Decide whether an Item can appear
Default: stop at the first failed gate because another chest or Reroll cannot bypass it. This assumes an ordinary Item Chest; an active Main Story mission uses a separate choice source. Keeping an unwanted Item enabled adds one equal-weight candidate. If this run cannot clear the gate, use another eligible Item or change the unlock, mode, or preset before the next run.
- Unlock the Item permanently. A new profile starts with 17 of the current 134 Items.
- Choose a mode the Item allows. Mode restrictions remove candidates before an Item Chest offer.
- Confirm that the Item is visible in the configurable Item Pool. 133 current Items pass this gate.
- Keep that pool-visible Item enabled in your active preset.
- Stay below the Item’s carry limit. Every current Item has a limit of 1.
- Use Reroll, Banish, Lockdown, or Swap only after the relevant control is available. These actions do different jobs.
- Do not add Luck to this candidate formula. Luck does not change Item Chest eligibility or Item Pool weight.
The first four checks answer most “why did this Item never show up?” problems. They also explain why an achievement page can say an Item is unlocked while your current mode still cannot offer it. Once the target is eligible, compare its official effect with the problem in your current run. The formal rules do not name one strongest Item for every squad and mode.
Separate Items from ground pickups
Items are persistent for the current run and occupy Item inventory space. An Item Chest opens the Item selection interface, and your choice stays in that run unless another Item interaction replaces it.
Timed Power-ups, Healthpaks, experience, Cash, and the Magnet are ground collectibles. Their attempt schedules, hard conditions, effect cooldowns, map caps, and timers use a separate system. Do not read an Item’s configured pool weight as a Healthpak or Timed Power-up drop rate. The ground pickup guide publishes the active schedules and explains why dormant pickup weights are not live probabilities.
The distinction matters for . Its effect reacts when you gain a Timed Power-up, but Pickup Pick itself is an Item. It enters through the Item rules on this page and then changes a different pickup system.
The same boundary applies to Military Training modifiers. changes the point requirement, changes point spawn rate, and changes higher-quality weights during a locked choice. Each must first enter the Item candidate set through the rules on this page. The Military Training guide applies their effects after acquisition.
Build the ordinary candidate set
The current Item rules reduce to this player-facing formula:
Ordinary chest candidate = unlocked AND mode allowed AND pool visible AND enabled AND below carry limit
With every permanent unlock owned, Default mode leaves 133 eligible chest candidates. The catalog contains 134 Items because is a valid Item but is not visible in the configurable pool. Its configured weight is 0, and it cannot be swapped. The other 133 pool-visible Items use weight 10.
On a new profile, the same Default-mode calculation leaves 17 eligible Items. The difference is permanent access, not Luck. Open the new-profile Item set to inspect those effects. Luck does not enter the candidate set or its configured weights. The Luck guide lists the systems that do use the Team statistic.
- 17StartingAvailable on a new profile
- 112Achievement rewardUnlocked outside the Mission Log
- 5Mission rewardThe five Main Story Items
- 11HealingUses the current healing-Item flag
- 8AnimalUses the current animal-Item flag
- 133Pool visibleConfigured weight 10
Separate Item access from status strength
The current status package contains 20 distinct Items: 6 duration upgrades, 6 super-effect unlocks, 6 status replacements, 1 radius upgrade, and . All 20 are achievement-unlocked rather than starting Items, and 12 sit behind at least one earlier achievement.
Those effect categories do not bypass the Item candidate formula. can change Burn ticks only after its achievement is complete, the current mode allows it, the pool keeps it enabled, and the run is below the carry limit. Its +2 tags and super effect do not give it a higher configured chest weight than another eligible Item.
Use the damage type and status guide to decide whether a status Item helps the build. Use the eligibility checks on this page to decide whether it can appear at all. Mixing those questions leads to the common mistake of repeating a chest because an effect sounds compatible while permanent access is still blocked.
