Skip to content
farmingmaterialsroute-planning

Farming Route - Evidence-Aware Stage Planning

Build a repeatable farming route from material rarity, stage level, and difficulty while keeping estimates separate from confirmed drop data.

Updated Jul 19, 2026 (2d ago)7 min readv1.00.26

The current database contains 120 campaign stages across four difficulties and a material catalog covering Decoration materials, an Offering coin, and difficulty-specific Soul Stones. It does not yet contain a verified stage-by-stage drop map for every material.

That gap changes how a useful farming guide should work. Instead of publishing exact drop rates that the data cannot support, this route uses material rarity and stage Recommended Level to create a shortlist, then asks you to verify the result in the live game.

What the Two Tools Actually Calculate

The Drop Finder converts the selected material's rarity into a target level band. It then returns campaign stages whose Recommended Level is closest to that band.

The Farming Optimizer uses the same level model, prefers a Normal-difficulty stage when a close match exists, and suggests a current hero. Its explanation shows the target level and the selected stage so the estimate can be audited.

Neither tool claims that a material is confirmed to drop from a candidate stage unless the catalog explicitly records that relationship.

The Rarity-to-Level Model

The current estimator uses these planning targets:

  • Common: level 5
  • Uncommon: level 15
  • Rare: level 25
  • Legendary: level 35
  • Immortal: level 45
  • Arcana: level 55
  • Beyond: level 65
  • Celestial: level 75
  • Divine: level 85
  • Cosmic: level 95

These values are route-planning bands, not loot-table facts. A close level match means “worth testing,” not “confirmed best farm.”

A Low-Risk Starter Test

Use the first three Normal stages to establish a consistent measurement routine:

  1. 1-1 Pasture, Recommended Level 1, boss Goblin Thief.
  2. 1-2 Shadow Meadow, Recommended Level 2, boss Goblin Shaman.
  3. 1-3 Wasteland, Recommended Level 3, boss Orc.

Run each stage for the same amount of time. Record the number of clears, the desired material count, and whether the material appeared at all. Equal test windows make the result more useful than a single lucky clear.

The database confirms the stage names, levels, and boss fields above. It does not attach a specific Decoration material to these stages.

Build the Route

For any target material:

  1. Open the Drop Finder and select the material.
  2. Note its rarity and the closest three Recommended Level matches.
  3. Remove candidates your current party cannot clear consistently.
  4. Test the safest remaining stage for a fixed window.
  5. Record clears, material count, patch version, and any first-clear bonus separately.
  6. Test the next candidate using the same window.
  7. Keep the route with the best repeatable result, not the best single run.

Clear time matters as much as drops per clear. A stage that produces fewer materials but clears twice as quickly can still be the better route.

Difficulty Checkpoints

The stage catalog spans Normal, Nightmare, Hell, and Torment. Difficulty-specific Soul Stones also exist for those four bands.

Do not infer a Soul Stone source from the shared difficulty name alone. The catalog records what each Soul Stone is used for, but a matching difficulty label is not proof of where it drops.

When an estimated route jumps to a higher difficulty, compare clear consistency before moving the farm. Failed or unstable runs can erase the value of a theoretically closer level match.

Keep a Small Evidence Log

A useful personal log needs only five columns:

PatchStageTest durationClearsTarget material
1.00.261-1 Pasture10 minyour resultyour result
1.00.261-2 Shadow Meadow10 minyour resultyour result

Reset the comparison after a balance patch that changes stages, monsters, or drops. Old results can remain useful history, but they should not be mixed into a current-patch average without a label.

When to Stop Testing

Stop widening the shortlist when one route is both reliable and meaningfully better over multiple equal test windows. Continue testing when:

  • The material appeared only once.
  • A first-clear reward may have distorted the result.
  • The stage clear time varied heavily.
  • The game updated during the test.
  • The tool's stage estimate is far above your current party level.

Wrap-Up

The farming tools are decision aids built on the facts currently available: material rarity, stage level, stage difficulty, and hero data. The live game remains authoritative for exact drops.

That boundary makes the route more useful over time. As verified drop relationships are added to the database, the shortlist can become more precise without asking readers to unlearn fabricated rates.

Related database entries

Written by TBH Database for the Task Bar Hero community. Patch v1.00.26 · last edited Jul 19, 2026 (2d ago).