Pickups Overview
Page Contents
This page will serve as an overview for pickups, which serve to help the player progress through the game. These are split up into four major categories; weapons to clear levels with, ammo to fuel those weapons, radiation (rads for short) to level up the player, and health drops to recover lost HP.
Levels will typically include a weapon chest, an ammo chest and a radiation canister. However, generation may sometimes bug out and fail to spawn certain chests.
7-3 will not include a radiation canister normally, while 0-1 will not have any chests at all. Secret areas have their own variants listed in the last section.
Pickups are collected by walking over them, and are not destructible in any way. The exception to this are rad cans which can be viewed as props, but are listed on this page for simplicity.
Drop Rates
Ammo and health pickups are a bit complicated, so is instead fit into the following image to better explain. This also serves as a basic summary of other non-weapon pickups, fully in-depth explanations can be found in other sections below.
This image is clickable for full view!
The enemies page outlines the exact drop rate of each enemy, though the rest of the page is a WIP.
Only 14 enemies in the game are able to drop weapons normally and are always at a fixed rate. Crown of Guns adds a flat small chance to almost any enemy, while Heavy Heart serves as a multiplier.
Rads are guaranteed to drop the same amount from enemies every time. This fixed amount is only effected by Melting's passive (+1) or Crown of Blood (-1).
Despawn Timer
Coming soon to a wasteland near you!
Ammunition
Ammo Pickups |
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Ammo Pickup![]() |
Upon collection gives a split 50% chance of giving ammo to either primary or secondary weapon. If both weapons are the same type or only one weapon is being ran, it's guaranteed to give that ammo type. If the weapon picked is already at max ammo then it will randomly give any of the five ammo types, including the one that weapon is. Ammoless melee will also roll for a random ammo type. One pickup is worth:
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Cursed Ammo Pickup![]() |
If the player is carrying two cursed weapons at a time then ammo drops have a 50% chance to become a cursed ammo drop instead. These will give 1.5 times more ammo than a normal pickup, but also despawns 3 times as fast. If these pickups despawn before they are collected, they will cause a small explosion damaging anything within proximity. This does 5 damage a frame twice for 10 damage max, which can be lethal. These pickups will never be attracted to the player, and must be walked directly over to collect even if the exit portal is open. The exception to this is Eyes' telekinesis, which can attract them. If an exit portal opens an ammo chest variant causing ammo pickups to spawn, these can also convert to cursed ammo pickups. |
Ammo Chests |
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Ammo Chest![]() |
The default chest variation, when opened it will grant 2 ammo pickups worth to the players primary weapon. If the primary weapon is full or ammoless melee, it will grant 1 of the 5 ammo types randomly, not accounting for the secondary weapon at all. If an exit portal opens within proximity of an unopened ammo chest, it will spawn two ammo pickups which will instead follow their pickup rules. |
Present Chest![]() |
Present chests have a 1 in 4 (25%) chance of replacing normal ammo chests. These grant 3 pickups worth of ammo (or 1.5 times that of an ammo chest), but only to an ammo type that's not the players current primary/secondary weapons held. If an exit portal opens a present chest it will spawn two ammo pickups just like normal ammo chests. |
IDPD Chest![]() |
IDPD chests have a 1 in 15 (~6.7%) chance of replacing normal ammo chests, but only from levels 4-1 to 7-2. This means that Desert, Sewers and Scrapyards will never spawn these chests including in loop. All secret areas can see IDPD chests in place of ammo ones due to their numbering in the games code (such as 101-1 for Oasis). These give 5 ammo pickups directly on top of the player, which means that each pickup follows the 50% chance for primary/secondary. Upon opening it will also spawn an ambush, as four blue portals will appear spawning in IDPD units. If the exit portal is opened before the chest is, the level can be exited without needing to kill the IDPD. If a vault portal is actively open then no IDPD will spawn upon opening the chest. |
Weapons
There is a separate weapons page covering the drop pools and weapon mechanics. This section is just about the chests. All weapons from the current drop pool have an equal chance of appearing, besides the ones the player is carrying (unless Steroids).
