From Brotato Wiki
(Add missing sections (Characters, Weapons, Weapon Classes) + Apply Template:ItemTagText + Fix broken table markup for Items) |
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<td> {{Item Data|Medal|unlockedby}} </td> | <td> {{Item Data|Medal|unlockedby}} </td> | ||
</tr> | </tr> | ||
<tr> | |||
<td> {{Iconbox|Power Generator|rarity={{Item Data|Power Generator|rarity}}}} </td> | |||
<td> Tier {{Item Data|Power Generator|rarity}} </td> | |||
<td> {{Item Data|Power Generator|stats}} </td> | |||
<td> {{Item Data|Power Generator|price}} </td> | |||
<td> {{Item Data|Power Generator|limit}} </td> | |||
<td> {{Item Data|Power Generator|unlockedby}} </td> | |||
</tr> | |||
<tr> | <tr> | ||
<td> {{Iconbox|Missile|rarity={{Item Data|Missile|rarity}}}} </td> | <td> {{Iconbox|Missile|rarity={{Item Data|Missile|rarity}}}} </td> | ||
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<td> {{Item Data|Missile|unlockedby}} </td> | <td> {{Item Data|Missile|unlockedby}} </td> | ||
</tr> | </tr> | ||
<tr> | |||
<td> {{Iconbox|Potato|rarity={{Item Data|Potato|rarity}}}} </td> | <td> {{Iconbox|Potato|rarity={{Item Data|Potato|rarity}}}} </td> | ||
<td> Tier {{Item Data|Potato|rarity}} </td> | <td> Tier {{Item Data|Potato|rarity}} </td> | ||
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<td> Tier {{Item Data|Wisdom|rarity}} </td> | <td> Tier {{Item Data|Wisdom|rarity}} </td> | ||
<td> {{Item Data|Wisdom|stats}} </td> | <td> {{Item Data|Wisdom|stats}} </td> | ||
<td> {{Item Data|Wisdom|price}} </td> | <td> {{Item Data|Wisdom|price}} </td> | ||
<td> {{Item Data|Wisdom|limit}} </td> | <td> {{Item Data|Wisdom|limit}} </td> | ||
<td> {{Item Data|Wisdom|unlockedby}} </td> | <td> {{Item Data|Wisdom|unlockedby}} </td> | ||
</tr> | </tr> | ||
</table> | </table> | ||
=== Negative === | ===Negative=== | ||
These items {{Color|red|decrease}} your Damage. | These items {{Color|red|decrease}} your Damage. | ||
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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> | <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); 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); 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: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: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">Base Price</th> | ||
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<td> Tier {{Item Data|Bandana|rarity}} </td> | <td> Tier {{Item Data|Bandana|rarity}} </td> | ||
<td> {{Item Data|Bandana|stats}} </td> | <td> {{Item Data|Bandana|stats}} </td> | ||
<td> | <td> {{Item Data|Bandana|price}} </td> | ||
<td> {{Item Data|Bandana|limit}} </td> | <td> {{Item Data|Bandana|limit}} </td> | ||
<td> {{Item Data|Bandana|unlockedby}} </td> | <td> {{Item Data|Bandana|unlockedby}} </td> | ||
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<tr> | <tr> | ||
<td> | <td> {{Iconbox|Cake|rarity={{Item Data|Cake|rarity}}}} </td> | ||
<td> Tier {{Item Data|Cake|rarity}} </td> | <td> Tier {{Item Data|Cake|rarity}} </td> | ||
<td> | <td> {{Item Data|Cake|stats}} </td> | ||
<td> {{Item Data|Cake|price}} </td> | <td> {{Item Data|Cake|price}} </td> | ||
<td> {{Item Data|Cake|limit}} </td> | <td> {{Item Data|Cake|limit}} </td> | ||
<td> | <td> {{Item Data|Cake|unlockedby}} </td> | ||
</tr> | </tr> | ||
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<td> {{Iconbox|Candle|rarity={{Item Data|Candle|rarity}}}} </td> | <td> {{Iconbox|Candle|rarity={{Item Data|Candle|rarity}}}} </td> | ||
<td> Tier {{Item Data|Candle|rarity}} </td> | <td> Tier {{Item Data|Candle|rarity}} </td> | ||
<td> | <td> {{Item Data|Candle|stats}} </td> | ||
