From Brotato Wiki

Version 1.0.0.3 brought Brotato out of Early Access, after 10 months of EA development. The official patch notes are available in the Steam release post.

For changes that effect modding, see: Modding Changes for 1.0.0.3

Where appropriate, coloured text shows the following: (Buff) (Nerf) (Tweak) (Bug Fix).

Overview

Challenges

Icon Name Requirements Unlock Unlock Type
Bait.png Baited Get 2 Bait during a run Fisherman.png Fisherman Character
Tree.png Forest Finish a wave with 10 or more living trees Cryptid.png Cryptid Character
Crown.png Bourgeoisie Get 3 tier IV weapons at once King.png King Character
Book.png Student Reach level 20 Apprentice.png Apprentice Character
Gummy Berserker.png Reckless Finish a wave with 1 HP Golem.png Golem Character
Metal Detector.png Scavenger Get 10 different tier I items during a run Renegade.png Renegade Character
Apprentice.png Apprentice Win a run with Apprentice Fighting Stick.png Fighting Stick Weapon
Cryptid.png Cryptid Win a run with Cryptid Claw.png Claw Weapon
Fisherman.png Fisherman Win a run with Fisherman Lure.png Lure Item
Golem.png Golem Win a run with Golem Stone Skin.png Stone Skin Item
King.png King Win a run with King Excalibur.png Excalibur Weapon
Renegade.png Renegade Win a run with Renegade Fairy.png Fairy Item

Characters

New Characters

6 new characters: Apprentice.png Apprentice / Fisherman.png Fisherman / Cryptid.png Cryptid / Golem.png Golem / King.png King / Renegade.png Renegade

Apprentice.png

Apprentice
Character
  • +2 Melee Damage when you level up
  • +1 Ranged Damage when you level up
  • +1 Elemental Damage when you level up
  • +1 Engineering Damage when you level up
  • -2 Max HP when you level up

Cryptid.png

Cryptid
Character
  • More trees spawn (+6)
  • Gain 12 material and XP for every living tree at the end of a wave
  • +3 HP Regeneration for every current living tree
  • Dodge is capped at 70%
  • +3 Attack Speed until the end of the wave when you dodge an attack
  • -100 % Life Steal
  • -100 Range
  • -50% materials dropped from enemies

Fisherman.png

Fisherman
Character
  • +20 Harvesting
  • Shops always sell a Bait
  • -95% Bait price
  • +2 Harvesting for every 1 Bait you have
  • Baits make some special enemies spawn throughout all future waves
  • -50% materials dropped from enemies

Golem.png

Golem
Character
  • +20 Max HP
  • Max HP modifications are increased by 33%
  • Armor modifications are increased by 33%
  • +40 % Attack Speed when you have less than 50% health
  • +20 % Speed when you have less than 50% health
  • You can't heal in any way

King.png

King
Character
  • +50 Luck
  • +25 % Damage for every Tier IV weapon you have
  • +25% Attack Speed for every Tier IV weapon you have
  • +5 Max HP for every different Tier IV item you have
  • -15% Damage for every Tier 1 weapon you have
  • -15% Attack Speed for every Tier 1 weapon you have
  • -2% Max HP for every Tier 1 weapon you have
  • UNLISTED BONUS: Starting weapon is Tier II

Renegade.png

Renegade
Character
  • +2 projectiles
  • Projectiles pierce through 1 additional target
  • +10 % Damage for every different Tier I item you have
  • You can't equip melee weapons
  • -400 % Damage
  • -50 % accuracy
  • % Damage modifications are reduced by 80%

Changes to Characters

  • Jack.png Jack: +50% damage against bosses => +75% (Buff)
  • Mage.png Mage: +5 Elemental Damage => +0 (Nerf)

Changes to Starting Weapons

Weapons

New Weapons

7 new weapons: Chain Gun.png Chain Gun / Claw.png Claw / Drill.png Drill / Excalibur.png Excalibur / Fighting Stick.png Fighting Stick / Gatling Laser.png Gatling Laser / Scythe.png Scythe

