 (Advanced) –Null now ignores all moves that apply hitstun, stun, and knockback whilst active. • Emptiness1/1 (Advanced) –Null now nullified 1 additional attack.
Manifest wraith magic and, after a short windup, teleport directly behind an enemy target. • Walk In Shadows1/1 (Advanced) –Shadowstep now grants an additional 25% Walkspeed for 3 seconds after using it.
Shadow skills in Absolvement specialize in stealth, disruption, and psychological pressure, often weakening enemies while setting up devastating follow-ups. These abilities thrive in darkness, applying debuffs like Insanity and Darkness while offering tools for evasion, ambush, and control. Reap stands out as a signature Shadow move, combining burst damage with a powerful secondary strike that applies Insanity, making it deadly when used at the right moment.
Absolvement Lightning Skills
Below is a complete and detailed list of all Lightning Skillsin Absolvement, ranked by power:
Skill
Description and Upgrades
Rapidly blitz your enemy with lightning strikes, dealing 4.25 Lightning Damage per hit. Quick Charge1/1 (Advanced) – Reduce the cooldown of Electric Barrage by 0.5 seconds for every lightning skill used whilst it’s on cooldown. • Smite1/1 (Masterful) –Electric Barrage’s follow-up grab now summons a Thunderstrike.
Electrify your leg and perform a low sweep attack with the intent to knock enemies over, dealing 10 Lightning Damage and ragdolling any enemy affected by it. • Lightning Reflexes1/1 (Basic) –Shock Sweep endlag is reduced. • Convulse1/1 (Unique) –Shock Sweep now applies “Magnetise”, Magnetise will deal 3 Lightning Damage every 3 seconds for 9 seconds, additionally, each proc will briefly Stun the target.
Charge a current to strike a nearby enemy, dealing 8 Lightning Damage and attempting to spark over to a new target to deal 6 Lightning Damage. • Chain Current 2/2 (Rare) – Chain Lightning now chains to 1 additional target • Lightning Link 1/1 (Unique) – Chain Lightning can now re-shock the same target 1 additional time • Lightning Rod 1/1 (Unique) – If an enemy is afflicted with Magnetise, Chain Lightning will consume the debuff to Stun the target for 2 seconds and deal 20 Additional Lightning Damage
Lob a grenade at your cursor. This grenade will detonate after 3 seconds and deal 9.25 Lightning damage. • Arc Flash 4/4 (Uncommon) –Shock Grenade damage is increased by 2%
Summon a pulsating magnetic field at your location for 12 seconds. It pulses every 3 seconds, dealing 4 lightning damage and applying “Magnetize” to nearby enemies. • Electrocution 4/4 (Uncommon) – Magnetic Pulse damage is increased by 3% • Grounding 1/1 (Rare) – Magnetise duration increased by 2 seconds
Summon a cloud that follows your cursor. After 2 seconds, it strikes its position, dealing 13.5 lightning damage to enemies below. • Negative Reaction1/1 (Uncommon) –Thunderstrike cast time reduced by 50%. • Song of Storms1/1 (Rare) – Thunderstrike will now summon an Additional bolt within the AoE of the cloud. Thunderstrike now deals 15% less damage per bolt. • Positive Reinforcement2/2 (Mythical) –Thunderstrike now applies a 0.5-second stun.
Imbue your arm with static energy, causing your next attack to deal 25% bonus Lightning damage and stun the target for 1 second. • Jolt 3/3 (Uncommon) – Increases Static Shock’s damage by 10% • Electrolysis 1/1 (Rare) – Static Shock will now leap to a target within 15 studs and deal 66% of the original damage
Lightning skills in Absolvement deliver fast, electrifying attacks that chain between enemies, stun, and apply the unique Magnetise debuff for combo potential. These abilities reward aggressive play and skill synergy, often chaining effects or enhancing follow-ups for maximum impact. Chain Lightning is a standout, capable of hitting multiple targets and dealing huge damage when combined with Magnetise, making it a core choice for controlling groups and punishing clustered enemies.
Absolvement Wind Skills
Below is a complete and detailed list of all Wind Skillsin Absolvement, ranked by power:
Skill
Description and Upgrades
Suffocate the target with gale magic, choking them and disrupting their breathing. Deals 2.7 Wind damage per hit over 5 hits. • Wind Crack3/3 (Intermediate) –Hypoxia now inflicts enemies with a 5% slowness debuff.
