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# Power-Ups & Upgrades

Sherwood Smash has two progression layers: temporary pickups during a run and permanent run upgrades chosen on level-up.

### Pickups

| Pickup       | Effect                          | Rule                                          |
| ------------ | ------------------------------- | --------------------------------------------- |
| XP Catnip    | Adds XP toward the next level   | Drops from enemies and bosses                 |
| Triple Shot  | Adds a temporary side-shot pair | `4%` drop chance, minimum `18s` between drops |
| Heart        | Restores `25` HP                | Drops every `50` kills                        |
| CASHCAT Coin | Adds `1` CASHCAT and score      | Rare enemy drop, guaranteed boss drop         |

### Triple Shot

Triple Shot lasts `9s`. While active, CashCat fires the base shot plus side shots at a `14` degree angle. If the player already has permanent spread upgrades, Triple Shot stacks on top of them for a wider burst.

### Level-Up Upgrades

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

| Upgrade     | In-Game Name  | Effect                                                      |
| ----------- | ------------- | ----------------------------------------------------------- |
| Damage      | Cat Claws     | Bullet damage is multiplied by `1.24`, capped at `180`      |
| Fire Rate   | Panic Trigger | Fire rate is multiplied by `1.18`, capped at `26` shots/sec |
| Spread Shot | Hood Fanfire  | Adds one permanent side-shot pair, capped at `3` pairs      |
| Move Speed  | Feral Dash    | Movement speed is multiplied by `1.12`, capped at `14`      |
| Magnet      | Catnip Magnet | XP magnet radius increases by `3.5`, capped at `28`         |

### XP Requirement

The XP needed for the next level increases over the run:

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


---

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