Items

Soltokemons items

What each item does, where it comes from, and the Market or Forge price. From battle consumables to the Essences, gems and materials of the Ether Forge.

Move customization

Build your four-move loadout

Every Soltokemon now fights with four moves. Training and Technique Discs let you reshape that loadout instead of keeping the same attacks forever.

Technique Discs in boss chests

Each Warden chest has an independent 20% chance to add a Technique Disc to its normal loot. Solroot favors Grass, Rock and Wind; Abyssal favors Water, Ice and Electric; Umbral favors Lunar, Etherial, Fire and Special moves.

Battle

Potion250 coins

Restores a Soltokemon's HP in battle.

๐Ÿ“ How to get: Buy at the Solana City Market, or earn from early quest rewards such as Ranger/Nora care.

Revive10 Shards

Brings back a fainted Soltokemon.

๐Ÿ“ How to get: From early quest rewards, the Market, or the Etheria Shard Trader.

Energy Charm

Use it in battle to gain +1 energy (skips your attack that turn).

๐Ÿ“ How to get: Earn from quest rewards such as Tideforge Call, or receive it from drops/events that grant battle utility items. Use it in battle for +1 energy.

Fishing Rod

Salty Satoshi's tuned-up rod. Stand at the water's edge and tap the ๐ŸŽฃ button to cast - reel in a fish before it shakes the hook, then take it to Salty to open for oysters.

๐Ÿ“ How to get: Key item from Salty Satoshi's fishing quest. Recover his Lucky Lure from the Maelstron, return it to his Degen Beach shack, and he fits it to a spare rod.

Lucky Lure

Salty Satoshi's prized lure, lost to the deep. No water Soltokemon can resist it.

๐Ÿ“ How to get: Quest item recovered from the Maelstron in the Liquidity Sea during Salty Satoshi's quest. Return it to Salty to unlock the Fishing Rod.

Chum

Basic bait. Hooks small fish. Consumed each cast.

๐Ÿ“ How to get: Buy from Salty Satoshi's bait market at Degen Beach for 30 coins. Consumed on cast and reels in Small Fish on a successful fishing catch.

Shrimp Bait

Tastier bait that hooks medium fish. Consumed each cast.

๐Ÿ“ How to get: Buy from Salty Satoshi's bait market at Degen Beach for 80 coins. Consumed on cast and reels in Medium Fish on a successful fishing catch.

Glow Bait

Luminous bait that hooks the biggest fish. Consumed each cast.

๐Ÿ“ How to get: Buy from Salty Satoshi's bait market at Degen Beach for 150 coins. Consumed on cast and reels in Large Fish on a successful fishing catch.

Small Fish

A small fish reeled in with basic bait. Take it to Salty Satoshi - he'll open it for oysters.

๐Ÿ“ How to get: Catch by fishing with Chum after you have the Fishing Rod. Bring it to Salty Satoshi to open it for 0-1 oysters plus a Gutted Fish.

Medium Fish

A decent fish reeled in with shrimp bait. Salty opens it for more oysters than a small one.

๐Ÿ“ How to get: Catch by fishing with Shrimp Bait after you have the Fishing Rod. Bring it to Salty Satoshi to open it for 0-2 oysters plus a Gutted Fish.

Large Fish

A hefty fish reeled in with glow bait. Salty opens it for the most oysters.

๐Ÿ“ How to get: Catch by fishing with Glow Bait after you have the Fishing Rod. Bring it to Salty Satoshi to open it for 1-3 oysters plus a Gutted Fish.

Gutted Fish

What's left after Salty guts a fish for its oysters. Useless raw... but they say a cooked fish might restore HP one day.

๐Ÿ“ How to get: Returned by Salty Satoshi whenever he opens a fish item for oysters. It is inert for now.

Oyster

A sealed oyster Salty found inside a fish. Open it in your Bag - almost always just gritty shell, but rarely a pearl, a premium gear-upgrade catalyst.

๐Ÿ“ How to get: Found when Salty Satoshi opens fish items: Small Fish can give 0-1, Medium Fish 0-2, Large Fish 1-3. Open oysters from your Bag for shell grit or rare pearls.

Shell Grit

A worthless pinch of gritty shell fragments - what most oysters cough up. Good for nothing. Some collect it anyway.

