From Brotato Wiki
Last Update: Patch 0.6.0.7
Weapons
Weapons are primary damage dealers. They can be Melee or Ranged.
Most Characters can hold up to 6 weapons. Some exceptions are One Armed, who can only hold 1, Multitasker, who can hold 12, Bull, who cannot use weapons.
Rarity
Scaling
= the damage scales with Melee Damage stat
= the damage scales with Ranged Damage stat
= the damage scales with Elemental Damage stat
= the damage scales with Armor stat
= the damage scales with Engineering stat
= the damage scales with Range stat
Examples
If a weapon has 80%, that means every Melee Damage stat, gives extra 0.8 more damage to that weapon. Thus if the player had 10 Melee Damage stat, that means that weapon would hit 8 more damage.
If a weapon has 50%, and player had 10 Melee Damage stat, that means that weapon would hit 5 more damage.
Lets look at Tier 4 Chopper:
- 30(80%) means that the weapon has 30 damage, with 80% Melee Damage stat scaling.
- If Melee Damage is 0, damage output is 30+(0*0.8)=30+0=30.
- If Melee Damage is 30, damage output is 30+(30*0.8)=30+24=54.
- (Assuming Damage stat is +0%)
Melee Weapons
Notes
Melee weapons hit multiple enemies at once, and return to the player after a brief delay. Their damage is affected by the Melee Damage stat.
They have two different attack types: thrust (small, fast weapons) and swipe (large, slow weapons). Both are capable of hitting multiple enemies.
Notes on Range:
- The Range stat is only half as effective for melee weapons, compared to ranged.
- Positive Range:
- Reduces Attack Speed slightly (as weapons have a longer travel distance before returning to the player).
- Can hit more enemies at once.
- Lets you keep your distance from enemies.
- Negative Range:
- Increases Attack Speed slightly (shorter travel distance)
- Hits fewer enemies at once
- Forces you to get closer to enemies.
Notes on this table's data:
- Melee attack speeds match the in-game stats, but they are not 100% accurate as another similar formula is used to calculate them.
- DPS calculation do not take special effects and crits into account
Weapons List
Name | Class | Damage | Attack Speed | DPS | Crit Chance/Damage | Range | Knockback | Lifesteal | Special Effects | Base price | Unlocked by |
---|---|---|---|---|---|---|---|---|---|---|---|
Primitive, Heavy | 10(80%) 20(85%) 30(90%) 50(100%) |
1.66s 1.58s 1.51s 1.36s |
6.0(48%)/s 12.7(54%)/s 19.9(60%)/s 36.8(74%)/s |
x2 (3%) x2 (3%) x2 (3%) x2 (3%) |
200 200 200 200 |
8 8 8 8 |
0 0 0 0 |
Hitting an enemy spawns 3/4/5/6 projectiles dealing 50%/60%/70%/80% damage | 20 39 74 149 |
Default | |
Blade | 6(50%15%) 12(50%20%) 18(50%25%) 30(50%30%) |
