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bot: render-time refactor — source data
bot: documentation pass — editor-facing docs (data descriptions, module comments, template usage, Help rewrite)
 
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{
{
"category": "Codex",
"category": "Codex",
"description": "One record per in-game encyclopedia entry. Every record: id (the game's internal id), slug (wiki page title of the entity's detail page; never recompute it), name (display name), icon (File: image name; empty string = no staged art). Plus: type (Enemies/Weapons/Events/Tips — drives index grouping and navbox rows), description (the full lore text), redirect_slug (present when the entry matched a weapon/enemy by name: slug then points at the ENTITY's page, which inlines this lore, and redirect_slug is the old '\u003CX\u003E-Codex' title kept as a redirect). Tips entries named after a stat (e.g. 'Holy Damage') are that stat's hub page. Module:Codex.lore joins entries to weapons/enemies by normalized name at render time. Consumed by Module:Core, Module:Codex, Module:Navbox, Module:Iconbox.",
"records": [
"records": [
{
{

Latest revision as of 16:04, 10 June 2026

category"Codex"
description"One record per in-game encyclopedia entry. Every record: id (the game's internal id), slug (wiki page title of the entity's detail page; never recompute it), name (display name), icon (File: image name; empty string = no staged art). Plus: type (Enemies/Weapons/Events/Tips — drives index grouping and navbox rows), description (the full lore text), redirect_slug (present when the entry matched a weapon/enemy by name: slug then points at the ENTITY's page, which inlines this lore, and redirect_slug is the old '<X>-Codex' title kept as a redirect). Tips entries named after a stat (e.g. 'Holy Damage') are that stat's hub page. Module:Codex.lore joins entries to weapons/enemies by normalized name at render time. Consumed by Module:Core, Module:Codex, Module:Navbox, Module:Iconbox."
records
id"Azrael"
slug"Azrael"
name"Azrael"
icon"Codex_Azrael.png"
type"Enemies"
description"Azrael bears the name of the Angel of Death, once believed to guide souls beyond the mortal world. Now it stands deep within hell itself, guarding the path forward with terrifying endurance and overwhelming strength. - Double Fist Strike - Slams both fists into the ground with tremendous force. Targets caught between its arms can become trapped with little chance of escape. - Melee Attack - Performs a devastating close-range strike against nearby targets. - Grasping Swipe - Swings its arm in a wide arc, pulling nearby victims closer on contact. - Ranged Attack - Launches powerful attacks from a distance, forcing constant movement. Azrael possesses an enormous amount of health, making direct confrontation nearly impossible. Enduring the encounter until the Crux weakens and destroys him may be the only viable strategy."
redirect_slug"Azrael-Codex"
id"Bishop"
slug"Bishop"
name"Bishop"
icon"Codex_Bishop.png"
type"Enemies"
description"The bishop did not see the apocalypse as punishment, but as revelation. He allied himself with demons not as a traitor to faith, but as its most devoted executor.Bishop uses four distinct actions: - Melee Strike - a close-range attack performed with his staff when the player is nearby. Best avoided with a dodge. - Thrown Staff - a ranged melee attack triggered when the player keeps distance. The staff is thrown directly at the player. Dodging is required. - Range Attack - releases a spread of ranged projectiles. Circling around the boss is the safest way to avoid damage. - Teleport - Bishop teleports directly to the player’s position and immediately performs a melee strike."
redirect_slug"Bishop-Codex"
id"Grenader"
slug"Blastfiend"
name"Blastfiend"
icon"Codex_Grenader.png"
type"Enemies"
description"A demonic saboteur that lobs explosives across the battlefield, forcing its enemies into constant movement. These enemies deal heavy damage and can make navigation difficult. Their projectiles predict player movement, so frequently changing direction while running is key. Prioritizing them in battle can significantly improve survivability. On higher difficulty levels, it can perform a wide swing attack when its victim gets too close."
redirect_slug"Blastfiend-Codex"
id"Jumper"
slug"Boneleaper"
name"Boneleaper"
icon"Codex_Jumper.png"
type"Enemies"
description"Leaps at its prey with terrifying speed, shattering the ground and sending bone shards flying in all directions. They can attack from extreme distances, making dodging or using stagger-inducing weapons to interrupt their jump attacks a necessity. On higher difficulty levels, it releases a wave of hellish energy that damages everything in its path."
redirect_slug"Boneleaper-Codex"
id"Summoner"
slug"Broodcaller"
name"Broodcaller"
icon"Codex_Summoner.png"
type"Enemies"
description"An abomination that calls forth swarms of Doomspore to overwhelm its enemies in waves of destruction. Since the Broodcaller can spawn spore mines, the best strategy is to eliminate it first before it summons too many. On higher difficulty levels, when its victim gets too close, it summons two large spores beside itself."
redirect_slug"Broodcaller-Codex"
id"BrotherA"
slug"Brother_Cassian"
name"Brother Cassian"
icon"Codex_BrotherA.png"
type"Enemies"
description"Once a devoted member of the Blood Brotherhood, Brother Cassian gave himself willingly to forbidden rituals deep beneath the cathedral. The blood of demons granted him monstrous strength, but whatever humanity remained within him was long ago consumed by madness and rage. Now he stands as a grotesque servant of the abyss, guarding the path forward. - Melee Attack - Performs two brutal close-range attacks that heavily damage nearby targets. - Whirlwind Attack - Spins repeatedly while moving across the battlefield, striking enemies multiple times. - Hellwave - Releases a demonic wave of energy that tears through everything in its path."
