From Brotato Wiki

This page shows data and stats at the time of the original Abyssal Terrors DLC release.

It's intended as a reference page, like the other Patch pages via the Updates page.

For the current stats, please see the main Abyssal Terrors DLC(DLC) page.

Characters

Sailor
Character
  • +200% damage with Naval weapons against cursed enemies
  • +25 Curse
  • -30 % Damage
  • You can only equip tier II weapons or above
  • Crit chance is capped at 20%
  • Dodge is capped at 20%
  • Harvesting modifications are reduced by 100%

Curious
Character
  • You start with 1 Spyglass
  • 2 additional loot aliens appear every wave
  • All future loot aliens become stronger when you kill a loot alien
  • +2 % XP Gain for every different Item you have
  • -10 % Damage for every duplicate item or weapon you have
  • +25 % Enemy health

Builder
Character
  • You start with 1 Builder's Turret
  • Every 5 uncollected materials are converted into 1 % Structure attack speed and 1 Structure Range at the end of a wave
  • Engineering modifications are increased by 50%
  • +20 Harvesting
  • You can't have structures
  • -30% pickup range
  • Damage modifications are reduced by 75%

Captain
Character
  • +50 % XP Gain for every free weapon slot you have [+300]
  • +100% stats gained from level upgrades
  • +200% XP required to level up
  • +2 % Enemy health at the end of a wave
  • +2 % Enemy damage at the end of a wave

Creature
Character
  • Weapon damage additionally scales with 35% Curse
  • You start with 1 cursed Fish Hook
  • +1 Curse when you level up
  • -10 Range at the end of a wave
  • -5 % XP Gain at the end of a wave

Chef
Character
  • +35 Luck
  • +200% damage from non elemental sources against burning targets
  • Consumables explode for 5x1 (+100%) burning damage when picked up
  • You start with 1 Scared Sausage
  • +100 % Enemy health
  • Elemental Damage modifications are reduced by 75%

Druid
Character
  • +5 Max HP
  • +15 Luck
  • Enemies have a higher chance of dropping fruits
  • 33% chance to get +1 Luck when you pick up a fruit
  • 33% of fruits are poisoned and hurt you (ignores Dodge and Armor)
  • -100 HP Regeneration
  • -100 % Life Steal
  • Engineering modifications are reduced by 50%

Dwarf
Character
  • +1 Engineering when killing at least 6 enemies with a direct weapon hit
  • +1 Melee Damage for every permanent 2 Engineering you have
  • You can't equip ranged weapons
  • -20 % Dodge
  • -100 % Attack Speed
  • % Attack Speed modifications are reduced by 50%

Gangster
Character
  • Can steal 1 item per shop
  • Stealing from the shop can spawn an elite
  • All future elites and bosses become stronger when you kill an elite or a boss
  • +20 % Items Price
  • Can't lock items

Diver
Character
  • You start with 1 Harpoon Gun
  • -100% Harpoon Gun price
  • +200 % Crit Damage with Precise weapons
  • % Crit Chance modifications are increased by 25%
  • +1 HP Regeneration for every 2 Melee Damage you have
  • Enemies take 300% more damage for 3 seconds when hit by Ranged Damage
  • -100 Ranged Damage
  • +250 % Enemy health

Hiker
Character
  • Earn 5 materials for every 10 steps you take during a wave
  • +1 Max HP for every 80 steps you take during a wave
  • % Speed modifications are increased by 10%
  • -5 % Speed
  • -50% materials dropped

Buccaneer
Character
  • Picked up materials have +100% value
  • Picking up a material resets the cooldown of all your weapons
  • -100 % Attack Speed
  • -50% materials dropped from enemies

Ogre
Character
  • Enemies taking double their max health as damage explode for 15 (+50%-50%) damage
  • +10 Melee Damage
  • You can't equip ranged weapons
  • -50 % Attack Speed
  • -10 % Speed

Romantic
Character
  • Hitting an enemy that has less than 25% health has a 5% (50%) chance to charm it for 8 seconds
  • +50 Range with melee weapons
  • -3 % Damage for every 5 Curse you have
  • -1 Armor for every 5 Curse you have
  • +1 Curse at the end of a wave