Summon a wind vortex around a target, dealing 6.5 Wind damage per second. After 2.5 seconds, if the target hasn’t escaped, it erupts for 10 Wind damage and knocks back enemies inside.
Conjure a slow-moving tornado that drifts in the direction you’re facing, pulling in nearby enemies and dealing 3 Wind damage per second. Lasts 8 seconds or until it hits a wall. Wind Implosion1/1 (Unique) –Vortex will now emit a sonic boom, dealing additional damage whenever it collides with a wall. • Never-Ending Tempest1/1 (Unique) –Vortex lasts 3 seconds longer.
Charge up slicing winds to summon hovering gale wisps, with more created the longer you charge. Pressing “Slicing Winds” again launches a wisp at a nearby enemy, dealing 4.72 Wind damage twice. • Shredding Gale2/2 (Mythic) –Slicing Winds now slices 1 additional time.
Unleash a forceful gale at an enemy, dealing 11 Wind damage and knocking them back. • Wind Cannon2/2 (Basic) –Wind Blast now has increased knockback. • Wind Crush1/1 (Unique) –Wind Blast will now deal 11Earth Damage if an enemy collides with a wall.
Commune with the winds to create a swirling gale around you for 9 seconds, dealing 1.66 Wind damage per second to nearby enemies. After 9 seconds, the winds create a violent updraft, launching enemies into the air and dealing an extra 6 Wind damage. • Extensive Winds3/3 (Intermediate) – Increase Updraft uptime by 1 second. • Tempest’s Wrath1/1 (Unique) – Pull enemies towards the center of Updraft every time they take damage. • Endless Tempest1/1 (Unique) – Updraft’s cooldown is reduced by 10% for every enemy launched into the air.
Wind skills in Absolvement focus on control, disruption, and movement, using powerful gales to push, pull, and disorient enemies. Many of these skills can manipulate positioning or apply damage over time, making them ideal for setting up combos or controlling the battlefield. Updraft stands out as a top-tier wind ability, combining steady AoE damage with a powerful launch effect and cooldown reduction potential, especially effective against groups.
Absolvement Water Skills
Below is a complete and detailed list of all Water Skillsin Absolvement, ranked by power:
Skill
Description and Upgrades
Summon a stationary whirlpool that deals 3.5 Water damage to any enemy drawn towards it, slowly pulling them toward its center. The whirlpool lasts for 10 seconds. • Hurricane3/3 (Intermediate) – The size of your Whirlpool is increased by 3 studs. • Waterspout1/1 (Advanced) – Upon reaching the epicenter, enemies will be ejected out of the Whirlpool. • Rip Current1/1 (Advanced) –Whirlpool’s range and pull strength are now doubled.
Summon a rising water current that floods the entire room for 30 seconds, applying the “Flood” modifier to everyone inside. • Suffocate1/1 (Advanced) – Whilst under the effect of Flood, enemies will begin to drown, causing them to take 0.66 Water Damage per second. • Extinguisher1/1 (Masterful) –Flood reduces All Fire Damage by 20% and increases All Water Damage by 20%. <- currently bugged • Marshwalker1/1 (Mythical) – While Flood is active, you now gain an additional 10% walkspeed.
Channel a beam of high-pressure water controlled by your cursor, dealing 1.5 Water damage per second. With the Hydropush upgrade, it applies a slight knockback while channeling. • Hydropush1/1 (Advanced) –Hydrolance now deals knockback. • Pressure Jet1/1 (Advanced) –Hydrolance is now significantly stronger. Hydrolance now has hyperarmor and cannot be cancelled by any typical means.
Guide a geyser to erupt from the ground, dealing 9.48 Water damage and launching enemies upwards. The geyser lasts 5 seconds, knocking back anyone who gets too close and dealing 7 Water damage. • Purity1/1 (Intermediate) –Geyser deals 20% less damage. In turn, you will no longer damage yourself or allies. • Rough Waters2/2 (Intermediate) –Geyser damage is increased by 4%.
