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.
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
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)
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.
| Name | Omega Code |
| Type | Material |
| Rarity | Mythic |
| Description | A digitized fragment of a combatant's skills and memories. Used to Manifest Ego for ANY 5★ combatant. |
| How to get | Redeemed at the Supply Store in the seasonal Galactic Disaster, using Pure White Fragment. (Supply Store) |
| How to use | Acts as a copy of any owned 5★ combatant → raises Manifest Ego. Can be saved for a future banner. |
| Recommended for | Best 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
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.
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.
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.
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.