Open stats with T or the bottom-left button. These are the starting values on the current guide. Older pages that say 16 walkspeed, or run speed equal to walk speed plus 7, are out of date.
| Stat | Start | What it changes |
|---|---|---|
| Walk speed | 17 | Base movement. Items raise it. Traps and debuffs cut it. |
| Run speed | walk speed + 10 | Sprint speed. |
| Stamina | 100 max, regen 1 per second while not sprinting | Sprint drain is 0.2 x run speed per second. |
| Battery | 100 max | Spent by the flashlight, some actives, and Night Vision Goggles. |
| Health | 100 max | End of a floor heals 5%, and the heal is at least 5. At 0 you die. |
| Fear | 0 to 100 | Rises near entities, during chases, from some items, and from traps. It falls over time. Holding high fear too long summons The Hat Man. |
| Luck | — | Strengthens items such as Dealmakers. Server luck is everyone's luck added together, then divided by 10, shown in brackets. It raises the chance of rarer floors and entities. |
| Priority | 0 | Positive priority makes entities spot you from farther away, and they prefer higher-priority targets. Negative priority shortens detection. |
The Minesweeper fail debuff is a concrete priority spike: +5 priority, -5 speed, -5 luck for 20 seconds. The flashlight is a smaller, separate case in player discussion, and the current controls page does not give it a priority number, so this guide does not invent one.
Health loss also comes from traps, some entity attacks, and some starters. Lungwort's spore is 5 damage. Envy's spear is 50. An explosive generator fail is 50 plus five traumas. Most entities do not instantly kill. Envy's contact hit is one of the published exceptions.
