GOLD

Stats are aspects that affect encounters. Most stats increase as the protagonist's LV rises, although other methods can increase the stats.
==HP==
HP (Hit Points or Health Points in most RPGs) is the level of endurance that determines the damage a monster or the protagonist can take before dying. The protagonist's maximum HP starts at 20 and only increases when their LV does. Resting at the Inn or MTT Resort Bedroom fully heals and raises the protagonist's HP to up to 10 points above its cap. HP can also be restored through consumable items or interacting with a SAVE Point.
An attack hitting the receiving party lowers their HP. The loss is dependent on the attacking party's Attack and the party of receipt's Defense. Upon reaching 0 HP, the protagonist's SOUL snaps in half and shatters, sending them to the GAME OVER screen and loading the last SAVE Point or autosave. If a monster's HP reaches 0, they disintegrate into dust and reward the protagonist with EXP and GOLD.
HP has been abbreviated for Horsepower or Hit Poodles from Aaron and the Dog Salad's info Checks respectively.
==AT==
AT (Attack or ATK traditionally) determines the damage output of the attacking party. The protagonist's base AT increases with LV and equipping a weapon. AT can be changed temporarily during battles with ACTs or consumables.
When the protagonist's AT is high enough, the protagonist can spare monsters without ACTing. This rule is true even of monsters that have a non-traditional sparing method: Toriel can be spared immediately, and the colored name and everything else shows if the total AT is 20442 or higher (though the game softlocks after doing so).
==DF==
DF (Defense or DEF) determines the damage input for the defending party. The protagonist's base DF increases with LV and equipping armor. DF can be changed temporarily during battles with certain ACTs or consumables.
DF is subtracted from the damage output of the attacking party. However, it cannot lower the damage that the protagonist takes to a value less than 1.
If a monster takes 0 or less damage from an attack, the attack's result is displayed as a "MISS", and negative damage values restore the monster's HP instead of damaging it.
==EXP==
EXP (Execution Points) are gained by killing monsters. When the protagonist accumulates enough EXP, their LV increases. In the Undertale Demo, EXP is gained by attacking and sparing afterward and not necessarily killing.
The acronym is designed to mislead players, as in most games, EXP stands for Experience Points. If the protagonist "kills" Napstablook, they lose one "experience point," which does not affect their EXP and serves as an early clue that EXP are not Experience Points, but a different stat entirely.
==LOVE==
LV or LOVE (Level of Violence) increases HP and AT when it rises, and some levels increase DF as well. Sans describes it as "A way of measuring someone's capacity to hurt." The protagonist starts at LV 1 and can rise as far as 20 in-game. LV can be set arbitrarily high or low via file editing.
==INV==
INV (Invulnerability) determines the number of frames an attack cannot hurt the protagonist after they receive one. It is a hidden stat that the protagonist can only increase through the Cloudy Glasses, Torn Notebook, and Temmie Armor. The former two items explain INV in their Info check.
Invulnerability is set to 0 during the fight against Sans thanks to his KARMA ability. The Cloudy Glasses and Torn Notebook only increases INV by small fractions of a frame when battling Sans.
==SPEED==
SPEED determines the velocity the protagonist's SOUL can move around the Bullet Board. It is a hidden stat that the protagonist can modify temporarily only through Sea Tea, certain ACTs, and in a fight with Vulkin when the SOUL is hit by its Thunder attack.
==Murder Level==
MDR (Murder Level) is an entirely internal statistic that tracks the protagonist's progress through the Genocide Route. This statistic begins at 0 on every playthrough and is reset by a simple Reset. The murder level is accessed a few times in-game, notably to affect types of bosses encountered and boss activity, to decide whether or not the protagonist battles Sans, and to find the correct Neutral Route ending to play depending on the protagonist's choices.
Flags in the protagonist's save file are accessed and used to determine the choices the protagonist has made, and whether or not those choices fulfill the requirements for a complete or aborted Genocide Route attempt. Except for the murder level override, each step increments the murder level only if all of the requirements preceding it have been fulfilled. For example, if the protagonist has killed Toriel but did not exhaust the Ruins kill counter beforehand, the murder level remains at 0.
The line number listed below corresponds to the line number in the protagonist's SAVE file, i.e. 31 greater than the flag number.
Flag	Line	Setting 	Action to set flag 	Murder level set to...
202 	233 	20 or greater	Killed 20 or more Ruins encounters 	1
45 	76 	4 	Killed Toriel 	2
52 	83 	1 	Killed Doggo 	3
53 	84 	1 	Killed Dogamy and Dogaressa 	4
54 	85 	1 	Killed the Greater Dog 	5
57 	88 	2 	Killed Snowdrake 	6
203 	234 	16 or greater	Killed 16 or more Snowdin encounters 	7
67 	98 	1 	Killed Papyrus 	8
81 	112 	1 	Killed Shyren 	9
252 	283 	1 	Killed the Glad Dummy 	10
204 	235 	18 or greater	Killed 18 or more Waterfall encounters 	11
251 	282 	1 	Killed Undyne the Undying 	11, evaluate below
350 	381 	1 	Killed Undyne, in any form 	12, if above is true
402 	433 	1 	Killed the Royal Guards 	13
397 	428 	1 	Killed Muffet 	14
205 	236 	40 or greater	Killed 40 or more Hotland encounters 	15
425 	456 	1 	Killed Mettaton (NEO) 	15, evaluate below
27 	58 	Must remain 0	Have not spared any mini-bosses, such as Lesser Dog	16, if above is true
The murder level override is checked after this, ignoring the above calculation:
Flag	Line	Setting 	Action to set flag 	Murder level set to...
26 	57 	1 or greater	Must be set manually, by editing the flag or pressing M in debug mode	Setting
The protagonist battles Sans if the murder level is 16 or higher.
==Stat Chart==
LV	HP	AT	DF	EXP to next LV	Total EXP to LV
1 	20	10	10	10 	0
2 	24	12	10	20 	10
3 	28	14	10	40 	30
4 	32	16	10	50 	70
5 	36	18	11	80 	120
6 	40	20	11	100 	200
7 	44	22	11	200 	300
8 	48	24	11	300 	500
9 	52	26	12	400 	800
10	56	28	12	500 	1200
11	60	30	12	800 	1700
12	64	32	12	1000 	2500
13	68	34	13	1500 	3500
14	72	36	13	2000 	5000
15	76	38	13	3000 	7000
16	80	40	13	5000 	10000
17	84	42	14	10000 	15000
18	88	44	14	25000 	25000
19	92	46	14	49999 	50000
20	99	48	14	N/A 	99999
==Trivia==
*When the protagonist enters a battle with an LV of 20, their AT and DF automatically sets to 30 and their maximum HP to 99. This change is never seen in-game because the only instance of the protagonist's LV getting to 20 is after their battle with Sans, who is the final opponent the protagonist can practically fight.
*A "Kills" counter appears next to the GOLD stat after killing 21 monsters.
Category:Gameplay Mechanics
Category:Undertale
Category:Information