Use common drops to learn brewing
Blueberry, Withered Mushroom, Moon Herb, and Mana Crystal are useful because mistakes are cheap. Use them to understand Magic totals before spending rare materials.
Track currently listed material Magic values, sources, shard roles, farming notes, and when each item should be saved. Game data can change, so exact values should be verified after updates.
This page only keeps materials already used by the site tools. It should be treated as a maintained tracking guide, not a final complete item database. New items should be added only after in-game or reliable source confirmation.
New players should learn with cheap neutral materials, then save rare drops until they unlock a specific potion threshold, wand plan, or boss preparation step.
Blueberry, Withered Mushroom, Moon Herb, and Mana Crystal are useful because mistakes are cheap. Use them to understand Magic totals before spending rare materials.
Goblin Bone, Copper Earrings, and Furnace Core matter most when they push your potion calculator result into a better tier.
Light Shard, Dark Shard, and other late drops should support a specific spell, boss, or route plan instead of being spent as random filler.
Use this table before brewing. A material is valuable when it solves your next threshold, not only because the Magic number is high.
| Material | Stage | Magic | Element | Source | Best use |
|---|---|---|---|---|---|
| Blueberry | Early | 3 | neutral | Common starter gathering material | Learning potion math without risking rare drops. |
| Withered Mushroom | Early | 4 | neutral | Early material routes and low-risk drops | Filling small Magic gaps for starter brews. |
| Moon Herb | Early | 8 | neutral | Starter zones and common gathering nodes | Reaching Wind Blade, Rock Blast, and Ice Spike thresholds. |
| Mana Crystal | Early | 14 | neutral | Magic nodes and mid-game drops | Building the first reliable potion total. |
| Goblin Bone | Mid | 21 | neutral | Goblin and early enemy drops | Bridging from starter brews into 40+ Magic planning. |
| Copper Earrings | Mid | 43 | neutral | Mid-game enemy drops and furnace routes | Crossing mid-game potion thresholds with one strong material. |
| Furnace Core | Mid | 43 | neutral | Furnace routes and elite enemies | Fire Arrow, Earth Shield, boss prep, and wand progression planning. |
| Fire Shard | Mid | 0 | fire | Elemental shard reward and fire route drops | Steering potion attempts toward fire outcomes. |
| Ice Shard | Mid | 0 | ice | Elemental shard reward and ice route drops | Steering potion attempts toward ice outcomes. |
| Earth Shard | Mid | 0 | earth | Elemental shard reward and earth route drops | Steering potion attempts toward earth outcomes. |
| Light Shard | Late | 0 | light | Elemental shard reward and light route drops | Radiant Sword planning and late light builds. |
| Dark Shard | Late | 0 | dark | Dark zones, boss-adjacent farming, and code rewards | Night Wraith planning and dark boss-prep builds. |
This view connects materials to player decisions: farm, save, spend, or move to a stronger route.
Pick it up while clearing starter packs; do not target-farm it for long.
Good filler when you are short by a few Magic points.
Farm alongside Gold routes before pushing harder zones.
Use it as the first real material target after codes and race rerolls.
Farm when goblin routes are already part of your route, not as a random detour.
Save it until it unlocks a specific brew or boss-prep target.
Treat this as a bottleneck material; do not spend it casually.
Add after your Magic total already reaches the potion threshold.
Use when the target potion is ice-aligned, not for raw Magic.
Best after you know the defensive or earth spell you are chasing.
Save for high-value late attempts instead of early experiments.
Farm after your route speed is stable enough for darker zones.
If you are close to one of these thresholds, farm the smallest missing material gap instead of spending your highest-value item immediately.
Early offensive spell target for starter progression.
Early earth spell target with simple material requirements.
Early ice spell target that is reachable with low-value materials.
Mid-game mobility-focused potion threshold.
Fire spell target for players building around fire damage.
Defensive earth potion target for safer progression.
Defensive ice potion threshold for safer fights.
Higher wind spell target for stronger combat rotations.
High-value fire spell target for damage-focused builds.
Earth attack potion for stronger mid-game combat.
Late ice spell target that benefits from Ice Shard support.
Late fire spell target. Fire Shards can improve element odds.
Late potion threshold just above Dragon Breath.
High-value light spell target often treated as one of the best late goals.
Rare dark spell target. Dark Shards help align the element chance.
Start with common materials such as Blueberry, Withered Mushroom, Moon Herb, and Mana Crystal. They help you reach starter potion thresholds without wasting rare drops.
In this planner, shards are treated as element direction rather than raw Magic value. Use them after your total Magic already reaches the potion threshold you want.
Spend Furnace Core only when it unlocks a useful mid-game potion, wand plan, or boss-prep step. It is too valuable to use as random filler.
Save rare late drops and light or dark shards for a specific build target, such as Radiant Sword, Night Wraith, or a boss route that needs stronger output.