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Doom Items & Powerups

Every pickup in classic Doom and Doom II with what it does in the engine: health, armor, the ammo economy, powerup durations, keys and weapon pickups.

Every item in Doom and Doom II, read from the released engine source: how much a pickup gives, where it caps, how long a powerup lasts and what a weapon on the floor is worth in ammo. The ammo table shows clip, box and maximum per type; the full table carries every pickup with its thing number and the exact source line.

Doom Items & Powerups

// 36 pickups — every effect, cap and duration read from the released Doom source (linuxdoom-1.10, GPL) at one pinned commit; the last column links the exact line. Click a column header to sort, use the chips to filter.

Ammo at a glance

AmmoSmall pickupBox / packMaxMax with backpackUsed by
Bullets10 (Clip)50 (Box of bullets)200400Pistol, Chaingun
Shells4 (4 shotgun shells)20 (Box of shells)50100Shotgun, Super Shotgun
Rockets1 (Rocket)5 (Box of rockets)50100Rocket Launcher
Cells20 (Energy cell)100 (Energy cell pack)300600Plasma Rifle, BFG 9000

On I’m Too Young to Die and Nightmare! every ammo pickup is doubled (p_inter.c:95). A weapon found on the map comes with two clips of its ammo, a weapon dropped by a monster with one; in co-op weapons stay on the floor and give two clips, in deathmatch they stay and give five (p_inter.c:176). Dropped by monsters: the zombieman leaves a half clip (5 bullets), the shotgun guy a shotgun with 4 shells, the chaingunner a chaingun with 10 bullets (p_inter.c:739).

