All main categories of pickups are:
- Healing pickups that restore the player's health or reduce Malaise.
- Scrolls to upgrade player stats.
- Currency pickups, which award varying amounts of cells or gold.
- Special pickups serving miscellaneous functions.
- Keys, which let the player unlock doors.
- 1 Healing pickups
- 2 Scrolls
- 3 Currency pickups
- 4 Other pickups
- 5 Keys
- 6 Removed pickups
- 7 References
Food regenerates a fixed percentage of health when eaten (or twice as much if the Gastronomy mutation is active). There are 2 different functional types of food, each with 7 different appearances depending on the selected diet, which is altered by game settings. If untouched by the player, it will be chosen as "Carnivore." Both types of food can add Malaise on Nightmare and Hell difficulties if the piece of food is infected. The amount of malaise given depends on if the food is major or minor. Minor food gives 50 points (1 bar) and major food gives 150 points (3 bars) of malaise.
Minor foods restore 15% of the player's maximum health (30% if Gastronomy is active). They're dropped from enemies, wall and floor runes, and can be purchased from food shops with 0-3BSC active(with 4BSC+, food shops will sell a cough syrup instead).
|Big ol' radish||Vegetarian|
Other healing items
These healing items are more uncommon than food and can usually only be encountered under certain conditions.
|Flask Recharge||Restores 1 Health Flask charge.||
|Cough Syrup||Reduces your Malaise infection level by 30%.||
Scrolls are items that increase the player's stats.
|Scroll of Power||Adds one point to one of the three stats.||
|Assassin's Scroll||Adds one point to either Brutality or Tactics.||
|Minotaur's Scroll||Adds one point to either Brutality or Survival.|
|Guardian's Scroll||Adds one point to either Tactics or Survival.|
|Epic Scrolls of Power||Adds one point to all three stats.||
|Scroll Fragment||Each 4th fragment collected will give a Scroll of Power.||
- Scroll Fragments can only be found while 3 or more Boss Stem Cells are active.
Gold is the main currency used for making purchases and weapon upgrades throughout runs. All enemies will drop small amounts of gold when killed that appears as tiny, bright pebbles that automatically fly towards the player to be collected.
Gems give a significant amount of gold when collected. Each one awards a different amount of gold depending on type.
|Gold Tooth||A tooth worth 100 GOLD. He was asking for it...||100||
|Golden Arrow||A transmuted arrow worth 100 GOLD. When you care enough to shoot the very best.||100||
|Shiny Rock||Totally and utterly worthless. You're not gonna pick that thing up, are you?||100|
|Malachite||Quite common, but you shouldn't have any trouble getting 250 GOLD for it.||250||
|Amethyst||This pretty stone will fetch you 500 GOLD! My precccioussss...||500||
|Blue Sapphire||A magnificent stone worth 1000 GOLD!||1000||
|Ruby||A precious stone of truly exceptional purity that will fetch you the modest sum of 1500 GOLD!||1500||
|Corrupted Artifact||This is worth 10000 GOLD, but if you pick it up, you'll be cursed. (20-kill curse)||10000||
|Fragment of the Philosopher's Stone||You're officially the richest creature on the island. This absolutely perfect little jewel is worth 75000 GOLD!||75000||
Dead Man’s Bag
Cells are a special currency that is used primarily for unlocking items and upgrades. They are often dropped from slain enemies and bosses, or found in chests and canisters in biomes. Cells are lost upon death.
A rare pickup that produces one extra cell on every kill for 45 seconds, even if an enemy normally can't drop any (Myopic Crows, etc). The drop chance is 0.3%.
A bag that spawns next to the Dead Man's Bag if you defeated the Hand of the King. It contains any cells possessed upon reaching the Throne Room, as well as the 40 cells dropped by the Hand of the King. If not picked up, or if the run is reset, the cells will be lost.
Bonus Point Stars
Bonus Point Stars are exclusively found in the Daily Run. They give a 5-point bonus for each enemy killed for 15 seconds.
Secret Potion of ???
Unlike most pickups, keys are not used when they are picked up. Instead, they are added to the player's inventory, so they can be used later to open their respective doors. Keys remain in the player's inventory for the rest of the run if not used on the appropriate door and unused keys disappear upon death or at the end of a successful run.
The keys stop spawning if the respective Blueprints they are guarding have been obtained and turned in to the Collector.
|Gardener's Key||Promenade of the Condemned||3 Gardener's Keys are required to obtain the Explosive Crossbow blueprint.
