Items — Materials · Currencies · Food

Chaos Zero Nightmare splits items into 3 big groups. This page summarizes each material family's mechanic, lists every currency type, the Starshine Diner food chart, and one fully detailed sample: Omega Code.

What are the 3 item groups?

Materials level up and unlock combatants & partners. Currencies are points/balances spent across different systems (Nono's Shop, gacha, Excursions…). Food is a temporary buff bought with Units at Starshine Diner, applying to your next 2 Chaos runs.

3 Item Groups

Materials
Leveling/unlock materials — around 90 items across 8 families (table below).
Currencies
Point/balance types spent at Nono's Shop, gacha, Excursions and other systems.
Food
Food bought with Units at Starshine Diner, giving a temporary buff before entering Chaos.

The 8 Material Families

Material family Structure Mechanic
Growth Stone 5 hệ × 3 bậc Unlocks nodes on the Potential skill tree. The Growth Stone type needed depends on the combatant's Attribute (Passion/Instinct/Order/Justice/Void), farmed on Potential stages in Tactical Training — harder stages drop higher rarities. Use Units to merge low rarities up, or dismantle high rarities down.
Manual 6 lớp × 3 bậc Promotion material — the type needed depends on the combatant's Class, farmed in Tactical Training. Higher tiers correspond to higher level caps to break.
Certificate 6 lớp × 3 bậc A Promotion material in the same group as Manual — also depends on the combatant's Class, farmed in Tactical Training. Usually required alongside the matching-tier Manual for Promotion.
Policy Report 3 hạng (A/B/Special) Bought at Nono's Shop with Policy Points — grants extra policy approvals at the Policy Center.
Battle Memory 3 bậc Combatant EXP — farmed on Growth stages in Tactical Training, spending Aether.
Support Data 3 bậc Partner EXP — farmed on Growth stages in Tactical Training, spending Aether.
Prism Module 2 loại/combatant Purely cosmetic — used to Restore Card Motion (animates a card's art). Each combatant has their own Prism Module, not interchangeable, with 5 cards eligible for Restore. Obtained via Prism Lenses on the Prism Module banner: 5★ can be chosen, 4★ comes randomly.
Quà tặng nhân vật ~20 món Bought at Nono's Shop with Policy Points — gifted to combatants to raise Affinity.

~90 món · 8 họ nguyên liệu.