Items

Current items total: 33 (6, 11, 11, 5)

❌ ✔️

I II III IV

📦 👁️ 🏷️

Builder's Turret
Unique
  • This turret's stats are derived from your best ranged weapon's base stats and scale with Engineering (80%)
  • +1 projectile when you reach 30 Structure Range

Corrupted Shard
Item
  • +3 % Damage
  • +1 Curse

Feather
Item
  • +1 Ranged Damage
  • +3 % Dodge
  • -3 % XP Gain

Penguin
Limited (0/3)
  • +1 HP Regeneration
  • +1 HP Regeneration until the end of the wave when picking up a consumable while at maximum health

Small Fish
Item
  • +10% damage against targets above 75% health
  • -3 % Attack Speed

Whistle
Unique
  • +50% chance for loot aliens to appear
  • +20% movement speed for loot aliens

Baby Squid
Item
  • +1 HP Regeneration when you level up
  • -3 % Attack Speed

Bone Dice
Limited (0/2)
  • +50% chance to get +1 % Damage when rerolling in the shop
  • +10% chance to get -1 Max HP when rerolling in the shop

Cauldron
Unique
  • +50% pickup range
  • +20 % Damage for 2 seconds after picking up a consumable
  • -2 HP Regeneration

Coral
Item
  • +10 HP Regeneration while standing still
  • -10 Range

Eyepatch
Item
  • Projectiles get +1 piercing on critical hit
  • +3 % Crit Chance
  • -10% Accuracy

Fish Hook
Limited (0/3)
  • Locked items and weapons have a 20% chance to become cursed when leaving the shop
  • +1 Curse

Jerky
Unique
  • +3 HP recovered from consumables
  • Consumables heal you over 4 seconds instead of instantly

Pearl
Limited (0/20)
  • +1 % Damage for every permanent 10 Luck you have
  • +3% chance of finding an extra Pearl in a crate

Saltwater
Unique
  • +2 Melee Damage
  • +3 % Attack Speed
  • +10 % Speed for 3 seconds when you take damage
  • -1 Elemental Damage

Spyglass
Limited (0/2)
  • +10 Range
  • -25 % Reroll Price

Treasure Map
Limited (0/5)
  • +20% chance of finding an extra item in a crate

Barnacle
Unique
  • +35% stats gained from level upgrades
  • +1 Curse when you level up

Black Flag
Unique
  • +1 material when you kill a cursed enemy
  • +10% Enemies
  • +10 % Enemy health
  • +10 % Enemy damage
  • +5 Curse

Crystal
Item
  • +5 % Attack Speed
  • +1 % Attack Speed every 1 second until the end of the wave
  • Bonus is lost when taking damage
  • -2 Engineering

Goblet
Limited (0/3)
  • +15% chance to heal 1 HP when killing an enemy
  • -3 HP Regeneration

Goldfish
Item
  • Items will be 1 tier higher after the next reroll

Knot
Unique
  • +15 % Damage
  • +15 Max HP
  • Weapons can no longer be upgraded or recycled

Lighthouse
Unique
  • +20 Engineering
  • -1 Engineering for every 1 Structure you have

Mirror
Item
  • Duplicates the next item you get from the shop (item limits can't be exceeded)

Scarf
Item
  • +4 HP Regeneration
  • +4 Melee Damage
  • +4 % Speed
  • +25 % Enemy Speed during the next wave

Starfish
Limited (0/3)
  • +20% materials dropped from enemies
  • +10 Harvesting
  • +15 % Enemy damage

Sunken Bell
Unique
  • Once per wave, you explode for 100 (500%500%500%500%) damage when you fall below 40% health

Axolotl
Unique
  • Your highest (Max HP) and lowest (Max HP) positive primary stats are swapped when you get this item

Ashes
Item
  • +20 % Damage
  • +20 % Attack Speed
  • +100 Range
  • -1 Armor at the end of a wave