0.99s 0.99s 0.96s 0.89s |
6.1(51%15%)/s 12.2(51%20%)/s 18.8(52%26%)/s 33.7(56%34%)/s |
x2 (10%) x2 (15%) x2 (20%) x2 (25%) |
135 150 165 180 |
2 2 2 2 |
0 0 0 0 |
+1/+1/+1/+2 health healed from consumables | 15 31 61 122 |
Win a run with Multitasker | |
Blade, Medical | - 10(100%) 15(100%) 25(100%) |
- 0.72s 0.67s 0.62s |
- 13.9(138%)/s 22.4(149%)/s 40.3(161%)/s |
- x2 (5%) x2 (10%) x2 (20%) |
- 175 175 175 |
- 0 0 0 |
- 45% 50% 60% |
- 46 86 173 |
Default | ||
Precise | 6(50%) 12(50%) 18(50%) 30(50%) |
1.01s 0.93s 0.86s 0.73s |
5.9(49%)/s 12.9(53%)/s 20.9(58%)/s 41.1(68%)/s |
x2 (20%) x2 (25%) x2 (30%) x2 (40%) |
150 150 150 150 |
2 2 2 2 |
0 0 0 0 |
50%/56%/62%/80% to gain 1 material when killing an enemy with a critical hit with this weapon | 12 26 52 105 |
Default | |
Unarmed | 8(100%) 16(100%) 32(100%) 64(100%) |
0.78s 0.73s 0.69s 0.59s |
10.3(128%)/s 21.9(136%)/s 46.4(144%)/s 108.5(169%)/s |
x1.5 (1%) x1.5 (1%) x1.5 (1%) x1.5 (1%) |
150 150 150 150 |
15 15 15 15 |
0 0 0 0 |
10 22 45 91 |
Default | ||
Unarmed, Elemental | - 16(100%) 32(100%) 64(100%) |
- 0.73s 0.69s 0.59s |
- 21.9(136%)/s 46.4(144%)/s 108.5(169%)/s |
- x1.5 (1%) x1.5 (1%) x1.5 (1%) |
- 150 150 150 |
- 15 15 15 |
- 0 0 0 |
Deals -/8x5/12x6/15x7(100%) burning damage | - 46 86 173 |
Default | |
Ethereal | 12(100%) 18(100%) 24(100%) 40(100%) |
1.73s 1.66s 1.58s 1.51s |
6.9(57%)/s 10.8(60%)/s 15.2(63%)/s 26.5(66%)/s |
x2 (3%) x2 (3%) x2 (3%) x2 (3%) |
200 200 200 200 |
2 2 2 2 |
0 0 0 0 |
+1% Damage for every 20/18/16/12 kills in a wave with this weapon | 20 39 74 149 |
Default | |
Ethereal | 6(100%) 9(100%) 12(100%) 18(100%) |
1.23s 1.17s 1.1s 1.04s |
4.9(81%)/s 7.7(85%)/s 10.9(90%)/s 17.3(96%)/s |
x2 (3%) x2 (3%) x2 (3%) x2 (3%) |
150 160 170 180 |
2 2 2 2 |
0 0 0 0 |
+1% Attack Speed for every 20/18/16/12 kills in a wave with this weapon | 12 26 52 105 |
Default | |
Blunt, Heavy | - 35(150%) 70(175%) 110(200%) |
- 1.67s 1.59s 1.5s |
- 21.0(89%)/s 44.0(110%)/s 73.3(133%)/s |
- x1.75 (3%) x1.75 (3%) x1.75 (3%) |
- 175 175 175 |
- 30 40 50 |
- 0 0 0 |
+2/+4/+6 Knockback | - 51 95 190 |
Default | |
Unarmed, Support | 1(50%) 1(50%) 1(50%) 1(50%) |
1.01s 0.93s 0.86s 0.71s |
1.0(49%)/s 1.1(53%)/s 1.2(58%)/s 1.4(70%)/s |
x1.5 (1%) x1.5 (1%) x1.5 (1%) x1.5 (1%) |
150 150 150 150 |
30 30 30 30 |
0 0 0 0 |
+3/+6/+9/+18 Harvesting | 10 22 45 91 |
Default | |
Primitive | 5(100%15%) 10(100%15%) 20(100%15%) 40(100%15%) |
0.68s 0.65s 0.62s 0.58s |
7.4(147% 22.1%)/s 14.7(147% 22.1%)/s 29.4(147% 22.1%)/s 64.5(161% 24.2%)/s |
x2 (3%) x2 (3%) x2 (3%) x2 (3%) |
125 125 125 125 |
2 2 2 2 |
0 0 0 0 |
15 31 61 122 |