Growth Stone — 5 Attributes × 3 Tiers

Item Mechanic
Passion Growth Stone I Unlocks nodes on the Potential skill tree. The Growth Stone type needed depends on the combatant's Attribute (Passion/Instinct/Order/Justice/Void), farmed on Potential stages in Tactical Training — harder stages drop higher rarities. Use Units to merge low rarities up, or dismantle high rarities down.
Passion Growth Stone II Unlocks nodes on the Potential skill tree. The Growth Stone type needed depends on the combatant's Attribute (Passion/Instinct/Order/Justice/Void), farmed on Potential stages in Tactical Training — harder stages drop higher rarities. Use Units to merge low rarities up, or dismantle high rarities down.
Passion Growth Stone III Unlocks nodes on the Potential skill tree. The Growth Stone type needed depends on the combatant's Attribute (Passion/Instinct/Order/Justice/Void), farmed on Potential stages in Tactical Training — harder stages drop higher rarities. Use Units to merge low rarities up, or dismantle high rarities down.
Order Growth Stone I Unlocks nodes on the Potential skill tree. The Growth Stone type needed depends on the combatant's Attribute (Passion/Instinct/Order/Justice/Void), farmed on Potential stages in Tactical Training — harder stages drop higher rarities. Use Units to merge low rarities up, or dismantle high rarities down.
Order Growth Stone II Unlocks nodes on the Potential skill tree. The Growth Stone type needed depends on the combatant's Attribute (Passion/Instinct/Order/Justice/Void), farmed on Potential stages in Tactical Training — harder stages drop higher rarities. Use Units to merge low rarities up, or dismantle high rarities down.
Order Growth Stone III Unlocks nodes on the Potential skill tree. The Growth Stone type needed depends on the combatant's Attribute (Passion/Instinct/Order/Justice/Void), farmed on Potential stages in Tactical Training — harder stages drop higher rarities. Use Units to merge low rarities up, or dismantle high rarities down.
Instinct Growth Stone I Unlocks nodes on the Potential skill tree. The Growth Stone type needed depends on the combatant's Attribute (Passion/Instinct/Order/Justice/Void), farmed on Potential stages in Tactical Training — harder stages drop higher rarities. Use Units to merge low rarities up, or dismantle high rarities down.
Instinct Growth Stone II Unlocks nodes on the Potential skill tree. The Growth Stone type needed depends on the combatant's Attribute (Passion/Instinct/Order/Justice/Void), farmed on Potential stages in Tactical Training — harder stages drop higher rarities. Use Units to merge low rarities up, or dismantle high rarities down.
Instinct Growth Stone III Unlocks nodes on the Potential skill tree. The Growth Stone type needed depends on the combatant's Attribute (Passion/Instinct/Order/Justice/Void), farmed on Potential stages in Tactical Training — harder stages drop higher rarities. Use Units to merge low rarities up, or dismantle high rarities down.
Void Growth Stone I Unlocks nodes on the Potential skill tree. The Growth Stone type needed depends on the combatant's Attribute (Passion/Instinct/Order/Justice/Void), farmed on Potential stages in Tactical Training — harder stages drop higher rarities. Use Units to merge low rarities up, or dismantle high rarities down.
Void Growth Stone II Unlocks nodes on the Potential skill tree. The Growth Stone type needed depends on the combatant's Attribute (Passion/Instinct/Order/Justice/Void), farmed on Potential stages in Tactical Training — harder stages drop higher rarities. Use Units to merge low rarities up, or dismantle high rarities down.
Void Growth Stone III Unlocks nodes on the Potential skill tree. The Growth Stone type needed depends on the combatant's Attribute (Passion/Instinct/Order/Justice/Void), farmed on Potential stages in Tactical Training — harder stages drop higher rarities. Use Units to merge low rarities up, or dismantle high rarities down.
Justice Growth Stone I Unlocks nodes on the Potential skill tree. The Growth Stone type needed depends on the combatant's Attribute (Passion/Instinct/Order/Justice/Void), farmed on Potential stages in Tactical Training — harder stages drop higher rarities. Use Units to merge low rarities up, or dismantle high rarities down.
Justice Growth Stone II Unlocks nodes on the Potential skill tree. The Growth Stone type needed depends on the combatant's Attribute (Passion/Instinct/Order/Justice/Void), farmed on Potential stages in Tactical Training — harder stages drop higher rarities. Use Units to merge low rarities up, or dismantle high rarities down.
Justice Growth Stone III Unlocks nodes on the Potential skill tree. The Growth Stone type needed depends on the combatant's Attribute (Passion/Instinct/Order/Justice/Void), farmed on Potential stages in Tactical Training — harder stages drop higher rarities. Use Units to merge low rarities up, or dismantle high rarities down.