๐Ÿ“ How to get: The common result from opening oysters in your Bag. Most oysters give shell grit instead of a pearl.

White Pearl

A common pearl. In the Forge's Upgrade tab, add it to one attempt to BOOST the success chance (consumed that attempt).

๐Ÿ“ How to get: Uncommon result from opening oysters in your Bag. Use it in the Forge Upgrade tab on +7 to +9 gear attempts for a success bonus.

Blue Pearl

An uncommon pearl. In the Forge's Upgrade tab, add it to one attempt to PREVENT a destroy (a destroy becomes a harmless -1) plus a small success boost (consumed that attempt).

๐Ÿ“ How to get: Rare result from opening oysters in your Bag. Use it on +7 to +9 gear attempts for destroy insurance and a small success bonus.

Red Pearl

A rare pearl, the strongest catalyst. In the Forge's Upgrade tab, add it to one attempt for the biggest success boost AND destroy protection (consumed that attempt).

๐Ÿ“ How to get: Very rare result from opening oysters in your Bag. Use it on +7 to +9 gear attempts for the strongest pearl success bonus and destroy insurance.

Solroot Warden's Chest

A root-bound strongbox the Solroot Warden drops on your first clear of the day. Its weighted loot also has a 20% chance to include a fixed-move Technique Disc for Grass, Rock or Wind.

๐Ÿ“ How to get: Drops from your first Solroot Warden clear each UTC day. Open it from the Bag for one weighted loot roll, plus a 20% chance at a Grass, Rock or Wind Technique Disc with a fixed move. It can also be traded on the $STKM exchange.

Drowned Warden's Chest

A barnacled strongbox Aphotis drops on your first clear of the day. Its deep-sea loot also has a 20% chance to include a fixed-move Technique Disc for Water, Ice or Electric.

๐Ÿ“ How to get: Drops from your first Drowned Warden/Aphotis clear each UTC day. It contains deep-sea forge loot, plus a 20% chance at a Water, Ice or Electric Technique Disc with a fixed move.

Spinner Crystal

A rare crystalline shard used to forge a Helix Spinner at the Ether Forge. Combine 2x Spinner Crystal + Ether Shards + Gnarled Root to craft a Helix Spinner for rerolling mutations. Dropped by the Solroot Warden's Chest.

๐Ÿ“ How to get: Rare material from the Solroot Warden's Chest. Combine Spinner Crystals with Ether Shards and coins at the Ether Forge to craft a Helix Spinner.

Root Strand

One half of a rare Helix Spinner forging recipe. A living root-strand twisted into a genetic spiral, glowing with Solroot energy. Combine with an Abyss Strand + Ether Shards + Gnarled Root + coins at the Ether Forge to craft a complete Helix Spinner. Dropped by the Solroot Warden's Chest.

๐Ÿ“ How to get: Rare Helix Spinner recipe half from the Solroot Warden's Chest. Combine it with Abyss Strand, Ether Shards, Gnarled Root and coins at the Ether Forge.

Abyss Strand

One half of a rare Helix Spinner forging recipe. An abyssal genetic spiral, shimmering with deep-sea bioluminescence. Combine with a Root Strand + Ether Shards + Gnarled Root + coins at the Ether Forge to craft a complete Helix Spinner. Dropped by the Drowned Warden's Chest in Atlantis Depths.

๐Ÿ“ How to get: Rare Helix Spinner recipe half from the Drowned Warden's Chest. Combine it with Root Strand, Ether Shards, Gnarled Root and coins at the Ether Forge.

Shining Lure

A rare lucky charm that doubles your chances of finding a mintable NFT, holographic, or Shining variant on your NEXT eligible wild encounter. Use it from your Bag before entering normal grass or water. It stays armed through tutorial, scripted, dungeon, and pity-guaranteed encounters. Dropped from boss chests like the Solroot Warden's Chest or Drowned Warden's Chest.

๐Ÿ“ How to get: Very rare boss-chest drop from the Solroot Warden or Drowned Warden. Use before the next wild catch to boost mintable NFT, Holo or Shining odds for one catch.

Thermal Plate

A sun-baked heat-shield plate from the Degen Beach flats. It shrugs off re-entry fire.

๐Ÿ“ How to get: Dropped on wild wins on Degen Beach. One of five moonshot materials the Engineer at Cape Sol forges into the Spacesuit.

