From Brotato Wiki

(Link to steam page)
(Add characters + items)
Line 14: Line 14:
* New achievements
* New achievements
* And more!
* And more!
==Characters==
''{{Color|grey|This content was automatically generated so may have issues.}}''
<div class="statscard-grid" style="margin-left: 0;">
<div class="statscard-grid__main">
<div id="character_sailor" class="statscard-grid__item">
{{StatsCard
| name  = Sailor
| type  = character
| cat    = Character
| image  = Sailor.png
| rarity = 0
| tags  = stat_curse
| swpns  = Anchor, Trident, Blunderbuss
| stat1  = {{Color|green|+200%}} damage with {{Color|green|Naval}} weapons against cursed enemies
| stat2  = [color=#ffca61ff]+25}} Curse
| stat3  = {{Color|red|-30}} % Damage
| stat4  = You can only equip tier {{Color|red|II}} weapons or above
| stat5  = Crit chance is capped at {{Color|red|20%}}
| stat6  = Dodge is capped at {{Color|red|20%}}
| stat7  = {{Color|red|Harvesting}} modifications are reduced by {{Color|red|100%}}
}}
</div>
<div id="character_curious" class="statscard-grid__item">
{{StatsCard
| name  = Curious
| type  = character
| cat    = Character
| image  = Curious.png
| rarity = 0
| tags  = stat_luck
| swpns  = Brick, Cacti Club, Ghost Axe, Hatchet, Knife, Plank, Rock, Torch, Lightning Shiv, Pistol, Double Barrel Shotgun, Icicle, Lute, Javelin, Slingshot
| stat1  = You start with {{Color|green|1}} {{Color|green|Spyglass}}
| stat2  = {{Color|green|2}} additional loot aliens appear every wave
| stat3  = All future loot aliens become stronger when you kill a loot alien
| stat4  = {{Color|green|+2}} {{Color|green|% XP Gain}} for every different {{Color|green|Item}} you have
| stat5  = {{Color|red|-10}} {{Color|red|% Damage}} for every duplicate item or weapon you have
| stat6  = {{Color|red|+25}} % Enemy health
}}
</div>
<div id="character_builder" class="statscard-grid__item">
{{StatsCard
| name  = Builder
| type  = character
| cat    = Character
| image  = Builder.png
| rarity = 0
| tags  = stat_engineering
| swpns  = Brick, Plank, Javelin, Double Barrel Shotgun, Laser Gun, Medical Gun, Revolver, Shredder, SMG, Slingshot, Ghost Scepter, Flute, Taser, Wand
| stat1  = You start with {{Color|green|1}} {{Color|green|Builder's Turret}}
| stat2  =
| stat3  = Every {{Color|green|5}} uncollected materials are converted into {{Color|green|1}} {{Color|green|% Structure attack speed}} and {{Color|green|1}} {{Color|green|Structure Range}} at the end of a wave
| stat4  = {{Color|green|Engineering}} modifications are increased by {{Color|green|50%}}
| stat5  = {{Color|green|+20}} Harvesting
| stat6  = You can't have structures
| stat7  = {{Color|red|-30%}} pickup range
| stat8  = {{Color|red|Damage}} modifications are reduced by {{Color|red|75%}}
}}
</div>
<div id="character_captain" class="statscard-grid__item">
{{StatsCard
| name  = Captain
| type  = character
| cat    = Character
| image  = Captain.png
| rarity = 0
| tags  = xp_gain
| swpns  = Fist, Knife, Hatchet, Spear, Ghost Axe, Ghost Flint, Chopper, Quarterstaff, Torch, Plank, Lightning Shiv, Double Barrel Shotgun, SMG, Revolver, Slingshot, Shredder, Javelin
| stat1  = {{Color|green|+50}} {{Color|green|% XP Gain}} for every free weapon slot you have [{{Color|green|+300}}]
| stat2  = {{Color|green|+100%}} stats gained from level upgrades
| stat3  = {{Color|red|+200%}} XP required to level up
| stat4  = {{Color|red|+2}} {{Color|red|% Enemy health}} at the end of a wave
| stat5  = {{Color|red|+2}} {{Color|red|% Enemy damage}} at the end of a wave
}}
</div>
<div id="character_creature" class="statscard-grid__item">
{{StatsCard
| name  = Creature
| type  = character
| cat    = Character
| image  = Creature.png
| rarity = 0
| tags  = stat_curse xp_gain
| swpns  = Fist, Claw, Cacti Club, Sharp Tooth, Sickle, Hatchet, Rock, Stick, Spiky Shield, Chopper, Torch, Plank, SMG, Shredder, Icicle, Ghost Scepter, Javelin
| stat1  = Weapon damage additionally scales with [color=#ffca61ff]35%}} [color=#ffca61ff]Curse}}
| stat2  = You start with {{Color|green|1}} cursed {{Color|green|Fish Hook}}
| stat3  = [color=#ffca61ff]+1}} [color=#ffca61ff]Curse}} when you level up
| stat4  = {{Color|red|-10}} {{Color|red|Range}} at the end of a wave
| stat5  = {{Color|red|-5}} {{Color|red|% XP Gain}} at the end of a wave
}}
</div>
<div id="character_chef" class="statscard-grid__item">
{{StatsCard
| name  = Chef
| type  = character
| cat    = Character
| image  = Chef.png
| rarity = 0
| tags  =
| swpns  = Spoon, Chopper, Fist, Knife, Hatchet, Stick, Torch, Screwdriver, Wrench, Plank, Pruner, Cacti Club, Wand
| stat1  = {{Color|green|+35}} Luck
| stat2  = {{Color|green|+200%}} damage from non elemental sources against burning targets
| stat3  = Consumables explode for 5x{{Color|green|1}} ({{Color|green|{{Color|grey|+100%}}[img=18.75x18.75]res://items/stats/elemental_damage.png[/img]}}) burning damage when picked up
| stat4  = You start with {{Color|green|1}} {{Color|green|Scared Sausage}}
| stat5  = {{Color|red|+100}} % Enemy health
| stat6  = {{Color|red|Elemental Damage}} modifications are reduced by {{Color|red|75%}}
}}
</div>
<div id="character_druid" class="statscard-grid__item">
{{StatsCard
| name  = Druid
| type  = character
| cat    = Character
| image  = Druid.png
| rarity = 0
| tags  = consumable stat_luck
