Guides

Absolvement Weapons, Fists, and Shields

Pick a tempo you can parry with, then forge rarity at the blacksmith instead of forcing a fantasy kit.

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Absolvement Weapons Guide

Absolvement is classless: the weapon in your hands is the tempo of the run. A rapier that you can cancel into F will save more lives than a legendary greataxe you cannot finish swinging. This guide covers weapon families, fists and shields, blacksmith forging, and how weapons sit next to Skills and Relics during Roblox alpha / early access.

Watch the mid-article video for live swing timing, then come back here for the decision rules. Pair with Combat & Parry and Builds.

Weapon families (feel first, name second)

Community guides usually split early kits into a few tempos:

FamilyFeelBeginner note
Rapier / light thrustFast, punish windows after a parryStrong default while learning
Katana / light slashFast, rewards clean stringsDo not autopilot M1 into a slam
Heavy / greataxe / hammerSlow, high commitOnly after you stop eating wind-ups
Spear / polearmMid reach, spacing
Bow / rangedSafe if the room allows kitingSolo bosses can stall; bring a melee swap
FistsClose, style-specificTreat as a committed identity
Shield + blockExtra defensive layerBlock is not a replacement for parry

You can swap weapons mid-career. Damage scaling is not locked to the starter you picked in character creation. If a dungeon drops a better tempo, equip it and re-learn the first ten swings in a trash room before the boss door.

What “good” means on a three-life character

A good weapon:

  1. Lets you stop when a telegraph starts.
  2. Has a punish that fits the parry window you actually hit.
  3. Does not demand a Relic you do not have yet.
  4. Matches the Affix slate—Stalwart armored packs hate uncommitted heavies (Dungeon Affixes).

A bad weapon is any kit that makes you finish a 40-frame swing while the boss is already in the air. Bosses are where that lesson gets expensive.

Blacksmith forging (lobby vs dungeon)

Alpha patch notes added a real forge loop: blacksmiths can forge weapons. Paying more raises the chance of higher rarity or lets you choose the weapon type. The lobby blacksmith costs about 2× the gold of a dungeon smith—use the lobby when you are converting a pile of gold into a planned family, and use in-run smiths when you need a cheap upgrade mid-farm.

Older polish buffs (temporary armor tiers for a few dungeons) still exist as a separate spend. Do not confuse a five-dungeon polish with a forged weapon you will keep.

Gold comes from mobs, selling junk, and some event rooms. There are still no promo codes dumping smith gold (Codes Hub).

Fists and shields

Fists are a full combat identity, not a joke off-hand. If you main fists, practice the same parry hygiene as a rapier—closer range means more overlapping wind-ups.

Shields add a block layer on top of parry. Block is for the hit you cannot time; parry is still the skill the game is built around. A shield does not make Observant + Warped Time Affixes free.

Weapons versus Skills, Potentials, Relics

  • Skills (shards / crystals) are the hotbar verbs. A holy heal Skill can carry a selfish weapon; a bow can carry a selfish Skill bar. See Skills.
  • Potentials are the in-run cards that change M1 scaling, elements, or QoL. A Potential that boosts M1 is wasted on a weapon you never swing. See Potentials and Relics.
  • Relics are the rare crate/chest identity pieces. Three equipped Relics is the common community cap—do not die in a crate room for a Relic that fights your weapon tempo.

Soul Tree nodes that raise crit, speed, or physical branches should follow the weapon you actually press, not the one you wish you played.

Starter picks and swaps

From Getting Started: pick any starter you can read, then swap. Community videos often start wooden / iron and upgrade at the first smith. If you rolled a bow and the next theme is a tight Sanguine Citadel hallway, swap to a thrust or slash before the Blood Mage pack.

Nespin dashes (Unlock Nespin) pair well with light weapons that cancel into movement. Heavy weapons on Nespin demand more discipline, not less.

Session checklist

  • Name the tempo you are playing today (light / heavy / ranged).
  • Forge or polish only toward that tempo.
  • Test ten swings on a dummy or first pack.
  • Leave a weapon on the ground if it would make the next Dungeon Farming room unreadable.
  • After patches, re-read smith prices and weapon tags on Alpha Patch Notes.

Sibling pages

The strongest Absolvement weapon is the one that still lets you press F on time. Forge rarity second. Survive first.

FAQ

Frequently Asked Questions

Quick answers to the most common Absolvement questions.

Which Absolvement weapon should beginners use?

A light rapier or katana tempo you can cancel into parry. Swap if a drop fits your hands better—starter choice is not a class lock.

Can the blacksmith forge a specific weapon type?

Yes. Alpha notes say paying more can raise rarity chance or let you choose the type. The lobby smith costs about twice dungeon smith gold.

Do shields replace parrying?

No. Block is a backup. Absolvement combat is still built on timed parries (default F).

Should I force a bow for safety?

Bows help in open rooms and stall in tight boss arenas. Carry a melee swap for Blood Citadel hallways and slam bosses.