From Brotato Wiki

(Fix some buff/nerf tags)
(update Tier 4 items that had increased prices to use the "Nerf" tag)
Line 590: Line 590:
*{{MiniIconbox|Hunting Trophy}}: Limited (3) {{Color|color=pastelred|text=(Nerf)}}
*{{MiniIconbox|Hunting Trophy}}: Limited (3) {{Color|color=pastelred|text=(Nerf)}}
*{{MiniIconbox|Statue}}: +30% Attack Speed while standing still => +40% {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Statue}}: +30% Attack Speed while standing still => +40% {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Statue}}: Price decreased (65 => 60) {{Color|color=cream|text=(Tweak)}}
*{{MiniIconbox|Statue}}: Price decreased (65 => 60) {{Color|color=pastelred|text=(Nerf)}}
*{{MiniIconbox|Big Arms}}: -2 Armor => -1 {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Big Arms}}: -2 Armor => -1 {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Big Arms}}: +5 Ranged Damage => +6 {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Big Arms}}: +5 Ranged Damage => +6 {{Color|color=pastelgreen|text=(Buff)}}
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*{{MiniIconbox|Diploma}}: +10% XP Gain => +20% {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Diploma}}: +10% XP Gain => +20% {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Explosive Shells}}: +15% Explosion Size {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Explosive Shells}}: +15% Explosion Size {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Explosive Shells}}: Price increased (100 => 120) {{Color|color=cream|text=(Tweak)}}
*{{MiniIconbox|Explosive Shells}}: Price increased (100 => 120) {{Color|color=pastelred|text=(Nerf)}}
*{{MiniIconbox|Gnome}}: +5 Elemental Damage => +10 {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Gnome}}: +5 Elemental Damage => +10 {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Heavy Bullets}}: -10% Attack Speed => -5% {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Heavy Bullets}}: -10% Attack Speed => -5% {{Color|color=pastelgreen|text=(Buff)}}
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*{{MiniIconbox|Mammoth}}: +2 HP Regeneration => +5 {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Mammoth}}: +2 HP Regeneration => +5 {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Mammoth}}: +15 Melee Damage => +20 {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Mammoth}}: +15 Melee Damage => +20 {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Mammoth}}: Price increased (115 => 130) {{Color|color=cream|text=(Tweak)}}
*{{MiniIconbox|Mammoth}}: Price increased (115 => 130) {{Color|color=pastelred|text=(Nerf)}}
*{{MiniIconbox|Medikit}}: +2 HP Regeneration every 5 seconds until the end of the wave {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Medikit}}: +2 HP Regeneration every 5 seconds until the end of the wave {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Medikit}}: Price increased (90 => 95) {{Color|color=cream|text=(Tweak)}}
*{{MiniIconbox|Medikit}}: Price increased (90 => 95) {{Color|color=pastelred|text=(Nerf)}}
*{{MiniIconbox|Night Goggles}}: -2 Armor => -1 {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Night Goggles}}: -2 Armor => -1 {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Octopus}}: +5 HP Regeneration {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Octopus}}: +5 HP Regeneration {{Color|color=pastelgreen|text=(Buff)}}
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*{{MiniIconbox|Potato}}: +3% Damage => +5% {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Potato}}: +3% Damage => +5% {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Potato}}: +5% Attack Speed {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Potato}}: +5% Attack Speed {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Potato}}: Price increased (85 => 95) {{Color|color=cream|text=(Tweak)}}
*{{MiniIconbox|Potato}}: Price increased (85 => 95) {{Color|color=pastelred|text=(Nerf)}}
*{{MiniIconbox|Ricochet}}: -35% Damage => -25% {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Ricochet}}: -35% Damage => -25% {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Ricochet}}: Price increased (100 => 110) {{Color|color=cream|text=(Tweak)}}
*{{MiniIconbox|Ricochet}}: Price increased (100 => 110) {{Color|color=pastelred|text=(Nerf)}}
*{{MiniIconbox|Robot Arm}}: -3 HP Regeneration => -2 {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Robot Arm}}: -3 HP Regeneration => -2 {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Robot Arm}}: -3% Life Steal => -2% {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Robot Arm}}: -3% Life Steal => -2% {{Color|color=pastelgreen|text=(Buff)}}
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*{{MiniIconbox|Wolf Helmet}}: +8 Elemental Damage => +10 {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Wolf Helmet}}: +8 Elemental Damage => +10 {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Wolf Helmet}}: +15 Luck => +20 {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Wolf Helmet}}: +15 Luck => +20 {{Color|color=pastelgreen|text=(Buff)}}
*{{MiniIconbox|Wolf Helmet}}: Prince increased (80 => 90) {{Color|color=cream|text=(Tweak)}}
*{{MiniIconbox|Wolf Helmet}}: Prince increased (80 => 90) {{Color|color=pastelred|text=(Nerf)}}