Weapon Chests |
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Weapon Chest![]() |
The default weapon chest variant, it will always contain one weapon from the current drop pool upon opening. Weapons will grant 2 ammo pickups worth of its ammo type upon walking over it the first time, whether by a chest or enemy drop. Exit portals will suck in nearby weapons, dragging them into the next level's spawn. |
Big Weapon Chest![]() |
Skipping any weapon chest variant adds +25% chance for a big weapon chest to spawn in the following level, giving a 100% guarantee after four are skipped. Opening a big chest resets this chance to 0%, while opening normal/cursed chests will keep the current chance. This will always contain three weapons from the current drop pool upon opening, giving ammo for each. |
Cursed Chest![]() |
Has a 1 in 7 (~14%) chance of replacing a normal weapon chest while running any crown. Crown of Curses changes this modifier to a 2 in 3 (66%) chance. Cursed chests include weapons from two drop pools ahead of the current one, giving a chance for better weapons sooner. The 9 weapons that drop on 1-1 are removed from this pool, better increasing chances of a better weapon. Cursed weapons cannot be swapped for non-cursed weapons, though there are methods for uncursing weapons. Explained in detail here. |
Health
Health Pickup![]() |
Health pickups give 2 HP upon collecting, or 4 HP with Second Stomach. Missing health does not effect enemy drop chances, but rather health pickups have a chance to convert to ammo pickups. This means that being high on ammo reduces the chance for health pickups to appear, while being low on ammo will increase their frequency. The exact formula is 66 * (Missing HP%), meaning it is dependent on max HP. The max chance to convert is 66% at 0 HP (Headless Chicken), while being at max health puts it at a 0% chance. |
Health Chest![]() |
Health chests have a 50% chance to replace rad canisters if a new level is entered while missing more than 50% of max health. At 8 max HP this counts for 3 HP or below, while at 12 max HP this counts for 5 HP or below. Health chests give two health pickups worth which heals for 4 HP, or 8 HP with Second Stomach. If Chicken's max HP is lowered from going headless she still only needs to adhere to the 3 or 5 current HP to spawn health chests. Due to Rebel's passive she will never see health chests under normal circumstances. |
Rads
Radiation serves as the games form of experience points, explained in detail on the mutations guide.
Rad Drops |
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Rads![]() |
Each rad is equal to 1 experience point and is dropped by most enemies, with a few exceptions such as the IDPD. Rads have a much bigger pickup range than ammo/health, but will despawn slightly sooner. |
Radiation Chunk![]() |
Worth 10 experience points and is primarily dropped by larger enemies and bosses. |
Rad Canisters (or Rad Chests) |
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Rad Canister![]() |
These are props that have 4 HP and must be destroyed to open. When destroyed 25 rads will burst out. Rad canisters can be destroyed in multiple different ways. This includes walking over it directly, player and enemy enemy projectiles, as well as exit portals within proximity. Enemies that deal contact damage can only break rad canisters if they have a size variable of 3 or more, as rad canisters only have a size of 2. Contact DamageChart by Apheni![]() This chart does NOT apply to all props, only to ones that are size 2 such as rad canisters. |
Big Rad Canister![]() |
If a rad canister is skipped this will spawn in its place. These are props that have 20 HP and will break into 45 rads, in the form of 2 rad chunks + 25 normal rads. If a big rad canister is skipped it will result in Hostile Horror spawning, which can only happen once a run. Skipping big rad canisters after this will just result in them spawning again. Two rad canisters give 50 rads which is worth more than a big rad canister, making it not worth it to spawn usually. Hostile Horror can net quite a few extra rads but is a high risk strategy. |
Infested Rad Canister![]() |
Infested rad canisters will only spawn on muddy grey floors in Desert levels. These are props that have 8 HP. Upon opening this will burst into 20 Rad Maggots that each drop 2 rads upon death, which comes out to 40 rads total. Rad Maggots also take contact damage from the player even without Gamma Guts, so walking directly over the infested rad canister can instantly kill all 20 while taking 1 contact damage with player iframes active. Unlike other props that contain enemies, infested rad canisters must be destroyed in order to get the normal exit portal to spawn. |
Character Specifics
Rogue-Specific |
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Portal Strike Canister![]() |
Always replaces normal rad canisters while playing as Rogue specifically. When opened it will grant one portal strike which can be used her active. Skipping portal strike canisters will provide no benefit, and Hostile Horror will never appear on Rogue runs. Also unlike other canisters, these are not props and can only be opened by walking over them or destroying them. |