Guide a wave with a powerful rip current that pulls in enemies, dealing 3 Water damage per second while they’re trapped. When the wave crashes into an object or wall, it dissipates, dealing an extra 5 Water damage to anyone still inside. • Tsunami3/3 (Intermediate) –Crashing Wave’s size is increased by 15%. • Rushing Waters2/2 (Advanced) –Crashing Wave’s speed is increased by 50%. • Backwash1/1 (Masterful) – When Crashing Wave clashes with a wall, it will return a smaller and weaker wave from the place of impact.
Water skills in Absolvement center around battlefield control, area denial, and attrition-based damage. These abilities excel at pulling enemies in, disrupting their positioning, and setting up combo opportunities while also offering utility like debuffing Fire or granting movement buffs. Flood is the most impactful water skill, altering the entire room with persistent effects and synergizing well with other Water abilities to amplify damage or cripple opponents over time.
Absolvement Nature Skills
Below is a complete and detailed list of all Nature Skillsin Absolvement, ranked by power:
Skill
Description and Upgrades
Strike the ground with a thorn-covered vine, dealing 14 Nature damage, knocking back any enemy it hits, and applying Knockback. • Vine Extension3/3 (Intermediate) – Increase the hitbox of Briarlash by 3 studs. • Rapid Bramble3/3 (Intermediate) – Reduce the cooldown of Briarlash by 2 seconds. • Grandbriar1/1 (Unique) –Briarlash now deals 6 Additional Nature Damage, knocks enemies back 30% further, and ragdolls enemies.
Wrap your ally in sturdy, enchanted bark, reducing their damage taken by 15% for 15 seconds. If no ally is nearby, Ironbark is cast on you instead. • Ivybark1/1 (Basic) – Whilst Ironbark is active, any enemy that strikes you will be inflicted with Poison. • Thorned Bark1/1 (Basic) – Whilst Ironbark is active, 15% of all damage taken is immediately returned as Nature Damage. • Steelbark2/2 (Intermediate) –Ironbark reduces damage taken by an additional 2.5%.
Summon a radius of tangling vines that deal 4.25 Nature damage, apply Slowness, and poison enemies for 1.11 Poison damage per second for 12 seconds. • Dense Flora1/1 (Intermediate) –Encroaching Vines will now slow enemies by 10% whilst they stand upon it. • Vinewrap1/1 (Unique) – Encroaching Vines now has a 10% chance per second to wrap around the enemy’s ankle, causing them to fall down
Summon a root to burst from the ground, dealing 10 Nature damage and knocking back nearby enemies. • Weeping Roots1/1 (Intermediate) –Root Burst will now leave behind a puddle of Water, dealing 5 Water Damage when enemies step in it. • Rootball2/2 (Intermediate) –Root Burst will deal 4% More Damage and has it’s knockback increased.
Lunge your venom-coated blade into a nearby enemy, dealing 12.5 Nature damage and applying 2 Poison damage per second for 10 seconds. • Corrosive Touch1/1 (Intermediate) – Envenom’s poison now reduces enemy armor by 10%. • Contagious Venom1/1 (Advanced) – Poison will now spread in a 10-stud radius from enemies hit by Envenom.
Summon a rejuvenating bloom that heals an ally for 4 Health per second for 4 seconds. If no ally is nearby, the bloom heals you instead. • Second Bloom1/1 (Advanced) – After Bloom expires, quickly bloom once more, healing the target for an additional 20% of the heal-over-time instantly. • Chlorophyll5/5 (Intermediate) –Bloom now heals for an additional 10%. • Genesis1/1 (Advanced) –Bloom’s final heal pulse now heals nearby allies. • Crown of Thorns1/1 (Advanced) –Bloom’s final heal pulse now deals damage to nearby enemies.
Fire a Poison-Tipped Arrow from your bow, dealing 6 Nature damage and applying Poison, dealing an additional 15 Poison damage over 12 seconds. If you don’t have a bow, one will be summoned before firing the arrow. • Toxic Infusion3/3 (Common) –Poison arrow deals6% more Nature Damage. • Venomous Suppression3/3 (Mythical) –Poison Arrow will also reduce enemy Healing Effectiveness by 25% for the entire duration of its poison.
Nature skills in Absolvement specialize in damage-over-time effects, battlefield control, and support through healing or defense. These abilities often apply Poison, Slowness, and Knockback, wearing enemies down while offering allies protection or recovery. Many skills also synergize through environmental manipulation or stat debuffs—Encroaching Vines and Envenom are standouts for zone control and armor reduction. Among the strongest is Bloom, which provides flexible healing with high scaling, while Poison Arrow excels at long-range suppression with its potent, lingering effects.
