Too many materials — which ones to keep?
✍️ Alice・愛麗沙
The question that decides whether a material stays is not “does it look rare” but “does anything currently eat it” — does a barter chain take it, does the guild ship’s build list want it, does an enhancement or crafting recipe consume it. This site keeps a reverse-lookup table of item sources and sinks (counted for the Taiwan server, with Korea-confirmed uses flagged separately), and the answer has a distinctive shape: items with any confirmed local sink are a minority, and the “must-keep” set — two or more sinks — is short enough to print in full (logs, holy water, rune fragments, pet feed, that crowd). As for the large “no recorded use” remainder: “unrecorded” describes the data, not the item — it may truly be vendor trash, or its recipe just hasn’t been catalogued yet. So the procedure is: never touch the must-keep set; single-sink items depend on whether you play that content; only the unrecorded pile enters the “storage is full, sell something” queue — and before selling, ask one more question: how expensive is this to re-acquire?
How rarity instinct sells the wrong things
When storage overflows, the default cleanup instinct is a rarity sort: whites and greens go first, purples stay. In this game that instinct fails in both directions.
Failure one: you sell cheap-looking, high-demand staples. The barter lines, the guild-ship construction list, cooking and alchemy recipes — they consume mundane things in bulk. An egg. A log. A handful of lavender. The value of these items lives nowhere near the quality column; it lives in how many mouths on the demand side are waiting to eat them.
Failure two: you warehouse high-rarity ornaments with no sink at all. Rarity doesn’t make a recipe name your item. A purple material nothing consumes occupies exactly one slot, same as vendor trash.
Both failures share a root: players can see what an item is but not what wants it. On the Taiwan board, players solved this themselves before any site did — a barter master spreadsheet earned 174 GP, and the author of an NPC-trade sheet attached a standing invitation: anyone is welcome to turn this into a tool. This site’s item reverse lookup is that invitation, accepted and maintained — every source and sink filed row by row, with Taiwan-confirmed and Korea-confirmed entries counted separately. That split matters more than it sounds: a good share of “you can trade this for X” claims a search engine surfaces are Korean recipes for content Taiwan doesn’t have yet.
The shape of the whole table: four buckets
Start with the distribution, because it sets the posture for reading everything else:
| Bucket | Rows | Share | Example |
|---|---|---|---|
| Has a Taiwan-side use | 107 | 13% | 魔物討伐證明 |
| Obtainable on Taiwan, no Taiwan-side use | 593 | 70% | 弓手皮甲手套 |
| Its only sink is Korean | 24 | 3% | 南瓜湯 |
| Neither side documented | 122 | 14% | 聖水綑包箱(=聖水 10) |
846 item rows, joined 2026-10-02. Every source and every sink keeps its own region tag, so "has a use" is counted for Taiwan and not for Korea. Look one up:Items
How to read it: the “has a TW-side use” bucket is directly actionable — every row has at least one confirmed trade or recipe. The “source known, no sink” bucket means “we know where it drops, not who eats it” — usually a drop record that entered the catalogue before any recipe did. The “KR-side sink only” bucket deserves the most care: that’s a preview, not a present state — Korea’s ship or trade shops consume it, and the corresponding content hasn’t opened on TW. Whether to hold depends on how much you trust the content to arrive unchanged (it usually does; the date is never guaranteed). If you’re reading this from the Korean server’s perspective, that bucket is simply live information. The last and largest bucket — no recorded use anywhere — is the easiest to misread, and gets its own section below.
The must-keep set: short enough to print whole
Excluding currencies and tokens (they can’t be listed on the exchange, so they don’t participate in this decision), here is every item with more than one confirmed TW-side sink:
| Item | Category | Taiwan-side uses | of which must-do | NPC shop price |
|---|---|---|---|---|
| 鍊金術碎屑 | 鍊金材料 | 6 | 2 | Not on record |
| 暗影幽靈魚 | 料理・食材 | 4 | 0 | Not on record |
| 生命的魔力石 | 鍊金材料 | 4 | 0 | Not on record |
| 不死粉末 | 鍊金材料 | 2 | 0 | Not on record |
| 凱琳特製全麥麵包 | 料理・食材 | 2 | 1 | Not on record |
| 分解的裝備零件 | 其他 | 2 | 1 | 1 gold |
| 原木 | 木材 | 2 | 2 | Not on record |
| 合金鋼錠 | 礦石・金屬 | 2 | 1 | Not on record |
| 寵物飼料 | 寵物用品 | 2 | 0 | Not on record |
| 強化再燃燒催化劑 | 鍊金材料 | 2 | 0 | Not on record |
| 特殊鋼錠 | 礦石・金屬 | 2 | 0 | Not on record |
| 符文碎片 | 符文・印章 | 2 | 0 | Not on record |
| 聖水 | 聖水 | 2 | 0 | Not on record |
| 薰衣草花 | 採集品 | 2 | 1 | Not on record |
| 蘋果舒芙蕾 | 其他 | 2 | 0 | Not on record |
| 雞蛋 | 其他 | 2 | 0 | Not on record |
| 高級木材+ | 木材 | 2 | 0 | Not on record |
Every item with more than one Taiwan-side sink, untruncated; currencies and tokens are excluded because they cannot be listed anyway. The price column is mostly blank because the game itself does not tell you. Look one up:Items
It’s short. The shortness is the finding: the set of “never sell this under any circumstances” items is smaller than intuition suggests. Two or more sinks means two systems are pulling on the same item at once — skip it today and a different content line wants it tomorrow — and re-acquisition almost always runs through time (gathering, daily trade caps) or luck (drops). A log’s unit price is insultingly small, but it sits on multiple construction and trade lists simultaneously; the day you’re actually short, you’ll buy it back off the exchange at a multiple.
In practice, use this table as a pre-sale blacklist: scan it before a storage purge, skip anything named on it, and run the rest through the next section.
“No recorded use” does not mean “useless” — the most important sentence here
The biggest bucket in the census is “no recorded use,” and that bucket must not be read as “safe to sell.” The honest reason: this table is built row by row from official notices, in-game trade screens and community compilations, which means coverage always trails the game itself. An item with no recorded sink might genuinely be vendor fodder — or its recipe simply hasn’t been catalogued. On the table, those two cases look identical.
So the unrecorded pile gets one extra layer of insurance: sell what’s cheap to re-acquire, hesitate on what isn’t. Something the vendor always stocks or a gathering node always respawns — a mistaken sale costs little. Event-limited items, weekly-capped trades, drop sources that have already closed: hold those even with no known use, because “cannot re-acquire” stacked on “use unknown” makes a mistaken sale irreversible, while a mistaken keep costs one slot.
That also answers the storage question itself: when slots run out, clear the intersection of no recorded use and cheap to re-acquire first — not a unit-price sort, which would throw out the cheap staples from the must-keep table above and commit both failures at once.
What would overturn this article
Every row of the reverse lookup can be overturned by new evidence, and we want it to be: find a TW-side trade or recipe the table lacks (an in-game screenshot suffices) and the row is added the same day, shrinking the unrecorded bucket by one. The reverse holds too — a sink removed by a patch gets deleted. The table’s value was never today’s completeness; it’s that every row can say who confirmed it, where, and when.