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(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==
== 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.
[[File:MaterialsOverview.png|right|300x300px|link=File:MaterialsOverview.png]]
In Brotato, Materials are small green objects [[File:Materials.png|30x30px|link=File:Materials.png]] that are dropped by [[Enemies]] when they are killed. [[Harvesting]] also grants you materials at the end of each wave.


When you gain materials, you gain both XP, used to level up, and Gold, the currency used to reroll and buy items in the [[Shop]]
When you gain materials, you gain both [[Experience]], used to level up, and Gold, the currency used to reroll and buy items in the [[Shop]]. You can see the amount of XP and Gold you have in the top left corner of the game. See the Picture to the Right.


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


== XP ==
=== Getting more Materials ===
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]] {{StatIcon|name=Max HP}} and you an [[Upgrades|Upgrade]] at the end of the wave.
Aside from drops and Harvesting, the only other way to gain Materials that gives both Experience and Gold is:
* {{MiniIconbox|name=Metal Detector}} allows materials to sometimes give double value.


You can increase your [[XP Gain]] with certain items such as {{MiniIconbox|name=Scar}}.
* {{CharacterIcon|Pacifist}} gains 0.65 Materials for each enemy alive on screen and for each enemy that had despawned during the wave.
* {{CharacterIcon|Cryptid}} gains 12 Materials for each Tree alive at the end of the wave.




Some [[Characters]] gain more XP, like {{CharacterIcon|Mutant}}, while others gain less, like {{CharacterIcon|Lucky}}
=== Bagged Materials ===


The Experience required to level up is:
Whenever you fail to pick up Materials before a wave ends, any remaining materials on the map is collected and put into the Bag in the top left corner of the game. See the picture above for reference.


XP Required = (Level + 3)*(Level + 3)
On a later wave, when materials drop, one material is extracted from the bag and is added to the value of the dropped materials, so you actually gain +2 Gold and XP when you pick up the green blob.


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.
So in short, the bagged materials mean that no materials are lost, and you just collect them on the next wave.
 
 
=== Materials Limit ===
 
There is a limit of 50 materials that can be on the map at once. If more than 50 materials would drop on the ground, the new materials is added to the value of one of the already existing blobs instead of creating a new green blob.
 
 
No Materials or value is lost when this happens. If you fail to pick up these valuable materials, they are bagged for their value without any loss.
 
 
=== Materials Drop Rate ===
 
The base chance for enemies to drop materials is 100%. Starting at Wave 5, the chance is decreased by 1.5% times the wave number. This can then be further modified by character abilities such as -50% materials dropped.
 
There is a 50% material drop rate minimum, which is affected by Character modifiers.
 
 
* {{CharacterIcon|Farmer}}, {{CharacterIcon|Fisherman}}, {{CharacterIcon|Cryptid}}, {{CharacterIcon|Streamer}}, and {{CharacterIcon|Explorer}} have -50% Materials dropped from enemies.
 
* {{CharacterIcon|Jack}} Has the ability that enemies drop 3x the amount of Materials, and also enemies have +200% chance for enemies to drop resources.


{| class="wikitable"
{| class="wikitable"
!Level
!Wave
!0
!1
!1
!2
!2
Line 36: Line 57:
!9
!9
!10
!10
!11  
!11
!12
!12
!13
!13
Line 46: Line 67:
!19
!19
!20
!20
|-
!Drop Chance
|100%
|100%
|100%
|100%
|92.5%
|91%
|89.5%
|88%
|86.5%
|85%
|83.5%
|82%
|80.5%
|79%
|77.5%
|76%
|74.5%
|73%
|71.5%
|70%
|-
!Drop Chance 50% Characters
|50%
|50%
|50%
|50%
|46.25%
|45.5%
|44.75%
|44%
|43.25%
|42.5%
|41.75%
|41%
|40.25%
|39.5%
|38.75%
|38%
|37.25%
|36.5%
|35.75%
|35%
|-
!Drop Chance Jack
|100%
|100%
|100%
|100%
|100%
|100%
|100%
|100%
|100%
|100%
|100%
|100%
|100%
|100%
|100%
|100%
|100%
|100%
|100%
|100%
|}
In [[Endless Mode]], the drop rate continues to fall.
{| class="wikitable"
!Wave
!21
!21
!22
!22
Line 51: Line 145:
!24
!24
!25
!25
!26
!27
!28
!29
!30
!30
!31
!32
!33
!34
!35
!36
!37
!38
!39
!40
!40
!50
!100
|-
|-
! XP Required
!Drop Chance
|0
|68.5%
|16
|67%
|25
|65.5%
|36
|64%
|49
|62.5%
|64
|61%
|81
|59.5%
|100
|58%
|121
|56.5%
|144
|55%
|169
|53.5%
|196
|52%
|225
|50.5%
|256
|50%
|289
|50%
|324
|50%
|361
|50%
|400
|50%
|441
|50%
|484
|50%
|529
|576
|625
|676
|729
|784
|1089
|1849
|2809
|10609
|-
|-
! Total XP Required
!Drop Chance 50% Characters
|0
|34.25%
|16
|33.5%
|41
|32.75%
|77
|32%
|126
|31.25%
|190
|30.5%
|271
|29.75%
|371
|29%
|492
|28.25%
|636
|27.5%
|805
|26.75%
|1001
|26%
|1226
|25.25%
|1482
|25%
|1771
|25%
|2095
|25%
|2456
|25%
|2856
|25%
|3297
|25%
|3781
|25%
|4310
|4886
|5511
|6187
|6916
|7700
|12515
|27420
|51025
|369550
|-
|-
!Drop Chance Jack
|100%
|100%
|100%
|100%
|100%
|100%
|100%
|100%
|100%
|100%
|100%
|100%
|100%
|100%
|100%
|100%
|100%
|100%
|100%
|100%
|}


