Quick reference
Worth Keeping ends at Super. Start with a Common item and follow its upgrades instead of obtaining a different item that already starts at a higher rarity.
- Start
- An item at Common rarity.
- Finish
- Raise that item through its upgrades to Super.
A Rare Hammer reaches its ceiling
Hammer is Rare. A Common recipient stays in its marks through two day ends.
- First day end
The Common recipient rises one tier to Uncommon.
Second day end
The Uncommon recipient rises to Rare.
- Next day end
The recipient is already at the Hammer’s cap, so it stays Rare.
Mark another useful item below the cap, or raise the Hammer’s rarity before expecting further upgrades.
Follow the displayed objective
Steam’s public objective says Common to Super. The internal achievement identifier contains “mythic,” but it is not the player-facing requirement. Plan around the displayed finish rather than inferring an extra tier from a technical name.
Choose a Common item you can use throughout the journey, such as Pistol, and keep its progression in mind when collecting matching copies. Replacing it with an unrelated Rare weapon can improve combat while doing nothing for this specific upgrade path.
Unlock the upgrade tiers
The base workbench’s More Rarities unlock enables higher merge tiers. Inspect the available unlocks before committing a run to a finish your current progression cannot reach. During the run, use the merge preview for matching items and their required rarities.
Do not publish a fixed number of Common drops as a universal route: Hammer, Copy Shop and existing higher-rarity matching copies can change the acquisition path. Read the actual next upgrade instead of treating a theoretical full duplicate tree as a shopping list.
Use Hammer within its ceiling
Hammer raises marked items at day end and stops at its own rarity. A Rare Hammer can help a Common recipient reach Rare across successive day ends, but it cannot supply the later steps to Super unless its ceiling is raised.
Preserve the recipient’s weapon support while arranging those overnight marks. If moving the item under Hammer disables the gun keeping the map safe, wait for a layout that supports both. The Hammer guide compares recipients already at, below and above its ceiling.
Keep crafting goals separate
Tinkerer requires crafting three distinct legendary items; Worth Keeping follows an existing item’s rarity. A workbench craft that consumes the tracked weapon and produces a different item changes the plan. Inspect ingredients before confirming it.
The strongest preparation is an unlocked rarity path, a Common recipient still useful in combat, and enough remaining stops to collect its upgrades. Continue extracting with that playable setup rather than filling the bag with unrelated future ingredients.
Fieldguide

