Materials & Items#

Items in this game are finely sorted, but only one sentence really needs remembering: some things that look like clutter are the power ceiling itself. Internalize that one line and you avoid the most common category of loss.

Material Categories#

Category Example direction Use
Upgrade materials Common upgrade stock Gear upgrades, Koo art upgrades
Special materials Machine salvage, memory chips, cyberbrains and the like Raise upgrade caps, unlock specific upgrades
Gatherables Seeds, plant materials Plant at base or use in crafting
Currency Amber Purchases and upgrades; overflow items auto-convert
Consumables Healing items, food Used in combat and at rest
Talismans Equippable charms Provide buffs; sellable after the update

Memory Materials and Machine Salvage#

Item Function Caution
Memory chips Tied to specific upgrades or ability unlocks Don’t treat them as clutter
Cyberbrains Special material for mid-to-high-tier upgrades Limited quantity, clear purpose
Machine salvage Raises the weapon upgrade cap Selling it locks your own power ceiling

That third row is the most important line on this page. Weapon upgrades have a hard cap that common materials alone cannot push through; only these special materials raise it. Plenty of players casually sell salvaged mechanical scrap for cash early on, then hit mid-game with a capped weapon and a warehouse full of common stock.

Amber and Money#

Amber is the universal currency here. Two sources are worth noting:

  • Gather amber nodes directly.
  • After a partial update, overflow items auto-convert into amber - meaning surplus no longer needs manual cleanup.

On spending priority: cap raises and key unlocks first, consumables after. Consumables can be restocked anytime; the cap won’t wait for you.

Seeds and Food#

Seeds gathered in the field can be planted back at the purifying walker. This line pays out continuously: plant once, harvest several times, and the food supply gradually stabilizes.

Food is not decoration here - it feeds directly into Emma’s and Koo’s hunger bars. When neither is hungry, health regenerates automatically out of combat. The real value of this loop: trading farming for sustain.

Talismans#

Talismans are equippable charms that grant assorted buffs. One nuance is worth noting: this item type became sellable in a later version. So duplicates or ill-fitting talismans don’t need to be hoarded forever - but before selling, confirm it isn’t the keystone of some build.

The Never-Sell List#

Item Why it stays
Machine salvage and its kin among special materials It IS the weapon upgrade cap; no amount of money buys it back
Memory chips and cyberbrains Narrow-purpose and brutally hard to replace when short
Seeds The long-term return on planting dwarfs their sale price
“Useless” old talismans Sellable after the update means they hold value, but don’t liquidate before confirming your build

How Materials Connect to Other Systems#

Materials don’t produce power by themselves. They become combat strength through three lines: the upgrade line (gear and weapons), the unlock line (skills and caps), and the supply line (food and consumables).

So this page compresses into one sentence: when you’re short on power, first check whether you’re capped, then check whether materials got sold by mistake.

If you want to know Go read
How to break the upgrade cap Weapons & Upgrades
Resource allocation order Progression & Resources
The full collectibles list Collectibles & Secrets

Material Cheat Sheet#

Material Main sources Use Sellable?
Common upgrade materials Enemy drops, zone gathering Gear upgrades and art upgrades Yes, but not when short
Machine salvage Zone exploration, abandoned facilities Raises the weapon upgrade cap Not recommended
Memory chips Zone exploration and specific enemies Tied to ability unlocks Not recommended
Cyberbrains Mid-to-late zones Special material for mid/high upgrades Not recommended
Amber Amber nodes, overflow conversion Universal currency It IS the currency
Seeds Field gathering Plant at base Not recommended
Healing items Supply points, gathering Recovery in combat and exploration Yes
Talismans Enemy drops Equippable buffs Sellable after the update
Food Gathering and base harvest Restores hunger Usually self-use

Three Things That Look Useless but Are Critical#

Item Why it’s critical
Machine salvage It IS the weapon upgrade ceiling. Without it, no amount of common materials pushes further
Seeds Long-term returns after planting far exceed their sale price - the classic compounding resource
Old talismans Sellable after the update, but an unremarkable one may be a build’s keystone - confirm before liquidating

Inventory Management Advice#

Principle Explanation
When unsure, don’t sell Materials have sharply defined roles; replacing a mistaken sale is expensive
Don’t manually clear overflow Overflow auto-converts to currency after the update; save the time
Restock consumables as used Camps and dragon-vein shrines are the main resupply points; no hoarding needed
Upgrade over purchasing The same resources invested in upgrades usually outperform buying consumables

Last updated: 2026-09-24.

内容最后验证于 2026-07