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Experience

XPBar.png

Experience, or XP is used to level up. You can see your level and see your progress towards the next level in the top left corner by the green bar.

Whenever you Level Up, you gain +1 Max HP Max HP.png and an Upgrade at the end of the wave.


You can increase your XP Gain with certain items such as Scar.png Scar. All experience you gain is multiplied by your XP Gain stat.


Some Characters gain more XP, like Mutant.png Mutant, while others gain less, like Lucky.png Lucky

Sources of XP

The Primary source of XP is by picking up the green currency dropped by enemies when they die. See Materials for more information.

The Materials gained by Harvesting grants XP and money for the shop in equal amounts.

The Pacifist gains 0.65 XP from each living enemy at the end of the wave, and each despawned enemy.

Mathmatics

The Experience required to level up is:

XP Required = (Level + 3)*(Level + 3)

This means that the first Level Up requires 16 XP, or 4x4 (from level 0 to level 1), and getting to level 2 requires 25 XP, or 5x5.

Level 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 30 40 50 100
XP Required 0 16 25 36 49 64 81 100 121 144 169 196 225 256 289 324 361 400 441 484 529 576 625 676 729 784 1089 1849 2809 10609
Total XP Required 0 16 41 77 126 190 271 371 492 636 805 1001 1226 1482 1771 2095 2456 2856 3297 3781 4310 4886 5511 6187 6916 7700 12515 27420 51025 369550

XP Diminishing Returns

Since the required XP for the next level scales to the second power, buying an item that boosts your XP Gain, such as Scar.png Scar, doesn't increase the amount of levels you gain by 20%.

For example, if you over the duration of a game would reach level 22 (5511 XP), starting with a Scar would instead mean you gained

 5511*1.20 = 6613 XP 

This is only enough XP to reach level 23, and about halfway towards level 24. So buying Scar didn't get you 20% extra levels, but rather about 1.5 additional levels.

Mutant.png Mutant on the other hand could in the same example expect to gain

 5511*(100% + 200%) = 16533 XP 
 

Which is enough to get to level 33. Notice that the Mutant has an XP Gain that is the same as 10 Scars, yet only gains 11 additional levels. But we saw that the first Scar gave 1.5 Levels. So you would have expected 10 Scars to give about 15 levels, but they will only give 11.

This showcases the diminishing returns you gain on increasing your XP Gain.

The conclusion is that XP Gain Items are not very powerful on Mutant, but reversely are powerful on characters with reduced XP Gain.

Items with XP Gain

Name Rarity Effects Base Price Limit Unlocked By
Tier 3 +40% XP Gain
-2% Life Steal
70
Tier 2 +25% XP Gain
+3 Melee Damage
-8 Luck
50
Tier 4 +10 Engineering
+20% XP Gain
-3 Max HP
80
Tier 3 +25% XP Gain
+100% XP Gain during the next wave
+50% Enemy damage during the next wave
50
Tier 1 +20% XP Gain
-8 Range
30

Note that there are several Items that affects the amount of Experience you gain indirectly, by affecting the amount of materials you gain. For example:

  • Fertilizer.png Fertilizer increases your Harvesting, giving you extra materials, which include Experience.
  • Metal Detector.png Metal Detector gives you a chance for Materials to have double value, thus increasing the amount of Materials you get by 5%.
  • Gentle Alien.png Gentle Alien increases the amount of enemies you encounter, giving you additional material drops.


Characters With XP Gain

These Characters Have increased or decreased XP Gain:


Name Stats Unlocked By Unlocks
+100 Luck
Luck modifications are increased by 25%
+75% chance to deal 1 (15%Luck) damage to a random enemy when you pick up a material
-60% Attack Speed
-50% XP Gain
Collect 300 materials
+50 Luck
+1 % Explosion Damage when picking up a consumable while at maximum health
Consumable have a 100% chance to explode for 10 (500% Melee Damage.png) damage when picked up
+25 % Items Price
-25 % XP Gain
Pick up 20 consumables during a run
+200% XP Gain
+50% Items Price
Kill 2000 enemies

Note that there are many characters that have abilities that affect the amount of Materials they gather, and thus indirectly affecting the amount of experience they gain. For example:

  • Loud.png Loud encounters a larger amount of enemies, which means more materials dropped.
  • Arms Dealer.png Arms Dealer has a large starting Harvesting which also grants experience.
  • Streamer.png Streamer has a downside where enemies only drop half the amount of materials.

Weapons With Level Scaling

One weapon scales with your current level Level.png.

Name Class Damage Attack Speed DPS Crit Damage/Chance Range Knockback Lifesteal Special Effects Base price Unlocked by
Primitive, Medieval

10(75%Level.png50%Melee Damage.png)
15(85%Level.png65%Melee Damage.png)
20(100%Level.png85%Melee Damage.png)
30(125%Level.png100%Melee Damage.png)

1.42s
1.25s
1.09s
0.92s

7.0(52.8%Level.png35.2%Melee Damage.png)/s
12.0(68.0%Level.png52.0%Melee Damage.png)/s
18.3(91.7%Level.png78.0%Melee Damage.png)/s
32.6(135.9%Level.png108.7%Melee Damage.png)/s

x1.5 (3%)
x1.5 (3%)
x1.5 (3%)
x1.5 (3%)

175
175
175
175

0
0
0
0

0
0
0
0

Alternates between thrusting and sweeping attacks

17
34
66
130

Win a run with Apprentice.png Apprentice