| swpns  = Fist, Claw, Ghost Flint, Cacti Club, Rock, Chopper, Quarterstaff, Pruner, Sickle, Lute, Stick, Spear, Torch, Flute, Slingshot, Ghost Scepter, Icicle, Wand, Javelin
| stat1  = {{Color|green|+5}} Max HP
| stat2  = {{Color|green|+15}} Luck
| stat3  = Enemies have a higher chance of dropping fruits
| stat4  = {{Color|green|33%}} chance to get {{Color|green|+1}} {{Color|green|Luck}} when you pick up a fruit
| stat5  = {{Color|red|33%}} of fruits are poisoned and hurt you (ignores Dodge and Armor)
| stat6  = {{Color|red|-100}} HP Regeneration
| stat7  = {{Color|red|-100}} % Life Steal
| stat8  = {{Color|red|Engineering}} modifications are reduced by {{Color|red|50%}}
}}
</div>
<div id="character_dwarf" class="statscard-grid__item">
{{StatsCard
| name  = Dwarf
| type  = character
| cat    = Character
| image  = Dwarf.png
| rarity = 0
| tags  = stat_engineering structure
| swpns  = Hammer, Wrench, Brick, Mace
| stat1  = {{Color|green|+1}} {{Color|green|Engineering}} when killing at least {{Color|green|6}} enemies with a direct weapon hit
| stat2  = {{Color|green|+1}} {{Color|green|Melee Damage}} for every permanent {{Color|green|2}} {{Color|green|Engineering}} you have
| stat3  = You can't equip ranged weapons
| stat4  = {{Color|red|-20}} % Dodge
| stat5  = {{Color|red|-100}} % Attack Speed
| stat6  = {{Color|red|% Attack Speed}} modifications are reduced by {{Color|red|50%}}
}}
</div>
<div id="character_gangster" class="statscard-grid__item">
{{StatsCard
| name  = Gangster
| type  = character
| cat    = Character
| image  = Gangster.png
| rarity = 0
| tags  =
| swpns  = Knife, Thief Dagger, Lightning Shiv, Pistol, Revolver, SMG, Double Barrel Shotgun
| stat1  = Can steal {{Color|green|1}} item per shop
| stat2  = Stealing from the shop can spawn an elite
| stat3  = All future elites and bosses become stronger when you kill an elite or a boss
| stat4  = {{Color|red|+20}} % Items Price
| stat5  = Can't lock items
| stat6  =
}}
</div>
<div id="character_diver" class="statscard-grid__item">
{{StatsCard
| name  = Diver
| type  = character
| cat    = Character
| image  = Diver.png
| rarity = 0
| tags  = stat_crit_chance stat_melee_damage
| swpns  = Claw, Thief Dagger, Knife, Scissors, Sharp Tooth, Shuriken
| stat1  = You start with {{Color|green|1}} {{Color|green|Harpoon Gun}}
| stat2  = {{Color|green|-100%}} {{Color|green|Harpoon Gun}} price
| stat3  = {{Color|green|+200}} {{Color|green|% Crit Damage}} with {{Color|green|Precise}} weapons
| stat4  = {{Color|green|% Crit Chance}} modifications are increased by {{Color|green|25%}}
| stat5  = {{Color|green|+1}} {{Color|green|HP Regeneration}} for every {{Color|green|2}} {{Color|green|Melee Damage}} you have
| stat6  = Enemies take {{Color|green|300%}} more damage for {{Color|green|3}} seconds when hit by {{Color|green|Ranged Damage}}
| stat7  = {{Color|red|-100}} Ranged Damage
| stat8  = {{Color|red|+250}} % Enemy health
}}
</div>
<div id="character_hiker" class="statscard-grid__item">
{{StatsCard
| name  = Hiker
| type  = character
| cat    = Character
| image  = Hiker.png
| rarity = 0
| tags  = stat_speed
| swpns  = Hiking Pole, Fist, Hand, Lute, Flute, Thief Dagger, Jousting Lance, Stick, Pistol, Taser
| stat1  = Earn {{Color|green|5}} materials for every {{Color|green|10}} steps you take during a wave
| stat2  = {{Color|green|+1}} {{Color|green|Max HP}} for every {{Color|green|80}} steps you take during a wave
| stat3  = {{Color|green|% Speed}} modifications are increased by {{Color|green|10%}}
| stat4  = {{Color|red|-5}} % Speed
| stat5  = {{Color|red|-50%}} materials dropped
}}
</div>
<div id="character_buccaneer" class="statscard-grid__item">
{{StatsCard
| name  = Buccaneer
| type  = character
| cat    = Character
| image  = Buccaneer.png
| rarity = 0
| tags  = pickup
| swpns  = Brick, Cacti Club, Rock, Spear, Torch, Double Barrel Shotgun, Laser Gun, Shredder, Icicle, Flute, Slingshot, Crossbow
| stat1  = Picked up materials have {{Color|green|+100%}} value
| stat2  = Picking up a material resets the cooldown of all your weapons
| stat3  = {{Color|red|-100}} % Attack Speed
| stat4  = {{Color|red|-50%}} materials dropped from enemies
}}
</div>
<div id="character_ogre" class="statscard-grid__item">
{{StatsCard
| name  = Ogre
| type  = character
| cat    = Character
| image  = Ogre.png
| rarity = 0
| tags  = stat_max_hp stat_melee_damage explosive
| swpns  = Fist, Brick, Rock, Plank, Cacti Club, Chopper, Spoon
| stat1  = Enemies taking double their max health as damage explode for {{Color|green|15}} ({{Color|green|{{Color|grey|+50%}}[img=18.75x18.75]res://items/stats/max_hp.png[/img][color=#f6617c]-50%}}[img=18.75x18.75]res://items/stats/attack_speed.png[/img]}}) damage
| stat2  = {{Color|green|+10}} Melee Damage
| stat3  = You can't equip ranged weapons
| stat4  = {{Color|red|-50}} % Attack Speed
| stat5  = {{Color|red|-10}} % Speed
}}
</div>
<div id="character_romantic" class="statscard-grid__item">
{{StatsCard
| name  = Romantic
| type  = character
| cat    = Character
| image  = Romantic.png
| rarity = 0
| tags  =
| swpns  = Lute, Chopper, Fist, Spoon, Scissors, Sharp Tooth, Hatchet, Flute, Double Barrel Shotgun, Shuriken, Slingshot, Medical Gun, SMG, Taser, Cacti Club, Claw