redirect_slug"Brother_Cassian-Codex"
id"BrotherC"
slug"Brother_Severin"
name"Brother Severin"
icon"Codex_BrotherC.png"
type"Enemies"
description"The corruption inside Brother Severin burns hotter than in the others. Fueled by endless aggression and demonic blood, he attacks with savage fury, giving his enemies no time to recover or escape. - Melee Attack - Performs brutal close-range attacks that damage nearby targets. - Whirlwind Attack - Spins across the battlefield, striking enemies multiple times while advancing forward. - Hellwave - Unleashes a wave of demonic energy that devastates everything in its path."
redirect_slug"Brother_Severin-Codex"
id"BrotherB"
slug"Brother_Tharos"
name"Brother Tharos"
icon"Codex_BrotherB.png"
type"Enemies"
description"Brother Tharos was once the shield of the Blood Brotherhood, an unbreakable warrior who protected the order during its darkest rituals. The corruption within him hardened both flesh and faith, transforming him into a relentless executioner clad in monstrous armor and carrying a massive shield. - Melee Attack - Performs a wide close-range strike against nearby targets. - Hellwave - Releases a sinister wave of demonic energy that cannot be stopped. - Charge Attack - Charges directly toward his victim and unleashes a devastating strike upon reaching close range."
redirect_slug"Brother_Tharos-Codex"
id"Exploder"
slug"Detonant"
name"Detonant"
icon"Codex_Exploder.png"
type"Enemies"
description"A gaunt, fast-moving fiend with a pulsating stomach. It rushes toward its prey with reckless abandon, detonating in a violent explosion upon impact. These enemies explode upon close contact with the player. An effective counter is using abilities that grant temporary invulnerability. Executing a dodge or blink at the right moment will cause Detonant to explode without dealing damage. On higher difficulty levels, it gains the ability to roll forward. While rolling, it rapidly gains speed but cannot change direction. If it collides with its victim, it explodes."
redirect_slug"Detonant-Codex"
id"Astrobane"
slug"Doom_Herald"
name"Doom Herald"
icon"Codex_Astrobane.png"
type"Enemies"
description"A harbinger of destruction, far more powerful than lesser demons. Its arrival signals an impending massacre. He uses three distinct attack patterns: - Melee Strike - a close-range attack triggered when the player approaches. - Ranged Barrage - launches three projectiles toward the player’s predicted position. Changing movement direction is required to avoid the impact. - Leap Attack - the boss may briefly retreat to create distance, then perform a powerful jumping strike toward the player’s location."
redirect_slug"Doom_Herald-Codex"
id"Walker"
slug"Dreadstalker"
name"Dreadstalker"
icon"Codex_Walker.png"
type"Enemies"
description"A relentless hunter that never ceases its pursuit. Its cold, hollow eyes are the only warning before inevitable death. These enemies appear in large groups, making area-of-effect weapons like mine launchers, grenade launchers, explosive weapons, and melee weapons the best choice for clearing them out efficiently. On higher difficulty levels, it gains the ability to launch projectiles."
redirect_slug"Dreadstalker-Codex"
id"Healer"
slug"Fleshweaver"
name"Fleshweaver"
icon"Codex_Healer.png"
type"Enemies"
description"Extends every battle, reviving the fallen and keeping the hordes in the fight. They grant healing and a 'stone skin' effect, greatly increasing enemy durability. Eliminating them first will prevent prolonged battles. On higher difficulty levels, it explodes on contact, dealing heavy damage in a large area."
redirect_slug"Fleshweaver-Codex"
id"Ranger"
slug"Harrowfiend"
name"Harrowfiend"
icon"Codex_Ranger.png"
type"Enemies"
description"Circles its prey like a vulture, raining deadly projectiles from a distance. These enemies keep their distance from the player while firing projectiles. Long-range weapons are the most effective way to eliminate them without having to get too close. On higher difficulty levels, it gains the ability to become invisible, disappearing for a few seconds and becoming immune to attacks."
redirect_slug"Harrowfiend-Codex"
id"Runner"
slug"Hellhound"
name"Hellhound"
icon"Codex_Runner.png"
type"Enemies"
description"A demonic sprinter that lunges at its prey with savage force, tearing through anything in its way. They attack in packs, so using wide-area weapons is essential. When they charge, dodge sideways instead of running straight ahead or directly towards them, as this will minimize the risk of getting hit. On higher difficulty levels, it gains the ability to empower itself, increasing its health, attack power, and movement speed. It is best to eliminate them before that happens."
redirect_slug"Hellhound-Codex"
id"Duramen"
slug"Ironmaw"
name"Ironmaw"
icon"Codex_Duramen.png"
type"Enemies"
description"Nearly indestructible, an unyielding wall of flesh and fury. They can perform a deadly charge, attacking three times in quick succession. Always dodge to the side rather than running directly away or toward them. Weapons with high stagger values are useful for stopping their charge before it becomes lethal. On higher difficulty levels, it gains the ability to summon hellish spikes beneath its victim. The spikes cannot be destroyed and block everything in their path, but disappear after a few seconds."
redirect_slug"Ironmaw-Codex"
id"FireDemon"
slug"Malach"
name"Malach"
icon"Codex_FireDemon.png"
type"Enemies"
description"An ancient guardian bound to the gates of hell. Fire bends to its will, sealing the path for all who are unworthy to descend deeper into the abyss. - Melee Attack - Performs a massive sweeping claw strike capable of devastating nearby targets. - Flame Eruption - Ignites the ground ahead, causing streams of lava to burst from beneath the battlefield. Avoid contact with the burning fissures. - Summon Servants - Summons burning skeletal servants that quickly spread across the arena if not eliminated immediately. - Charge Strike - Performs a short charge followed by a wide arm swing. - Stomp - Slams its foot into the ground, damaging everything in a large area around it."