<td> {{Item Data|Candle|price}} </td> | <td> {{Item Data|Candle|price}} </td> | ||
<td> {{Item Data|Candle|limit}} </td> | <td> {{Item Data|Candle|limit}} </td> | ||
<td> | <td> {{Item Data|Candle|unlockedby}} </td> | ||
</tr> | </tr> | ||
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<td> {{Iconbox|Chameleon|rarity={{Item Data|Chameleon|rarity}}}} </td> | <td> {{Iconbox|Chameleon|rarity={{Item Data|Chameleon|rarity}}}} </td> | ||
<td> Tier {{Item Data|Chameleon|rarity}} </td> | <td> Tier {{Item Data|Chameleon|rarity}} </td> | ||
<td> | <td> {{Item Data|Chameleon|stats}} </td> | ||
<td> {{Item Data|Chameleon|price}} </td> | <td> {{Item Data|Chameleon|price}} </td> | ||
<td> {{Item Data|Chameleon|limit}} </td> | <td> {{Item Data|Chameleon|limit}} </td> | ||
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<td> {{Item Data|Coffee|stats}} </td> | <td> {{Item Data|Coffee|stats}} </td> | ||
<td> {{Item Data|Coffee|price}} </td> | <td> {{Item Data|Coffee|price}} </td> | ||
<td> | <td> {{Item Data|Coffee|limit}} </td> | ||
<td> {{Item Data|Coffee|unlockedby}} </td> | <td> {{Item Data|Coffee|unlockedby}} </td> | ||
</tr> | </tr> | ||
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<td> {{Iconbox|Insanity|rarity={{Item Data|Insanity|rarity}}}} </td> | <td> {{Iconbox|Insanity|rarity={{Item Data|Insanity|rarity}}}} </td> | ||
<td> Tier {{Item Data|Insanity|rarity}} </td> | <td> Tier {{Item Data|Insanity|rarity}} </td> | ||
<td> | <td> {{Item Data|Insanity|stats}} </td> | ||
<td> {{Item Data|Insanity|price}} </td> | <td> {{Item Data|Insanity|price}} </td> | ||
<td> | <td> {{Item Data|Insanity|limit}} </td> | ||
<td> {{Item Data|Insanity|unlockedby}} </td> | <td> {{Item Data|Insanity|unlockedby}} </td> | ||
</tr> | </tr> | ||
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<tr> | <tr> | ||
<td> | <td>{{Iconbox|Metal Detector|rarity={{Item Data|Metal Detector|rarity}}}} </td> | ||
<td> Tier {{Item Data|Metal Detector|rarity}} </td> | <td> Tier {{Item Data|Metal Detector|rarity}} </td> | ||
<td> {{Item Data|Metal Detector|stats}} </td> | <td> {{Item Data|Metal Detector|stats}} </td> | ||
<td> {{Item Data|Metal Detector|price}} </td> | <td> {{Item Data|Metal Detector|price}} </td> | ||
<td> | <td> {{Item Data|Metal Detector|limit}} </td> | ||
<td> {{Item Data|Metal Detector|unlockedby}} </td> | <td> {{Item Data|Metal Detector|unlockedby}} </td> | ||
</tr> | </tr> | ||
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<td> Tier {{Item Data|Metal Plate|rarity}} </td> | <td> Tier {{Item Data|Metal Plate|rarity}} </td> | ||
<td> {{Item Data|Metal Plate|stats}} </td> | <td> {{Item Data|Metal Plate|stats}} </td> | ||
<td> | <td> {{Item Data|Metal Plate|price}} </td> | ||
<td> {{Item Data|Metal Plate|limit}} </td> | <td> {{Item Data|Metal Plate|limit}} </td> | ||
<td> {{Item Data|Metal Plate|unlockedby}} </td> | <td> {{Item Data|Metal Plate|unlockedby}} </td> | ||
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<td> {{Iconbox|Panda|rarity={{Item Data|Panda|rarity}}}} </td> | <td> {{Iconbox|Panda|rarity={{Item Data|Panda|rarity}}}} </td> | ||
<td> Tier {{Item Data|Panda|rarity}} </td> | <td> Tier {{Item Data|Panda|rarity}} </td> | ||
<td> | <td> {{Item Data|Panda|stats}} </td> | ||
<td> {{Item Data|Panda|price}} </td> | <td> {{Item Data|Panda|price}} </td> | ||
<td> {{Item Data|Panda|limit}} </td> | <td> {{Item Data|Panda|limit}} </td> | ||
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<tr> | <tr> | ||
<td> | <td> {{Iconbox|Power Generator|rarity={{Item Data|Power Generator|rarity}}}} </td> | ||
<td> Tier {{Item Data|Power Generator|rarity}} </td> | <td> Tier {{Item Data|Power Generator|rarity}} </td> | ||