Unlock Items before the run
The game currently splits the set into 17 starting Items, 112 Achievement rewards, and 5 Main Story Mission rewards. Each locked Item names its exact unlock and requirement. 56 locked Items also name an earlier prerequisite.
Completing the named Achievement or Mission changes permanent access. It does not override the Item’s mode restriction, pool visibility, current preset, or carry limit. If an unlock notification appeared but the Item is missing from one run, continue through the remaining checks instead of repeating the unlock.
When the missing step is an Achievement, find the reward in the Achievement and Torment reference. You can also browse all Achievement-unlocked Items. For a Story Item, follow the named entry in the Mission reference or open the five Mission rewards. Complete every listed prerequisite in order.
Two Items can share one achievement. and both use the same current unlock achievement, but only Jewel of Life is an ordinary pool-visible candidate. That is why an unlock count alone cannot reconstruct the Item Pool.
Apply the mode restriction
Every Item has an explicit set of allowed modes. Default mode allows all 134 Items. Extermination and One hit each allow 106 and 106. Boss Rush allows only 6 pool-visible Items. Open the Boss Rush set before planning around a chest result.
| Mode | Mode-allowed Items | Pool visible | Excluded by mode |
|---|---|---|---|
| Default | 134 | 133 | 0 |
| Endurance | 133 | 132 | 1 |
| Hardcore | 133 | 132 | 1 |
| Extermination | 106 | 105 | 28 |
| One hit | 106 | 106 | 28 |
| Infinite | 133 | 132 | 1 |
| Boss Rush | 6 | 6 | 128 |
Read “mode allowed” separately from “pool visible.” Default allows Jewel of Death, but its pool visibility still blocks an ordinary chest candidate. One hit excludes that hidden Item at the mode step, so its allowed and pool-visible totals happen to match at 106.
Mode choice is therefore a hard gate, not a lower chance. A mode-excluded Item has no configured weight in that candidate set.
Read weight 10 correctly
All 133 configurable-pool Items carry the same configured selection weight of 10. No normal Item has a higher configured weight than another.
That does not prove an exact chest-offer percentage. The final percentage would also require the complete eligible set at that moment, the number of options requested, whether selection removes a result before drawing another, and any run-state branches in the chest logic. This guide therefore publishes the equal-weight fact but does not turn it into a made-up 1 ÷ pool size offer claim.
Use weight to compare candidates only after eligibility. A locked or mode-excluded Item has no effective share because it never reaches the candidate set. Disabling one enabled Item removes that candidate; it does not raise the remaining Items’ configured weights above 10.
Manage Items during and between runs
Team progression unlocks four separate controls:
- Rerolls become available at Team Rank 2. The current upgrade line reaches 5 charges and replaces all rolled upgrade or Item options with another roll.
- Banish reaches 5 charges from Team Rank 3. It disables a selected option for the current run.
- Lockdown unlocks at Team Rank 3. It locks a power-up selection option for later use and has infinite uses.
- Item Pool Customization unlocks at Team Rank 4. It lets you disable Items between runs while enforcing a minimum enabled set.
These controls do not share one locked card across every screen. The level-up offer guide explains the separate level-up lock, cumulative Reroll history, Banish scope, and Skip rewards.
Team Rank 3 adds 2 Item slots. That changes how many different Items you can keep, not the per-Item copy limit. Every current Item still has a maximum carry count of 1.
All current Items except permit Swap. Every Item permits Banish and Lockdown. The exception matches Jewel of Death’s own description: once it is present, the Swap path cannot replace it.
Keep story Items in the pool
Five Main Story missions grant permanent Item access. While one of those missions is active, its assigned Item uses a separate source: the mission forces the Item into the run’s Item choice pool. After the matching mission completes, the Item joins the ordinary unlock and eligibility checks used by the rest of the catalog.
| Story Item | Unlock mission | Requirement | Allowed modes |
|---|---|---|---|
| Prologos | Complete the Prologos story mission | 5 of 7 | |
| Stasimon | Complete the Stasimon story mission | 6 of 7 | |
| Growth | Complete the Growth story mission | 5 of 7 | |
| Desintegration | Complete the Desintegration story mission | 5 of 7 | |
| Penetration | Complete the Penetration story mission | 4 of 7 |
is the first example. Active Prologos forces Black Box into the Item choice pool for its assigned Default run, even before the permanent unlock exists. Finish the run with Black Box in the inventory to complete the objective and unlock it. After that, ordinary Black Box offers still exclude Extermination and Boss Rush.