Kraken’s Eye
Unique
  • You have a 50% chance to explode for 10 (500%) damage when you get hit
  • +10 Max HP
  • +10 Curse

Lantern
Unique
  • +10 % Damage
  • +50 Range
  • +15 Knockback
  • Knocks nearby enemies back every 3 seconds

Seashell
Unique
  • Every ranged weapon's 5th projectile has +3 projectiles
  • -10 % Damage

Weapon Classes

2 new weapon classes: Naval, Musical

Class Bonuses Weapons
Naval (2)+1 Curse
(3)+2 Curse
(4)+3 Curse
(5)+4 Curse
(6)+5 Curse
Anchor
  Anchor




Musical (2)+5 Luck
(3)+10 Luck
(4)+15 Luck
(5)+20 Luck
(6)+25 Luck
Flute
  Flute

Lute
  Lute

Weapons

16 new weapons:

Note: If the tier buttons aren't working, please use Ctrl+F5 to refresh your browser's scripts

Tier 1 Tier 2 Tier 3 Tier 4

[[File:|60x60px]]

Anchor II
Naval, Heavy
  • Damage: 40 (+100%+65%)
  • Critical: x1.5 (3% chance)
  • Cooldown: 1.89s
  • Knockback: 10
  • Range: 150 (Melee)
  • Lifesteal: 0%

Anchor III
Naval, Heavy
  • Damage: 60 (+125%+90%)
  • Critical: x1.5 (3% chance)
  • Cooldown: 1.84s
  • Knockback: 10
  • Range: 175 (Melee)
  • Lifesteal: 0%

Anchor IV
Naval, Heavy
  • Damage: 100 (+150%+125%)
  • Critical: x1.5 (3% chance)
  • Cooldown: 1.78s
  • Knockback: 10
  • Range: 200 (Melee)
  • Lifesteal: 0%
 I 
 II 
 III 
 IV 

Brick
Blunt
  • Damage: 30 (+50%+50%)
  • Critical: x1.5 (3% chance)
  • Cooldown: 1.39s
  • Knockback: 5
  • Range: 150 (Melee)
  • Lifesteal: 0%
  • Has a 1% chance to break and drop 10 materials on hit

Brick II
Blunt
  • Damage: 60 (+65%+65%)
  • Critical: x1.5 (3% chance)
  • Cooldown: 1.39s
  • Knockback: 5
  • Range: 150 (Melee)
  • Lifesteal: 0%
  • Has a 1% chance to break and drop 30 materials on hit

Brick III
Blunt
  • Damage: 90 (+80%+80%)
  • Critical: x1.5 (3% chance)
  • Cooldown: 1.39s
  • Knockback: 5
  • Range: 150 (Melee)
  • Lifesteal: 0%
  • Has a 1% chance to break and drop 60 materials on hit

Brick IV
Blunt
  • Damage: 120 (+100%+100%)
  • Critical: x1.5 (3% chance)
  • Cooldown: 1.39s
  • Knockback: 5
  • Range: 150 (Melee)
  • Lifesteal: 0%
  • Has a 1% chance to break and drop 120 materials on hit
 I 
 II 
 III 
 IV 

[[File:|60x60px]]

Blunderbuss II
Naval, Gun
  • Damage: 25 (+100%)
  • Critical: x2 (3% chance)
  • Cooldown: 5.2s
  • Knockback: 10
  • Range: 325 (Ranged)
  • Lifesteal: 0%
  • Cooldown is reset when you pick up a material

Blunderbuss III
Naval, Gun
  • Damage: 50 (+125%)
  • Critical: x2.25 (3% chance)
  • Cooldown: 5.2s
  • Knockback: 20
  • Range: 350 (Ranged)
  • Lifesteal: 0%
  • Cooldown is reset when you pick up a material

Blunderbuss IV
Naval, Gun
  • Damage: 80 (+150%)
  • Critical: x2.5 (3% chance)
  • Cooldown: 5.2s
  • Knockback: 30
  • Range: 375 (Ranged)
  • Lifesteal: 0%
  • Cooldown is reset when you pick up a material
 I 
 II 
 III 
 IV 

