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(Weapons: Add all tiers, as tabs) |
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(3 intermediate revisions by the same user not shown) | |||
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| tags = stat_max_hp stat_melee_damage explosive | | tags = stat_max_hp stat_melee_damage explosive | ||
| swpns = Fist, Brick, Rock, Plank, Cacti Club, Chopper, Spoon | | swpns = Fist, Brick, Rock, Plank, Cacti Club, Chopper, Spoon | ||
| stat1 = Enemies taking double their max health as damage explode for {{Color|green|15}} ({{Color|green|{{Color|grey|+50%}}{{StatIcon|Max HP}}{{Color| | | stat1 = Enemies taking double their max health as damage explode for {{Color|green|15}} ({{Color|green|{{Color|grey|+50%}}{{StatIcon|Max HP}}{{Color|pastelred|-50%}}{{StatIcon|Attack Speed}}}}) damage | ||
| stat2 = {{Color|green|+10}} Melee Damage | | stat2 = {{Color|green|+10}} Melee Damage | ||
| stat3 = You can't equip ranged weapons | | stat3 = You can't equip ranged weapons | ||
Line 730: | Line 730: | ||
</div> | </div> | ||
</div> | </div> | ||
== Weapon Classes == | |||
1 new weapon class: [[Naval]] | |||
<table class="wikitable sortable jquery-tablesorter" style="color: #eee; background: transparent;"> | |||
{{TableHeaders|sets}} | |||
{{TableRowWeaponClass|Naval}} | |||
</table> | |||
==Weapons== | ==Weapons== | ||
16 new weapons: | |||
<div class="statscard-grid" style="margin-left: 0;"> | <div class="statscard-grid" style="margin-left: 0;"> | ||
{{StatsCard_WeaponToggles}} | |||
<div class="statscard-grid__main" style="max-height: none;"> | <div class="statscard-grid__main" style="max-height: none;"> | ||
<div id="weapon_anchor_2" class="statscard-grid__item"> | |||
{{StatsCardWeaponTabs | |||
| name2 = Anchor | |||
| type2 = Melee | |||
| class2 = Naval, Heavy | |||
| image2 = Anchor.png | |||
| rarity2 = 2 | |||
| damage2 = 40 (+100%{{StatIcon|Melee Damage}}+65%{{StatIcon|name=Curse}}) | |||
| critical2 = x1.5 (3% chance) | |||
| cooldown2 = 1.89s | |||
| knockback2 = 10 | |||
| range2 = 150 (Melee) | |||
| lifesteal2 = 0% | |||
| name3 = Anchor | |||
| type3 = Melee | |||
| class3 = Naval, Heavy | |||
| image3 = Anchor.png | |||
| rarity3 = 3 | |||
| damage3 = 60 (+125%{{StatIcon|Melee Damage}}+90%{{StatIcon|name=Curse}}) | |||
| critical3 = x1.5 (3% chance) | |||
| cooldown3 = 1.84s | |||
| knockback3 = 10 | |||
| range3 = 175 (Melee) | |||
| lifesteal3 = 0% | |||
| name4 = Anchor | |||
| type4 = Melee | |||
| class4 = Naval, Heavy | |||
| image4 = Anchor.png | |||
| rarity4 = 4 | |||
| damage4 = 100 (+150%{{StatIcon|Melee Damage}}+125%{{StatIcon|name=Curse}}) | |||
| critical4 = x1.5 (3% chance) | |||
| cooldown4 = 1.78s | |||
| knockback4 = 10 | |||
| range4 = 200 (Melee) | |||
| lifesteal4 = 0% | |||
| firstShownTier = 2 | |||
| addTierNumbers = 1 | |||
| tier1disabled = 1 | |||
| tier2disabled = 0 | |||
| tier3disabled = 0 | |||
| tier4disabled = 0 | |||
}} | |||
</div> | |||
<div id="weapon_brick_1" class="statscard-grid__item"> | <div id="weapon_brick_1" class="statscard-grid__item"> | ||
{{StatsCardWeaponTabs | {{StatsCardWeaponTabs | ||
