Player Status

The player status are the player's stats, and affect actions that the player can do. Most statuses can typically be increased using powerups, and some of the basic statuses are listed on the side of the players inventory.

## Status Bars

There are 3 main status bars, located at the bottom right of the player's screen. Each of these statuses starts out with a maximum value of 100, which can be restored using Food and increased (in some cases) using powerups.

### Health

Health is the most important status bar the player has. The maximum health of the player can be increased using Red Pills, and the player's shield can be increased using Blue Pills, which are added onto the total health. There are three ways the player can lose health: Enemies, other players, and drowning. If the player's health reaches 0, then they die, and if all players are dead at the same time, the game is over.

* The amount of damage taken can be reduced by increasing one's Defense stat.
* Health is regenerated over time if the player has Broccoli.
	+ The regeneration rate can be expressed as

	n
	4

	{\displaystyle \frac{n}{4}}

	 per second, where *n* is the number of Broccoli the player has.
	+ In other words, every 4 Broccoli is one health per second. For example, if the player had 2 Broccoli, then they would heal 0.5 health/s, or 1 health every 2 seconds.

### Hunger

Hunger is an important status that allows the player to regenerate stamina, and can be extremely beneficial to keep high. Unlike the other two statuses, which can be naturally increased, the only way to regenerate hunger is by consuming Food. The Hunger bar is always being reduced, and running increases this rate by a factor of 5.

* Hunger loss can be expressed as

0.075
t
⋅

(

1

e

−
0.2
n

)

{\textstyle 0.075t \cdot \left(1 + e^{-0.2n}\right)}

, where *n* is the amount of Spooo Beans the player has and *t* is the time that has passed (in seconds).
	+ When the player is running, the leading coefficient is increased to 0.375 from 0.075.
	+ Spooo Beans cannot reduce the rate by more than a factor of 2.

This means that if the player were to only walk and had no Spooo Beans in their inventory, then they would run out of hunger in just over 11 minutes.

### Stamina

Stamina level is indicated by the third status bar, colored pink. It is expended when the player runs, swims, or jumps. It is naturally recovered at a rate of 15% second whenever the player's hunger is greater than 0, the player is grounded, and the player is not performing any actions that expend stamina. If the player is in water while out of stamina, then they would lose health periodically from drowning damage.

* The percentage of Stamina drained while running and swimming can be expressed as

12

(
1
0.15
n
)
×
A
B

{\textstyle \frac{12}{(1 + 0.15n) \times AB}}

 per second, where *n* is the number of Peanut Butter upgrades the player has, and *AB* is the Adrenaline Boost.
	+ Jumping decreases the stamina by 10.

### Armor Ratio

There is also a 4th, smaller status bar above the main 3, which represents the Armor Ratio of the player. The white represents the total armor the player has, which is out of 100, and is a good visualization of the % damage reduction granted from the armor.

## Inventory Statuses

Located at the top right of the player's inventory are 8 values which represent HP, Shield, Armor, Strength, Critical%, Attack Speed, Speed, and Max Hit. Most of these can be increased using powerups, and show values that are usually helpful for the player.

### Shield

The shield value is added onto the total health of the player, and is incremented by 10 for each Blue Pill the player has. The shield regenerates after 5 seconds have passed and the player has not taken further damage in that time.

### Armor

Armor displays the total Protection Values (PV) of the armor the player is wearing. It can be used to calculate the player's Defense.

### Strength

Strength affects how much the player deals to Objects and Enemies.

* The Strength Multiplier is used to calculated the player's damage, which can be expressed as

1
0.1
d

m
a
x
−
c
u
r
r
e
n
t

m
a
x

b

{\textstyle 1 + 0.1d + \frac{max - current}{max}b}

, where *d* is the amount of Dumbbells the player has, *max* and *current* are the maximum and current health of the player, respectively, and *b* is the amount of Berserk powerups the player has.
	+ Each Dumbbell adds 10% of the base damage, and they stack additively.
* The strength displayed on the player's inventory can be expressed as

−
100
(
100
×
s
t
r
e
n
g
t
h
M
u
l
t
i
p
l
i
e
r
)

{\textstyle -100 + (100 \times strengthMultiplier)}

, which means that each strength displayed is +1% damage.

### Critical%

The Critical% is the percentage chance of the player's attack being a critical strike, which doubles the outputted damage.

* This can be expressed as

100
(
1
−
0.9

e

−
0.08
n

)

{\textstyle 100(1 - 0.9e^{-0.08n})}

, where *n* is the amount of Horseshoes the player has.
	+ The player would only be able to reach a 99% critical strike chance, since the function is exponentially decreasing and with each greater value of *n* the function increases less to an upper limit of 100.