Portal Strike Pickup![]() |
Only spawns if a portal strike canister is opened by an exit portal. It similarly gives one portal strike. In older versions these would drop from enemies rarely when running Rogue's Ultra A mutation Resourceful, but this was replaced with Super Portal Strike in update 93. |
Steroids-Specific |
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Steroids Ammo Chest![]() |
Spawns in place of ammo chests while running Get Loaded ultra as Steroids. These give 2 ammo pickups worth for every ammo type when opened. Present chests will appear visually the same but give each ammo type regardless. IDPD chests are unchanged. If opened by an exit portal it will behave like a normal chest, spawning two ammo pickups. |
Steroids Weapon Chest![]() |
Spawns in place of weapon chests while running Ambidextrous as Steroids. It will always contain two of the same weapon, and give ammo for both. Big weapon chests will appear visually the same and give its typical 3 random weapons, but will include a 4th weapon that matches one of the other drops. |
Steroids Cursed Weapon Chest![]() |
Following the same conditions as normal cursed chests, contains two of the same cursed weapons when running while running Ambidextrous as Steroids. |
YV-Specific |
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Giant Weapon Chest![]() |
YV's Crib is entered upon taking either ultra as YV. This area will contain two giant chests that each contain 24 weapons, for a total of 48. This pulls from up to 6 difficulties higher than what is normally seen, meaning that if ultra is reached on 7-1 or later it will choose weapons from the full drop pool. Open Mind will add a third giant weapon chest in this area. |
Giant Ammo Chest![]() |
Replaces giant weapon chests in YV's Crib if running Crown of Love, which only allows ammo chests to spawn. Each of these chests will contain 24 ammo pickups, which is far more than needed to refill weapons. If the player manages to be carrying two cursed weapons, ammo from these chests can convert to cursed ammo pickups. |
Fish-Specific |
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Pizza Chest![]() ![]() |
Health chests will always appear as normal in Pizza Sewers, however they have a variant that spawns in only while running Fish's Confiscate in this area. These only appear as of u99r1 forwards. These function the same as health chests, healing for 4 HP normally or 8 HP with Second Stomach. If an exit portal opens these chests they will give two pizza slices (see below). |
Secret Area Pickups
Proto Chest |
Appears in Crown Vaults if any crown is currently being run. Opening the first time will give a Rusty Revolver, a secret weapon that has no real function. If swapped out the weapon put into the proto chest will be 'stored', and can be retrieved later in that run or in other runs entirely, which includes playing as different characters. Dailies will always default to the rusty revolver but can store weapons from that run, while weeklies do not have crown vaults. Proto chest usage will crossover between the other game modes freely. This is the only chest that will not be opened by exit portals automatically, however if the chest is opened by the player within proximity of the portal it will suck in the nearby weapon preventing anything from being stored there. If there is no weapon left in the Proto Chest, it will default to Rusty Revolver next time. Proto chests are also tied to another secret weapon which unlocks a secret character. |
Clam Chest![]() |
Replaces normal weapon chests while in Oasis, with no special function. |
Pizza Box![]() Pizza Slice ![]() |
Pizza boxes are props that have 4 HP and appear exclusively in the Pizza Sewers. When broken they have a 20% chance to drop a pizza slice, regardless of current HP. All health drops are replaced with pizza slices in Pizza Sewers. These function the exact same as normal health drops giving 2 HP each, or 4 HP with Second Stomach. |
Gold Chest |
Gold chests are guaranteed to spawn in YV's Mansion, not allowing for other weapon chest variants to spawn. These have a special drop pool, only pulling from golden weapons. In preloop this includes golden variants of the Machinegun, Shotgun, Crossbow, Grenade Launcher, Laser Pistol and Wrench. These weapons can be unlocked for that character by entering the next level with it. (Does not work on weeklies specifically) In loop the gold chest has all 12 normal golden weapons as its pool, now including golden variants of the Assault Rifle, Slugger, Splinter Gun, Bazooka, Plasma Gun and Screwdriver. |
Cursed Big Weapon Chest |
Guaranteed to spawn within the Cursed Crystal Caves as the weapon chest, even if no chests have been skipped. It will never appear outside of this area. Drops 3 cursed weapons upon opening that pulls from up to 3 difficulties higher, where normal cursed chests only pull from 2 higher. This means that weapons that are only typically found early as Labs or early Palace could appear here. |