Absolum Arcanas & Throwable items, ranked for casual to advanced. A work in progress.
Realized some are easy to use, some are better for boss fights, some are more advanced. Let's start putting this together... might take a few revisions to get right.
Can use these videos for reference on all arcanas:
- All, including in the air: https://www.youtube.com/watch?v=i9ecJahiq7s
- Brome Only: https://www.youtube.com/watch?v=bPbenew4Sz4
Notes, random:
- When I say things can launch them into the air, I'm pretty sure this only works on normal-sized monsters, not giant bosses.
Draconic Ascent. Liking this one more and more. Look, it's a dragonhead top right.
Arcanas - Effectiveness from Casual to Advanced (A work in progress)
- Casual Friendly (doesn't mean bad at advanced stages though- just simpler, easier, or more user-friendly in a tight spot)
- Arcanas that push the enemy back are easier to use b/c they are good for emergencies. Let me list some I think do that and some that definitely do.
- ? Brome's Wrath Beam, maybe, probably pushes them away. ?
- Galandra's Necrotic Wave - the big projectile thing can be done from a safe distance and I'm pretty sure it can be done at the last second (well most can be done at the last second for a clash, but this is just a lot safer since it is from a distance). Pushes them away.
- Galandra's ... spear looking thing where she rushes fwd and lances them.
- Karl's Javelin bullet.
- Karl's Rifle Bullet (does good pushback) and Dragonbreath flame (caveat: both are much more safe if you have the heat seeking shells, they'll hit monsters sneaking up behind you frequently, which is nice b/c the dragon flame won't let you turn around)
- Karl's Dragonbreath, note that in Co-op it is incredible, locking random monsters in a stunned state, your ally can go wail on them or attack monsters that are sneaking up on you.
- Ones that are just easy to hit with, but may not protect you
- Brome's Rage Barrage. Simple, hits stuff automatically. But doesn't exactly protect you.
- Galandra's Reaper Cyclone, easy to hit with... might leave you in a bad spot though. Can be hit out of.
- Karl's Grenade (depends on spacing)
- Medium difficulty to use
- Ones that keep them at bay. Like create a barrier or similar in a larger area.
- Brome's Wall of Contempt... to a degree, to separate half the battle field or block ranged attacks. But not as easy for emergencies.
- Karl's Grenade, pushes 'em back if positioning is fine/correct/convenient at that moment.
- Karl's Blast bullet... it hits a big fat area in front of you like a shotgun, and pushes them back pretty well, launching them into the air.
- Also ones that can be safe, but your character might end up landing in a dangerous spot.
- Brome's Spiteful Tempest... the twisters. Can be kind easy, but then you might end up surrounded if you aren't careful. Also does pretty low damage it seems like.
- Update: But good against giant bosses, especially if you get Arcana Mastery.
- Galandra's Dark Helix, the spinning arc through the air one (looks like the upgraded skill air spin).
- Ranged but not super safe b/c no real pushback
- Karl's Firestorm, rain fire from the sky thing. I avoid it, seems like monsters just walk through it, huh?
- Higher difficulty to use
- Fancy and hard
- Brome's Doom Orb, the ball that juggles. Kinda bad in a tight situation, it might never really push them back by itself, you gotta get the enemy in the air first. Looks fancy cool if you know juggle combos.
- Update: It technically will launch them and push them away, I guess my problem is it is a narrow thing that will allow other monsters to swarm you. Or maybe whatever I used it against somehow got out of it ... needs more study. See here.
- Update 11-20-2025 - Issues
- Noticed that red armored guys just walk through it. I think even the big OwlBear looking monsters that pound the ground will just walk through it (won't they? maybe not if they are low on HP or something... need to experiment more).
- Vs. undead king, it sucks... you would need to predict when he's going to stay put. Maybe somebody else can do that, not me.
- I basically got my butt handed to me using this on a run where they spawned a lot of red glowing armored enemies. Way not good enough for that at my skill level (somewhere above casual but below serious).
- Update 11-20-2025 - One good thing
- It's good against the HeadCrab type monsters from the undead Yeldrim area, especially when they are bunched up from spawning from a Big brawny Lizardman.
- Brome's Sigil of Hate. I almost never hit with it... somebody out there is an expert with it I bet.
- Update 11-20-2025 - as often is the case, once you get the Arcana Mastery and it becomes kinda huge, it's much easier to use against certain monsters or groups of monsters.
- Like for instance, the runaway and shoot you types like the Caterpillars and little wraith ghosts. They bunch up far away, just nuke em with this.
- Tricky for emergencies, but boss killers
- Brome's Wall of Contempt with Arcana Master (3 walls) and with an Ultimate (you get 3 Bromes... duplicates, so is that 9 walls?) is crazy broken good against the final final end boss.
- Sidenote: for that super rare trinket item that says use an Ultimate to kill 5 mobs at once, you get a star back... how's that work for Brome since his duplicates lasts for like 15 seconds? I tried it once and it didn't work.
- Galandra's Dragonic Ascent (SF Dragonpunch, lol). It is useful in combos... not super hard, but you need to be aware of how it functions. Then again, the combos are so easy to make on the fly... it's not that hard, which makes this game fun. BUT, I think it is hard to use against mobs of monsters (I had a note that it's fairly safe in practice... time will tell), it's more a boss or mini boss or big monster killer. Combo combo, do the Draconic Ascent, then combo (probably with Skill in the air) on the way down. Moving this to the boss killer section.