Manual — 6 Classes × 3 Tiers

Item Mechanic
Striker Manual I Promotion material — the type needed depends on the combatant's Class, farmed in Tactical Training. Higher tiers correspond to higher level caps to break.
Striker Manual II Promotion material — the type needed depends on the combatant's Class, farmed in Tactical Training. Higher tiers correspond to higher level caps to break.
Striker Manual III Promotion material — the type needed depends on the combatant's Class, farmed in Tactical Training. Higher tiers correspond to higher level caps to break.
Vanguard Manual I Promotion material — the type needed depends on the combatant's Class, farmed in Tactical Training. Higher tiers correspond to higher level caps to break.
Vanguard Manual II Promotion material — the type needed depends on the combatant's Class, farmed in Tactical Training. Higher tiers correspond to higher level caps to break.
Vanguard Manual III Promotion material — the type needed depends on the combatant's Class, farmed in Tactical Training. Higher tiers correspond to higher level caps to break.
Ranger Manual I Promotion material — the type needed depends on the combatant's Class, farmed in Tactical Training. Higher tiers correspond to higher level caps to break.
Ranger Manual II Promotion material — the type needed depends on the combatant's Class, farmed in Tactical Training. Higher tiers correspond to higher level caps to break.
Ranger Manual III Promotion material — the type needed depends on the combatant's Class, farmed in Tactical Training. Higher tiers correspond to higher level caps to break.
Hunter Manual I Promotion material — the type needed depends on the combatant's Class, farmed in Tactical Training. Higher tiers correspond to higher level caps to break.
Hunter Manual II Promotion material — the type needed depends on the combatant's Class, farmed in Tactical Training. Higher tiers correspond to higher level caps to break.
Hunter Manual III Promotion material — the type needed depends on the combatant's Class, farmed in Tactical Training. Higher tiers correspond to higher level caps to break.
Psionic Manual I Promotion material — the type needed depends on the combatant's Class, farmed in Tactical Training. Higher tiers correspond to higher level caps to break.
Psionic Manual II Promotion material — the type needed depends on the combatant's Class, farmed in Tactical Training. Higher tiers correspond to higher level caps to break.
Psionic Manual III Promotion material — the type needed depends on the combatant's Class, farmed in Tactical Training. Higher tiers correspond to higher level caps to break.
Controller Manual I Promotion material — the type needed depends on the combatant's Class, farmed in Tactical Training. Higher tiers correspond to higher level caps to break.
Controller Manual II Promotion material — the type needed depends on the combatant's Class, farmed in Tactical Training. Higher tiers correspond to higher level caps to break.
Controller Manual III Promotion material — the type needed depends on the combatant's Class, farmed in Tactical Training. Higher tiers correspond to higher level caps to break.

Certificate — 6 Classes × 3 Tiers

Item Mechanic
Striker Certificate I A Promotion material in the same group as Manual — also depends on the combatant's Class, farmed in Tactical Training. Usually required alongside the matching-tier Manual for Promotion.
Striker Certificate II A Promotion material in the same group as Manual — also depends on the combatant's Class, farmed in Tactical Training. Usually required alongside the matching-tier Manual for Promotion.
Striker Certificate III A Promotion material in the same group as Manual — also depends on the combatant's Class, farmed in Tactical Training. Usually required alongside the matching-tier Manual for Promotion.
Vanguard Certificate I A Promotion material in the same group as Manual — also depends on the combatant's Class, farmed in Tactical Training. Usually required alongside the matching-tier Manual for Promotion.
Vanguard Certificate II A Promotion material in the same group as Manual — also depends on the combatant's Class, farmed in Tactical Training. Usually required alongside the matching-tier Manual for Promotion.
Vanguard Certificate III A Promotion material in the same group as Manual — also depends on the combatant's Class, farmed in Tactical Training. Usually required alongside the matching-tier Manual for Promotion.
Ranger Certificate I A Promotion material in the same group as Manual — also depends on the combatant's Class, farmed in Tactical Training. Usually required alongside the matching-tier Manual for Promotion.
Ranger Certificate II A Promotion material in the same group as Manual — also depends on the combatant's Class, farmed in Tactical Training. Usually required alongside the matching-tier Manual for Promotion.
Ranger Certificate III A Promotion material in the same group as Manual — also depends on the combatant's Class, farmed in Tactical Training. Usually required alongside the matching-tier Manual for Promotion.
Hunter Certificate I A Promotion material in the same group as Manual — also depends on the combatant's Class, farmed in Tactical Training. Usually required alongside the matching-tier Manual for Promotion.
Hunter Certificate II A Promotion material in the same group as Manual — also depends on the combatant's Class, farmed in Tactical Training. Usually required alongside the matching-tier Manual for Promotion.
Hunter Certificate III A Promotion material in the same group as Manual — also depends on the combatant's Class, farmed in Tactical Training. Usually required alongside the matching-tier Manual for Promotion.
Psionic Certificate I A Promotion material in the same group as Manual — also depends on the combatant's Class, farmed in Tactical Training. Usually required alongside the matching-tier Manual for Promotion.
Psionic Certificate II A Promotion material in the same group as Manual — also depends on the combatant's Class, farmed in Tactical Training. Usually required alongside the matching-tier Manual for Promotion.
Psionic Certificate III A Promotion material in the same group as Manual — also depends on the combatant's Class, farmed in Tactical Training. Usually required alongside the matching-tier Manual for Promotion.
Controller Certificate I A Promotion material in the same group as Manual — also depends on the combatant's Class, farmed in Tactical Training. Usually required alongside the matching-tier Manual for Promotion.
Controller Certificate II A Promotion material in the same group as Manual — also depends on the combatant's Class, farmed in Tactical Training. Usually required alongside the matching-tier Manual for Promotion.
Controller Certificate III A Promotion material in the same group as Manual — also depends on the combatant's Class, farmed in Tactical Training. Usually required alongside the matching-tier Manual for Promotion.