Win a run with Wildling | ||
Precise | 6(80%) 9(80%) 12(80%) 20(80%) |
1.01s 0.93s 0.86s 0.78s |
5.9(79%)/s 9.7(86%)/s 14.0(93%)/s 25.6(102%)/s |
x2.5 (20%) x3 (30%) x3.5 (40%) x4 (50%) |
150 150 150 150 |
2 2 2 2 |
0 0 0 0 |
15 31 61 122 |
Default | ||
Precise, Elemental | 3(80%) 6(80%) 9(80%) 15(80%) |
1.01s 0.93s 0.86s 0.78s |
3.0(79%)/s 6.5(86%)/s 10.5(93%)/s 19.2(102%)/s |
x2 (4%) x2 (6%) x2 (8%) x2 (10%) |
150 150 150 150 |
0 0 0 0 |
0 0 0 0 |
Hitting an enemy spawns a lightning projectile flying towards another random enemy that bounces -/1/2/3 times and inflicts 5/6/8/11 + (80%) damage | 18 36 66 142 |
Default | |
Explosive, Elemental | 10(50%50%50%) 15(60%60%60%) 20(70%70%70%) 25(80%80%80%) |
1.23s 1.14s 1.06s 0.98s |
8.1(41%41%41%)/s 13.2(53%53%53%)/s 18.9(66%66%66%)/s 25.5(82%82%82%)/s |
x2 (3%) x2 (3%) x2 (3%) x2 (3%) |
150 150 150 150 |
5 5 5 5 |
0 0 0 0 |
Hits have 25%/30%/35%/40% chance to explode. | 15 31 61 122 |
Default | |
Weapon name not found | Weapon name not found Weapon name not found Weapon name not found Weapon name not found |
Weapon name not found Weapon name not found Weapon name not found Weapon name not found |
Weapon name not found Weapon name not found Weapon name not found Weapon name not found |
Weapon name not found Weapon name not found Weapon name not found Weapon name not found |
Weapon name not found Weapon name not found Weapon name not found Weapon name not found |
Weapon name not found Weapon name not found Weapon name not found Weapon name not found |
Weapon name not found Weapon name not found Weapon name not found Weapon name not found |
Weapon name not found | Weapon name not found Weapon name not found Weapon name not found Weapon name not found |
Weapon name not found | |
Unarmed, Explosive | - - 40(100%) 60(100%) |
- - 0.69s 0.59s |
- - 58.0(144%)/s 101.7(169%)/s |
- - x1.5 (1%) x1.5 (1%) |
- - 150 150 |
- - 15 15 |
- - 0 0 |
Hits have 25%/50% chance to explode. | - - 110 221 |
Win a run with Brawler | |
Primitive, Blunt | 20(100%) 35(100%) 50(100%) 70(100%) |
1.68s 1.61s 1.53s 1.46s |
11.9(59%)/s 21.7(62%)/s 32.7(65%)/s 47.9(68%)/s |
x1.5 (10%) x1.5 (15%) x1.5 (20%) x1.5 (25%) |
150 150 150 150 |
5 5 5 5 |
0 0 0 0 |
-/+1 Armor/+1 Armor, +2 Max HP/+2 Armor, +2 Max HP | 10 22 45 91 |
Default | |
Medical, Precise | 5(80%) 10(80%) 15(80%) 20(80%) |
1.01s 0.98s 0.94s 0.86s |
5.0(79%)/s 10.2(81%)/s 16.0(85%)/s 23.3(93%)/s |
x2 (10%) x2.15 (12%) x2.3 (15%) x2.5 (20%) |
150 150 150 150 |
2 2 2 2 |
40% 45% 50% 60% |
15 31 61 122 |
Default | ||
Tool | 8(50%50%) 12(50%50%) 16(50%50%) 20(50%50%) |
1.05s 1.0s 0.97s 0.87s |
7.6(47%47%)/s 12.0(50%50%)/s 16.5(51%51%)/s 23.0(57%57%)/s |