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

Claw.png

Claw
Unarmed, Precise
  • Damage: 5 (15%Attack Speed.png 50%Melee Damage.png)
  • Critical: x2 (10% chance)
  • Cooldown: 0.78s
  • Knockback: 2
  • Range: 150 (Melee)

Claw.png

Claw II
Unarmed, Precise
  • Damage: 10 (20%Attack Speed.png 50%Melee Damage.png)
  • Critical: x2.15 (15% chance)
  • Cooldown: 0.74s
  • Knockback: 2
  • Range: 150 (Melee)

Claw.png

Claw III
Unarmed, Precise
  • Damage: 15 (25%Attack Speed.png 50%Melee Damage.png)
  • Critical: x2.3 (20% chance)
  • Cooldown: 0.69s
  • Knockback: 2
  • Range: 150 (Melee)

Claw.png

Claw IV
Unarmed, Precise
  • Damage: 25 (30%Attack Speed.png 50%Melee Damage.png)
  • Critical: x2.5 (25% chance)
  • Cooldown: 0.61s
  • Knockback: 2
  • Range: 150 (Melee)

Claw.png

Claw
Unarmed, Precise
  • Unlock:
  • Finish a run with Cryptid
 I 
 II 
 III 
 IV 
Locked Icon.png

Fighting Stick.png

Fighting Stick
Primitive, Medieval
  • Damage: 10 (75% Level.png 50% Melee Damage.png)
  • Critical: x1.5 (3% chance)
  • Cooldown: 1.42s
  • Knockback: 0
  • Range: 175 (Melee)
  • Alternates between thrusting and sweeping attacks

Fighting Stick.png

Fighting Stick II
Primitive, Medieval
  • Damage: 15 (85% Level.png 65% Melee Damage.png)
  • Critical: x1.5 (3% chance)
  • Cooldown: 1.25s
  • Knockback: 0
  • Range: 175 (Melee)
  • Alternates between thrusting and sweeping attacks

Fighting Stick.png

Fighting Stick III
Primitive, Medieval
  • Damage: 20 (100% Level.png 80% Melee Damage.png)
  • Critical: x1.5 (3% chance)
  • Cooldown: 1.09s
  • Knockback: 0
  • Range: 175 (Melee)
  • Alternates between thrusting and sweeping attacks

Fighting Stick.png

Fighting Stick IV
Primitive, Medieval
  • Damage: 30 (125% Level.png 100% Melee Damage.png)
  • Critical: x1.5 (3% chance)
  • Cooldown: 0.92s
  • Knockback: 0
  • Range: 175 (Melee)
  • Alternates between thrusting and sweeping attacks

Fighting Stick.png

Fighting Stick
Primitive, Medieval
  • Unlock:
  • Finish a run with Apprentice
 I 
 II 
 III 
 IV 
Locked Icon.png

Chain Gun.png

Chain Gun
Legendary, Gun
  • Damage: na
  • Cooldown: na
  • Range: na
  • Cooldown is 4.4s every 100 shots

Chain Gun.png

Chain Gun II
Legendary, Gun
  • Damage: na
  • Range: na
  • Cooldown is 4.4s every 100 shots

Chain Gun.png

Chain Gun III
Legendary, Gun
  • Damage: na
  • Range: na
  • Cooldown is 4.4s every 100 shots

Chain Gun.png

Chain Gun IV
Legendary, Gun
  • Damage: 3x3 (Ranged Damage.png Engineering Stat.png)
  • Critical: x2 (3% chance)
  • Cooldown: 0.07s
  • Knockback: 5
  • Range: 500 (Ranged)
  • Piercing: 1 (-50% damage)
  • Cooldown is 4.4s every 100 shots
 I 
 II 
 III 
 IV 

