Skills / Charms
Abyssus Charms List & Decision Guide
This is the complete 40-Charm list in the site’s reviewed dataset. Search exact effect text, then judge the condition: range, health threshold, encounter timing, team benefit and remaining run length can matter more than the headline percentage.
Strong Charms for common problems
Search every Charm and effect
Categories are editorial tags added for scanning; the effect column preserves the reviewed game-data wording.
| Charm | Effect | Editorial role |
|---|---|---|
| Hawkeye | Deal up to 30% more damage to enemies the further away they are. | Damage |
| Gun Meets Face | Deal 25% more damage to enemies within 10m of you. | Damage |
| Activate Gun Mode | Using an ability grants +50% fire rate for 5s. | Ability loopDamage |
| Hate Forged | 10% chance for any hit to deal triple damage. | Damage |
| Supersonic | Halves dash cooldown and +15% movement speed. | MobilitySurvival |
| Power From Pain | +2% damage & move speed for every 10 Health missing. | DamageMobility |
| Golden Ticket | Merchant prices 25% cheaper for all players. | Economy / progressionCo-op |
| Fan | Shoot two extra projectiles diagonally left and right. | Damage |
| Ms. Boom | Projectiles have a 50% chance to explode on hit. | Damage |
| Mr. Boom | Your explosions trigger twice. | Damage |
| Gold Lure | Loot Golems appear 10× more often. | Economy / progression |
| Freebie | Using your ability has a 50% chance to not trigger cooldown. | Ability loop |
| Bandage | 30% chance to not take damage when hit. | Survival |
| Phoenix Feather | Revives and fully heals you; breaks on use. | Survival |
| Perfectionist | Deal 40% more damage while above 80% Health. | Damage |
| Durable | +25% max Health while equipped. | Survival |
| Consistent Killer | Killing an enemy doubles your next hit’s damage. | Damage |
| Piercing Rounds | Projectiles pierce; +100% damage per pierce. | Damage |
| Assassination | +50% damage for the first 10s of an encounter. | Damage |
| Violent Commitment | +3% all damage per Depth completed while equipped. | Damage |
| Healthy Commitment | +3% max Health per Depth completed while equipped. | Survival |
| Slow Power | +1% damage every 2s (caps 50%, resets each encounter). | Damage |
| Upgrade Kit | Auto-upgrades the next upgradeable Blessing you pick up; breaks on use. | Utility |
| Gold Converter | Health pickups give 50% of their value as Gold instead. | Economy / progression |
| Marksman | +1% damage per hit (resets on miss, caps 50%). | Damage |
| Skeleton Key | Opens all locks without keys. | UtilityEconomy / progression |
| Overkill | Overkill damage transfers to the nearest enemy. | Damage |
| Giant Slayer | Deal 20% more damage to Bosses & Elites. | Damage |
| Headstart | +40% damage, decaying 1% per minute since expedition start. | Damage |
| Favored Foe | Deal 50% more damage to enemies with modifiers. | Damage |
| Lifeline | Take 50% less damage while under 50% Health. | Survival |
| Overdrive | +30% damage, fire rate & move speed; breaks after taking damage. | DamageMobility |
| Lucky Charm | Wishing Well +20% success rate for all players. | Economy / progressionCo-op |
| Revenant | Deal 60% more damage to the last enemy that killed you. | Damage |
| Hex | +25% Status Effect effectiveness. | StatusDamage |
| Backline | Allies (not you) deal 15% more damage. | Co-op |
| Thief's Eye | Doubles the contents of chests for you. | Economy / progression |
| Blessed | Deal 10% more damage for every Minor and Major Blessing. | Damage |
| Spiritual | Gain twice as many Soul Fragments. | Economy / progression |
| Productive | All players deal +200% to Room Objectives and charge them 200% faster. | UtilityCo-op |
How to compare conditional Charms
Range must match the weapon
Hawkeye wants distance; Gun Meets Face wants targets inside 10 metres. Pick the condition your normal firing loop already satisfies.
Kill triggers need adds
Consistent Killer and Overkill can shine in rooms, but an isolated boss may not provide the kill that activates them.
Economy needs time to repay
Golden Ticket, Gold Lure and Thief’s Eye are easier to justify early in an expedition than immediately before a final damage check.
Breakable effects have a cost
Phoenix Feather and Upgrade Kit break on use; Overdrive breaks after taking damage. Treat the trigger as part of the price.