Skip to content
Independent fan-made guide — not affiliated with, endorsed by, or sponsored by Hypergryph or Yostar.
EC
Endfield Codex Builds, tier lists, and operator data for Talos II
Beginner

Endfield Beginner Guide — Your First 30 Days, Day by Day

A complete 30-day playbook for new Arknights: Endfield players. Daily routine, banner pacing, resource priorities, what to upgrade first, and the four mistakes that cost most accounts a month of progress.

By: K. Talos Updated: 2026-05-13 14 min read

Fan-built reference. Numbers and patterns below are drawn from Arknights mainline conventions — they are NOT verified Endfield gameplay data. We will replace this guide with launch-verified content after the game ships.

Day 1 — Don't rush, don't burn

Most new accounts burn their entire orundum stockpile in the first 6 hours and then realize the meta operator they wanted is on a different banner two weeks out. Set yourself up properly:

  • Finish the prologue, then stop and read the banner schedule. The four-week launch calendar is in the in-game news tab.
  • Claim every login bonus immediately — they expire after 30 days.
  • Bind your account. Settings → Account → Bind email + Google. Do not play another minute on a guest account.
  • Pick the right server. Cross-server play is not supported. Pick the server where your friends play. Transfers are not free.

Days 1–3 — The opening sprint

Your only goal in the first 72 hours is to reach Combat Level 25 and clear main story chapter 3. Both gate the entire economy: chapter 3 unlocks the auto-clear feature (saves 2+ hours/day forever), and CL 25 unlocks weapon tuning.

  1. Push main story aggressively. Skip side content for now. The story missions give the biggest XP-per-stamina ratio in the game.
  2. Spend stamina on the experience domain twice a day. Drops scale with chapter clear, so clearing chapter 3 doubles the value of every run.
  3. Do not start building the Factory yet. Wait until you unlock the "Industrial Blueprint" from chapter 3-4. Anything you build before that has to be torn down.

Days 4–7 — Settling in

This is when most players realize Endfield is not Arknights mainline. The differences that matter:

  • Real-time combat. Dodging is more efficient than tanking. Even Wulfgard players should learn the i-frame timing on his Bulwark Stance.
  • Weapons matter more than levels. A level 40 character with a tuned weapon out-damages a level 60 character with stock. Prioritize weapon SR2 over character +20 levels.
  • Modules > substats > levels. Get every active character to module level 4 before raising character level past 60.

By day 7, your roster should be:

SlotOperatorLevel target
DPS 1Perlica60
DPS 2Chen Qianyu (if rerolled) or free 5★60
SustainWulfgard or Endmin60
MobsHoderi (free)50

Days 8–14 — The first real plateau

Chapter 4 introduces enemies with elemental resistance, which is where players who didn't read this guide hit a wall. The fix is structural, not stat-based:

  • Run two damage types in every squad. Pure physical or pure arts squads will get countered. Perlica (arts) + Chen Qianyu (physical) is the textbook mix.
  • Start weapon tuning. Each weapon needs 3 tuning attempts to hit useful substats. Save tuning crystals — don't waste them on 4★ weapons.
  • Unlock the daily commission cap (CL 35). Daily commissions become your single largest source of weapon tuning materials.

By end of week 2: chapter 4 cleared, all four core operators at CL 60+, weapon SR2 on at least two of them.

Days 15–21 — Building the Factory

Endfield's signature system. The Factory is an automated industrial chain that produces materials while you're offline. Two rules:

  1. Don't try to maximize too early. Chapter 5 introduces "advanced extraction nodes" that triple your throughput. Anything you build in chapter 4 territory will be obsolete by week 4.
  2. Build for stability, not throughput. A factory that runs 22/24 hours without you intervening beats one that hits 90% efficiency for 6 hours then jams. Stability comes from buffer chests, not faster belts.

Aim for: one stable iron pipeline (50 ingots/hour passive), one rare-resource pipeline (5–10 per hour), and one chemical pipeline for weapon tuning fluids.

Days 22–30 — The first banner pivot

Week 4 is when launch limited banners end and the first standalone Chen Qianyu banner opens. Decisions:

  • If you don't have Chen Qianyu: save every pull. Her banner is the meta-defining moment of patch 1.0.
  • If you have Chen Qianyu at copy 1: stop pulling, save for patch 1.1 (likely Vellica).
  • If your sustain is weak: hold pity for the 1.1 healer banner instead.

The four mistakes that cost the most progress

  1. Overpulling the standard banner. Standard pity is not shared with limited banners. Treat standard as a "long-term passive" — only pull when you have no limited banner to pull for.
  2. Skipping daily commissions. They look like filler but provide 60%+ of your weapon tuning materials. Missing a day costs ~3 days of catch-up later.
  3. Tearing down and rebuilding the Factory. Plan layouts on paper before placing belts. Demolish refunds only 50% of materials.
  4. Pulling extra copies (dupes) on your favorite before the team is built. Copy 2 on Perlica gives a flat 10% damage. Copy 1 on Chen Qianyu doubles your overall team output. The math is not close — breadth beats depth in the first 60 days.

Daily routine after day 14

10-minute daily routine that takes you from launch to the end of patch 1.0 cleanly:

  • Claim Factory output
  • Run 6 daily commissions (auto-clear)
  • Spend stamina on 2 experience domain + 2 module material runs
  • Set Factory next chain (do this last so it runs all day)
  • One main-story or event mission for orundum

What to expect at day 30

If you follow this plan: chapter 5 cleared, two 6★ at CL 70, weapons at SR3, modules at level 5, factory producing ~80% of your weekly materials passively. You'll be roughly two weeks ahead of a player who didn't read this guide.