| stat1  = Hitting an enemy that has less than {{Color|green|25%}} health has a {{Color|green|5%}} ({{Color|green|{{Color|grey|50%}}[img=18.75x18.75]res://items/stats/max_hp.png[/img]}}) chance to charm it for {{Color|green|8}} seconds
| stat2  = {{Color|green|+50}} {{Color|green|Range}} with melee weapons
| stat3  = {{Color|red|-3}} {{Color|red|% Damage}} for every [color=#ffca61ff]5}} [color=#ffca61ff]Curse}} you have
| stat4  = {{Color|red|-1}} {{Color|red|Armor}} for every [color=#ffca61ff]5}} [color=#ffca61ff]Curse}} you have
| stat5  = [color=#ffca61ff]+1}} [color=#ffca61ff]Curse}} at the end of a wave
}}
</div>
</div>
</div>
==Items==
<div class="statscard-grid statscard-grid--fullheight">
{{StatsCard_GridToggles|extra_btns=1|tier_btns=1}}
<div class="statscard-grid__main">
<div id="item_builder_turret_0" class="statscard-grid__item">
{{StatsCard
| name  = Builder's Turret
| type  = item
| cat    = Unique
| image  = Builder's Turret.png
| rarity = 1
| tags  =
| stat1  = This turret's stats are derived from your best ranged weapon's base stats and scale with {{Color|green|Engineering}} ({{Color|green|-}})
| stat2  = {{Color|green|+1}} projectile when you reach {{Color|green|30}} {{Color|green|Structure Range}} [{{Color|green|0}}/30]
| stat3  = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 1}}</small></span>
| stat4  = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>''none''}}</small></span>
}}
</div>
<div id="item_corrupted_shard" class="statscard-grid__item">
{{StatsCard
| name  = Corrupted Shard
| type  = item
| cat    = Item
| image  = Corrupted Shard.png
| rarity = 1
| tags  = stat_percent_damage stat_curse
| stat1  = {{Color|green|+3}} % Damage
| stat2  = [color=#ffca61ff]+1}} Curse
| stat3  = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 12}}</small></span>
| stat4  = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>stat_percent_damage<br>stat_curse}}</small></span>
}}
</div>
<div id="item_feather" class="statscard-grid__item">
{{StatsCard
| name  = Feather
| type  = item
| cat    = Item
| image  = Feather.png
| rarity = 1
| tags  = stat_ranged_damage stat_dodge
| stat1  = {{Color|green|+1}} Ranged Damage
| stat2  = {{Color|green|+3}} % Dodge
| stat3  = {{Color|red|-3}} % XP Gain
| stat4  = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 18}}</small></span>
| stat5  = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>stat_ranged_damage<br>stat_dodge}}</small></span>
}}
</div>
<div id="item_penguin" class="statscard-grid__item">
{{StatsCard
| name  = Penguin
| type  = item
| cat    = Limited (3/{1})
| image  = Penguin.png
| rarity = 1
| tags  = stat_hp_regeneration
| stat1  = {{Color|green|+1}} HP Regeneration
| stat2  = {{Color|green|+1}} {{Color|green|HP Regeneration}} until the end of the wave when picking up a consumable while at maximum health
| stat3  = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 25}}</small></span>
| stat4  = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>stat_hp_regeneration}}</small></span>
}}
</div>
<div id="item_small_fish" class="statscard-grid__item">
{{StatsCard
| name  = Small Fish
| type  = item
| cat    = Item
| image  = Small Fish.png
| rarity = 1
| tags  = stat_percent_damage
| stat1  = {{Color|green|+10%}} damage against targets above {{Color|green|75%}} health
| stat2  = {{Color|red|-3}} % Attack Speed
| stat3  = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 18}}</small></span>
| stat4  = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>stat_percent_damage}}</small></span>
}}
</div>
<div id="item_whistle" class="statscard-grid__item">
{{StatsCard
| name  = Whistle
| type  = item
| cat    = Unique
| image  = Whistle.png
| rarity = 1
| tags  =
| stat1  = {{Color|green|+50%}} chance for loot aliens to appear
| stat2  = {{Color|red|+20%}} movement speed for loot aliens
| stat3  = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 25}}</small></span>
| stat4  = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>''none''}}</small></span>
}}
</div>
<div id="item_baby_squid" class="statscard-grid__item">
{{StatsCard
| name  = Baby Squid
| type  = item
| cat    = Item
| image  = Baby Squid.png
| rarity = 2
| tags  = stat_hp_regeneration
| stat1  = {{Color|green|+1}} {{Color|green|HP Regeneration}} when you level up
| stat2  = {{Color|red|-3}} % Attack Speed
| stat3  = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 55}}</small></span>
| stat4  = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>stat_hp_regeneration}}</small></span>
}}
</div>
<div id="item_bone_dice" class="statscard-grid__item">
{{StatsCard
| name  = Bone Dice
| type  = item
| cat    = Limited (2/{1})
| image  = Bone Dice.png
| rarity = 2
| tags  = stat_percent_damage
| stat1  = {{Color|green|+50%}} chance to get {{Color|green|+1}} {{Color|green|% Damage}} when rerolling in the shop
| stat2  = {{Color|red|+10%}} chance to get {{Color|red|-1}} {{Color|red|Max HP}} when rerolling in the shop
| stat3  = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 30}}</small></span>
| stat4  = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>stat_percent_damage}}</small></span>
}}
</div>
<div id="item_builder_turret_1" class="statscard-grid__item">
{{StatsCard
| name  = Builder's Turret
| type  = item
| cat    = Unique
| image  = Builder's Turret.png
| rarity = 2
| tags  =
