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(Created page with "== Materials== In Brotato, Materials are small green objects that are dropped by Enemies when they are killed. Harvesting also grants you matertials at the end of each wave. When you gain materials, you gain both XP, used to level up, and Gold, the currency used to reroll and buy items in the Shop Within the game, there is no clear distinction between Materials and Gold, and the terms are used interchangeably despite functioning in two different ways. We m...")
 
 
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== Materials==
== Materials==


In Brotato, Materials are small green objects that are dropped by [[Enemies]] when they are killed. [[Harvesting]] also grants you matertials at the end of each wave.
[[File:MaterialsOverview.png|right|300x300px|link=File:MaterialsOverview.png]]
In Brotato, Materials are small green objects [[File:Materials.png|30x30px|link=File:Materials.png]] that are dropped by [[Enemies]] when they are killed. [[Harvesting]] also grants you materials at the end of each wave.


When you gain materials, you gain both XP, used to level up, and Gold, the currency used to reroll and buy items in the [[Shop]]
When you gain materials, you gain both [[Experience]], used to level up, and Gold, the currency used to reroll and buy items in the [[Shop]]. You can see the amount of XP and Gold you have in the top left corner of the game. See the Picture to the Right.


Within the game, there is no clear distinction between Materials and Gold, and the terms are used interchangeably despite functioning in two different ways. We make the distinction here on this page to make things more clear. The rest of the Wikipedia uses the terms in the same way as the game does.
Within the game, there is no clear distinction between Materials and Gold, and the terms are used interchangeably despite functioning in two different ways. We make the distinction here on this page to make things more clear. The rest of the Wiki uses the terms in the same way as the game does.


== XP ==
=== Getting more Materials ===
XP, or experience 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]] {{StatIcon|name=Max HP}} and you an [[Upgrades|Upgrade]] at the end of the wave.
Aside from drops and Harvesting, the only other way to gain Materials that gives both Experience and Gold is:
* {{MiniIconbox|name=Metal Detector}} allows materials to sometimes give double value.
* {{MiniIconbox|name=Brick}} drops 10-120 Materials when it destroys itself on hit.
* {{CharacterIcon|Pacifist}} gains 0.65 Materials for each enemy alive on screen and for each enemy that had despawned during the wave.
* {{CharacterIcon|Cryptid}} gains 12 Materials for each Tree alive at the end of the wave.


You can increase your [[XP Gain]] with certain items such as {{MiniIconbox|name=Scar}}.
=== Bagged Materials ===


Whenever you fail to pick up Materials before a wave ends, any remaining materials on the map is collected and put into the Bag in the top left corner of the game. See the picture above for reference.


Some [[Characters]] gain more XP, like {{CharacterIcon|Mutant}}, while others gain less, like {{CharacterIcon|Lucky}}
On a later wave, when materials drop, one material is extracted from the bag and is added to the value of the dropped materials, so you actually gain +2 Gold and XP when you pick up the green blob.


The Experience required to level up is:
So in short, the bagged materials mean that no materials are lost, and you just collect them on the next wave.


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.
=== Materials Limit ===
 
There is a limit of 50 materials that can be on the map at once. If more than 50 materials would drop on the ground, the new materials is added to the value of one of the already existing blobs instead of creating a new green blob.
 
 
No Materials or value is lost when this happens. If you fail to pick up these valuable materials, they are bagged for their value without any loss.
 
 
== Materials Dropped by Enemies ==
 
When killed, enemies have a chance to drop materials. The base chance is 100%, and each enemy has a base value for how many materials they drop. this value can be found on the [[Enemies]] Page.
 
Several things can influence the chance for materals to drop, and how many that drops. Let's go over them.
 
 
=== Materials Wave Decay ===
 
The base chance for enemies to drop materials is 100%. Starting at Wave 5, the chance is decreased by 1.5% times the wave number. This continues into [[Endless Mode]] until it hits the minimum of 50% Chance.  
 