[[File:|60x60px]]

[[File:|60x60px]]

II

Captain’s Sword III
Naval, Blade
  • Damage: 50 (+100%+100%)
  • Critical: x2 (3% chance)
  • Cooldown: 1.03s
  • Knockback: 5
  • Range: 200 (Melee)
  • Lifesteal: 0%
  • Alternates between thrusting and sweeping attacks
  • Deals +15 Damage for every free weapon slot you have [+90]

Captain’s Sword IV
Naval, Blade
  • Damage: 80 (+125%+125%)
  • Critical: x2 (3% chance)
  • Cooldown: 0.95s
  • Knockback: 5
  • Range: 200 (Melee)
  • Lifesteal: 0%
  • Alternates between thrusting and sweeping attacks
  • Deals +30 Damage for every free weapon slot you have [+180]
 I 
 II 
 III 
 IV 

[[File:|60x60px]]

[[File:|60x60px]]

II

Chainsaw III
Blade, Tool
  • Damage: 10 (+75%+75%+75%)
  • Critical: x1.5 (3% chance)
  • Cooldown: 0.53s
  • Knockback: 0
  • Range: 175 (Melee)
  • Lifesteal: 15%
  • Cooldown is 1.83s every 30 shots
  • Deals 10% of an enemy’s current health as bonus damage (1% for bosses and elites)

Chainsaw IV
Blade, Tool
  • Damage: 20 (+100%+100%+100%)
  • Critical: x1.5 (3% chance)
  • Cooldown: 0.56s
  • Knockback: 0
  • Range: 200 (Melee)
  • Lifesteal: 30%
  • Cooldown is 1.52s every 40 shots
  • Deals 20% of an enemy’s current health as bonus damage (2% for bosses and elites)
 I 
 II 
 III 
 IV 

Flute
Musical
  • Damage: 5 (+50%+10%)
  • Critical: x1.5 (3% chance)
  • Cooldown: 1.2s
  • Knockback: 0
  • Range: 300 (Ranged)
  • Lifesteal: 0%
  • Hitting an enemy that has less than 60% health has a 10% chance to charm it for 8 seconds

Flute II
Musical
  • Damage: 8 (+50%+15%)
  • Critical: x1.5 (3% chance)
  • Cooldown: 1.12s
  • Knockback: 0
  • Range: 325 (Ranged)
  • Lifesteal: 0%
  • Hitting an enemy that has less than 65% health has a 15% chance to charm it for 8 seconds

Flute III
Musical
  • Damage: 11 (+50%+20%)
  • Critical: x1.5 (3% chance)
  • Cooldown: 1.03s
  • Knockback: 0
  • Range: 350 (Ranged)
  • Lifesteal: 0%
  • Hitting an enemy that has less than 70% health has a 20% chance to charm it for 8 seconds

Flute IV
Musical
  • Damage: 15 (+50%+25%)
  • Critical: x1.5 (3% chance)
  • Cooldown: 0.95s
  • Knockback: 0
  • Range: 375 (Ranged)
  • Lifesteal: 0%
  • Hitting an enemy that has less than 75% health has a 25% chance to charm it for 8 seconds
 I 
 II 
 III 
 IV 

[[File:|60x60px]]

Grenade Launcher II
Heavy, Explosive
  • Damage: 12 (+100%)
  • Critical: x2.5 (5% chance)
  • Cooldown: 0.37s
  • Knockback: 0
  • Range: 350 (Ranged)
  • Lifesteal: 0%
  • Bounce: 1 (0% damage)
  • Cooldown is 3.7s every 2 shots
  • Projectiles explode on hit

Grenade Launcher III
Heavy, Explosive
  • Damage: 18 (+100%)
  • Critical: x3 (10% chance)
  • Cooldown: 0.37s
  • Knockback: 0
  • Range: 400 (Ranged)
  • Lifesteal: 0%
  • Bounce: 1 (0% damage)
  • Cooldown is 3.2s every 3 shots
  • Projectiles explode on hit

