Gloria Victis Codex
Unofficial fan guide · info gathered June 2026 · facts are sourced and dated — how we know. Not affiliated with Black Eye Games or gamigo.
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Gloria Victis Combat Math — Damage, Armor, Stats & Formulas

The numbers behind the game — pulled from the wiki, with the undocumented bits flagged honestly.

Numbers below are pulled from the official wiki (revisions May–June 2026, so current for V1.5.0) and cross-checked against community builds. What the devs don't publish — the exact damage equation and the baseline armor-type reduction percentages — is flagged honestly and not invented. How we source.

Attributes — what each point buys

AttributePer-point effects (confirmed, official wiki)
Strength (STR)+0.6 stamina, +0.02/s stamina regen, +0.25 slashing damage reduction; scales damage of axes/maces/hammers/spears/halberds/bardiches/glaives (minor on swords, ~none on bows/daggers); +carry weight
Constitution (CON)+1 HP, +0.02/s HP regen, +1.2 stamina, +0.04/s stamina regen, +0.25 bludgeoning damage reduction; +carry weight
Dexterity (DEX)+0.05/s stamina regen (highest), +0.25 piercing damage reduction; scales bows + daggers strongly, swords moderately; +crit chance & armor penetration

There are three attributes (Wisdom is vestigial), 5 points per level, base 80 in each, level cap 100. The cost ramps, which is why builds park secondary stats at exactly 150 or 200:

Attribute valueCost per +1 point
80 → 1501 point each
151 → 2002 points each
201+3 points each

Damage reduction from attributes

Mitigation is flat (points subtracted), not a percentage — each attribute point gives 0.25 reduction to its damage type (STR→slashing, CON→bludgeoning, DEX→piercing):

Attribute valueFlat damage reduction (= 0.25 × value)
8020.0
15037.5
20050.0
26566.25
30075.0

Armor class vs damage type (the rock-paper-scissors)

Blunt beats heavy · pierce beats medium · slash beats light. The exact % per pairing is not published anywhere — only the direction below is confirmed.

Armor classProfileStrong vs (resists)Weak vs (takes bonus dmg)
Lightlowest stamina drain · highest damage multiplier (~130%) · least protectionBludgeoningSlashing
Mediumbalanced drain & protection · moderate multiplierSlashingPiercing
Heavybest protection · very high stamina drain · lowest multiplier (≤100%)PiercingBludgeoning

+10% to all damage reductions for wearing 4 pieces of one armor type (no bonus for 5–6). Man of Steel adds +15% more (heavy only). Shields cut your damage dealt: light −2%, heavy −10%.

Weapon directional damage modifiers

WeaponOverheadLeftRightStabPenBest vs
1H Axe1.2 Slash1.01.00.8 Blunt5% OHshields, light
1H Sword1.0 Slash1.01.00.8 Pierce (bleed)light, medium
1H Mace / Pick1.1 Blunt1.01.00.7 BluntHEAVY armor
1H Spear0.5 Pierce0.50.51.0 Pierce10% stabmedium
Dagger1.0 Pierce0.8 Slash0.8 Slash1.0 Piercelight, medium (bleed)
2H Sword1.0 Slash1.01.00.9 Piercelight, medium · Cleave
2H Axe1.2 Slash1.01.00.8 Blunt5% OHshields, light · Cleave
2H Hammer1.1 Blunt1.01.00.7 BluntHEAVY · Cleave
Halberd1.0 Slash1.01.00.7 Pierce5% OHlight · longest cleaver
Bardiche1.2 Slash1.01.00.7 Pierce5% OHshields, light · Cleave
Glaive1.2 Slash1.01.00.7 Blunt5% OHlight · Cleave
Guisarme1.0 Pierce0.9 Pierce0.9 Pierce1.0 Pierce5% stabmedium · all-pierce
2H Spear0.5 Pierce0.50.51.0 Pierce5% stabmedium · longest reach
Lance0.5 Slash0.50.51.0 Pierce5% stabmounted charge / anti-cav
BowQuiverArmor penNote
Simple Bow11–45 arrows15% penbalanced
Reflex Bow12–50 arrows10% penfastest fire / biggest quiver
Longbow8–35 arrows22% penslow / highest armor-pen

Damage per attribute point, by weapon

These are the per-point weapon-damage coefficients the official wiki only shows in an image. Community-measured by [MM] StraatSlapen (May 2026), with no passive abilities — treat them as a solid directional baseline, not an official spec. Your armor weight changes the multiplier: heavier armor lowers it (DEX weapons suffer most).

The armor weight you wear scales it — measured damage multipliers: Naked, no shield: 126.4% STR · 117.4% DEX · Full medium, no shield: 120% STR · 95% DEX · Full heavy, no shield: 110% STR · 60% DEX.

WeaponNaked (STR / DEX)Full mediumFull heavy
Reflex Bow0.02 / 0.130.01 / 0.090.01 / 0.04
Dagger0.04 / 0.130.03 / 0.090.01 / 0.04
1H Sword0.22 / 0.150.21 / 0.140.18 / 0.11
2H Sword0.22 / 0.150.21 / 0.130.18 / 0.10
1H Axe0.25 / —0.26 / —0.23 / —
2H Axe0.28 / —0.26 / —0.23 / —
Bardiche0.28 / —0.26 / —0.23 / —
1H Mace0.15 / —0.15 / —0.14 / —
2H Hammer0.15 / —0.15 / —0.14 / —
1H Spear0.28 / —0.26 / —0.23 / —
2H Spear0.28 / —0.26 / —0.23 / —
Halberd0.28 / —0.26 / —0.23 / —
No weapon0.260.250.23

Takeaways: axes/spears/halberds/bardiches gain ~0.23–0.28 per STR and nothing from DEX; swords gain on both (~0.22 STR + 0.15 DEX naked); bows/daggers are almost pure DEX; and heavy armor guts DEX weapons (a bow's DEX scaling falls from 0.13 naked to 0.04 in full heavy).

Other confirmed constants

Ready to apply this? See the full build guides for every archetype.