From Brotato Wiki

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Click a stat to see the [[Items]] it affects or uses.
Click a stat to see the [[Items]] it affects or uses.


<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="color: #eee; background: transparent; vertical-align: middle;">
<tr>
<tr>
<th style="font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle; width:15%" class="headerSort" tabindex="0" role="columnheader button" title="Sort ascending">Name</th>
<th style="font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); width:10%" class="headerSort" tabindex="0" role="columnheader button" title="Sort ascending">Name</th>
<th style="font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle; width:25%" class="headerSort" tabindex="0" role="columnheader button" title="Sort ascending"> Effects </th>
<th style="font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); width:40%" class="headerSort" tabindex="0" role="columnheader button" title="Sort ascending"> Effects </th>
<th style="font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle; width:15%" class="headerSort" tabindex="0" role="columnheader button" title="Sort ascending">Limit </th>
<th style="font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); width:10%" class="headerSort" tabindex="0" role="columnheader button" title="Sort ascending">Limit </th>
<th style="font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle; width:25%" class="headerSort" tabindex="0" role="columnheader button" title="Sort ascending">Negative stat effect</th>
<th style="font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); width:40%" class="headerSort" tabindex="0" role="columnheader button" title="Sort ascending">Negative stat effect</th>
<tr>
<tr>
<td> {{Iconbox|Max HP}} </td>
<td style="text-align: center"> {{Iconbox|Max HP}} </td>
<td>
<td>Amount of damage you can take before dying</td>
              <p>The maximum amount of hit points you can have; can increase during a wave if the character levels up, and from certain side effects.</p>
              <p>If the current hit points become zero, the character dies and the run ends.</p>
            </td>
<td> No limit </td>
<td> No limit </td>
<td>
<td>Acts like the stat is at 1</td>
              <p>''Max HP'' can not be less than 1.</p>
              <p>It is possible to have zero or negative ''Max HP'' from items, which is most likely to occur on the [[Demon]] character; during waves the effective ''Max HP'' will still be 1 in these cases.</p>
            </td>
</tr>
</tr>
<tr>
<tr>
<td> {{Iconbox|HP Regeneration}} </td>
<td style="text-align: center"> {{Iconbox|HP Regeneration}} </td>
<td>
<td>
               <p>Passive healing that restores 1&nbsp;HP per ''n''&nbsp;seconds, where the healing interval ''n'' becomes shorter with increasing ''HP Regeneration''.</p>
               <p>Passive healing that restores 1&nbsp;HP per ''n''&nbsp;seconds, where the healing interval ''n'' becomes shorter with increasing ''HP Regeneration''.</p>
              <p>This can also be expressed as ''HP per second'' which is an approximation.</p>
               <p>The first point of HP regeneration gives 0.20 HP/s and all further points increase it by 0.089 HP/s([[HP_Regeneration#Formulas_&_Values|details]])</p> </td>
               <p>The first point of ''HP Regeneration'' gives 0.2&nbsp;HP/s (1&nbsp;HP per 5s), every further point increases this by 0.09&nbsp;HP/s ([[HP_Regeneration#Formulas_&_Values|details]])</p>
            </td>
<td> No limit </td>
<td> No limit </td>
<td> Negative ''HP Regeneration'' values are possible; this is the same as having 0 ''HP Regeneration'' (no regeneration).</td>
<td>Acts like the stat is at 0</td>
</tr>
</tr>
<tr>
<tr>
<td> {{Iconbox|Life Steal}} </td>
<td style="text-align: center"> {{Iconbox|Life Steal}} </td>
<td>
<td>
               <p>All weapon and projectile hits get a chance to heal you for 1&nbsp;HP. The chance is 1% per point in ''Life Steal''. The healing amount is always 1&nbsp;HP per successful attempt, no matter how much damage was caused by the attack.</p>
               <p>Your attacks have a x% chance to heal you for 1HP.</p>
               <p>The effect can be triggered by spawned projectiles (from weapons and items), but is not triggered by Engineering structures.</p>