<td> {{Item Data|Power Generator|stats}} </td> | <td> {{Item Data|Power Generator|stats}} </td> | ||
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<td> {{Iconbox|Propeller Hat|rarity={{Item Data|Propeller Hat|rarity}}}} </td> | <td> {{Iconbox|Propeller Hat|rarity={{Item Data|Propeller Hat|rarity}}}} </td> | ||
<td> Tier {{Item Data|Propeller Hat|rarity}} </td> | <td> Tier {{Item Data|Propeller Hat|rarity}} </td> | ||
<td> | <td> {{Item Data|Propeller Hat|stats}} </td> | ||
<td> {{Item Data|Propeller Hat|price}} </td> | <td> {{Item Data|Propeller Hat|price}} </td> | ||
<td> {{Item Data|Propeller Hat|limit}} </td> | <td> {{Item Data|Propeller Hat|limit}} </td> | ||
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<td> {{Item Data|Pumpkin|price}} </td> | <td> {{Item Data|Pumpkin|price}} </td> | ||
<td> {{Item Data|Pumpkin|limit}} </td> | <td> {{Item Data|Pumpkin|limit}} </td> | ||
<td> | <td> {{Item Data|Pumpkin|unlockedby}} </td> | ||
</tr> | </tr> | ||
<tr> | <tr> | ||
<td> | <td> {{Iconbox|Ricochet|rarity={{Item Data|Ricochet|rarity}}}} </td> | ||
<td> Tier {{Item Data|Ricochet|rarity}} </td> | <td> Tier {{Item Data|Ricochet|rarity}} </td> | ||
<td> {{Item Data|Ricochet|stats}} </td> | <td> {{Item Data|Ricochet|stats}} </td> | ||
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<td> {{Item Data|Small Magazine|stats}} </td> | <td> {{Item Data|Small Magazine|stats}} </td> | ||
<td> {{Item Data|Small Magazine|price}} </td> | <td> {{Item Data|Small Magazine|price}} </td> | ||
<td> | <td> {{Item Data|Small Magazine|limit}} </td> | ||
<td> | <td> {{Item Data|Small Magazine|unlockedby}} </td> | ||
</tr> | </tr> | ||
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<td> {{Item Data|Tractor|stats}} </td> | <td> {{Item Data|Tractor|stats}} </td> | ||
<td> {{Item Data|Tractor|price}} </td> | <td> {{Item Data|Tractor|price}} </td> | ||
<td> | <td> {{Item Data|Tractor|limit}} </td> | ||
<td> {{Item Data|Tractor|unlockedby}} </td> | <td> {{Item Data|Tractor|unlockedby}} </td> | ||
</tr> | </tr> | ||
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<td> {{Item Data|Triangle of Power|stats}} </td> | <td> {{Item Data|Triangle of Power|stats}} </td> | ||
<td> {{Item Data|Triangle of Power|price}} </td> | <td> {{Item Data|Triangle of Power|price}} </td> | ||
<td> | <td> {{Item Data|Triangle of Power|limit}} </td> | ||
<td> {{Item Data|Triangle of Power|unlockedby}} </td> | <td> {{Item Data|Triangle of Power|unlockedby}} </td> | ||
</tr> | </tr> | ||
<tr> | <tr> | ||
<td> | <td> {{Iconbox|Wisdom|rarity={{Item Data|Wisdom|rarity}}}} </td> | ||
<td> Tier {{Item Data|Wisdom|rarity}} </td> | <td> Tier {{Item Data|Wisdom|rarity}} </td> | ||
<td> {{Item Data|Wisdom|stats}} </td> | <td> {{Item Data|Wisdom|stats}} </td> | ||
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</table> | </table> | ||
=== Affected Items === | ===Mechanics=== | ||
These items affect your Damage stat in special ways, either positively or negatively. | |||
<table class="wikitable sortable jquery-tablesorter" style="width:90%;color:#eee; background:transparent; text-align:center; vertical-align:middle;"> | |||
{{TableHeaders|items}} | |||
{{TableRowItem|Power Generator}} | |||
{{TableRowItem|Statue}} | |||
{{TableRowItem|Triangle of Power}} | |||
{{TableRowItem|Vigilante Ring}} | |||
{{TableRowItem|Wisdom}} | |||
</table> | |||
===Affected Items=== | |||
Some items that deal damage are also affected by the Damage stat. | Some items that deal damage are also affected by the Damage stat. |
Revision as of 12:10, 10 November 2022
Damage
Your attacks deal x% more damage but doesn't affect engineering turrets or mines. There is no limit. If this is negative it negatively affects your damage.