Battle Memory — 3 Tiers

Item Mechanic
Battle Memory I Combatant EXP — farmed on Growth stages in Tactical Training, spending Aether.
Battle Memory II Combatant EXP — farmed on Growth stages in Tactical Training, spending Aether.
Battle Memory III Combatant EXP — farmed on Growth stages in Tactical Training, spending Aether.

Support Data — 3 Tiers

Item Mechanic
Support Data I Partner EXP — farmed on Growth stages in Tactical Training, spending Aether.
Support Data II Partner EXP — farmed on Growth stages in Tactical Training, spending Aether.
Support Data III Partner EXP — farmed on Growth stages in Tactical Training, spending Aether.

Policy Report — 3 Grades

Item Mechanic
Policy Report A Bought at Nono's Shop with Policy Points — grants extra policy approvals at the Policy Center.
Policy Report B Bought at Nono's Shop with Policy Points — grants extra policy approvals at the Policy Center.
Special Policy Report Bought at Nono's Shop with Policy Points — grants extra policy approvals at the Policy Center.

Other Special Materials

Item Mechanic
Potential Disk Not yet announced
Eye of Wailing Prodigal Not yet announced
Shards of Condemnation Not yet announced
Undetermined Ego Crystal Not yet announced
Multidimensional Alignment Material Used to upgrade Memory Fragments — exchanged at the Zeronium Shop using Zeronium. See the full Memory Fragment system on its own page.
Universal Tactical Certificate Not yet announced
Universal Support Certificate Not yet announced
Traces of Memory Not yet announced
Core of Memory Not yet announced
Particles of Memory Not yet announced
Coordinates of Record Coordinates of Record — account XP, earned by completing story missions.
Omega Code The rarest Mythic material in the Materials group — see the full sample entry for Omega Code further down this page.

Gift Examples (of ~20 total)

Exquisite Slice of Cake
Bought at Nono's Shop with Policy Points — gifted to combatants to raise Affinity.
Sweet Choconilla
Bought at Nono's Shop with Policy Points — gifted to combatants to raise Affinity.
Cute Rabbit Doll
Bought at Nono's Shop with Policy Points — gifted to combatants to raise Affinity.
Hidden Card
Bought at Nono's Shop with Policy Points — gifted to combatants to raise Affinity.

Full Sample Entry: Omega Code

Omega Code is a Mythic-rarity material — the rarest in the Materials group. Below is everything announced about this item.

NameOmega Code
TypeMaterial
RarityMythic
DescriptionA digitized fragment of a combatant's skills and memories. Used to Manifest Ego for ANY 5★ combatant.
How to getRedeemed at the Supply Store in the seasonal Galactic Disaster, using Pure White Fragment. (Supply Store)
How to useActs as a copy of any owned 5★ combatant → raises Manifest Ego. Can be saved for a future banner.
Recommended forBest used on combatants with a big power jump on Manifest Ego — community recommendation: Renoa · Kayron.