redirect_slug"Malach-Codex"
id"Raziel"
slug"Raziel"
name"Raziel"
icon"Codex_Raziel.png"
type"Enemies"
description"Raziel, the keeper of knowledge and divine secrets, stands as the final guardian deep within hell. Unlike the demons below, his presence carries something far more unsettling - a power that feels undeniably holy. - Melee Attack - Performs a massive sweeping arm strike capable of devastating nearby targets. - Stomp - Slams the ground with tremendous force, damaging everything around him. - Toxic Cloud - Releases a poisonous cloud that inflicts Madness on everything within it while summoning Harrowfiends to aid him in battle. - Hell Rings - Activates rings filled with hellish energy that damage anything entering their radius. The rings also fire projectiles toward nearby victims."
redirect_slug"Raziel-Codex"
id"Chaser"
slug"Ruinborn"
name"Ruinborn"
icon"Codex_Chaser.png"
type"Enemies"
description"Its reckless charges crush everything in its path. Once it locks onto a target, it won't stop until there's nothing left. Be mindful of their speed-if your character is too slow or if Ruinborn is buffed by Wretchchant, it may outrun you. Avoid such situations at all costs. Staggering weapons can be highly effective in halting their relentless assault. On higher difficulty levels, it gains a new attack, performing a spinning strike that damages nearby targets multiple times."
redirect_slug"Ruinborn-Codex"
id"Bull"
slug"The_Beast"
name"The Beast"
icon"Codex_Bull.png"
type"Enemies"
description"A towering abomination consumed by rage and blind devotion. Once human, now twisted into a horned creature resembling a demonic bull, it guards the cathedral gates as a living symbol of the Church’s corruption. Every step shakes the ground beneath it, and its fury leaves little room for hesitation. - Melee Attack - swings its massive arm in a wide arc, capable of striking multiple targets at once. Keeping your distance or using a well-timed dodge is the safest way to avoid the blow. - Charge Attack - lowers its horns and charges forward at tremendous speed. The best chance to avoid the attack is to quickly change direction as soon as the charge begins."
redirect_slug"The_Beast-Codex"
id"Buffer"
slug"Wretchchant"
name"Wretchchant"
icon"Codex_Buffer.png"
type"Enemies"
description"Its eerie incantations empower nearby demons, making them even deadlier. These enemies grant buffs that increase the speed, aggression, and damage of their allies. Since they have relatively low health, taking them out quickly is crucial. On higher difficulty levels, it can jump in place and damage nearby targets, as well as spit acid from a distance."
redirect_slug"Wretchchant-Codex"
id"AegisCycler"
slug"Aegis_Cycler"
name"Aegis Cycler"
icon"Codex_AegisCycler.png"
type"Weapons"
description"After being upgraded, gains the Overkill ability. Excess damage remaining after killing an enemy explodes, damaging nearby enemies. Overkill triggers only if the remaining damage exceeds 50% of the enemy’s maximum health. Investing in high damage is key to fully utilizing this weapon."
redirect_slug"Aegis_Cycler-Codex"
id"Annihilator"
slug"Annihilator"
name"Annihilator"
icon"Codex_Annihilator.png"
type"Weapons"
description"Grants an additional projectile and a chance to stun enemies. Scales exceptionally well with percentage-based damage upgrades, making it an excellent support weapon for fast-firing builds. When converted into an upgrade, it provides a large amount of flat damage and bonus explosion chance."
redirect_slug"Annihilator-Codex"
id"AutoCannon"
slug"Auto_Cannon"
name"Auto Cannon"
icon"Codex_AutoCannon.png"
type"Weapons"
description"Auto Cannon permanently gains Critical Damage chance each time it kills an enemy, making it a weapon that benefits greatly from being acquired early in a run. Adding flat damage from other weapons increases its kill potential, which in turn accelerates critical chance growth. Modules that provide bonuses on critical hits are especially effective. AutoCannon is also an ideal merge candidate to boost Critical Damage on another weapon."
redirect_slug"Auto_Cannon-Codex"
id"Blaster"
slug"Blaster"
name"Blaster"
icon"Codex_Blaster.png"
type"Weapons"
description"A fire-based weapon that has an additional projectile and Pierce by default, making it an ideal candidate for Bounce upgrades. Bounce significantly multiplies the effectiveness of both Projectiles and Pierce, allowing Blaster to cover a wide area and hit multiple enemies efficiently."
redirect_slug"Blaster-Codex"
id"BlazingCrossbow"
slug"Blazing_Crossbow"
name"Blazing Crossbow"
icon"Codex_BlazingCrossbow.png"
type"Weapons"
description"Blazing Crossbow has high damage and grants additional resources on enemy kills, making it a strong weapon to invest in. The earlier it is acquired during a run, the more value it provides. Upgrading damage is especially effective, as securing kills on hit increases the chance of gaining extra resources. Due to its high damage scaling, Blazing Crossbow is also a strong merge candidate in the late waves, providing a significant damage boost when merged into another weapon."
redirect_slug"Blazing_Crossbow-Codex"
id"Handshooker"
slug"Chain_Bolt"
name"Chain Bolt"
icon"Codex_Handshooker.png"
type"Weapons"
description"Chain Bolt can trigger electric explosions on critical hits, making Critical Chance a high-priority stat. As a Vortex Emitter weapon, it benefits greatly from Pierce and Range, which increase coverage and enable stronger chain reactions. When merged into another weapon, increases explosion radius, enhancing area damage and crowd control potential."
