List of Materials[]
Icon | Material Name | Location | ID |
---|---|---|---|
Astral Blip | Research Sector* | CAT(2)-19275:RESEARCH | |
Confiscated Motive | Investigations Sector | CAT(1)-12644:INVESTIGATIONS | |
Corrupted Sample | Mold Hosts (any sector) | CAT(3)-72936:MOLD | |
Entropic Echo | Containment Sector* | CAT(2)-29144:CONTAINMENT | |
Hidden Trend | 'Alpha'
Very rare. Not found in crates. A reward for defeating major hiss targets, found often in Bureau alerts bearing the name. Also from specific enemies. |
CAT(3)-49192:ALERTS | |
House Memory | Executive Sector* | CAT(2)-62938:EXECUTIVE | |
Intrusive Pattern | Research Sector* | CAT(1)-23950:RESEARCH | |
Remote Thought | Containment Sector* | CAT(1)-58592:CONTAINMENT | |
Ritual Impulse | Maintenance Sector* | CAT(1)-94721:MAINTENANCE | |
Shaded Facet | Investigations Sector | CAT(2)-92340:INVESTIGATIONS | |
Shifting Fragment | Foundation* | CAT(3)-82673:FOUNDATION | |
Threshold Remnant | Maintenance Sector* | CAT(2)-92640:MAINTENANCE | |
Undefined Reading | Executive Sector* | CAT(1)-37928:EXECUTIVE | |
Untapped Potential | 'Delta'
Only as a reward for killing side mission bosses. |
CAT(3)-59288:ANOMALY |
*from enemies and crates anywhere in given sector
The exact uses for these materials is listed here, although it's missing some recipes, such as how 2 Shaded Facets can be used to substitute for all of the non-Source requirements in an Infinite formula.
The format of the material ID is: CAT([rarity_lvl]
)-[mat_no]
:[source]
. Further discussion can be found here.
[rarity_lvl]
classifies the rarity of the material and how it can be obtained.- 1: Common. From enemies, crates, board countermeasure rewards.
- 2: Uncommon. From enemies, crates, board countermeasure rewards.
- 3: Rare. From anomaly (major/named) enemies, bosses, board countermeasure rewards, and mold enemies (Corrupted Sample only).
[source]
indicates the main source from which the material can be obtained.