Abyssal Coolant

Super-chilled fluid drawn from the Liquidity Sea depths. Keeps a life-support loop from boiling over.

๐Ÿ“ How to get: Dropped on wild wins in the Liquidity Sea. One of five moonshot materials forged into the Spacesuit at Cape Sol.

Oxygen Cell

A breathing cell condensed from the ethereal air of the Lands of Etheria. One lungful of the void.

๐Ÿ“ How to get: Dropped on wild wins in the Liquidity Sea (and, faster, in the Lands of Etheria). One of five moonshot materials for the Spacesuit.

Visor Lens

A flawless crystal lens grown along the Verdant Path. It filters the raw glare of open space.

๐Ÿ“ How to get: Dropped on wild wins along the Verdant Path. One of five moonshot materials forged into the Spacesuit at Cape Sol.

Power Core

A dense energy core pulled from the deep Wilderwood. It powers the suit's systems off-world.

๐Ÿ“ How to get: Dropped on wild wins in the Wilderwood. One of five moonshot materials forged into the Spacesuit at Cape Sol.

Spacesuit

A sealed pressure suit forged at Cape Sol from moonshot-grade materials. Wear it and the rocket will fly you beyond the atmosphere - to the moon, literally.

๐Ÿ“ How to get: The Lunar EVA suit. Forge it at Cape Sol Mission Control from the five moonshot materials plus coins, then wear it to board the rocket - it doubles as your equippable astronaut skin.

Pale Warden's Chest

A frost-rimmed strongbox Umbryss yields on your first clear of the day. Its lunar loot also has a 20% chance to include a fixed-move Technique Disc for Lunar, Etherial, Fire or Special.

๐Ÿ“ How to get: Drops from your first Pale Warden/Umbryss clear each UTC day in the Dark Mare. It contains lunar loot, plus a 20% chance at a Lunar, Etherial, Fire or Special Technique Disc with a fixed move.

Catching

Progression

Key items

Rusty ETH Coin

A corroded old Ethereum coin. Worthless here - nobody trades in it anymore. Hiker Bob swore it was 'cursed'.

๐Ÿ“ How to get: A worthless rusty Ethereum coin handed over by Hiker Bob (ties into a hidden quest).

LP Token

A Liquidity Pool token blessed by the Goddess Solana. Hold it and you can dive into deep liquidity - swim across open water to reach new shores.

๐Ÿ“ How to get: A key item gifted by the Goddess Solana for freeing Solana City - lets you swim across deep water.

Ember Sigil

The mark of a friend of the First Ember, sealed by Regent Cindra of Emberhollow. While you carry it, wild victories drop materials 10 percentage points more often (permanent, capped at 100%).

๐Ÿ“ How to get: Unique reward for sealing the Pact of the First Ember with Regent Cindra at the end of the Emberhollow story arc. While owned, materials drop 10 percentage points more often from wild victories (permanent).

โ—‡
Bound Memory Flame

Three lunar witness memories bound into one honest First Ember flame by Regent Cindra. It opens the Lunar Memory Vault and cannot be discarded.

๐Ÿ“ How to get: Granted once by Regent Cindra after the three Deep Lunar Reserve witnesses are recovered. Carry it to open the Lunar Memory Vault.

โŒฌ
Arean Archive Clearance

Archivist Orin's cryptographic proof that Martian Soltokemons are native life. It opens the Core Threshold and cannot be discarded.

๐Ÿ“ How to get: Granted by Archivist Orin after the first three Martian field records are complete. Carry it through Cinder Expanse to open the Core Threshold.

Delver's Writ

A bark-and-sap writ granted by the Rootward once you pay the gate's material toll. Hold it and the Solroot Gate opens - your leave to descend into the Depths. Spent facing the Warden; pay the toll again to descend anew.

๐Ÿ“ How to get: Buy from the Rootward at the Solroot Gate by paying the required material toll and coins. It opens one Solroot Depths run and is consumed when you engage the Solroot Warden.

Delver's Sigil

A root-carved sigil earned deep in the Solroot Depths. Hold it and the Warden's Chamber opens for you - and for any friend at your side who lacks their own.

๐Ÿ“ How to get: Permanent key item earned by progressing through Solroot Depths wild wins. It opens the Warden's Chamber warp for you, and can let one party mate through.

