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Quasimorph Loot Priority Guide

Fill the backpack with progress, not pretty junk that dies with the clone

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Quasimorph Loot Priority Guide

Every Quasimorph backpack fills faster than your judgment. Version 1.0 (July 31, 2026) still deletes unextracted inventory on clone death, so loot priority is a survival skill — not a late-game spreadsheet hobby. This guide ranks what to keep, what to stash for the Trade Shuttle, and what to leave on the floor when weight or AP says extract now.

Use it with Choosing Contracts, Getting Started, and Magnum Ship. Guns and ammo nuance live in Weapons; medical triage in Wounds and Medicine.

Priority ladder (top to bottom)

When two items compete for the last slot, keep the higher rung:

  1. Mission-critical objects — briefing items, story keys, quest cargo that must leave alive.
  2. Permanent unlocks — Class Chips, unique quest rewards, rite materials tied to Pacts / S.K.U.L.L..
  3. Named Magnum bottlenecks — the exact Conveyor, Monitoring, Scanner, or Research part blocking this week’s upgrade.
  4. Stabilize kit — meds that keep the current clone walking to extract.
  5. Mixed-damage weapons and matching ammo — tools that solve the next floor, not trophies.
  6. Barter / shuttle fuel — high-demand trade goods after the above are safe.
  7. Common materials — only if Supply or crafting recipes need them tonight.
  8. Vendor trash — dump first when Quasimorphosis, wounds, or AP collapse.

If you reverse this ladder for “cool gun” syndrome, you will extract with fashion and fail the Magnum tree.

Mission items are not optional loot

Robbery, delivery, and story beats fail if the tagged object never reaches extract. After Hotfix 1.0.562, Robbery targets should spawn with correct usage counts — see Hotfixes — but the rule is unchanged: secure the objective early, then fill remaining slots. Do not clear three optional labs before picking up the quest case.

Defence and Descend missions often gate extract behind conditions rather than a single item. Read the live objective; Mission Types explains patterns without replacing the briefing.

Permanent unlocks beat temporary DPS

Class Chips and storyline unlocks permanently widen Classes options. A chip in the bag is worth more than a marginally better rifle you will dismantle tomorrow. Same for rite-linked pact materials — do not sell them on the shuttle’s reputation mode.

If inventory is tight, drop duplicate ammo brands before you drop the chip. You can craft or barter bullets on the Magnum; you cannot re-roll a unique unlock you left on a corpse.

Magnum components are weekly goals

Before launch, name one Magnum bottleneck from Magnum Ship Guide: Conveyor, Monitoring, Scanner, Capsule, Engineering bench parts, or Pact department fuel. On station, that named part outranks random high-tier armor you are not ready to equip.

Community beginner routes often prioritize Monitoring and Scanner early so the contract board becomes readable — then shuttle and clone upgrades. Your save may differ; the method stays: loot toward a written bottleneck.

Medicine is extract insurance

A full bag of guns means nothing if infection or pain stuns lock you out of the exit tile. Keep:

  • Something that stops bleeding.
  • Something that stabilizes multi-wound messes.
  • Antibiotics or infection control when you leave Absentia moons.
  • Calories and water for multi-floor contracts.

Details and wound decision trees sit in Wounds and Medicine. If meds and mission item compete at the door, meds plus objective beat a third rifle.

Weapons: dual answers over single trophies

1.0 punished single-damage loadouts harder on upgraded stations. Prefer keeping:

  • One reliable ballistic / pierce answer for armor.
  • One cut or composite answer for robots and special hides.
  • Ammo that matches those guns — orphan magazines are dead weight.

Thrown weapons are their own item type in 1.0 and can break; do not hoard empty bottles unless you train with them. Grenade and gas niches are situational — Midgame Combat covers when deployable cover and gases earn a slot.

Barter goods and shuttle dumps

After unlocks and bottlenecks are safe, fill leftover mass with goods your docked faction actually buys, or with shuttle candidates:

  • Typed barter gaps (ammo, meds) — Trade Shuttle.
  • Reputation repair junk — only surplus.
  • Proxy cargo stays marked as mission cargo, not vendor trash.

Reduced shuttle prices on non-required items are intentional. Selling a Research-gated component for coins is how campaigns stall.

Weight, AP, and the extract threshold

Set an extract threshold before you open the first door:

  • Mission item secured.
  • Named Magnum part or chip secured or clearly absent after a fair search.
  • Meds still cover one crisis.
  • Quasimorphosis / calories / ammo still allow a retreat path.

When the threshold hits, leave. Optional crates after that are how Baron runs and Rapture locks are born. Overweight kills dodge and turns Combat Stances into a sprint funeral.

Post-extract sorting on the Magnum

Unload everything. Sort into four piles:

  1. Equip for next contract.
  2. Reserve for the named upgrade or craft.
  3. Barter / shuttle.
  4. Dismantle.

Do not launch the next mission with a backpack still full of unsorted junk. Cryochamber and dismantler QoL in 1.0 exists so this step is fast — use it.

Loot priority is how extraction RPGs are won between firefights. Keep the objective, keep the unlock, keep the Magnum part, keep the meds — and let the floor keep the rest.

FAQ

Frequently Asked Questions

Quick answers to the most common questions.

What loot should I prioritize in Quasimorph?

Mission items first, then Class Chips and rite materials, then the Magnum part you named before launch, then meds, then mixed-damage weapons with ammo. Dump vendor trash when wounded or overweight.

Should I take every high-tier gun I find?

No. Prefer weapons that cover missing damage types and ammo you can sustain. Trophy guns that break your weight or med budget get clones killed.

Do I lose loot if my Quasimorph clone dies?

Yes. Everything still on the clone and not extracted is gone. Magnum storage and previously extracted goods remain.

When should I extract with a half-full bag?

As soon as the mission item and your named progress goal are secure, or when meds, calories, ammo, or Quasimorphosis erase your safety margin.

What should I sell on the Trade Shuttle?

Surplus after unlocks, Magnum parts, and meds are safe. Do not reputation-sell rite materials or the only gun that covers a damage type you need.

Are Robbery target items buggy after 1.0?

Hotfix 1.0.562 fixed Robbery targets spawning with non-full usage counts. Update the client if you still see wrong usage on tagged loot.