After the Explosive Crossbow blueprint is collected, there will be Malachite or Amethyst gems in its place on subsequent runs as well as a random weapon or skill. The doors will also be permanently open.
|Iron Cells Key||Prison Depths, Corrupted Prison||Dropped by enemies inside the biome. Used to open 1 of 2 cell doors at the end of the biome, which grants the player a random item on an altar. Only 1 may spawn each run.|
|Old Service Key||Ancient Sewers||3 Old Service Keys are dropped by enemies in the Ancient Sewers and are used to open any of the 8 doors at the end of the biome.
|Village Key||Stilt Village||2 Village Keys open doors further in the level. The mid-stage door can be bypassed with the Spider Rune, but the doors blocking the Clock Tower and Forgotten Sepulcher cannot be bypassed. A secret area in the village requires this key to unlock access to its prize, the blueprint for the Parry Shield.|
|Clockmaker's Key||Clock Tower||Opens the door blocking the exit to the Clock Room.|
|Bell Tower Key||Clock Tower||Drops from a Clock Tower bell when all 4 are rung in ascending order of the pitch of their ring. Opens the door blocking the blueprint for Punishment.|
|Graveyard Key||Graveyard||Opens the door leading into the underground portion of the graveyard.
Open the gates of Hell...
|Architect's Key||Graveyard (inside a wall rune)||Opens the door blocking the blueprints for Merchandise Categories and 20x20px20x20px parting gift.|
|Crypt Key||Forgotten Sepulcher||2 Crypt Keys are found throughout the biome, each letting player progress further in the level. They are all in rooms which can only be accessed with the Teleportation Rune.
2 Additional keys can be found if the player does not have the Explorer's Rune, which are dropped by 2 Elite Dark Trackers and used to unlock the doors leading to the rune. Once the rune is collected these keys won't appear again.
It seems to be very old.
|Moonflower Key||Ramparts, Graveyard, Forgotten Sepulcher||There are 3 Moonflower Keys:
Each appears in a secret room reached with a well-hidden passage through the walls. A glimpse of the room may hint at the passage's location, which is faintly marked by vines. Inside each room is a door requiring a Gardener's Key from the Promenade of the Condemned to pick up to the Moonflower Key. Reaching all four of these locations in a single run requires having 3 active BSC and passing through the 3-cell door leading from the Ramparts to the Insufferable Crypt. If all Moonflower Keys are collected, they can access a secret room in High Peak Castle hidden in a similar way as the rooms containing the keys. The room contains the blueprint for 20x20px Acceptance.
|Castle Key||High Peak Castle||There are 3 Castle Keys in High Peak Castle. They drop from the Elite enemies inside the colored doors. Only 2 are needed to proceed to the Throne Room, but the last grants access to a room where the player can find a Scroll of Power, 2 weapons, and the blueprint for the Boomerang.|
|Cavern KeyRotG||Prisoners' Quarters (inside the break in the wall at the entrance of the level)||Opens the door to the Cavern in the Graveyard.
Once unlocked, the door remains open for future runs. Otherwise, the key will continue to respawn.
|Garland KeyRotG||Cavern (in a ceiling secret space)||Gives access to a gate in one 4 BSC door, which contains the blueprint of Festive Outfit.|
|Contains spoilers||Astrolab||Dropped by an Elite Slammer. Used to open the door to the final section of the biome.|
|Contains spoilers||Astrolab||Dropped by an Elite Failed Experiment. Opens the door to the elevator at the end of the biome.|
|Contains spoilers||Astrolab||Dropped by two Elite Slammers at the end of the final section of the biome. Used to open 2 doors blocking access to the Observatory.|
|Contains spoilers||Astrolab||Found in a secret area, at the end of an obstacle course. Used to open the door to the button that lets the blueprint for Sonic Carbine drop.|
|Dilapidated Arboretum KeyTBS||Prisoners' Quarters (near entrance to Dilapidated Arboretum from the deceased Royal Gardener)||Opens the door to the Dilapidated Arboretum. Once unlocked, the door despawns from future runs, unless the player doesn't have the DLC.|
|Distillery Key||Derelict Distillery (behind a wall that needs to be broken with an explosive barrel)||Opens the door to the exit of the biome.|
Removed healing items
|Small Cough Syrup||Reduces your Malaise infection level by 1%.||
|Golden Cell||A little gold cell worth 20 GOLD.||20||One per Cell while an amulet with the "Get gold as well as a cell" affix was equipped.
With v1.9, the Update of Plenty, this affix was removed, rendering this gem inaccessible.
|Fool Key||Ossuary, Ancient Sewers||Dropped from an Elite Zombie and an Elite Inquisitor that spawned from a Christmas present which also gave the player a 5-kill curse.
This key was later removed from the game and was only replaced in the Ancient Sewers with the Old Service Key.
|Gold Cells Key||Prison Depths||Dropped by enemies inside the biome. Used to open a cell door at the end of the biome, which grant the player one Scroll.
With v1.5, the Corrupted Update, they were removed in place of a Cursed Chest at the beginning of this biome, which gives one Scroll of Power.
Gear • Biomes (Interactive Map) • Enemies • Bosses • Mutations • Runes • Mechanics • Custom Mode