Two pipelines, one inventory

The overworld's collection verbs feed two different production systems, both of which take from the same shared inventory:

  • Mining → Crafting (equipment + materials)
  • Gathering → Cooking (buff food + revival drinks)
  • Monster drops → Both — most cooking and craft recipes
  • Region lockedSome materials only drop in specific regions

Because the two pipelines share inputs, treating any farming run as “just for crafting” usually leaves cooking-relevant drops in the field. Run regions to completion — gather, mine and fight everything in scope — then plan the recipes back at the hub.

Crafting — Equipment, Sets, Combine, Convert

The Crafting screen is split into four tabs that do meaningfully different jobs:

  • Equipment — crafts general-purpose Equipment pieces with no Set Effect. These are the safe baseline pieces you build before unlocking the Set you actually want to chase.
  • Sets — crafts Equipment with Set Effects, the bonus that activates when you wear matching pieces of the same set. Equipping multiple Set pieces on one character stacks the Set Effect — the more pieces, the larger the bonus tier.
  • Combine — feeds lower-grade items into higher-grade power-up materials. This is the tab that turns scrap into upgrade fuel for the gear you actually wear.
  • Convert — trades items of the same grade for an alternative power-up material. Use Convert when one grade is overflowing in inventory and the recipe you want is bottle- necked on the other side of that grade tier.
Crafting screen with Equipment and Sets tabs visible.
Equipment vs Sets: same UI, very different long-term value.

How crafted equipment fits into a build

Equipment is split into four slots — Headgear, Chestpiece, Gloves, and Footwear. Each slot accepts any compatible piece, and pieces stack their Set Effects when they belong to the same set.

Equipment Set Effect popup showing how multiple pieces of the same set stack the bonus tier.
Set Effects scale with the number of equipped pieces from the same set.

Pieces can be enhanced by spending dedicated materials or by feeding duplicates of the same piece. Enhancement raises the base stats and, at certain thresholds, can unlock a new Substat or boost an existing Substat. Substats are the part of a piece that varies copy-to-copy, so two mathematically identical pieces can end up very different after full enhancement.

Cooking food, drinks and the no-stack rule

Cooking turns gathered plants and monster-drop items into three categories of consumable:

  • Main dishes — pre-combat enhancement effect.
  • Side dishes — pre-combat enhancement effect.
  • Drinks — used during combat to revive a fallen character.
Cooking results screen showing Main dish, Side dish and Drink categories with their effect descriptions.
Three categories: dishes for buffs, drinks for in-combat revival.

Drinks are the answer to the in-combat revival problem: a tagged- out character with no HP cannot be brought back in by a normal swap, so you either reach a Warp Device or you spend a drink. For long boss fights, packing one drink per character is the difference between a recoverable mistake and a wipe.

Where to spend materials first

  1. One full Set on your main carry. Set Effect tiers scale faster than raw stat enhancement; getting the bonus tier unlocked beats over-enhancing a single piece.
  2. Drinks for every character that sees boss content. They cost less than the equivalent Conquest re-runs that a wipe forces.
  3. One main-dish recipe that buffs a stat your carry actually scales with. Skip rotating between recipes — pick one and stock it.
  4. Combine and Convert proactively whenever inventory hits a grade ceiling. Hoarded low-grade materials are dead inventory; running them through Combine into useful power-up fuel keeps the upgrade pipeline live.

How this guide was researched

Every recommendation in this guide is written and re-tested in-game by the team. We play through the relevant content ourselves on a live account, confirm each mechanic and number against the most recent patch, and rewrite the guide whenever the game changes.

Last tested against Patch 1.0 on .