redirect_slug"Chain_Bolt-Codex"
id"Detonator"
slug"Detonator"
name"Detonator"
icon"Codex_Detonator.png"
type"Weapons"
description"A Grenade Launcher–type weapon, making it a key tool for crowd control. Detonator provides high damage and a large explosion radius, allowing it to affect multiple enemies at once. Even if its damage output is not heavily upgraded, Detonator remains effective when focused on control upgrades such as Stun, Freeze, and Stagger, which can significantly slow or stop enemy advances."
redirect_slug"Detonator-Codex"
id"Electrohammer"
slug"Electrohammer"
name"Electrohammer"
icon"Codex_Electrohammer.png"
type"Weapons"
description"A heavy melee weapon that performs wide swing attacks, dealing damage over a large area. In its upgraded form, Electrohammer generates an additional shockwave that damages enemies in an area scaling with Range. Due to its high base damage, Electrohammer is an excellent upgrade candidate and can later be merged into a faster weapon for a significant damage boost, even in builds that do not primarily focus on melee combat."
redirect_slug"Electrohammer-Codex"
id"Igniteron"
slug"Firestorm"
name"Firestorm"
icon"Codex_Igniteron.png"
type"Weapons"
description"Firestorm is a weapon that always hits its target and can trigger explosions. It benefits most from increasing Explosion Chance and Explosion Radius. Due to its strong area-of-effect damage, Firestorm does not rely heavily on raw damage upgrades. Instead, it excels when focused on crowd control, making upgrades like Stagger, Stun, and Freeze especially effective."
redirect_slug"Firestorm-Codex"
id"Minigun"
slug"Gatling"
name"Gatling"
icon"Codex_Minigun.png"
type"Weapons"
description"The fastest weapon available in the Templar arsenal. Gatling accelerates further during a run, increasing its attack speed over time. Even when acquired later, it is an excellent candidate for adding flat damage from another weapon. Due to its extreme speed, this can result in a massive damage per second increase. Gatling is highly effective against single targets, but upgrades to Projectiles, Pierce, and Bounce can also make it very strong at clearing groups of enemies."
redirect_slug"Gatling-Codex"
id"HeavenfallIncinerator"
slug"Heavenfall_Incinerator"
name"Heavenfall Incinerator"
icon"Codex_HeavenfallIncinerator.png"
type"Weapons"
description"Gains the ability to ignite the ground on explosion, creating a burning area. Increasing Explosion Chance and Explosion Size significantly enhances the effect of the ignited ground. As a fast-firing weapon, it benefits strongly from flat damage bonuses. A strong strategy is transferring high flat damage and explosion chance from the Detonator weapon."
redirect_slug"Heavenfall_Incinerator-Codex"
id"Hellblade"
slug"Hellblade"
name"Hellblade"
icon"Codex_Hellblade.png"
type"Weapons"
description"A fire-based melee weapon that alternates between a wide slash and a forward thrust. Each attack has a chance to trigger a double slash or double thrust, effectively repeating the same attack in quick succession. Every attack also generates a shockwave, with its range scaling based on the Range stat."
redirect_slug"Hellblade-Codex"
id"InfernalCrossbow"
slug"Infernal_Crossbow"
name"Infernal Crossbow"
icon"Codex_InfernalCrossbow.png"
type"Weapons"
description"In its upgraded form, it transforms into a Vortex-type weapon, making it scale extremely well with Pierce upgrades. Thanks to its high base damage, it is an excellent candidate for percentage-based damage scaling before being converted into flat damage for another weapon."
redirect_slug"Infernal_Crossbow-Codex"
id"Infernoblade"
slug"Infernoblade"
name"Infernoblade"
icon"Codex_Infernoblade.png"
type"Weapons"
description"A fire-based melee weapon that alternates between slashing and thrusting attacks. Infernoblade applies Fire Damage, allowing it to inflict Burning on enemies hit. The upgraded version generates an additional shockwave attack. The shockwave pierces all enemies in its path but does not use Bounce."
redirect_slug"Infernoblade-Codex"
id"Infernothrower"
slug"Infernothrower"
name"Infernothrower"
icon"Codex_Infernothrower.png"
type"Weapons"
description"After being upgraded, increases its projectile count, projectile speed, and damage. It strongly benefits from receiving flat damage transferred from other weapons. Due to its high firing speed and straight-line projectiles, it is especially effective against bosses."
redirect_slug"Infernothrower-Codex"
id"IonRail"
slug"Ion_Rail"
name"Ion Rail"
icon"Codex_IonRail.png"
type"Weapons"
description"After being upgraded, gains the Overkill ability. Excess damage remaining after killing an enemy explodes, damaging nearby enemies. Overkill triggers only if the remaining damage exceeds 50% of the enemy’s maximum health. Investing in high damage is key to fully utilizing this weapon. An excellent upgrade candidate that can later be merged into a faster weapon, granting a significant flat damage boost."
redirect_slug"Ion_Rail-Codex"
id"Lance"
slug"Lance"
name"Lance"
icon"Codex_Lance.png"
type"Weapons"
description"A forward-thrusting weapon designed to hit enemies in a straight line, making it highly effective at eliminating enemies aligned in rows. Lance deals high base damage and excels at direct, focused attacks. When upgraded and used as a merge component for another weapon, its high damage provides a significant damage boost, especially due to the additional Pierce it grants."
