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.
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.
- Push main story aggressively. Skip side content for now. The story missions give the biggest XP-per-stamina ratio in the game.
- Spend stamina on the experience domain twice a day. Drops scale with chapter clear, so clearing chapter 3 doubles the value of every run.
- 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:
| Slot | Operator | Level target |
|---|---|---|
| DPS 1 | Perlica | 60 |
| DPS 2 | Chen Qianyu (if rerolled) or free 5★ | 60 |
| Sustain | Wulfgard or Endmin | 60 |
| Mobs | Hoderi (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:
- 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.
- 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
- 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.
- 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.
- Tearing down and rebuilding the Factory. Plan layouts on paper before placing belts. Demolish refunds only 50% of materials.
- 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.