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When evaluating whether or not a Harvesting item will pay for itself, don't forget to account for the extra XP you gain.
When evaluating whether or not a Harvesting item will pay for itself, don't forget to account for the extra XP you gain.


In [[Endless Mode]] the 5% increment and any increases like the one from Crown or Farmer stops functioning. Instead, you lose 10% of your harvesting at the end of each wave. So even a Farmer with Crown will still lose 10% once they get to Wave 21 or higher.
==== Endless Mode ====
 
In [[Endless Mode]] the 5% increment and any increases like the one from Crown or Farmer stops functioning. Instead, you lose 20% of your harvesting at the end of each wave. So even a Farmer with Crown will still lose 20% once they get to Wave 21 or higher.


== Items ==
== Items ==
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<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;">
<tr>
{{TableHeaders|items}}
<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>
{{TableRowItem|Blood Donation}}
<th style="font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle; width:10%" class="headerSort" tabindex="0" role="columnheader button" title="Sort ascending">Rarity</th>
{{TableRowItem|Bowler Hat}}
<th style="font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle; width:35%" class="headerSort" tabindex="0" role="columnheader button" title="Sort ascending">Effects</th>
{{TableRowItem|Crown}}
<th style="font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle; width:5%" class="headerSort" tabindex="0" role="columnheader button" title="Sort ascending">Base Price</th>
{{TableRowItem|Fertilizer}}
<th style="font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle; width:5%" class="headerSort" tabindex="0" role="columnheader button" title="Sort ascending">Limit</th>
{{TableRowItem|Little Frog}}
<th style="font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle; width:10%" class="headerSort" tabindex="0" role="columnheader button" title="Sort ascending">Unlocked By</th>
{{TableRowItem|Peaceful Bee}}
</tr>
    {{TableRowItem|Starfish}}
<tr>
{{TableRowItem|Tractor}}
<td> {{Iconbox|Blood Donation|rarity={{Item Data|Blood Donation|rarity}}}} </td>
{{TableRowItem|Wheat}}
<td> Tier {{Item Data|Blood Donation|rarity}} </td>
{{TableRowItem|Wheelbarrow}}
<td> {{Item Data|Blood Donation|stats}} </td>
{{TableRowItem|White Flag}}
<td> {{Item Data|Blood Donation|price}} </td>
<td> {{Item Data|Blood Donation|limit}} </td>
<td> {{Item Data|Blood Donation|unlockedby}} </td>
</tr>
 
<tr>
<td> {{Iconbox|Bowler Hat|rarity={{Item Data|Bowler Hat|rarity}}}} </td>
<td> Tier {{Item Data|Bowler Hat|rarity}} </td>
<td> {{Item Data|Bowler Hat|stats}} </td>
<td> {{Item Data|Bowler Hat|price}} </td>
<td> {{Item Data|Bowler Hat|limit}} </td>
<td> {{Item Data|Bowler Hat|unlockedby}} </td>
</tr>
 
<tr>
<td> {{Iconbox|Crown|rarity={{Item Data|Crown|rarity}}}} </td>
<td> Tier {{Item Data|Crown|rarity}} </td>
<td> {{Item Data|Crown|stats}} </td>
<td> {{Item Data|Crown|price}} </td>
<td> {{Item Data|Crown|limit}} </td>
<td> {{Item Data|Crown|unlockedby}} </td>
</tr>
 
<tr>
<td> {{Iconbox|Fertilizer|rarity={{Item Data|Fertilizer|rarity}}}} </td>
<td> Tier {{Item Data|Fertilizer|rarity}} </td>
<td> {{Item Data|Fertilizer|stats}} </td>
<td> {{Item Data|Fertilizer|price}} </td>
<td> {{Item Data|Fertilizer|limit}} </td>
<td> {{Item Data|Fertilizer|unlockedby}} </td>
</tr>
 
<tr>
<td> {{Iconbox|Little Frog|rarity={{Item Data|Little Frog|rarity}}}} </td>
<td> Tier {{Item Data|Little Frog|rarity}} </td>
<td> {{Item Data|Little Frog|stats}} </td>
<td> {{Item Data|Little Frog|price}} </td>
<td> {{Item Data|Little Frog|limit}} </td>
<td> {{Item Data|Little Frog|unlockedby}} </td>
</tr>
 
