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bot: operator iteration 2026-06-10c (inline lore restore / codex redirects / passives grouping / credit footer removal)
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! style="background:var(--table-header-bg, #26272e);color:var(--infobox-header-fg, #f1e9d2);" | Stat !! style="background:var(--table-header-bg, #26272e);color:var(--infobox-header-fg, #f1e9d2);" | What it does
! style="background:var(--table-header-bg, #26272e);color:var(--infobox-header-fg, #f1e9d2);" | Stat !! style="background:var(--table-header-bg, #26272e);color:var(--infobox-header-fg, #f1e9d2);" | What it does
|-
|-
| [[File:Stat_Damage.png|24px|link=]] '''Damage'''
| [[File:Stat_Damage.png|24px|link=Damage]] '''[[Damage]]'''
| Base damage multiplier applied to all of a weapon's hits.
| Base damage multiplier applied to all of a weapon's hits.
|-
|-
| [[File:Stat_Physical.png|24px|link=]] '''Holy Damage'''
| [[File:Stat_Physical.png|24px|link=Holy Damage]] '''[[Holy Damage]]'''
| Damage of the Holy (physical) type. Some enemies resist or are weak to it.
| Damage of the Holy (physical) type. Some enemies resist or are weak to it.
|-
|-
| [[File:Stat_Fire.png|24px|link=]] '''Fire Damage'''
| [[File:Stat_Fire.png|24px|link=Fire Damage]] '''[[Fire Damage]]'''
| Damage of the Fire type; fire effects can burn enemies.
| Damage of the Fire type; fire effects can burn enemies.
|-
|-
| [[File:Stat_Electric.png|24px|link=]] '''Electric Damage'''
| [[File:Stat_Electric.png|24px|link=Electric Damage]] '''[[Electric Damage]]'''
| Damage of the Electric type; electric effects can shock enemies.
| Damage of the Electric type; electric effects can shock enemies.
|-
|-
| [[File:Stat_Damage.png|24px|link=]] '''Melee Damage'''
| [[File:Stat_Damage.png|24px|link=Melee Damage]] '''[[Melee Damage]]'''
| Bonus damage for melee weapons only.
| Bonus damage for melee weapons only.
|-
|-
| [[File:Stat_Range.png|24px|link=]] '''Range Damage'''
| [[File:Stat_Range.png|24px|link=Range Damage]] '''[[Range Damage]]'''
| Bonus damage for ranged weapons only.
| Bonus damage for ranged weapons only.
|-
|-
| [[File:Stat_Critical.png|24px|link=]] '''Critical Chance'''
| [[File:Stat_Critical.png|24px|link=Critical Chance]] '''[[Critical Chance]]'''
| Chance for a hit to critically strike.
| Chance for a hit to critically strike.
|-
|-
| [[File:Stat_CriticalDmg.png|24px|link=]] '''Critical Damage'''
| [[File:Stat_CriticalDmg.png|24px|link=Critical Damage]] '''[[Critical Damage]]'''
| Damage multiplier applied on critical strikes.
| Damage multiplier applied on critical strikes.
|-
|-
| [[File:Stat_AttackSpeed.png|24px|link=]] '''Attack Speed'''
| [[File:Stat_AttackSpeed.png|24px|link=Attack Speed]] '''[[Attack Speed]]'''
| How fast the weapon attacks.
| How fast the weapon attacks.
|-
|-
| [[File:Stat_ExplosiveChance.png|24px|link=]] '''Explosive Chance'''
| [[File:Stat_ExplosiveChance.png|24px|link=Explosive Chance]] '''[[Explosive Chance]]'''
| Chance for a hit to explode.
| Chance for a hit to explode.
|-
|-
| [[File:Stat_ExplosiveRadius.png|24px|link=]] '''Explosive Radius'''
| [[File:Stat_ExplosiveRadius.png|24px|link=Explosive Radius]] '''[[Explosive Radius]]'''
| Size of explosion areas (also shown as Explosive Range).
| Size of explosion areas (also shown as Explosive Range).
|-
|-
| [[File:Stat_Stagger.png|24px|link=]] '''Stagger'''
| [[File:Stat_Stagger.png|24px|link=Stagger]] '''[[Stagger]]'''
| Interrupts and pushes back enemies on hit.
| Interrupts and pushes back enemies on hit.
|-
|-
| [[File:Stat_Stun.png|24px|link=]] '''Stun'''
| [[File:Stat_Stun.png|24px|link=Stun]] '''[[Stun]]'''
| Chance/strength of stunning enemies.
| Chance/strength of stunning enemies.
|-
|-
| [[File:Stat_Freeze.png|24px|link=]] '''Freeze'''
| [[File:Stat_Freeze.png|24px|link=Freeze]] '''[[Freeze]]'''
| Chance/strength of freezing enemies.
| Chance/strength of freezing enemies.
|}
|}
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! style="background:var(--table-header-bg, #26272e);color:var(--infobox-header-fg, #f1e9d2);" | Stat !! style="background:var(--table-header-bg, #26272e);color:var(--infobox-header-fg, #f1e9d2);" | What it does