== Enemies ==
== Enemies ==

Revision as of 12:52, 23 June 2023

Where appropriate, coloured text shows the following: (Buff) (Nerf) (Tweak) (Bug Fix).

Overview

Challenges

Icon Name Requirements Unlock Unlock Type
Bait.png Baited Get 2 Bait during a run Fisherman.png Fisherman Character
Tree.png Forest Finish a wave with 10 or more living trees Cryptid.png Cryptid Character
Crown.png Bourgeoisie Get 3 tier IV weapons at once King.png King Character
Book.png Student Reach level 20 Apprentice.png Apprentice Character
Gummy Berserker.png Reckless Finish a wave with 1 HP Golem.png Golem Character
Metal Detector.png Scavenger Get 10 different tier I items during a run Renegade.png Renegade Character
Apprentice.png Apprentice Finish a run with Apprentice Fighting Stick.png Fighting Stick Weapon
Cryptid.png Cryptid Finish a run with Cryptid Claw.png Claw Weapon
Fisherman.png Fisherman Finish a run with Fisherman Lure.png Lure Item
Golem.png Golem Finish a run with Golem Stone Skin.png Stone Skin Item
King.png King Finish a run with King Excalibur.png Excalibur Item
Renegade.png Renegade Finish a run with Renegade Fairy.png Fairy Item

Characters

New Characters

6 new characters: Apprentice.png Apprentice / Fisherman.png Fisherman / Cryptid.png Cryptid / Golem.png Golem / King.png King / Renegade.png Renegade

Apprentice.png

Apprentice
Character
  • +2 Melee Damage when you level up
  • +1 Ranged Damage when you level up
  • +1 Elemental Damage when you level up
  • +1 Engineering Damage when you level up
  • -2 Max HP when you level up

Cryptid.png

Cryptid
Character
  • More trees spawn (+6)
  • Gain 12 material and XP for every living tree at the end of a wave
  • +3 HP Regeneration for every current living tree
  • Dodge is capped at 70%
  • +3 Attack Speed until the end of the wave when you dodge an attack
  • -100 % Life Steal
  • -100 Range
  • -50% materials dropped from enemies

Fisherman.png

Fisherman
Character
  • +20 Harvesting
  • Shops always sell a Bait
  • -95% Bait price
  • +2 Harvesting for every 1 Bait you have
  • Baits make some special enemies spawn throughout all future waves
  • -50% materials dropped from enemies

Golem.png

Golem
Character
  • +20 Max HP
  • Max HP modifications are increased by 33%
  • Armor modifications are increased by 33%
  • +40 % Attack Speed when you have less than 50% health
  • +20 % Speed when you have less than 50% health
  • You can't heal in any way

King.png

King
Character
  • +50 Luck
  • +25 % Damage for every Tier IV weapon you have
  • +25% Attack Speed for every Tier IV weapon you have
  • +5 Max HP for every different Tier IV item you have
  • -15% Damage for every Tier 1 weapon you have
  • -15% Attack Speed for every Tier 1 weapon you have
  • -2% Max HP for every Tier 1 weapon you have
  • UNLISTED BONUS: Starting weapon is Tier II

Renegade.png

Renegade
Character
  • +2 projectiles
  • Projectiles pierce through 1 additional target
  • +10 % Damage for every different Tier I item you have
  • You can't equip melee weapons
  • -400 % Damage
  • -50 % accuracy
  • % Damage modifications are reduced by 80%