{| class="wikitable"
{| class="wikitable"
!Level
!Wave
!0
!1
!1
!2
!2
Line 36: Line 57:
!9
!9
!10
!10
!11  
!11
!12
!12
!13
!13
Line 46: Line 67:
!19
!19
!20
!20
|-
!Drop Chance
|100%
|100%
|100%
|100%
|92.5%
|91%
|89.5%
|88%
|86.5%
|85%
|83.5%
|82%
|80.5%
|79%
|77.5%
|76%
|74.5%
|73%
|71.5%
|70%
|-
|}
And For 20+:
{| class="wikitable"
!Wave
!21
!21
!22
!22
Line 51: Line 102:
!24
!24
!25
!25
!26
!27
!28
!29
!30
!30
!31
!32
!33
!34
!35
!36
!37
!38
!39
!40
!40
!50
!100
|-
|-
! XP Required
!Drop Chance
|0
|68.5%
|16
|67%
|25
|65.5%
|36
|64%
|49
|62.5%
|64
|61%
|81
|59.5%
|100
|58%
|121
|56.5%
|144
|55%
|169
|53.5%
|196
|52%
|225
|50.5%
|256
|50%
|289
|50%
|324
|50%
|361
|50%
|400
|50%
|441
|50%
|484
|50%
|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 {{MiniIconbox|name=Scar}}, doesn't increase the amount of levels you gain by 20%.
=== Horde Wave ===
During [[Elite and Horde Waves|Horde Waves]] enemies have a 0,65 multiplier to their drop rate. It is multiplicative with other factors and can go below the 50% mentioned above.  


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
Or said more directly, enemies drop 35% less materials.


Chance for a Baby Alien to drop a Loot Crate: 1% * 1% = 1/10000
When combined with above


  5511*1.20 = 6613 XP
{| class="wikitable"
!Horde Wave on Wave
!11
!12
!14
!15
|-
!Total Drop Chance
|54.3%%
|53.3%
|51.4%
|50.4%
|-
|}


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.
== Gold ==


{{CharacterIcon|Mutant}} on the other hand could in the same example expect to gain
Gold is the currency used to reroll Upgrades and items in the Shop. And it is used to buy items in the Shop. In the game, the currency is just referred to as Materials. Some effects only give the gold part of Materials. Let's go over them.


  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've expected 10 Scars to give about 15 levels.


This showcases the diminishing returns you gain on increasing your XP Gain.
When {{CharacterIcon|Streamer}} gains "Materials" from standing still, it is actually just gold that is gained, and not Experience. This means that the streamer can actually end up underleveled compared to other characters, since they have a -50% Materials dropped by enemies.
 
== Gold ==
Gold is the currency used to reroll Upgrades and items in the Shop. And it is used to buy items in the Shop. In the game, the currency is just referred to as Materials.


Same for when {{CharacterIcon|Hiker}} is hiking. You're just gaining the gold.


=== Gold Only items ===


These items only provides gold and doesn't provide Experience.
<table class="wikitable sortable jquery-tablesorter" style="width:90%;color:#eee; background:transparent; text-align:center; vertical-align:middle;">
<table class="wikitable sortable jquery-tablesorter" style="width:90%;color:#eee; background:transparent; text-align:center; vertical-align:middle;">
{{TableHeaders|items}}
{{TableHeaders|items}}
     {{TableRowItem|Adrenaline}}
     {{TableRowItem|Bag}}
    {{TableRowItem|Cute Monkey}}
    {{TableRowItem|Black Flag}}
{{TableRowItem|Tentacle}}
    {{TableRowItem|Hunting Trophy}}
{{TableRowItem|Doctor}}
{{TableRowItem|Piggy Bank}}
    {{TableRowItem|Medical Turret}}
</table>
</table>

Latest revision as of 23:06, 25 October 2024

Materials

MaterialsOverview.png

In Brotato, Materials are small green objects Materials.png that are dropped by Enemies when they are killed. Harvesting also grants you materials at the end of each wave.