               <p>The character's ''Life Steal'' chance is added to each weapon individually.</p></td>
              <p>Some weapons have their own ''Life Steal'' modifier, which only affects hits with that weapon; the character's ''Life Steal'' chance is added to each weapon individually.</p>
<td>Can only trigger once per 0.1 second for a maximum of 10HP/second</td>
              <p>If life steal is triggered, this can not happen again for the next 0.1s. This means the theoretical maximum is 10&nbsp;HP of healing per second.</p>
<td> Decreases the life steal chance of all weapons to minimum of 0</td>
              <p>If multiple enemies get hit by the same attack or projectile, every hit can trigger life steal (still subject to the 0.1s lockout period).</p>
            </td>
<td> No limit, but can only happen at most once per 0.1s.</td>
<td> Negative values for ''Life Steal'' are possible, and will decrease the life steal chance of all weapons accordingly. If a weapon ends up with a negative percent chance, this is equal to a 0% chance (no life steal from that weapon). If no weapons with innate ''Life Steal'' are equipped, this simply means that negative ''Live Steal'' has no effect (equals to 0%).</td>
</tr>
</tr>
<tr>
<tr>
<td> {{Iconbox|Damage}} </td>
<td style="text-align: center"> {{Iconbox|Damage}} </td>
<td>
<td>
               <p>Increases all damage dealt by 1% per point in ''Damage''.</p>
               <p>Increases all damage dealt by 1% per point in ''Damage''.</p>
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             </td>
             </td>
<td> No limit</td>
<td> No limit</td>
<td> Negative ''Damage'' decreases damage instead of increasing. The minimum damage caused by a weapon or effect is always 1. </td>
<td> Decreases damage by 1% per negative point instead. The minimum damage caused by a weapon or effect is always 1 </td>
</tr>
</tr>
<tr>
<tr>
<td> {{Iconbox|Melee Damage}} </td>
<td style="text-align: center"> {{Iconbox|Melee Damage}} </td>
<td>
<td>
               <p>Modifies the base attack damage of weapons, if their damage scales with ''Melee Damage''. Scaling varies by weapon according to the scale factor which is shown in the weapon description.</p>
               <p>Modifies the base attack damage of weapons, if their damage scales with ''Melee Damage''.</p>
               <p>Some items deal damage based on this stat.</p>
               <p>Some items deal damage based on this stat.</p>
               </td>
               </td>
<td> No limit </td>
<td> No limit </td>
<td>Negative ''Melee Damage'' will decrease the base attack damage; however, a weapon or item will always deal at least 1 damage per hit or effect application.</td>
<td>Decreases the base attack damage. The minimum damage caused by a weapon or effect is always 1</td>
</tr>
</tr>
<tr>
<tr>
<td> {{Iconbox|Ranged Damage}} </td>
<td style="text-align: center"> {{Iconbox|Ranged Damage}} </td>
<td>
<td>  
               <p>Modifies the base attack damage of weapons, if their damage scales with ''Ranged Damage'' (these are always ranged weapons). Scaling varies by weapon according to the scale factor which is shown in the weapon description.</p>
               <p>Modifies the base attack damage of weapons, if their damage scales with ''Ranged Damage''.</p>
               <p>Some items deal damage based on this stat.</p>
               <p>Some items deal damage based on this stat.</p></td>
            </td>
<td>No limit</td>
<td>No limit</td>
             <td>Negative ''Ranged Damage'' will decrease the base attack damage; however, a weapon or item will always deal at least 1 damage per hit or effect application.</td>
             <td>Decreases the base attack damage. The minimum damage caused by a weapon or effect is always 1</td>
</tr>
</tr>
<tr>
<tr>
<td>   {{Iconbox|Elemental Damage}} </td>
<td style="text-align: center">   {{Iconbox|Elemental Damage}} </td>
<td> Makes you elemental attacks deal x damage.</td>
<td>  
<td> No limit</td>
              <p>Modifies the base attack damage of weapons, if their damage scales with ''Elemental Damage''.</p>
<td> Your elemental attacks deal x less damage down to a minimum of 1</td>