redirect_slug"Lance-Codex"
id"LaserRifle"
slug"Laser_Rifle"
name"Laser Rifle"
icon"Codex_LaserRifle.png"
type"Weapons"
description"A laser-type weapon, meaning its shots pierce all enemies in a straight line. Additional Bounce and Projectiles can significantly increase its effectiveness and coverage. If focused mainly on damage upgrades, Laser Rifle becomes a strong merge candidate for fast-firing weapons, providing a high flat damage boost."
redirect_slug"Laser_Rifle-Codex"
id"LightBeam"
slug"Light_Beam"
name"Light Beam"
icon"Codex_LightBeam.png"
type"Weapons"
description"Transforms the weapon into a laser-based weapon, allowing it to instantly pierce all enemies. Due to its ability to reflect projectiles on critical hits, investing in Critical Chance is highly effective. Increasing the Projectile Count further enhances its performance."
redirect_slug"Light_Beam-Codex"
id"Sharpshooter"
slug"Longshot"
name"Longshot"
icon"Codex_Sharpshooter.png"
type"Weapons"
description"Longshot gains additional value from Critical Damage chance, as its projectiles bounce when a critical hit occurs. This weapon has very high Range, making it an excellent candidate for conversion into a Laser or Vortex Emitter, where its range can be fully utilized for maximum effectiveness."
redirect_slug"Longshot-Codex"
id"Megacharger"
slug"Megacharger"
name"Megacharger"
icon"Codex_Megacharger.png"
type"Weapons"
description"A high-damage electric weapon with an extremely high life leech value. Megacharger serves as a strong base for upgrades that increase the number of enemies hit, such as Pierce, Bounce, and Projectiles. Due to its powerful life leech, Megacharger is an excellent merge candidate for any weapon, providing a substantial survivability boost regardless of elemental type."
redirect_slug"Megacharger-Codex"
id"Overdetonator"
slug"Overdetonator"
name"Overdetonator"
icon"Codex_Overdetonator.png"
type"Weapons"
description"Gains the ability to ignite the ground on explosion, creating a burning area. Increasing Explosion Chance and Explosion Size significantly enhances the effect of the ignited ground. Its explosion chance exceeds 100%, allowing it to benefit from upgrades that reduce explosion chance in exchange for additional bonuses such as Bounce. Due to its high explosion chance, it is an ideal upgrade donor, granting other weapons the ability for projectiles to explode."
redirect_slug"Overdetonator-Codex"
id"Railgun"
slug"Railgun"
name"Railgun"
icon"Codex_Railgun.png"
type"Weapons"
description"A laser-type weapon, meaning its shots pierce all enemies in a straight line. Additional Bounce and Projectiles can greatly increase its effectiveness. When primarily upgraded for damage, Railgun becomes a strong merge candidate for fast-firing weapons, providing a high flat damage boost. Even without high damage investment, Railgun remains useful for crowd control, as its electric damage slows enemies."
redirect_slug"Railgun-Codex"
id"SanctumPike"
slug"Sanctum_Pike"
name"Sanctum Pike"
icon"Codex_SanctumPike.png"
type"Weapons"
description"Performs a long-range thrust attack. Each attack has a chance to trigger a double thrust, with each hit generating a shockwave whose range scales with the Range stat. An excellent upgrade candidate that can later be merged into a faster weapon, granting a significant flat damage boost."
redirect_slug"Sanctum_Pike-Codex"
id"Shockstring"
slug"Shockstring"
name"Shockstring"
icon"Codex_Shockstring.png"
type"Weapons"
description"Gains a chance to trigger a double attack, which synergizes extremely well with upgrades that increase Projectile Count and Bounce, making those upgrades twice as effective compared to most other weapons."
redirect_slug"Shockstring-Codex"
id"Shotgun"
slug"Shotgun"
name"Shotgun"
icon"Codex_Shotgun.png"
type"Weapons"
description"A weapon that fires a large number of projectiles, making it an ideal candidate for Bounce and Pierce upgrades. Shotgun does not have very high base damage, so it benefits greatly from merging with weapons that provide high flat damage."
redirect_slug"Shotgun-Codex"
id"Electrocuter"
slug"Skystrike"
name"Skystrike"
icon"Codex_Electrocuter.png"
type"Weapons"
description"An Air Strike–type weapon whose projectiles chain to additional enemies upon impact. Because Air Strike attacks always hit their targets, Electrocuter pairs exceptionally well with its perk that grants additional resources on enemy kills. This makes it a strong choice for improving run economy, especially when reliable kill confirmation is important."
redirect_slug"Skystrike-Codex"
id"SolarRifle"
slug"Solar_Rifle"
name"Solar Rifle"
icon"Codex_SolarRifle.png"
type"Weapons"
description"After being upgraded, gains the Overkill ability. Excess damage remaining after killing an enemy explodes, damaging nearby enemies. Overkill triggers only if the remaining damage exceeds 50% of the enemy’s maximum health. Investing in high damage is key to fully utilizing this weapon."
redirect_slug"Solar_Rifle-Codex"
id"Deflectotron"
slug"Spinshot"
name"Spinshot"
icon"Codex_Deflectotron.png"
type"Weapons"
description"A Vortex Emitter weapon that gains the most benefit from increasing Pierce. Improving Pierce allows projectiles to sustain longer vortex interactions and create more effective chain reactions. This weapon also synergizes well with Critical Damage chance and upgrades that trigger additional effects on critical hits, such as bonus Pierce. Due to its weapon type, Range plays a crucial role in maximizing coverage and damage potential."