| stat1  = This turret's stats are derived from your best ranged weapon's base stats and scale with {{Color|green|Engineering}} ({{Color|green|-}})
| stat2  = {{Color|green|+1}} projectile
| stat3  = {{Color|green|+1}} projectile when you reach {{Color|green|30}} {{Color|green|Structure Range}} [{{Color|green|0}}/30]
| stat4  = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 1}}</small></span>
| stat5  = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>''none''}}</small></span>
}}
</div>
<div id="item_cauldron" class="statscard-grid__item">
{{StatsCard
| name  = Cauldron
| type  = item
| cat    = Unique
| image  = Cauldron.png
| rarity = 2
| tags  = pickup
| stat1  = {{Color|green|+50%}} pickup range
| stat2  = {{Color|green|+20}} {{Color|green|% Damage}} for {{Color|green|2}} seconds after picking up a consumable
| stat3  = {{Color|red|-2}} HP Regeneration
| stat4  = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 35}}</small></span>
| stat5  = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>pickup}}</small></span>
}}
</div>
<div id="item_coral" class="statscard-grid__item">
{{StatsCard
| name  = Coral
| type  = item
| cat    = Item
| image  = Coral.png
| rarity = 2
| tags  = stat_hp_regeneration stand_still
| stat1  = {{Color|green|+10}} {{Color|green|HP Regeneration}} while standing still
| stat2  = {{Color|red|-10}} Range
| stat3  = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 40}}</small></span>
| stat4  = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>stat_hp_regeneration<br>stand_still}}</small></span>
}}
</div>
<div id="item_eyepatch" class="statscard-grid__item">
{{StatsCard
| name  = Eyepatch
| type  = item
| cat    = Item
| image  = Eyepatch.png
| rarity = 2
| tags  = stat_crit_chance stat_ranged_damage
| stat1  = Projectiles get {{Color|green|+1}} piercing on critical hit
| stat2  = {{Color|green|+3}} % Crit Chance
| stat3  = {{Color|red|-10%}} Accuracy
| stat4  = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 55}}</small></span>
| stat5  = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>stat_crit_chance<br>stat_ranged_damage}}</small></span>
}}
</div>
<div id="item_fish_hook" class="statscard-grid__item">
{{StatsCard
| name  = Fish Hook
| type  = item
| cat    = Limited (3/{1})
| image  = Fish Hook.png
| rarity = 2
| tags  = stat_curse lock
| stat1  = Locked items and weapons have a {{Color|green|20%}} chance to become cursed when leaving the shop
| stat2  = [color=#ffca61ff]+1}} Curse
| stat3  = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 35}}</small></span>
| stat4  = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>stat_curse<br>lock}}</small></span>
}}
</div>
<div id="item_jerky" class="statscard-grid__item">
{{StatsCard
| name  = Jerky
| type  = item
| cat    = Unique
| image  = Jerky.png
| rarity = 2
| tags  = consumable
| stat1  = {{Color|green|+3}} HP recovered from consumables
| stat2  = Consumables heal you over {{Color|green|4}} seconds instead of instantly
| stat3  = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 50}}</small></span>
| stat4  = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>consumable}}</small></span>
}}
</div>
<div id="item_pearl" class="statscard-grid__item">
{{StatsCard
| name  = Pearl
| type  = item
| cat    = Limited (20/{1})
| image  = Pearl.png
| rarity = 2
| tags  = stat_luck
| stat1  = {{Color|green|+1}} {{Color|green|% Damage}} for every permanent {{Color|green|10}} {{Color|green|Luck}} you have
| stat2  = {{Color|green|+3%}} chance of finding an extra {{Color|green|Pearl}} in a crate
| stat3  = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 60}}</small></span>
| stat4  = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>stat_luck}}</small></span>
}}
</div>
<div id="item_saltwater" class="statscard-grid__item">
{{StatsCard
| name  = Saltwater
| type  = item
| cat    = Unique
| image  = Saltwater.png
| rarity = 2
| tags  = stat_melee_damage stat_attack_speed stat_speed
| stat1  = {{Color|green|+2}} Melee Damage
| stat2  = {{Color|green|+3}} % Attack Speed
| stat3  = {{Color|green|+10}} {{Color|green|% Speed}} for {{Color|green|3}} seconds when you take damage
| stat4  = {{Color|red|-1}} Elemental Damage
| stat5  = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 50}}</small></span>
| stat6  = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>stat_melee_damage<br>stat_attack_speed<br>stat_speed}}</small></span>
}}
</div>
<div id="item_spyglass" class="statscard-grid__item">
{{StatsCard
| name  = Spyglass
| type  = item
| cat    = Limited (2/{1})
| image  = Spyglass.png
| rarity = 2
| tags  = stat_range
| stat1  = {{Color|green|+10}} Range
| stat2  = {{Color|green|-25}} % Reroll Price
| stat3  = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 30}}</small></span>
| stat4  = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>stat_range}}</small></span>
}}
</div>
<div id="item_treasure_map" class="statscard-grid__item">
{{StatsCard
| name  = Treasure Map
| type  = item
| cat    = Limited (5/{1})
| image  = Treasure Map.png
| rarity = 2
| tags  = stat_luck
| stat1  = {{Color|green|+20%}} chance of finding an extra item in a crate
| stat2  = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 35}}</small></span>
| stat3  = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>stat_luck}}</small></span>