Drill.png

Drill
Legendary, Precise
  • Damage: XX
  • 100% chance to gain 1 material when killing an enemy with a critical hit
  • +10 % Attack Speed every 5 seconds until the end of the wave

Drill.png

Drill II
Legendary, Precise
  • Damage: XX
  • 100% chance to gain 1 material when killing an enemy with a critical hit
  • +10 % Attack Speed every 5 seconds until the end of the wave

Drill.png

Drill III
Legendary, Precise
  • Damage: XX
  • 100% chance to gain 1 material when killing an enemy with a critical hit
  • +10 % Attack Speed every 5 seconds until the end of the wave

Drill.png

Drill IV
Legendary, Precise
  • Damage: 10 (Melee Damage.png, Engineering Stat.png)
  • Critical: x2.5 (50% chance)
  • Cooldown: 0.45s
  • Knockback: 1
  • Range: 100 (Melee)
  • 100% chance to gain 1 material when killing an enemy with a critical hit
  • +10 % Attack Speed every 5 seconds until the end of the wave
 I 
 II 
 III 
 IV 

Excalibur.png

Excalibur
Legendary, Blade
  • Damage: na
  • Alternates between thrusting and sweeping attacks
  • -3 Armor for every weapon you have

Excalibur.png

Excalibur II
Legendary, Blade
  • Damage: na
  • Alternates between thrusting and sweeping attacks
  • -3 Armor for every weapon you have

Excalibur.png

Excalibur III
Legendary, Blade
  • Damage: na
  • Alternates between thrusting and sweeping attacks
  • -3 Armor for every weapon you have

Excalibur.png

Excalibur IV
Legendary, Blade
  • Damage: 200 (200% Melee Damage.png 200% Max HP.png)
  • Critical: x2.5 (10% chance)
  • Cooldown: 0.66s
  • Knockback: 5
  • Range: 200 (Melee)
  • Alternates between thrusting and sweeping attacks
  • -3 Armor for every weapon you have

Excalibur.png

Excalibur
Legendary, Blade
  • Unlock:
  • Finish a run with King
 I 
 II 
 III 
 IV 
Locked Icon.png

Gatling Laser.png

Gatling Laser
Legendary, Heavy
  • Knockback: XX
  • Range: XX

Gatling Laser.png

Gatling Laser II
Legendary, Heavy
  • Knockback: XX
  • Range: XX

Gatling Laser.png

Gatling Laser III
Legendary, Heavy
  • Knockback: XX
  • Range: XX

Gatling Laser.png

Gatling Laser IV
Legendary, Heavy
  • Damage: 10 (Ranged Damage.png)
  • Critical: x3 (10% chance)
  • Cooldown: 0.07s
  • Knockback: 5
  • Range: 500 (Ranged)
  • Piercing: 3 (-50% damage)
 I 
 II 
 III 
 IV 

Scythe.png

Scythe
Legendary, Ethereal

Scythe.png

Scythe II
Legendary, Ethereal

Scythe.png

Scythe III
Legendary, Ethereal

Scythe.png

Scythe IV
Legendary, Ethereal
  • Damage: 150 (100%Melee Damage.png)
  • Critical: x2 (3% chance)
  • Cooldown: 0.72s
  • Knockback: 2
  • Range: 250 (Melee)
  • Lifesteal: 100%
  • You take 3 damage per second (does not give invulnerability time)
  • +3 % Damage when you take damage until the end of the wave
 I 
 II 
 III 
 IV 

The new Tier I weapons can be used by the following characters:

New Weapon Classes

One new weapon class has been added: Legendary. Each level after 1 reduces your Max HP.