! style="background:var(--table-header-bg, #26272e);color:var(--infobox-header-fg, #f1e9d2);" | Stat !! style="background:var(--table-header-bg, #26272e);color:var(--infobox-header-fg, #f1e9d2);" | What it does
|-
|-
| [[File:Stat_HP.png|24px|link=]] '''Health Points'''
| [[File:Stat_HP.png|24px|link=Health Points]] '''[[Health Points]]'''
| Maximum health (HP).
| Maximum health (HP).
|-
|-
| [[File:Stat_HPRate.png|24px|link=]] '''HP Rate'''
| [[File:Stat_HPRate.png|24px|link=HP Rate]] '''[[HP Rate]]'''
| How fast health recharges.
| How fast health recharges.
|-
|-
| [[File:Stat_HPDelay.png|24px|link=]] '''HP Delay'''
| [[File:Stat_HPDelay.png|24px|link=HP Delay]] '''[[HP Delay]]'''
| Delay after taking damage before health starts recharging - lower is better.
| Delay after taking damage before health starts recharging - lower is better.
|-
|-
| [[File:Stat_HPSteal.png|24px|link=]] '''HP Steal'''
| [[File:Stat_HPSteal.png|24px|link=HP Steal]] '''[[HP Steal]]'''
| Health recovered when dealing damage (lifesteal).
| Health recovered when dealing damage (lifesteal).
|-
|-
| [[File:Stat_Armor.png|24px|link=]] '''Armor'''
| [[File:Stat_Armor.png|24px|link=Armor]] '''[[Armor]]'''
| Flat damage reduction against enemy hits.
| Flat damage reduction against enemy hits.
|-
|-
| [[File:Stat_Dodge.png|24px|link=]] '''Dodge'''
| [[File:Stat_Dodge.png|24px|link=Dodge]] '''[[Dodge]]'''
| Chance to completely avoid a hit.
| Chance to completely avoid a hit.
|-
|-
| [[File:Stat_Speed.png|24px|link=]] '''Speed'''
| [[File:Stat_Speed.png|24px|link=Speed]] '''[[Speed]]'''
| Movement speed.
| Movement speed.
|}
|}
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! style="background:var(--table-header-bg, #26272e);color:var(--infobox-header-fg, #f1e9d2);" | Stat !! style="background:var(--table-header-bg, #26272e);color:var(--infobox-header-fg, #f1e9d2);" | What it does
! style="background:var(--table-header-bg, #26272e);color:var(--infobox-header-fg, #f1e9d2);" | Stat !! style="background:var(--table-header-bg, #26272e);color:var(--infobox-header-fg, #f1e9d2);" | What it does
|-
|-
| [[File:Stat_Range.png|24px|link=]] '''Range'''
| [[File:Stat_Range.png|24px|link=Range]] '''[[Range]]'''
| Attack reach / projectile travel distance.
| Attack reach / projectile travel distance.
|-
|-
| [[File:Stat_Pierce.png|24px|link=]] '''Pierce'''
| [[File:Stat_Pierce.png|24px|link=Pierce]] '''[[Pierce]]'''
| How many enemies a projectile passes through ('Unlimited' never stops).
| How many enemies a projectile passes through ('Unlimited' never stops).
|-
|-
| [[File:Stat_Projectiles.png|24px|link=]] '''Projectiles'''
| [[File:Stat_Projectiles.png|24px|link=Projectiles]] '''[[Projectiles]]'''
| Number of projectiles per attack.
| Number of projectiles per attack.
|-
|-
| [[File:Stat_Bounce.png|24px|link=]] '''Bounce'''
| [[File:Stat_Bounce.png|24px|link=Bounce]] '''[[Bounce]]'''
| How many times a projectile ricochets to another target.
| How many times a projectile ricochets to another target.
|-
|-
| [[File:Stat_PickupRange.png|24px|link=]] '''Pickup Range'''
| [[File:Stat_PickupRange.png|24px|link=Pickup Range]] '''[[Pickup Range]]'''
| Radius in which drops are vacuumed up.
| Radius in which drops are vacuumed up.
|-
|-
| [[File:Stat_Resources.png|24px|link=]] '''Resources'''
| [[File:Stat_Resources.png|24px|link=Resources]] '''[[Resources]]'''
| Bonus to resources dropped by enemies.
| Bonus to resources dropped by enemies.
|-
|-
| [[File:Stat_RarityFind.png|24px|link=]] '''Rarity Find'''
| [[File:Stat_RarityFind.png|24px|link=Rarity Find]] '''[[Rarity Find]]'''
| Chance to find higher-rarity offers.
| Chance to find higher-rarity offers.
|-
|-
| [[File:Stat_XPGain.png|24px|link=]] '''XP Gain'''
| [[File:Stat_XPGain.png|24px|link=XP Gain]] '''[[XP Gain]]'''
| Bonus experience earned.
| Bonus experience earned.
|-
|-
| [[File:Stat_Cooldown.png|24px|link=]] '''Cooldown'''
| [[File:Stat_Cooldown.png|24px|link=Cooldown]] '''[[Cooldown]]'''
| Time between uses of an ability.
| Time between uses of an ability.
|}
|}
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* [[Tags]] - keyword effects (perks) referenced by stats and items.
* [[Tags]] - keyword effects (perks) referenced by stats and items.
* [[Glossary]] - one-line definitions of game terms.
* [[Glossary]] - one-line definitions of game terms.
[[Category:Stats]]