x2 (10%) x2 (15%) x2 (20%) x2 (30%) |
125 125 125 125 |
3 3 3 3 |
0 0 0 0 |
A landmine spawns every 12s/9s/6s/3s dealing 10(100%) damage in an area | 10 22 45 91 |
Default | |
Primitive | 15(100%) 25(100%) 40(100%) 60(100%) |
1.52s 1.4s 1.28s 1.24s |
9.9(65%)/s 17.9(71%)/s 31.2(78%)/s 48.4(80%)/s |
x2 (3%) x2 (3%) x2 (3%) x2 (3%) |
350 375 400 500 |
0 0 0 0 |
0 0 0 0 |
20 39 74 149 |
Default | ||
Medieval, Blunt | 10(100%) 15(125%) 20(150%) 30(200%) |
1.16s 1.16s 1.16s 1.01s |
8.6(86%)/s 12.9(107%)/s 17.2(129%)/s 29.7(198%)/s |
x2 (3%) x2 (3%) x2 (3%) x2 (3%) |
150 150 150 150 |
20 20 20 20 |
0 0 0 0 |
15 31 61 122 |
Win a run with Masochist | ||
Primitive | 8(100%) 9(100%) 10(100%) 12(100%) |
1.29s 1.22s 1.15s 1.09s |
6.2(78%)/s 7.4(82%)/s 8.7(87%)/s 11(92%)/s |
x1.5 (3%) x1.5 (3%) x1.5 (3%) x1.5 (3%) |
175 175 175 175 |
0 0 0 0 |
0 0 0 0 |
Deals +4/+6/+8/+10 base damage for every additional stick you have | 10 22 45 91 |
Default | |
Blade, Medieval | - 25(100%) 40(100%) 60(100%) |
- 1.28s 1.13s 0.98s |
- 19.5(78%)/s 35.4(88%)/s 61.2(102%)/s |
- x2 (3%) x2 (3%) x2 (3%) |
- 200 200 200 |
- 5 5 5 |
- 0 0 0 |
Alternates between thrusting and sweeping attacks | - 51 95 190 |
Default | |
Blade, Elemental | - - 30(125%125%) 60(150%150%) |
- - 1.21s 1.06s |
- - 24.8(103%103%)/s 56.6(141%141%)/s |
- - x2 (3%) x2 (3%) |
- - 200 200 |
- - 5 5 |
- - 0 0 |
Hitting an enemy spawns 2/4 projectiles that slow and damage enemies by 100% | - - 119 238 |
Win a run with Mage | |
Primitive, Elemental | 1(50%50%) 1(65%65%) 1(80%80%) 1(100%100%) |
1.1s 1.04s 0.95s 0.8s |
0.9(45%45%)/s 1.0(63%63%)/s 1.1(84%84%)/s 1.2(125%125%)/s |
x1.5 (0%) x1.5 (0%) x1.5 (0%) x1.5 (0%) |
175 175 175 175 |
20 20 20 20 |
0 0 0 0 |
Deals 3x3/5x5/8x6/12x9(100%) burning damage. Burning spreads to 0/0/1/1 additional nearby enemies. |
10 22 45 91 |
Default | |
Tool | 12(100%) 16(100%) 20(100%) 24(100%) |
1.7s 1.64s 1.55s 1.49s |
7.1(58%)/s 9.8(60%)/s 12.9(64%)/s 16.1(67%)/s |
x2 (3%) x2 (3%) x2 (3%) x2 (3%) |
175 175 175 175 |
20 20 20 20 |
0 0 0 0 |
Spawns a Turret/Incendiary Turret/Laser Turret/Explosive Turret | 20 39 74 149 |
Default |
Ranged Weapons
Notes
Ranged weapons fire projectiles at enemies. Their damage is affected by the Ranged Damage stat.
Projectiles travel up to the total Range (which combines the weapon's innate range, plus the player's Range stat).
Notes on pierce/bounce:
- If the weapon has no pierce, the projectile only damages only one enemy.
- If you have both pierce and bounce, projectiles only pierce after they've finished bouncing.
- Explosive ranged weapons explode for every bounce and pierce.
