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Stamina is a gameplay mechanic that limits the player's mobility. Stamina is lost by sprinting, jumping, dodging, or charged attacks or shoves with a melee weapon. It is represented in the HUD by a heart rate monitor located above the health bar and with audible cues.

Description[ | ]

Stamina is indicated by the prisoner's heart rate, measured in beats per minute (BPM). The heart monitor will scale from 60 BPM at 100% stamina, down to 180 BPM at 0% stamina. There is also a colored heart next to the BPM counter that will change from green to red, depending on stamina remaining. The player's character will also begin to breath heavily as stamina levels drop. Once the player reaches 10% (168 BPM) stamina remaining, their health bar will turn yellow and an audio cue will play. Whilst this is the same visual effect that using an IIX Syringe gives, it does not provide any bonus to melee damage. The heart monitor does not update in real-time, and will fluctuate roughly 4-5 BPM higher or lower than what the actual pulse is.

As the player loses stamina their sprint speed, melee charge speed, and melee shove speed will decrease. At 100% stamina, prisoners sprint at a speed of 6 units/second. At 0% stamina, the sprint speed is reduced to 4 units/second.

Stamina will begin to regenerate when it has not been consumed for 2.5 seconds. Stamina is regenerated at a rate of 25% (30 BPM) per second outside of combat, and at a rate of 15% (18 BPM) per second while in combat. Outside of combat, the player cannot go below 60% stamina (above 108 BPM), but while the player is in combat they cannot go above 90% stamina (below 72 BPM).

Stamina Costs[ | ]

Sprinting[ | ]

Sprinting consumes 1.666% stamina per second when in combat and 0.666% stamina per second when out of combat.

Jumping[ | ]

Jumping consumes 5% stamina both in and out of combat.

Dodging[ | ]

Dodging consumes ~15% stamina when in combat and ~10% stamina out of combat. (The actual value is 150% and 100% stamina per second respectively, with the dodge lasting ~0.1 seconds, but the dodge can be longer or shorter depending on the player's inputs.)

Shoving and Charged Melee Attacks[ | ]

Shoving and charged melee attacks consume a different amount of stamina depending on the melee weapon:

Sledgehammer Knife Bat Spear
5% 0% 2.5% 5%

Shoving always consumes the full amount above, whereas charged attacks consume a fraction of the amount above proportional to how charged the attack was. E.g. a half-charged attack with the Sledgehammer would consume 2.5% stamina (half of the full 5% for a fully charged attack). The stamina costs of shoving and charged melee attacks does not change depending on if the player is in or out of combat. Additionally, for all melees (even those that consume stamina for shoving) shoving will not reset your resting timer for the purposes of regaining stamina.

Exact Effect[ | ]

Your sprint speed and melee charge speed get multiplied by the following expression, where is your current stamina (1 being full stamina and 0 being no stamina remaining):

When you are at full stamina () this expression reduces to a multiplier of 1, so your player's sprint speed is its base value of 6m/s and your melee's charge time is its unaffected value. When the player has completely run out of stamina () this expression reduces to a multiplier of 0.667, so the player's sprint speed is reduced to ~4m/s and melee's charge at ~2/3rds of their normal speed (and so take 50% longer to reach their full charge). The same multiplier is used for the player's shove speed, affecting how long it takes after inputting a shove before an enemy is staggered and also how long the animation lasts (and thus how long before the player can perform a different action).

Notably, since the effect scales quadratically with stamina depletion a large amount of the effect is felt towards the end of the player's stamina pool. Half of the effect comes in just the last 30% of stamina remaining. Because of this it is often very beneficial for the player to avoid getting close to fully losing their stamina, and should seek to regen their stamina well before they get close to empty.

Audio[ | ]

Heavy Breathing

Low Stamina Noise

Gallery[ | ]

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