This stat also affects items that deal damage, such as the Baby Elephant or the Cyberball -- such items have a base damage as a percentage of another stat, but then are modified by this damage stat.
Items
Positive
These items increase your Damage.
Due to Item Tags, the Character(s) One Armed have a higher chance to find these items in the Shop.
Name | Rarity | Effects | Base Price | Limit | Unlocked By |
---|---|---|---|---|---|
Tier 2 | +12 % Damage -12 Range |
45 | |||
Tier 4 | +30 % Damage -3 % Attack Speed for every different weapon you have |
110 | Win a run with One Armed | ||
Tier 1 | +2 Max HP +5 % Damage +5% Enemies |
30 | 10 | ||
Tier 3 | +25 % Damage -3 Armor |
75 | |||
Tier 1 | +6 % Damage -8 Range |
25 | |||
Tier 4 | +5 Ranged Damage +10 % Damage +10 Range -5 % Attack Speed -5 % Crit Chance |
100 | |||
Tier 1 | +7 % Damage -2 Max HP |
20 | |||
Tier 2 | +3 Max HP +3 % Damage +1 Armor +3 % Speed -4 % Crit Chance |
55 | |||
Tier 3 | +1 % Damage for every permanent 1 % Speed you have -5 % Damage |
65 | 1 | ||
Tier 2 | +10 % Damage -4 % Attack Speed |
45 | |||
Tier 4 | +3 Max HP +2 HP Regeneration +1 % Life Steal +5 % Damage +5 % Attack Speed +3 % Speed +3 % Dodge +1 Armor +5 Luck |
95 | Win a run with Well Rounded | ||
Tier 2 | +6 % Damage +2 % Life Steal -2 Engineering |
60 | Win a run with Ghost | ||
Tier 4 | +12 % Damage +6 % Attack Speed for every different weapon you have -3 % Dodge -5 Harvesting |
110 | Win a run with Gladiator | ||
Tier 3 | +40 % Attack Speed while standing still -10 % Speed |
60 | |||
Tier 3 | +20 % Damage +1 Armor -2 % Damage when you take damage until the end of the wave |
65 | |||
Tier 3 | +3 % Damage at the end of a wave | 92 | |||
Tier 3 | +5 % Damage every 5 seconds until the end of the wave -15 % Damage |
85 | 1 |
Negative
These items decrease your Damage.
Name | Rarity | Effects | Base Price | Limit | Unlocked By |
---|---|---|---|---|---|
Tier 3 | Projectiles pierce through 1 additional target -10 % Damage |
75 | |||
Tier 1 | +3 Max HP -1 % Damage |
15 | |||
Tier 3 | +4 Elemental Damage +1 HP Regeneration -10% Enemies -5 % Damage |
65 | 1 | ||
Tier 3 | +3 % Dodge +20 % Dodge while standing still -4 % Damage |
70 | |||
Tier 1 | +10 % Attack Speed -2 % Damage |
20 | |||
Tier 2 | +4 Engineering +1 Knockback -4 % Damage |
35 | |||
Tier 1 | +6 % Crit Chance -3 % Damage |
20 | |||
Tier 4 | +20 Melee Damage +5 HP Regeneration +5 Knockback -8 % Damage -3 % Speed |
110 | |||
Tier 2 | +5% chance to double the value of picked up materials +6 Luck +2 Engineering -5 % Damage |
40 | 20 | ||
Tier 2 | +2 Armor -3 % Damage |
40 | |||
Tier 4 | +12 Max HP +25 Luck -5 % Damage |
100 | Win a run with Pacifist | ||
Tier 3 | +1 % Damage for every permanent 1 % Speed you have -5 % Damage |
65 | 1 | ||
Tier 1 | +10 Luck -2 % Damage |
28 | |||
Tier 2 | +15% Piercing Damage. Can't go above base damage -2 % Damage |
40 | |||
Tier 4 | Your projectiles gain +1 bounce -25 % Damage |
110 | |||
Tier 2 | +2 Ranged Damage +10 % Attack Speed -6 % Damage |
60 | |||
Tier 3 | +40 Harvesting -8 % Damage |
70 | |||
Tier 3 | +20 % Damage +1 Armor -2 % Damage when you take damage until the end of the wave |
65 | |||
Tier 3 | +5 % Damage every 5 seconds until the end of the wave -15 % Damage |
85 | 1 |
Mechanics
These items affect your Damage stat in special ways, either positively or negatively.