Notes on this table's data:
- DPS calculation do not take special effects and crits into account
Weapons List
Name | Class | Damage | Attack Speed | DPS | Crit Chance/Damage | Range | Knockback | Lifesteal | Special Effects | Base price | Unlocked by |
---|---|---|---|---|---|---|---|---|---|---|---|
Precise, Medieval | 10(50%10%) 12(50%10%) 15(50%10%) 18(50%10%) |
1.13s 1.13s 1.13s 1.13s |
8.8(44%8%)/s 10.6(44%8%)/s 13.3(44%8%)/s 15.9(44%8%)/s |
x1.5 (30%) x1.75 (35%) x2 (40%) x2.25 (45%) |
350 350 350 350 |
8 8 8 8 |
0 0 0 0 |
Pierces up to 1/2/3/4 times on critical hit | 16 34 62 132 |
Default | |
Gun | 3x4(80%) 6x4(85%) 9x4(90%) 9x6(100%) |
1.37s 1.28s 1.2s 1.2s |
8.8(233%)/s 18.8(265%)/s 30.0(300%)/s 45(500%)/s |
x2 (3%) x2 (3%) x2 (3%) x2 (3%) |
350 350 350 350 |
8 8 8 8 |
0 0 0 0 |
Pierces 2/2/2/3 enemies, dealing -30% less damage after each piercing | 20 39 74 149 |
Default | |
Elemental, Heavy | - 1(1%) 1(1%) 1(1%) |
- 0.12s 0.12s 0.09s |
- 8.3(8%)/s 8.3(8%)/s 11.1(11%)/s |
- x2 (0%) x2 (0%) x2 (0%) |
- 250 300 400 |
- 0 0 0 |
- 0 0 0 |
Deals -/1x3/3x5/5x8(100%) burning damage Pierces 99 enemies dealing 1 damage |
- 56 103 207 |
Default | |
Ethereal | 10(100%) 15(100%) 20(100%) 30(100%) |
0.98s 0.93s 0.88s 0.83s |
10.2(102%)/s 16.1(107%)/s 22.7(113%)/s 36.1(120%)/s |
x2 (3%) x2 (3%) x2 (3%) x2 (3%) |
300 350 400 450 |
2 2 2 2 |
0 0 0 0 |
+1 Max HP for every 20/18/16/12 kills in a wave with this weapon | 15 31 61 122 |
Default | |
Gun | 40(400%) 55(450%) 70(500%) 100(600%) |
1.98s 1.90s 1.82s 1.65s |
20.2(202%)/s 22.9(237%)/s 38.5(275%)/s 60.6(364%)/s |
x2 (3%) x2 (3%) x2 (3%) x2 (3%) |
500 500 500 500 |
0 0 0 0 |
0 0 0 0 |
Pierces 1 enemy dealing -25% less to the second enemy | 15 31 61 122 |
Default | |
Medical, Gun | 10(100%) 15(100%) 20(100%) 30(100%) |
0.87s 0.77s 0.65s 0.53s |
11.5(115%)/s 19.5(130%)/s 30.8(154%)/s 56.6(189%)/s |
x2 (3%) x2 (3%) x2 (3%) x2 (3%) |
400 400 400 400 |
0 0 0 0 |
40% 45% 50% 60% |
15 31 61 122 |
Default | ||
Heavy, Gun | - - 1(50%) 3(75%) |
- - 0.09s 0.073s |
- - 11.1(555%)/s 41.1(1027%)/s |
- - x1.75 (1%) x2 (3%) |
- - 400 450 |
- - 3 3 |
- - 0 0 |
Pierces 1/2 enemies dealing -50% less damage with each pierce. | - - 127 255 |
Default | |
Heavy, Explosive | - - 60(100%100%) 120(100%100%) |
- - 2.12s 2.12s |
- - 28.3(47%47%)/s 56.6(47%47%)/s |
- - x2 (3%) x2 (3%) |
- - 800 800 |
- - 15 15 |
- - 0 0 |
Projectiles explode on hit | - - 144 289 |
Win a run with Soldier | |
Gun, Heavy | - - 250(1000%) 350(1500%) |
- - 3.23s 3.23s |
- - 77.4(309%)/s 108.4(464%)/s |
- - x2 (3%) x2 (3%) |
- - 800 1000 |
- - 0 0 |
- - 0 0 |
Pierces through enemies | - - 127 255 |
Win a run with Demon | |
Gun | 12(100%) 20(100%) 30(100%) 50(100%) |
