Tier versus rarity
Every item has two numbers: a tier (1 to 10, built into the item) and a rarity (Common to Godlike, which multiplies everything). The final stat is tier × slot factor × rarity multiplier. Rarity multipliers are: Common ×1.0, Uncommon ×1.3, Rare ×1.6, Epic ×2.0, Legendary ×2.5 and Godlike ×3.5.
That produces some surprising comparisons. A Rare tier-8 weapon (8 × 6 × 1.6 = 77 damage) beats a Legendary tier-5 weapon (5 × 6 × 2.5 = 75). An Epic tier-5 weapon (60) beats a Common tier-9 weapon (54). Always compare the final numbers in the item database instead of going by colour.
Which slots to upgrade first
- Chest. It gives the most Armor and Max HP of any slot (tier × 4 and tier × 10), so a good chest piece pays off the longest.
- Main-hand weapon. Damage scales with tier, so the first firearm upgrade makes fights noticeably shorter.
- Headgear and legs. Both add survivability and are common drops.
- Backpack. More carry capacity means fewer wasted trips, each of which costs a part of the day.
- Boots and gloves. Gloves also add damage, so do not neglect them.
- Trinkets and rings. These specialise your build: stealth, hunting, scrap, luck. Choose them to match your talent build.
Luck and drops
About 59% of normal drops are Common and 30% Uncommon; only about 11% of drops are Rare or better. Epic is 2.5%, Legendary 1% and Godlike 0.5%. Bosses are far kinder: they always drop at least Rare and have a 33% chance of Epic, 10% of Legendary and 2% of Godlike.
Your Luck stat multiplies the chance of Rare and better drops by up to 2× at 100 Luck. Luck comes from the Two-Headed Coin, Cursed Rabbit's Foot, Neural Link and the signet rings. If you plan to farm bosses, equip them first.
Choosing a weapon
- Firearms are ideal for ranged builds and enemies that approach slowly. They use ammunition, so pair them with Gunner talents.
- Melee weapons have no ammo cost and match the damage of a gun of the same tier. Choose heavy for HP, blade for Stamina and axe for Armor.
- The Scrap Launcher is a special weapon with a fixed base of 55 damage, a strong early pick.
What to keep
Keep any piece that raises a stat you cannot get elsewhere (carry weight, stealth, luck), and keep one spare set for a different job, such as a light set for ambushes and a heavy set for bosses. A Common tier-1 item is always worse than anything you will have equipped by the end of the first week, so do not carry it around.
More guides
Beginner's Guide
Your first week decides the rest of the run. Here is what to do, in order.
OPEN →Combat Guide
Fights are turn-based and every Action Point counts. This guide explains the rules underneath.
OPEN →Squad Strategy Guide
Who you place where before the first shot matters as much as what they carry.
OPEN →