Absolvement Potentials, Relics, Consumables
Read every orb, skip vanity Relics, and spend potions before the last hit—not after.
Inside a dungeon, Absolvement’s power budget is not your hub Race—it is the Potential orbs, Relics, and consumables you accept or refuse. This page is the inventory literacy guide that Builds assumes you already have. The game is still Roblox alpha / early access, so card art and rarity colors can move; the decision rules stay.
Potential orbs (the three-card choice)
When you clear enough of a room, a Potential Orb can spawn. You can see it on the minimap and, in many builds, through walls. Interact to pick one of three random Potentials.
Potentials can be:
- Flat stats (health, mana, damage)
- Element percent cards (Shadow, Nature, Frost, and the rest of the Tree’s language)
- New passives that change how M1, Skills, or recovery work
- Rare recovery tools such as a phylactery-style card that can restore a lost life
Alpha UI work added animated hover backgrounds, clearer elemental colors, and a fix for oversized click hitboxes. The inventory now tags Potentials and shows remaining void essences, Potential rolls, and discards—use those counters instead of guessing.
How to pick:
- Prefer the card that saves a life you already lose (heal, armor, mana for your actual Skills).
- Prefer the card that multiplies a tag you already press (Skills, Weapons).
- Skip a “yellow rarity” that you cannot explain in one sentence.
- Remember Harmonite and Affix XP can reduce how many Potentials you see over a career by rushing levels. See Dungeon Affixes and Races.
A chest can replace an orb and dump consumables instead. That is not a downgrade if you were about to die thirsty.
Relics (rare identity items)
Relics (also called artifacts in some videos) are the rare crate / chest / event drops that rewrite a build. Community guides often treat three equipped Relics as the practical cap. They are not cosmetics—read the passive before you walk into the next elite room wearing it.
Sources players actually use:
- Breakable crates (potion, junk, or a rare Relic)
- Chests instead of orbs
- Shop rooms and event bargains (power / fortune / devil-style trades)
A Relic that needs constant uptime fights a weapon that never stops sprinting. A Relic that punishes grouping fights Nespin’s nearby-enemy downside (Unlock Nespin). If the text fights your Sin, the Relic is a trap even at high rarity.
There is still no code that grants a Relic (Codes Hub).
Consumables and the V wheel
Potions and food sit on the hotbar. Hold V for the wheel. Alpha added a dedicated consumable cooldown pip above the health bar and a Skip Confirmation setting for pickups under General settings.
Habits that save characters:
- Drink before the slam, not after the bar is already a sliver.
- Buy fruit and potions in shop rooms even if a spear looks cooler (Dungeon Farming).
- Bloody Masses can heal a large chunk of HP and are the Nespin quest item—do not panic-eat the nineteenth Mass.
- Suspicious tinctures and duration-based drinks follow their own buff/debuff clocks; do not stack blindly.
Inventory literacy (what the overhaul added)
The inventory rewrite is worth a two-minute tour in the hub:
- A dedicated Sins readout so you remember what you voted on at creation
- Sorting and category dropdowns
- Mana cost tags on Skills
- A viewport for item and Relic models
- Remaining void essence / Potential / discard counts
If you cannot find a Relic, you probably filtered it. Open Hub and Tutorial for Identity, barber, and smith locations that sit around this UI.
Event rooms that look like loot (and are)
Special rooms can replace a normal orb: blacksmith, bunker shop, tree merchant, triple shop, mirror realm, umbral machinery, Simon Says / chromatic altar, abyssal cavern, fool’s trial, fountain of reflection, holy sanctuary, underwater altar, obelisk of desire, fishing. Underworld Altar can apply named debuffs (Deficient, Ineptitude, and the incurable Barren stack that grows more likely as you already have altar debuffs). Read before you click.
Devil-style bargains (wealth / power / fortune) can hand a higher-rarity weapon or mythical-card rate with a hidden cost. That is an Affix you cannot vote off mid-run.
Decision table
| Offer | Take it when | Skip it when |
|---|---|---|
| Heal / mana Potential | You already die to chip | You never press the matching Skill |
| Element % card | It matches your hotbar | It is a third unused element |
| Phylactery / life return | You already lost a life | You are still on three and greedy |
| Relic | Text matches weapon + Sin | You cannot state the downside |
| Altar debuff | You understand Barren risk | You are on last life |
Sibling pages
Orbs are the run. Relics are the identity. Consumables are the apology you prepare in advance. Refuse anything you cannot explain before the next door.
Frequently Asked Questions
Quick answers to the most common Absolvement questions.
What is a Potential Orb in Absolvement?
A post-clear pickup that offers three random Potentials—stats, element percents, or passives. One chest can replace the orb with consumables.
How many Relics can I equip?
Community play treats three equipped Relics as the usual cap. Confirm on your live inventory after patches.
Why do I see fewer Potentials on Harmonite?
Harmonite speeds XP. Faster levels can mean fewer Potential choices over a career. Extra Affix XP can make that worse.
Should I use Bloody Masses as healing?
They can restore a large HP chunk, but they are also the Nespin quest item. Bank them when you are close to twenty.