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| addTierNumbers = 1 | | addTierNumbers = 1 | ||
| tier1disabled = 0 | | tier1disabled = 0 | ||
| tier2disabled = 0 | |||
| tier3disabled = 0 | |||
| tier4disabled = 0 | |||
}} | |||
</div> | |||
<div id="weapon_blunderbuss_2" class="statscard-grid__item"> | |||
{{StatsCardWeaponTabs | |||
| name2 = Blunderbuss | |||
| type2 = Ranged | |||
| class2 = Naval, Gun | |||
| image2 = Blunderbuss.png | |||
| rarity2 = 2 | |||
| damage2 = 25 (+100%{{StatIcon|Ranged Damage}}) | |||
| critical2 = x2 (3% chance) | |||
| cooldown2 = 5.2s | |||
| knockback2 = 10 | |||
| range2 = 325 (Ranged) | |||
| lifesteal2 = 0% | |||
| pierce2 = 2 (25% damage) | |||
| speciala2 = Cooldown is reset when you pick up a material | |||
| name3 = Blunderbuss | |||
| type3 = Ranged | |||
| class3 = Naval, Gun | |||
| image3 = Blunderbuss.png | |||
| rarity3 = 3 | |||
| damage3 = 50 (+125%{{StatIcon|Ranged Damage}}) | |||
| critical3 = x2.25 (3% chance) | |||
| cooldown3 = 5.2s | |||
| knockback3 = 20 | |||
| range3 = 350 (Ranged) | |||
| lifesteal3 = 0% | |||
| pierce3 = 2 (25% damage) | |||
| speciala3 = Cooldown is reset when you pick up a material | |||
| name4 = Blunderbuss | |||
| type4 = Ranged | |||
| class4 = Naval, Gun | |||
| image4 = Blunderbuss.png | |||
| rarity4 = 4 | |||
| damage4 = 80 (+150%{{StatIcon|Ranged Damage}}) | |||
| critical4 = x2.5 (3% chance) | |||
| cooldown4 = 5.2s | |||
| knockback4 = 30 | |||
| range4 = 375 (Ranged) | |||
| lifesteal4 = 0% | |||
| pierce4 = 2 (25% damage) | |||
| speciala4 = Cooldown is reset when you pick up a material | |||
| firstShownTier = 2 | |||
| addTierNumbers = 1 | |||
| tier1disabled = 1 | |||
| tier2disabled = 0 | | tier2disabled = 0 | ||
| tier3disabled = 0 | | tier3disabled = 0 | ||
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| tier1disabled = 1 | | tier1disabled = 1 | ||
| tier2disabled = 1 | | tier2disabled = 1 | ||
| tier3disabled = 0 | |||
| tier4disabled = 0 | |||
}} | |||
</div> | |||
<div id="weapon_flute_1" class="statscard-grid__item"> | |||
{{StatsCardWeaponTabs | |||
| name1 = Flute | |||
| type1 = Ranged | |||
| class1 = Musical | |||
| image1 = Flute.png | |||
| rarity1 = 1 | |||
| damage1 = 5 (+50%{{StatIcon|Ranged Damage}}+10%{{StatIcon|Luck}}) | |||
| critical1 = x1.5 (3% chance) | |||
| cooldown1 = 1.2s | |||
| knockback1 = 0 | |||
| range1 = 300 (Ranged) | |||
| lifesteal1 = 0% | |||
| speciala1 = Hitting an enemy that has less than {{Color|green|60%}} health has a {{Color|green|10%}} chance to charm it for {{Color|green|8}} seconds | |||
| name2 = Flute | |||
| type2 = Ranged | |||
| class2 = Musical | |||
| image2 = Flute.png | |||
| rarity2 = 2 | |||
| damage2 = 8 (+50%{{StatIcon|Ranged Damage}}+15%{{StatIcon|Luck}}) | |||
| critical2 = x1.5 (3% chance) | |||
| cooldown2 = 1.12s | |||
| knockback2 = 0 | |||
| range2 = 325 (Ranged) | |||
| lifesteal2 = 0% | |||
| speciala2 = Hitting an enemy that has less than {{Color|green|65%}} health has a {{Color|green|15%}} chance to charm it for {{Color|green|8}} seconds | |||
| name3 = Flute | |||
| type3 = Ranged | |||
| class3 = Musical | |||
| image3 = Flute.png | |||