Every pickup

ItemCategoryWhat it doesCap / durationThing typeMapsPickup messageSource
Health bonusHealth+1 health, up to 200. Always picked up, even at full health.2002014 MT_MISC2 · BON189 first E1M1Picked up a health bonus.p_inter.c:383 · info.c:2279 · d_englsh.h:82
StimpackHealth+10 health, up to 100. Not picked up at 100 or more.1002011 MT_MISC10 · STIM106 first E1M1Picked up a stimpack.p_inter.c:470 · p_inter.c:229 · p_local.h:33 · info.c:2487 · d_englsh.h:84
MedikitHealth+25 health, up to 100. Not picked up at 100 or more. Below 25 health the message changes to "Picked up a medikit that you REALLY need!"1002012 MT_MISC11 · MEDI127 first E1M1Picked up a medikit.p_inter.c:476 · p_inter.c:229 · info.c:2513 · d_englsh.h:85
SoulsphereHealth+100 health, up to 200. Always picked up.2002013 MT_MISC12 · SOUL95 first E1M2Supercharge!p_inter.c:400 · info.c:2539 · d_englsh.h:87
Megasphere (Doom II)HealthSets health to 200 and gives blue armor (200 points, absorbs half). Doom II only: the pickup code returns early unless the game mode is commercial.200 / 20083 MT_MEGA · MEGA49 first MAP06MegaSphere!p_inter.c:409 · p_inter.c:252 · info.c:2721 · d_englsh.h:102
Armor bonusArmor+1 armor, up to 200. If you had no armor it counts as green (absorbs a third). Always picked up.2002015 MT_MISC3 · BON276 first E1M1Picked up an armor bonus.p_inter.c:391 · info.c:2305 · d_englsh.h:83
Armor (green)ArmorSets armor to 100 points that absorb one third of each hit. Not picked up when you already have 100 or more.1002018 MT_MISC0 · ARM192 first E1M1Picked up the armor.p_inter.c:370 · p_inter.c:252 · p_inter.c:854 · info.c:2227 · d_englsh.h:80
Megaarmor (blue)ArmorSets armor to 200 points that absorb half of each hit. Not picked up when you already have 200.2002019 MT_MISC1 · ARM289 first E1M1Picked up the MegaArmor!p_inter.c:376 · p_inter.c:252 · p_inter.c:854 · info.c:2253 · d_englsh.h:81
ClipAmmo10 bullets (20 on ITYTD/Nightmare). A clip dropped by a dead zombieman is half: 5 (10).200 · 400 with backpack2007 MT_CLIP · CLIP65 first E1M1Picked up a clip.p_inter.c:533 · p_inter.c:93 · p_inter.c:739 · info.c:2747 · d_englsh.h:104 · p_inter.c:58 · p_inter.c:91 · p_inter.c:95
Box of bulletsAmmo50 bullets (100 on ITYTD/Nightmare) — five clips.200 · 400 with backpack2048 MT_MISC17 · AMMO98 first E1M1Picked up a box of bullets.p_inter.c:547 · info.c:2773 · d_englsh.h:105 · p_inter.c:58 · p_inter.c:91 · p_inter.c:95
4 shotgun shellsAmmo4 shells (8 on ITYTD/Nightmare).50 · 100 with backpack2008 MT_MISC22 · SHEL105 first E1M1Picked up 4 shotgun shells.p_inter.c:577 · info.c:2903 · d_englsh.h:110 · p_inter.c:58 · p_inter.c:91 · p_inter.c:95
Box of shellsAmmo20 shells (40 on ITYTD/Nightmare) — five clips of 4.50 · 100 with backpack2049 MT_MISC23 · SBOX124 first E1M1Picked up a box of shotgun shells.p_inter.c:583 · info.c:2929 · d_englsh.h:111 · p_inter.c:58 · p_inter.c:91 · p_inter.c:95
RocketAmmo1 rocket (2 on ITYTD/Nightmare).50 · 100 with backpack2010 MT_MISC18 · ROCK78 first E1M4Picked up a rocket.p_inter.c:553 · info.c:2799 · d_englsh.h:106 · p_inter.c:58 · p_inter.c:91 · p_inter.c:95
Box of rocketsAmmo5 rockets (10 on ITYTD/Nightmare).50 · 100 with backpack2046 MT_MISC19 · BROK109 first E1M3Picked up a box of rockets.p_inter.c:559 · info.c:2825 · d_englsh.h:107 · p_inter.c:58 · p_inter.c:91 · p_inter.c:95
Energy cellAmmo20 cells (40 on ITYTD/Nightmare).300 · 600 with backpack2047 MT_MISC20 · CELL73 first E2M1Picked up an energy cell.p_inter.c:565 · info.c:2851 · d_englsh.h:108 · p_inter.c:58 · p_inter.c:91 · p_inter.c:95
Energy cell packAmmo100 cells (200 on ITYTD/Nightmare) — five cells of 20.300 · 600 with backpack17 MT_MISC21 · CELP74 first E2M2Picked up an energy cell pack.p_inter.c:571 · info.c:2877 · d_englsh.h:109 · p_inter.c:58 · p_inter.c:91 · p_inter.c:95
BackpackAmmoDoubles the maximum of every ammo type (once; a second backpack does not double again) and gives one clip of each: 10 bullets, 4 shells, 1 rocket, 20 cells (doubled on ITYTD/Nightmare).400 / 100 / 100 / 6008 MT_MISC24 · BPAK95 first E1M2Picked up a backpack full of ammo!p_inter.c:589 · info.c:2955 · d_englsh.h:112 · p_inter.c:58 · p_inter.c:91 · p_inter.c:95
InvulnerabilityPowerups30 seconds of immunity to any single hit under 1,000 damage (the same check as god mode) with the inverted-colour view. A telefrag deals 10,000 and still kills. Picking up another restarts the 30 seconds.30 s2022 MT_INV · PINV41 first E2M7Invulnerability!p_inter.c:488 · doomdef.h:235 · p_inter.c:296 · p_inter.c:847 · p_user.c:342 · info.c:2565 · d_englsh.h:96