              <p>Some items deal damage based on this stat.</p></td>
<td>No limit</td>
            <td>Decreases the base attack damage. The minimum damage caused by a weapon or effect is always 1</td>
</tr>
</tr>
<tr>
<tr>
<td>   {{Iconbox|Attack Speed}} </td>
<td style="text-align: center">   {{Iconbox|Attack Speed}} </td>
<td> You attack x% faster. Also applies to Ranged Weapons but not engineering turrets or mines </td>
<td> You attack x% faster. Also applies to Ranged Weapons but not engineering turrets or mines </td>
<td> No limit</td>
<td> No limit</td>
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</tr>
</tr>
<tr>
<tr>
<td> {{Iconbox|Crit Chance}} </td>
<td style="text-align: center"> {{Iconbox|Crit Chance}} </td>
<td> Your weapons have an x increased chance to deal a critical hit.</td>
<td> Your weapons have an x increased chance to deal a critical hit.</td>
<td> Maximum 100% chance to do critical hits on a hit. </td>
<td> Maximum 100% chance to do critical hits on a hit. </td>
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</tr>
</tr>
<tr>
<tr>
<td>  {{Iconbox|Engineering|image=Engineering Stat}} </td>
<td style="text-align: center">  {{Iconbox|Engineering|image=Engineering Stat}} </td>
<td> Increases the power of your structures. The other stats don't affect structures but specials do (piercing, bouncing, explosion etc.) </td>
<td> Increases the power of your structures. The other stats don't affect structures but specials do (piercing, bouncing, explosion etc.) </td>
<td> No limit </td>
<td> No limit </td>
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</tr>
</tr>
<tr>
<tr>
<td>  {{Iconbox|Range|image=Range Stat}} </td>
<td style="text-align: center">  {{Iconbox|Range|image=Range Stat}} </td>
<td> The max range of your weapons is increased by x. A higher range also increases the cooldown of melee weapons.(longer travel distance)</td>
<td> The max range of your weapons is increased by x. A higher range also increases the cooldown of melee weapons.(longer travel distance)</td>
<td> No limit</td>
<td> No limit</td>
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</tr>
</tr>
<tr>
<tr>
<td> {{Iconbox|Armor}} </td>
<td style="text-align: center"> {{Iconbox|Armor}} </td>
<td> You reduce incoming damage by x%. Each point of armor means it takes 6.66% more damage to kill you.</td>
<td> You reduce incoming damage by x%. Each point of armor means it takes 6.66% more damage to kill you.</td>
<td> No limit</td>
<td> No limit</td>
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</tr>
</tr>
<tr>
<tr>
<td> {{Iconbox|Dodge|image=Dodge Stat}} </td>
<td style="text-align: center"> {{Iconbox|Dodge|image=Dodge Stat}} </td>
<td> You have a x% chance to dodge attacks. </td>
<td> You have a x% chance to dodge attacks. </td>
<td> 60% (90% with [[Ghost]])</td>
<td> 60% (70% with [[Cryptid]], 90% with [[Ghost]]) </td>
<td> Acts like this stat is 0</td>
<td> Acts like this stat is 0</td>
</tr>
</tr>
<tr>
<tr>
<td> {{Iconbox|Speed|image=Speed Stat}} </td>
<td style="text-align: center"> {{Iconbox|Speed|image=Speed Stat}} </td>
<td> You move x% faster. </td>
<td> You move x% faster. </td>
<td> No limit</td>
<td> No limit</td>
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</tr>
</tr>
<tr>
<tr>
<td> {{Iconbox|Luck}} </td>
<td style="text-align: center"> {{Iconbox|Luck}} </td>
<td> You have an x% more chance of finding items or consumables when you kill enemies. Also increases the rarity of the items in the shop and level upgrades. </td>
<td> You have an x% more chance of finding items or consumables when you kill enemies. Also increases the rarity of the items in the shop and level upgrades. </td>
<td> No limit</td>
<td> No limit</td>
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</tr>
</tr>
<tr>
<tr>
<td> {{Iconbox|Harvesting}} </td>
<td style="text-align: center">   {{Iconbox|Harvesting}} </td>
<td> You earn x materials and XP at the end of a wave. Increased by 5% every time it activates. (Rounded up)</td>
<td> You earn x materials and XP at the end of a wave. Increased by 5% every time it activates. (Rounded up)</td>
<td> No limit </td>
<td> No limit </td>
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</table>
</table>