Absolvement Disease Skills
Below is a complete and detailed list of all Disease Skillsin Absolvement, ranked by power:
Skill
Description and Upgrades
Bring a fallen enemy back to life to fight by your side for up to 45 seconds or until they’re defeated again. Their power depends on the difficulty of the area where they were raised. • Unholy Stitching1/1 (Masterful) –Necropolis summons a stronger ghoul. summoned ghouls will have 10% More Health and last 33% longer. • Rotter1/1 (Masterful) –Necropolis no longer requires a nearby corpse to activate. Summoned ghouls will deal 15% Less Damage and have 15% Less Health. It will also last 66% of its original duration. • Festering Ghoul 1/1 (Unique) – The summoned ghoul from Necropolis is now a harbinger of the plague. • Army of the Dead1/1 (Mythical) – Necropolis now summons 2 additional ghouls. The cooldown is also reduced by 30 seconds
Hurl a sphere of decay at your cursor, dealing 5 Disease damage on impact and spreading rot in the area for 7 seconds. Enemies inside the rot take 1.77 Disease damage per second. • Fervid Infection 1/1 (Uncommon) – Increases Necrotic Rot’s damage by 10%. • Plague Detonation 1/1 (Mythical) – When Whirling Flames collides with Necrotic Rot, it will EXPLODE, dealing 20 Plaguefire damage and applying Rot
Swing a plague-laced blade to deal 11 Disease damage to nearby enemies. If they’re bleeding, they’re also infected with Blood Plague, which deals 8 Disease damage per second, up to 1.75% of their max health, until it ends. • Shared Suffering1/1 (Intermediate) –Blood Plague now affects your allies, increasing your damage over time by 15%. • Chronic Plague3/3 (Advanced) –Blood Plague’s duration lasts a second longer. • Patient Three1/1 (Mythical) –Blood Plague no longer requires the enemy to be bleeding to apply its effect. • Epidemic1/1 (Mythical) –Blood Plague will now Explode enemies on death and infect nearby enemies with Blood Plague.
Release a wave of plague around you, causing enemies in a wide area to take 2.15 Disease damage each second. • Pandemic5/5 (Uncommon) –Pestilence area of effect size is increased by 4 studs. • Necrotic Pestilence1/1 (Rare) –Pestilence now affects enemies with Rot. • Black Death 1/1 (Mythic) Pestilence now causes enemies to take 3 additional Diseasedamage per second for 10 seconds.
Infect your arm with a strange disease, dealing 13 Disease damage when you hit an enemy. • Fetid Slash 1/1 (Common) –Fetid Strike now applies Bleed.
Disease skills in Absolvement revolve around decay, infection, and overwhelming enemies with damage-over-time effects. These abilities spread Rot, Blood Plague, and Bleed, punishing enemies who linger or group up. Skills like Necropolis raise the dead to serve you, while Blood Plague and Pestilence ravage entire areas with stacking effects that can escalate into deadly chain reactions. The strongest standout is Blood Plague with Epidemic, turning enemy deaths into explosive outbreaks, making Disease an ideal element for attrition and area denial playstyles.
Absolvement Holy Skills
Below is a complete and detailed list of all Holy Skillsin Absolvement, ranked by power:
Skill
Description and Upgrades
Bless your weapon with holy light, turning all non-Holy skills into Holy-Hybrid ones for 13 seconds. • Light in the Dark1/1 (Advanced) – While Bless is active gain 20% Resistance to Shadow Damage. • Renew1/1 (Mythic) – When Bless expires, heal for 20 Health scaling with your Holy effectiveness.
Cleanse all debuffs from enemies, dealing 6.05 Holy damage for each one removed. • False Prophet1/1 (Masterful) –Rapture now deals 50% Shadow and 50% Holy Damage. • Absolvement1/1 (Mythic) –Rapture now deals double damage. Rapture now applies the “Sinner” debuff, dealing 4 Holy Damage per second for 6 seconds.
Summon a radiant orb that hovers over an area for 7 seconds, dealing 4.5 Holy damage per second to enemies within its light. • External Radiance1/1 (Advanced) –Radiant Light lasts 20% longer. • Dawnglory1/1 (Masterful) –Radiant Light’s radius increased by 10 studs. • Long Arm of the Law1/1 (Masterful) –Radiant Light now deals 33% less damage but applies hitstun upon striking an enemy.
