From Brotato Wiki
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<td> ''Max HP'' can not be less than 1. | <td> | ||
<p>''Max HP'' can not be less than 1.</p> | |||
<p>It is possible to have zero or negative ''Max HP'' from items, which is most likely to occur on the [[Demon]] character; during waves the effective ''Max HP'' will still be 1 in these cases.</p> | |||
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Revision as of 06:07, 17 November 2023
Stats | |||
---|---|---|---|
Max HP | Melee Damage | Crit Chance | Dodge |
HP Regeneration | Ranged Damage | Engineering | Speed |
Life Steal | Elemental Damage | Range | Luck |
Damage | Attack Speed | Armor | Harvesting |
Primary Stats
These stats are shown as your current Character stats. They are also used as hidden Item tags, making certain items more likely to appear in the Shop for specific characters.
Click a stat to see the Items it affects or uses.
Name | Effects | Limit | Negative stat effect |
---|---|---|---|
The maximum amount of hit points you can have; can increase during a wave if the character levels up, and from certain side effects. If the current hit points become zero, the character dies and the run ends. |
No limit |
Max HP can not be less than 1. It is possible to have zero or negative Max HP from items, which is most likely to occur on the Demon character; during waves the effective Max HP will still be 1 in these cases. |
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Passive healing that restores 1 HP per n seconds, where the healing interval n becomes shorter with increasing HP Regeneration. This can also be expressed as HP per second which is an approximation. The first point of HP Regeneration gives 0.2 HP/s (1 HP per 5s), every further point increases this by 0.09 HP/s (details) |
No limit | Negative HP Regeneration values are possible; this is the same as having 0 HP Regeneration (no regeneration). | |
All weapon and projectile hits get a chance to heal you for 1 HP. The chance is 1% per point in Life Steal. The healing amount is always 1 HP per successful attempt, no matter how much damage was caused by the attack. The effect can be triggered by spawned projectiles (from weapons and items), but is not triggered by Engineering structures. Some weapons have their own Life Steal modifier, which only affects hits with that weapon; the character's Life Steal chance is added to each weapon individually. If life steal is triggered, this can not happen again for the next 0.1s. This means the theoretical maximum is 10 HP of healing per second. If multiple enemies get hit by the same attack or projectile, every hit can trigger life steal (still subject to the 0.1s lockout period). |
No limit, but can only happen at most once per 0.1s. | Negative values for Life Steal are possible, and will decrease the life steal chance of all weapons accordingly. If a weapon ends up with a negative percent chance, this is equal to a 0% chance (no life steal from that weapon). If no weapons with innate Life Steal are equipped, this simply means that negative Live Steal has no effect (equals to 0%). | |
Increases all damage dealt by 1% per point in Damage. Does not affect Engineering structures. |
No limit | Negative Damage decreases damage instead of increasing. 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. Scaling varies by weapon according to the scale factor which is shown in the weapon description. Some items deal damage based on this stat. |
No limit | Negative Melee Damage will decrease the base attack damage; however, a weapon or item will always deal at least 1 damage per hit or effect application. | |
Modifies the base attack damage of weapons, if their damage scales with Ranged Damage (these are always ranged weapons). Scaling varies by weapon according to the scale factor which is shown in the weapon description. Some items deal damage based on this stat. |
No limit | Negative Ranged Damage will decrease the base attack damage; however, a weapon or item will always deal at least 1 damage per hit or effect application. | |
Makes you elemental attacks deal x damage. | No limit | Your elemental attacks deal x less damage down to a minimum of 1 | |
You attack x% faster. Also applies to Ranged Weapons but not engineering turrets or mines | No limit | You attack slower. Negative attack speed is calculated differently and doesn't impact you as much as positive attack speed. | |
Your weapons have an x increased chance to deal a critical hit. | Maximum 100% chance to do critical hits on a hit. | The amount is subtracted from the base crit chance of your weapon. Minimum is 0% chance in total to crit. | |
Increases the power of your structures. The other stats don't affect structures but specials do (piercing, bouncing, explosion etc.) | No limit | Your structures have x decreased power down to a minimum of 1 damage or healing | |
The max range of your weapons is increased by x. A higher range also increases the cooldown of melee weapons.(longer travel distance) | No limit | Your weapons have x less range. (Halved for melee weapons). Minimum of 25 range. | |
You reduce incoming damage by x%. Each point of armor means it takes 6.66% more damage to kill you. | No limit | The damage you take is increased by x% instead of decreased. | |
You have a x% chance to dodge attacks. | 60% (90% with Ghost) | Acts like this stat is 0 | |
You move x% faster. | No limit | You move x% slower, coming to a standstill at -100% or more. | |
You have an x% more chance of finding items or consumables when you kill enemies. Also increases the rarity of the items in the shop and level upgrades. | No limit | You have an x% less chance of finding items or consumables when you kill enemies. Also decreases the rarity of the items in the shop and level upgrades. | |
You earn x materials and XP at the end of a wave. Increased by 5% every time it activates. (Rounded up) | No limit | You lose x materials and XP at the end of a wave. The 5% Increment doesn't happen. |
Secondary Stats
A range of other stats are counted in Brotato, from item costs to enemy speed.
Combat
Stat | Item Tags | Notable Items |
---|---|---|
% XP Gain | XP Gain | Scar, Black Belt, Bean Teacher, Diploma, Peacock |
% Explosion Damage | Explosive (Item Tag) | Dynamite, Explosive Shells |
% Explosion Size | Explosive (Item Tag) | Plastic Explosive, Explosive Shells |
Bounces | Ranged Damage | Ricochet |
Piercing | Ranged Damage | Bandana, Sharp Bullet |
% Piercing Damage | Ranged Damage | Pumpkin, Sharp Bullet |
% Burning Speed | Elemental Damage | Eyes Surgery |
Burning Spread | Elemental Damage | Snake |
Knockback | None | Boxing Glove |
Stand Still
Stat | Item Tags | Notable Items |
---|---|---|
Stand Still - Armor | Stand Still | Barricade |
Stand Still - % Dodge | Stand Still | Chameleon |
Stand Still - % Damage | Stand Still | Statue |
Enemies
Stat | Item Tags | Notable Items |
---|---|---|
% Enemies (+) | More Enemies | Gentle Alien, Mouse, Bait, Lure |
% Enemies (-) | Less Enemies | White Flag, Candle |
% Enemy Speed (+) | More Enemy Speed | Alien Baby |
% Enemy Speed (-)- | Less Enemy Speed | Ugly Tooth, Snail, Wandering Bot |
HP & Healing
Stat | Item Tags | Notable Items |
---|---|---|
Consumable Heal | Luck | Lemonade, Weird Food |
% Materials Healing | Saving | Cute Monkey |
HP per materials | Saving | Padding |
Pickups & Materials
Stat | Item Tags | Notable Items |
---|---|---|
% Pickup Range | Pickup | Alien Tongue, Little Frog |
Trees | Exploration | Tree |
Materials in Crates | Exploration, Economy | Bag |
% Chance for double materials | Pickup | Metal Detector |
% Chance for instant material pickup | Pickup | Baby Gecko, Sifd's Relic |
% Chance to damage on material pickup | Pickup, Luck | Baby Elephant |
Shop & Economy
Stat | Item Tags | Notable Items |
---|---|---|
% Items Price | Economy | Coupon |
Free Rerolls | Economy | Dangerous Bunny |
Item Recycling Rewards | Economy | Recycling Machine |
Materials interest gain | Saving | Piggy Bank |