### Attack Speed

Attack speed is how fast the player can use an item, which includes Weapons, Tools, and even Food.

* The Attack Speed Multiplier depends on three different powerups, and can be expressed as

(
2
−

e

−
0.12
n

)
×
A
B
×
(
2
−

e

−
0.3
j

)

{\textstyle (2 - e^{-0.12n}) \times AB \times (2 - e^{-0.3j})}

, where
	+ *n* is the number of Orange Juice powerups the player has
	+ *AB* is the Adrenaline Boost
	+ If the player recently landed a critical hit, *j* is the amount of Juice powerups the player has; otherwise, *j* = 0.
* The inventory menu displays the player's percentage above the base attack speed:

−
100
100
m

{\textstyle -100 + 100m}

, where *m* is the Attack Speed Multiplier.
* The minimum time between uses is the item's speed property divided by the player's Attack Speed Multiplier.

### Speed

Speed is how fast the player moves.

* The player's Speed Multiplier can be expressed as

(
2.75
−
1.75

e

−
0.08
n

)
×
A
B
×
A
S
M

{\textstyle (2.75 - 1.75e^{-0.08n}) \times AB \times ASM}

, where *n* is the number of Sneakers the player has, *AB* is the Adrenaline Boost, and *ASM* is the Armor Speed Multiplier, which is 1.5 when a full set of Wolfskin Armor is equipped.
	+ The maximum speeds are 2.75x the base value with Sneakers alone, 8.25x with Sneakers and Adrenaline alone, and 12.375x overall.
* The value in the inventory menu indicates the percentage above base player speed, and can be expressed as

−
100
100
m

{\textstyle -100 + 100m}

, where *m* is the Speed Multiplier.

### Max Hit

The Max Hit represents the highest *possible* damage that the player could deal using the item in their selected slot. This takes into account what powerups they have (Sniper Scope, Knuts Hammer, Wings of Glory, etc.) as well as the player's Strength and the Attack Damage of the item they are holding. This is NOT the highest damage that the player has dealt in game. For more information, visit Damage Calculation.

## Hidden Stats

Hidden Stats are player statistics that cannot be viewed normally in game(without modification). These values can be changed using powerups, and influence the player's Damage, Movement, Defense, and even Loot.

### Jump

Jumping is one of the basic ways for the player to move, and can be useful to get past certain Objects or onto the Shipwreck. Jumping uses 10 Stamina, and has a 0.25 second cooldown. Jump height can be increased by Jetpacks.

* Jump velocity can be expressed as

12
×

(

3.5
−
2.5

e

−
0.075
j

)

{\textstyle 12 \times \left(3.5 - 2.5e^{-0.075j}\right)}

, where *j* is the number of Jetpacks the player has, and 12 is the base Jump velocity of the player.
	+ The maximum velocity is 3.5 times the base velocity.
	+ The maximum height is 12.25 (3.52) times the base height.

### Defense

Although the player can get an idea of their damage reduction based on PV (see armor), this is not the case while the player has Danis Milk.

* Each Milk increases the Player's total Defense, which can be calculated using

D
a
m
a
g
e
R
e
d
u
c
t
i
o
n
(
%
# )
a
r
m
o
r
40

(

1
−

e

−
0.1
d

)

{\textstyle DamageReduction(\%)=armor+40\left(1-e^{-0.1d}\right)}

, where *armor* is the player's total PV and *d* is the number of Danis Milk the player has.
* The player cannot surpass 91% damage reduction, but a player with full Obamium Armor and many Danis Milk powerups can come close. Since the function is exponentially decreasing, each Milk grants less and less defense with an upper limit of 40.
	+ With Obamium Armor, it takes 44 Danis Milk for a damage reduction of 90.5%, 60 Milk for 90.9%, and 83 Milk for 90.99%.

### Knockback Chance

When a player gets a Bulldozer, each hit they deal on an enemy has a chance to deal knockback, which stuns the enemy briefly and gives the player extra room. To knockback an enemy, the player must have dealt at least 20% of the enemies Max health, the hit must leave the enemy alive, and the player must have a sufficient Knockback Chance.

* The percentage chance of knockback can be expressed as

100

(

1
−

e

−
0.15
b

)

{\textstyle 100\left(1-e^{-0.15b}\right)}

, where *b* is the amount of Bulldozers the player has.
	+ Since the upper (asymptotic) limit is 100, it is theoretically impossible to achieve a 100% knockback chance.