Arcanas - Fun Factor; why not discuss this?
- Brome - most are fun. Let's use a 5 point rating.
- 4/5 Barrage is just super convenient, and so it is fun. Sidenote, I think it's stationary orb will hit big bosses that are up high, need to check more on that. 4 outta 5.
- 3/5 Tempest is easy and twisters look cool. Doesn't damage much tho. 3 outta 5.
- Update: it's very good against giant bosses, like the final final end end boss. Especially if you get the Arcana Mastery upgrade.
- 4/5 Wall. Nuking the boss put it over the top for me. But it is kinda lackluster in some mass monster situations. And not flashy enough sometimes... getting the enemy to bounce on it once is kinda boring. Seeing them get stuck above it for 5+ bounces is hilarious though.
- 3/5 Beam. Easy, hits a lot of baddies, looks great, but I dunno, it just doesn't seem as fun so far.
- 1/5 Sigil of Hate. The big AoE on the ground. Maybe I need to give it a chance, but since I miss with it 90% of the time, I am downvoting this puppy.
- 2/5 Doom Orb. I usually suck with it, but I think I have once or twice gotten some fun juggle combos. I know it has potential, so if I got better at it I'd give it a higher rating. Personal opinion, 2/5.
- Galandra - quite possibly all of hers are fun. Let's see if I forgot something.
- 4/5 Dark Helix. Spinny into the air, yeah, fun against bosses for sure, and I enjoy it vs. masses of monsters.
- 5/5 Draconic Ascent. At first I doubted, but once I got into comboing with it, I just love it.
- 3/5 Necrotic Wave. It was the first one I was drawn to, but I haven't found a way to combo well with it, so it's kinda just fine.
- 4/5 Phantom Impale. When I'm in a mood for skewering, and if I have some options that make arcana activations safer (big waves, skellies)... seems fine to me. The fact that it could leave you surrounded somehow adds to the danger/skill of it, so that brings it up a notch.
- 4/5 Reaper Cyclone is pretty fine and definitely great fun when going CoOp and you are in a mix of a million monsters.
- 2/5 Revenge Claw. I dunno, I've just never been a sucker for these counterhit things. It's fine if you like that obviously.
- Karl - all are pretty fun, but if you are relying on Reload for mana and playing ranged keepaway it can get a little too slow paced.
- 4/5 Blast. I think it's probably a combo machine, need to rewatch that semi-speedrunner fellow.
- 5/5 Dragonbreath. I'm biased b/c of CoOp, but it is darn fun there when the kidd is using it.
- 4/5 Grenade. It's always fun blowing stuff up. I really got a kick out of the upgraded Arcana Mastery version of it.
- 3/5 Rifle. Fine, but not special.
- 2/5 Firestorm. Might be biased, but seemed too niche.
- 4/5 Javelin. Just too important when you are in the mood for slow paced necromancer style play, where you sit back, reload, send out swarms of skellies, and just feel like playing keepaway. Then again like I said, it can be a little too slow paced sometimes.
- Cider - Going to have lower ratings. I haven't been playing her enough, but hers are obviously weird as heck. I'll give it a shot for now.
- 1/5 Marionette. Can be useful sometimes but not exactly fun.
- Probably fun if you get Arcana Mastery b/c it auto-Clashes
- 4/5 Spidermine. It's more like a 3.5 out of 5 for me, but it's probably the most fun for me. Blowing stuff up, you know. I use it at the end of combos.
- 3/5 Flying Shredder spinning blade thing. Juggle combos look interesting, but it is lackluster often. If you get infinite mana somehow (mana bounce plus the option to give you mana back when her arcanas fall apart, you can get a million of these flying around and then I might give it a 4.5/5).
- 1/5 Rising Drill. An homage to Cammy in SF I'm sure, but like, it feels like it never hits b/c you have to be right on them. Bad vs. masses of monsters, right?
- 2/5 Tinker Blade. The throwing knves that bsically has no pushback. Well, I should give it a chance.. maybe. Seems like it's just a combo ender is all.
- 3/5 Kinetic Gear. I kinda like this one for some reason... it auto-aims, right? 3.5/5 maybe for me.
Throwables
- Simple to use
- axes - higher damage than rocks or knives
- rocks - plentiful, 3 to stagger a miniboss, higher damage than knives, and knives might be higher damage than shurikens (krushikens or whatever they call ‘em).
- Big AoE hitting breakable magic things... like
- Water (giant tidal waves), the pushback matters
- Urns of spectral hands from the ground (no pushback tho, eh?) - patch from Nov 27 made them bugged. I think because don’t hit at all lately.
- Rotten spoiled Meat. These are like the BEST dang things, but you never get very many. They aoe stunlock enemies and give you tons of time to reposition or do more damage.
- Leeches, one of the best damaging ones!
- Medium
- knives... passes through, hits many in line, no pushback really. Higher damage than shuriken/krushikens(spelled?).
- Shuriken, lowest damage of all i think, but travel all the way across.
- auto pilot crystal flask magic things that break on the ground... like
- skeletons
- brambles that attack
- rose turrets that attack (wait, are there breakables that do rose turrets?)
- Harder
- the pink eyeball thingies you get in Yeldrim. Best to aim carefully, then unload several all at once.
- Some of the crystal flask magic things that land and break. Some are hard to aim.
- lightning
- wind
- fire

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