TBH Cube Experience and Loot Routine: Alchemy, Synthesis, Level Gaps and Market Checks
A repeatable Cube experience and loot routine built around level gaps, rarity value and synthesis rules.
Source: Video Source: 颓废豪爷a (Bilibili)Why Cube Experience Comes First
TBH loot handling is more than clearing storage. Cube level affects the long-term value of Alchemy and Synthesis, and gear far above or below the Cube level can return noticeably worse experience. Sort by level and rarity first, then decide whether to alchemize, synthesize, craft or list items, so valuable gear is less likely to be processed by mistake.
Step One: Sort and Lock
Group gear by purpose: keep, synthesize, alchemize, craft or sell. Lock high-rarity items, key stat rolls and anything that may have market value. Put uncertain items on a review page instead of dropping them straight into the Cube.
Step Two: Cube Decision Order
The Cube has 8 main recipe types: Synthesis, Alchemy, Decoration, Engraving, Inscription, Crafting, Offering and Extraction. Daily priority is to alchemize obvious trash, then synthesize same-grade gear. Experience tests also point to a practical rule: keep item level close to the current Cube level, because large gaps trigger experience penalties; when mixed-level gear is synthesized, experience appears to be counted per input item.
Rarity data helps frame value: Common gear has 10 base Alchemy gold and 2 Cube experience; Legendary rises to 270 gold and 54 experience; Cosmic reaches 355607 gold and 71089 experience. The higher the rarity, the less it should be batch-processed casually.
Step Three: Crafting and Market Check
When materials are cheap, selling them one by one is not always best. A steadier loop is to inspect crafting needs by gear level, convert surplus materials into potentially marketable gear, then use the market page to check price, listings and 24-hour volume signals.
FAQ
Which items should be locked first?
Lock high-rarity gear, items tied to key skills, gear made from scarce materials and anything with price or volume signals on the market page.
Should cheap materials still be sold?
Not always. If materials can become gear with demand, crafting first and checking the market can be more flexible than scattered low-price sales.
Why double-check Extraction?
The official description says Extraction removes added stats and does not return the materials used for them. It is for correcting gear, not blind batch processing.