Seven Deadly Sins: Origin Material Farming Optimization — Strategy Guide

There is no single "best farming route" in 7DS: Origin — what to farm depends entirely on which upgrade you are paying for. This guide reverses the usual order: decide the sink (a specific hero's mastery tree, a potential track, a craft), read the exact items it needs, then farm only the highest-rate repeatable source for those items. Every number below is read from the game's own data — the 15,548-row item-source table and the 2,148-row character-upgrade table — not estimates.

7DSO

Material Farming Optimization — Strategy Guide

Strategy Guide · Farming

Material Farming Optimization

Sink first, source second. The method, grounded in the game's own source and upgrade tables.

There is no single "best farming route" in 7DS: Origin — what to farm depends entirely on which upgrade you are paying for. This guide reverses the usual order: decide the sink (a specific hero's mastery tree, a potential track, a craft), read the exact items it needs, then farm only the highest-rate repeatable source for those items. Every number below is read from the game's own data — the 15,548-row item-source table and the 2,148-row character-upgrade table — not estimates.

  • Sink-first method
  • Data-grounded
  • Stop grinding 3% drops
  • Tool-driven
The short version

The whole method in five lines

1 — Pick the sink. Materials are not generic: the data has 2,148 distinct character upgrades (1,449 weapon-mastery nodes, 630 potential levels, 69 mastery activations) plus hundreds of gear/weapon crafts. You always farm for one specific upgrade, never "materials" in the abstract.

2 — Read the exact bill. Open the target hero on the ascension tracker / character page (or the recipe for a craft) and list the precise item IDs and quantities it consumes. This is the only thing that tells you what to farm.

3 — Source it by rate, not by habit. Each item in the data carries its real drop sources and rates. A clear reward is 100% guaranteed; a dungeon reward sits around a 33% median; a monster drop is a 3.6% median (and 8,648 of the 15,548 source entries are exactly that low-rate monster drop). Always take the guaranteed or high-rate repeatable source over grinding a 3% mob.

4 — Run it at the highest world level / difficulty you can clear. Sources are tiered world_01 → world_10; higher tiers give better, denser yields per run, so fewer runs.

5 — Sweep one-time rewards once, never "farm" them. 1,293 source entries are one-time quest/dungeon rewards — a single pass of free materials, not a route.

  • Biggest sinkWeapon mastery1,449 mastery-node upgrades in the data.
  • Most common sourceMonster drop8,648 entries — but 3.6% median rate.
  • Most efficient sourceClear / dungeon100% guaranteed / ~33% median.
Step 0 · why you farm

Why — where every material actually goes

You are never farming "materials". You are paying one of these specific bills.

The game's character-upgrade table has 2,148 distinct material-consuming entries. Knowing the categories is what lets you stop farming things you do not need. Every hero you saw in the hero guides — their potential tracks (the L1–10 amplifiers) and their three weapon mastery trees — draws from this same table, and each node asks for specific items, not a generic currency.

On top of character upgrades, materials sink into crafting and enchanting: the data ships 245 production recipes, 67 binding recipes and the gear/weapon enchant tables. A single material can be demanded by a mastery node, a potential level and a craft at once — which is exactly why you decide the sink before you farm.

The real material sinks (from the upgrade & recipe tables)

  • Weapon mastery nodes — 1,449By far the largest sink. Each of a hero's three weapon paths has its own mastery tree; every node consumes specific items.
  • Skill potential — 630The L1–10 potential amplifier tracks per weapon path (the ones prioritised in every hero guide).
  • Mastery activation — 69One-off unlocks per weapon mastery (e.g. an Elite Token to open the tree).
  • Crafting & enchant — 245 production / 67 binding + enchant tablesGear, weapons, costumes and enchant lines pull their own material lists.
Step 1 · what to farm

What — turn the goal into an exact item list

Pick one target. Read its precise bill. Do not start farming before this.

Choose a single concrete goal: "Escanor's Axe mastery + potential to amp level X", or "this gear set", or "this weapon enchant". Then resolve it to exact items and quantities using the tools — the data already links every upgrade and recipe to its required items, so this is a lookup, not a guess.

The ascension tracker totals a hero's mastery + potential material bill for you; the character page lists each potential/mastery node's cost; the recipe browser shows what a craft consumes. The output you want is a short list of item IDs with quantities — that, and only that, is your farm target.

How to get the exact bill

  • Hero mastery / potentialAscension tracker or the hero's character page → the per-node material list and totals.
  • Gear / weapon / costumeRecipe browser → the production/binding recipe → its material list.
  • Enchant / reinforceThe weapon/gear detail → enchant table → required items per level.
Step 2 · where it comes from

Where — the six real source types, ranked by efficiency

The data tags every item with its sources and exact rates. Read them; do not guess.

