From Arms of God Wiki
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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 |
|---|---|
| Base damage multiplier applied to all of a weapon's hits. | |
| Damage of the Holy (physical) type. Some enemies resist or are weak to it. | |
| Damage of the Fire type; fire effects can burn enemies. | |
| Damage of the Electric type; electric effects can shock enemies. | |
| Bonus damage for melee weapons only. | |
| Bonus damage for ranged weapons only. | |
| Chance for a hit to critically strike. | |
| Damage multiplier applied on critical strikes. | |
| How fast the weapon attacks. | |
| Chance for a hit to explode. | |
| Size of explosion areas (also shown as Explosive Range). | |
| Interrupts and pushes back enemies on hit. | |
| Chance/strength of stunning enemies. | |
| Chance/strength of freezing enemies. |
Defense and recovery
| Stat | What it does |
|---|---|
| Maximum health (HP). | |
| How fast health recharges. | |
| Delay after taking damage before health starts recharging - lower is better. | |
| Health recovered when dealing damage (lifesteal). | |
| Flat damage reduction against enemy hits. | |
| Chance to completely avoid a hit. | |
| Movement speed. |
Utility
| Stat | What it does |
|---|---|
| Attack reach / projectile travel distance. | |
| How many enemies a projectile passes through ('Unlimited' never stops). | |
| Number of projectiles per attack. | |
| How many times a projectile ricochets to another target. | |
| Radius in which drops are vacuumed up. | |
| Bonus to resources dropped by enemies. | |
| Chance to find higher-rarity offers. | |
| Bonus experience earned. | |
| 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.