Equipment and workshop
Recycling and fragments
Turn equipment into materials while keeping opportunity cost in mind.
2 min read · Alpha guide
In this guide
Rarity determines the material
Equipment yields fragments of its own rarity, from normal to transcendent. In Workshop → Fragments, convert 10 into 1 of the next rarity, or 1 into 2 of the previous rarity. Both directions cost gold and a round trip loses materials. Bound fragments and favorites remain protected. Refinement recipes still use the original five materials.
The base determines quantity
Equipment has a fixed grade from 1 to 6, yielding 1, 2, 3, 4, 6 or 8 fragments. Grade belongs to the base: better affixes, high refinement or a drop from a hard hunt do not increase it. The workshop shows the yield before confirmation.
Recycling ends that item’s story
Recycling consumes the equipment. It does not refund gold, cubes, seals or fragments spent on earlier refinements. Starter, NPC-purchased or bound gear cannot turn purchases into fragments; favorites are also protected.
Sell or recycle?
Compare the sale gold with the fragments needed for your goal. The same piece cannot both fund potions and become material. Items useful to another player may also be worth trading on the market.
Fees by rarity
Fees increase with rarity. Refinement and cooking keep their previous costs for Normal, Uncommon and Rare. Recycling and cubes start with small fees; the workshop preview shows the total before the operation. Refinement costs do not change success chances.
QUICK REFERENCE
Numbers and tables
Equipment rarity determines the fragment family. Yield also depends on the item's fixed grade: rarity alone does not determine quantity. The workshop shows an exact preview before confirmation.
Recycling destroys equipment. Bound items, including NPC purchases and starter gear, are not a source of fragments.