Changes to Characters

  • Jack.png Jack: +50% damage against bosses => +75% (Buff)
  • Mage.png Mage: +5 Elemental Damage => +0 (Nerf)

Changes to Starting Weapons

Weapons

New Weapons

7 new weapons: Claw.png Claw / Fighting Stick.png Fighting Stick / Chain Gun.png Chain Gun / Drill.png Drill / Excalibur.png Excalibur / Gatling Laser.png Gatling Laser / Scythe.png Scythe

Note: If the tier buttons aren't working, please use Ctrl+F5 to refresh your browser's scripts

Tier 1 Tier 2 Tier 3 Tier 4

Claw.png

Claw
Unarmed, Precise
  • Damage: 5 (15%Attack Speed.png 50%Melee Damage.png)
  • Critical: x2 (10% chance)
  • Cooldown: 0.78s
  • Knockback: 2
  • Range: 150 (Melee)

Claw.png

Claw II
Unarmed, Precise
  • Damage: 10 (20%Attack Speed.png 50%Melee Damage.png)
  • Critical: x2.15 (15% chance)
  • Cooldown: 0.74s
  • Knockback: 2
  • Range: 150 (Melee)

Claw.png

Claw III
Unarmed, Precise
  • Damage: 15 (25%Attack Speed.png 50%Melee Damage.png)
  • Critical: x2.3 (20% chance)
  • Cooldown: 0.69s
  • Knockback: 2
  • Range: 150 (Melee)

Claw.png

Claw IV
Unarmed, Precise
  • Damage: 25 (30%Attack Speed.png 50%Melee Damage.png)
  • Critical: x2.5 (25% chance)
  • Cooldown: 0.61s
  • Knockback: 2
  • Range: 150 (Melee)

Claw.png

Claw
Unarmed, Precise
  • Unlock:
  • Finish a run with Cryptid
 I 
 II 
 III 
 IV 
Locked Icon.png

Fighting Stick.png

Fighting Stick
Primitive, Medieval
  • Damage: 10 (75% Level.png 50% Melee Damage.png)
  • Critical: x1.5 (3% chance)
  • Cooldown: 1.42s
  • Knockback: 0
  • Range: 175 (Melee)
  • Alternates between thrusting and sweeping attacks

Fighting Stick.png

Fighting Stick II
Primitive, Medieval
  • Damage: 15 (85% Level.png 65% Melee Damage.png)
  • Critical: x1.5 (3% chance)
  • Cooldown: 1.25s
  • Knockback: 0
  • Range: 175 (Melee)
  • Alternates between thrusting and sweeping attacks

Fighting Stick.png

Fighting Stick III
Primitive, Medieval
  • Damage: 20 (100% Level.png 80% Melee Damage.png)
  • Critical: x1.5 (3% chance)
  • Cooldown: 1.09s
  • Knockback: 0
  • Range: 175 (Melee)
  • Alternates between thrusting and sweeping attacks

Fighting Stick.png

Fighting Stick IV
Primitive, Medieval
  • Damage: 30 (125% Level.png 100% Melee Damage.png)
  • Critical: x1.5 (3% chance)
  • Cooldown: 0.92s
  • Knockback: 0
  • Range: 175 (Melee)
  • Alternates between thrusting and sweeping attacks

Fighting Stick.png

Fighting Stick
Primitive, Medieval
  • Unlock:
  • Finish a run with Apprentice
 I 
 II 
 III 
 IV 
Locked Icon.png

Chain Gun.png

Chain Gun
Legendary, Gun
  • Damage: na
  • Cooldown: na
  • Range: na
  • Cooldown is 4.4s every 100 shots

Chain Gun.png

Chain Gun II
Legendary, Gun
  • Damage: na
  • Range: na
  • Cooldown is 4.4s every 100 shots

Chain Gun.png

Chain Gun III
Legendary, Gun
  • Damage: na
  • Range: na
  • Cooldown is 4.4s every 100 shots

Chain Gun.png

Chain Gun IV
Legendary, Gun
  • Damage: 3x3 (Ranged Damage.png Engineering Stat.png)
  • Critical: x2 (3% chance)
  • Cooldown: 0.07s
  • Knockback: 5
  • Range: 500 (Ranged)
  • Piercing: 1 (-50% damage)
  • Cooldown is 4.4s every 100 shots
 I 
 II 
 III 
 IV 

