Outback Uprising

Defend the Pub · Field Guide, stats & build tools

Game 0.10.11 · Stats rebuilt from source · 2026-10-17

How the Numbers Work

These formulas describe your character and weapons. Pub upgrades, enemy pressure and shared run resources have their own official rules in the defence guide. Temporary effects and custom presets can change the numbers you see during a run. Continued defence saves keep their frozen balance; new official runs use the current 0.10.9 health, detection and pub weapon-mark tuning.

Weapon damage scaling

A weapon's base damage doubles every 5 levels (integer step):

scaled_base = base_damage × 2 ^ floor(level / 5) Lv 1–4 → ×1 Lv 5–9 → ×2 Lv 10–14 → ×4 Lv 15–19 → ×8 Lv 20–24 → ×16 Lv 25–29 → ×32

Flat +damage upgrades are added on top of the scaled base:

weapon_damage = scaled_base + floor(sum of flat +DAMAGE upgrades)

Upgrades targeting weapon levels 1–5 force a Damage modifier. A starting weapon is already level 1, so its next upgrades to levels 2–5 follow this rule.

Final hit damage

When a hit lands, the weapon damage is multiplied by your global damage multiplier, then crits are rolled:

hit = weapon_damage × damage_multiplier × 2 ^ crits damage_multiplier = (base + item/character damage bonuses + Wide Load) × temporary effects × crew boon × adrenaline crits = guaranteed crits + a chance at one more (each ×2) capped at 30 stacks

Crit chance can exceed 100%: the whole-number part is guaranteed crits and the fraction is the chance of an extra one. Each crit multiplies the hit ×2.

This is the ordinary weapon-hit path. Character abilities and special targets can alter a hit; for example, boomerangs deal double damage to landed First Fleet troops. Combo bonuses shown in the effective stat display are not applied to these ordinary weapon hits.

Attack speed / cooldown

global_multiplier = clamp((1 − player CDR) × temporary cooldown effects, 0.25, 5) attack_time = max(base_cooldown × 0.25, weapon_cooldown × global_multiplier) weapon_cooldown = max(base_cooldown × 0.25, base_cooldown × (1 − weapon CDR)) The final minimum is 25% of base, even when multiple reductions combine. Each 1% player CDR above 75% adds 0.1% Trigger Happy refire chance.

Each weapon cooldown roll multiplies its current interval. Two 10% reductions leave 81% of that interval, equivalent to 19% combined reduction.

Run-long pylon modifiers

Collected boons apply to the whole crew until the run ends; they are separate from timed beer effects. You Beauty multiplies weapon damage by 1.15. Flat Out multiplies movement speed by 1.10 and stamina regeneration by 1.25.

Big Bikkies adds 0.20 to the weapon-size bonus, rather than multiplying the existing size bonus, plus one extra attack subject to the weapon's ordinary quantity rules. Continuous weapons do not gain extra projectiles.

player_size = clamp(1 + item size + character size, 0.1, 5) × (1 + beer size bonus) + crew size bonus Wide Load damage bonus = max(0, permanent size − 5) × 0.125

Weapon size upgrades multiply their own base size separately. Temporary beer size and crew size do not contribute to Wide Load.

Feed the Swarm adds its modifiers by rank: new regular enemy XP ×(1 + 0.25 × rank), health ×(1 + 0.20 × rank), and damage ×(1 + 0.10 × rank), up to rank 3. Bosses and enemy speed are unchanged. See status effects for the complete boon list and campfire-rest rules.

Rarity tiers & multipliers

Most stat upgrades multiply their base value by the rolled tier:

Dodgy ×1Fair Dinkum ×1.5Ripper ×4.5Bloody Legend ×9You Beaut ×15

At base luck (0 Fair Go) the roll odds are 88.9% Dodgy, 5.0% Fair Dinkum, 4.0% Ripper, 2.0% Bloody Legend, 0.01% You Beaut. Stacking Fair Go (luck) shifts the odds upward — at very high Fair Go, gold You Beaut becomes the most common roll.

Quantity, Pierce and Duration upgrades use flat per-tier tables instead of the multiplier (Quantity/Pierce give +1 / +2 / +3 at Ripper / Bloody Legend / You Beaut, and only appear at Ripper or higher). Poison coating is You Beaut only. Duration adds 0.10 / 0.15 / 0.45 / 0.75 / 1.00 seconds across the five tiers. Supercharged milestones use their own awards.

Armor (damage taken)

Armor reduces incoming damage with diminishing returns — 100 armor = 50% reduction, ramping much more slowly after that. It never fully negates an ordinary hit (min 1 damage). Boss hits have a floor of 5% of maximum HP after armour, while armour-piercing attacks bypass reduction. Poison and scripted Cup knockdowns use separate paths.

Character immunities can bypass a hit entirely, such as Magpie Mick taking no damage from magpies.

armor ≤ 100: reduction = armor / (armor + 100) armor > 100: reduction = 50% + 50% × (excess / (excess + 300)) where excess = armor − 100
Armor25501002004001000
Dmg reduced20%33%50%63%75%88%

HP scaling & overheal

Max HP grows with your player level and is capped per character:

level_hp = floor(base_hp × (1 + (level − 1) × hp_per_level)) max_hp = max(existing_max_hp, min(level_hp, hp_cap)) current characters: hp_per_level = 2.5%, hp_cap = 1000

Durries add flat Max HP to your current pool and heal by the amount actually gained. Later level scaling only raises that pool; it never subtracts an earlier item gain. Any Durries HP beyond the 1000 HP cap raises a temporary overheal ceiling, up to +300. Raising the ceiling does not heal you by itself: ordinary heals can fill it, while campfire rest cannot. The ceiling drains at 2 HP/sec, lowering current HP only when the shrinking ceiling reaches it.