ANOMALITH has forty documented crafting materials, and they are not interchangeable. Each one belongs to a family that feeds exactly one system — guns, attachments, ammunition, healing consumables, armour or skills — so a stockpile of the wrong family cannot be converted into progress. Every recipe also costs OV, which means materials are only half the bill.

The seven families

The numbering in the game's item list groups materials loosely by purpose, and the descriptions state which system each one develops. Read the family before you hoard.

FamilyMaterials
Guns and attachments (basic)Immortal Metal Fragment (001), High-Surge Firearm Parts (002)
Ammunition and grenades (basic)Hallucinating Smoke Canister (003), Red Crystal Vial (004)
Healing consumables (basic)High-Calorie Drink (006), Green Glow Eye Drops (005)
Armour (basic)Assimilating Duct Tape (008), Hardened Vinyl Sheet (009), Rejoining Rope (010), Costly Canvas (018)
Skill upgradesBlissful Chocolate Bar (016), Radiant Tablet (017), Half-Empty Can Juice (021), Fertile Potato Chips (022), High-Bounce Gummy (026), Instant Cup Noodles (027)
Sale onlyFloppy Disk, Blue (011) and Green (012)
Enemy-specificThe nineteen drops listed below

The two basics matter most early: Immortal Metal Fragment and High-Surge Firearm Parts gate every gun and attachment tier, and both come from ordinary enemies rather than from one special source.

The numbered basics

The item list numbers every material, and the numbers are stable enough to use as a checklist. English names below are plain translations of the in-game Japanese; the numbers and the systems they feed are not translations.

No.MaterialFeeds
001Immortal Metal FragmentGuns, attachments
002High-Surge Firearm PartsGuns, attachments
003Hallucinating Smoke CanisterAmmunition, grenades
004Red Crystal VialAmmunition, grenades
005Green Glow Eye DropsHealing consumables
006High-Calorie DrinkHealing consumables
008Assimilating Duct TapeArmour
009Hardened Vinyl SheetArmour
010Rejoining RopeArmour
011Floppy Disk, blueSale only
012Floppy Disk, greenSale only
016Blissful Chocolate BarSkill upgrades
017Radiant TabletSkill upgrades
018Costly CanvasArmour
019Warning PagerAttachments
020Emotion RegisterGuns
021Half-Empty Can JuiceSkill upgrades
022Fertile Potato ChipsSkill upgrades
023Banner of GuidanceArmour
024Absence CameraAttachments
025Heatwave Gas StoveGuns
026High-Bounce GummySkill upgrades
027Instant Cup NoodlesSkill upgrades
028Compression FutonArmour

Two things stand out from the list. Skill upgrades draw on six dedicated materials, which means a skill build and a gun build compete for different farms rather than the same one. And the gun pool has three entries that are not the two basics, so pushing a high tier needs a specific drop rather than volume.

Skill materials are their own economy

Blissful Chocolate Bar, Radiant Tablet, Half-Empty Can Juice, Fertile Potato Chips, High-Bounce Gummy and Instant Cup Noodles appear in the material list of every skill upgrade — and in nothing else. There is no recipe that converts them into gun parts.

That has a practical consequence: a dive aimed at skills and a dive aimed at guns are different trips. The former wants the enemies and containers that drop the six above, the latter wants Immortal Metal Fragment and High-Surge Firearm Parts plus whatever the specific tier demands.

It also means skill materials pile up uselessly if you are not buying skills. Selling the overflow is reasonable, but keep two of each — the upgrade tiers ask for one or two of several at once rather than a large stack of one.

Materials that come from one enemy each

These cannot be bought or substituted. If a recipe calls for one, you go back to that enemy type and farm it.

MaterialDrops from
Linked Tile (045)Yoribito (001)
Obsessive Iron Limb (046)Boyoribito (002)
Repelling Right Foot (064)Uchisusari (006)
Stirring Wire (065)Uchinomeri (007)
Dripping Hide (056)Yurahidama (009)
Softening Tentacle (057)Sōhidama (010)
Cicada-Shell Loudspeaker (060)Herigashira (012)
Vanishing Pouch (061)Modokigashira (013)
Armour Fragment (068)Unknown Soldier (015)
Comms Equipment Spring (069)Unknown Soldier, sniper (016)
Anti-Otherworld Screw (070)Unknown Soldier, armoured (017)
Enduring Metal Shard (042)Shirayamigata (boss)
Pursuing Tentacle (087)Girl Type (boss)
Shadowless Lamp (086)Shirayamigata (boss)

The two boss materials are the reason No Mercy and Gravity Storm are gated behind progress rather than money. Shadowless Lamp is a boss drop, so the skill branch simply does not exist until you have beaten that fight.

Where to farm attached objects

Some enemies carry a foreign object fused to their body, and the drop only happens if you shoot the part it is attached to. Hitting the head does not release it — you have to aim at the limb or torso where the object is visibly stuck.

The densest known farming spot is Okawamachi Subway Station, where a high proportion of enemies carry attached objects. Players who have cleared the game report this as the fastest way to farm artifacts and shooting chips, though the observation comes from a single playthrough and the enemy mix may change in patches.

The same report puts a number on the drop table: a prototype chip sells for at least 1,500 OV, a weak-point-specialised chip around 2,000, and the highest tier around 4,000. Those figures are player-measured rather than printed in a menu, so treat them as a floor.

Selling what you do not need

The Workshop buys materials back. Floppy disks exist almost entirely for this — their descriptions say they are sold for OV and nothing else — which makes them the cleanest thing to cash in when your bag is full and your build is finished.

Sell duplicates rather than first copies. The item list tracks collection separately from inventory, so a spare chip you will never equip is pure OV, while the last missing entry in a category is not worth sacrificing for the same amount.

The OV side of every recipe

Every recipe is priced twice: materials plus OV. A Development Level 2 weapon costs 2,800 OV on top of its parts, a mid-tier skill costs 4,300, and the final skill in the tree costs 10,000. Because both budgets draw on the same dives, expensive materials and expensive recipes are the same bottleneck seen from two angles.

That is why the first hours reward depth over breadth. One upgraded gun plus one upgraded skill absorbs a full run's worth of parts and OV, while splitting the same income across four projects produces no new tier and no new skill.

A practical order

Bank the two firearm basics first, since they gate every weapon and attachment tier. Then push one gun to its next tier before spending anything on armour, because the armour numbers are small compared with a new weapon. Keep the skill materials in reserve until you know which branch you are building, and sell floppy disks and duplicate chips on the way out rather than carrying them home.