Grenade Launcher IV
Heavy, Explosive
  • Damage: 30 (+100%)
  • Critical: x3.5 (20% chance)
  • Cooldown: 0.37s
  • Knockback: 0
  • Range: 450 (Ranged)
  • Lifesteal: 0%
  • Bounce: 1 (0% damage)
  • Cooldown is 2.7s every 4 shots
  • Projectiles explode on hit
 I 
 II 
 III 
 IV 

[[File:|60x60px]]

Harpoon Gun II
Naval, Gun
  • Damage: 5 (+100%+100%)
  • Critical: x1.5 (3% chance)
  • Cooldown: 0.82s
  • Knockback: -30
  • Range: 800 (Ranged)
  • Lifesteal: 0%
  • Slows enemies in a radius around the projectile

Harpoon Gun III
Naval, Gun
  • Damage: 10 (+100%+100%)
  • Critical: x1.5 (3% chance)
  • Cooldown: 0.73s
  • Knockback: -30
  • Range: 850 (Ranged)
  • Lifesteal: 0%
  • Slows enemies in a radius around the projectile

Harpoon Gun IV
Naval, Gun
  • Damage: 20 (+100%+100%)
  • Critical: x1.5 (3% chance)
  • Cooldown: 0.65s
  • Knockback: -30
  • Range: 900 (Ranged)
  • Lifesteal: 0%
  • Slows enemies in a radius around the projectile
 I 
 II 
 III 
 IV 

Hiking Pole
Support
  • Damage: 12 (+50%+10%)
  • Critical: x1.5 (3% chance)
  • Cooldown: 1.42s
  • Knockback: 0
  • Range: 175 (Melee)
  • Lifesteal: 0%
  • +1 Range for every 70 steps you take during a wave

Hiking Pole II
Support
  • Damage: 18 (+50%+12%)
  • Critical: x1.5 (3% chance)
  • Cooldown: 1.34s
  • Knockback: 0
  • Range: 175 (Melee)
  • Lifesteal: 0%
  • +1 Range for every 60 steps you take during a wave

Hiking Pole III
Support
  • Damage: 24 (+50%+15%)
  • Critical: x1.5 (3% chance)
  • Cooldown: 1.25s
  • Knockback: 0
  • Range: 175 (Melee)
  • Lifesteal: 0%
  • +1 Range for every 50 steps you take during a wave

Hiking Pole IV
Support
  • Damage: 30 (+50%+20%)
  • Critical: x1.5 (3% chance)
  • Cooldown: 1.17s
  • Knockback: 0
  • Range: 175 (Melee)
  • Lifesteal: 0%
  • +1 Range for every 40 steps you take during a wave
 I 
 II 
 III 
 IV 

Javelin
Primitive
  • Damage: 8 (+100%)
  • Critical: x2.5 (0% chance)
  • Cooldown: 1.2s
  • Knockback: 0
  • Range: 350 (Ranged)
  • Lifesteal: 0%
  • Every 5th projectile has +100 % Crit Chance

Javelin II
Primitive
  • Damage: 12 (+100%)
  • Critical: x2.75 (0% chance)
  • Cooldown: 1.12s
  • Knockback: 0
  • Range: 375 (Ranged)
  • Lifesteal: 0%
  • Every 4th projectile has +100 % Crit Chance

Javelin III
Primitive
  • Damage: 16 (+100%)
  • Critical: x3 (0% chance)
  • Cooldown: 0.95s
  • Knockback: 0
  • Range: 400 (Ranged)
  • Lifesteal: 0%
  • Every 3rd projectile has +100 % Crit Chance

Javelin IV
Primitive
  • Damage: 20 (+100%)
  • Critical: x3.25 (0% chance)
  • Cooldown: 0.87s
  • Knockback: 0
  • Range: 425 (Ranged)
  • Lifesteal: 0%
  • Every 2nd projectile has +100 % Crit Chance
 I 
 II 
 III 
 IV 

