Quasimorph Items Hub
Weapons, armor, crafting, and consumables for mercenaries
Items define whether your Quasimorph clone extracts or becomes another corpse in the station log. Magnum Scriptum built a harsh extraction loop: die on mission and lose the kit on your back, survive and keep every bandage, rifle, and meta chip you carried out. The 1.0 Steam release on July 31, 2026 finalized crafting chains, medkit behavior, and resistance scaling that punishes players who bring one damage type or ignore examine panels. This hub routes you through gear knowledge every mercenary needs after the tutorial.
Start with Weapons to understand damage categories, fire modes, melee patterns like series of hits, and when mission loot beats barter gear. Quasimorph enemies wear armor and inherit faction tech tiers; a pierce rifle that shredded Mars bandits may tickle mid-game robots until you swap to cut shotguns or machetes. Weapons tie directly to Classes builds and Combat Stances because sprinting reduces accuracy while heavy backpacks slow dodge.
Armor and Resistances explains how protection stacks on clones and enemies, why examine is mandatory, and how resistances scale as factions upgrade stations on the World map. Your armor matters, but offensive typing matters more because fights end faster when you shoot weaknesses instead of tanking extra hits.
Crafting and Consumables covers ship-bench recipes: disassemble loot into components, craft medkits that stabilize all wounds, brew sorbets for infection, and queue splints and bandages before accepting timed missions. Crafting interacts with Operators traits; Isabella Capet ignores infections, while other clones need sorbets when eating questionable food or fighting bio hazards.
Augmentations and Implants documents body-slot replacements with bonus and penalty tradeoffs, clone death loss rules, robotic versus organic healing, Quasimorphic tiers gated by Magnum Engineering, Steel Without perk synergy, and implant disable when wounded. Pair augment planning with Pacts and S.K.U.L.L. Project so metamorph and cybernetic systems do not conflict on the same clone.
Looting etiquette belongs in every items discussion. Ctrl-click transfers between containers, Shift-click stacks matching items, and disassembly turns junk armor into rags or crafting mats mid-mission. Overweight loot tanks dodge and burns calories, which kills Tunnel Rats specialists as often as bullets. Use the Loadout Planner before launch and revisit Getting Started for Mars farming routes where timer pressure is off.
Items also feed barter economies on the World map. Eyes, rare components, and intact high-tech weapons trade for backpacks and meta chips at faction hubs when reputation and tech levels are high enough. Strip cyborgs for wiring and chips when Weapons guides call for energy ammo. Follow Walkthrough chapter pacing so you craft endgame kits before entering Quasimorph-heavy zones.
Read the four subpages below, cross-link Controls for inventory shortcuts, and keep two or more damage types in every loadout. Quasimorph items look dense at first glance, but the loop simplifies: examine, swap, craft, extract.
Frequently Asked Questions
Quick answers to the most common questions.
Do I lose items if my clone dies in Quasimorph?
Yes. Gear on your clone during a failed mission is lost. Ship stash and previously extracted items remain safe.
How do I get better weapons in Quasimorph?
Loot missions, barter with factions, and craft from disassembled components. Higher faction tech unlocks stronger gear pools.
What consumables should I craft first?
Bandages, splints, and medkits are core. Add sorbets for infection if your operator lacks immunity.
Why do my shots deal low damage sometimes?
Enemies resist damage types and wear armor. Examine targets and switch weapons instead of forcing one ammo type.
Can I craft during missions?
Most crafting happens on the ship between missions. Some consumables can be applied or assembled in the field via inventory actions.