redirect_slug"Spinshot-Codex"
id"Stormbreaker"
slug"Stormbreaker"
name"Stormbreaker"
icon"Codex_Stormbreaker.png"
type"Weapons"
description"Performs a wide slashing attack. Each attack has a chance to trigger a double slash, with each hit generating a shockwave whose range scales with the Range stat. An excellent upgrade candidate that can later be merged into a faster weapon, granting a significant flat damage boost."
redirect_slug"Stormbreaker-Codex"
id"Stormbringer"
slug"Stormbringer"
name"Stormbringer"
icon"Codex_Stormbringer.png"
type"Weapons"
description"Gains the ability to freeze enemies. Investing in Critical Chance and Explosion Size significantly improves its effectiveness. As a Vortex-type weapon, it benefits heavily from the Pierce stat. A strong crowd control option that does not require high damage to be effective."
redirect_slug"Stormbringer-Codex"
id"Stormfall"
slug"Stormfall"
name"Stormfall"
icon"Codex_Stormfall.png"
type"Weapons"
description"Gains a chance to trigger a double attack, which synergizes exceptionally well with upgrades that increase Projectile Count and Bounce, making those upgrades twice as effective compared to most other weapons."
redirect_slug"Stormfall-Codex"
id"SuperBlaster"
slug"Super_Blaster"
name"Super Blaster"
icon"Codex_SuperBlaster.png"
type"Weapons"
description"Gains a chance to trigger a double attack, which synergizes extremely well with upgrades that increase Projectile Count and Bounce, making those upgrades twice as effective compared to most other weapons."
redirect_slug"Super_Blaster-Codex"
id"SuperShotgun"
slug"Super_Shotgun"
name"Super Shotgun"
icon"Codex_SuperShotgun.png"
type"Weapons"
description"Projectiles from the highest-tier shotgun gain the ability to explode on critical hits. Investing in Critical Chance and Explosion Size significantly increases its effectiveness, making it an ideal crowd control weapon when combined with a high projectile count."
redirect_slug"Super_Shotgun-Codex"
id"Teslabringer"
slug"Teslabringer"
name"Teslabringer"
icon"Codex_Teslabringer.png"
type"Weapons"
description"Gains additional bounces, causing deployed mines to split into additional mines. Since the mines seek nearby enemies and detonate on contact, this weapon is well suited for applying slow effects over a large area."
redirect_slug"Teslabringer-Codex"
id"Lightinger"
slug"Thunder_Crossbow"
name"Thunder Crossbow"
icon"Codex_Lightinger.png"
type"Weapons"
description"A very fast electric weapon with life leech. Thunder Crossbow gains significant value when merged with weapons that provide high flat damage, allowing its speed and life leech to scale effectively. Without additional upgrades or merge bonuses, the weapon may feel underpowered compared to other options."
redirect_slug"Thunder_Crossbow-Codex"
id"TrinityBlast"
slug"Trinity_Blast"
name"Trinity Blast"
icon"Codex_TrinityBlast.png"
type"Weapons"
description"Generates resources on critical hits. After being upgraded, gains a high chance to stun enemies. Since stunned enemies always receive critical damage, investing in Bounce allows ricocheted projectiles to reliably hit already-stunned targets, resulting in additional resource generation."
redirect_slug"Trinity_Blast-Codex"
id"TwinBlast"
slug"TwinBlast"
name"Twin Blast"
icon"Codex_TwinBlast.png"
type"Weapons"
description"TwinBlast gains significant value when upgraded from a Machine Gun that provides Critical Chance on kill. In its upgraded form, critical hits grant additional resources, making Critical Damage a high-impact stat. Even without heavy damage investment, increasing Critical Damage can make TwinBlast a strong choice for improving resource economy during a run."
redirect_slug"Twin_Blast"
id"Ubercharger"
slug"Ubercharger"
name"Ubercharger"
icon"Codex_Ubercharger.png"
type"Weapons"
description"Increases its Life Leech chance and gains an additional Bounce, while also acquiring the ability to freeze enemies. It works well as a base weapon for stacking Projectile Count and Bounce due to its very high Life Leech value, or as a single Life Leech upgrade when converted for another weapon."
redirect_slug"Ubercharger-Codex"
id"BloodChalice"
slug"Blood_Chalice"
name"Blood Chalice"
icon"Codex_BloodChalice.png"
type"Events"
description"A colossal biomechanical chalice deploys onto the battlefield and establishes a sanctified execution zone. Only demons slain within its radius are converted into sacrificial fuel. Once the vessel reaches saturation, the Order extracts condensed relic fragments forged from demon ichor. The higher the wave, the greater the blood tithe required."
id"Chest"
slug"Chest"
name"Chest"
icon"Codex_Chest.png"
type"Events"
description"A container that grants Shards when opened. Shards is a persistent resource used in the Cathedral to unlock new upgrades. Shards collected during runs is carried over between acts and is not lost on death."
id"CorruptedShards"
slug"Corrupted_Shards"
name"Corrupted Shards"
icon"Codex_CorruptedShards.png"
type"Events"
description"Corrupted Shards grow within the remains of the damned - embedded in fused human bones like a blasphemous crystal garden. When the shrine is disturbed, toxic miasma erupts across the battlefield, twisting perception and reversing movement under its suffocating influence. Endure the corruption and the Shards can be claimed, tainted but powerful."
id"PathOfTheCrux"
slug"Path_of_the_Crux"
name"Path of the Crux"
icon"Codex_PathOfTheCrux.png"
type"Events"
description"The banners of the Stations stand abandoned amid ruin and ash. Recover each one to retrace the path of suffering. Completing the procession affirms the crusader’s vow and invokes Edicts issued by the Order as a reward for unwavering faith."
