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Stamina bar
The stamina bar is one of the core game mechanics in PEAK. It displays the amount of stamina available to the player, as well as any status effects they currently have. Managing the stamina bar presents one of the major challenges of the game.
Stamina and all status effects are measured in points or their effective percentage of the full bar, which constitutes a total of 100. Status effects may add up to more than 100%, and extend beyond the bounds of the stamina bar, and marked with a dashed outline. The sum of all status effects is capped at 200%.
With the exception of stamina and Bonus stamina, all status effect amounts are divisible by 2.5, which constitutes a so-called "tick".
Stamina
Stamina is the most important quantity displayed on the stamina bar. It dictates the player's ability to climb or sprint.
Climbing, sprinting, or jumping consumes the player's stamina, which is immediately displayed on the stamina bar. When the stamina reaches 0, the player can no longer climb or sprint until it regenerates back.
Regeneration of stamina can happen under any of the following conditions:
- The player is hanging on a
Piton or a Pickaxe. - The player is currently stuck (e.g. on a cactus).
- The player has been grounded for at least 0.2 seconds AND either:
- At least 1 second has passed since the player stopped using stamina while still having a non-zero amount of it. For example, climbing a wall with full stamina for 1 second and then letting go.
- At least 2 seconds have passed since the player has run out of stamina completely (including
Bonus stamina).
When the conditions allow, stamina regenerates at a rate of 20 per second.
All stamina (including
Bonus stamina) is consumed 40% faster when playing on Ascent 6 or higher.
| Action | Usage |
|---|---|
| Sprinting | 5 per second |
| Jumping | 5 |
| Jumping while sprinting | 15 |
Bonus stamina
Bonus stamina is a secondary source of stamina which serves as a reserve. It is displayed as a separate bar below the main stamina bar.
Bonus stamina is only consumed when the player is out of primary stamina, although it cannot be used for sprinting. Jumping without sprinting will not consume bonus stamina.
Bonus stamina does not regenerate and can only be gained by consuming certain food or using the
Pandora's Lunchbox. Cooking food can increase the amount of Bonus stamina it provides.
Actions that consume more primary stamina than the player has do not consume Bonus stamina (e.g. consuming 5 stamina when the player has 2 regular stamina and 10 Bonus stamina will leave them with 0 regular stamina and 10 Bonus stamina still).
Status effects
Status effects decrease the maximum amount of stamina available to the player. If the status effects leave no available room for stamina to regenerate, the player will pass out.
Weight
Weight is gained from carrying items in the hands, inventory, and the equipped
Backpack. Certain items like
Anti-Rope Spool and
Balloons reduce weight instead when carried. Dropping or consuming an item immediately removes the corresponding amount of weight.
Weight does not affect movement speed, fall damage, or the collapsing behavior of Bridges.
When playing on Ascent 3 or higher, all items except the
Backpack have a flat increase in weight of 2.5 (e.g. a
Cure-All will weigh 7.5 instead of 5). This also applies to items with negative weight, though does not prevent them from flying away as physical mass and carry weight are two different unrelated values from the game's perspective.
Hunger
Hunger is gained naturally over time at a rate of 0.05 per second, or equivalently, 2.5 per 50 seconds. Amounts below 2.5 are not visible and do not affect the stamina bar. Hunger can be reduced by eating food or using certain mystical items like the
Cure-All or
Pandora's Lunchbox.
Hunger grows 30% slower (2.5 every ~71.43 seconds) when playing on Tenderfoot and 60% faster (2.5 every 31.25 seconds) when playing on Ascent 2 or higher.
Consuming food does not reset the Hunger timer, which may result in the player getting 2.5 Hunger right after eating.
Injury
Injury is primarily gained by falling from great heights. Other sources of Injury include:
- Touching a Lava Tube or the lava in the Caldera or Kiln
Dynamite explosions- Antlion attacks
- Opening Ancient Luggage
- Cooking a
Flare,
Lantern,
Scout Cannon or other flammable item - Getting bit by a Zombie
- Getting grabbed by The Scoutmaster
Injury does not go away on its own and has to be healed manually. Sources of healing include:
- Lighting a Campfire
Bandages and
First Aid Kits- Healing food:
Medicinal Root,
Yellow Winterberry,
Gold Prickleberry,
Red Clusterberry.
Remedy Fungus's spore cloud
Cure-All
Faerie Lantern
Pandora's Lunchbox (by randomizing status effects)
Fall damage
Fall damage calculations are based on the total fall duration (impact velocity is largely irrelevant).
