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=== Materials | === Materials Dropped by Enemies === | ||
When killed, enemies have a chance to drop materials. The base chance is 100%, and each enemy has a base value for how many materials they drop. this value can be found on the [[Enemies]] Page. | |||
Several things can influence the chance for materals to drop, and how many that drops. Let's go over them. | |||
==== Materials Wave Decay ==== | |||
The base chance for enemies to drop materials is 100%. Starting at Wave 5, the chance is decreased by 1.5% times the wave number. This continues into [[Endless Mode]] until it hits the minimum of 50% Chance. | |||
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|70% | |70% | ||
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And For 20+: | |||
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|50% | |50% | ||
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Revision as of 22:28, 25 October 2024
Materials
In Brotato, Materials are small green objects that are dropped by Enemies when they are killed. Harvesting also grants you materials at the end of each wave.
When you gain materials, you gain both Experience, used to level up, and Gold, the currency used to reroll and buy items in the Shop. You can see the amount of XP and Gold you have in the top left corner of the game. See the Picture to the Right.
Within the game, there is no clear distinction between Materials and Gold, and the terms are used interchangeably despite functioning in two different ways. We make the distinction here on this page to make things more clear. The rest of the Wiki uses the terms in the same way as the game does.
Getting more Materials
Aside from drops and Harvesting, the only other way to gain Materials that gives both Experience and Gold is:
- Metal Detector allows materials to sometimes give double value.
- Brick drops 10-120 Materials when it destroys itself on hit.
- Pacifist gains 0.65 Materials for each enemy alive on screen and for each enemy that had despawned during the wave.
- Cryptid gains 12 Materials for each Tree alive at the end of the wave.
Bagged Materials
Whenever you fail to pick up Materials before a wave ends, any remaining materials on the map is collected and put into the Bag in the top left corner of the game. See the picture above for reference.
On a later wave, when materials drop, one material is extracted from the bag and is added to the value of the dropped materials, so you actually gain +2 Gold and XP when you pick up the green blob.
So in short, the bagged materials mean that no materials are lost, and you just collect them on the next wave.
Materials Limit
There is a limit of 50 materials that can be on the map at once. If more than 50 materials would drop on the ground, the new materials is added to the value of one of the already existing blobs instead of creating a new green blob.
No Materials or value is lost when this happens. If you fail to pick up these valuable materials, they are bagged for their value without any loss.
Materials Dropped by Enemies
When killed, enemies have a chance to drop materials. The base chance is 100%, and each enemy has a base value for how many materials they drop. this value can be found on the Enemies Page.
Several things can influence the chance for materals to drop, and how many that drops. Let's go over them.
Materials Wave Decay
The base chance for enemies to drop materials is 100%. Starting at Wave 5, the chance is decreased by 1.5% times the wave number. This continues into Endless Mode until it hits the minimum of 50% Chance.
Wave | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Drop Chance | 100% | 100% | 100% | 100% | 92.5% | 91% | 89.5% | 88% | 86.5% | 85% | 83.5% | 82% | 80.5% | 79% | 77.5% | 76% | 74.5% | 73% | 71.5% | 70% |
And For 20+:
Wave | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 | 32 | 33 | 34 | 35 | 36 | 37 | 38 | 39 | 40 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Drop Chance | 68.5% | 67% | 65.5% | 64% | 62.5% | 61% | 59.5% | 58% | 56.5% | 55% | 53.5% | 52% | 50.5% | 50% | 50% | 50% | 50% | 50% | 50% | 50% |
Gold
Gold is the currency used to reroll Upgrades and items in the Shop. And it is used to buy items in the Shop. In the game, the currency is just referred to as Materials. Some effects only give the gold part of Materials. Let's go over them.
When Streamer gains "Materials" from standing still, it is actually just gold that is gained, and not Experience. This means that the streamer can actually end up underleveled compared to other characters, since they have a -50% Materials dropped by enemies.
Same for when Hiker is hiking. You're just gaining the gold.
Gold Only items
These items only provides gold and doesn't provide Experience.
Name | Rarity | Effects | Base Price | Limit | Unlocked By | Tags |
---|---|---|---|---|---|---|
Tier 1 | +15 materials when you pick up a crate -1 % Speed |
15 | 3 | Luck, Exploration, Economy | ||
Tier 3 | +1 material when you kill a cursed enemy +10% Enemies +10 % Enemy health +10 % Enemy damage +5 Curse |
60 | 1 | Curse, More Enemies | ||
Tier 3 | 33% chance to gain 1 material when killing an enemy with a critical hit | 55 | 3 | Win a run with Crazy | Crit Chance | |
Tier 2 | +20% of your materials at the start of waves (stops working at wave 20) | 40 | 1 |