==‎Secondary Stats ==
==‎Secondary Stats==
A range of other stats are counted in Brotato, from item costs to enemy speed.
A range of other stats are counted in Brotato, from item costs to enemy speed.


=== Combat ===
Secondary generally applies to [[Structures]], unlike the primary stats above. With the exception of [[Engineering]]. This means that Structures can benefit from you having [[knockback]], [[Explosion|Explosive Damage]], or [[piercing]]. Just to name a few.
 
== Table of Secondary Stats==
{| class="wikitable"
{| class="wikitable"
!Stat
!Stat
!Item Tags
!Description
!Related Item Tags
!Notable Items
!Notable Items
|-
|Consumable Heal
|Increases or decreases the healing done by [[Consumable|consumables]].
|[[Consumable (Item Tag)]]
|{{MiniIconbox|name=Alien Worm}}, {{MiniIconbox|name=Jerky}}, {{MiniIconbox|name=Lemonade}}, {{MiniIconbox|name=Weird Food}}
|-
|% Materials Healing
|Chance of being healed by 1 when picking up [[Materials]]. Currently only used by Cute Monkey.
|[[Pickup]]
|{{MiniIconbox|name=Cute Monkey}}
|-
|-
|% XP Gain
|% XP Gain
|Increases or decreases all forms of [[Experience]] you earn.
|[[XP Gain]]
|[[XP Gain]]
|{{MiniIconbox|name=Scar}}, {{MiniIconbox|name=Black Belt}}, {{MiniIconbox|name=Bean Teacher}}, {{MiniIconbox|name=Diploma}}, {{MiniIconbox|name=Peacock}}
|{{MiniIconbox|name=Bean Teacher}}, {{MiniIconbox|name=Black Belt}}, {{MiniIconbox|name=Celery Tea}}, {{MiniIconbox|name=Diploma}}, {{MiniIconbox|name=Feather}}, {{MiniIconbox|name=Peacock}}, {{MiniIconbox|name=Scar}}
|-
|% Pickup Range
|Increases or decreases the range at which you pick up [[materials]] and [[consumable|consumables]].
|[[Pickup]]
|{{MiniIconbox|name=Alien Tongue}}, {{MiniIconbox|name=Cauldron}}, {{MiniIconbox|name=Gnome}}, {{MiniIconbox|name=Little Frog}},
|-
|% Items Price
|Increases or decreases Shop Prices.
|[[Economy]]
|{{MiniIconbox|name=Coupon}}
|-
|-
|% Explosion Damage
|% Explosion Damage
|Increases or decreases the damage of [[Explosions]]
|[[Explosive (Item Tag)]]
|[[Explosive (Item Tag)]]
|{{MiniIconbox|name=Dynamite}}, {{MiniIconbox|name=Explosive Shells}}
|{{MiniIconbox|name=Dynamite}}, {{MiniIconbox|name=Explosive Shells}}, {{MiniIconbox|name=Honey}}
|-
|-
|% Explosion Size
|% Explosion Size
|[[Explosive (Item Tag)]]
|Increases or decreases the size of [[Explosions]]
|{{MiniIconbox|name=Plastic Explosive}}, {{MiniIconbox|name=Explosive Shells}}
|[[Economy]]
|{{MiniIconbox|name=Explosive Shells}}, {{MiniIconbox|name=Honey}}, {{MiniIconbox|name=Plastic Explosive}}
|-
|-
|[[Bounce|Bounces]]
|Bounces
|Gives projectiles additional [[Bounce|Bounces]]
|[[Ranged Damage]]
|[[Ranged Damage]]
|{{MiniIconbox|name=Ricochet}}
|{{MiniIconbox|name=Ricochet}}
|-
|-
|[[Piercing]]
|Piercing
|Gives projectiles additional [[Piercing]]
|[[Ranged Damage]]
|[[Ranged Damage]]
|{{MiniIconbox|name=Bandana}}, {{MiniIconbox|name=Sharp Bullet}}
|{{MiniIconbox|name=Bandana}}, {{MiniIconbox|name=Sharp Bullet}}
|-
|-
|% Piercing Damage
|% Piercing Damage
|Increases or decreases the piercing damage falloff for projectile weapons.
|[[Ranged Damage]]
|[[Ranged Damage]]
|{{MiniIconbox|name=Pumpkin}}, {{MiniIconbox|name=Sharp Bullet}}
|{{MiniIconbox|name=Pumpkin}}, {{MiniIconbox|name=Sharp Bullet}}
|-
|% Damage against Bosses
|Multiplies the damage you do against [[Enemies#Bosses_(Wave_20)|Bosses]] and [[Enemies#Elites_(DLC)|Elites]].
|[[Damage]]
|{{MiniIconbox|name=Silver Bullet}}
|-
|% Structure Attack Speed
|Increases or decreases the rate of [[Structure|turrets]] attacking, [[Landmines]] spawning, and [[Garden|Gardens]] spawning [[Consumable|Consumables]].
|[[Structure (Item Tag)]]
|{{MiniIconbox|name=Clockwork Wasp}},{{MiniIconbox|name=Improved Tools}}
|-
|Structure Range
|Increases or decreases the range of [[Structure|Structures]].
|''None''
|Only available on {{CharacterIcon|Builder}}
|-
|-
|% Burning Speed
|% Burning Speed
|Increases or decreases the rate of which [[Burn]] ticks for damage.
|[[Elemental Damage]]
|[[Elemental Damage]]
|{{MiniIconbox|name=Eyes Surgery}}
|{{MiniIconbox|name=Eyes Surgery}}, {{MiniIconbox|name=Frozen Heart}}
|-
|-
|Burning Spread
|Burning Spread
|Increases the amount of times [[Burn]] spreads.
|[[Elemental Damage]]
|[[Elemental Damage]]
|{{MiniIconbox|name=Snake}}
|{{MiniIconbox|name=Snake}}
|-
|-
|Knockback
|Knockback
|''None''
|Increases or decreases the distance enemies are knockbacked back when hit.
|{{MiniIconbox|name=Boxing Glove}}
|[[Knockback]]
|}
|{{MiniIconbox|name=Ball and Chain}}, {{MiniIconbox|name=Banner}}, {{MiniIconbox|name=Coil}}, {{MiniIconbox|name=Black Belt}}, {{MiniIconbox|name=Boxing Glove}}
 