Only falls lasting 1.5 seconds or longer cause damage. The minimum amount of Injury inflicted upon landing is 5, while the maximum is calculated based on the player's vertical velocity (see the calculations section). At 1.5 seconds, fall damage is minimal (5 Injury), while at 3 seconds or more, fall damage is at its highest (up to 100 Injury). Jumping before the fall subtracts 0.5 seconds from its total duration (e.g. a 3-second fall is treated as a 2.5-second one).
All fall damage is multiplied by 2 when playing on Ascent 1 or higher.
Taking any fall damage prevents the player from obtaining the
Balloon Badge in the same run (note that this only applies to fall damage, not Injury in general).
This section was last updated for Patch 1.27.a.
| Name | Value |
|---|---|
| Min Time | 1.5 |
| Max Time | 3.0 |
| Fall Damage Multiplier |
- Total Fall Time is checked. Fall time is defined as the minimum between "time since last jump" and "time since has last been on ground". Jumping 0.05 seconds (50 ms) or less before the fall begins (e.g. jumping down from a height, not simply walking off the ledge) subtracts 0.5 seconds (500 ms) from the total fall time.
- If the calculated total fall time is not greater than 1.5 seconds, the calculations stop and no damage is dealt.
- The Fall Factor is calculated using the following formula: , where constrains the argument to be between 0 and 1 (inclusive).
- The Max Velocity Damage is calculated: , where is defined as .
- Damage is set to equal , which effectively sets a minimum of 5 Injury and a maximum of Max Velocity Damage.
- If the previously calculated Damage is at least 0.025 (2.5 Injury), then it is multiplied by the Fall Damage Multiplier and inflicted on the player.
- Additionally, if the Damage is greater than 0.3 (30 Injury), the player will fall for seconds (i.e. at least 1.5 seconds).
Poison
Poison can be gained in multiple ways:
- Consuming poisonous or incinerated food
- Touching a Giant Urchin in the Shore
- Touching Giant Roots or Poison Ivy in the Tropics
- Standing inside a poison cloud created by a Poison Bombshroom in the Tropics
- Slipping on a Jellyfish in the Shore
- Having a
Tick attached - Getting stung by a
Scorpion in the Mesa or by bees in the Tropics - Staying in a Spider web in the Roots
Poison goes away on its own after 30 seconds of not taking any Poison damage at a rate of 0.4 per second (2.5 per 6.25 seconds). Additional ways to reduce Poison include:
- Eating a
Medicinal Root - Using a
First Aid Kit - Drinking
Antidote - Standing in a
Remedy Fungus's spore cloud - Using mystical items, such as the
Cure-All,
Faerie Lantern, and
Pandora's Lunchbox.
Cold
Cold can be gained from the following sources:
Cold goes away over time, so long as the player is not still exposed to any Cold. This property of the Cold status effect is the greatest threat during Ascent 5 and higher's cold nights, since nowhere is safe from the slow infliction of 100 total Cold.
Other ways to mitigate Cold include:
- Huddling with other players
- Using a
Lantern or
Faerie Lantern - Using a
Heat Pack - Drinking the
Cure-All - Staying in the pool in Mesa or Hot Spring on Alpine
- Staying near a Geyser in the Alpine
- Staying near a lit Campfire, the fire at the Crash site or a Portable Stove
Cold cannot stack with
Heat. Any attempt to inflict Cold while Heat is present will instead remove the corresponding amount of Heat.
Huddling
All Scouts within 3.2 meters of another Scout will have 1.5 units of Cold removed from them every second (2.5 every ~1.67 seconds), provided they didn't take Cold damage in the previous 3 seconds. Scouts also heat up from themselves using this exact mechanic.
Cold Nights
The nights are cold on Ascent 5 and higher. In total, ~100 (97.5) Cold will be inflicted during the night. This effect ends from the Caldera onwards.
Heat
Heat is gained in the following ways:
- Eating a
Scorchberry found in the Tropics - Getting hit by a cooked
Blowgun - Being exposed to the Mesa's scorching sun
- Touching hot rocks in the Caldera or The Kiln
- Touching any kind of Lava
- Touching any kind of fire (including the fire from Campfires)
Heat begins to decay at a rate of 1.3 per second (2.5 every ~2 seconds) after 8 seconds of not receiving Heat damage. Other ways to reduce Heat include:
- Drinking the
Sports Drink,
Energy Drink,
Fortified Milk, or
Antidote - Using the
Faerie Lantern or the
Cure-All - Eating any kind of Winterberry or Prickleberry
- Eating a
Half-Coconut - Using the
Aloe Vera - Using the
Pandora's Lunchbox (randomizes status effects) - Staying in the pool in Mesa or Hot Spring on Alpine
Heat cannot stack with
Cold and behaves in a similar way.
