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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. | ||
Revision as of 05:01, 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.