> For the complete documentation index, see [llms.txt](https://sherwood-smash.gitbook.io/sherwoodsmash/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://sherwood-smash.gitbook.io/sherwoodsmash/documentation/gameplay/power-ups-and-upgrades.md).

# Power-Ups & Upgrades

Sherwood Smash uses enemy drops for recovery and XP, plus permanent blessings chosen on level-up

### Pickups

| Pickup       | Effect                            | Current Rule                                                                |
| ------------ | --------------------------------- | --------------------------------------------------------------------------- |
| XP Catnip    | Adds XP toward the next level     | Drops from defeated enemies and the boss                                    |
| Heart        | Restores `25 HP`                  | Guaranteed target every `50` kills, with an additional `1.8%` random chance |
| CASHCAT Coin | Adds `1 CASHCAT` and `1000` score | Scheduled normal-enemy milestones and guaranteed boss drops                 |

Heart drops share one global rule set:

* At least `30` seconds must pass between any two heart drops.
* Only one heart may exist in the arena at a time.
* Any heart drop resets the `50`-kill counter.
* A heart disappears after `14` seconds if it is not collected.

### Sherwood Blessings

When enough XP is collected, the run pauses and the player chooses one of three cards.

| Upgrade     | In-Game Name  | Effect                                                                    |
| ----------- | ------------- | ------------------------------------------------------------------------- |
| Damage      | Cat Claws     | Multiplies bullet damage by `1.24`, capped at `180`                       |
| Fire Rate   | Panic Trigger | Multiplies fire rate by `1.18`, capped at `26` shots/sec                  |
| Spread Shot | Hood Fanfire  | Adds one permanent pair, or `2` permanent side shots, capped at `3` pairs |
| Move Speed  | Feral Dash    | Multiplies movement speed by `1.12`, capped at `14`                       |
| Magnet      | Catnip Magnet | Adds `3.5` units to XP magnet radius, capped at `28`                      |

Hood Fanfire can be offered no more than once per three player levels. If it appears at level `2`, it cannot appear again before level `5`, even when the player does not select it.

### XP Requirement

```
8 + (level - 1) * 5 + floor(level * level * 0.65)
```


---

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