=== Stand Still ===
{| class="wikitable"
!Stat
!Item Tags
!Notable Items
|-
|-
|Stand Still - Armor
|% Double Material Chance
|[[Stand Still]]
|Increases the chance of gaining double materials when picking up [[Materials]]
|{{MiniIconbox|name=Barricade}}
|[[Economy]], [[Pickup]]
|{{MiniIconbox|name=Metal Detector}}
|-
|-
|Stand Still - % Dodge
|Free Rerolls
|[[Stand Still]]
|Provides an amount of free reroll at the beginning of each [[Shop]]
|{{MiniIconbox|name=Chameleon}}
|[[Economy]]
|-
|{{MiniIconbox|name=Dangerous Bunny}}
|Stand Still - % Damage
|[[Stand Still]]
|{{MiniIconbox|name=Statue}}
|}
 
=== Enemies ===
{| class="wikitable"
!Stat
!Item Tags
!Notable Items
|-
|% Enemies (+)
|[[More Enemies]]
|{{MiniIconbox|name=Gentle Alien}}, {{MiniIconbox|name=Mouse}}, {{MiniIconbox|name=Bait}}, {{MiniIconbox|name=Lure}}
|-
|% Enemies (-)
|[[Less Enemies]]
|{{MiniIconbox|name=White Flag}}, {{MiniIconbox|name=Candle}}
|-
|% Enemy Speed (+)
|[[More Enemy Speed]]
|{{MiniIconbox|name=Alien Baby}}
|-
|% Enemy Speed (-)-
|[[Less Enemy Speed]]
|{{MiniIconbox|name=Ugly Tooth}}, {{MiniIconbox|name=Snail}}, {{MiniIconbox|name=Wandering Bot}}
|}
 
=== HP & Healing ===
{| class="wikitable"
!Stat
!Item Tags
!Notable Items
|-
|Consumable Heal
|[[Luck]]
|{{MiniIconbox|name=Lemonade}}, {{MiniIconbox|name=Weird Food}}
|-
|% Materials Healing
|[[Saving]]
|{{MiniIconbox|name=Cute Monkey}}
|-
|HP per materials
|[[Saving]]
|{{MiniIconbox|name=Padding}}
|}
 
