Equipment in Quasimorph is a survival budget. Every weapon, armor piece, implant, tool, ammunition stack, and repair material competes for space and for the time needed to use it. The Steam store describes hundreds of weapons and armor pieces, gadgets, body modifications, and resources; that breadth is useful only when the loadout answers the contract in front of you. A high displayed number is not automatically better if the item is too heavy, too fragile, or impossible to feed.
Effectiveness
Match damage, range, utility, and target to the mission instead of building around a single favorite item.
Sustainability
Condition, ammunition, weight, and repair access decide whether an item helps on the return trip.
Conversion
Dismantle or trade surplus only after protecting the next contract's backup, treatment, and objective space.
Build around the contract
Start with the objective and enemy context, then choose equipment. A short retrieval mission may reward a light load with a reliable sidearm. A multi-floor contract may justify a backup, more treatment, and a repair resource. A hostile environment or faction requires a different damage answer from an unremarkable room. The loadout should explain how the crew enters, completes the job, and returns even after one mistake.
Give each operative one clear primary function and one backup function. A damage operative can carry a second range or ammunition answer. A carrier can carry treatment or a tool that opens the intended route. A support operative can protect the formation without becoming useless when the first status effect appears. Avoid a team in which every character needs the same rare ammunition or occupies all available space.
Weapons and ammunition
Compare a weapon by the complete loop: target range, action cost, damage type, ammunition availability, condition, reload timing, and what happens when the magazine is empty. The weapon that wins a single screenshot can lose a long contract if its ammunition is scarce or its durability fails before extraction. Keep a secondary that can still finish a wounded enemy, create distance, or protect the carrier.
Thrown weapons and grenades should be treated as different decisions when the current version presents them as separate item types. The 1.0 notes state that thrown weapons received their own type and can gain melee bonuses or break when thrown. Read the live item panel before applying an old rule. A utility item is valuable when it changes the room; it is wasted when it is thrown only because the slot exists.
Armor, backpacks, and weight
Armor trades protection, weight, resistance, and available space. A heavier set can be correct when the contract demands staying power, but it can also make the return route less forgiving. Backpacks increase what can be brought home while making loot decisions less obvious. Reserve space for the objective, treatment, ammunition, and a repair candidate before collecting optional salvage.
Do not compare armor by one resistance in isolation. Ask which attacks the current mission can produce, how often the operative will be exposed, and whether the protection changes the number of turns available. If a heavy set delays movement or leaves no room for a backup, the theoretical resistance may not become practical survival. Test a new set on a contract you can abandon rather than on a campaign-critical descent.
Durability and repair
Condition is a future decision. A weapon that reaches low condition inside a dangerous room can force a reload, a switch, or a melee risk at the worst time. Check condition before departure and again after a fight that used the primary tool heavily. Repair before the next contract when the item is central to the plan; postpone repair when the item is experimental or easily replaced.
Repair materials themselves have opportunity cost. Use the minimum resource that restores a dependable tool, and avoid consuming rare material to rescue an item you will soon dismantle. If a run repeatedly ends because equipment breaks, the solution might be a shorter route, a second weapon, a different damage type, or an earlier evacuation—not simply more repair kits.
Crafting, dismantling, and trading
Crafting works best when it closes a known gap. Keep a list of the next contract’s missing ammunition, medical item, or repair component. Dismantle obvious clutter only after checking whether it is a component, a faction trade item, or a prerequisite for an upgrade. The 1.0.1 trading interface now shows which item types a selected station accepts, so read the current screen instead of relying on an old station table.
Trade surplus when it supports a concrete plan: a ship upgrade, an ammunition reserve, a required faction relationship, or a repair. Do not sell every backup because it looks unused. A cheap secondary weapon may be more valuable after a failed mission than the currency it provides before one. In a new save, the safest economy is usually the one that preserves the ability to attempt another contract.
Keep
Reliable primary, repairable backup, treatment, objective tools, and components tied to the next upgrade.
Test
New implants, pacts, heavy sets, fragile weapons, and unfamiliar damage types on a low-cost contract.
Convert
Duplicate clutter and surplus only after checking current trade acceptance, crafting recipes, and the next mission plan.
A practical inventory audit
Before departure, inspect condition, ammunition, weight, empty slots, treatment, and the carrier’s expected return path. After extraction, label items as keep, repair, craft, trade, or test. This five-way sort prevents the common mistake of dismantling the only item that solved a specific mission problem. The exact item pool and balance can change after a patch, so the live Steam base-game panel is always stronger evidence than a static list.
Read Weapons and Ammo for a pre-mission weapon check. Then pair the result with Mission Preparation and Ship Upgrades so equipment spending supports a longer plan.
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