Mission objective timing is separate. A mission that requires finishing with a named Item checks the run state described in the mission guide. Keep the Item through the successful finish instead of treating the permanent unlock as objective completion.
Use the healing Item flag
The current build marks 11 Items as healing Items. This classification is stricter than searching descriptions for words such as “Health,” “HP,” or “healing.” is marked as healing, while an Item that merely modifies a health-related statistic may not be.
shows why text alone is unreliable. It raises Healthpak spawn rate and Healing Bonuses, yet it is not in the current healing classification. Use the formal healing flag when a mission or effect depends on that classification.
The classification does not make an Item appear. It remains subject to unlock, mode, pool, enabled, and carry checks.
Diagnose a missing Item
Check these causes in order:
- Open the Item in the complete Item reference. Starting Items pass the access gate. For a locked Item, follow its own unlock link: Achievement rewards go to Achievements, while the five Story rewards go to Missions. Complete any displayed prerequisite first.
- Match the current mode against the Item’s allowed-mode list. A mode exclusion is absolute for that run.
- Check pool visibility. Jewel of Death is the current special case and is not an ordinary pool-visible candidate.
- Open Item Pool Customization and confirm that a pool-visible Item is enabled in the active preset.
- Check the inventory. A carried copy reaches the current per-Item limit of 1.
- If a mission depends on the Item, confirm the mission is active and the assigned setup allows that Item’s mode.
- Treat repeated misses as random results only after every hard gate above passes. Equal configured weight does not guarantee an offer in a particular chest.
For , first decide which path applies. During active Prologos, open Item Chests in the assigned Default run and keep the mission-forced Black Box through the finish. Outside that mission, complete Prologos, avoid its excluded modes, keep it enabled, and stay below the carry limit. The game does not place a fixed Black Box pickup at one map coordinate. Open Black Box with its full Item record.
Check one Item step by step
Open the complete Item reference and search for the Item named in your build or objective. You can start from new-profile Items, Achievement rewards, Mission rewards, or Boss Rush Items. Select a card, then read its unlock, prerequisite, allowed modes, and Item Pool status. If the Item is pool-visible, confirm that it is enabled in your active preset before checking its carry limit. Stop at the first failed gate because a later check cannot restore that Item to the candidate set.
To test an empty state, open Story Items allowed in Boss Rush. That combination has no results. Reset returns the full 134-Item catalog.
If every gate passes, the Item is eligible. That does not promise the next chest will offer it. Eligible Items still share the configured selection process described above.
FAQ
How many Items are in the current game?
There are 134 current player-facing Items. 133 are visible in the configurable Item Pool.
Are all Items equally likely?
All pool-visible Items use the same configured weight of 10. That proves equal configured weight after eligibility, not an exact chest-offer percentage.
Can I carry two copies of one Item?
No current Item allows it. Every per-Item carry limit is 1. Additional Item Slots let you keep more different Items.
Why is Jewel of Death absent from Item Pool Customization?
It is the only current Item with pool visibility disabled and weight 0. It is also the only Item that cannot be swapped.
Does Boss Rush use the full Item Pool?
No. Only 6 current pool-visible Items allow Boss Rush.
Does completing a story mission force its Item into the next chest?
Not necessarily the next chest. While the matching story mission is active, it forces the assigned Item into that run’s Item choice pool. Finishing the mission unlocks permanent access. Later ordinary offers still use the Item’s mode, pool, enabled-state, and carry-limit checks.
Is every health-related Item a healing Item?
No. Use the current healing classification, not a text search. The current set contains 11 healing Items.