Dirk | Central

It can be upgraded into an Alloyed Central Dirk using a Pluripotent Alloy to increase its stats for late-game play. Combat Mechanics

| Zone | Name | Vibe | Faction | |------|----------------|---------------------------|-----------------------| | 1 | The Sumps (B1–6) | Flooded, rats, black market | The Bilge Rats (smugglers) | | 2 | The Warren (7–12) | Dense housing, laundry lines | The Tenants' Union (communal) | | 3 | The Girders (13–18) | Unfinished construction, scaffolding | The Riveters (engineer cult) | | 4 | The Atrium (19–24) | Former luxury mall, glass | The Curators (data hoarders) | | 5 | The Scrub (25–30) | Hydroponic farms, humidity | The Green Lung (eco-fascists) | | 6 | The Crown (31–36) | Penthouse ruins, antenna fields | The Static King (radio anarchist) | central dirk

The Central Dirk is a rare drop that requires a high Light Weapon stat to wield effectively. While powerful, many players consider it a "pre-endgame" weapon that is often replaced by legendary alternatives like the Krulian Knife for those willing to grind. Dagger (Light Weapon) Requirements: 50 LHT Base Stats: 15 Damage, 7 Scaling It can be upgraded into an Alloyed Central

It occasionally appears for sale on merchant ships encountered at sea. Gameplay and Strategy Dagger (Light Weapon) Requirements: 50 LHT Base Stats:

Floors are grouped into six (6 floors each). Example zones:

If you deliver a package for the Bilge Rats that exposes the Tenants' Union, the Union won't hate you universally—but their door guards will charge you a toll.