Drill.png

Drill
Legendary, Precise
  • Damage: XX
  • 100% chance to gain 1 material when killing an enemy with a critical hit
  • +10 % Attack Speed every 5 seconds until the end of the wave

Drill.png

Drill II
Legendary, Precise
  • Damage: XX
  • 100% chance to gain 1 material when killing an enemy with a critical hit
  • +10 % Attack Speed every 5 seconds until the end of the wave

Drill.png

Drill III
Legendary, Precise
  • Damage: XX
  • 100% chance to gain 1 material when killing an enemy with a critical hit
  • +10 % Attack Speed every 5 seconds until the end of the wave

Drill.png

Drill IV
Legendary, Precise
  • Damage: 10 (Melee Damage.png, Engineering Stat.png)
  • Critical: x2.5 (50% chance)
  • Cooldown: 0.45s
  • Knockback: 1
  • Range: 100 (Melee)
  • 100% chance to gain 1 material when killing an enemy with a critical hit
  • +10 % Attack Speed every 5 seconds until the end of the wave
 I 
 II 
 III 
 IV 

Excalibur.png

Excalibur
Legendary, Blade
  • Damage: na
  • Alternates between thrusting and sweeping attacks
  • -3 Armor for every weapon you have

Excalibur.png

Excalibur II
Legendary, Blade
  • Damage: na
  • Alternates between thrusting and sweeping attacks
  • -3 Armor for every weapon you have

Excalibur.png

Excalibur III
Legendary, Blade
  • Damage: na
  • Alternates between thrusting and sweeping attacks
  • -3 Armor for every weapon you have

Excalibur.png

Excalibur IV
Legendary, Blade
  • Damage: 200 (200% Melee Damage.png 200% Max HP.png)
  • Critical: x2.5 (10% chance)
  • Cooldown: 0.66s
  • Knockback: 5
  • Range: 200 (Melee)
  • Alternates between thrusting and sweeping attacks
  • -3 Armor for every weapon you have

Excalibur.png

Excalibur
Legendary, Blade
  • Unlock:
  • Finish a run with King
 I 
 II 
 III 
 IV 
Locked Icon.png

Gatling Laser.png

Gatling Laser
Legendary, Heavy
  • Knockback: XX
  • Range: XX

Gatling Laser.png

Gatling Laser II
Legendary, Heavy
  • Knockback: XX
  • Range: XX

Gatling Laser.png

Gatling Laser III
Legendary, Heavy
  • Knockback: XX
  • Range: XX

Gatling Laser.png

Gatling Laser IV
Legendary, Heavy
  • Damage: 10 (Ranged Damage.png)
  • Critical: x3 (10% chance)
  • Cooldown: 0.07s
  • Knockback: 5
  • Range: 500 (Ranged)
  • Piercing: 3 (-50% damage)
 I 
 II 
 III 
 IV 

Scythe.png

Scythe
Legendary, Ethereal

Scythe.png

Scythe II
Legendary, Ethereal

Scythe.png

Scythe III
Legendary, Ethereal

Scythe.png

Scythe IV
Legendary, Ethereal
  • Damage: 150 (100%Melee Damage.png)
  • Critical: x2 (3% chance)
  • Cooldown: 0.72s
  • Knockback: 2
  • Range: 250 (Melee)
  • Lifesteal: 100%
  • You take 3 damage per second (does not give invulnerability time)
  • +3 % Damage when you take damage until the end of the wave
 I 
 II 
 III 
 IV 

The new Tier I weapons can be used by the following characters:

New Weapon Classes

One new weapon class has been added: Legendary. Each level after 1 reduces your Max HP.