Warden's Key

The one true key the Solroot Depths cast, glowing green-gold like the Warden's door. Show it to the Chamber Monk and the way opens. Yours to keep - or to sell.

๐Ÿ“ How to get: The real Floor 2 key from the Solroot Depths key hunt. Show it to the Chamber Monk to open the Solroot Warden's door.

False Root-Key

A dull, root-cast trinket in the shape of a key. The Depths scatter thousands; the Chamber Monk knows a fake at a glance. Worthless at the door - but a curio all the same.

๐Ÿ“ How to get: A decoy from the Solroot Depths Floor 2 key hunt. The Chamber Monk rejects it, but it remains a collectible junk key.

Diving Bell

A dented brass diving bell hauled up from the drowned temple. It hums when the tide turns. A keepsake of the deep - for now.

๐Ÿ“ How to get: Key item earned by defeating The Whale. It proves you can descend toward the Sunken Vault and Atlantis content.

Abyssal Writ

A brine-etched writ The Dredger grants once you pay the Sunken Gate's toll. Hold it and the moon pool opens - your leave to plunge into the Atlantis Depths. Spent facing the Drowned Warden; buy another to dive again.

๐Ÿ“ How to get: Buy from The Dredger by paying the Atlantis material toll and coins. It unlocks access to Atlantis and the Sunken Vault route.

Abyssal Key

The one true key the Atlantis Depths cast, cold and pearl-bright. Show it at the abyssal door and the Warden's vault opens. Yours to keep - or to sell.

๐Ÿ“ How to get: The real Floor 2 key from the Atlantis key hunt. Use it to open the Drowned Warden's vault path.

False Abyssal Key

A dull, salt-crusted trinket shaped like a key. The Depths scatter thousands; the abyssal door knows a fake at a glance. Worthless at the seal - a curio all the same.

๐Ÿ“ How to get: A decoy from the Atlantis Floor 2 key hunt. It does not open the vault, but marks a failed key roll.

M
Mars Pressure Shell

A layered thermal and regolith shield fitted over the Lunar EVA suit by Flight Controller Nova. It is required for the Mars transfer and cannot be discarded.

๐Ÿ“ How to get: Flight Controller Nova fits this permanent safety refit over your Lunar EVA suit for free after the lunar memory is restored. Talk to Nova in Lunar Base before boarding the Mars transfer.

Ranger's Clearance

Ranger Corvus's stamped clearance to walk the west road into the Dark Mare. The seal lifts for you alone - the storm past it is yours to face.

๐Ÿ“ How to get: Granted by Ranger Corvus when you complete the Lift the Seal quest on the Moon. Opens the Reserve's sealed west road into the Dark Mare.

Mare Writ

A pale writ The Voidward inks in dust that never settles. Hold it and the Threshold opens onto the Dark Mare's floors. Spent facing the Pale Warden; pay the toll again to descend anew.

๐Ÿ“ How to get: Bought from The Voidward at the Mare Threshold for a cross-dungeon material + coin toll. Spent when you engage the Pale Warden.

Mare Key

The one true key the Dark Mare condensed, moonlight frozen into metal. The Observatory door drinks its glow and opens. Yours to keep - or to sell.

๐Ÿ“ How to get: The 6th felled wild on Dark Mare Floor 2 casts the one true key. Opens the Broken Observatory door.

False Mare Key

A brittle sliver of moonglass shaped like a key. The Mare casts thousands; the Observatory door knows a fake at a glance. Worthless at the seal - a curio all the same.

๐Ÿ“ How to get: Brittle moonglass decoys the Dark Mare's Floor 2 wilds shed before the true key condenses. Worthless at the door - a curio all the same.

Seer's Armor

Ceremonial armor of the Oracle Heights vigil, woven with scrying-glass thread. Whoever wears it sees a heartbeat further ahead - the whole team learns +10% faster.

๐Ÿ“ How to get: Granted by First Seer Auren in the Oracle Sanctum once all four seer quests of the Seer's Vigil are complete and the offering (2,500 coins + 5 Ether Shards) is paid. It doubles as an equippable skin and grants the whole team a permanent +10% EXP.

Psionic Warden Armor

A crescent-helmed suit that dreamed alone in the abandoned house until someone returned its three echoes. Its psionic circuits read the field a thought ahead - wild victories pay +10% coins.

