Ammunition
Weapon-specific supplies such as launcher, heavy and energy ammunition; costs and drop sources can change.
Inventory reference
Understand what an item does before it consumes a slot: fight with it, craft with it, unlock something, complete an objective or extract it for value.
This taxonomy keeps inventory objects separate from crafting resources and equippable gadgets.
Weapon-specific supplies such as launcher, heavy and energy ammunition; costs and drop sources can change.
Unlock paths for workshop crafting that may appear in events, expeditions, loot and rotating rewards.
Healing and support items used during a raid, including bandages and Vita Spray.
Mission-specific objects and relics that can require a successful extraction to count.
Access items for locked rooms, hatches and high-value spaces where the risk-reward profile changes.
Collectible valuables shown in the Raider Den and used by live events or projects.
Classify the item by immediate raid value and longer-term progression value.
| Question | Decision signal |
|---|---|
| Does it keep this run alive? | Healing, ammunition and escape utility normally outrank speculative value when extraction is at risk. |
| Is it needed by an active quest or project? | Official events can require successful extraction with relics or direct project contributions. |
| Does it unlock future crafting? | Blueprints and workshop progression can be more valuable than their immediate sale value. |
| Is the price patch-sensitive? | Items such as Deadline, Power Cell and launcher ammo have received official economy changes; verify the live tooltip. |
The official site describes the loot loop and records economy changes in patch notes.