| rarity3 = 3 | |||
| damage3 = 11 (+50%{{StatIcon|Ranged Damage}}+20%{{StatIcon|Luck}}) | |||
| critical3 = x1.5 (3% chance) | |||
| cooldown3 = 1.03s | |||
| knockback3 = 0 | |||
| range3 = 350 (Ranged) | |||
| lifesteal3 = 0% | |||
| speciala3 = Hitting an enemy that has less than {{Color|green|70%}} health has a {{Color|green|20%}} chance to charm it for {{Color|green|8}} seconds | |||
| name4 = Flute | |||
| type4 = Ranged | |||
| class4 = Musical | |||
| image4 = Flute.png | |||
| rarity4 = 4 | |||
| damage4 = 15 (+50%{{StatIcon|Ranged Damage}}+25%{{StatIcon|Luck}}) | |||
| critical4 = x1.5 (3% chance) | |||
| cooldown4 = 0.95s | |||
| knockback4 = 0 | |||
| range4 = 375 (Ranged) | |||
| lifesteal4 = 0% | |||
| speciala4 = Hitting an enemy that has less than {{Color|green|75%}} health has a {{Color|green|25%}} chance to charm it for {{Color|green|8}} seconds | |||
| firstShownTier = 1 | |||
| addTierNumbers = 1 | |||
| tier1disabled = 0 | |||
| tier2disabled = 0 | |||
| tier3disabled = 0 | |||
| tier4disabled = 0 | |||
}} | |||
</div> | |||
<div id="weapon_grenade_launcher_2" class="statscard-grid__item"> | |||
{{StatsCardWeaponTabs | |||
| name2 = Grenade Launcher | |||
| type2 = Ranged | |||
| class2 = Heavy, Explosive | |||
| image2 = Grenade Launcher.png | |||
| rarity2 = 2 | |||
| damage2 = 12 (+100%{{StatIcon|Ranged Damage}}) | |||
| critical2 = x2.5 (5% chance) | |||
| cooldown2 = 0.37s | |||
| knockback2 = 0 | |||
| range2 = 350 (Ranged) | |||
| lifesteal2 = 0% | |||
| bounce2 = 1 (0% damage) | |||
| speciala2 = Cooldown is {{Color|grey|3.7s}} every 2 shots | |||
| specialb2 = Projectiles explode on hit | |||
| name3 = Grenade Launcher | |||
| type3 = Ranged | |||
| class3 = Heavy, Explosive | |||
| image3 = Grenade Launcher.png | |||
| rarity3 = 3 | |||
| damage3 = 18 (+100%{{StatIcon|Ranged Damage}}) | |||
| critical3 = x3 (10% chance) | |||
| cooldown3 = 0.37s | |||
| knockback3 = 0 | |||
| range3 = 400 (Ranged) | |||
| lifesteal3 = 0% | |||
| bounce3 = 1 (0% damage) | |||
| speciala3 = Cooldown is {{Color|grey|3.2s}} every 3 shots | |||
| specialb3 = Projectiles explode on hit | |||
| name4 = Grenade Launcher | |||
| type4 = Ranged | |||
| class4 = Heavy, Explosive | |||
| image4 = Grenade Launcher.png | |||
| rarity4 = 4 | |||
| damage4 = 30 (+100%{{StatIcon|Ranged Damage}}) | |||
| critical4 = x3.5 (20% chance) | |||
| cooldown4 = 0.37s | |||
| knockback4 = 0 | |||
| range4 = 450 (Ranged) | |||
| lifesteal4 = 0% | |||
| bounce4 = 1 (0% damage) | |||
| speciala4 = Cooldown is {{Color|grey|2.7s}} every 4 shots | |||
| specialb4 = Projectiles explode on hit | |||
| firstShownTier = 2 | |||
| addTierNumbers = 1 | |||
| tier1disabled = 1 | |||
| tier2disabled = 0 | |||
| tier3disabled = 0 | |||
| tier4disabled = 0 | |||
}} | |||
</div> | |||
<div id="weapon_harpoon_gun_2" class="statscard-grid__item"> | |||
{{StatsCardWeaponTabs | |||
| name2 = Harpoon Gun | |||
| type2 = Ranged | |||
| class2 = Naval, Gun | |||
| image2 = Harpoon Gun.png | |||
| rarity2 = 2 | |||
| damage2 = 5 (+100%{{StatIcon|Ranged Damage}}+100%{{StatIcon|Melee Damage}}) | |||
| critical2 = x1.5 (3% chance) | |||
