Shop odds and prices
With 0 Luck the Brotato 1.1.15.4 shop can first offer Tier II at wave 2, Tier III at wave 4 and Tier IV at wave 8. At wave 20 a slot is Tier I 40%, II 35%, III 22%, IV 3%. Prices rise by the wave plus 10% of the base price per wave; the first reroll costs 1 at wave 1 and 23 at wave 20.
Your own Luck and wave: shop odds calculator
Tier chance per shop slot (0 Luck)
| Wave | Tier I | Tier II | Tier III | Tier IV |
|---|---|---|---|---|
| 1 | 100% | — | — | — |
| 2 | 94% | 6% | — | — |
| 3 | 88% | 12% | — | — |
| 4 | 82% | 16% | 2% | — |
| 5 | 76% | 20% | 4% | — |
| 6 | 70% | 24% | 6% | — |
| 7 | 64% | 28% | 8% | — |
| 8 | 58% | 32% | 9.8% | 0.2% |
| 9 | 52% | 36% | 11.5% | 0.5% |
| 10 | 46% | 40% | 13.3% | 0.7% |
| 11 | 40% | 44% | 15.1% | 0.9% |
| 12 | 40% | 42% | 16.8% | 1.2% |
| 13 | 40% | 40% | 18.6% | 1.4% |
| 14 | 40% | 38% | 20.4% | 1.6% |
| 15 | 40% | 36% | 22.2% | 1.8% |
| 16 | 40% | 35% | 22.9% | 2.1% |
| 17 | 40% | 35% | 22.7% | 2.3% |
| 18 | 40% | 35% | 22.5% | 2.5% |
| 19 | 40% | 35% | 22.2% | 2.8% |
| 20 | 40% | 35% | 22% | 3% |
How this is worked out
For each tier from IV down: chance = base + (wave − 1 − minimum wave) × bonus per wave, times (1 + Luck ÷ 100), capped. One random number decides, so a tier's real share is its chance minus the next tier up's. The game's numbers:
- Tier I: base 1, from wave 1 +0 a wave, at most 1
- Tier II: base 0, from wave 1 +0.06 a wave, at most 0.6
- Tier III: base 0, from wave 3 +0.02 a wave, at most 0.25
- Tier IV: base 0, from wave 7 +0.0023 a wave, at most 0.08
singletons/item_service.gd: get_tier_from_wave, reset_tiers_data.
Price by wave
| Base price | Wave 1 | Wave 5 | Wave 10 | Wave 15 | Wave 20 |
|---|---|---|---|---|---|
| 10 | 12 | 20 | 30 | 40 | 50 |
| 25 | 28 | 42 | 60 | 77 | 95 |
| 50 | 56 | 80 | 110 | 140 | 170 |
| 75 | 83 | 117 | 160 | 202 | 245 |
| 100 | 111 | 155 | 210 | 265 | 320 |
How this is worked out
Price = (base + wave + base × wave × 0.1), rounded down, then × (1 + items price % ÷ 100) — singletons/item_service.gd get_value.
Reroll cost
| Wave | Reroll 1 | Reroll 2 | Reroll 3 | Reroll 4 | Reroll 5 |
|---|---|---|---|---|---|
| 1 | 1 | 2 | 3 | 4 | 5 |
| 5 | 5 | 7 | 9 | 11 | 13 |
| 10 | 11 | 15 | 19 | 23 | 27 |
| 15 | 17 | 23 | 29 | 35 | 41 |
| 20 | 23 | 31 | 39 | 47 | 55 |
How this is worked out
Step = max(1, 0.4 × wave) rounded down; reroll n costs (0.75 × wave rounded down) + step × n — singletons/item_service.gd get_reroll_price.