}}
</div>
<div id="item_barnacle" class="statscard-grid__item">
{{StatsCard
| name  = Barnacle
| type  = item
| cat    = Unique
| image  = Barnacle.png
| rarity = 3
| tags  = stat_curse
| stat1  = {{Color|green|+35%}} stats gained from level upgrades
| stat2  = [color=#ffca61ff]+1}} [color=#ffca61ff]Curse}} when you level up
| stat3  = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 80}}</small></span>
| stat4  = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>stat_curse}}</small></span>
}}
</div>
<div id="item_black_flag" class="statscard-grid__item">
{{StatsCard
| name  = Black Flag
| type  = item
| cat    = Unique
| image  = Black Flag.png
| rarity = 3
| tags  = stat_curse more_enemies
| stat1  = {{Color|green|+1}} material when you kill a cursed enemy
| stat2  = +10% Enemies
| stat3  = {{Color|red|+10}} % Enemy health
| stat4  = {{Color|red|+10}} % Enemy damage
| stat5  = [color=#ffca61ff]+5}} Curse
| stat6  = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 60}}</small></span>
| stat7  = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>stat_curse<br>more_enemies}}</small></span>
}}
</div>
<div id="item_broken_mirror" class="statscard-grid__item">
{{StatsCard
| name  = Broken Mirror
| type  = item
| cat    = Limited (0/{1})
| image  = Broken Mirror.png
| rarity = 3
| tags  =
| stat1  = This mirror duplicated an item
| stat2  = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 1}}</small></span>
| stat3  = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>''none''}}</small></span>
}}
</div>
<div id="item_builder_turret_2" class="statscard-grid__item">
{{StatsCard
| name  = Builder's Turret
| type  = item
| cat    = Unique
| image  = Builder's Turret.png
| rarity = 3
| tags  =
| stat1  = This turret's stats are derived from your best ranged weapon's base stats and scale with {{Color|green|Engineering}} ({{Color|green|-}})
| stat2  = {{Color|green|+2}} projectiles
| stat3  = {{Color|green|+1}} projectile when you reach {{Color|green|30}} {{Color|green|Structure Range}} [{{Color|green|0}}/30]
| stat4  = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 1}}</small></span>
| stat5  = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>''none''}}</small></span>
}}
</div>
<div id="item_crystal" class="statscard-grid__item">
{{StatsCard
| name  = Crystal
| type  = item
| cat    = Item
| image  = Crystal.png
| rarity = 3
| tags  = stat_attack_speed
| stat1  = {{Color|green|+5}} % Attack Speed
| stat2  = {{Color|green|+1}} {{Color|green|% Attack Speed}} every 1 second until the end of the wave
| stat3  = Bonus is lost when taking damage
| stat4  = {{Color|red|-2}} Engineering
| stat5  = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 65}}</small></span>
| stat6  = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>stat_attack_speed}}</small></span>
}}
</div>
<div id="item_goblet" class="statscard-grid__item">
{{StatsCard
| name  = Goblet
| type  = item
| cat    = Limited (3/{1})
| image  = Goblet.png
| rarity = 3
| tags  =
| stat1  = {{Color|green|+15%}} chance to heal 1 HP when killing an enemy
| stat2  = {{Color|red|-3}} HP Regeneration
| stat3  = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 70}}</small></span>
| stat4  = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>''none''}}</small></span>
}}
</div>
<div id="item_goldfish" class="statscard-grid__item">
{{StatsCard
| name  = Goldfish
| type  = item
| cat    = Item
| image  = Goldfish.png
| rarity = 3
| tags  =
| stat1  = Items will be {{Color|green|1}} tier higher after the next reroll
| stat2  = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 23}}</small></span>
| stat3  = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>''none''}}</small></span>
}}
</div>
<div id="item_knot" class="statscard-grid__item">
{{StatsCard
| name  = Knot
| type  = item
| cat    = Unique
| image  = Knot.png
| rarity = 3
| tags  = stat_percent_damage stat_max_hp
| stat1  = {{Color|green|+15}} % Damage
| stat2  = {{Color|green|+15}} Max HP
| stat3  = Weapons can no longer be upgraded or recycled
| stat4  = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 80}}</small></span>
| stat5  = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>stat_percent_damage<br>stat_max_hp}}</small></span>
}}
</div>
<div id="item_lighthouse" class="statscard-grid__item">
{{StatsCard
| name  = Lighthouse
| type  = item
| cat    = Unique
| image  = Lighthouse.png
| rarity = 3
| tags  = stat_engineering
| stat1  = {{Color|green|+20}} Engineering
| stat2  = {{Color|red|-1}} {{Color|red|Engineering}} for every {{Color|green|1}} {{Color|green|Structure}} you have
| stat3  = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 80}}</small></span>
| stat4  = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>stat_engineering}}</small></span>
}}
</div>
<div id="item_mirror" class="statscard-grid__item">
{{StatsCard
| name  = Mirror
| type  = item
| cat    = Item
| image  = Mirror.png
| rarity = 3
| tags  =
| stat1  = Duplicates the next item you get from the shop (item limits can't be exceeded)
| stat2  = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 60}}</small></span>
| stat3  = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>''none''}}</small></span>
}}
</div>
<div id="item_goldfish_used" class="statscard-grid__item">