<tr>
<td> {{Iconbox|Peaceful Bee|rarity={{Item Data|Peaceful Bee|rarity}}}} </td>
<td> Tier {{Item Data|Peaceful Bee|rarity}} </td>
<td> {{Item Data|Peaceful Bee|stats}} </td>
<td> {{Item Data|Peaceful Bee|price}} </td>
<td> {{Item Data|Peaceful Bee|limit}} </td>
<td> {{Item Data|Peaceful Bee|unlockedby}} </td>
</tr>
 
<tr>
<td> {{Iconbox|Tractor|rarity={{Item Data|Tractor|rarity}}}} </td>
<td> Tier {{Item Data|Tractor|rarity}} </td>
<td> {{Item Data|Tractor|stats}} </td>
<td> {{Item Data|Tractor|price}} </td>
<td> {{Item Data|Tractor|limit}} </td>
<td> {{Item Data|Tractor|unlockedby}} </td>
</tr>
 
<tr>
<td> {{Iconbox|Wheat|rarity={{Item Data|Wheat|rarity}}}} </td>
<td> Tier {{Item Data|Wheat|rarity}} </td>
<td> {{Item Data|Wheat|stats}} </td>
<td> {{Item Data|Wheat|price}} </td>
<td> {{Item Data|Wheat|limit}} </td>
<td> {{Item Data|Wheat|unlockedby}} </td>
</tr>
 
<tr>
<td> {{Iconbox|Wheelbarrow|rarity={{Item Data|Wheelbarrow|rarity}}}} </td>
<td> Tier {{Item Data|Wheelbarrow|rarity}} </td>
<td> {{Item Data|Wheelbarrow|stats}} </td>
<td> {{Item Data|Wheelbarrow|price}} </td>
<td> {{Item Data|Wheelbarrow|limit}} </td>
<td> {{Item Data|Wheelbarrow|unlockedby}} </td>
</tr>
 
<tr>
<td> {{Iconbox|White Flag|rarity={{Item Data|White Flag|rarity}}}} </td>
<td> Tier {{Item Data|White Flag|rarity}} </td>
<td> {{Item Data|White Flag|stats}} </td>
<td> {{Item Data|White Flag|price}} </td>
<td> {{Item Data|White Flag|limit}} </td>
<td> {{Item Data|White Flag|unlockedby}} </td>
</tr>
</table>
</table>


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<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;">
<tr>
{{TableHeaders|items}}
<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>
{{TableRowItem|Bat}}
<th style="font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle; width:10%" class="headerSort" tabindex="0" role="columnheader button" title="Sort ascending">Rarity</th>
{{TableRowItem|Blood Leech}}
<th style="font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle; width:35%" class="headerSort" tabindex="0" role="columnheader button" title="Sort ascending">Effects</th>
{{TableRowItem|Charcoal}}
<th style="font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle; width:5%" class="headerSort" tabindex="0" role="columnheader button" title="Sort ascending">Base Price</th>
{{TableRowItem|Mouse}}
<th style="font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle; width:5%" class="headerSort" tabindex="0" role="columnheader button" title="Sort ascending">Limit</th>
{{TableRowItem|Spider}}
<th style="font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle; width:10%" class="headerSort" tabindex="0" role="columnheader button" title="Sort ascending">Unlocked By</th>
</tr>
<tr>
<td>  {{Iconbox|Bat|rarity={{Item Data|Bat|rarity}}}} </td>
<td> Tier {{Item Data|Bat|rarity}} </td>
<td>  {{Item Data|Bat|stats}} </td>
<td>  {{Item Data|Bat|price}} </td>
<td>  {{Item Data|Bat|limit}} </td>
<td>  {{Item Data|Bat|unlockedby}} </td>
</tr>
 
