From Brotato Wiki

(fix item tag for "Consumable Heal")
(→‎Primary Stats: Added Curse. Adjusted tables.)
 
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==Primary Stats==
==Primary Stats==
These stats are shown as your current [[Characters|Character]] stats. They are also used as hidden [[Items#Item_Tags|Item tags]], making certain items more likely to appear in the [[Shop]] for specific characters.
Primary stats are the primary way for your character to get stronger. They influence how much damage you deal, how much damage you can survive, and how fast you move among other things. Most [[Items]] in the [[Shop]] increase one or more of your primary stats at the cost of often decreasing another one. You can also increase your primary stats by [[Experience|Leveling Up]] and choosing [[Upgrades]].  


Click a stat to see the [[Items]] it affects or uses.
Along with getting powerful [[Weapons]], Primary Stats are the core way to scale into the late game.


<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:30%" 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:20%" 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> Amount of damage you can take before dying</td>
<td>Amount of damage you can take before dying</td>
<td> No limit </td>
<td> No limit </td>
<td> Can't go negative</td>
<td>Acts like the stat is at 1</td>
</tr>
</tr>
<tr>
<tr>
<td> {{Iconbox|HP Regeneration}} </td>
<td style="text-align: center"> {{Iconbox|HP Regeneration}} </td>
<td> You regenerate 0.0x HP every second. Unless you have [[torture]] where you regenerate 3 HP every second.</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>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>
<td> No limit </td>
<td> No limit </td>
<td> Acts like the stat is at 0</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> Your attacks have a x% chance to heal you for 1HP.</td>
<td>
<td> 10HP/second</td>
              <p>Your attacks have a x% chance to heal you for 1HP.</p>
<td> Act like the stat is 0</td>
              <p>The character's ''Life Steal'' chance is added to each weapon individually.</p></td>
<td>Can only trigger once per 0.1 second for a maximum of 10HP/second</td>
<td> Decreases the life steal chance of all weapons to minimum of 0</td>
</tr>
</tr>
<tr>
<tr>
<td> {{Iconbox|Damage}} </td>
<td style="text-align: center"> {{Iconbox|Damage}} </td>
<td> Your attacks deal x% more damage but doesn't affect engineering turrets or mines </td>
<td>
              <p>Increases all damage dealt by 1% per point in ''Damage''.</p>
              <p>Does not affect Engineering structures.</p>
            </td>
<td> No limit</td>
<td> No limit</td>
<td> Negatively affects your damage </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> Your melee attacks deal x additional damage.</td>
<td>
              <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>
              </td>
<td> No limit </td>
<td> No limit </td>
<td> Makes your melee attacks deal x less damage down to a minimum of 1 damage </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> Your ranged attacks deal x additional damage.</td>
<td>  
<td> No limit</td>
              <p>Modifies the base attack damage of weapons, if their damage scales with ''Ranged Damage''.</p>
<td> Your ranged attacks deal x less damage down to a minimum of 1 damage. </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|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 [[Structures]] </td>
<td> No limit</td>
<td> Diminishing Returns at higher values, can't attack faster than 12 times per second, slower for melee weapons. </td>
<td> You attack x% slower.</td>
<td> You attack slower. Negative attack speed is calculated differently and doesn't impact you as much as positive attack speed.</td>
</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> No limit </td>
<td> Maximum 100% chance to do critical hits on a hit. </td>
<td> Your weapons have an x decreased chance to do a critical hit damage this can stop your weapons from inflicting a critical hit </td>
<td> The amount is subtracted from the base crit chance of your weapon. Minimum is 0% chance in total to crit. </td>
</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 but half as effective on melee weapons</td>
<td> No limit</td>
<td> Your weapons have x less range.</td>
<td> Your weapons have x less range. (Halved for melee weapons). Minimum of 25 range.</td>
</tr>
</tr>
<tr>
<tr>
<td> {{Iconbox|Armor}} </td>
<td style="text-align: center"> {{Iconbox|Armor}} </td>
<td> You take 4% less damage per armor (not linear)</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 but gets less effective with each level</td>
<td> No limit</td>
<td> You take more damage</td>
<td> The damage you take is increased by x% instead of decreased.</td>
</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>
<td> You move x% slower</td>
<td> You move x% slower, coming to a standstill at -100% or more.</td>
</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.</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>
<td> You lose x materials and XP at the end of a wave. Does not further scale downwards.</td>
<td> You lose x materials and XP at the end of a wave. The 5% Increment doesn't happen.</td>
</tr>
</table>
 
