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Pimp Warz

The Pimp Warz field guide

Pimp Warz Quartermaster strategy: which raid upgrades to buy first

Choose permanent raid perks and temporary boosts by your bottleneck. Compare shard costs, Boss Seals, Raid Prestige, extra loot rolls and realistic payback.

Pimp Warz strategy guide · Reviewed

Recommended approach: Buy the perk that serves your main activity, then protect the currency blocking your next unlock. Backroom Iron serves frequent training, Street School serves crime XP, Made Reputation serves Raid XP, and Diamond Connections serves long-term shard farming.

The Quartermaster trades bound Syndicate Shards, World Shards and Boss Seals for account upgrades. Raid Prestige is an eligibility requirement, not a currency deducted by a purchase. There is no single purchase order that is best for every account.

Start with the reward you will repeatedly use

Backroom Iron adds 1% gym gains per rank up to 5%; Street School adds 1% successful-crime account XP per rank up to 5%. Their value depends on how much training or crime XP you actually expect to earn after the purchase.

Made Reputation adds 2% qualifying Raid XP per rank up to 10%. Each 1,000 Raid XP earns one Raid Prestige and one Boss Seal, with remaining XP carried forward. This is the relevant branch when progression or Seals hold you back.

Diamond Connections adds 2% qualifying bound shards per rank up to 10%. It helps the shard currency earned by the raid's tier; farming only Syndicate raids does not refill a missing World Shard balance.

Second Take adds a 5% chance per rank, up to 25%, of a second personal item-table pass on qualifying wins. It targets loot rather than cash, points, pets or guaranteed rare items.

Scroll the table sideways to see every column.

First-rank costs; each requires Raid Prestige 2
PerkSyndicate / World / SealsGood fit
Backroom Iron250 / 50 / 2Regular gym spending
Street School200 / 75 / 2Regular crime XP sessions
Made Reputation200 / 100 / 2Raid Prestige and Seal progression
Diamond Connections300 / 100 / 2Long-term shard farming
Second Take300 / 200 / 2Repeated attempts at desired item loot

Higher ranks need a stronger reason

For the five ranked perks, each rank's shard price is its first-rank price multiplied by rank squared. Rank 2 costs four times the first-rank shard price; rank 5 costs 25 times as much. Those are individual rank prices, not cumulative totals.

Successive ranks require Raid Prestige 2, 5, 10, 20 and 40, and cost 2, 5, 10, 20 and 40 Seals respectively. Because each step adds the same perk percentage, compare a later rank with first ranks in other activities you use.

Payback illustration: rank-1 Diamond Connections costs 300 Syndicate and 100 World Shards. With a hypothetical reward of 100 shards before the perk, it adds 2 per fully real qualifying win. Recovering those shard amounts takes 150 Syndicate wins and 50 World wins. This excludes the opportunity cost of two Seals and changes with reward rounding, difficulty and bot dilution.

That does not make the perk bad. It makes it a long-horizon purchase. If you need an immediate training benefit, measure the gym perk against your expected training instead of treating every economy perk as automatically first.

Coordinate one Family Business owner

Family Business is a single unlock costing 500 Syndicate Shards, 250 World Shards and 5 Seals, requiring Raid Prestige 5. Five distinct real members of the same gang must attend a qualifying raid, and at least one of them must own the unlock.

Every attending member of that gang then gets +5% Raid XP. Multiple owners do not stack the percentage. Coordinate attendance before buying duplicate unlocks solely for a larger bonus; another owner can instead be useful as cover when the first cannot attend.

Made Reputation, Family Business and Headline Run add their Raid XP percentages. At their combined maximum, the bonus is +25%, not three successive multiplications.

Buy timed boosts when ready, banked charges for the right wins

Backroom Session costs 300 Syndicate and 50 World Shards for +5% gym gains over two hours. Street Tuition costs 250 Syndicate and 75 World Shards for +10% crime account XP over two hours. Each requires its matching permanent perk and Raid Prestige 2. Timers start on purchase, continue offline and cannot be extended while active.

The timed percentage adds to its matching permanent perk: gym benefits reach +10% and crime benefits +15%. Activate only when you have the Energy or Nerve, refills and time to make use of the window.

Headline Run costs 200 Syndicate and 75 World Shards for five qualifying-win charges of +10% Raid XP; it requires Made Reputation and Raid Prestige 2. Two-Take Contract costs 150 of each shard and one Seal for three qualifying-win charges of a guaranteed second item-table pass; it requires Second Take and Raid Prestige 5.

Charged boosts apply automatically to the next qualifying wins. Failed and standard raids do not consume them; a second-pass charge is also preserved when there is no item table. Plan which raids you join after buying charges rather than assuming you can select the payout later.

Understand what a second loot pass buys

A second pass is another chance at the item table. Both passes can award the same item; neither guarantees a rare drop. A contract replaces Second Take's chance of a second pass, so combining them never creates a third pass.

For an illustrative independent per-pass item probability p, two passes give a probability 1 − (1 − p)² of at least one copy. At a hypothetical p = 10%, that is 19%, not a guaranteed item. The example does not assert a particular boss's drop rate.

Use current reward messages and your own resource totals to review the purchase. Progression perks pay off through repeated relevant play, and a boosted raid still needs to meet its win and progression rules.

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