<tr>
<td>  {{Iconbox|Blood Leech|rarity={{Item Data|Blood Leech|rarity}}}} </td>
<td> Tier {{Item Data|Blood Leech|rarity}} </td>
<td>  {{Item Data|Blood Leech|stats}} </td>
<td>  {{Item Data|Blood Leech|price}} </td>
<td>  {{Item Data|Blood Leech|limit}} </td>
<td>  {{Item Data|Blood Leech|unlockedby}} </td>
</tr>
 
<tr>
<td>  {{Iconbox|Charcoal|rarity={{Item Data|Charcoal|rarity}}}} </td>
<td> Tier {{Item Data|Charcoal|rarity}} </td>
<td>  {{Item Data|Charcoal|stats}} </td>
<td>  {{Item Data|Charcoal|price}} </td>
<td>  {{Item Data|Charcoal|limit}} </td>
<td>  {{Item Data|Charcoal|unlockedby}} </td>
</tr>
 
<tr>
<td>  {{Iconbox|Mouse|rarity={{Item Data|Mouse|rarity}}}} </td>
<td> Tier {{Item Data|Mouse|rarity}} </td>
<td>  {{Item Data|Mouse|stats}} </td>
<td>  {{Item Data|Mouse|price}} </td>
<td>  {{Item Data|Mouse|limit}} </td>
<td>  {{Item Data|Mouse|unlockedby}} </td>
</tr>
 
<tr>
<td>  {{Iconbox|Rip and Tear|rarity={{Item Data|Rip and Tear|rarity}}}} </td>
<td> Tier {{Item Data|Rip and Tear|rarity}} </td>
<td>  {{Item Data|Rip and Tear|stats}} </td>
<td>  {{Item Data|Rip and Tear|price}} </td>
<td>  {{Item Data|Rip and Tear|limit}} </td>
<td>  {{Item Data|Rip and Tear|unlockedby}} </td>
</tr>
 
<tr>
<td>  {{Iconbox|Spider|rarity={{Item Data|Spider|rarity}}}} </td>
<td> Tier {{Item Data|Spider|rarity}} </td>
<td>  {{Item Data|Spider|stats}} </td>
<td>  {{Item Data|Spider|price}} </td>
<td>  {{Item Data|Spider|limit}} </td>
<td>  {{Item Data|Spider|unlockedby}} </td>
</tr>
</table>
</table>


=== Mechanics ===
=== Interaction - Crown ===
These use your Harvesting stat for other effects.
Crown is special among harvesting items in that it increases the interest/return on harvesting you get at the end of the wave by an additive 8%. This means that you get a total of 13% instead of 5%, making your harvesting grow much more quickly. However it takes quite a few waves before crown begins to compound. And it requires you to already have a significant amount of harvesting beforehand for. But when Crown is good, it is great, and can give several hundreds harvesting stat.


<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;">
<tr>
{{TableHeaders|items}}
<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>
{{TableRowItem|Crown}}
<th style="font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle; width:10%" class="headerSort" tabindex="0" role="columnheader button" title="Sort ascending">Rarity</th>
<th style="font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle; width:35%" 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:5%" class="headerSort" tabindex="0" role="columnheader button" title="Sort ascending">Base Price</th>
<th style="font-weight:bold; color:#eee; background-color: rgb(220,220,220,0.2); text-align:center; vertical-align:middle; width:5%" 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:10%" class="headerSort" tabindex="0" role="columnheader button" title="Sort ascending">Unlocked By</th>
</tr>
<tr>
<td>  {{Iconbox|Crown|rarity={{Item Data|Crown|rarity}}}} </td>
<td> Tier {{Item Data|Crown|rarity}} </td>
<td>  {{Item Data|Crown|stats}} </td>
<td>  {{Item Data|Crown|price}} </td>
<td>  {{Item Data|Crown|limit}} </td>
<td>  {{Item Data|Crown|unlockedby}} </td>
</tr>
</table>
</table>


