
Archaeologist build
- 4 dig sites appear on the map each wave, stay on one for 5 to 6 seconds to dig up a crate
- Gain 75% more materials from recycling crates
- +3% XP Gain for every crate collected
- +25% pickup range
- -50% materials dropped from enemies
Unlock and starting weaponsOpen Combat Shotgun in the calculatorArchaeologist on Nightmare
How players win with Archaeologist Community consensus
Meat Tenderizer with HP Regeneration while working the dig sites; the item that recycles for more materials completes the economy. Early waves are slow because there is little time to dig.
- Primal Dread Nightmare Mode Guide (jldark89) (2026-11-07): Posted after Update 1.2; Nightmare difficulty. Mentions Mech being nerfed in a beta at the time of writing.
Summarised in our own words on 13 November 2026; check the patch date of each source against PC 1.2.
Weapons Archaeologist boosts most Computed from rules
Archaeologist: ordered by how much Archaeologist's modifiers raise each weapon's damage compared with a character without modifiers, then by damage per second; weapons Archaeologist doesn't boost fall back to raw DPS. Reference profile: Archaeologist's own stats plus 20 points bought in the weapon's main scaling stat, both multiplied by Archaeologist's modifiers; one weapon, its highest tier, no items, single target, every projectile hits. 89 of 95 equippable weapons scale with a stat Archaeologist can raise.
| # | Weapon | Boost | DPS | Main stat | Hit | Cooldown |
|---|---|---|---|---|---|---|
| 1 | Combat Shotgun IV | ×1 | 350.6 | Ranged Damage | 32 ×8 | 0.75 s |
| 2 | Machine Gun IV | ×1 | 250.7 | Ranged Damage | 22 | 0.09 s |
| 3 | Minigun IV | ×1 | 228.9 | Ranged Damage | 20 | 0.09 s |
| 4 | Obliterator IV | ×1 | 223.2 | Ranged Damage | 700 | 3.23 s |
| 5 | Flaming Brass Knuckles IV | ×1 | 170.3+ burn 7×18 | Melee Damage | 100 | 0.59 s |
| 6 | Power Fist IV | ×1 | 170.3 | Melee Damage | 100 | 0.59 s |
| 7 | SMG IV | ×1 | 160.8 | Ranged Damage | 24 | 0.15 s |
| 8 | Double Barrel Shotgun IV | ×1 | 149.4 | Ranged Damage | 29 ×6 | 1.20 s |
| 9 | Fist IV | ×1 | 143.1 | Melee Damage | 84 | 0.59 s |
| 10 | Revolver IV | ×1 | 138.5 | Ranged Damage | 80 | 0.59 s |
Starting weapons by the same measure
Knife#12 of 89, 134.9 DPS at tier IV
Hatchet#20 of 89, 106.3 DPS at tier IV
Taser#21 of 89, 104.1 DPS at tier IV
Blowgun#27 of 89, 93.2 DPS at tier IV
Meat Tenderizer#31 of 89, 85.9 DPS at tier IV
Shovel#36 of 89, 77.1 DPS at tier IV
Whip#40 of 89, 69.9 DPS at tier IV
Carbon Bow#49 of 89, 63.2 DPS at tier IV
Cacti Club#52 of 89, 60.6 DPS at tier IV
Rail Gun#53 of 89, 60.1 DPS at tier IV
Tranq Rifle#55 of 89, 59.1 DPS at tier IV
Chopper#58 of 89, 56.2 DPS at tier IV
Quarterstaff#59 of 89, 55.2 DPS at tier IV
Pan Flute#61 of 89, 54.3 DPS at tier IV
Flail#62 of 89, 54.2 DPS at tier IV
Sticky Grenade#69 of 89, 41.8 DPS at tier IV
Slingshot#78 of 89, 33.7 DPS at tier IV
Sharp Tooth#80 of 89, 31.8 DPS at tier IV
Crowbar#81 of 89, 31.1 DPS at tier IV
Stick#83 of 89, 29.8 DPS at tier IV
Molotov Cocktail#87 of 89, 19.6 DPS at tier IV
Legendary-only weapons
These exist only at tier IV, cost a Legendary shop slot and carry the Legendary set penalty of −20 Max HP per weapon of the class. At the same profile: Chain Gun 722.9 DPS; Gatling Laser 493.2 DPS; Excalibur 418.2 DPS; Scythe 243.2 DPS.
Items for the stats this build buys Computed from item data
Ranked by points per base material after Archaeologist's multiplier; prices rise each wave. Downsides are listed because they hit other stats.
Ranged Damage main stat of the top weapons
Items that use Archaeologist's effects
4 dig sites appear on the map each wave, stay on one for 5 to 6 seconds to dig up a crate
Bag+15 materials when you pick up a crate; -1% Speed
Dig Site1 dig site appears every 3 waves, stay on it for 5 to 6 seconds to dig up a crate; -3 Luck
Pearl+1% Damage for every permanent 10 Luck you have; +3% chance of finding an extra Pearl in a crate
Treasure Map+20% chance of finding an extra item in a crate
+3% XP Gain for every crate collected
Scar+20% XP Gain; -8 Range
Black Belt+25% XP Gain; +3 Melee Damage; +3 Knockback; -8 Luck
Celery Tea+5% XP Gain at the end of a wave; +50% XP Gain during the next wave; +100% Enemy health during the next wave
Barnacle+35% stats gained from level upgrades; +1 Curse when you level up
Bean Teacher+50% XP Gain; -2% Life Steal
Peacock+25% XP Gain; +100% XP Gain during the next wave; +50% Enemy damage during the next wave
Diploma+10 Engineering; +50% XP Gain; -3 Max HP
What the modifiers change Computed from rules
Archaeologist has no stat multiplier, so the weapon decides the stat. At the reference profile the highest single-target damage comes from Combat Shotgun IV (350.6 DPS).
- crate collected → XP Gain
- +3% XP Gain for every crate collected.
Assumptions and method
- Damage per hit = round(trunc(base + Σ stat × scaling) × (1 + %Damage/100 + class %Damage/100)); crits average in as chance × round(hit × multiplier). Formulas are datamined from the game code; weapon numbers come from the game-file tables.
- Cooldown is the tooltip value, which includes the attack animation. Reload weapons average the long cooldown over its shot count. Attack Speed divides the tooltip, an approximation: the game divides only the cooldown frames.
- Not modelled: pierce, bounce, explosion splash, knockback, on-hit and kill-count effects, structures, and how often the weapon actually reaches enemies. Multi-projectile weapons assume every projectile hits the same target, which favours shotguns.
- Version: Brotato PC 1.2 with the 12 November 2026 patch. Reviewed .