๐Ÿ“ How to get: Granted by the dreaming armor in the abandoned house of Solana City once its three lost echoes (Echo Grotto, Solana Ruins, Wilderwood) are found and the offering (3,000 coins + 5 Charms) is paid. It doubles as an equippable skin and grants a permanent +10% coins on wild wins.

H
Helios Archive Clearance

Archivist Trine's authorization bearing three independent planetary signatures. It opens the Solar Conduit and cannot be discarded.

๐Ÿ“ How to get: Granted once by Archivist Trine after all three planetary witnesses are defeated in the Triune Archive. Carry it to open the Solar Conduit.

A
Living Accord Emblem

Proof that Earth, the Moon and Mars were allowed to disagree without being erased. Goddess Solana entrusted it to you after The Unison fell. It cannot be discarded.

๐Ÿ“ How to get: Granted once by Goddess Solana in the Accord Core after The Unison is defeated and Chapter 7 is completed.

Electric Essence

The crystallized spirit of an Electric Soltokemon, released by sacrifice. Forge it with Ether Shards into gear for your Electric creatures.

๐Ÿ“ How to get: Released by SACRIFICING a creature at the Etheria entrance altar (yield scales with the creature's level). Forge it with Ether Shards into gear and gems for that element.

Water Essence

The crystallized spirit of a Water Soltokemon, released by sacrifice. Forge it with Ether Shards into gear for your Water creatures.

๐Ÿ“ How to get: Released by SACRIFICING a creature at the Etheria entrance altar (yield scales with the creature's level). Forge it with Ether Shards into gear and gems for that element.

Grass Essence

The crystallized spirit of a Grass Soltokemon, released by sacrifice. Forge it with Ether Shards into gear for your Grass creatures.

๐Ÿ“ How to get: Released by SACRIFICING a creature at the Etheria entrance altar (yield scales with the creature's level). Forge it with Ether Shards into gear and gems for that element.

Fire Essence

The crystallized spirit of a Fire Soltokemon, released by sacrifice. Forge it with Ether Shards into gear for your Fire creatures.

๐Ÿ“ How to get: Released by SACRIFICING a creature at the Etheria entrance altar (yield scales with the creature's level). Forge it with Ether Shards into gear and gems for that element.

Ice Essence

The crystallized spirit of an Ice Soltokemon, released by sacrifice. Forge it with Ether Shards into gear for your Ice creatures.

๐Ÿ“ How to get: Released by SACRIFICING a creature at the Etheria entrance altar (yield scales with the creature's level). Forge it with Ether Shards into gear and gems for that element.

Rock Essence

The crystallized spirit of a Rock Soltokemon, released by sacrifice. Forge it with Ether Shards into gear for your Rock creatures.

๐Ÿ“ How to get: Released by SACRIFICING a creature at the Etheria entrance altar (yield scales with the creature's level). Forge it with Ether Shards into gear and gems for that element.

Wind Essence

The crystallized spirit of a Wind Soltokemon, released by sacrifice. Forge it with Ether Shards into gear for your Wind creatures.

๐Ÿ“ How to get: Released by SACRIFICING a creature at the Etheria entrance altar (yield scales with the creature's level). Forge it with Ether Shards into gear and gems for that element.

Etherial Essence

The crystallized spirit of an Etherial Soltokemon, released by sacrifice. Forge it with Ether Shards into endgame gear for your Etherial creatures.

๐Ÿ“ How to get: Released by SACRIFICING a creature at the Etheria entrance altar (yield scales with the creature's level). Forge it with Ether Shards into gear and gems for that element.

๐ŸŒ™
Lunar Essence

The crystallized spirit of a Lunar Soltokemon, released by sacrifice. Forge it with Ether Shards into gear for your Lunar creatures.

๐Ÿ“ How to get: Released by SACRIFICING a creature at the Etheria entrance altar (yield scales with the creature's level). Forge it with Ether Shards into gear and gems for that element.

๐Ÿ”ด
Martian Essence

The crystallized spirit of a Mars-adapted Soltokemon, released by sacrifice. Forge it with Ether Shards into gear for your Martian creatures.

๐Ÿ“ How to get: Released by SACRIFICING a creature at the Etheria entrance altar (yield scales with the creature's level). Forge it with Ether Shards into gear and gems for that element.