| cooldown2 = 0.82s | |||
| knockback2 = -30 | |||
| range2 = 800 (Ranged) | |||
| lifesteal2 = 0% | |||
| pierce2 = 3 (25% damage) | |||
| speciala2 = Slows enemies in a radius around the projectile | |||
| name3 = Harpoon Gun | |||
| type3 = Ranged | |||
| class3 = Naval, Gun | |||
| image3 = Harpoon Gun.png | |||
| rarity3 = 3 | |||
| damage3 = 10 (+100%{{StatIcon|Ranged Damage}}+100%{{StatIcon|Melee Damage}}) | |||
| critical3 = x1.5 (3% chance) | |||
| cooldown3 = 0.73s | |||
| knockback3 = -30 | |||
| range3 = 850 (Ranged) | |||
| lifesteal3 = 0% | |||
| pierce3 = 4 (25% damage) | |||
| speciala3 = Slows enemies in a radius around the projectile | |||
| name4 = Harpoon Gun | |||
| type4 = Ranged | |||
| class4 = Naval, Gun | |||
| image4 = Harpoon Gun.png | |||
| rarity4 = 4 | |||
| damage4 = 20 (+100%{{StatIcon|Ranged Damage}}+100%{{StatIcon|Melee Damage}}) | |||
| critical4 = x1.5 (3% chance) | |||
| cooldown4 = 0.65s | |||
| knockback4 = -30 | |||
| range4 = 900 (Ranged) | |||
| lifesteal4 = 0% | |||
| pierce4 = 5 (25% damage) | |||
| speciala4 = Slows enemies in a radius around the projectile | |||
| firstShownTier = 2 | |||
| addTierNumbers = 1 | |||
| tier1disabled = 1 | |||
| tier2disabled = 0 | |||
| tier3disabled = 0 | | tier3disabled = 0 | ||
| tier4disabled = 0 | | tier4disabled = 0 | ||
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| lifesteal4 = 0% | | lifesteal4 = 0% | ||
| speciala4 = {{Color|green|+1}} {{Color|green|Range}} for every {{Color|green|40}} steps you take during a wave | | speciala4 = {{Color|green|+1}} {{Color|green|Range}} for every {{Color|green|40}} steps you take during a wave | ||
| firstShownTier = 1 | |||
| addTierNumbers = 1 | |||
| tier1disabled = 0 | |||
| tier2disabled = 0 | |||
| tier3disabled = 0 | |||
| tier4disabled = 0 | |||
}} | |||
</div> | |||
<div id="weapon_javelin_1" class="statscard-grid__item"> | |||
{{StatsCardWeaponTabs | |||
| name1 = Javelin | |||
| type1 = Ranged | |||
| class1 = Primitive | |||
| image1 = Javelin.png | |||
| rarity1 = 1 | |||
| damage1 = 8 (+100%{{StatIcon|Melee Damage}}) | |||
| critical1 = x2.5 (0% chance) | |||
| cooldown1 = 1.2s | |||
| knockback1 = 0 | |||
| range1 = 350 (Ranged) | |||
| lifesteal1 = 0% | |||
| pierce1 = 2 (25% damage) | |||
| speciala1 = Every 5th projectile has {{Color|green|+100}} {{Color|green|% Crit Chance}} | |||
| name2 = Javelin | |||
| type2 = Ranged | |||
| class2 = Primitive | |||
| image2 = Javelin.png | |||
| rarity2 = 2 | |||
| damage2 = 12 (+100%{{StatIcon|Melee Damage}}) | |||
| critical2 = x2.75 (0% chance) | |||
| cooldown2 = 1.12s | |||
| knockback2 = 0 | |||
| range2 = 375 (Ranged) | |||
| lifesteal2 = 0% | |||
| pierce2 = 3 (25% damage) | |||
| speciala2 = Every 4th projectile has {{Color|green|+100}} {{Color|green|% Crit Chance}} | |||
| name3 = Javelin | |||
| type3 = Ranged | |||
| class3 = Primitive | |||
| image3 = Javelin.png | |||
| rarity3 = 3 | |||
| damage3 = 16 (+100%{{StatIcon|Melee Damage}}) | |||
| critical3 = x3 (0% chance) | |||
| cooldown3 = 0.95s | |||
| knockback3 = 0 | |||
| range3 = 400 (Ranged) | |||
| lifesteal3 = 0% | |||
| pierce3 = 4 (25% damage) | |||