Take a defensive stance, ready to catch the next attack. If successful, reflect the damage back as Holy damage equal to what you would’ve taken. • Rebound1/1 (Advanced) –Reflection’s counter damage is increased by 10%. • Everlasting Echo1/1 (Advanced) –Reflection’s counter window is increased by 25%. • Twin Mirage1/1 (Advanced) –Reflection will now counter an additional attack.
Judge an enemy by summoning a holy sword above them, which takes about 9 seconds to strike. When it hits, it deals 12 Holy damage, plus 2 additional Holy damage for every holy spell that recently injured the target. • Crusader1/1 (Masterful) – If Judgement is used to kill an enemy, the cooldown will instantly reset. • Martyr1/1 (Mythical) – While Judgement is active, you cannot be slain by conventional means. • Stay of Execution1/1 (Masterful) –Judgement now takes 2 seconds longer to pierce the enemy’s soul, but will apply 1 Additional Holy Damage per stack. • Execution Sentence1/1 (Masterful) – Judgement will now automatically pierce the enemy’s soul if there are 5 Holy Stacks on the blade.
Attach a healing beam to yourself or an ally, restoring 2.15 health per second. • Zen Energy 1/1 (Rare) – Enlightenment heals for 20% more • Inner Peace3/3 (Unique) –Enlightenment will now heal 1 additional target, but the healing will be split amongst the targets. Enlightenment also now heals for an additional 15%. • One’s Inner Eye 1/1 (Mythical) –Enlightenment will now cause all debuffs to fall off 500% faster.
Dash away from the enemy and charge Holy energy in your arms. Your next swing will fire a Holy projectile, dealing 11 Holy damage. • Expel Light1/1 (Intermediate) –Light Steps will now cast an additional bolt. • Transcendence1/1 (Masterful) – Dash distance from Light Steps increased by 15%.
Place a healing seal on the ground that restores 6 health per second to you and your allies within it. The seal lasts for 10 seconds. • Fortitude5/5 (Intermediate) –Lesser Heal now heals 5% more. • Panic Button4/4 (Advanced) –Lesser Heal’s cooldown reduced by 2.5s when below 25% health. • Sacred Field4/4 (Advanced) – While within Lesser Heal, all allies take 5% less damage. • Lesser Cleanse1/1 (Masterful) – While within Lesser Heal, every healing pulse will reduce all current debuff durations by 10%.
Holy skills in Absolvement focus on support, healing, and powerful retribution. The Bless ability transforms non-Holy skills into Holy-Hybrid ones, and Radiant Light and Lesser Heal bolster allies while dealing with enemies. Judgement serves as a critical skill for executing foes, especially with Martyr for tanking damage and Execution Sentence for quick kills. Rapture and Absolvement deal heavy Holy damage while cleansing debuffs, making Holy a perfect mix of defense, healing, and offensive power.
Absolvement Earth Skills
Below is a complete and detailed list of all Earth Skillsin Absolvement, ranked by power:
Skill
Description and Upgrades
Cover a large area around your cursor with quicksand for 7 seconds, dealing 6 Earth damage per second and slowing enemies. • Sand Expansion (Rare) – Expand Quicksand’s area of effect by three studs. • Sinking Depth (Uncommon) – Enhance Quicksand’s Slow by 10%. • Endless Mire (Rare) – Increase Quicksand’s duration by 2 seconds.
Curse an enemy, turning their leg ligaments to brittle stone. For 10 seconds, they take 1.5 Earth damage per second and are slowed by 10%. • Granite1/1 (Intermediate) –Curse of Stone replaces the brittle stone with hefty, dense granite. This decreases their movement speed by an additional 15%. • Slate5/5 (Advanced) –Curse of Stone replaces the brittle stone with sharp, fragile slate. This deals 1 Additional Earth Damage per second. • Concrete1/1 (Advanced) –Curse of Stone replaces the brittle stone with heavy, solid concrete. This roots enemies in place but causes them to take 60% Reduced Damage.
Reel back and slam your head into the enemy, dealing 13 Earth damage to them and 5 Earth damage to yourself. The headbutt also stuns the enemy for 1 second. • Stone Skull3/3 (Intermediate) –Earth Headbutt deals 10% less damage to you. • Titan’s Force2/2 (Advanced) –Earth Headbutt now Stuns 0.25s longer.