Lute
Musical, Support
  • Damage: 4 (+50%+10%)
  • Critical: x1.5 (3% chance)
  • Cooldown: 1.31s
  • Knockback: 2
  • Range: 150 (Melee)
  • Lifesteal: 0%
  • Enemies hit take 10% more damage for 3 seconds (max: 30%)

Lute II
Musical, Support
  • Damage: 8 (+50%+15%)
  • Critical: x1.5 (3% chance)
  • Cooldown: 1.25s
  • Knockback: 2
  • Range: 175 (Melee)
  • Lifesteal: 0%
  • Enemies hit take 10% more damage for 3 seconds (max: 50%)

Lute III
Musical, Support
  • Damage: 12 (+50%+20%)
  • Critical: x1.5 (3% chance)
  • Cooldown: 1.2s
  • Knockback: 2
  • Range: 200 (Melee)
  • Lifesteal: 0%
  • Enemies hit take 10% more damage for 3 seconds (max: 70%)

Lute IV
Musical, Support
  • Damage: 16 (+50%+25%)
  • Critical: x1.5 (3% chance)
  • Cooldown: 1.14s
  • Knockback: 2
  • Range: 225 (Melee)
  • Lifesteal: 0%
  • Enemies hit take 10% more damage for 3 seconds (max: 100%)
 I 
 II 
 III 
 IV 

[[File:|60x60px]]

Mace II
Heavy, Medieval
  • Damage: 40 (+100%-50%)
  • Critical: x1.5 (3% chance)
  • Cooldown: 1.39s
  • Knockback: 5
  • Range: 150 (Melee)
  • Lifesteal: 0%
  • -3 % Attack Speed

Mace III
Heavy, Medieval
  • Damage: 60 (+100%-75%)
  • Critical: x1.5 (3% chance)
  • Cooldown: 1.31s
  • Knockback: 5
  • Range: 150 (Melee)
  • Lifesteal: 0%
  • -6 % Attack Speed

Mace IV
Heavy, Medieval
  • Damage: 100 (+100%-100%)
  • Critical: x1.5 (3% chance)
  • Cooldown: 1.23s
  • Knockback: 5
  • Range: 150 (Melee)
  • Lifesteal: 0%
  • -10 % Attack Speed
 I 
 II 
 III 
 IV 

Sickle
Support
  • Damage: 5 (+80%+10%)
  • Critical: x2 (3% chance)
  • Cooldown: 0.87s
  • Knockback: 2
  • Range: 125 (Melee)
  • Lifesteal: 0%
  • +20% damage against targets below 30% health

Sickle II
Support
  • Damage: 8 (+80%+15%)
  • Critical: x2 (3% chance)
  • Cooldown: 0.82s
  • Knockback: 2
  • Range: 125 (Melee)
  • Lifesteal: 0%
  • +30% damage against targets below 30% health

Sickle III
Support
  • Damage: 12 (+80%+20%)
  • Critical: x2 (3% chance)
  • Cooldown: 0.77s
  • Knockback: 2
  • Range: 125 (Melee)
  • Lifesteal: 0%
  • +40% damage against targets below 30% health

Sickle IV
Support
  • Damage: 15 (+80%+25%)
  • Critical: x2 (3% chance)
  • Cooldown: 0.7s
  • Knockback: 2
  • Range: 125 (Melee)
  • Lifesteal: 0%
  • +50% damage against targets below 30% health
 I 
 II 
 III 
 IV 

Spoon
Blunt
  • Damage: 10 (+50%+15%)
  • Critical: x2 (0% chance)
  • Cooldown: 1.06s
  • Knockback: 2
  • Range: 150 (Melee)
  • Lifesteal: 0%
  • Always crits when hitting burning targets

Spoon II
Blunt
  • Damage: 15 (+50%+20%)
  • Critical: x2.25 (0% chance)
  • Cooldown: 0.99s
  • Knockback: 2
  • Range: 165 (Melee)
  • Lifesteal: 0%
  • Always crits when hitting burning targets

Spoon III
Blunt
  • Damage: 20 (+50%+25%)
  • Critical: x2.5 (0% chance)
  • Cooldown: 0.93s
  • Knockback: 2
  • Range: 180 (Melee)
  • Lifesteal: 0%
  • Always crits when hitting burning targets