BerserkPowerupsHeals to 100 (not above), switches you to the fist, and multiplies fist damage by 10 for the rest of the level — the counter only counts up, so it never expires; only the red tint fades.Whole level2023 MT_MISC13 · PSTR67 first E2M2Berserk!p_inter.c:495 · p_inter.c:319 · p_pspr.c:478 · p_user.c:339 · info.c:2591 · d_englsh.h:97
Partial invisibilityPowerups60 seconds of the shadow flag: monsters that fire projectiles get a random angle error on the shot, and hitscan monsters spread their aim. Melee is unaffected. Picking up another restarts the 60 seconds.60 s2024 MT_INS · PINS61 first E1M3Partial Invisibilityp_inter.c:504 · doomdef.h:236 · p_inter.c:300 · p_mobj.c:909 · p_enemy.c:794 · info.c:2617 · d_englsh.h:98
Radiation shielding suitPowerups60 seconds without floor damage from 5- and 10-damage sectors. On the 20-damage floors (sector specials 4 and 16) there is still a 5-in-256 chance per damage tick that the hit comes through.60 s2025 MT_MISC14 · SUIT53 first E1M4Radiation Shielding Suitp_inter.c:511 · doomdef.h:238 · p_spec.c:1022 · p_spec.c:1036 · info.c:2643 · d_englsh.h:99
Computer area mapPowerupsReveals the whole level on the automap for the rest of the level. Not picked up if you already have it.Whole level2026 MT_MISC15 · PMAP35 first E1M5Computer Area Mapp_inter.c:518 · p_inter.c:324 · am_map.c:1160 · info.c:2669 · d_englsh.h:100
Light amplification visorPowerups120 seconds of full-bright view (the renderer uses the fixed colormap). Picking up another restarts the 120 seconds.120 s2045 MT_MISC16 · PVIS13 first E1M5Light Amplification Visorp_inter.c:525 · doomdef.h:237 · p_inter.c:306 · p_user.c:349 · info.c:2695 · d_englsh.h:101
Blue keycardKeysOpens blue doors and switches. In co-op and deathmatch the key stays on the floor for every player.5 MT_MISC4 · BKEY55 first E1M3Picked up a blue keycard.p_inter.c:421 · info.c:2331 · d_englsh.h:89
Yellow keycardKeysOpens yellow doors and switches. Stays on the floor in co-op and deathmatch.6 MT_MISC6 · YKEY39 first E1M3Picked up a yellow keycard.p_inter.c:429 · info.c:2383 · d_englsh.h:90
Red keycardKeysOpens red doors and switches. Stays on the floor in co-op and deathmatch.13 MT_MISC5 · RKEY43 first E1M2Picked up a red keycard.p_inter.c:437 · info.c:2357 · d_englsh.h:91
Blue skull keyKeysOpens blue doors and switches (the skull and the card are interchangeable at the door). Stays on the floor in netgames.40 MT_MISC9 · BSKU41 first E2M6Picked up a blue skull key.p_inter.c:445 · info.c:2461 · d_englsh.h:92
Yellow skull keyKeysOpens yellow doors and switches. Stays on the floor in netgames.39 MT_MISC7 · YSKU41 first E2M6Picked up a yellow skull key.p_inter.c:453 · info.c:2409 · d_englsh.h:93
Red skull keyKeysOpens red doors and switches. Stays on the floor in netgames.38 MT_MISC8 · RSKU42 first E2M6Picked up a red skull key.p_inter.c:461 · info.c:2435 · d_englsh.h:94
ShotgunWeaponsThe weapon plus 8 shells when found (two clips), 4 when dropped by a shotgun guy (one clip); doubled on ITYTD/Nightmare. In co-op the weapon stays on the floor and gives 8; in deathmatch it stays and gives 20.2001 MT_SHOTGUN · SHOT78 first E1M1You got the shotgun!p_inter.c:637 · p_inter.c:198 · p_inter.c:176 · p_inter.c:744 · info.c:3111 · d_englsh.h:119
Super Shotgun (Doom II)WeaponsThe weapon plus 8 shells (two clips); doubled on ITYTD/Nightmare. Placed only in Doom II maps.82 MT_SUPERSHOTGUN · SGN282 first MAP02You got the super shotgun!p_inter.c:644 · p_inter.c:198 · info.c:3137 · d_englsh.h:120
ChaingunWeaponsThe weapon plus 20 bullets when found (two clips), 10 when dropped by a chaingunner (one clip); doubled on ITYTD/Nightmare.2002 MT_CHAINGUN · MGUN76 first E1M2You got the chaingun!p_inter.c:609 · p_inter.c:198 · p_inter.c:748 · info.c:3007 · d_englsh.h:115
Rocket LauncherWeaponsThe weapon plus 2 rockets (two clips of 1); doubled on ITYTD/Nightmare.2003 MT_MISC27 · LAUN114 first E1M3You got the rocket launcher!p_inter.c:623 · p_inter.c:198 · info.c:3059 · d_englsh.h:117
Plasma RifleWeaponsThe weapon plus 40 cells (two clips of 20); doubled on ITYTD/Nightmare.2004 MT_MISC28 · PLAS88 first E2M1You got the plasma gun!p_inter.c:630 · p_inter.c:198 · info.c:3085 · d_englsh.h:118
BFG 9000WeaponsThe weapon plus 40 cells (two clips of 20) — one BFG shot's worth; doubled on ITYTD/Nightmare.2006 MT_MISC25 · BFUG51 first E3M3You got the BFG9000! Oh, yes.p_inter.c:602 · p_inter.c:198 · info.c:2981 · d_englsh.h:114
ChainsawWeaponsThe weapon; no ammo involved.2005 MT_MISC26 · CSAW46 first E1M2A chainsaw! Find some meat!p_inter.c:616 · info.c:3033 · d_englsh.h:116