=== Pickups & Materials ===
{| class="wikitable"
!Stat
!Item Tags
!Notable Items
|-
|% Pickup Range
|[[Pickup]]
|{{MiniIconbox|name=Alien Tongue}}, {{MiniIconbox|name=Little Frog}}
|-
|-
|Trees
|Trees
|Increases the amount of Trees that spawn. See the Wiki [[Trees|page]] for details.
|[[Exploration]]
|[[Exploration]]
|{{MiniIconbox|name=Tree}}
|{{MiniIconbox|name=Tree}}
|-
|-
|Materials in Crates
|% Enemies
|[[Exploration]], [[Economy]]
|Increases or decreases the amount of [[Enemies]] that spawn during waves.
|{{MiniIconbox|name=Bag}}
|[[More Enemies]], [[Less Enemies]]
|{{MiniIconbox|name=Black Flag}}, {{MiniIconbox|name=Candle}}, {{MiniIconbox|name=Gentle Alien}}, {{MiniIconbox|name=Mouse}}, {{MiniIconbox|name=White Flag}}
|-
|-
|% Chance for double materials
|% Enemy Speed
|[[Pickup]]
|Increases or decreases the speed of [[Enemies]] that spawn during waves.
|{{MiniIconbox|name=Metal Detector}}
|[[Less Enemy Speed]]
|{{MiniIconbox|name=Snail}}
|-
|-
|% Chance for instant material pickup
|% Reroll Price
|[[Pickup]]
|Increases or decreases the price of rerolling in the [[Shop}]] and when choosing [[Upgrades]]
|{{MiniIconbox|name=Baby Gecko}}, {{MiniIconbox|name=Sifd's Relic}}
|''None''
|-
|{{MiniIconbox|name=Spyglass}}
|% Chance to damage on material pickup
|[[Pickup]], [[Luck]]
|{{MiniIconbox|name=Baby Elephant}}
|}
|}


=== Shop & Economy ===
{| class="wikitable"
!Stat
!Item Tags
!Notable Items
|-
|% Items Price
|[[Economy]]
|{{MiniIconbox|name=Coupon}}
|-
|Free Rerolls
|[[Economy]]
|{{MiniIconbox|name=Dangerous Bunny}}
|-
|Item Recycling Rewards
|[[Economy]]
|{{MiniIconbox|name=Recycling Machine}}
|-
|Materials interest gain
|[[Saving]]
|{{MiniIconbox|name=Piggy Bank}}
|}


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Revision as of 16:22, 19 November 2024

Primary Stats

These stats are shown as your current Character stats. They are also used as hidden Item tags, making certain items more likely to appear in the Shop for specific characters.

Click a stat to see the Items it affects or uses.

Name Effects Limit Negative stat effect
Amount of damage you can take before dying No limit Acts like the stat is at 1

Passive healing that restores 1 HP per n seconds, where the healing interval n becomes shorter with increasing HP Regeneration.

The first point of HP regeneration gives 0.20 HP/s and all further points increase it by 0.089 HP/s(details)

No limit Acts like the stat is at 0

Your attacks have a x% chance to heal you for 1HP.

The character's Life Steal chance is added to each weapon individually.

Can only trigger once per 0.1 second for a maximum of 10HP/second Decreases the life steal chance of all weapons to minimum of 0

Increases all damage dealt by 1% per point in Damage.

Does not affect Engineering structures.

No limit Decreases damage by 1% per negative point instead. The minimum damage caused by a weapon or effect is always 1

Modifies the base attack damage of weapons, if their damage scales with Melee Damage.

Some items deal damage based on this stat.

No limit Decreases the base attack damage. The minimum damage caused by a weapon or effect is always 1

Modifies the base attack damage of weapons, if their damage scales with Ranged Damage.

Some items deal damage based on this stat.

No limit Decreases the base attack damage. The minimum damage caused by a weapon or effect is always 1

Modifies the base attack damage of weapons, if their damage scales with Elemental Damage.

Some items deal damage based on this stat.

No limit Decreases the base attack damage. The minimum damage caused by a weapon or effect is always 1
You attack x% faster. Also applies to Ranged Weapons but not engineering turrets or mines No limit You attack slower. Negative attack speed is calculated differently and doesn't impact you as much as positive attack speed.
Your weapons have an x increased chance to deal a critical hit. Maximum 100% chance to do critical hits on a hit. The amount is subtracted from the base crit chance of your weapon. Minimum is 0% chance in total to crit.
Increases the power of your structures. The other stats don't affect structures but specials do (piercing, bouncing, explosion etc.) No limit Your structures have x decreased power down to a minimum of 1 damage or healing
The max range of your weapons is increased by x. A higher range also increases the cooldown of melee weapons.(longer travel distance) No limit Your weapons have x less range. (Halved for melee weapons). Minimum of 25 range.
You reduce incoming damage by x%. Each point of armor means it takes 6.66% more damage to kill you. No limit The damage you take is increased by x% instead of decreased.
You have a x% chance to dodge attacks. 60% (70% with Cryptid, 90% with Ghost) Acts like this stat is 0
You move x% faster. No limit You move x% slower, coming to a standstill at -100% or more.
You have an x% more chance of finding items or consumables when you kill enemies. Also increases the rarity of the items in the shop and level upgrades. No limit You have an x% less chance of finding items or consumables when you kill enemies. Also decreases the rarity of the items in the shop and level upgrades.
You earn x materials and XP at the end of a wave. Increased by 5% every time it activates. (Rounded up) No limit You lose x materials and XP at the end of a wave. The 5% Increment doesn't happen.