Spoon IV
Blunt
  • Damage: 25 (+50%+25%)
  • Critical: x3 (0% chance)
  • Cooldown: 0.86s
  • Knockback: 2
  • Range: 200 (Melee)
  • Lifesteal: 0%
  • Always crits when hitting burning targets
 I 
 II 
 III 
 IV 

[[File:|60x60px]]

Trident II
Naval, Medieval
  • Damage: 30 (+100%+15%)
  • Critical: x2 (3% chance)
  • Cooldown: 1.58s
  • Knockback: 0
  • Range: 325 (Melee)
  • Lifesteal: 0%
  • +30% damage against targets above 80% health

Trident III
Naval, Medieval
  • Damage: 50 (+100%+30%)
  • Critical: x2 (3% chance)
  • Cooldown: 1.5s
  • Knockback: 0
  • Range: 325 (Melee)
  • Lifesteal: 0%
  • +40% damage against targets above 80% health

Trident IV
Naval, Medieval
  • Damage: 80 (+100%+50%)
  • Critical: x2 (3% chance)
  • Cooldown: 1.41s
  • Knockback: 0
  • Range: 325 (Melee)
  • Lifesteal: 0%
  • +50% damage against targets above 80% health
 I 
 II 
 III 
 IV 

[[File:|60x60px]]

[[File:|60x60px]]

II

War Hammer III
Blunt, Heavy
  • Damage: 100 (+150%+100%)
  • Critical: x1.5 (3% chance)
  • Cooldown: 2.11s
  • Knockback: 20
  • Range: 200 (Melee)
  • Lifesteal: 0%
  • Resets the cooldown of all offensive turrets when attacking

War Hammer IV
Blunt, Heavy
  • Damage: 180 (+200%+150%)
  • Critical: x1.5 (3% chance)
  • Cooldown: 1.95s
  • Knockback: 25
  • Range: 200 (Melee)
  • Lifesteal: 0%
  • Resets the cooldown of all offensive turrets when attacking
 I 
 II 
 III 
 IV 

Challenges

Game Challenges

Icon Name Challenge Unlocks
Smelly Feet Walk a total of 20000 steps
Hiker
Hiker
Herbalist Collect 250 consumables by the end of wave 20
Druid
Druid
Unstoppable Force Hit at least 25 enemies with a single melee attack
Dwarf
Dwarf
Barbecue Have at least 25 enemies burning at the same time
Chef
Chef
Unlucky Reroll 10 times in a single shop
Gangster
Gangster
Overkill Deal 1000 damage to an enemy in a single hit
Ogre
Ogre
Uncorrupted Finish a run with 0 Curse
Romantic
Romantic
Cautious Kill 1000 enemies that are more than 700 range away from you
Diver
Diver
Blind Greed Reach +100 % Pickup Range
Buccaneer
Buccaneer

Character Challenges

Icon Name Challenge Unlocks Notes & Tips
Builder Win a run with Builder
Lighthouse
Lighthouse
Item
Chef Win a run with Chef
Spoon
Spoon
Weapon
Captain Win a run with Captain
Captain’s Sword
Captain’s Sword
Weapon
Creature Win a run with Creature
Barnacle
Barnacle
Item
Curious Win a run with Curious
Pearl
Pearl
Item
Diver Win a run with Diver
Starfish
Starfish
Item
Druid Win a run with Druid
Cauldron
Cauldron
Item
Dwarf Win a run with Dwarf
War Hammer
War Hammer
Weapon
Gangster Win a run with Gangster
Grenade Launcher
Grenade Launcher
Weapon
Hiker Win a run with Hiker
Scarf
Scarf
Item
Buccaneer Win a run with Buccaneer
Eyepatch
Eyepatch
Item
Ogre Win a run with Ogre
Mace
Mace
Weapon
Romantic Win a run with Romantic
Flute
Flute
Weapon
Sailor Win a run with Sailor
Treasure Map
Treasure Map
Item