This guide is based on the mechanics in Megabonk (version 1.0.7), covering how upgrades work, the effects of rarity, and the buffs that apply to weapons and tomes. All information is structured with tables for clarity.

Megabonk 2

How Upgrades Work

Each weapon has its own list of stats that may be included in an upgrade. The included stats are chosen randomly, so different stats may appear if an upgrade is skipped. A common weapon upgrade may select one or two stats, while higher rarities always select two stats. Weapon upgrades only affect the specific weapon they are applied to.

Each tome is associated with a single stat, so upgrades include only that one stat regardless of rarity. Tomes affect the Character Stats shown in the pause menu, which influence all weapons.

Upgrades are additive. For example, a common Sword upgrade adds +2 to Damage (if included). A common Damage Tome upgrade adds +0.08x to the stat.

Some stats stack multiplicatively (e.g., a weapon's Damage is multiplied by the Damage Tome's multiplier for the final value). Others stack additively. Character Stats are modified by sources including tome upgrades, charge shrine upgrades, character initial stats, special abilities, items, and greed shrines. See the Stat Formulas section below for detailed stacking mechanics.

The Effect of Rarity

Rarity affects the size of the stat improvement via a multiplier factor. Common-rarity upgrades serve as the base, and higher rarities are calculated by multiplying the base value by the Rarity Factor.

Rarity Factor
Common 1x
Uncommon 1.2x
Rare 1.4x
Epic 1.6x
Legendary 2x

For example, Sword upgrades improve stats as follows (base common values multiplied by the Rarity Factor):

Rarity Damage Projectile Count Knockback Size
Common +2 +1 +0.5 +20%
Uncommon +2.4 +1.2 +0.6 +24%
Rare +2.8 +1.4 +0.7 +28%
Epic +3.2 +1.6 +0.8 +32%
Legendary +4 +2 +1 +40%

Which Buffs Apply

Every weapon can upgrade its Damage stat. Other buffs vary by weapon. Weapons are listed alphabetically with their upgradable stats, initial values, and common upgrade amounts (scale by Rarity Factor for higher rarities).

Tomes buff specific Character Stats, which apply globally to all weapons. Initial Tome Stats are 0 except for Damage Tome (1x). Picking up a tome provides an immediate common-rarity upgrade. The Damage Tome is multiplicative; others are likely additive.

Weapon Buffs (A-E)

Weapon Stat Initial Upgrade (Common)
Aegis Damage 10 +2
Knockback 3.0 +0.8
Projectile Count 2 +1
Size 100% +15%
Aura Damage 6 +1.4
Size 100% +14%
Axe Damage 6 +1.5
Duration 0.8s +0.08s
Projectile Count 2 +1
Size 100% +10%
Bananarang Damage 9 +2
Projectile Count 1 +1
Projectile Speed 1 +0.1
Size 100% +14%
Black Hole Damage 4 +1.3
Duration 2s +0.12s
Projectile Count 1 +1
Size 100% +13%
Blood Magic Damage 9 +1.5
Projectile Count 1 +1
Size 100% +15%
Bone Damage 11 +2.5
Knockback 1.3 +0.3
Projectile Bounces 1 +1
Projectile Count 1 +1
Projectile Speed 0.4 +0.2
Bow Crit Chance 0% +8%
Crit Damage 0% +18%
Damage 9 +1.8
Projectile Count 1 +1
Projectile Speed 1.5 +0.8
Size 1 +0.2
Chunkers Damage 12 +3
Knockback 2.5 +0.6
Projectile Count 2 +1
Projectile Speed 1.5 +0.4
Size 100% +20%
Dexecutioner Crit Chance 0% +5%
Damage 9 +2
Projectile Count 1 +1
Size 100% +20%
Dice Crit Chance 17% +10%
Crit Damage 0% +20%
Damage 0 +2
Projectile Count 1 +1
Projectile Speed 0.6 +0.2
Size 100% +15%
Dragon's Breath Damage 15 +3
Duration 1s +0.2s
Size 100% +15%

Weapon Buffs (F-Z)

