What to Bring Before a Contract

The right loadout matters because a contract can become unwinnable when your weapon damage, ammunition, or healing supplies do not match the enemies you meet. Quasimorph required items are not a fixed checklist for every mission; they are practical tools chosen around danger level, floor count, enemy types, and clone strengths.

Check the contract screen before launching. Difficulty skulls and floor count help estimate ammunition, food, and medical support. Early on, avoid treating every mission as a full-clear expedition. Pack enough to survive and extract, then expand your loadout as you learn what the location demands.

Item groupWhy it mattersBasic priority
Primary weaponGives you a dependable answer to common enemiesEssential
Second damage typePrevents enemy resistances from stopping your runEssential
AmmoSupports both weapons through multiple encountersEssential
Healing and wound careLets a clone recover from damage and status problemsEssential
FoodCovers calorie use during explorationEssential
Carry-capacity gearMakes room for gear and profitable lootHighly useful

Your primary weapon should be one you can reload reliably and use comfortably in close quarters. Shotguns can be extremely effective with range and scatter bonuses, but they are not a universal answer. A weapon that performs well against one armored target may be inefficient against another enemy with different resistances.

Do not assume every contract needs identical supplies. Defense missions can be difficult for new players: there is little map loot compared with other contract types, cover can be limited, and attackers determine much of what you can collect. Conquest and elimination missions often provide more chances to restock from containers, corpses, and rooms.

Quasimorph screenshot 2
Image: Steam

Build Around Damage Types, Not Just Damage Numbers

Every ammunition type deals a damage type, and enemies can resist some types far better than others. This makes a second weapon or alternate ammunition more valuable than simply carrying a larger stack of one favorite round.

Inspect enemies before committing to a fight. If a target has high resistance to your current damage type, switch tools before wasting turns and ammunition. A heavily protected cyborg, for example, may shrug off fire while being much more vulnerable to cutting damage from buckshot.

Loadout choiceWhat it solvesWhen to use it
One weapon, one ammo typeLow weight and simple inventory managementShort, low-risk contracts
Two weapons with different damage typesEnemy resistance coverageStandard exploration contracts
One weapon plus alternate ammoFlexibility without another weapon slotWhen inventory space is tight
Three weapons with servo backpack supportBroad tactical coverageHigh-threat or long contracts

A useful early pattern is to bring one dependable general-purpose weapon and one option that deals a clearly different damage type. Keep enough ammunition for both, rather than carrying a backup gun with only a token number of rounds. A backup that cannot finish a fight is not truly a backup.

Choose ammunition after considering what you expect to face:

  • Bring varied damage types when entering unfamiliar stations.
  • Favor the damage type that performs best against the expected faction or enemy group.
  • Keep reload needs in mind; a powerful weapon is risky if it leaves you exposed.
  • Save specialty ammunition for resistance-heavy targets.
  • Reassess supplies after looting rather than firing every round immediately.

Manual targeting can stretch the value of ammunition. Holding the aiming control reveals the expected line of fire and can help you target objects, barrels, distant tiles, or angles near cover. It is useful for clearing hazardous fuel containers from range, but weapon scatter and accuracy still affect the result.

Video: Quasimorph gameplay and trailer

Medical, Food, and Hazard Supplies

Medical items and food are important Quasimorph required items because a run can collapse from attrition even when combat goes well. Damage, infection risks, hunger, and hazardous rooms compound when you stay on a station for several floors.

Pack recovery supplies according to mission length, not just your clone’s starting health. A short raid may need only a small reserve, while a multi-floor operation benefits from enough treatment to survive an unexpected firefight. When uncertain, prioritize healing over extra loot space.

SupplyPractical useImportant caution
Medical treatmentRestores a clone after damage or injuriesDo not wait until the final safe moment
FoodReplaces calories used while movingStealth movement reduces calorie use
FuruncleCan add 5 health for the current missionIt may cause infection
Poison removalLimits container hazardsDrop it before nearby fighting
Fuel removalStops containers from exploding when hitClear it before shooting nearby

Furuncle can be an emergency health boost when no better option exists. The gain is modest, but five health can decide whether a clone survives the next attack. It carries a chance of infection, so it is safer when you have a way to manage that consequence.

Before a firefight, inspect nearby containers and remove fuel or poison by interacting with them and moving the dangerous contents onto the ground. A stray shot cannot ignite or rupture material that is no longer inside the container.

Movement mode affects food needs and survivability. Use stealth while traveling through uncertain areas to detect nearby enemies and conserve calories. Switch to normal movement when combat is likely, because two actions let you combine movement, door use, and shooting more safely. Running is valuable for escape, but its accuracy penalty and interaction restrictions make it a poor default.

Quasimorph screenshot 3
Image: Steam

Inventory Space, Loot, and Mission Discipline

Capacity gear is easy to overlook until you must abandon ammunition, armor, or useful crafting material. A servo backpack is especially valuable for combat loadouts because it provides an additional weapon slot and reduces reload duration for the weapon in that slot.

You can carry a larger backpack into a mission and change into it after combat if your goal shifts from fighting to looting. This does not create extra nested storage, but it can improve return-trip capacity without sacrificing a useful combat setup at the start.

SituationBest inventory approachWhy it works
Unknown contractTwo weapons, mixed ammo, moderate free spaceBalances adaptability and loot room
Long combat missionServo backpack and planned ammunition stacksSupports an extra weapon and faster reloads
Loot-heavy cleanupSwitch to a larger backpack after fightingPreserves more materials for extraction
Resource shortageDisassemble useful findsConverts gear and ammo into crafting materials
Emergency hungerUse available food before desperate optionsAvoids unnecessary risk

Disassembling equipment is a major resource source. Weapons, armor, and ammunition can become components for future crafting. Regular ammunition can provide gunpowder, while poison ammunition can provide acid. Learning these conversions changes what you look for: an item that is poor to equip may still be valuable to break down.

Body and mechanical parts can also be processed for resources. In an emergency, limbs can provide food after preparation, though relying on this means the mission has gone badly. Treat it as a survival option rather than your normal ration plan.

Do not create danger merely to save time. Open doors while actions remain, rather than ending a turn exposed in a doorway. Look behind you regularly, especially in long corridors. Fast enemies can close distance quickly, and one unnoticed attacker can consume the medical supplies intended for a harder fight.

FAQ

What are the most important Quasimorph required items?

Bring a primary weapon, a second damage option, enough ammunition for both, healing supplies, food, and enough carrying capacity to avoid discarding essentials. Increase amounts with contract difficulty and floor count.

Do I need two weapons on every contract?

Not always. A low-risk mission can be completed with one reliable weapon, but two damage types are safer when enemy resistances are unknown. A second weapon reduces the chance that one resistant enemy makes your ammunition ineffective.

How much food should I carry?

Carry more for longer contracts and aggressive movement. Stealth movement uses fewer calories per action, so cautious exploration lowers food pressure. If you are clearing several floors, bring a reserve instead of assuming the station will provide enough.

Should I take a servo backpack?

Take one when you want three weapons or value the reload benefit for an extra weapon slot. It is especially useful on difficult contracts where varied damage types matter more than maximum loot space.

Are fuel and poison containers worth looting?

Only after considering the danger. Remove fuel and poison from containers before fighting nearby so enemy fire or missed shots cannot turn them into explosions or hazardous areas.