There are a few types of pickups in Enter the Gungeon. Pickups can be acquired in a variety of ways, such as completing rooms, purchasing them from Shops, finding them in Chests, destroying chests, and defeating Bosses.
Upon clearing a room, there is a chance that ammo may spawn. If the player has any gun that does not have infinite ammo, the chances of getting ammo are equal to the floor's ammo chance (in the table below), multiplied by 1.5 if you are playing in co-op, and multiplied by 1+(curse/20). There is a 50% chance that this generated ammo is regular ammo, and a 50% chance that the ammo is spread ammo.
|Floor||/ / /||/ /|
There is an additional 20% chance (30% in co-op) that a pickup spawns upon clearing a room, selected randomly from the weighted loot table below.
Glass Guon Stone
Shells (also referred to as casings or coins) are the game's main form of currency, and are often dropped by enemies upon their death. They stay on the ground until retrieved or until combat finishes, at which point they will slide across the floor to the player. Occasionally, they can get stuck doing this and have to be collected manually. They can be used to purchase items in Shops and make wagers with various NPCs. Shells that fall into pits will reappear on top of the player, and usually be automatically collected.
Enemies that self-destruct, such as Bullats and their variants, will only drop shells if they are killed by the player.
Enemies that die from traps triggered by the player such as chandeliers or explosive barrels will give less shells.
The shells dropped by Loot Bag won't be automatically collected, and will disappear after a brief moment. The player needs to walk over them so that they can be picked up.
Hearts replenish the player's health upon picking them up. As expected, half hearts will restore half a heart of health, while full hearts heal a full heart.
The Robot cannot pick up hearts as it does not have any heart containers.
If the player has full health, they can interact with health pickups to save them for later. This health may then be picked up at a health dispenser located at the entrance to the next floor and at shops. The amount of health stored in the dispenser will be reset each floor. A drawing at the bottom left of the map (not the mini-map) indicates how many half-hearts are currently stored in the dispenser. In the Forge, hearts stored will appear in the elevator room where you first spawn. If the player picks up a full heart while missing only half a heart, the second half will not be stored.
Armor is appended to the end of the player's health bar upon pickup, and the player can carry multiple pieces of armor. Armor absorbs one hit, after which it is destroyed. Whenever armor is destroyed, a Blank is activated for free.
If the player is hit by an attack that deals more than half a heart of damage, such as a jammed bullet, only one armor will be destroyed.
Armor will be stolen by the Resourceful Rat if the player leaves the room.
Armor carries over to the past, except for the past of the Pilot.
The Old Crest will not be carried over to the past.
|Erases all enemy projectiles in the room. Pushes enemies back, and deals a small amount of damage.|
Upon use, blanks clear the entire room of bullets, prevent bullets from spawning for a short time afterwards, deal 10 damage to enemies, and knock enemies away from players.
If blanks are used in rooms connected to secret rooms, the paths will open up.
If the player has less than 2 blanks, they are replenished to 2 upon entering the next chamber. The White Guon Stone, Chaos Ammolet, Uranium Ammolet, Copper Ammolet, Lodestone Ammolet, Gold Ammolet, and Frost Ammolet each increase the number of blanks replenished by 1, to a maximum of 11 blanks.
Blanks are carried over to the past, except for the past of the Pilot.
Flynt uses keys instead of coins in exchange for his items.
Cell keys are used to open cells to free NPCs. On any floor with a cell, a cell key will drop from a random enemy on the floor (including the boss). They cannot be used as regular keys. Cell keys are automatically collected by the player if they attempt to leave them behind.
Rat keys are used to open Rat Chests and certain doors. They are obtained from the third phase of the Resourceful Rat fight. They cannot be used as regular keys. Rat Keys are automatically collected by the player if they attempt to leave them behind.
Ammo fully replenishes the player's currently held weapon's ammunition upon picking it up. Ammo cannot be picked up if the weapon the player is holding has full or infinite ammo.
Ammo will be stolen by the Resourceful Rat if the player leaves the room.
The Spread Ammo box restores 50% of the ammo of the currently held weapon and 20% to all other weapons (rounded up). It was added in the Advanced Gungeons and Draguns Update and is also stealable by the Resourceful Rat. When playing co-op, the spread ammo will give 20% ammo to all other weapons the other player has, too.
|Standard currency throughout Hegemony of Man controlled systems.
Used by the Acquisitions Department to order new guns and items for storage in the Gungeon.
Hegemony Credits are found upon:
- Defeating a boss.
- Clearing a boss without taking damage will double the amount of Hegemony Credits received. This can exceed the maximum amount of credits dropped as shown below.
- The amount is not doubled if flawlessly defeating a boss during a Rainbow Run. It is only slightly increased.
- Finishing a hunting quest.
- Rarely found upon clearing a room.
- Picking up the Briefcase of Cash.
- Finishing the tutorial for the first time.
Hegemony Credits are used to:
- Purchase items in The Breach that will show up in future runs.
- Fix shortcuts.
- Use the Boss Rush.
- Acquire the blessing of the Sorceress.
- Activate Challenge Mode.
- Unlock Tonic's yellow skin.
- Play as The Paradox.
- Play as The Gunslinger.
A total of 1804 Hegemony Credits is required to purchase every gun and item from the shops in The Breach.
The player can't obtain Hegemony Credits from bosses in a blessed run.
The amount of Hegemony Credits a boss drops is a random amount, based on its floor. The minimum and maximum values per floor are listed below:
Very early runs also have highly increased drop values above this maximum.
Hegemony Credits have their own Ammonomicon Entry, interestingly being the only item to not have an indicator of being Passive or Active.
Note that Shops inside the Gungeon itself only accept and not Hegemony Credits.