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Stamina bar

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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

Maintaining a high level of available stamina is a top priority of a Scout

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:

  1. The player is hanging on a Piton Piton or a Pickaxe.
  2. The player is currently stuck (e.g. on a cactus).
  3. 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 Bonus stamina).

When the conditions allow, stamina regenerates at a rate of 20 per second.

All stamina (including Bonus stamina Bonus stamina) is consumed 40% faster when playing on Ascent 6 or higher.

Stamina Usage
Action Usage
Sprinting 5 per second
Jumping 5
Jumping while sprinting 15

Status Bonus stamina.png 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 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

Having too many status effects drastically reduces the available stamina

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.

Status Weight.png Weight


Weight is gained from carrying items in the hands, inventory, and the equipped Backpack Backpack. Certain items like Anti-Rope Spool Anti-Rope Spool and Balloon 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 Backpack have a flat increase in weight of 2.5 (e.g. a Cure-All 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.

Status Hunger.png Hunger


Making the right food choices helps keep Hunger low and prevents gaining Poison

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 Cure-All or Pandora's Lunchbox 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.

Status Injury.png Injury


Injury is primarily gained by falling from great heights. Other sources of Injury include:

Injury does not go away on its own and has to be healed manually. Sources of healing include:

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 Balloon Badge in the same run (note that this only applies to fall damage, not Injury in general).

Fall damage calculations

This section was last updated for Patch 1.27.a.

Values
Name Value
Min Time 1.5
Max Time 3.0
Fall Damage Multiplier
  1. 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.
    1. If the calculated total fall time is not greater than 1.5 seconds, the calculations stop and no damage is dealt.
  2. The Fall Factor is calculated using the following formula: Fall Factor=clamp(Fall TimeMin TimeMax TimeMin Time)1.5, where clamp constrains the argument to be between 0 and 1 (inclusive).
  3. The Max Velocity Damage is calculated: M.V.D.=clamp(|V|10.020.010.0)1.5, where V is defined as V=min(Player Velocity Y,0).
  4. Damage is set to equal min(max(Fall Factor,0.05),M.V.D.), which effectively sets a minimum of 5 Injury and a maximum of Max Velocity Damage.
  5. 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.
    1. Additionally, if the Damage is greater than 0.3 (30 Injury), the player will fall for 5Damage seconds (i.e. at least 1.5 seconds).

Status Poison.png Poison


Poison can be gained in multiple ways:

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:

Status Cold.png Cold


Huddling helps mitigate 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:

Cold cannot stack with Heat 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.

Status Heat.png Heat


Heat is gained in the following ways:

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:

Heat cannot stack with Cold Cold and behaves in a similar way.

Status Thorns.png Thorns


Thorns are gained by getting prickled by thorns from various sources:

Thorns have a physical appearance on the player's Scout and can be removed similarly to a Tick 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 Cactus are removed instantly upon letting go.

Status Drowsy.png Drowsy


Drowsy can be gained in the following ways:

  • Getting hit by an uncooked Blowgun Blowgun
  • Drinking uncooked Energy Drink Energy Drink (inflicts Drowsy when the effect wears off)
  • Eating uncooked Big Lollipop Big Lollipop (inflicts Drowsy when the effect wears off)
  • Being near an unpicked Napberry Napberry Plant
  • Eating the Napberry Napberry (replaces all status effects except Curse with Drowsy)
  • Being near a screaming Mandrake 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:

Status Curse.png Curse


Guidebook Occult.png

Curse is gained in the following ways:

Curse is not removed naturally. It can be removed with the following items:

Status Spores.png Spores


Spores are gained in the following ways:

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:

Cooking Shroomberries removes the 5 guaranteed Spores gained from them.

Status Web.png Web


Main article: Spider

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 Keyboard space.png 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:

Numbness


Stamina bar hidden by the Numbness effect.

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:

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 Weight and Curse 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 Dynamite explosions can still affect someone with Invincibility

Invincibility can be obtained in the following ways:

Notes

  • Sprinting while airborne does not consume stamina.

Patch history

Peak Badge.png 1.0 (2025-06-16): Introduced.

Peak Badge.png 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"

Peak Badge.png 1.30.a (2025-09-23): It now takes less stamina to let go and regrab the wall at the same or lower position.

Peak Badge.png 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.