Create an earthen wall at your cursor to block enemies or ranged attacks. The wall has 10% of your maximum health, lasts 15 seconds, and vanishes once destroyed. • Stone Wall5/5 (Intermediate) –Earthen Wall is now reinforced with stone, increasing the base health by an additional 1%. • Crumble1/1 (Advanced) –Earthen Wall will begin to crumble and fall apart, dealing 2.5 Earth Damage to nearby enemies. While the wall continues to crumble, so will the health, losing 1% of its max health every second.
Earth skills in Absolvement focus on controlling the battlefield through stuns, barriers, and terrain manipulation. Quicksand traps enemies with continuous Earth damage and slows them, while Curse of Stone weakens enemies by slowing and dealing Earth damage, with additional effects like rooting them in place or reducing their damage output. Earth Headbutt is a powerful close-range attack that damages and stuns foes, with the potential to enhance its stun duration. Finally, Earthen Wall offers both defensive utility, blocking enemies and ranged attacks, while the Crumble upgrade adds an offensive element, dealing damage as the wall deteriorates.
Absolvement Arcane Skills
Below is a complete and detailed list of all Arcane Skillsin Absolvement, ranked by power:
Skill
Description and Upgrades
Shoot an Arcane Arrow from your bow, dealing 16 Arcane damage. If you don’t have a bow, one will be summoned before firing. • Arcane Infusion ?/? (Unique) – Arcane Arrow now deals 7% more Arcane Damage • Elemental Bypass 1/1 (Mythical) – Arcane Arrow will now pierce through elemental defenses and damage resistances.
Channel your energy to create a one-way teleportation gateway, transporting you to a chosen location. • Stabilizers (Unique) – Reduce the cooldown of Arcane Gateway by half • Telemancy (Mythical) – Arcane Gateway can now teleport allies as well
Convert all “Damage Over Time” effects on the selected enemy into Arcane Energy, turning their remaining duration and damage into Pure Arcane Damage with a 20% damage increase. • Soulslag: 1/1 (Mythical) – Soul Burst will now add an additional 15% duration on all debuffs when consuming debuffs.
Arcane skills focus on energy manipulation. Arcane Arrow deals high Arcane damage and can pierce elemental defenses with Arcane Infusion and Elemental Bypass. Arcane Gateway creates a teleportation portal, with Stabilizers reducing its cooldown and Telemancy allowing ally teleportation. Soul Burst converts damage-over-time effects into Arcane Energy, with Soulslag increasing the duration and damage of debuffs consumed.
Absolvement Hybrid Skills
Below is a complete and detailed list of all Hybrid Skillsin Absolvement, ranked by power:
Skill
Description and Upgrades
Strike the ground beneath you, summoning Corrupted Flame to erupt and deal 12.5 Shadow-Flame damage while applying a stack of Burn. • Abyssal Grasp2/2 (Mythic) – Enemies hit by Shadowflame Eruptionwill be Rootedfor 1 second. • Abyssal Lunacy1/1 (Intermediate) –Shadowflame Eruption now applies Insanity to enemies.
Plant your blade in the ground to summon 3 pillars of Holy Fire, each dealing 10 Holy Fire damage and applying a Burn stack. • Righteous Flames (Uncommon) – Holy Flame Charge deals 7% More Holy Damage but deals 3.5% Less Fire Damage • Burning Judgement (Uncommon) – Holy Flame Charge deals 7% More Fire Damage but deals 3.5% Less Holy Damage • Flame-Bathe (Rare) – Holy Flame Charge will now burn enemies for 1 second longer
Summon two sets of blades that swirl in sequence. The first set deals 6.8 Shadowstrike (Shadow + Physical) damage, while the second set deals 10 Shadow damage and stuns nearby targets for 2 seconds. • Plan A 1/1 (Rare) – Whirling Blades‘ initial attack will now do 100% More Damage, but reduce Whirling Blades‘ secondary attack by 25% Damage • Plan B 1/1 (Rare) –Whirling blades‘ secondary attack will now do 50% more damage, at the cost of reducing Whirling Blades‘ initial attack by 50% • Pulse3/3 (Unique)–Whirling Blades has 1 additional initial spin, but lowers the damage of the initial spin by 15%
Hybrid skills combine elements of different types for unique effects. Shadowflame Eruption strikes the ground, dealing Shadow-Flame damage while applying Burn and can root enemies with Abyssal Grasp or cause Insanity with Abyssal Lunacy. Holy Flame Charge summons pillars that deal Holy Fire damage and Burn, with upgrades like Righteous Flames and Burning Judgement enhancing Holy or Fire damage. Whirling Blades uses two sets of blades, one dealing Shadowstrike damage and the second stunning enemies. You can alter its attack balance with Plan A or Plan B or increase the number of spins with Pulse.
