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Definitions of game-specific terms used across the Arms of God wiki.

Blessing
A run-time stat boon picked up during a run; see Blessings. '<X> Plus' is the upgraded variant of blessing <X>.
Bounce
How many times a projectile ricochets to another target. See Stats.
Crux
The holy cross relic the player channels in combat; Crux powers (buffs, actions, auras, debuffs) are unlocked separately and listed under Crux.
Goal
An achievement's progress target (e.g. kill 1,000 enemies).
Holy Damage
The game's name for physical damage (the engine calls it Physical; players see Holy). See Stats.
HP Delay
How long after taking damage before health starts recharging (lower is better). See Stats.
HP Rate
How fast health recharges. See Stats.
HP Steal
Health recovered when dealing damage (lifesteal). See Stats.
Passive
A permanent meta-progression bonus; all passives start locked. See Passives.
Perk
In-game red-star effects; a perk's effect is a Tag (e.g. ChangeToLaser). See Tags.
Pierce
How many enemies a projectile passes through. 'Unlimited' means it never stops. See Stats.
Resources
The currency-like pickup dropped by enemies, used for in-run purchases.
Stagger
A weapon's ability to interrupt/knock back enemies on hit.
Tag
A keyword (perk) attached to weapons, characters, blessings, upgrades and passives. Every tag has its own page listing everything that carries it - see Tags.
Tier
Quality/progression rank from 1 to 3. Higher tiers are stronger and generally cost more.
Upgrade
A weapon/build modifier purchased between or during runs; see Upgrades.
Wave
Enemy spawn cycle within a run; enemy Health and Damage scale per wave ('HP per Wave', 'Damage per Wave').

See also

  • Stats — the full stat reference with in-game glyphs.
  • Tags — every perk keyword and what carries it.
  • Codex — the in-game encyclopedia.

Arms of God is developed by Dark Jay Studio.