Essence Extractor

A rare catalyst that doubles your chances of finding a mintable Soltokemon NFT on your NEXT wild catch. Use it from your Bag before encountering a wild Soltokemon - it halves the NFT rarity odds for that catch only (e.g., 1/500 becomes 1/250). Dropped from boss chests like the Solroot Warden's Chest or Drowned Warden's Chest.

๐Ÿ“ How to get: Rare Solroot Warden's Chest drop. Use before the next wild catch to double the chance that the catch becomes a mintable Soltokemon NFT.

Electric Gem

An element gem. Socket it into a frame at the Forge to boost a creature's Speed.

๐Ÿ“ How to get: Forge it at the Ether Forge with 8 matching Essence, 20 Ether Shards and 500 coins, then socket it into any frame. Gems never drop from wild creatures.

Water Gem

An element gem. Socket it into a frame at the Forge to boost a creature's max HP.

๐Ÿ“ How to get: Forge it at the Ether Forge with 8 matching Essence, 20 Ether Shards and 500 coins, then socket it into any frame. Gems never drop from wild creatures.

Grass Gem

An element gem. Socket it into a frame at the Forge to boost a creature's critical-hit chance.

๐Ÿ“ How to get: Forge it at the Ether Forge with 8 matching Essence, 20 Ether Shards and 500 coins, then socket it into any frame. Gems never drop from wild creatures.

Fire Gem

An element gem. Socket it into a frame at the Forge to boost a creature's ATK.

๐Ÿ“ How to get: Forge it at the Ether Forge with 8 matching Essence, 20 Ether Shards and 500 coins, then socket it into any frame. Gems never drop from wild creatures.

Ice Gem

An element gem. Socket it into a frame at the Forge to boost a creature's accuracy.

๐Ÿ“ How to get: Forge it at the Ether Forge with 8 matching Essence, 20 Ether Shards and 500 coins, then socket it into any frame. Gems never drop from wild creatures.

Rock Gem

An element gem. Socket it into a frame at the Forge to boost a creature's DEF.

๐Ÿ“ How to get: Forge it at the Ether Forge with 8 matching Essence, 20 Ether Shards and 500 coins, then socket it into any frame. Gems never drop from wild creatures.

Wind Gem

An element gem. Socket it into a frame at the Forge to boost a creature's dodge.

๐Ÿ“ How to get: Forge it at the Ether Forge with 8 matching Essence, 20 Ether Shards and 500 coins, then socket it into any frame. Gems never drop from wild creatures.

Etherial Gem

An endgame element gem. Socket it into a frame at the Forge to boost a creature's ATK and critical-hit chance.

๐Ÿ“ How to get: Forge it at the Ether Forge with 8 matching Essence, 20 Ether Shards and 500 coins, then socket it into any frame. Gems never drop from wild creatures.

๐ŸŒ™
Lunar Gem

A moonlit element gem. Socket it into a frame at the Forge to boost a creature's DEF and max HP.

๐Ÿ“ How to get: Forge it at the Ether Forge with 8 matching Essence, 20 Ether Shards and 500 coins, then socket it into any frame. Gems never drop from wild creatures.

๐Ÿ”ด
Martian Gem

An iron-red element gem. Socket it into a frame at the Forge to boost a creature's DEF and ATK.

๐Ÿ“ How to get: Forge it at the Ether Forge with 8 matching Essence, 20 Ether Shards and 500 coins, then socket it into any frame. Gems never drop from wild creatures.

Upgrade materials

how the Forge works โ†’
Ether Catalyst

A dense core of condensed Ether, forged from a large batch of Ether Shards. Toggle it on for one gear upgrade attempt: +20% success chance at any level. It is consumed only if that bonus turns a failure into a success.

๐Ÿ“ How to get: Forged at the Ether Forge from a big batch of Ether Shards + coins. Toggle it on in the Upgrade tab for +20% success chance on one attempt, at any gear level - consumed only when that bonus turns a failure into a success.

Verdant Sap

A bead of glowing amber resin from the early woodlands. The Ether Forge's basic upgrade reagent - found on wild wins in the forest, spent to push gear from +1 to +2.

๐Ÿ“ How to get: Dropped on wild wins in the Black Forest. Spent at the Forge's Upgrade tab to enchant a piece of gear (+level).

