Sell to Arcadia

In Shadow Depths, every material that a clone finds during its exploration can be sold to the Arcadian council for a bit of FUSIUM.

Piece of equipment like Pilot Wrench, Helmets etc cannot be sold to Arcadia. You have to dismantle them first to get materials out of the process.

How and where ?

Sell one stack

1) Head over to your clone Inventory and click on a materials stack available in your Warehouse.

List of materials from the clone's warehouse.

2) If your stack is locked, click on the "unlock icon" first.

Unlock locked stack.

2.1) Then click on the "money icon ". The "sell to Arcadia" button will then show up, click on it.

Seven rusted cover about to be sold to arcadia for Fusium.

3) You will have to confirm by clicking on the "Accept" button. Note that the amount of Fuisum you will get is written bellow the button. In that case, selling 10 rusted cover to Arcadia will credit 280 Fusium to the player's wallet.

Sell multiple stacks

1) Head over to your clone's inventory and click on the "multi-select icon " in your warehouse. This make you able to select multiple stacks at once it order to perform bulk actions on them.

Use the multi-select warehouse icon.

2) By clicking the "multi-select icon ", new actions icons will appears. First select the materials stacks you want to sell, then click on the "money icon " twice. All the stacks will get sold (except locked stack ) and the Fusium will be credited to the player's wallet.

Selected locked stack of materials (with a little yellow lock icon on the stack) won't be sold as they are protected. If you wish to sell them too : - First, click back on the "multi-select icon" to go back to single selection mode - Then click on the locked stack and click on the "lock icon " to unlock the stack - The "lock icon " will then be removed - You will have to unlock locked stacks one by one

Multi-select multiple stacks.

Sell to arcadia calculation

When selling a material, the amount of FUSIUM received rely on 3 factors :

The calculation formula is basically :

Default sell to arcadia output

RARITY
PRICE IN FUSIUM

COMMON

10

RARE

25

EPIC

50

LEGENDARY

250

ULTIMATE

1000

Thoses values will be influenced up or down depending on your NBM rank multiplier applied in your case.

NBM ranks

Any NBM players have a NBM ranks starting from lvl 1 up to lvl 30. This rank offer various perks all across the NBM universe and apply a specific % multiplier on the sell to Arcadia feature. This multiplier can act as bonus or malus depending on your rank. In the table bellow, we can see for exemple that a player rank 1 (CREWMAN) will have a 1% multiplier while a rank 10 (SERGEANT MAJOR) a 100%. 1% mean your sell to arcadia default output will be divided by 100 (malus) while 100% mean you will get the default amount of Fusium (neutral). For your notice, reaching rank 30 provide a 140% multiplier which mean your sell to arcadia default output will be boost by x1.4 (bonus).

RANK
NAME
SELL TO ARCADIA MULTIPLIER

1

CREWMAN

1%

2

PRIVATE

5%

3

PRIVATE FIRST CLASS

10%

4

SPECIALIST

25%

5

CORPORAL

40%

6

SERGEANT

50%

7

STAFF SERGEANT

60%

8

MASTER SERGEANT

80%

9

FIRST SERGEANT

90%

10

SERGEANT MAJOR

100%

...

...

...

30

MULTIVERSE ULTIMATE LEADER

140%

Season pass activation

Activating a season pass automatically overtake low (< 100%) rank multiplier and apply a 100% multiplier as if you were rank 10 (SERGEANT MAJOR). However, if your rank is higher and grant you let's say 140% (rank 30), this value (x1.4 boost) will apply instead.

In addition, you will get a 200% boost provided by the double rewards perk included in your season pass granting you to sell materials to arcadia at twice their default values.

Double rewards

Examples

Below are some examples illustrating the different scenarios on how the player's rank and the season pass activation affect the amount of FUSIUM received when selling to Arcadia

RARITY
SELL VALUE (FUSIUM)
PLAYER'S RANK
RANK'S MULTIPLICATOR
SEASON PASS
FINAL VALUE RECEIVED (FUSIUM)

COMMON

10

1

1%

NO

0.1 (10*0.01*1)

COMMON

10

10

100%

NO

10

COMMON

10

1

1%

YES

20 (10*1*2)

COMMON

10

10

100%

YES

20

...

...

...

...

...

...

ULTIMATE

1000

1

1%

NO

10 (1000*0.01*1)

ULTIMATE

1000

10

100%

NO

1000

ULTIMATE

1000

1

1%

YES

2000 (2000*1*2)

ULTIMATE

1000

10

100%

YES

2000

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