‎Secondary Stats

A range of other stats are counted in Brotato, from item costs to enemy speed.

Secondary generally applies to Structures, unlike the primary stats above. With the exception of Engineering. This means that Structures can benefit from you having knockback, Explosive Damage, or piercing. Just to name a few.

Table of Secondary Stats

Stat Description Related Item Tags Notable Items
Consumable Heal Increases or decreases the healing done by consumables. Consumable (Item Tag) Alien Worm.png Alien Worm, Jerky.png Jerky, Lemonade.png Lemonade, Weird Food.png Weird Food
% Materials Healing Chance of being healed by 1 when picking up Materials. Currently only used by Cute Monkey. Pickup Cute Monkey.png Cute Monkey
% XP Gain Increases or decreases all forms of Experience you earn. XP Gain Bean Teacher.png Bean Teacher, Black Belt.png Black Belt, Celery Tea.png Celery Tea, Diploma.png Diploma, Feather.png Feather, Peacock.png Peacock, Scar.png Scar
% Pickup Range Increases or decreases the range at which you pick up materials and consumables. Pickup Alien Tongue.png Alien Tongue, Cauldron.png Cauldron, Gnome.png Gnome, Little Frog.png Little Frog,
% Items Price Increases or decreases Shop Prices. Economy Coupon.png Coupon
% Explosion Damage Increases or decreases the damage of Explosions Explosive (Item Tag) Dynamite.png Dynamite, Explosive Shells.png Explosive Shells, Honey.png Honey
% Explosion Size Increases or decreases the size of Explosions Economy Explosive Shells.png Explosive Shells, Honey.png Honey, Plastic Explosive.png Plastic Explosive
Bounces Gives projectiles additional Bounces Ranged Damage Ricochet.png Ricochet
Piercing Gives projectiles additional Piercing Ranged Damage Bandana.png Bandana, Sharp Bullet.png Sharp Bullet
% Piercing Damage Increases or decreases the piercing damage falloff for projectile weapons. Ranged Damage Pumpkin.png Pumpkin, Sharp Bullet.png Sharp Bullet
% Damage against Bosses Multiplies the damage you do against Bosses and Elites. Damage Silver Bullet.png Silver Bullet
% Structure Attack Speed Increases or decreases the rate of turrets attacking, Landmines spawning, and Gardens spawning Consumables. Structure (Item Tag) Clockwork Wasp.png Clockwork Wasp,Improved Tools.png Improved Tools
Structure Range Increases or decreases the range of Structures. None Only available on Builder.png Builder
% Burning Speed Increases or decreases the rate of which Burn ticks for damage. Elemental Damage Eyes Surgery.png Eyes Surgery, Frozen Heart.png Frozen Heart
Burning Spread Increases the amount of times Burn spreads. Elemental Damage Snake.png Snake
Knockback Increases or decreases the distance enemies are knockbacked back when hit. Knockback Ball and Chain.png Ball and Chain, Banner.png Banner, Coil.png Coil, Black Belt.png Black Belt, Boxing Glove.png Boxing Glove
% Double Material Chance Increases the chance of gaining double materials when picking up Materials Economy, Pickup Metal Detector.png Metal Detector
Free Rerolls Provides an amount of free reroll at the beginning of each Shop Economy Dangerous Bunny.png Dangerous Bunny
Trees Increases the amount of Trees that spawn. See the Wiki page for details. Exploration Tree.png Tree
% Enemies Increases or decreases the amount of Enemies that spawn during waves. More Enemies, Less Enemies Black Flag.png Black Flag, Candle.png Candle, Gentle Alien.png Gentle Alien, Mouse.png Mouse, White Flag.png White Flag
% Enemy Speed Increases or decreases the speed of Enemies that spawn during waves. Less Enemy Speed Snail.png Snail
% Reroll Price Increases or decreases the price of rerolling in the [[Shop}]] and when choosing Upgrades None Spyglass.png Spyglass


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