Now you need to come up with a list of all the items you want to unlock, in my experience the only items that are worth the trouble of manipulating for are a few shop items and the makeshift, this is due to the fact that it is very difficult to try and time an item to unlock before the "Big Run" if you have to unlock it by doing something in the gungeon. Now lets get into the theory, the theory is to start a brand new save file, ideally B or C, and go through the game, try to unlock as little as possible, yet saving all the NPC's, trying to complete the bullet, finishing all the shortcuts, unlock all the characters as well as completing as many hunts as possible to try and get to the last one but stopping before collecting the Makeshift Cannon reward. You can prove this by simply buying an item from the store, playing the game and marking how many runs it takes you to actually get the item you just purchased, then continue playing and see how long it takes for this item to drop a second time i guarantee there will be about a 10x difference between the number of runs needed after you grab the item the first time. The developers, in all their glorious knowledge, decided that with hundreds of items capable of dropping they want you to enjoy the newly unlocked items as soon as possible and as a result of this any newly acquired items are sort of "marked" resulting in them having an insane drop rate compared to that of any other item of their tier, however, once you actually pickup that item in the gungeon it returns to a standard drop chance. So to understand this theory you must understand how the RNG table works in this game, or at least as much as is pertinent to this theory. However, due to my incompetence I did not upload a copy of this save file to the cloud and when my computer BSOD its last BSOD I lost the file forever, therefore if someone would else wants to follow through on this they are more then welcome but I do not want to sink another month of my life into this project that ended up disappointing me. The thing is, despite the incredible bonuses, every time it is used the player has a chance to be Cursed and have their items replaced with more Spice.I will preface this guide with the fact that while this technique is currently legal as it is abusing the developer intended drop table manipulation, I think that repeated use and optimization of this will result in insanely low times that will result in "get makeshift floor 1 or reset" and that honestly doesn't sound the most fun to me, but who am I.Īlso I put "Theory" in quotation marks because I, at one point, had this save file completed it had ideal items, characters unlocked, and the bullet completed, it worked, and it worked beautifully. The fifth (and final) time Spice is used, they lose a heart container, their damage goes up by 15 percent, and shot spread goes up by 10 percent. The fourth time it is used, the player loses a heart container, their damage goes up by 15 percent, and shot spread goes up by 10 percent. The third time Spice is used, they lose a heart container, enemy bullets are slowed down by 5 percent, their damage goes up by 20 percent. The second time it is used, the player gets a heart container, enemy bullets are slowed down by 10 percent, and firing speed goes up by 20 percent. Spice is an Active Item with the rank of A-Tier and flavor text: "A tantalizing cube of power." If the player uses the Spice (the first time), they get a heart container, 20 percent more speed, and 25 percent less shot spread.
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It is known to be extremely addictive, and extremely expensive."
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"A potent gun-enhancing drug from the far reaches of the galaxy.