Bloody Tome: Difference between revisions
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→Synergies: Higher damage = less hits to kill. Damage tome (and Precision tome which ya'll other writers are sleeping on it seems) is not a real synergy and if anything may be considered an anti-synergy. |
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== Synergies == | == Synergies == | ||
* '''[[Cooldown Tome]] / [[Quantity Tome]]''' & | * '''[[Cooldown Tome]] / [[Quantity Tome]]''' & naturally fast firing or area of effect weapons: More hits → more healing procs. | ||
* '''[[Armor Tome]] / [[Shield Tome]]:''' Mitigation + self-heal allows longer engagements. | * '''[[Armor Tome]] / [[Shield Tome]]:''' Mitigation + self-heal allows longer engagements. | ||
* '''[[Cursed Tome]]:''' Higher enemy density creates more opportunities to proc lifesteal. | * '''[[Cursed Tome]]:''' Higher enemy density creates more opportunities to proc lifesteal. | ||
Revision as of 04:55, 28 October 2025
The Bloody Tome is a sustain-focused Tome in Megabonk that provides lifesteal on hit. It excels in rapid-hit builds, converting frequent attacks into steady healing throughout a run.
Overview
- Stat: Lifesteal
- Base upgrade per level: +10%
- Max level: 99
- Category: Sustain / Recovery
Effects
- Each level increases the chance to heal 1 HP when you hit an enemy.
- Above 100% lifesteal chance, healing for 1 HP becomes guaranteed, with an additional chance to heal up to a total of 2 HP on a single hit.
| Common | Uncommon | Rare | Epic | Legendary |
|---|---|---|---|---|
| 10% | 12% | 14% | 16% | 20% |
How to Unlock
- Unlock requirement: Kill 12,500 enemies.
Synergies
- Cooldown Tome / Quantity Tome & naturally fast firing or area of effect weapons: More hits → more healing procs.
- Armor Tome / Shield Tome: Mitigation + self-heal allows longer engagements.
- Cursed Tome: Higher enemy density creates more opportunities to proc lifesteal.
Strategy Tips
- Prioritize on melee and high-tick-rate builds.
- Combine with area or duration effects to blanket crowds and sustain through chip damage.
- Don’t neglect mitigation—lifesteal shines when you can safely stay in range to keep hitting.
Notes
- Actual sustain depends on hit frequency and enemy density.
- Over-healing does not stack beyond current missing HP.