Across 15,548 item-source entries, the game uses a fixed set of source types. Their efficiency is wildly different, and this ranking is the single most valuable thing in this guide: a guaranteed clear reward and a ~33% dungeon reward beat grinding a 3.6% monster drop by an enormous margin, yet the monster drop is the most common source in the data (8,648 of 15,548). Most wasted farming time is grinding a low-rate mob for an item that has a guaranteed source somewhere else.

Always open the item, look at its listed sources, and take the highest final rate that is repeatable. Then run that source at the highest world level and difficulty you can clear — sources are tiered world_01 → world_10, and higher tiers yield better and denser per run.

Source types ranked (counts & median rates from the data)

  • Clear reward — 3,062 · ~100%Guaranteed on content clear. The best source whenever an item has one — fixed, plannable income.
  • Dungeon reward — 1,983 · ~33% medianHigh, repeatable, predictable. Strongly preferred over mob grinding.
  • World boss / boss replay — 378 + 1,307 replay rowsRepeatable boss farming; good rates on tier-appropriate materials.
  • Gathering — 171Map gather nodes. Treat as passive income collected while running map routes.
  • Monster drop — 8,648 · 3.6% median (min 0.36%)The most common but least efficient. Only grind these when no clear/dungeon source exists for the item.
  • One-time rewards — 1,293Quest/dungeon one-time payouts. A single sweep of free materials — never a repeatable route.
Step 3 · how to optimize

How — the optimized loop

Sink → bill → best repeatable source → highest clearable tier → batch.

Put the three steps together into a repeatable daily loop. The point is that the route falls out of the data once the sink is fixed — you are not improvising, you are executing a lookup.

The loop, in order

  • 1 · Lock the sinkOne hero path / craft / enchant at a time. Finish it before starting the next; splitting effort across many targets wastes runs.
  • 2 · Pull the exact billAscension tracker / recipe browser → item IDs + quantities.
  • 3 · Map each item to its best sourcePrefer clear > dungeon > boss replay > gathering > monster drop. Skip any item that already has a one-time source you have not swept.
  • 4 · Run the highest tier you clearSame content at world_08 beats world_03 on yield per run — fewer total runs for the same bill.
  • 5 · Batch & co-locateGroup items that share a dungeon/region into one session; use the interactive map and community map-routes so gathering and monster sources are collected on the same path.
  • 6 · One-time sweepOnce, clear every one-time quest/dungeon reward in the regions you can handle — pure free materials, then forget them.
Avoid

The four farming traps (all data-visible)

Each of these is a habit the source data proves is wasteful.

Stop doing these

  • Grinding 3% mobs blindlyMonster drop median is 3.6%. If the item has a clear (100%) or dungeon (~33%) source, the mob grind is strictly worse.
  • Re-running one-time content1,293 sources are one-time. Re-clearing a one-time quest for materials yields nothing — sweep once, move on.
  • Farming below your tierSources are world_01 → world_10. Farming a low tier you out-level wastes the per-run yield of the higher tier you can clear.
  • Farming with no sinkStockpiling "materials" with no target means farming items you may never consume. Always pick the upgrade first.
Stop reading, start theory-crafting

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Quick answers

FAQ

What is the single best thing to farm in 7DS: Origin?
There is no universal answer — it depends entirely on your sink. Materials are tied to 2,148 specific character upgrades plus crafts; a mat that is mandatory for one hero's mastery is useless for another. Pick the upgrade you want first, read its exact bill, then farm only that.
Why shouldn't I just grind monsters?
Because monster drops are the least efficient common source: across 15,548 source entries, 8,648 are monster drops at a 3.6% median rate (some as low as 0.36%). Clear rewards (~100%, 3,062 entries) and dungeon rewards (~33% median, 1,983 entries) hand you the same materials far faster. Only grind a mob if the item has no clear/dungeon source.
Does running higher difficulty actually help?
Yes. Sources are tiered world_01 → world_10 with normal / boss-replay / stella difficulty. Higher tiers give better and denser yields per run, so the same material bill takes fewer runs at the highest tier you can reliably clear.
What about one-time quest rewards?
1,293 source entries are one-time (quest and dungeon one-time rewards). They are a single free sweep, not a farm — clear them once across the regions you can handle and never re-run them for materials.
How do I find an item's real drop sources and rates?
Open the item on the interactive map or its data sheet — every item carries its listed sources with exact final rates. Take the highest-rate repeatable source. The ascension tracker and recipe browser turn a goal into the exact item list to look up.

Sources & method

Every count and rate on this page — source-type distribution, the 3.6% monster-drop median, the upgrade-sink breakdown — is read directly from the game's own item-source and character-upgrade tables. Nothing is estimated; the method is our editorial reading of that data.

  • ZeroLuck.GG 7DS: Origin game data — item-source table (15,548 source rows: source type, world level, difficulty, drop rates), character-upgrade table (2,148 mastery / potential / activation rows) and recipes-by-type (production / binding / combine). Importer output, in-game values.
  • Netmarble official 7DS: Origin announcements