  1. ---
  2. -20 Max HP
  3. -40 Max HP
  4. -80 Max HP
  5. -100 Max HP

This new weapon class is applied to all the new Tier IV weapons:

Changes to Weapons

Items

New Items

6 new items:

Plus 1 new item that was previously unavailable due to a bug:

✔️

Max HP.png HP Regeneration.png Life Steal.png Damage.png Melee Damage.png Ranged Damage.png Elemental Damage.png Attack Speed.png Crit Chance.png Engineering Stat.png Range Stat.png Armor.png Dodge Stat.png Speed Stat.png Luck.png Harvesting.png

I II III IV

📦 👁️ Materials.png 🏷️

Sharp Bullet.png

Sharp Bullet
Unique
  • Projectiles pierce through 1 additional target
  • -20% Piercing Damage
  • -5 % Damage

Lure.png

Lure
Item
  • +3 HP Regeneration
  • 2 additional loot aliens appear during the next wave

Pocket Factory.png

Pocket Factory
Unique
  • +2 Engineering
  • Killing a tree spawns a turret

Clover.png

Clover
Item
  • +20 Luck
  • +6% Dodge
  • -2% Life Steal

Fairy.png

Fairy
Unique
  • +1 HP Regeneration for every different Tier I item you have
  • -2 HP Regeneration for every different Tier IV item you have

Shackles.png

Shackles
Unique
  • +8 HP Regeneration
  • +8 Engineering
  • +80 Range
  • Your Speed is capped at its current value

Stone Skin.png

Stone Skin
Unique
  • +1 Max HP for every 1 permanent Armor you have
  • -2 Armor

Changes to Items

Enemies

New Elites

There are 5 new Elites:

Image Croc.png Anthead.png Mantis.png Mother.png Bat Elite.png
Name Croc Colossus Mantis Mother Gargoyle

Changes to Enemies

  • Acid junky enemies: 20 base health => 15
  • A flying enemy now appears on wave 3 on danger 2+
  • Bosses health: 28,000 + 100 per wave => 15,000 + 750 per wave
  • Enemies spawned by elites and bosses are now affected by modifiers to the number of enemies
  • Special fish enemies' collision box size increased (Tweak)

Endless

  • The health of enemies in endless mode now increases slightly faster (Nerf)
  • The rate of consumables' drops in endless mode now decreases a lot slower (Buff)
  • The speed of enemies in endless mode now increases slower (Buff)
  • Endless Harvesting decrease: 10% => 20% (Nerf)
  • Endless materials drops now decrease slower and cap higher (Buff)
  • Endless shop and rerolling prices now increase a lot slower (Buff)

Misc

  • Runs with modified accessibility options that end up at 100% are now displayed as 100% runs instead of being the same as default runs (Tweak)
  • Tweaked the number of trees spawning to be more consistent when having bonuses to trees (Tweak)
  • A button now appears in wave 19's shop to switch a normal run into an endless run
  • Added next wave's number in the "go" button in the shop
  • The wave number displayed on the shop now corresponds to the current wave and not the next one
  • Changed Lumberjack Shirt.png Lumberjack challenge icon:
    • The old icon was from the Tree.png Tree item, which is now used for the Tree.png Forest challenge instead.
    • The new icon is from the Lumberjack Shirt.png Lumberjack Shirt item.
  • Changed the max number of structures on the map at once, from 50 to 100 (Buff)

Fixes

  • Fixed a bug where Recycling Machine.png Recycling Machine wasn't displaying the materials gained from recycling items found in crates
  • Fixed a bug where Chunky.png Chunky was tagged for HP Regeneration instead of Luck
  • Fixed a bug where Improved Tools.png Improved Tools were tagged for Elemental Damage instead of Engineering
  • Fixed a bug where enemies spawned by other normal enemies were also affected by modifiers to the number of enemies
  • Fixed a bug where the experience gained by Harvesting could make the XP bar overflow
  • Fixed a bug where characters were considered as items for some effects
  • Fixed a bug where the Clover.png Clover item was not spawning.
  • Fixed a bug where "Damage" modifications were not affecting the "% Damage against bosses" secondary stat
  • Fixed a bug where one less elite was spawning after wave 101 than the intended number
  • Changed the Japanese translation for "Elemental" from "基本" to "属性" (as requested by Lily on Discord)