What does Sixth Chamber do in Enter The Gungeon?
Sixth Chamber is an A-rank passive item in Enter the Gungeon that increases Coolness by 2 for every point of Curse you incur in-game. Since having this item in your inventory increases Curse by 2 instantly, you gain 4 Coolness instantly as well.
In addition, having the Sixth Chamber item in your inventory will cancel out some Curse effects in Enter the Gungeon.
The Sixth Chamber can be seen as an item that reduces the negative effects of Curse, thanks to the additional Coolness that this item provides for every point of curse you incur in Enter the Gungeon.
Having the Sixth Chamber passive item in your inventory will cancel out a few key Curse effects, such as:
- The reduced chance to receive a chest upon clearing a room
- The an increased chance of a chest having a fuse.
- The reduced chance of receiving a reward upon clearing a room.
Sixth Chamber features three Synergies with other items in Enter the Gungeon – Hellhole, Just Like The Real Thing, and Pitch Perfect.
If you have the Sixth Chamber and the C-rank Singularity active item in your inventory, the Hellhole Synergy between these two items will become active.
Hellhole will give Singularity the ability to spawn a hell portal that sucks enemies and deals high damage.
If you manage to acquire the Sixth Chamber and the Shotgrub, the Just Like The Real Thing Synergy between the Shotgrub and the Sixth Chamber will become active.
Just Like The Real Thing will cause the Shotgrub bullets to split into wavy bullets upon hitting a wall or enemy in-game.
If you happen to come across the Pitchfork with the Sixth Chamber in your inventory, the Pitch Perfect Synergy will activate in-game.
The Pitch Perfect Synergy will enhance the Pitchfork’s attacks, giving it green-colored fireballs that permanently set enemies on fire upon contact.
As a passive item, you only need to have the Sixth Chamber in your inventory to reap its effects.
Having the Sixth Chamber in your inventory will cause any Curse you gain in-game to give you an additional 2 Coolness, which directly counteracts some of the negative effects of having Curse in Enter the Gungeon, such as:
- The decreased chance to receive a reward upon clearing a room for every point of Curse.
- The 5% increased chance of a chest having a fuse when discovered for every point of Curse.
- The decreased chance to receive a reward upon clearing a room.
With the Sixth Chamber in your inventory, every point of Curse you gain will give you 2 Coolness – essentially canceling the Curse effects. In addition, you will still be able to reap some of the positives of the extra Coolness points.
Alternatively, if you manage to acquire any of the items that share a Synergy with the Sixth Chamber, you can reap the additional buffs and effects that the Sixth Chamber shares with these weapons/items.
Curse can be a good thing or a bad thing in Enter the Gungeon. But with the help of the Sixth Chamber, you can bypass some of the negative effects of having Curse, thanks to the additional Coolness that the passive item provides.