Thorns
Thorns are gained by getting prickled by thorns from various sources:
- Big Cacti in the Mesa
- Small
Cactus balls - Eating Prickleberries
- Getting hit by a Tumbleweed
Thorns have a physical appearance on the player's Scout and can be removed similarly to a
Tick. Up to 36 physical thorns may be attached to a Scout at the same time. Every attached thorn inflicts 2 Thorns, which gives a maximum of 72 Thorns gained exclusively from physical thorns. Physical thorns disappear on their own after 30 seconds in solo or 120 seconds in multiplayer.
Thorns gained from holding a
Cactus are removed instantly upon letting go.
Drowsy
Drowsy can be gained in the following ways:
- Getting hit by an uncooked
Blowgun - Drinking uncooked
Energy Drink (inflicts Drowsy when the effect wears off) - Eating uncooked
Big Lollipop (inflicts Drowsy when the effect wears off) - Being near an unpicked
Napberry Plant - Eating the
Napberry (replaces all status effects except Curse with Drowsy) - Being near a screaming
Mandrake
Drowsy begins to decay at a rate of 1.5 per second (2.5 every ~1.67 seconds) after 10 seconds of not taking any Drowsy damage. Other ways to reduce Drowsy include:
- Using the
Cure-All,
Faerie Lantern, or
Pandora's Lunchbox - Drinking the
Energy Drink (removes all Drowsy but brings it back when the effect runs out while also adding its own +25% Drowsy if not cooked)
Curse
Curse is gained in the following ways:
- Being revived by an Ancient Statue.
- Engaging in Cannibalism.
- Using
The Book of Bones.
Curse is not removed naturally. It can be removed with the following items:
Cure-All
Pandora's Lunchbox
Mandrake (cooked)
The Book of Bones, under certain circumstances.
Spores
Spores are gained in the following ways:
- Eating Shroomberries (random, see page for details).
- Being inside a Spore Cloud in the Roots.
- Being infected by a Zombie bite.
- Being in the water in the Deep Water variant of the Roots.
- Bouncing on Evil Bounce Fungi
Spores decay at a rate of 0.5 per second after 45 seconds of not receiving any more Spores, provided the player is not infected.
Other ways to remove Spores include:
Medicinal Root
Antidote
First Aid Kit
Faerie Lantern
Cure-All
Pandora's Lunchbox- Standing in a
Remedy Fungus's spore cloud - Shroomberries (occasionally, see page for details)
Cooking Shroomberries removes the 5 guaranteed Spores gained from them.
Web
Web is a status effect unique to encounters with Spiders. It is gained when a Spider wraps the player in a web and is removed manually by repeatedly pressing
Space (by default).
Special Effects
Special effects (also called "afflictions" in the game's code) are temporary effects that alter the behavior or appearance of the stamina bar.
Infinite Stamina
Infinite Stamina is an effect that makes the player not consume any stamina for the duration of the effect.
Infinite Stamina can be obtained in the following ways:
- Eating the
Big Lollipop. - Using the
Bugle of Friendship. - Eating a Shroomberry (occasionally; see page for details).
Numbness
Numbness is an effect that completely hides the player's Stamina bar for the duration of the effect. It does not prevent gaining new status effects or the usage of stamina.
Numbness is gained in the following ways:
- Eating a Shroomberry (occasionally; see page for details).
- Eating a raw
Mandrake.
Invincibility
Invincibility, indicated by a shield effect around the stamina bar and a golden glow on the Scout's skin, is an effect that prevents the player from gaining any new status effects. While active, statuses that would be applied to the stamina bar, other than
Weight and
Curse, are ignored. Invincibility does not protect from other afflictions, such as Zombie Bite or Blindness.
Invincibility does not affect stamina drain. Knockback from sources such as
Dynamite explosions can still affect someone with Invincibility
Invincibility can be obtained in the following ways:
- Holding the
Ancient Idol. - Drinking the
Fortified Milk. - Eating a Shroomberry (occasionally; see page for details).
Notes
- Sprinting while airborne does not consume stamina.
Patch history
1.0 (2025-06-16): Introduced.
1.20.a (2025-08-11):
- The Heat status will now decay faster, but it will take a bit longer to start decaying, and the hot rocks in the Caldera will inflict more Heat on you.
- Adds status effect "Thorns"
1.30.a (2025-09-23): It now takes less stamina to let go and regrab the wall at the same or lower position.
1.40.a (2025-11-05):
- Adds status effects "Spores" and "Web"
- Fixed an issue where status over time (hunger, poison, etc) could result in the stamina bar being visually full of status, but the player would not pass out.
- Extra stamina will now reset to 0 when a scout is killed.