Use Backpack as your decision screen
Open Backpack after every forge. Compare the result with the item in the matching slot and equip the winner before you return to combat. Keep an alternative when it has a real second use. Sell unwanted gear only after reading the full card. The ore counter in Dungeon runs is a separate limit from your equipment inventory.
The Backpack is where a forged result becomes part of the build. Skip this step and a better weapon or armor piece can sit unused while you waste ore solving the same problem again.
What Backpack manages
Backpack has equipment slots, item cards, and category tabs for different item families. Weapons and armor belong to different slots. Select a card to read its power or stat lines. Some weapon cards also include a skill description.
Use the tabs to narrow the comparison. Comparing a weapon with an armor card or an item from another category creates a false choice. Start from the equipped slot, then inspect only valid replacements.
Equipment storage is not ore capacity
Two limits can look like one inventory problem:
| System | What it holds | Where it matters | Correct response |
|---|---|---|---|
| Backpack equipment | Forged weapons, armor, and other item categories | Comparing, equipping, keeping, and selling gear | Sort cards and remove only unwanted results you have checked |
| Ore carry counter | Ore picked up during staged combat | How long you can collect before returning | Check the bag-style capacity Upgrade panel |
If a Dungeon run ends because the ore counter is full, sorting weapon cards will not increase that limit. If Backpack is crowded with unused gear, buying ore capacity will not make those equipment decisions for you.
Compare a new item correctly
Follow the same order every time:
- Select the new item.
- Confirm its item family and intended slot.
- Read the main displayed value.
- Read every effect or skill line.
- Compare it with the currently equipped card.
- Equip the new item if it can solve the active bottleneck.
- Test it against a familiar encounter.
- Keep the winner equipped before the next progression attempt.
For weapons, also test the active skill and watch its cooldown on the combat HUD. For armor, change one slot and compare survival against the same enemy group.
Decide what to keep
Keep the equipped winner and any alternative with a defined use. A second weapon can be worth its space when its skill handles groups differently. An armor alternative can be useful when its visible effect serves a different situation.
A rare-looking color is not enough reason to keep an item. No visual tier guarantees that a card beats your equipped item. Give every spare item a job, such as a single-target test, crowd control, a survival check, or a later live-menu check.
Keep comparisons inside one category
Category tabs prevent misleading comparisons. Start with weapons when damage or skill control is the problem, then switch to armor when survival is the problem. Compare items that can fill the same slot before looking across the rest of the inventory.
Use a simple decision label for each card:
| Label | Meaning |
|---|---|
| Equipped winner | Best tested item for the current route |
| Test next | Valid replacement that still needs a field test |
| Alternate role | Useful in a different type of encounter |
| Sell candidate | Lost the comparison and has no separate role |
| Hold for live check | Enhancement or effect consequence is unclear |
You do not need an in-game label for this. Work through the tabs and settle one card before moving to the next.
Decide what to sell
Sell only after the item loses its direct comparison and offers no separate role. Open the Sell interface, select the intended item carefully, and check its current return. Old sale-value formulas can be out of date.
A short safety routine prevents expensive mistakes:
- equip the item you intend to keep first;
- verify the sale selection is not the equipped winner;
- read any warning or quantity control;
- sell a small set before using a broad Sell All action;
- confirm the coins changed as expected.
If the interface does not make the selection clear, cancel and sort again in Backpack.
Handle forge results one at a time
Repeated forging creates a queue of unread decisions. Instead, forge once and return to Backpack. Compare, equip, test, and then decide whether another attempt is necessary.
This habit also saves ore. If the first result fixes clear time or survival, use the next batch on the remaining problem instead of forging a redundant item.
Confirm what is equipped before combat
The last card you clicked is not automatically equipped. Check the slot and make sure the new card is sitting there before you close Backpack. If the weapon has an active skill, look at the combat HUD after the swap so you know which button and effect are ready.
If the test performs worse, return to Backpack and restore the previous item. Keeping the old winner through the comparison makes that reversal easy.
Use the item index carefully
Index-style screens show item silhouettes and support a collection goal. Use them to track discovery, not to infer power. A missing silhouette does not prove the undiscovered item is a mandatory upgrade, and completion does not replace a practical build test.
When an enhancement or enchantment panel asks you to select gear, return to Backpack first. Confirm the exact item, read its current effects, and then inspect the advanced panel’s cost and replacement wording. Cancel when the consequence is unclear.
A five-minute cleanup routine
- Equip the best tested weapon and armor for the current route.
- Mark each alternative by the role it still needs to test.
- Move through every category tab once.
- Compare obvious duplicates with the equipped card.
- Open Sell only for items that lost and have no other role.
- Confirm ore capacity separately in the combat HUD or Upgrade panel.
- Return to the Dungeon with a clear equipment goal.
This keeps Backpack from becoming a pile of unknown cards and makes the next forge decision easier.
FAQ
Where do forged items go?
Completed forge results go to Backpack, where you can inspect, equip, keep, or prepare them for sale.
Is Backpack space the same as ore capacity?
No. Backpack manages equipment, while the separate ore counter limits pickups during Dungeon runs.
How do I compare two weapons?
Read both cards, equip one at a time, and test them against the same familiar enemy group, including their active skills.
Should I use Sell All?
Only after equipping the items you intend to keep and confirming every remaining selected item is unwanted.
What should I do with an item I cannot evaluate?
Keep it until you can read its complete card or test its role. Do not sell or enhance it based only on color.