1.2s 1.12s 1.03s 0.87s |
10.0(83%)/s 17.9(89%)/s 29.1(97%)/s 57.5(114%)/s |
x2 (5%) x2 (10%) x2 (15%) x2 (20%) |
400 400 400 400 |
15 15 15 15 |
0 0 0 0 |
Pierces 1 enemy dealing -50% less to the second enemy | 10 22 45 91 |
Default | |
Support | - 1(25%20%) 1(25%20%) 1(25%20%) |
- 0.45s 0.37s 0.25s |
- 2.2(55%44%)/s 2.7(67%54%)/s 4.0(100%80%)/s |
- x1.5 (3%) x1.5 (3%) x1.5 (3%) |
- 500 500 500 |
- 20 25 30 |
- 0 0 0 |
- 36 69 139 |
Win a run with Chunky | ||
Heavy, Explosive | - 30(100%) 50(100%) 80(100%) |
- 1.78s 1.37s 1.03s |
- 16.9(56%)/s 36.5(72%)/s 77.7(97%)/s |
- x2 (3%) x2 (3%) x2 (3%) |
- 500 550 600 |
- 15 15 15 |
- 0 0 0 |
Projectiles explode on hit | - 56 103 207 |
Default | |
Gun, Explosive | 5(50%) 10(50%) 15(50%) 25(50%) |
1.3s 1.22s 1.13s 1.05s |
3.8(38%)/s 8.2(40%)/s 13.3(44%)/s 23.8(47%)/s |
x2 (3%) x2 (3%) x2 (3%) x2 (3%) |
450 450 450 450 |
0 0 0 0 |
0 0 0 0 |
50%/65%/80%/100% chance for projectiles to explode on hit. Pierces 3 enemies dealing 100% damage | 15 31 61 122 |
Default | |
Precise | 6(25%) 8(34%) 10(42%) 15(50%) |
0.87s 0.83s 0.8s 0.7s |
6.9(28%)/s 9.6(40%)/s 12.5(52%)/s 21.4(71%)/s |
x1.5 (35%) x1.5 (38%) x1.5 (41%) x1.5 (45%) |
350 350 350 350 |
0 0 0 0 |
0 0 0 0 |
Critical hits bounces 1/2/3/4 times | 12 26 52 105 |
Default | |
Primitive | 10(80%) 13(80%) 16(80%) 20(80%) |
1.22s 1.17s 1.13s 1.1s |
8.2(65%)/s 11.1(68.4%)/s 14.2(70.8%)/s 18.2(72.7%)/s |
x2 (3%) x2 (3%) x2 (3%) x2 (3%) |
300 300 300 300 |
5 5 5 5 |
0 0 0 0 |
Bounces 1/2/3/4 times | 15 31 61 122 |
Default | |
Gun | 3(50%) 4(60%) 5(70%) 8(80%) |
0.17s 0.17s 0.17s 0.15s |
17.6(294%)/s 23.5(352%)/s 29.4(411%)/s 53.3(533%)/s |
x1.5 (1%) x1.5 (1%) x1.5 (1%) x1.5 (1%) |
400 400 400 400 |
0 0 0 0 |
0 0 0 0 |
20 39 74 149 |
Default | ||
Gun, Precise | - - 50(100%20%) 80(100%30%) |
- - 2.4s 2.4s |
- - 20.8(41%8%)/s 33.3(41%12%)/s |
- - x3 (20%) x4 (20%) |
- - 800 1000 |
- - 30 30 |
- - 0 0 |
Hitting an enemy spawns 5/8 projectiles dealing 5 +(10%/15%) | - - 115 245 |
Win a run with Hunter | |
Support, Elemental | 6x1(80%) 6x2(70%) 6x3(60%) 12x4(50%) |
0.95s 0.95s 0.95s 0.95s |
6.3(84%)/s 12.6(147%)/s 18.9(189%)/s 50.5(210%)/s |
x2 (3%) x2 (3%) x2 (3%) x2 (3%) |
200 200 200 200 |
0 0 0 0 |
0 0 0 0 |
Slows enemies in a radius around the projectile | 15 31 61 122 |
Default | |
Elemental | 1(50%) 1(65%) 1(80%) 1(100%) |
0.87s 0.78s 0.7s 0.53s |
1.1(57%)/s 1.3(83.3%)/s 1.4(114.3%)/s 1.9(188.7%)/s |
x2 (0%) x2 (0%) x2 (0%) x2 (0%) |
350 375 400 425 |
10 10 10 10 |
0 0 0 0 |
Deals 3x3/5x5/8x6/12x9(100%) burning damage | 12 26 52 105 |
Default |
Weapon Classes
Weapon Classes Notes
Every weapon belongs to a class (eg. Blade, Blunt, etc). Some belong to multiple classes.
