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(Add missing sections (Characters, Weapons, Weapon Classes) + Apply Template:ItemTagText + Fix broken table markup for Items)
(Add "Mechanics" subsection to 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>
<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> {{Item Data|Bandana|price}} </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> {{Iconbox|Cake|rarity={{Item Data|Cake|rarity}}}} </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> {{Item Data|Cake|stats}} </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> {{Item Data|Cake|unlockedby}} </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> {{Item Data|Candle|stats}} </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> {{Item Data|Candle|unlockedby}} </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> {{Item Data|Chameleon|stats}} </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> {{Item Data|Coffee|limit}} </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> {{Item Data|Insanity|stats}} </td>
<td>   {{Item Data|Insanity|stats}} </td>
<td>  {{Item Data|Insanity|price}} </td>
<td>  {{Item Data|Insanity|price}} </td>
<td> {{Item Data|Insanity|limit}} </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> {{Iconbox|Metal Detector|rarity={{Item Data|Metal Detector|rarity}}}} </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> {{Item Data|Metal Detector|limit}} </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> {{Item Data|Metal Plate|price}} </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> {{Item Data|Panda|stats}} </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> {{Iconbox|Power Generator|rarity={{Item Data|Power Generator|rarity}}}} </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> {{Item Data|Propeller Hat|stats}} </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> {{Item Data|Pumpkin|unlockedby}} </td>
<td>   {{Item Data|Pumpkin|unlockedby}} </td>
</tr>
</tr>


<tr>
<tr>
<td> {{Iconbox|Ricochet|rarity={{Item Data|Ricochet|rarity}}}} </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> {{Item Data|Small Magazine|limit}} </td>
<td>   {{Item Data|Small Magazine|limit}} </td>
<td> {{Item Data|Small Magazine|unlockedby}} </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> {{Item Data|Tractor|limit}} </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> {{Item Data|Triangle of Power|limit}} </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> {{Iconbox|Wisdom|rarity={{Item Data|Wisdom|rarity}}}} </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

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.png 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.png 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.png Well Rounded
Tier 2 +6 % Damage
+2 % Life Steal
-2 Engineering
60 Win a run with Ghost.png Ghost
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
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.png 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%Luck.png) damage to a random enemy when you pick up a material 22 Luck, Pickup
Tier 2 25% chance to deal 1 (25%Luck.png) 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

12(100%Melee Damage.png)
18(100%Melee Damage.png)
24(100%Melee Damage.png)
40(100%Melee Damage.png)

1.73s
1.66s
1.58s
1.51s

6.9(57%Melee Damage.png)/s
10.8(60%Melee Damage.png)/s
15.2(63%Melee Damage.png)/s
26.5(66%Melee Damage.png)/s

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

200
200
200
200

2
2
2
2

0
0
0
0

+1% Damage for every 20/18/16/12 kills in a wave with this weapon

20
39
74
149

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

Anchor
  Anchor



Hammer
  Hammer