Line 220: Line 68:
{{TableHeaders|characters}}
{{TableHeaders|characters}}
{{TableRowCharacter|Arms Dealer}}
{{TableRowCharacter|Arms Dealer}}
    {{TableRowCharacter|Baby}}
    {{TableRowCharacter|Builder}}
    {{TableRowCharacter|Doctor}}
    {{TableRowCharacter|Entrepreneur}}
    {{TableRowCharacter|Farmer}}
{{TableRowCharacter|Fisherman}}
    {{TableRowCharacter|Old}}
    {{TableRowCharacter|Saver}}
{{TableRowCharacter|Well Rounded}}
{{TableRowCharacter|Well Rounded}}
{{TableRowCharacter|Old}}
{{TableRowCharacter|Saver}}
{{TableRowCharacter|Farmer}}
{{TableRowCharacter|Entrepreneur}}
{{TableRowCharacter|Doctor}}
</table>
</table>


Line 232: Line 83:
<table class="wikitable sortable jquery-tablesorter" style="width: 95%; color: #eee; background: transparent; text-align: center; vertical-align: middle">
<table class="wikitable sortable jquery-tablesorter" style="width: 95%; color: #eee; background: transparent; text-align: center; vertical-align: middle">
{{TableHeaders|characters}}
{{TableHeaders|characters}}
{{TableRowCharacter|Loud}}
{{TableRowCharacter|Hunter}}
{{TableRowCharacter|Hunter}}
{{TableRowCharacter|Knight}}
{{TableRowCharacter|Knight}}
    {{TableRowCharacter|Loud}}
    {{TableRowCharacter|Sailor}}
    {{TableRowCharacter|Vagabond}}
</table>
</table>


==Weapons==
==Weapons==


These [[Weapons]] affect Harvesting:
These [[Weapons]] affect Harvesting. The Hand grants additional harvesting on top of the harvesting you get from the [[Support]] weapon class. And the Sickle uses harvesting to scale its damage.


<table class="wikitable sortable jquery-tablesorter" style="width: 95%; color: #eee; background: transparent; text-align: center; vertical-align: middle">
<table class="wikitable sortable jquery-tablesorter" style="width: 95%; color: #eee; background: transparent; text-align: center; vertical-align: middle">
{{TableHeaders|weapons}}
{{TableHeaders|weapons}}
{{TableRowWeapon|Hand}}
{{TableRowWeapon|Hand}}
    {{TableRowWeapon|Sickle}}
</table>
</table>



Latest revision as of 12:54, 5 November 2024

Harvesting

Harvesting

You earn +x Materials and Experience at the end of a wave. After you gained the Materials and XP, your harvesting stat increases by 5% rounded up. (So if you have 5 harvest it becomes 6, and it takes 21 for getting +2 harvesting at the end of each wave).

If Harvesting is negative, you lose -x Materials and XP at the end of a wave. You cannot lose a level from this XP loss. While your harvesting stat is negative, there is no 5% interest.

There are several ways to increase this 5% Increment. The item Crown.png Crown increases the interest to a total of 13%. Farmer.png Farmer has +3% interest on harvesting (so 8%), and can reach 16% with crown. Entrepreneur.png Entrepreneur has a 50% modifier on all harvesting stat modifications. This includes the harvesting stats gained from the 5% interest.

When evaluating whether or not a Harvesting item will pay for itself, don't forget to account for the extra XP you gain.

Endless Mode

In Endless Mode the 5% increment and any increases like the one from Crown or Farmer stops functioning. Instead, you lose 20% of your harvesting at the end of each wave. So even a Farmer with Crown will still lose 20% once they get to Wave 21 or higher.

Items

Positive

These items increase your Harvesting.

Due to Item Tags, the Character(s) Entrepreneur.png Entrepreneur, Farmer.png Farmer have a higher chance to find these items in the Shop.

