← Play Archerogue · Game Guide
Stats & Basic Upgrades
Lobby training and run bonuses both feed the same combat stats. The caps below are hard limits.
Combat stats
| Stat | What it does | Base | Cap |
|---|---|---|---|
| Attack | The base for arrow damage and most skills. Skills quote damage as a percent of Attack. A crit then multiplies that hit. | 10 | None |
| Max HP | Your health pool. Potions restore a percent of this value. | 100 | None |
| Atk Speed | How often the bow fires. Shot interval is 0.55 seconds divided by this multiplier (100% = 0.55s). | 100% | 500% |
| Move Speed | Walking speed. Slow fields reduce it; stun stops movement. | 100% | 400% |
| Range | A 50–100 number on the HUD. 50 is starting reach; 100 is the cap on that number. Higher Range makes arrows travel farther. Even at 100 they do not cover the whole screen. | 50 | 100 |
| Pierce | Extra enemies a basic arrow (and Arrow Storm arrows) can pass through after the first hit. Pierce 0 means the shot ends on the first enemy. | 0 | 4 from training (skills may pierce on their own) |
| Crit Chance | Chance each eligible hit rolls a critical. | 10% | 80% |
| Crit Dmg | Damage multiplier on a crit. Default is 150% of the non-crit hit. | 150% | No separate cap |
| Dmg Reduction | Reduces incoming damage, then the remaining hit is at least 1. | 0% | 50% |
| Evasion | Chance to take no damage and gain a short invulnerability blink. | 0% | 50% |
| Magnet | Radius that pulls Gold coins. Orbs, potions, and gems are not pulled. | Small default radius | Bonus magnet maxes at +85% |
| HP Regen | Healing applied every 5 seconds, never above Max HP. | 0 | None |
Attack and Max HP from training are flat additions first (Attack +5 per Gold level, Max HP +100). Percent bonuses from Rebirth and orbs then multiply those totals. Atk Speed and Move Speed add their percentages, then stop at the caps above.
Basic Upgrades
These are lobby purchases. They apply to every future run until a successful Rebirth resets Gold-bought rows. Luck is the exception: it is paid in Ruby and is kept through Rebirth.
| Upgrade | Per level | Max | Currency | Cost | On Rebirth |
|---|---|---|---|---|---|
| Attack | +5 Attack (before percent bonuses) | Unlimited | Gold | 50, then 100, then 200, 300, 400… (100 × the next level once you are past the second upgrade) | Resets |
| Max HP | +100 Max HP | Unlimited | Gold | 100 × the next level (100, 200, 300…) | Resets |
| Pierce | +1 Pierce | 4 | Gold | 500 / 2,000 / 10,000 / 50,000 | Resets |
| Range | +5 Range stat | 5 training levels | Gold | 100 / 300 / 1,000 / 3,000 / 10,000 | Resets |
| Atk Speed | +20 percentage points | 10 training levels (300% from training alone; orbs/other bonuses can reach the 500% cap) | Gold | 150, 500, 1,500, 3,000, 5,000, 8,000, 12,000, 17,000, 23,000, 30,000 | Resets |
| Move Speed | +20 percentage points | 10 training levels (300% from training; cap 400%) | Gold | 200, 700, 2,000, 4,000, 7,000, 11,000, 16,000, 22,000, 30,000, 40,000 | Resets |
| Gold Gain | +10% Gold from pickups | Unlimited | Gold | Starts at 100 and follows a rising table; after the 20th purchase each extra level costs 40,000 more than the previous table end | Resets |
| Boss Damage | +10% damage to mid-bosses and final bosses | Unlimited | Gold | Starts at 200; after the 20th purchase each extra level costs 1,500 more than the previous table end | Resets |
| Luck | +1 Luck (orb rarity) | 5 (you start at Luck 1) | Ruby | 50 / 200 / 1,000 / 5,000 to reach levels 2–5 | Kept |
Rebirth Gold Discount reduces Gold prices only, up to 80% off. Failed purchases (not enough currency, or already maxed) spend nothing.
Gold Gain
Each level adds 10% to Gold collected from coins, pouches, and ingots. Time-in-run multipliers stack with this. Ruby pickups ignore Gold Gain.
Boss Damage
Each level adds 10% damage against mid-bosses and final bosses. It does not increase damage to regular enemies, treasure chests, calamity shamans, clones, or event creatures. See the Boss Guide.
Luck
Luck does not change which skill cards appear. It only weights Growth Orb rarity (including orbs from chests and bosses) among Advanced, Rare, Hero, and Legendary.
| Luck | Advanced | Rare | Hero | Legendary |
|---|---|---|---|---|
| Lv1 | 60% | 30% | 8% | 2% |
| Lv2 | 55% | 30% | 10% | 5% |
| Lv3 | 50% | 29% | 13% | 8% |
| Lv4 | 45% | 27% | 16% | 12% |
| Lv5 | 40% | 25% | 15% | 20% |
Ruby costs: 50 to reach Lv2, 200 for Lv3, 1,000 for Lv4, 5,000 for Lv5. Full Reset returns Luck to 1. Orb values: Growth Orbs & Chests.