{{StatsCard
| name  = Resting Goldfish
| type  = item
| cat    = Limited (0/{1})
| image  = Resting Goldfish.png
| rarity = 3
| tags  =
| stat1  = This goldfish is resting after a hard day's work
| stat2  = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 30}}</small></span>
| stat3  = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>''none''}}</small></span>
}}
</div>
<div id="item_scarf" class="statscard-grid__item">
{{StatsCard
| name  = Scarf
| type  = item
| cat    = Item
| image  = Scarf.png
| rarity = 3
| tags  = stat_hp_regeneration stat_melee_damage stat_speed
| stat1  = {{Color|green|+4}} HP Regeneration
| stat2  = {{Color|green|+4}} Melee Damage
| stat3  = {{Color|green|+4}} % Speed
| stat4  = {{Color|red|+25}} {{Color|red|% Enemy Speed}} during the next wave
| stat5  = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 80}}</small></span>
| stat6  = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>stat_hp_regeneration<br>stat_melee_damage<br>stat_speed}}</small></span>
}}
</div>
<div id="item_starfish" class="statscard-grid__item">
{{StatsCard
| name  = Starfish
| type  = item
| cat    = Limited (3/{1})
| image  = Starfish.png
| rarity = 3
| tags  = stat_harvesting
| stat1  = {{Color|green|+20%}} materials dropped from enemies
| stat2  = {{Color|green|+10}} Harvesting
| stat3  = {{Color|red|+15}} % Enemy damage
| stat4  = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 75}}</small></span>
| stat5  = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>stat_harvesting}}</small></span>
}}
</div>
<div id="item_sunken_bell" class="statscard-grid__item">
{{StatsCard
| name  = Sunken Bell
| type  = item
| cat    = Unique
| image  = Sunken Bell.png
| rarity = 3
| tags  = explosive
| stat1  = Once per wave, you explode for {{Color|green|100}} ({{Color|green|{{Color|grey|+500%}}[img=18.75x18.75]res://items/stats/melee_damage.png[/img]{{Color|grey|+500%}}[img=18.75x18.75]res://items/stats/ranged_damage.png[/img]{{Color|grey|+500%}}[img=18.75x18.75]res://items/stats/elemental_damage.png[/img]{{Color|grey|+500%}}[img=18.75x18.75]res://items/stats/engineering.png[/img]}}) damage when you fall below {{Color|green|40%}} health
| stat2  = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 65}}</small></span>
| stat3  = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>explosive}}</small></span>
}}
</div>
<div id="item_axolotl" class="statscard-grid__item">
{{StatsCard
| name  = Axolotl
| type  = item
| cat    = Unique
| image  = Axolotl.png
| rarity = 4
| tags  =
| stat1  = Your highest ({{Color|green|Max HP}}) and lowest ({{Color|green|Max HP}}) positive primary stats are swapped when you get this item
| stat2  = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 130}}</small></span>
| stat3  = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>''none''}}</small></span>
}}
</div>
<div id="item_builder_turret_3" class="statscard-grid__item">
{{StatsCard
| name  = Builder's Turret
| type  = item
| cat    = Unique
| image  = Builder's Turret.png
| rarity = 4
| tags  =
| stat1  = This turret's stats are derived from your best ranged weapon's base stats and scale with {{Color|green|Engineering}} ({{Color|green|-}})
| stat2  = {{Color|green|+3}} projectiles
| stat3  = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 1}}</small></span>
| stat4  = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>''none''}}</small></span>
}}
</div>
<div id="item_krakens_eye" class="statscard-grid__item">
{{StatsCard
| name  = Kraken’s Eye
| type  = item
| cat    = Unique
| image  = Kraken’s Eye.png
| rarity = 4
| tags  = explosive stat_max_hp stat_curse
| stat1  = You have a {{Color|green|50%}} chance to explode for {{Color|green|10}} ({{Color|green|{{Color|grey|+500%}}[img=18.75x18.75]res://dlcs/dlc_1/resources/graphics/curse_icon.png[/img]}}) damage when you get hit
| stat2  = {{Color|green|+10}} Max HP
| stat3  = [color=#ffca61ff]+10}} Curse
| stat4  = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 110}}</small></span>
| stat5  = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>explosive<br>stat_max_hp<br>stat_curse}}</small></span>
}}
</div>
<div id="item_lantern" class="statscard-grid__item">
{{StatsCard
| name  = Lantern
| type  = item
| cat    = Unique
| image  = Lantern.png
| rarity = 4
| tags  =
| stat1  = {{Color|green|+10}} % Damage
| stat2  = {{Color|green|+50}} Range
| stat3  = {{Color|green|+15}} Knockback
| stat4  = Knocks nearby enemies back every {{Color|green|3}} seconds
| stat5  = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 100}}</small></span>
| stat6  = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>''none''}}</small></span>
}}
</div>
<div id="item_seashell" class="statscard-grid__item">
{{StatsCard
| name  = Seashell
| type  = item
| cat    = Unique
| image  = Seashell.png
| rarity = 4
| tags  = stat_ranged_damage
| stat1  = Every ranged weapon's 5th projectile has {{Color|green|+3}} projectiles
| stat2  = {{Color|red|-10}} % Damage
| stat3  = <span class='ibox__stats-costs' data-target-type='misc' style='display:none;'><small>{{Color|cream|Cost: 100}}</small></span>
| stat4  = <span class='ibox__stats-tags' data-target-type='misc' style='display:none;'><small>{{Color|grey|Tags:<br>stat_ranged_damage}}</small></span>
}}
</div>
</div>
</div>