Sea Glass

A frosted shard of tide-polished glass. A mid-tier upgrade reagent: SWIM out into the sea off Degen Beach and win it from the wild creatures there. You need the swim ability first - topple the Ethereum Spire to free Solana City, then the Goddess grants it. Spent to push gear from +3 to +4.

๐Ÿ“ How to get: Dropped on wild wins in the sea off Degen Beach (you need the LP Token to swim out to the open water). Spent at the Forge's Upgrade tab to enchant a piece of gear (+level).

Gnarled Root

A knot of ancient hardened root from the deep paths. An advanced upgrade reagent - found on wild wins in the western route, spent to push gear from +5 to +6.

๐Ÿ“ How to get: Dropped on wild wins in the Verdant Path. Spent at the Forge's Upgrade tab to enchant a piece of gear (+level).

Abyssal Pearl

An iridescent pearl dredged from the Liquidity Sea depths. A high-tier upgrade reagent - found on wild wins at sea, spent to push gear from +7 to +8.

๐Ÿ“ How to get: Dropped on wild wins in the Liquidity Sea. Spent at the Forge's Upgrade tab to enchant a piece of gear (+level).

Ether Dust

A pinch of glowing violet star-dust from the Lands of Etheria. The rarest upgrade reagent - found on wild wins in the deepwoods + Etheria, spent to max gear at +9 and +10.

๐Ÿ“ How to get: Dropped on wild wins in the Wilderwood and the Lands of Etheria. Spent at the Forge's Upgrade tab to enchant a piece of gear (+level).

Ward Charm4000 coins

A protective blessing charm. In the Forge's Upgrade tab, toggle it on to turn a DESTROY outcome into a harmless -1 for that one upgrade attempt (one charm is consumed).

๐Ÿ“ How to get: Buy at the Solana City Market (600 coins) or forge with Ether Shards + coins. Toggle it on in the Forge's Upgrade tab to turn a DESTROY into a harmless -1 for one attempt.

Rune Scroll

Rerolls ALL of a gear frame's bonus lines - new random bonus types and values. The gamble that turns a plain frame into a god-rolled one. Used in the Forge's Bonuses tab.

๐Ÿ“ How to get: Forged at the Ether Forge (coins + a zone material), or dropped by tougher wilds and dungeon runs. Used in the Forge's Bonuses tab to reroll ALL of a frame's bonus lines.

Enchant Marble

Rerolls only the VALUES of a frame's existing bonus lines, keeping the bonus types. Use it to push a frame you already like toward its best numbers.

๐Ÿ“ How to get: Forged at the Ether Forge (Ether Shards + coins). Used in the Bonuses tab to reroll only the VALUES of a frame's bonus lines, keeping their types.

Blessed Marble

Adds one more bonus line to a gear frame, up to its grade's maximum (Rare 2, Epic 4). The line's type and value are random.

๐Ÿ“ How to get: Forged at the Ether Forge (Ether Shards + a material), or a rare dungeon drop. Adds one more bonus line to a frame, up to its grade's maximum.

Solroot Root

A knot of living root pulsing with green-gold Solana light, found only in the Solroot Depths. Bank it - the Ether Forge will soon temper it into Deep Gear (+11/+12), beyond any zone material.

๐Ÿ“ How to get: Dungeon material from Solroot Depths wild wins and the daily Depths Cache. It is day-capped and saved for the Deep Gear forge band.

Abyssal Ore

A lump of pressure-forged ore dredged from the Atlantis Depths, veined with drowned light. Bank it - the Ether Forge tempers it into the deepest Gear tier, beyond any zone material.

๐Ÿ“ How to get: Deep Gear material from Atlantis wild wins and Abyssal Chest openings. Wild-win ore is day-capped; chest ore is tied to the daily Drowned Warden clear.

Leviathan Scale

A single scale shed by something vast in the black water. Iridescent, unnaturally heavy, prized by the Ether Forge for the very finest Deep Gear.

๐Ÿ“ How to get: Premium Deep Gear destroy-insurance material from Abyssal Chest openings. Each chest gives at least one, with a small chance at a second.

Dark Matter

A shard of the Mare's own dark, heavier than it has any right to be. It bends the light around your Bag. The forges of the future will want this - bank it.

๐Ÿ“ How to get: Drops from Dark Mare wild wins (day-capped) and the Pale Warden's daily cache. Its forge sink arrives after the dungeon ships - bank it.