Health: stimpacks and medikits stop at 100, bonuses and spheres at 200 (p_local.h:33, p_inter.c:383). Armor: green absorbs a third of every hit, blue half; the rest comes off your health (p_inter.c:854). On I’m Too Young to Die all damage you take is halved on top of that (p_inter.c:799). Durations count in tics, 35 per second (doomdef.h:235). “Counts” toward the end-of-level Items percentage: bonuses, spheres and powerups; not ammo, keys, armor or medical kits (MF_COUNTITEM in info.c). Source: id Software, DOOM source code (linuxdoom-1.10), commit a77dfb96, GNU GPL v2.

This is the third of our engine databases, next to the enemies and the weapons. Every pickup in classic Doom and Doom II is listed with what it actually does when you walk over it: how much health or armor it gives and where that stops, how much ammo a clip or a box holds and what the maximum is with and without a backpack, how long each powerup lasts, and what a weapon lying on the floor is worth in ammo. The numbers are read from the released Doom source code at one pinned commit, and every row links the exact line.

How to read the tables

The first table is the ammo economy: the small pickup, the box, the maximum you can carry, and the maximum after a backpack. Two rules sit behind it. A weapon found on the map comes with two clips of its ammo, a weapon dropped by a monster with one. And on I’m Too Young to Die and Nightmare! every ammo pickup is doubled, which is why those two skills feel richer in bullets than Hurt Me Plenty.

The second table is every pickup. Use the chips to filter by category or by game, click a column header to sort, and read the “Cap / duration” column as the ceiling: stimpacks and medikits stop at 100 health, bonuses and spheres go on to 200, and the powerups run for the seconds shown, or for the rest of the level.

Three things players get wrong

Invulnerability does not make you immortal: it ignores any single hit under 1,000 damage, and a telefrag deals 10,000, so a monster teleporting onto you still kills. Berserk never wears off; only the red tint fades, the tenfold fist damage lasts until you leave the level. And the radiation suit is not watertight on the strongest floors: on the 20-damage sectors there is still a small chance per damage tick that the hit comes through.

Frequently asked questions

How much health does a medikit give in Doom?

A medikit gives 25 health and a stimpack 10, both only up to 100. Health bonuses add 1 each and can take you to 200, as can the soulsphere (+100) and the megasphere (sets health to 200 and gives blue armor).

How much ammo can you carry in Doom?

200 bullets, 50 shells, 50 rockets and 300 cells. A backpack doubles every maximum once, to 400, 100, 100 and 600, and gives one clip of each type when you pick it up.

Do ammo pickups change with the skill level?

Yes. On I’m Too Young to Die and on Nightmare! every ammo pickup gives double: a clip is 20 bullets instead of 10, a box of shells 40 instead of 20. On the three middle skills the amounts in the table apply as shown.

How long do the powerups last?

Invulnerability 30 seconds, partial invisibility 60, the radiation suit 60, the light amplification visor 120. Berserk and the computer area map last for the rest of the level. Picking up a timed powerup again restarts its clock.

Sources