Revision as of 18:05, 27 October 2024

Abyssal-terrors-steam-dlc-thumb.jpg

The Abyssal Terrors DLC was released October 25th 2024, alongside Patch 1.1.0.0.

The DLC page on Steam is here. The Steam release post is here.

DLC Content

  • New map with 20 waves of new enemies, elites and bosses!
  • 14 new characters
  • 16 new weapons
  • 30+ new items
  • Curse and charm mechanics
  • New Music Tracks
  • New achievements
  • And more!

Characters

This content was automatically generated so may have issues.



Sailor.png

Sailor
Character
  • +200% damage with Naval weapons against cursed enemies
  • [color=#ffca61ff]+25
Curse

| stat3 = -30 % Damage | stat4 = You can only equip tier II weapons or above | stat5 = Crit chance is capped at 20% | stat6 = Dodge is capped at 20% | stat7 = Harvesting modifications are reduced by 100% }}

Curious.png

Curious
Character
  • You start with 1 Spyglass
  • 2 additional loot aliens appear every wave
  • All future loot aliens become stronger when you kill a loot alien
  • +2 % XP Gain for every different Item you have
  • -10 % Damage for every duplicate item or weapon you have
  • +25 % Enemy health

Builder.png

Builder
Character
  • 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%

Captain.png

Captain
Character
  • +50 % XP Gain for every free weapon slot you have [+300]
  • +100% stats gained from level upgrades
  • +200% XP required to level up
  • +2 % Enemy health at the end of a wave
  • +2 % Enemy damage at the end of a wave

Creature.png

Creature
Character
  • Weapon damage additionally scales with [color=#ffca61ff]35%
[color=#ffca61ff]Curse}}

| stat2 = You start with 1 cursed Fish Hook | stat3 = [color=#ffca61ff]+1}} [color=#ffca61ff]Curse}} when you level up | stat4 = -10 Range at the end of a wave | stat5 = -5 % XP Gain at the end of a wave }}

Chef.png

Chef
Character
  • +35 Luck
  • +200% damage from non elemental sources against burning targets
  • Consumables explode for 5x1 () burning damage when picked up
  • You start with 1 Scared Sausage
  • +100 % Enemy health
  • Elemental Damage modifications are reduced by 75%

Druid.png

Druid
Character
  • +5 Max HP
  • +15 Luck
  • Enemies have a higher chance of dropping fruits
  • 33% chance to get +1 Luck when you pick up a fruit
  • 33% of fruits are poisoned and hurt you (ignores Dodge and Armor)
  • -100 HP Regeneration
  • -100 % Life Steal
  • Engineering modifications are reduced by 50%

Dwarf.png

Dwarf
Character
  • +1 Engineering when killing at least 6 enemies with a direct weapon hit
  • +1 Melee Damage for every permanent 2 Engineering you have
  • You can't equip ranged weapons
  • -20 % Dodge
  • -100 % Attack Speed
  • % Attack Speed modifications are reduced by 50%

Gangster.png

Gangster
Character
  • Can steal 1 item per shop
  • Stealing from the shop can spawn an elite
  • All future elites and bosses become stronger when you kill an elite or a boss
  • +20 % Items Price
  • Can't lock items

Diver.png

Diver
Character
  • You start with 1 Harpoon Gun
  • -100% Harpoon Gun price
  • +200 % Crit Damage with Precise weapons
  • % Crit Chance modifications are increased by 25%
  • +1 HP Regeneration for every 2 Melee Damage you have
  • Enemies take 300% more damage for 3 seconds when hit by Ranged Damage
  • -100 Ranged Damage
  • +250 % Enemy health

Hiker.png

Hiker
Character
  • Earn 5 materials for every 10 steps you take during a wave
  • +1 Max HP for every 80 steps you take during a wave
  • % Speed modifications are increased by 10%
  • -5 % Speed
  • -50% materials dropped

Buccaneer.png

Buccaneer
Character
  • Picked up materials have +100% value
  • Picking up a material resets the cooldown of all your weapons
  • -100 % Attack Speed
  • -50% materials dropped from enemies

Ogre.png

Ogre
Character
  • Enemies taking double their max health as damage explode for 15 ([img=18.75x18.75]res://items/stats/attack_speed.png[/img]
) damage

| stat2 = +10 Melee Damage | stat3 = You can't equip ranged weapons | stat4 = -50 % Attack Speed | stat5 = -10 % Speed }}

Romantic.png

Romantic
Character
  • Hitting an enemy that has less than 25% health has a 5% () chance to charm it for 8 seconds
  • +50 Range with melee weapons
  • -3 % Damage for every [color=#ffca61ff]5
[color=#ffca61ff]Curse}} you have

| stat4 = -1 Armor for every [color=#ffca61ff]5}} [color=#ffca61ff]Curse}} you have | stat5 = [color=#ffca61ff]+1}} [color=#ffca61ff]Curse}} at the end of a wave }}

Items

✔️

Max HP.png HP Regeneration.png Life Steal.png Damage.png Melee Damage.png Ranged Damage.png Elemental Damage.png Attack Speed.png Crit Chance.png Engineering Stat.png Range Stat.png Armor.png Dodge Stat.png Speed Stat.png Luck.png Harvesting.png

I II III IV

📦 👁️ Materials.png 🏷️

Builder's Turret.png

Builder's Turret
Unique
  • This turret's stats are derived from your best ranged weapon's base stats and scale with Engineering (-)
  • +1 projectile when you reach 30 Structure Range [0/30]