Latest revision as of 06:08, 10 June 2026

Stats

Overview

Every weapon, character, blessing, upgrade, passive and Crux power in Arms of God is described by a shared set of stats. Flat values (like Damage 11) add directly; percentage values (like Attack Speed +12%) multiply the base value. Negative percentages are trade-offs.

Throughout the wiki each stat is shown next to its in-game glyph. The same stats appear in infoboxes, index tables and tag pages.

Damage stats

Stat What it does
Damage Base damage multiplier applied to all of a weapon's hits.
Holy Damage Damage of the Holy (physical) type. Some enemies resist or are weak to it.
Fire Damage Damage of the Fire type; fire effects can burn enemies.
Electric Damage Damage of the Electric type; electric effects can shock enemies.
Melee Damage Bonus damage for melee weapons only.
Range Damage Bonus damage for ranged weapons only.
Critical Chance Chance for a hit to critically strike.
Critical Damage Damage multiplier applied on critical strikes.
Attack Speed How fast the weapon attacks.
Explosive Chance Chance for a hit to explode.
Explosive Radius Size of explosion areas (also shown as Explosive Range).
Stagger Interrupts and pushes back enemies on hit.
Stun Chance/strength of stunning enemies.
Freeze Chance/strength of freezing enemies.

Defense and recovery

Stat What it does
Health Points Maximum health (HP).
HP Rate How fast health recharges.
HP Delay Delay after taking damage before health starts recharging - lower is better.
HP Steal Health recovered when dealing damage (lifesteal).
Armor Flat damage reduction against enemy hits.
Dodge Chance to completely avoid a hit.
Speed Movement speed.

Utility

Stat What it does
Range Attack reach / projectile travel distance.
Pierce How many enemies a projectile passes through ('Unlimited' never stops).
Projectiles Number of projectiles per attack.
Bounce How many times a projectile ricochets to another target.
Pickup Range Radius in which drops are vacuumed up.
Resources Bonus to resources dropped by enemies.
Rarity Find Chance to find higher-rarity offers.
XP Gain Bonus experience earned.
Cooldown Time between uses of an ability.

Special values

  • Unlimited Pierce - melee weapons and beams hit every enemy in their path; the data stores this as an effectively-infinite value and the wiki shows it as Unlimited.
  • Holy Damage - the game engine calls this Physical damage; players always see Holy. The wiki uses the player-facing name.
  • Per-wave scaling - enemy Health and Damage grow every wave; enemy pages list the base value plus the per-wave increment.

See also

  • Gameplay Tips and the other Tips entries in the Codex explain mechanics in the developer's own words.
  • Tags - keyword effects (perks) referenced by stats and items.
  • Glossary - one-line definitions of game terms.