Name | Rarity | Effects | Base Price | Limit | Unlocked By | Tags |
---|---|---|---|---|---|---|
Tier 3 | +1 % Damage for every permanent 1 % Speed you have -5 % Damage |
65 | 1 | Speed, Damage | ||
Tier 3 | +40 % Attack Speed while standing still -10 % Speed |
60 | Attack Speed, Stand Still | |||
Tier 3 | +20 % Damage +1 Armor -2 % Damage when you take damage until the end of the wave |
65 | Damage | |||
Tier 3 | +3 % Damage at the end of a wave | 92 | Damage | |||
Tier 3 | +5 % Damage every 5 seconds until the end of the wave -15 % Damage |
85 | 1 | Damage |
Affected Items
Some items that deal damage are also affected by the Damage stat.
Name | Rarity | Effects | Base Price | Limit | Unlocked By | Tags |
---|---|---|---|---|---|---|
Tier 1 | 25% chance to deal 1 (25%) damage to a random enemy when you pick up a material | 22 | Luck, Pickup | |||
Tier 2 | 25% chance to deal 1 (25%) damage to a random enemy when an enemy dies | 30 | Luck |
Characters
These Characters start with different Damage, or have mechanics related to their Damage:
Name | Stats | Unlocked By | Unlocks | Item Tags |
---|---|---|---|---|
Max HP modifications are increased by 25% +1% Damage for every 3 Max HP you have +3 HP recovered from consumables -100% Life Steal HP Regeneration modifications are reduced by 50% Dodge modifications are reduced by 50% Speed modifications are reduced by 100% |
Die for the first time | Max HP, Luck | ||
+30% Damage +50% Enemies -3 Harvesting at the end of a wave |
Kill 5000 enemies | More Enemies | ||
+20% Damage You can equip up to 12 weapons at a time -5% Damage for every weapon you have |
Collect 5000 materials | None | ||
+15 Harvesting +1% Damage for every 25 Materials you have You start with 1 Piggy Bank +50% Item & Weapon Price |
Collect 20000 materials | None | ||
+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 | ||
-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 | ||
+10 Engineering Engineering modifications are increased by 25% You start with 1 Wrench Structures spawn close to each other Damage modifications are reduced by 50% |
Get 5 turrets on the map simultaneously | Engineering | ||
+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 | ||
+175% Explosion Damage +4% Explosion Size for every 1 Elemental Damage you have +100% Damage with Tool weapons -100% Damage Armor modifications are reduced by 50% |
Kill 15 Enemies with a single explosion | Explosive (Item Tag) | ||
+200% Attack Speed Damage modifications are increased by 100% You can only equip one weapon at a time |
Win a run in Danger 0 | Damage | ||
+50% Damage while standing still +50% Attack Speed while standing still +10% Speed +200% pickup range +15 Knockback You cant attack while moving |
Win a run in Danger 2 | Stand Still | ||
+5% Damage when you take damage until the end of the wave +10 Max HP +20 HP Regeneration +8 Armor -100% Damage |
Win a run in Danger 3 | Max HP, Armor, HP Regeneration, Life Steal |
Weapons
These Weapons have mechanics related to Damage.
Name | Class | Damage | Attack Speed | DPS | Crit Damage/Chance | Range | Knockback | Lifesteal | Special Effects | Base price | Unlocked by |
---|---|---|---|---|---|---|---|---|---|---|---|
Ethereal |
1.73s |
x2 (3%) |
200 |
2 |
0 |
+1% Damage for every 20/18/16/12 kills in a wave with this weapon |
20 |
Default |
Weapon Classes
These Weapon Classes affect Damage:
Class | Bonuses | Weapons |
---|---|---|
Heavy | (2)+5% Damage (3)+10% Damage (4)+15% Damage (5)+20% Damage (6)+25% Damage |