Name Rarity Effects Base Price Limit Unlocked By Tags
Tier 3 +40 Harvesting
You take 1 damage per second (does not give invulnerability time)
50 Harvesting
Tier 3 +15 Luck
+18 Harvesting
-5 % Attack Speed
-3 % Crit Chance
75 Win a run with Entrepreneur.png Entrepreneur Luck, Harvesting
Tier 3 Harvesting increases by an additional 8% at the end of a wave 70 1 Harvesting
Tier 1 +8 Harvesting
-1 Melee Damage
15 Harvesting
Tier 2 +20% pickup range
+10 Harvesting
-3 % Dodge
45 Harvesting, Pickup
Tier 1 +4 % Dodge
+4 Harvesting
-1 Melee Damage
-1 Ranged Damage
18 Dodge, Harvesting
Tier 3 +20% materials dropped from enemies
+10 Harvesting
+15 % Enemy damage
75 3 Win a run with Diver.png Diver Harvesting
Tier 3 +40 Harvesting
-8 % Damage
70 Harvesting
Tier 3 +4 Melee Damage
+2 Ranged Damage
+10 Harvesting
-2 Elemental Damage
85 Win a run with Farmer.png Farmer Melee Damage, Ranged Damage, Harvesting
Tier 2 +16 Harvesting
-1 Armor
40 Harvesting
Tier 2 +5 Harvesting
-5% Enemies
40 1 Harvesting, Less Enemies

Negative

These items decrease your Harvesting.

Name Rarity Effects Base Price Limit Unlocked By Tags
Tier 1 +2 % Life Steal
-2 Harvesting
20 Life Steal
Tier 2 +2 % Life Steal
+2 HP Regeneration
-3 Harvesting
45 Life Steal, HP Regeneration
Tier 1 +1 Elemental Damage
+2 Melee Damage
-2 Harvesting
20 Elemental Damage, Melee Damage
Tier 3 +5 % Life Steal
+10% Enemies
-5 Harvesting
55 5 Life Steal, More Enemies
Tier 4 +12 % Damage
+6 % Attack Speed for every different weapon you have
-3 % Dodge
-5 Harvesting
110 Win a run with Gladiator.png Gladiator Damage, Attack Speed

Interaction - Crown

Crown is special among harvesting items in that it increases the interest/return on harvesting you get at the end of the wave by an additive 8%. This means that you get a total of 13% instead of 5%, making your harvesting grow much more quickly. However it takes quite a few waves before crown begins to compound. And it requires you to already have a significant amount of harvesting beforehand for. But when Crown is good, it is great, and can give several hundreds harvesting stat.

Name Rarity Effects Base Price Limit Unlocked By Tags
Tier 3 Harvesting increases by an additional 8% at the end of a wave 70 1 Harvesting

Characters

These Characters start with different Harvesting, or have mechanics related to their Harvesting:

Positive Characters

Name Stats Unlocked By Unlocks Item Tags
-95% Weapons Price
+30 Harvesting
Damage modifications are increased by +33%
You start with 1 Dangerous Bunny
Shops always sell at least 1 weapon
All of your weapons are destroyed when entering a shop
Recycle 12 weapons during a run None
+12 Harvesting
-20 % Items Price
You gain a weapon slot when you level up instead of a stat upgrade (max: 24)
You start with one weapon slot
Shops always sell at least one weapon
+130% XP required to level up
Reach level 10 before wave 6 XP Gain
Builder

Builder(DLC)
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%
Unlocked by default Engineering
+200% Attack Speed with Medical weapons
+5 HP Regeneration
HP Regeneration modifications are increased by 100%
+5 Harvesting
-100% Attack Speed
Armor modifications are reduced by 50%
Heal 200 HP in one wave HP Regeneration
-25% Items Price
Harvesting modifications are increased by 50%
Gain 25% more materials from recycling items
-100% of your materials at the start of waves
Damage modifications are reduced by 50%
Hold 3000 Materials Harvesting, Economy
+20 Harvesting
Harvesting increases by an additional 3% at the end of a wave
+1 Harvesting when eating a consumable while at full health
-50% materials dropped
Reach +200 Harvesting Harvesting
+5 Max HP
+20 Harvesting
Shops always sell a Bait
-100% 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
Get 2 Bait during a run None
-25% Enemy speed
+10 Harvesting
-33%Map Size
-10% Enemies
-10% Speed
Kill 300 enemies Less Enemies, Less Enemy Speed
+15 Harvesting
+1% Damage for every 25 Materials you have
You start with 1 Piggy Bank
+50% Item & Weapon Price
Collect 20000 materials None
+5 Max Hp
+5% Speed
+8 Harvesting
Unlocked by default None