Corrupted Shard.png

Corrupted Shard
Item
  • +3 % Damage
  • [color=#ffca61ff]+1
Curse

| stat3 = | stat4 = }}

Feather.png

Feather
Item
  • +1 Ranged Damage
  • +3 % Dodge
  • -3 % XP Gain

Penguin.png

Penguin
Limited (3/{1})
  • +1 HP Regeneration
  • +1 HP Regeneration until the end of the wave when picking up a consumable while at maximum health

Small Fish.png

Small Fish
Item
  • +10% damage against targets above 75% health
  • -3 % Attack Speed

Whistle.png

Whistle
Unique
  • +50% chance for loot aliens to appear
  • +20% movement speed for loot aliens

Baby Squid.png

Baby Squid
Item
  • +1 HP Regeneration when you level up
  • -3 % Attack Speed

Bone Dice.png

Bone Dice
Limited (2/{1})
  • +50% chance to get +1 % Damage when rerolling in the shop
  • +10% chance to get -1 Max HP when rerolling in the shop

Builder's Turret.png

Builder's Turret
Unique
  • This turret's stats are derived from your best ranged weapon's base stats and scale with Engineering (-)
  • +1 projectile
  • +1 projectile when you reach 30 Structure Range [0/30]

Cauldron.png

Cauldron
Unique
  • +50% pickup range
  • +20 % Damage for 2 seconds after picking up a consumable
  • -2 HP Regeneration

Coral.png

Coral
Item
  • +10 HP Regeneration while standing still
  • -10 Range

Eyepatch.png

Eyepatch
Item
  • Projectiles get +1 piercing on critical hit
  • +3 % Crit Chance
  • -10% Accuracy

Fish Hook.png

Fish Hook
Limited (3/{1})
  • Locked items and weapons have a 20% chance to become cursed when leaving the shop
  • [color=#ffca61ff]+1
Curse

| stat3 = | stat4 = }}

Jerky.png

Jerky
Unique
  • +3 HP recovered from consumables
  • Consumables heal you over 4 seconds instead of instantly

Pearl.png

Pearl
Limited (20/{1})
  • +1 % Damage for every permanent 10 Luck you have
  • +3% chance of finding an extra Pearl in a crate

Saltwater.png

Saltwater
Unique
  • +2 Melee Damage
  • +3 % Attack Speed
  • +10 % Speed for 3 seconds when you take damage
  • -1 Elemental Damage

Spyglass.png

Spyglass
Limited (2/{1})
  • +10 Range
  • -25 % Reroll Price

Treasure Map.png

Treasure Map
Limited (5/{1})
  • +20% chance of finding an extra item in a crate

Barnacle.png

Barnacle
Unique
  • +35% stats gained from level upgrades
  • [color=#ffca61ff]+1
[color=#ffca61ff]Curse}} when you level up

| stat3 = | stat4 = }}

Black Flag.png

Black Flag
Unique
  • +1 material when you kill a cursed enemy
  • +10% Enemies
  • +10 % Enemy health
  • +10 % Enemy damage
  • [color=#ffca61ff]+5
Curse

| stat6 = | stat7 = }}

Broken Mirror.png

Broken Mirror
Limited (0/{1})
  • This mirror duplicated an item

Builder's Turret.png

Builder's Turret
Unique
  • This turret's stats are derived from your best ranged weapon's base stats and scale with Engineering (-)
  • +2 projectiles
  • +1 projectile when you reach 30 Structure Range [0/30]

Crystal.png

Crystal
Item
  • +5 % Attack Speed
  • +1 % Attack Speed every 1 second until the end of the wave
  • Bonus is lost when taking damage
  • -2 Engineering

Goblet.png

Goblet
Limited (3/{1})
  • +15% chance to heal 1 HP when killing an enemy
  • -3 HP Regeneration

Goldfish.png

Goldfish
Item
  • Items will be 1 tier higher after the next reroll

Knot.png

Knot
Unique
  • +15 % Damage
  • +15 Max HP
  • Weapons can no longer be upgraded or recycled

Lighthouse.png

Lighthouse
Unique
  • +20 Engineering
  • -1 Engineering for every 1 Structure you have

Mirror.png

Mirror
Item
  • Duplicates the next item you get from the shop (item limits can't be exceeded)

Resting Goldfish.png

Resting Goldfish
Limited (0/{1})
  • This goldfish is resting after a hard day's work

Scarf.png

Scarf
Item
  • +4 HP Regeneration
  • +4 Melee Damage
  • +4 % Speed
  • +25 % Enemy Speed during the next wave

Starfish.png

Starfish
Limited (3/{1})
  • +20% materials dropped from enemies
  • +10 Harvesting
  • +15 % Enemy damage

Sunken Bell.png

Sunken Bell
Unique
  • Once per wave, you explode for 100 () damage when you fall below 40% health

Axolotl.png

Axolotl
Unique
  • Your highest (Max HP) and lowest (Max HP) positive primary stats are swapped when you get this item

Builder's Turret.png

Builder's Turret
Unique
  • This turret's stats are derived from your best ranged weapon's base stats and scale with Engineering (-)
  • +3 projectiles
Kraken’s Eye
Unique
  • You have a 50% chance to explode for 10 () damage when you get hit
  • +10 Max HP
  • [color=#ffca61ff]+10
Curse

| stat4 = | stat5 = }}

Lantern.png

Lantern
Unique
  • +10 % Damage
  • +50 Range
  • +15 Knockback
  • Knocks nearby enemies back every 3 seconds

Seashell.png

Seashell
Unique
  • Every ranged weapon's 5th projectile has +3 projectiles
  • -10 % Damage