Bonuses¶
Bonuses are pickup items that spawn from creature deaths. Walking within 26 units of one collects it instantly. There are 14 types: some grant a timed effect, some fire a one-shot burst, and some give a passive reward.
All timed durations listed below are base values. Bonus Economist multiplies every timed duration by 1.5.
1. Points¶
Adds experience directly. Amount is either 500 or 1000 (roughly 3-in-8 chance for 1000). Points from this bonus are not affected by Double Experience.
2. Energizer¶
Duration: 8 seconds. Drop rate: 0.01% (1-in-10368), by far the rarest bonus.
Creatures with less than 500 max HP flee from the player (reversed heading). Creatures with less than 380 max HP that come within 20 units are eaten on contact, dying instantly and awarding XP. Contact damage from creatures is disabled while Energizer is active.
3. Weapon¶
Assigns a random unlocked weapon. If the player has Alternate Weapon and the second slot is empty, the weapon goes into the second slot instead. Equipping a weapon resets ammo to full clip, clears reload state, and resets shot cooldown.
When a Weapon bonus spawns within 56 units of a player, it is converted into a 100-point bonus instead. Weapon bonuses are suppressed entirely when My Favourite Weapon is active.
4. Weapon Power Up¶
Duration: 10 seconds.
Shot cooldown decays 50% faster (×1.5 recovery rate) and reload time is reduced to 60% of base. On pickup, ammo is refilled, reload is cancelled, and shot cooldown is reset to zero.
5. Nuke¶
Instant. Spawns 4–7 pistol projectiles and 2 gauss projectiles in random directions from the pickup point, each with randomized speed. Deals explosion damage to all creatures within 256 units: (256 − distance) × 5. Shakes the camera.
Kills from the explosion do not spawn further bonuses.
6. Double Experience¶
Duration: 6 seconds.
All XP from creature kills is doubled while active.
7. Shock Chain¶
Instant. Fires an Ion Rifle projectile at the nearest creature. On hit, the projectile chains to the next nearest creature (minimum 100 units away), up to 32 links total. There is no range limit per link beyond the minimum distance, so chains can cross the entire arena.
A new Shock Chain cannot spawn while a previous chain is still active.
8. Fireblast¶
Instant. Fires 16 Plasma Rifle projectiles in an evenly spaced radial ring (22.5° apart) from the pickup point.
Kills from the burst do not spawn further bonuses.
9. Reflex Boost¶
Duration: 3 seconds.
Slows the entire game world to 30% speed (×0.3 time scale). During the final second the scale ramps linearly back to 1.0. Player movement is compensated so you move at ×2 relative to the slowed world. On pickup, all players have their ammo refilled and reload cancelled.
10. Shield¶
Duration: 7 seconds. Per-player timer.
Blocks all incoming damage (contact, projectile, and self-damage from perks like Ammunition Within) for the duration. The shield is purely time-based and does not expire on hit.
In co-op, each player has an independent shield timer.
11. Freeze¶
Duration: 5 seconds.
All creatures stop moving and stop attacking. A new Freeze cannot spawn while a previous Freeze is still active.
12. MediKit¶
Instant. Restores 10 HP (capped at 100). No effect if already at full health. Suppressed from the drop pool when Death Clock is active.
13. Speed¶
Duration: 8 seconds. Per-player timer.
The player's base speed multiplier is 2.0. Speed adds 1.0, bringing it to 3.0 — a 50% boost. In co-op, each player has an independent speed timer.
14. Fire Bullets¶
Duration: 5 seconds. Per-player timer.
Overrides the player's projectiles with fire-type pellets. Pellet count is determined by the current weapon. On pickup, ammo is refilled, reload is cancelled, and shot cooldown is reset to zero.
In co-op, each player has an independent Fire Bullets timer.
For a detailed comparison of Fire Bullets behavior across game versions, see Fire Bullets 1.9.8 vs 1.9.93.
Drop mechanics¶
Each creature kill has an 11.1% base chance (1-in-9) to spawn a bonus. When that roll fails and Bonus Magnet is active, a second chance roll gives a 10% (1-in-10) chance.
When the player is holding the Pistol, there is a 75% (3-in-4) chance to force a Weapon bonus instead of the normal roll. This stacks with Bonus Magnet.
Once a bonus is determined to spawn, the type is selected from a weighted distribution:
| Bonus | Weight | Chance |
|---|---|---|
| Weapon | 1343 | 12.95% |
| Weapon Power Up | 1280 | 12.35% |
| Nuke | 1152 | 11.11% |
| Points | 832 | 8.02% |
| Double Experience | 640 | 6.17% |
| Shock Chain | 640 | 6.17% |
| Fireblast | 640 | 6.17% |
| Reflex Boost | 640 | 6.17% |
| Shield | 640 | 6.17% |
| Freeze | 640 | 6.17% |
| MediKit | 640 | 6.17% |
| Speed | 640 | 6.17% |
| Fire Bullets | 640 | 6.17% |
| Energizer | 1 | 0.01% |
If the selected type is suppressed (see below), the game rerolls up to 100 times, then falls back to Points.
Suppression rules¶
- Shock Chain: rerolled if a chain is already active.
- Freeze: rerolled if Freeze timer is already active.
- Shield: rerolled if any player has an active shield.
- Weapon: rerolled if My Favourite Weapon is active, or if a Fire Bullets bonus is already sitting in the pickup pool.
- MediKit: rerolled if Death Clock is active.
- Nuke: suppressed in quests 2.10, 4.10, 5.10, and also 3.10 on hardcore.
- Freeze: suppressed in quest 4.10, and also 2.10 on hardcore.
Spawn constraints¶
- Maximum 16 bonuses on screen at once.
- Minimum 32 units between bonuses.
- Unpicked bonuses vanish after 10 seconds (never in tutorial).
- Bonuses must spawn at least 32 pixels from the world edge.
Mode availability¶
- Survival: full bonus system active.
- Quest: full bonus system active, with stage-specific Nuke/Freeze suppression on certain quests.
- Rush: bonuses completely disabled.
- Typ-o-Shooter: bonuses completely disabled. Weapon Power Up and Reflex Boost timers are also cleared every frame.
- Tutorial: normal spawning disabled. The tutorial script places specific bonuses at fixed stages: Speed, Weapon, Double Experience, Nuke, Reflex Boost.