| speciala3 = Every 3rd projectile has {{Color|green|+100}} {{Color|green|% Crit Chance}} | |||
| name4 = Javelin | |||
| type4 = Ranged | |||
| class4 = Primitive | |||
| image4 = Javelin.png | |||
| rarity4 = 4 | |||
| damage4 = 20 (+100%{{StatIcon|Melee Damage}}) | |||
| critical4 = x3.25 (0% chance) | |||
| cooldown4 = 0.87s | |||
| knockback4 = 0 | |||
| range4 = 425 (Ranged) | |||
| lifesteal4 = 0% | |||
| pierce4 = 5 (25% damage) | |||
| speciala4 = Every 2nd projectile has {{Color|green|+100}} {{Color|green|% Crit Chance}} | |||
| firstShownTier = 1 | | firstShownTier = 1 | ||
| addTierNumbers = 1 | | addTierNumbers = 1 | ||
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| image2 = Mace.png | | image2 = Mace.png | ||
| rarity2 = 2 | | rarity2 = 2 | ||
| damage2 = 40 (+100%{{StatIcon|Melee Damage}}-50%{{StatIcon|Attack Speed}}) | | damage2 = {{Color|white|40}} ({{Color|white|+100%}}{{StatIcon|Melee Damage}}{{Color|pastelred|-50%}}{{StatIcon|Attack Speed}}) | ||
| critical2 = x1.5 (3% chance) | | critical2 = x1.5 (3% chance) | ||
| cooldown2 = 1.39s | | cooldown2 = 1.39s | ||
Line 1,001: | Line 1,324: | ||
| image3 = Mace.png | | image3 = Mace.png | ||
| rarity3 = 3 | | rarity3 = 3 | ||
| damage3 = 60 (+100%{{StatIcon|Melee Damage}}-75%{{StatIcon|Attack Speed}}) | | damage3 = {{Color|white|60}} ({{Color|white|+100%}}{{StatIcon|Melee Damage}}{{Color|pastelred|-75%}}{{StatIcon|Attack Speed}}) | ||
| critical3 = x1.5 (3% chance) | | critical3 = x1.5 (3% chance) | ||
| cooldown3 = 1.31s | | cooldown3 = 1.31s | ||
Line 1,013: | Line 1,336: | ||
| image4 = Mace.png | | image4 = Mace.png | ||
| rarity4 = 4 | | rarity4 = 4 | ||
| damage4 = 100 (+100%{{StatIcon|Melee Damage}}-100%{{StatIcon|Attack Speed}}) | | damage4 = {{Color|white|100}} ({{Color|white|+100%}}{{StatIcon|Melee Damage}}{{Color|pastelred|-100%}}{{StatIcon|Attack Speed}}) | ||
| critical4 = x1.5 (3% chance) | | critical4 = x1.5 (3% chance) | ||
| cooldown4 = 1.23s | | cooldown4 = 1.23s | ||
Line 1,220: | Line 1,543: | ||
| tier1disabled = 1 | | tier1disabled = 1 | ||
| tier2disabled = 1 | | tier2disabled = 1 | ||
| tier3disabled = 0 | | tier3disabled = 0 | ||
| tier4disabled = 0 | | tier4disabled = 0 |
Revision as of 23:43, 31 October 2024
The Abyssal Terrors DLC was released October 25th 2024, alongside Patch 1.1.0.0.
The DLC page on Steam is here. The Steam release post is here.
DLC Content
- New map with 20 waves of new enemies, elites and bosses!
- 14 new characters
- 16 new weapons
- 30+ new items
- Curse and charm mechanics
- New Music Tracks
- New achievements
- And more!
Characters
- 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%
- 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
Items
Current items total: 32 (6, 11, 11, 4)
❌ ✔️ |
|
I II III IV |
📦 👁️ 🏷️ |
Weapon Classes
1 new weapon class: Naval
Class | Bonuses | Weapons |
---|---|---|
Naval | (2)+1 Curse (3)+2 Curse (4)+3 Curse (5)+4 Curse (6)+5 Curse |
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
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II
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II
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II