 
=== DLC Stats ===
 
 
<table class="wikitable sortable jquery-tablesorter" style="color: #eee; background: transparent; vertical-align: middle;">
<tr>
<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); 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); width:40%" 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">Negative stat effect</th>
<tr>
<td style="text-align: center"> {{Iconbox|Curse}} </td>
<td>Gives enemies a chance to spawn cursed with a purple outline. Cursed enemies have +25% Damage, +15% Speed, and +150% HP +2% per Curse Stat additional HP. They also drop 33% additional [[Materials]]. Causes items and weapons in the [[Shop]] to have a chance to spawn enhanced with a curse buff, increasing their stats significantly and decreasing their downsides.  </td>
<td> Diminishing Returns on chance to spawn enemies and items. Can't go above 50% Chance to spawn cursed enemies, 15% to spawn cursed items. Cursed HP scaling maxes out at 300 Curse.  </td>
<td>Can't be Negative</td>
</tr>
</tr>
</table>
</table>


==‎Secondary Stats ==
==‎Secondary Stats==
A range of hidden 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=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}}
|[[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=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=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}}
|-
|-
|% Enemies (+)
|% Double Material Chance
|[[More Enemies]]
|Increases the chance of gaining double materials when picking up [[Materials]]
|{{MiniIconbox|name=Gentle Alien}}, {{MiniIconbox|name=Mouse}}
|[[Economy]], [[Pickup]]
|{{MiniIconbox|name=Metal Detector}}
|-
|-
|% Enemies (-)
|Free Rerolls
|[[Less Enemies]]
|Provides an amount of free reroll at the beginning of each [[Shop]]
|{{MiniIconbox|name=White Flag}}, {{MiniIconbox|name=Candle}}
|[[Economy]]
|-
|{{MiniIconbox|name=Dangerous Bunny}}
|% Enemy Speed
|[[Less Enemy Speed]]
|{{MiniIconbox|name=Ugly Tooth}}, {{MiniIconbox|name=Snail}}, {{MiniIconbox|name=Wandering Bot}}
|-
|Stand Still - Armor
|[[Stand Still]]
|{{MiniIconbox|name=Barricade}}
|-
|Stand Still - % Dodge
|[[Stand Still]]
|{{MiniIconbox|name=Chameleon}}
|-
|Stand Still - % Damage
|[[Stand Still]]
|{{MiniIconbox|name=Statue}}
|}
 
=== 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 ===
{| 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}}
|-
|-
|% Chance for instant material pickup
|% Enemies
|[[Pickup]]
|Increases or decreases the amount of [[Enemies]] that spawn during waves.
|{{MiniIconbox|name=Baby Gecko}}, {{MiniIconbox|name=Sifd's Relic}}
|[[More Enemies]], [[Less Enemies]]
|{{MiniIconbox|name=Black Flag}}, {{MiniIconbox|name=Candle}}, {{MiniIconbox|name=Gentle Alien}}, {{MiniIconbox|name=Mouse}}, {{MiniIconbox|name=White Flag}}
|-
|% Enemy Speed
|Increases or decreases the speed of [[Enemies]] that spawn during waves.
|[[Less Enemy Speed]]
|{{MiniIconbox|name=Snail}}
|-
|-
|% Chance to damage on material pickup
|% Reroll Price
|[[Pickup]], [[Luck]]
|Increases or decreases the price of rerolling in the [[Shop}]] and when choosing [[Upgrades]]
|{{MiniIconbox|name=Baby Elephant}}, {{MiniIconbox|name=Cyberball}}
|''None''
|{{MiniIconbox|name=Spyglass}}
|}
|}


=== Shop & Economy ===
 
{| class="wikitable"
!Stat
!Item Tags
!Notable Items
|-
|% Items Price
|[[Economy]]
|{{MiniIconbox|name=Coupon}}
|-
|% Chance for double materials
|[[Pickup]]
|{{MiniIconbox|name=Metal Detector}}
|-
|Materials in Crates
|[[Economy]]
|{{MiniIconbox|name=Bag}}
|-
|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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Latest revision as of 12:55, 6 December 2024

Primary Stats

Primary stats are the primary way for your character to get stronger. They influence how much damage you deal, how much damage you can survive, and how fast you move among other things. Most Items in the Shop increase one or more of your primary stats at the cost of often decreasing another one. You can also increase your primary stats by Leveling Up and choosing Upgrades.

Along with getting powerful Weapons, Primary Stats are the core way to scale into the late game.

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 Structures Diminishing Returns at higher values, can't attack faster than 12 times per second, slower for melee weapons. 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.


DLC Stats

Name Effects Limit Negative stat effect
Gives enemies a chance to spawn cursed with a purple outline. Cursed enemies have +25% Damage, +15% Speed, and +150% HP +2% per Curse Stat additional HP. They also drop 33% additional Materials. Causes items and weapons in the Shop to have a chance to spawn enhanced with a curse buff, increasing their stats significantly and decreasing their downsides. Diminishing Returns on chance to spawn enemies and items. Can't go above 50% Chance to spawn cursed enemies, 15% to spawn cursed items. Cursed HP scaling maxes out at 300 Curse. Can't be Negative

‎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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