Three kinds of extra
Beyond items, a run gives you trinkets, cards and pills. Each adds an effect without taking an item slot.
Trinkets are held, while cards and pills are spent once. Knowing which is which keeps your inventory clean.
Trinkets sit in a slot
A trinket is a small passive effect you carry. You hold one at a time and can swap it at any moment.
Some trinkets change your drops or your luck. Others nudge a stat or heal you slowly.
Swap a trinket when a better one appears. The old one is gone, so choose with care.
Cards and pills are one shot
Cards and pills do one thing when used. A card might teleport you, and a pill might grant a stat.
Their value is timing. A teleport card saves a slow walk, while a heal pill saves a run.
When to spend a consumable
Hold a card or pill until it answers a problem. Spending it early wastes the answer you still need.
A heal is worth keeping for a boss. A map or teleport is worth keeping for a floor you cannot reach.
Next: Which character to start and Item synergies basics.