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Revision as of 20:22, 7 March 2023 by ArosRising (talk | contribs) (Created page with "== Materials== In Brotato, Materials are small green objects that are dropped by Enemies when they are killed. Harvesting also grants you matertials at the end of each wave. When you gain materials, you gain both XP, used to level up, and Gold, the currency used to reroll and buy items in the Shop Within the game, there is no clear distinction between Materials and Gold, and the terms are used interchangeably despite functioning in two different ways. We m...")
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Materials

In Brotato, Materials are small green objects that are dropped by Enemies when they are killed. Harvesting also grants you matertials at the end of each wave.

When you gain materials, you gain both XP, used to level up, and Gold, the currency used to reroll and buy items in the Shop

Within the game, there is no clear distinction between Materials and Gold, and the terms are used interchangeably despite functioning in two different ways. We make the distinction here on this page to make things more clear. The rest of the Wikipedia uses the terms in the same way as the game does.

XP

XP, or experience is used to level up. You can see your level and see your progress towards the next level in the top left corner by the green bar.

Whenever you Level Up, you gain +1 Max HP Max HP.png and you an Upgrade at the end of the wave.

You can increase your XP Gain with certain items such as Scar.png Scar.


Some Characters gain more XP, like Mutant.png Mutant, while others gain less, like Lucky.png Lucky

The Experience required to level up is:

XP Required = (Level + 3)*(Level + 3)

This means that the first Level Up requires 16 XP, or 4x4 (from level 0 to level 1), and getting to level 2 requires 25 XP, or 5x5.

XP Diminishing Returns

Since the required XP for the next level scales to the second power, buying an item that boosts your XP Gain, such as Scar.png Scar, doesn't increase the amount of levels you gain by 20%.

For example, if you over the duration of a game would reach level 22 (5511 XP), starting with a Scar would instead mean you gained

Chance for a Baby Alien to drop a Loot Crate: 1% * 1% = 1/10000

 5511*1.20 = 6613 XP 

This is only enough XP to reach level 23, and about halfway towards level 24. So buying Scar didn't get you 20% extra levels, but rather about 1.5 additional levels.

Mutant.png Mutant on the other hand could in the same example expect to gain

 5511*(100% + 200%) = 16533 XP 
 

Which is enough to get to level 33. Notice that the Mutant has an XP Gain that is the same as 10 Scars, yet only gains 11 additional levels. But we saw that the first Scar gave 1.5 Levels. So you've expected 10 Scars to give about 15 levels.

This showcases the diminishing returns you gain on increasing your XP Gain.

Gold

Gold is the currency used to reroll Upgrades and items in the Shop. And it is used to buy items in the Shop. In the game, the currency is just referred to as Materials.


Level 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 30 40 50 100
XP Required 0 16 25 36 49 64 81 100 121 144 169 196 225 256 289 324 361 400 441 484 529 576 625 676 729 784 1089 1849 2809 10609
Total XP Required 0 16 41 77 126 190 271 371 492 636 805 1001 1226 1482 1771 2095 2456 2856 3297 3781 4310 4886 5511 6187 6916 7700 12515 27420 51025 369550
Name Rarity Effects Base Price Limit Unlocked By Tags
Tier 3 +5 % Dodge
50% chance to heal 5 HP when dodging an attack
60 1 Dodge
Tier 1 +8% chance to heal 1 HP when picking up a material
-1 Ranged Damage
25 13 Pickup
Tier 2 +3 % Crit Chance
+20% chance to heal 1 HP when killing an enemy with a critical hit
35 5 Win a run with Lich.png Lich Crit Chance
Tier Item name not found Item name not found Item name not found Item name not found Item name not found Item name not found
Tier 2 Spawns a medical turret that shoots bullets healing 3 (+5%Engineering Stat.png) HP 40 Engineering, Structure