id"PowerRelay"
slug"Power_Relay"
name"Power Relay"
icon"Codex_PowerRelay.png"
type"Events"
description"A volatile sanctified core pulses with unstable energy. While carried, movement efficiency decreases due to mass and radiation output. Once installed into the relay device, it unleashes periodic arcs of consecrated lightning that scour nearby enemies. Successful activation yields refined energy cores suitable for future enhancement protocols."
id"ResurrectionSpire"
slug"Resurrection_Spire"
name"Resurrection Spire"
icon"Codex_ResurrectionSpire.png"
type"Events"
description"A hell-forged spire of bone and iron anchors itself into the battlefield, reanimating corpses into skeletal servants. The longer it stands, the more undead it weaves from fallen remains. Its destruction disrupts the resurrection field and releases sealed relic fragments forged within its ossuary core."
id"SermonOfRevelation"
slug"Sermon_of_Revelation"
name"Sermon of Revelation"
icon"Codex_SermonOfRevelation.png"
type"Events"
description"Torn scripture pages lie scattered near the abandoned pulpit, remnants of a sermon interrupted by the apocalypse. Each recovered fragment restores a piece of forbidden doctrine. Once reassembled, the Revelation unlocks new paths within the Cathedral archives - revealing previously sealed Blessings, Weapons, or structural Upgrades for future crusades."
id"Shrine"
slug"Shrine"
name"Shrine"
icon"Codex_Shrine.png"
type"Events"
description"Shrine grants a temporary Blessing when activated. The Blessing modifies all character stats until the Crux unleashes its explosion at the end of the current Crusade. Once the Crusade ends, the Blessing is removed."
id"SignalArray"
slug"Signal_Array"
name"Signal Array"
icon"Codex_SignalArray.png"
type"Events"
description"Mid-crusade, a signal array activates to transmit encrypted battlefield data to the Cathedral network. The device remains exposed during synchronization. If it survives the full transmission cycle, the Order compensates the crusader with recovered energy cores extracted from the completed data stream."
id"AirStrike"
slug"Air_Strike"
name"Air Strike"
icon"Codex_AirStrike.png"
type"Tips"
description"Air Strike weapons launch a projectile into the air that then descends onto an enemy. The projectile is guided and always hits its target. Air Strike projectiles cannot use Pierce, but they can benefit from Bounce and Projectiles. This weapon type is especially effective against enemies positioned behind the front line, and explosion effects tend to land in the center of enemy groups. Air Strike weapons always break enemy shells."
id"AuraEmitter"
slug"Aura_Emitter"
name"Aura Emitter"
icon"Codex_AuraEmitter.png"
type"Tips"
description"Damages all enemies within the weapon’s area of effect. Cannot benefit from Bounce or Pierce. Increasing Projectile Count causes the aura to trigger an additional time. Highly effective for crowd control and holding back melee enemies, with Stagger being a key stat for stopping close-range attackers. Less effective against ranged enemies. For Aura Emitter weapons, Range upgrades are applied with a 25% multiplier, but Range remains a key stat for increasing overall effectiveness."
id"Bounce"
slug"Bounce"
name"Bounce"
icon"Codex_Bounce.png"
type"Tips"
description"Bounce determines how many times a single projectile can ricochet after hitting an enemy. Each projectile has its own Bounce value, meaning weapons that fire multiple projectiles track bounces separately for each one. A bounced projectile almost always targets the next nearby enemy."
id"CriticalDamage"
slug"Critical_Damage"
name"Critical Damage"
icon"Codex_CriticalDamage.png"
type"Tips"
description"Critical Damage represents the chance to deal double damage on hit and cannot exceed 100%. When a critical hit occurs, the attack deals 2x damage. Many upgrades and weapon effects have synergies with Critical Damage and trigger additional effects when a critical hit is applied."
id"ElectricDamage"
slug"Electric_Damage"
name"Electric Damage"
icon"Codex_ElectricDamage.png"
type"Tips"
description"Electric Damage applies Shock. Shocked enemies are slowed for a short duration. The strength of the slow effect scales with the amount of damage dealt by the attack."
id"Explosion"
slug"Explosion"
name"Explosion"
icon"Codex_Explosion.png"
type"Tips"
description"Both projectiles and melee hits can trigger an Explosion. Explosions are defined by two values: Explosion Chance, which determines the probability of an explosion occurring, and Explosion Radius, which defines the size of the blast area. For melee attacks, only the first enemy hit can trigger the explosion effect."
id"FireDamage"
slug"Fire_Damage"
name"Fire Damage"
icon"Codex_FireDamage.png"
type"Tips"
description"Fire Damage applies Burning. Burning deals damage over time based on the weapon’s damage. A fire weapon effectively deals its damage twice: once on hit, and once spread over time through the Burning effect."
id"Frost"
slug"Frost"
name"Frost"
icon"Codex_Frost.png"
type"Tips"
description"Frost applies Freeze, causing enemies to immediately stop their current actions. Killing a frozen enemy triggers an explosion with a 3-meter radius, dealing damage to nearby enemies based on the frozen enemy’s maximum health."
id"GameplayTips"
slug"Gameplay_Tips"
name"Gameplay Tips"
icon"Codex_GameplayTips.png"
type"Tips"
description"This section contains gameplay tips and explanations of core mechanics. New entries are unlocked automatically as you progress through the game and discover new systems, upgrades, weapons, or interactions. If something new appears during a run, you will find a detailed explanation here after unlocking the corresponding achievement."
