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.
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% |