  1. ---
  2. -20 Max HP
  3. -40 Max HP
  4. -80 Max HP
  5. -100 Max HP

This new weapon class is applied to all the new Tier IV weapons:

  • Chain Gun.png Chain Gun
  • Drill.png Drill
  • Excalibur.png Excalibur
  • Gatling Laser.png Gatling Laser
  • Scythe.png Scythe

Changes to Weapons

Items

New Items

7 new items:

  • Clover.png Clover
  • Fairy.png Fairy
  • Lure.png Lure
  • Pocket Factory.png Pocket Factory
  • Shackles.png Shackles
  • Sharp Bullet.png Sharp Bullet
  • Stone Skin.png Stone Skin

Note: Clover already existed in the game files, but was not usable due to a bug.

✔️

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 🏷️

Sharp Bullet.png

Sharp Bullet
Unique
  • Projectiles pierce through 1 additional target
  • -20% Piercing Damage
  • -5 % Damage

Lure.png

Lure
Item
  • +3 HP Regeneration
  • 2 additional loot aliens appear during the next wave

Pocket Factory.png

Pocket Factory
Unique
  • +2 Engineering
  • Killing a tree spawns a turret

Clover.png

Clover
Item
  • +20 Luck
  • +6% Dodge
  • -2% Life Steal

Fairy.png

Fairy
Unique
  • +1 HP Regeneration for every different Tier I item you have
  • -2 HP Regeneration for every different Tier IV item you have

Shackles.png

Shackles
Unique
  • +8 HP Regeneration
  • +8 Engineering
  • +80 Range
  • Your Speed is capped at its current value

Stone Skin.png

Stone Skin
Unique
  • +1 Max HP for every 1 permanent Armor you have
  • -2 Armor

Changes to Items

Enemies

New Elites

There are 5 new Elites.

Changes to Enemies

  • Reduced the number of enemies spawned by the alien mom elite in its second phase (Buff)
  • Reduced the number of projectiles shot by the demon elite in its third phase (Buff)
  • Special fish enemies' collision box size increased (Tweak)
  • Tweaked attack patterns of the bat/demon elite (Tweak)
  • Acid junky enemies: 20 base health => 15
  • A flying enemy now appears on wave 3 on danger 2+
  • Bosses health: 28,000 + 100 per wave => 15,000 + 750 per wave
  • Enemies spawned by elites and bosses are now affected by modifiers to the number of enemies

Endless

  • The health of enemies in endless mode now increases slightly faster (Nerf)
  • The rate of consumables' drops in endless mode now decreases a lot slower (Buff)
  • The speed of enemies in endless mode now increases slower (Buff)
  • Endless Harvesting decrease: 10% => 20% (Nerf)
  • Endless materials drops now decrease slower and cap higher (Buff)
  • Endless shop and rerolling prices now increase a lot slower (Buff)

Misc

  • Runs with modified accessibility options that end up at 100% are now displayed as 100% runs instead of being the same as default runs (Tweak)
  • Tweaked the number of trees spawning to be more consistent when having bonuses to trees (Tweak)
  • A button now appears in wave 19's shop to switch a normal run into an endless run
  • Added next wave's number in the "go" button in the shop
  • The wave number displayed on the shop now corresponds to the current wave and not the next one
  • Changed Lumberjack Shirt.png Lumberjack challenge icon:
    • The old icon was from the Tree.png Tree item, which is now used for the Tree.png Forest challenge instead.
    • The new icon is from the Lumberjack Shirt.png Lumberjack Shirt item.
  • Changed the max number of structures on the map at once, from 50 to 100 (Buff)

Fixes

  • Fixed a bug where Recycling Machine.png Recycling Machine wasn't displaying the materials gained from recycling items found in crates
  • Fixed a bug where Chunky.png Chunky was tagged for HP Regeneration instead of Luck
  • Fixed a bug where Improved Tools.png Improved Tools were tagged for Elemental Damage instead of Engineering
  • Fixed a bug where enemies spawned by other normal enemies were also affected by modifiers to the number of enemies
  • Fixed a bug where the experience gained by Harvesting could make the XP bar overflow
  • Fixed a bug where characters were considered as items for some effects
  • Fixed a bug where the Clover.png Clover item was not spawning.
  • Fixed a bug where "Damage" modifications were not affecting the "% Damage against bosses" secondary stat
  • Fixed a bug where one less elite was spawning after wave 101 than the intended number
  • Changed the Japanese translation for "Elemental" from "基本" to "属性" (as requested by Lily on Discord)