Referensi berbahasa Inggris
Inventory separates Items, Equipment and Materials. Select an entry to inspect its name, binding, purpose and available actions. No Use button does not mean no purpose: blueprints and materials are usually consumed in a related function such as the Blacksmith.
Three chest types require different checks
| Type | Before opening |
|---|---|
| Random chest | Read possible drops and probabilities in Details, then choose the quantity |
| Selectable chest | Allocate reward quantities, review the selected total and confirm |
| Keyed chest | Match key tier and chest count; each chest consumes its corresponding key |
Selectable chests start without a reward selected. Confirming immediately asks you to choose; the whole displayed list is not granted at once. Keys are not interchangeable across tiers. If short, lower the opening quantity or cancel. A Store shortcut is an acquisition route, not a reason to skip checking the intended chest and cost when you return.
Check the synthesis target, not only its colour
Select a synthesizable material and choose Synthesize. The quality chain shows the same material type from low to high, initially targeting the next quality. Moving the target changes the lower-tier material required. Read the target name and icon, compare owned and required quantities, then choose how many to make.
The material-synthesis list is also available from Inventory or the Blacksmith. Before selecting Max, consider whether lower-tier materials are needed for another craft. If even one synthesis is unaffordable, the button is disabled. Check the selected target: another material of the same colour is not necessarily the required item.
Lock equipment you intend to keep
The Equipment tab identifies the wearer, army, enhancement and lock state. Locking retained equipment helps prevent accidental dismantling. Worn and locked equipment cannot be directly dismantled. If retiring an item, confirm a replacement first, unequip or unlock it as needed, then inspect the returned materials in the confirmation.
A blueprint's Craft action can open its corresponding equipment. A crafting material opens the relevant quality list. Do not bulk-dismantle solely by quality: inspect the exclusive hero, troop type and equipment you still need. Tidying Inventory means making space for useful items, not removing everything currently unequipped.
Choose the army before using recovery items
Select Use on a recovery item and choose its target army. Healing requires at least one Critically Wounded hero and an army at the main city or an eligible redeployment point; it cannot treat a deployed team anywhere on the map. A stamina item is blocked if it would exceed even one assigned hero's stamina cap, rather than storing the overflow.
Soldier recovery cannot be used on a fully supplied team. If a partly depleted team receives more soldiers than it can carry, the excess is lost, so read the confirmation. Recovery items can also have daily limits. Check the counter and army state before returning home or choosing another team instead of repeatedly trying different items to bypass a restriction.
Check Mail when new goods are absent
Items that cannot fit are sent to system Mail. Create enough room by using items, selling eligible goods or processing equipment you have confirmed is unnecessary, then collect the attachment. An attachment that cannot fit is not solved by receiving only part of it. Bulk collection can stop before the first attachment that does not fit, leaving it and later messages for another check.
Use resource planning to choose supply quantities. Equipment refinement uses Alchemical Elixir; read the equipment guide for its changes and costs. Synthesis, refinement and reforging are different actions.