=== XP Diminishing Returns ===
== Gold ==


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


When {{CharacterIcon|Streamer}} gains "Materials" from standing still, it is actually just gold that is gained, and not Experience. This means that the streamer can actually end up underleveled compared to other characters, since they have a -50% Materials dropped by enemies.


=== Gold Only items ===


These items only provides gold and doesn't provide Experience.
<table class="wikitable sortable jquery-tablesorter" style="width:90%;color:#eee; background:transparent; text-align:center; vertical-align:middle;">
<table class="wikitable sortable jquery-tablesorter" style="width:90%;color:#eee; background:transparent; text-align:center; vertical-align:middle;">
{{TableHeaders|items}}
{{TableHeaders|items}}
     {{TableRowItem|Adrenaline}}
     {{TableRowItem|Bag}}
     {{TableRowItem|Cute Monkey}}
     {{TableRowItem|Hunting Trophy}}
{{TableRowItem|Tentacle}}
{{TableRowItem|Piggy Bank}}
{{TableRowItem|Doctor}}
    {{TableRowItem|Medical Turret}}
</table>
</table>

Latest revision as of 21:41, 12 July 2023

Materials

MaterialsOverview.png

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

When you gain materials, you gain both Experience, used to level up, and Gold, the currency used to reroll and buy items in the Shop. You can see the amount of XP and Gold you have in the top left corner of the game. See the Picture to the Right.

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

Getting more Materials

Aside from drops and Harvesting, the only other way to gain Materials that gives both Experience and Gold is:

  • Pacifist.png Pacifist gains 0.65 Materials for each enemy alive on screen and for each enemy that had despawned during the wave.
  • Cryptid.png Cryptid gains 12 Materials for each Tree alive at the end of the wave.


Bagged Materials

Whenever you fail to pick up Materials before a wave ends, any remaining materials on the map is collected and put into the Bag in the top left corner of the game. See the picture above for reference.

On a later wave, when materials drop, one material is extracted from the bag and is added to the value of the dropped materials, so you actually gain +2 Gold and XP when you pick up the green blob.

So in short, the bagged materials mean that no materials are lost, and you just collect them on the next wave.


Materials Limit

There is a limit of 50 materials that can be on the map at once. If more than 50 materials would drop on the ground, the new materials is added to the value of one of the already existing blobs instead of creating a new green blob.


No Materials or value is lost when this happens. If you fail to pick up these valuable materials, they are bagged for their value without any loss.


Materials Drop Rate

The base chance for enemies to drop materials is 100%. Starting at Wave 5, the chance is decreased by 1.5% times the wave number. This can then be further modified by character abilities such as -50% materials dropped.

There is a 50% material drop rate minimum, which is affected by Character modifiers.


  • Jack.png Jack Has the ability that enemies drop 3x the amount of Materials, and also enemies have +200% chance for enemies to drop resources.
Wave 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Drop Chance 100% 100% 100% 100% 92.5% 91% 89.5% 88% 86.5% 85% 83.5% 82% 80.5% 79% 77.5% 76% 74.5% 73% 71.5% 70%
Drop Chance 50% Characters 50% 50% 50% 50% 46.25% 45.5% 44.75% 44% 43.25% 42.5% 41.75% 41% 40.25% 39.5% 38.75% 38% 37.25% 36.5% 35.75% 35%
Drop Chance Jack 100% 100% 100% 100% 100% 100% 100% 100% 100% 100% 100% 100% 100% 100% 100% 100% 100% 100% 100% 100%

In Endless Mode, the drop rate continues to fall.


Wave 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40
Drop Chance 68.5% 67% 65.5% 64% 62.5% 61% 59.5% 58% 56.5% 55% 53.5% 52% 50.5% 50% 50% 50% 50% 50% 50% 50%
Drop Chance 50% Characters 34.25% 33.5% 32.75% 32% 31.25% 30.5% 29.75% 29% 28.25% 27.5% 26.75% 26% 25.25% 25% 25% 25% 25% 25% 25% 25%
Drop Chance Jack 100% 100% 100% 100% 100% 100% 100% 100% 100% 100% 100% 100% 100% 100% 100% 100% 100% 100% 100% 100%

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.


When Streamer.png Streamer gains "Materials" from standing still, it is actually just gold that is gained, and not Experience. This means that the streamer can actually end up underleveled compared to other characters, since they have a -50% Materials dropped by enemies.

Gold Only items

These items only provides gold and doesn't provide Experience.

Name Rarity Effects Base Price Limit Unlocked By
Tier 1 +15 materials when you pick up a crate
-1% Speed
15 3
Tier 3 +33% chance to get 1 material when killing an enemy with a critical hit 55 3 Win a run with Crazy.png Crazy
Tier 2 +20% of your materials at the start of waves 40 1