When you gain materials, you gain both Experience, used to level up, and Gold, the currency used to reroll and buy items in the Shop. You can see the amount of XP and Gold you have in the top left corner of the game. See the Picture to the Right.

Within the game, there is no clear distinction between Materials and Gold, and the terms are used interchangeably despite functioning in two different ways. We make the distinction here on this page to make things more clear. The rest of the Wiki uses the terms in the same way as the game does.

Getting more Materials

Aside from drops and Harvesting, the only other way to gain Materials that gives both Experience and Gold is:

  • Metal Detector.png Metal Detector allows materials to sometimes give double value.
  • Brick.png Brick drops 10-120 Materials when it destroys itself on hit.
  • Pacifist.png Pacifist gains 0.65 Materials for each enemy alive on screen and for each enemy that had despawned during the wave.
  • Cryptid.png Cryptid gains 12 Materials for each Tree alive at the end of the wave.

Bagged Materials

Whenever you fail to pick up Materials before a wave ends, any remaining materials on the map is collected and put into the Bag in the top left corner of the game. See the picture above for reference.

On a later wave, when materials drop, one material is extracted from the bag and is added to the value of the dropped materials, so you actually gain +2 Gold and XP when you pick up the green blob.

So in short, the bagged materials mean that no materials are lost, and you just collect them on the next wave.


Materials Limit

There is a limit of 50 materials that can be on the map at once. If more than 50 materials would drop on the ground, the new materials is added to the value of one of the already existing blobs instead of creating a new green blob.


No Materials or value is lost when this happens. If you fail to pick up these valuable materials, they are bagged for their value without any loss.


Materials Dropped by Enemies

When killed, enemies have a chance to drop materials. The base chance is 100%, and each enemy has a base value for how many materials they drop. this value can be found on the Enemies Page.

Several things can influence the chance for materals to drop, and how many that drops. Let's go over them.


Materials Wave Decay

The base chance for enemies to drop materials is 100%. Starting at Wave 5, the chance is decreased by 1.5% times the wave number. This continues into Endless Mode until it hits the minimum of 50% Chance.


Wave 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Drop Chance 100% 100% 100% 100% 92.5% 91% 89.5% 88% 86.5% 85% 83.5% 82% 80.5% 79% 77.5% 76% 74.5% 73% 71.5% 70%

And For 20+:


Wave 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40
Drop Chance 68.5% 67% 65.5% 64% 62.5% 61% 59.5% 58% 56.5% 55% 53.5% 52% 50.5% 50% 50% 50% 50% 50% 50% 50%


Horde Wave

During Horde Waves enemies have a 0,65 multiplier to their drop rate. It is multiplicative with other factors and can go below the 50% mentioned above.

Or said more directly, enemies drop 35% less materials.

When combined with above

Horde Wave on Wave 11 12 14 15
Total Drop Chance 54.3%% 53.3% 51.4% 50.4%

Gold

Gold is the currency used to reroll Upgrades and items in the Shop. And it is used to buy items in the Shop. In the game, the currency is just referred to as Materials. Some effects only give the gold part of Materials. Let's go over them.


When Streamer.png Streamer gains "Materials" from standing still, it is actually just gold that is gained, and not Experience. This means that the streamer can actually end up underleveled compared to other characters, since they have a -50% Materials dropped by enemies.

Same for when Hiker.png Hiker is hiking. You're just gaining the gold.

Gold Only items

These items only provides gold and doesn't provide Experience.

Name Rarity Effects Base Price Limit Unlocked By Tags
Tier 1 +15 materials when you pick up a crate
-1 % Speed
15 3 Luck, Exploration, Economy
Tier 3 +1 material when you kill a cursed enemy
+10% Enemies
+10 % Enemy health
+10 % Enemy damage
+5 Curse
60 1 Curse, More Enemies
Tier 3 33% chance to gain 1 material when killing an enemy with a critical hit 55 3 Win a run with Crazy.png Crazy Crit Chance
Tier 2 +20% of your materials at the start of waves (stops working at wave 20) 40 1