Absolvement Miscellaneous Skills
Below is a complete and detailed list of all Miscellaneous Skillsin Absolvement, ranked by power:
Skill
Description and Upgrades
While active and in combat, you regenerate health as usual. When not in combat, your health regeneration is increased by 33% for the duration of the skill.
Find inner peace, temporarily shielding your soul and reducing damage taken by 25% for 15 seconds.
Plant a warbanner into the ground for 20 seconds, boosting attack speed and damage by 15% for you and nearby allies. • Warmonger 5/5 (Common) – Reduce War Banner’s Cooldown by 1 second. • Agonising Shout 5/5 (Uncommon) – Players affected by War Banner will now deal +2% damage • Anulled Murmur 5/5 (Rare) – Players affected by War Banner now have +.2 attack speed • Anguishing Cry 3/3 (Unique) – Players affected by War Banner will now gain 1 Walkspeed • Warlord 1/1 (Mythical) – Your War Banner is now mounted atop your back. All bonuses and radius are now reduced by 40%, however, the radius is now permanent.
Let out a rallying cry, increasing your and your allies’ maximum health by 10% and armor by 15 for 30 seconds. • Cry of Heroism 4/4 (Rare) –Rally Cooldown reduced by 2.5 seconds
Study your enemy, revealing weak points in their defenses and increasing the damage they take by 9% from all sources for 10 seconds. • Lingering Weakness 5/5 (Uncommon) – Extend Expose Armor’s Debuff duration by 1 second
Toss an item at your cursor to create a distraction, causing enemies to investigate the noise and giving you a brief moment to slip by.
Miscellaneous skills offer utility and support. Health Regeneration improves based on combat status, with a 33% increase when out of combat. Inner Shield reduces damage taken by 25% for 15 seconds. War Banner boosts attack speed and damage for nearby allies, with various upgrades like Warmonger reducing cooldown and Warlord making the banner permanent but smaller in effect. Rallying Cry increases maximum health and armor for allies, with Cry of Heroism reducing its cooldown. Expose Armor weakens enemies, increasing damage taken by 9% with Lingering Weakness extending the debuff. Lastly, Distraction Toss creates a diversion, allowing you to slip by enemies unnoticed.
And that is all for this extensive Absolvement Skills guide and Tier List. For more guides, check out our Absolvement Sins Tier List for the best modifiers and Absolvement codes for free goodies.
Absolvement Skills Tier List FAQs
What is the best Skill in Absolvement?
The best Skills in Absolvement are Necropolis, Soul Burst, and Everwinter, because of their incredible damage potential and utility.
How do I get Skills in Absolvement?
You can get new Skills in Absolvement by leveling up your selected Class.
What is the best Skill Element in Absolvement?
The best Elements in Absolvement are definitely Arcane, Disease, and Physical.
If I have both Vraska, the Silencer and Displaced Dinosaurs in play, and my opponent’s creature dies, then that creature returns as a Treasure artifact. Is that Treasure also a Dinosaur creature?
I want to know the name of the game where people pick cards, without looking at them, and place them on a band on their head, and they need to guess what is drawn on the card placed on their head.
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Since it launched in 2021, Vampire Survivors cannot be stopped. Poncle’s phenomenal bullet hell roguelike is one of the most successful indies on Steam, amassing a 98% positive user rating from nearly 240,000 reviews across its lifetime. That’s for good reason, too, as not only is the core experience infinitely replayable, but a collection of updates and DLC have vastly expanded what’s on offer. Vampire Survivors is easily one of the best value propositions available on PC today, and now Poncle has another one for you. The studio is publishing the incredibly vibrant and kinetic Berserk or Die, which has a truly bizarre control scheme, and it’s available right now.
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