id"GrenadeLauncher"
slug"Grenade_Launcher-Codex"
name"Grenade Launcher"
icon"Codex_GrenadeLauncher.png"
type"Tips"
description"Grenade Launcher weapons have a very high chance to trigger explosions. Their projectiles travel in a parabolic arc and do not hit enemies along the way. A projectile explodes only upon hitting the ground, making this weapon type especially effective against grouped enemies. With Bounce, the projectile triggers an additional bounce after the explosion, redirecting toward enemies. Due to their nature, grenade projectiles cannot use Pierce."
id"HolyDamage"
slug"Holy_Damage"
name"Holy Damage"
icon"Codex_HolyDamage.png"
type"Tips"
description"Holy Damage does not apply any special status effects. However, weapons that deal Holy Damage are generally stronger and often include base Critical Damage. Their projectiles are faster than those of other elemental types. For this reason, builds using Holy Damage benefit most from focusing on Critical Damage synergies."
id"LaserWeapon"
slug"Laser_Weapon"
name"Laser Weapon"
icon"Codex_LaserWeapon.png"
type"Tips"
description"Laser weapons fire an extremely fast beam that always hits its targets and pierces all enemies in a straight line, up to the limit defined by Range. When Bounce is applied, the laser splits at the first enemy hit, creating an additional beam that continues to damage enemies along its path."
id"MeleeWeapon"
slug"Melee_Weapon"
name"Melee Weapon"
icon"Codex_MeleeWeapon.png"
type"Tips"
description"Melee weapons are close-range weapons that always pierce all enemies within their hitbox. The size of the hitbox scales with the Range stat. For melee weapons, Range upgrades are applied with a 25% multiplier, but Range remains a key stat for increasing effectiveness. Melee weapons cannot use Bounce. Increasing Projectiles causes melee weapons to emit an additional shockwave attack."
id"MergeWeapons"
slug"Merge_Weapons"
name"Merge Weapons"
icon"Codex_MergeWeapons.png"
type"Tips"
description"Weapons can be merged to create more powerful versions. Most commonly, combining weapons of the same tier results in a new weapon of a higher tier. All discovered weapons and their merge results are permanently recorded in the Weapons section of the Codex."
id"MineLauncher"
slug"Mine_Launcher"
name"Mine Launcher"
icon"Codex_MineLauncher.png"
type"Tips"
description"Mine Launcher weapons deploy proximity mines that detect nearby enemies and explode, meaning they always hit a target. Mines cannot use Pierce. When Bounce is applied, a mine splits into an additional mine upon hitting the ground, increasing area coverage and damage potential."
id"Pierce"
slug"Pierce"
name"Pierce"
icon"Codex_Pierce.png"
type"Tips"
description"Pierce allows a projectile to pass through enemies. The Pierce value determines how many enemies a single projectile can penetrate. If a projectile also has Bounce and is reflected off an enemy, it splits into two projectiles: - One continues forward, following its remaining Pierce value. - The second bounces toward another enemy and also retains its Pierce value, allowing it to penetrate enemies as well."
id"Projectiles"
slug"Projectiles"
name"Projectiles"
icon"Codex_Projectiles.png"
type"Tips"
description"Projectiles define how many shots a weapon can fire. Each projectile has its own independent stats, meaning effects like Bounce and Pierce are calculated separately for every projectile. When added to a melee weapon, Projectiles create a shockwave attack. The shockwave does not bounce but pierces all enemies in its path."
id"RangeWeapon"
slug"Ranged_Weapon"
name"Ranged Weapon"
icon"Codex_RangeWeapon.png"
type"Tips"
description"Ranged weapons are the most common weapon type and fire projectiles toward enemies. When aiming, the projectile trajectory is calculated to hit the target. In some situations, a projectile may still miss. Ranged weapons can bounce, pierce, and fire multiple projectiles, allowing for a wide variety of projectile-based synergies."
id"Stagger"
slug"Stagger"
name"Stagger"
icon"Codex_Stagger.png"
type"Tips"
description"Stagger disrupts an enemy’s balance and interrupts their movement. There are three stagger levels based on the Stagger value: - Light Stagger (1) - Medium Stagger (2) - Heavy Stagger (3) Only Heavy Stagger can interrupt an enemy’s attack animation. Stagger values higher than 3 do not increase the level, but extend the duration of the stagger effect. Boss enemies are immune to Stagger."
id"Stun"
slug"Stun"
name"Stun"
icon"Codex_Stun.png"
type"Tips"
description"Stun is a special status that prevents an enemy from performing any actions. The duration of Stun scales with the damage dealt. While stunned, enemies always receive critical damage. This effect is most effective when combined with modules and upgrades that trigger additional effects on critical hits."
id"VortexEmitter"
slug"Vortex_Emitter"
name"Vortex Emitter"
icon"Codex_VortexEmitter.png"
type"Tips"
description"Vortex Emitter weapons fire projectiles that travel based on their Range value to a target point, where they begin to orbit in a circular pattern, gradually reducing their radius until they expire. When a projectile hits an enemy and has Pierce, it passes through the target and reverses its orbit direction. Pierce and Range are critical stats for this weapon type, as they can create chain reactions that damage multiple enemies. Bounce and Projectiles also apply and further increase coverage and damage potential."
id"WeaponPerks"
slug"Weapon_Perks"
name"Weapon Perks"
icon"Codex_WeaponPerks.png"
type"Tips"
description"Perks marked with a star (*) are unique weapon effects that do not stack with other perks of the same type, even if they provide percentage-based bonuses. Weapon Perks are also not transferred during weapon merging. After merging, the newly created weapon uses its own set of perks and effects."