Weapon Stat Initial Upgrade (Common)
Firestaff Damage 10 +2.5
Projectile Count 1 +1
Projectile Speed 0.5 +0.1
Size 100% +16%
Flamewalker Damage 5 +2
Duration 1.5s +0.18s
Projectile Count 1 +1
Size 100% +15%
Frostwalker Damage 9 +2
Duration 1.6s +0.12s
Size 100% +10%
Hero Sword Damage 11 +2
Projectile Count 1 +1
Projectile Speed 30 +4
Size 100% +15%
Katana Crit Chance 0% +8%
Crit Damage 0% +20%
Damage 11 +2.2
Projectile Count 1 +1
Size 100% +20%
Lightning Staff Damage 7 +2
Projectile Bounces 0 +1
Projectile Count 1 +1
Size 100% +20%
Mines Damage 10 +3
Duration 4s +0.4s
Projectile Count 1 +1
Size 100% +15%
Poison Flask Damage 1 +0.5
Duration 3s +1s
Projectile Count 1 +1
Projectile Speed 12 +2
Size 100% +15%
Revolver Crit Chance 5% +10%
Crit Damage 0% +20%
Damage 5 +2.5
Projectile Bounces 0 +1
Projectile Count 6 +1
Projectile Speed 2.0 +0.4
Shotgun Crit Chance 5% +7%
Damage 9 +3
Knockback 2.5 +0.4
Projectile Count 1 +1
Size 100% +15%
Slutty Rocket Crit Chance 5% +8%
Damage 11 +2
Projectile Count 1 +1
Projectile Speed 1 +0.2
Sniper Rifle Damage 22 +4
Projectile Count 1 +1
Size 100% +13%
Space Noodle Damage 10 +2
Duration 4s +0.2s
Size 100% +20%
Sword Damage 11 +2
Knockback 2 +0.5
Projectile Count 1 +1
Size 100% +20%
Tornado Damage 8 +2
Knockback 3 +0.6
Projectile Count 1 +1
Projectile Speed 20 +4
Size 100% +14%
Wireless Dagger Damage 9 +2
Duration (rare) 1.5s +0.25s
Projectile Bounces 1 +1
Projectile Count 1 +1
Projectile Speed 0.8 +0.1

(Note: Corrupted Sword data is incomplete in the source.)

Tome Buffs

Stat Character Initial Tome Tome Initial Tome Upgrade (Common) Shrine Upgrade
Max HP 100 HP Tome 0 +25 +15
HP Regen 10 Regen Tome 0 +40 +20
Overheal 0
Shield 0 Shield Tome 0 +25 +5
Armor 0% Armor Tome 0% +12% +5%
Evasion 1% Evasion Tome 0% +10% +5%
Lifesteal 0% Bloody Tome 0% +10% +6%
Thorns 0 Thorns Tome 0 +15 +5
Damage 1x Damage Tome 1x +0.08x +12%
Crit Chance 1% Precision Tome 0% +7% +5%
Crit Damage 2x
Attack Speed 100% Cooldown Tome 0% +7.5% +6%
Projectile Count 0 Quantity Tome 0 +1 +1
Projectile Bounces 0
Size 1x Size Tome 0% +10% +8%
Projectile Speed 1x Projectile Speed Tome 0% +15% +10%
Duration 1x Duration Tome 0% +15% +8%
Damage to Elites 1x +10%
Knockback 1x Knockback Tome 0% +20% +10%
Movement Speed 1x Agility Tome 0% +15% +8%
Extra Jumps 0 +1
Jump Height 7 +10%
Luck 0% Luck Tome 0% +7% +5%
Difficulty 0% Cursed Tome 0% +3.5% +8%
Pickup Range 5 Attraction Tome 0% +75% +20%
XP Gain 1x XP Tome 0% +9% +7.5%
Gold Gain 1x Golden Tome 0% +12% +7.5%
Silver Gain 1x Silver Tome 0% +12% +7.5%
Elite Spawn Increase 1x +15%
Powerup Multiplier 1x +10%
Powerup Drop Chance 1x +5%
Chaos Tome

Stat Formulas

This section details how stats are calculated and stack. Terminology:

  • Weapon Stat: Value in weapon upgrade menu (e.g., Sword Damage = 13).
  • Tome Stat: Value in tome upgrade menu (e.g., Damage Tome = 1.16x).
  • Shrine Stat: Sum of charge shrine upgrades from Shrine Logs.
  • Character Stat: Value in pause menu stats.
  • Effective Stat: Final combined value (e.g., actual damage dealt).

Upgrades stack additively on their stats.

Key Formulas

  • Damage: Multiplicative. Effective Damage = Weapon Damage * Character Damage. Character Damage = Initial Character Damage * Tome Damage * (1 + Shrine Damage).
  • Projectile Count: Additive. Effective Projectile Count = Weapon Projectile Count + Character Projectile Count. Character Projectile Count = Initial + Tome + Shrine.
  • Projectile Bounces: Not modified by tomes or shrines.
  • Size: Mixed. Effective Size = Weapon Size * Character Size. Character Size = Initial Character Size * (1 + Tome Size + Shrine Size).
  • Duration, Knockback, Projectile Speed: Likely multiplicative (Weapon Stat * Character Stat).
  • Crit Damage: Preliminary: Effective Crit Damage = (1 + Weapon Crit Damage) * Character Crit Damage * Effective Damage. Character Crit Damage = Initial * (1 + Shrine Crit Damage).
  • Pickup Range: Mixed. Character Pickup Range = Initial * (1 + Tome + Shrine).
  • Jump Height: Likely multiplicative.
  • Evasion: Additive with hyperbolic adjustment. Character Evasion = Internal Evasion / (1 + Internal Evasion). Internal = Initial + Tome + Shrine.
Internal Evasion Character Evasion
10% 9%
20% 17%
50% 33%
100% 50%
200% 67%
500% 83%
1000% 91%
2000% 95%
  • Armor: Additive with hyperbolic adjustment. Character Armor = Internal Armor / (0.75 + Internal Armor). Internal = Initial + Tome + Shrine.
Internal Armor Character Armor
10% 12%
20% 21%
50% 40%
100% 57%
200% 73%
500% 87%
1000% 93%
2000% 96%