From Brotato Wiki
(Link to steam page) |
(Add characters + items) |
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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
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.
| 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% }}
- 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%
| 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 }}
- 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
- Enemies taking double their max health as damage explode for 15 ([img=18.75x18.75]res://items/stats/attack_speed.png[/img]
| stat2 = +10 Melee Damage | stat3 = You can't equip ranged weapons | stat4 = -50 % Attack Speed | stat5 = -10 % Speed }}
- 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
| 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
❌ ✔️ |
|
I II III IV |
📦 👁️ 🏷️ |
- Locked items and weapons have a 20% chance to become cursed when leaving the shop
- [color=#ffca61ff]+1
| stat3 =
| stat4 = }}| stat3 =
| stat4 = }}- +1 material when you kill a cursed enemy
- +10% Enemies
- +10 % Enemy health
- +10 % Enemy damage
- [color=#ffca61ff]+5
| stat6 =
| stat7 = }}- You have a 50% chance to explode for 10 () damage when you get hit
- +10 Max HP
- [color=#ffca61ff]+10
| stat4 =
| stat5 = }}