Negative Characters

Name Stats Unlocked By Unlocks Item Tags
+100 Range
+1% Damage for every 10 Range you have
Crit Chance modifications are increased by 25%
Harvesting modifications are reduced by 100%
Max HP modifications are reduced by 33%
Reach +300 Range Range, Crit Chance
+2 Melee Damage for every 1 Armor you have
+3 Armor
You can't equip ranged weapons
You can only equip tier 2 weapons or above
% Attack Speed modifications are reduced by 50%
Harvesting modifications are reduced by 80%
Win a run in Danger 4 Armor
+30% Damage
+50% Enemies
-3 Harvesting at the end of a wave
Kill 5000 enemies More Enemies
Sailor

Sailor(DLC)
+200% damage with Naval weapons against cursed enemies
+25 Curse
-25 % Damage
You can only equip tier II weapons or above
Dodge is capped at 20%
Harvesting modifications are reduced by 100%
Unlocked by default Curse
Equipped weapons always contribute to the class bonuses of other equipped weapons
You can't equip two of the same weapon at the same time
-5 Armor
-5 % Dodge
Luck modifications are reduced by 50%
Harvesting modifications are reduced by 50%
Have 6 different weapons at once None

Weapons

These Weapons affect Harvesting. The Hand grants additional harvesting on top of the harvesting you get from the Support weapon class. And the Sickle uses harvesting to scale its damage.

Name Class Damage Attack Speed DPS Crit Damage/Chance Range Knockback Lifesteal Special Effects Base price Unlocked by
Unarmed, Support

1(50%Melee Damage.png)
1(50%Melee Damage.png)
1(50%Melee Damage.png)
1(50%Melee Damage.png)

1.01s
0.93s
0.86s
0.71s

1.0(49%Melee Damage.png)/s
1.1(53%Melee Damage.png)/s
1.2(58%Melee Damage.png)/s
1.4(70%Melee Damage.png)/s

x1.5 (1%)
x1.5 (1%)
x1.5 (1%)
x1.5 (1%)

150
150
150
150

30
30
30
30

0
0
0
0

+3/+6/+9/+18 Harvesting

10
22
45
91

Default
Sickle

Sickle(DLC)
Support

5(+80%Melee Damage.png+10%Harvesting.png)
8(+80%Melee Damage.png+15%Harvesting.png)
12(+80%Melee Damage.png+20%Harvesting.png)
15(+80%Melee Damage.png+25%Harvesting.png)

0.87s
0.82s
0.77s
0.7s

5.8(92.2%Melee Damage.png11.5%Harvesting.png)/s
9.8(97.9%Melee Damage.png18.4%Harvesting.png)/s
15.6(104.3%Melee Damage.png26.1%Harvesting.png)/s
21.4(114.2%Melee Damage.png35.7%Harvesting.png)/s

x2 (3% chance)
x2 (3% chance)
x2 (3% chance)
x2 (3% chance)

125
125
125
125

2
2
2
2

0
0
0
0

+20%/+30%/+40%/+50% damage against targets below 30% health

15
31
61
122

Default

Weapon Classes

These Weapon Classes affect Harvesting:

Class Bonuses Weapons
Support (2)+5 Harvesting
(3)+10 Harvesting
(4)+15 Harvesting
(5)+20 Harvesting
(6)+25 Harvesting
Hand
  Hand


Lute
  Lute

Pruner
  Pruner

Sickle
  Sickle

Taser
  Taser

Formulas & Values

These tables show how harvesting grows with each wave for default, farmer, and entrepreneur. All of them are shown with and without crown. Default and Entrepreneur are shown starting with a tier 1 +5 harvesting upgrade. Farmer is shown with its starting +20 harvesting.

You can download the source Google Sheet and play around with the numbers.

The Wave column refers to when you get the harvesting. So wave 1 means you pick up the harvest upgrade at the end of wave 1. Current Harvesting shows the harvesting stat as it increases with each wave. Gained Total shows how many Materials and XP have been accumulated over the waves.


Harvesting for Default

Harvesting Default.png


Harvesting for Farmer

Harvesting Farmer Updated.png


Harvesting for Entrepreneur

Harvesting Entrepreneur.png


Source: this spreadsheet by ArosRising.