Currencies

Currency What it's for
Abyssal Core Not yet announced
Aether Energy (stamina) to enter stages. Restored at Garden Cafe: +80 instant or +60 storable (up to 4 stacks).
Aether Empty Powder Restores Aether — obtained at Garden Cafe (Ark City), with a daily limit on how many you can claim. Use it when you need to enter a stage right away and natural Aether regen hasn't caught up.
Chaos Orb A reward for clearing a Chaos run. Certain Zero System Codex penalties boost the amount you receive — see the Zero System mechanic on the Simulation page. Exact use: not yet announced.
Colorless Core Not yet announced
Communication Pass Shared currency for two systems: Excursions at Ark City or Counseling sessions at Epione Center — each use only covers ONE of the two. See the full Excursion mechanic on the Ark City page.
Core of Annihilation Not yet announced
Core of Archetype Not yet announced
Core of Potential Not yet announced
Core of Reverse Not yet announced
Core of Phase Not yet announced
Core of Variables Not yet announced
Crystal of Discord Not yet announced
Crystal Premium (gacha) currency — earned from story missions and Counseling milestones at Epione Center.
Loot Certification Card Not yet announced
Moment of the Radiant Hero Not yet announced
Moment of the Radiant Traveler Not yet announced
Policy Point Earned by approving policies at the Policy Center — higher-graded policies grant more. Spent at Nono's Shop.
Prism Film Not yet announced
Prism Lens Used to pull on the Prism Module banner — 5★ can be chosen directly, 4★ comes randomly. See this banner in detail on the Pity Planner page.
Pure White Fragment Used to redeem Omega Code at the Supply Store in the seasonal Galactic Disaster (see the full sample below).
Radiant Life Not yet announced
Rescue Anchor Currency for the starter gacha — the Beginner Banner costs 50 and guarantees at least one 5★ combatant.
Research Notes Used to unlock/upgrade nodes on the research tree at the Research Facility (Ark City). Extra copies can be bought at Nono's Shop with Policy Points.
Sands of Time Not yet announced
Signal Amplification Anchor Reward for clearing a Trauma Code with full stars + 100% sync — 2 per clear, plus Crystals per star. See the full Trauma Code guide.
Special Security Code Unlocks a specific combatant's Trauma Code at Epione Center. Bought at Nono's Shop for 20 Policy Points each (figure already used on the Ark City page).
Spectral Cubes Not yet announced
Tear of God Not yet announced
Units Basic currency — earned from story missions and Growth stages. Spent on Starshine Diner food, deleting a combatant's memories at Epione Center, or merging Growth Stones.
Zeronium Spent at the Zeronium Shop — for example on Multidimensional Alignment Material (upgrades Memory Fragments, see the Memory Fragments page). Earned by clearing Basin of Hyperspace (Dimensional Dawn/Twilight) — see the Simulation page.

This page lists 115 named items across 3 groups: Currency · Materials · Food.

Food at Starshine Diner

Starshine Diner sells food bought with Units, granting a team-wide buff for your next 2 Chaos runs. Buffs don't stack — you can only hold one at a time.

Food Effect Price
Warm Steamed Meat Bun +10% Health for all Combatants 10,000 Units
Fluffy Steamed Peach Bun +5% Health, +5% Passion Attribute Damage for all Combatants 15,000 Units
Sweet and Savory Teriyaki Skewers +5% Defense, +5% Health for all Combatants 10,000 Units
Juicy Charcoal-Grilled Skewers +5% Health, +5% Instinct Attribute Damage for all Combatants 15,000 Units
Ocean Breeze Sushi Set +7% Attack for all Combatants 8,000 Units
Melt-in-Your-Mouth Sushi Set +5 Attack, +5% Health for all Combatants 13,000 Units
Hearty Hamburger Steak Meal +5% Defense, +10% Critical Damage for all Combatants 15,000 Units
Cheesy Hamburger Steak +5% Defense, +10% Critical Damage for all Combatants 15,000 Units

Prices and effects per community records; may shift slightly between patches.

The 3 item groups and the Omega Code sample are compiled from the founder's notes, cross-checked against multiple community wikis (sources not named here). Any mechanic without a confirmed exact figure is marked as such, not guessed.

See also

Quick FAQ

What is Omega Code used for?

Omega Code is a Mythic material that acts as a copy of any owned 5★ combatant to raise Manifest Ego — no need to pull a duplicate from gacha.

Does Prism Module affect power?

No. Prism Module is purely cosmetic, only used to Restore Card Motion (adds animation to a card's art) — it doesn't change stats or effects.

Do Starshine Diner buffs stack?

No. You can only hold one food buff at a time, active for your next 2 Chaos runs — buying a new one replaces the current buff.

What is Zeronium and where do I get it?

Zeronium is a currency earned by clearing Basin of Hyperspace (both Dimensional Dawn and Dimensional Twilight modes, see the Simulation page) — spent to exchange for items at the Zeronium Shop, such as Multidimensional Alignment Material used to upgrade Memory Fragments.

Keep exploring

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