Key takeaways
- Boss cores and any material with a daily lockout — the time cost of re-farming is far higher than the gold you get.
- Event-only materials. Once the event window closes, they typically become unobtainable until a rerun.
- Refined-tier ingots and essences. They look abundant at level 20 and disappear at level 50.
- Anything used by more than one crafting tree. Cross-used materials are the ones that stall a build.
Every Devil Hunter material drops from one of five source types — open-field mobs, elite spawns, instanced dungeon bosses, timed world events, and hub vendors — so the fastest way to finish the full list is to farm by source type rather than chasing materials one at a time. This all devil hunter materials guide maps each material family to its farming spot, then shows how to store the physical collectibles and printouts that pile up while you grind, using drawer organizers and labeled bins sized for a normal desk and a 10 x 12 ft room.
One caveat worth reading before a long session: drop tables get rebalanced with major patches. The stable layer is where a material comes from — a field cluster, an elite loop, a boss room, an event window, or a vendor. Treat the spot types below as the fixed part of the map and confirm the current drop list in the in-game codex before committing an evening to one route.
All Devil Hunter Materials, Sorted by Where They Drop
Materials cluster into families by crafting tier, and each family has exactly one reliable farming spot type. Learn the pairing and you stop running the map five times for five different items.
| Material family | Typical source | Best farming spot type | Reset rhythm | What to do with extras |
|---|---|---|---|---|
| Base tier (scrap, shards, common ore) | Trash mobs, breakable props | Open-field spawn clusters near the starting hub | Respawns in minutes | Keep one full stack, sell the rest |
| Refined tier (ingots, essences, treated parts) | Elites, mini-bosses | Cave and ruin loops with 3–5 elite spawn points | Hourly | Hold everything — mid-game upgrades eat these fast |
| Boss cores and rare drops | Instanced dungeon final rooms | Dungeon clear runs, highest difficulty you can finish cleanly | Daily lockout per dungeon | Never sell until your gear is capped |
| World-event materials | Timed world boss, seasonal event spawns | Scheduled spawn windows at fixed map markers | A few windows per day | Bank them; event currencies rarely return |
| Exchange and dismantle currency | Weekly missions, breaking down spare gear | Hub vendors and the dismantle bench | Weekly | Spend weekly — caps are usually enforced |
How to Farm the Whole List in One Loop
A single pass beats five targeted runs because travel time, not kill time, is what eats your session. A workable order for a 30–40 minute pass:
- Start with the field cluster closest to your spawn point. Clear it on the way out, not on the way back — mobs here respawn fast enough that a second sweep at the end of the loop refills your base tier for free.
- Sweep the elite loop second. Elites are usually the bottleneck for refined materials, and their hourly reset lines up with the length of one full pass.
- Bank dungeon runs for last. Boss lockouts are daily, so they never benefit from being done early in a session — but they do benefit from being done when your consumables are topped up.
- Park at the world-event marker only when a spawn window is close. Standing around for a window is the single biggest waste in most farming routines.
- Close the loop at the dismantle bench. Convert spare gear into exchange currency before you log off, since weekly caps reset whether or not you used them.
Materials you should never sell early
- Boss cores and any material with a daily lockout — the time cost of re-farming is far higher than the gold you get.
- Event-only materials. Once the event window closes, they typically become unobtainable until a rerun.
- Refined-tier ingots and essences. They look abundant at level 20 and disappear at level 50.
- Anything used by more than one crafting tree. Cross-used materials are the ones that stall a build.
The Compact Home Storage Plan for Collectibles
Grinding generates physical clutter: printed route sheets, trading cards, small figures, pin sets, and duplicate items you keep meaning to sort. The fix is a two-layer system — shallow drawer organizers for anything under about 2 inches tall, and clear lidded bins on a shelf for everything larger. Everything below is sized for standard furniture, so it fits a typical desk and a 10 x 12 ft room without a dedicated hobby closet.
| Container | Interior size | Capacity | What goes in it | Where it lives |
|---|---|---|---|---|
| Shallow drawer organizer tray | 12 x 9 x 2 in | ~1.5 qt | Cards, pins, small tokens, label tape | Desk drawer (needs 3 in interior height) |
| Small clear lidded bin | 13.5 x 8 x 4.5 in | 6 qt | Loose figures, dice, cable clips | Shelf, 12 in spacing |
| Medium clear lidded bin | 16 x 11 x 6 in | 12 qt | Boxed small collectibles, route-sheet binders | Shelf or cubby |
| Deep bin | 18 x 12 x 8 in | 20 qt | Duplicates, spare packaging, seasonal items | Closet floor |
| Printed label | 2 x 1 in | — | Family name + date last sorted | Front face of every bin and tray |
Sizing the system to a real room
In a 10 x 12 ft room (120 sq ft), you do not need more than about 4 linear feet of shelf to hold this entire system — four bins plus a stack of trays. A few measurements that keep it comfortable:
- Walkway clearance: leave 36 in of open floor in front of the shelf. Below 30 in, the room starts to feel like a storage unit rather than a workspace.
- Desk drawer fit: measure interior height before buying trays. Standard desk drawers run about 3 in deep inside; a 2 in tray leaves enough room to close without pinching cards.
- Desk height: 29–30 in is the common desk height, and a chair seat at 17–19 in keeps your forearms level while you sort. If you are sorting for an hour at a time, that pairing matters more than the bin brand.
- Shelf load: keep each shelf under about 25 lb. A fully packed 20 qt bin of paper goods can reach 15–20 lb on its own, so store the deep bins low, not overhead.
- Shelf spacing: 12 in between shelves clears the medium bin with room to lift the lid.
Bin sets in this size range usually run about $15–$40 for a multi-pack, and shallow drawer trays about $10–$25 per set. Clear containers cost slightly more than opaque ones but save real time, because you can confirm contents without pulling a bin off the shelf.
Labeling So You Actually Find Things
Label by material family, not by item name — the same logic the farming table uses. One bin per family (base, refined, boss, event, currency) plus a date line for the last sort keeps the system self-maintaining. When a bin hits about 80% full, that is your cue to sort rather than buy another container; the 20% headroom is what makes the labels readable instead of buried.
If you also keep a written inventory of what you own, tape the printed list to the inside of the bin lid rather than the outside. Lids come off, get stacked, and the outside face gets scuffed first.
FAQ
How long does it take to farm a full material set?
Expect one daily lockout cycle plus two or three open-field passes for a complete mid-game set. The bottleneck is almost always the boss-core tier, because it is capped per day rather than per hour — farming more hours in one day does not speed it up.
What if a material stops dropping after a patch?
Check the codex first, then the vendor exchange. Materials that get rotated out of drop tables are frequently moved to a vendor or dismantle source rather than removed entirely.
Do I need separate storage for duplicates?
Yes, and keep it low. One deep bin for duplicates is enough; the moment you need a second one, you are storing more than you are using, and the sorting time starts costing more than the collection is worth.
Is a drawer organizer or a bin better for small collectibles?
Drawer organizers for anything under 2 in tall that you handle often, lidded bins for everything else. Open trays collect dust and lose small parts; lidded bins make small parts hard to reach daily. Splitting by size solves both.