Collecting multiple weapons within the same class provides different bonuses. Holding a weapon that belongs to a class will also make other weapons in that class more likely to appear.
- Eg. holding Scissors, which is both Precise and Medical, makes other Precise and Medical weapons more likely.
- This can be helpful, as it helps you complete classes to gain class bonuses and find multiple copies of the same weapon.
- It can also be detrimental, as holding weapons with multiple types can dilute a shop's pool.
- Eg. if you have a Ranged character holding a Medical Gun, you may not want the other Medical weapons as they are both Melee.
Weapon Classes List
Click the class name for full details on their assigned weapons.
Class | Bonuses | Weapons |
---|---|---|
Blade | (2)+1 Melee Damage 1% Life Steal (3)+2 Melee Damage 2% Life Steal (4)+3 Melee Damage 3% Life Steal (5)+4 Melee Damage 4% Life Steal (6)+5 Melee Damage 5% Life Steal |
|
Blunt | (2)+1 Armor -2% Speed (3)+1 Armor +3 Max HP -4% Speed (4)+2 Armor +3 Max HP -6% Speed (5)+2 Armor +6 Max HP -8% Speed (6)+3 Armor +6 Max HP -10% Speed |
|
Elemental | (2)+1 Elemental Damage (3)+2 Elemental Damage (4)+3 Elemental Damage (5)+4 Elemental Damage (6)+5 Elemental Damage |
|
Ethereal | (2)+6% Dodge Chance -1 Armor (3)+12% Dodge Chance -2 Armor (4)+18% Dodge Chance -3 Armor (5)+24% Dodge Chance -4 Armor (6)+30% Dodge Chance -5 Armor |
|
Explosive | (2)+5% Explosive Size (3)+10% Explosive Size (4)+15% Explosive Size (5)+20% Explosive Size (6)+25% Explosive Size |
|
Gun | (2)+10 Range (3)+20 Range (4)+30 Range (5)+40 Range (6)+50 Range |
|
Heavy | (2)+5% Damage (3)+10% Damage (4)+15% Damage (5)+20% Damage (6)+25% Damage |
|
Medical | (2)+1 HP Regeneration (3)+2 HP Regeneration (4)+3 HP Regeneration (5)+4 HP Regeneration (6)+5 HP Regeneration |
|
Medieval | (2)+1 Armor (3)+1 Armor, +3% Dodge (4)+2 Armor, +3% Dodge (5)+2 Armor, +6% Dodge (6)+3 Armor, +6% Dodge |
|
Precise | (2)+3% Crit Chance (3)+6% Crit Chance (4)+9% Crit Chance (5)+12% Crit Chance (6)+15% Crit Chance |
|
Primitive | (2)+3 Max HP (3)+6 Max HP (4)+9 Max HP (5)+12 Max HP (6)+15 Max HP |
|
Support | (2)+5 Harvesting (3)+10 Harvesting (4)+15 Harvesting (5)+20 Harvesting (6)+25 Harvesting |
|
Tool | (2)+1 Engineering (3)+2 Engineering (4)+3 Engineering (5)+4 Engineering (6)+5 Engineering |
|
Unarmed | (2)+3% Dodge Chance (3)+6% Dodge Chance (4)+9% Dodge Chance (5)+12% Dodge Chance (6)+15% Dodge Chance |