### Loot Multiplier

The Loot Multiplier is multiplied to any loot the player achieves through Enemies and Resources, which allows for easier and quicker material gathering from the player. This does NOT increase the drop chance.

* The Loot Multiplier can be expressed as

2.25
−
1.25

e

−
0.15
p

{\textstyle 2.25 - 1.25e^{-0.15p}}

, where *p* is the amount of Piggy Banks the player has.
	+ The maximum multiplier is 2.25x.

### Lifesteal Multiplier

The player's Lifesteal Multiplier is increased by obtaining Crimson Daggers, and allows the player to restore health whenever they attack an enemy or object. The Lifesteal Multiplier is multiplied by the total amount of damage the player deals, so players with higher DPS and stronger weapons will be healed more than those who don't.

* The Lifesteal Multiplier can expressed as

1
2

⋅

(

1
−

e

−
0.1
c

)

{\textstyle \frac{1}{2} \cdot \left(1 - e^{-0.1c}\right)}

, where *c* is the amount of Crimson Daggers the player has.
	+ The maximum lifesteal is 50%.

### Lightning Damage

* When the player obtains a Knuts Hammer, they have the chance on each hit to deal Lightning Damage. When Lightning Damage is dealt, the damage text will turn a yellowish color, lightning particles will spawn, and the surrounding area will be affected by the Lightning Damage. NOTE: Unlike the other Damage types, Lightning Damage is completely separate from the non-Lightning Damage the player deals.
* The percentage chance of a hit being a Lightning Hit can be expressed as

40

(

1
−

e

−
0.12
k

)

{\textstyle 40\left(1-e^{-0.12k}\right)}

, where *k* is the amount of Knuts Hammers the player has.
* The Lightning Multiplier can be expressed as

3
−

e

−
0.12
k

{\textstyle 3 - e^{-0.12k}}

, where *k* is the amount of Knuts Hammers the player has.
	+ The maximum chance is 40% and the maximum multiplier is 3x, resulting in a maximum average damage increase of 1.2x. It takes 18 hammers to double the average damage.

### Wings Multiplier

The Wings Multiplier is used when a player has obtained the powerup Wings of Glory and the player attacks an Enemy or Object while falling. The damage text turns blue and the total damage is multiplied by the Wings Multiplier, which can be useful for fighting Bosses or chopping down Trees.

* The Wings Multiplier can be expressed as

3.5
−
2.5

e

−
0.45
w

{\textstyle 3.5 - 2.5e^{-0.45w}}

, where *w* is the amount of Wings of Glory the player has.
	+ The maximum multiplier is 3.5x.

 Wings Multiplier

### Chunky Damage

Every time the player attacks an enemy or object with the Sniper Scope powerup, they have a chance to deal Chunky Damage (colloquially known as a "snipe"), which tremendously increases the damage output and in many cases can destroy whatever the player is attacking in one hit. Because of this, many players will prefer faster weapons such as the Wyvern Dagger over stronger and slower weapons, as more hits means a higher chance of inflicting at least one Chunky Hit.

* The chance of a hit being Chunky(%) is expressed as

15
×

(

1
−

e

−
0.14
s

)

{\textstyle 15 \times \left(1 - e^{-0.14s}\right)}

, where *s* is the amount of Sniper Scopes the player has.
* The Damage Multiplier used when a Chunky Hit is registered is given by

50
×

(

1
−

e

−
0.25
s

)

{\textstyle 50 \times \left(1 - e^{-0.25s}\right)}

, where *s* is the amount of Sniper Scopes the player has.

### Resource Multiplier

The Checkered Shirt increases the player's Resource Multiplier, which is multiplied by the damage dealt to objects.

* The Resource Multiplier can be expressed as

5
−
4

e

−
0.3
c

{\textstyle 5 - 4e^{-0.3c}}

, where *c* is the amount of Checkered Shirts the player has.
	+ 1.75 is added to this value in Versus Mode.
	+ The maximum multiplier is 5x on Survival Mode, and 6.75x on Versus Mode.

 Resource Multiplier

## Notes

1. ↑ 1.0 1.1 1.2 The Adrenaline Boost can be expressed as

3
−
2

e

−
n

{\textstyle 3 - 2e^{-n}}

, where *n* is the number of Adrenaline upgrades the player has. The boost acts as a multiplier to the player's stamina efficiency, attack speed, and movement speed, and is only active when the player is below 30% health; otherwise, the boost defaults to 1 (*n* = 0).

	* The maximum boost is 3x.

 Boost

## Trivia

* Although in game the amount of food the player has is referred to as *hunger*, hunger actually is defined as a feeling of discomfort from the *lack* of food.