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Division Resurgence currencies and materials are the two separate economies that drive progression: currencies (credits, Phoenix Credits, Premium Credits, Encrypted Data, Clan Credits) buy things directly, while crafting materials (metal components, fabric, high-grade electronics, weapon parts) feed the crafting bench and recalibration station that actually build your gear. Credits are the easy half of this economy — credits flow in through mission rewards, but high-grade electronics and weapon parts are the real bottleneck for progression, and you will need thousands of materials for endgame optimization. This guide breaks down every resource type, where each one comes from, and the one inventory habit that determines how fast you actually hit that endgame ceiling.
TL;DR
- Credits are never the real problem — missions hand them out constantly.
- High-grade electronics and weapon parts are the actual bottleneck, and endgame optimization needs thousands of them.
- Dismantle almost everything instead of selling; materials feed crafting, credits don’t buy progress.
- The rare exceptions are unwanted yellow-rarity clutter and situations where you’re actually short on credits for recalibration.
- Exact material counts aren’t published by Ubisoft — treat any specific number you see online as a community estimate, not an official figure.
| Currency / Material | What it does |
|---|---|
| Basic Credits | The main currency in The Division Resurgence, very easy to obtain and use for general vendor purchases. |
| Premium Credits | A premium currency made of special SHD materials, acquired only by topping up at the Store, spent on cosmetics and bundles. |
| Phoenix Credits | A rare and valuable currency, and one of the easiest to collect, earned from Main Missions, Side Missions, Daily Quests, Agent Manual, Events, Lone Wolf Challenge, Encrypted Store, Recommended Build Rewards, Agent Career Advancement, and SHD Commendations. |
| Encrypted Data | A special credit acquired from Sealed Caches or by dismantling High-End Protocols or Exotic Augmentation Modules, spent at the Encrypted Store. |
| Clan Credits | Used to buy items from the Clan Vendor, including materials of diverse rarities, Tactical Augmentation Modules, and cosmetics. |
| Chip set parts | Found in SHD crates, this is the primary currency for upgrading specialization gear such as the grenade launcher or seeker mines. |
Where to Get Materials and Currencies in The Division Resurgence
Most of your material income comes from combat and looting rather than any dedicated farming node. Weapon parts are commonly found by dismantling assault rifles and SMGs, electronics are salvaged from destroyed drones, turrets and other technological debris, and cloth is acquired by deconstructing utility items and certain types of armor. Rarer materials sit behind bigger effort: High-End Components are typically earned from completing challenging missions, participating in endgame activities, or by purchasing them from specific vendors with premium currency or in-game credits. If you’re still working through the campaign, the first-hours guide covers which early missions are worth prioritizing before you start optimizing gear at all. Beyond loot, a Projects system lets you turn in materials for guaranteed rewards, which matters most for players who want progress without stepping into contested zones.
| Source | What you get | Requirement | Who it suits |
|---|---|---|---|
| Dismantling gear at the crafting bench | Metal components, weapon parts, electronics, fabric | Any level, any rarity item | Everyone, especially active crafters |
| Main/side missions and daily quests | Credits, Phoenix Credits, XP, blueprints | Ongoing, resets daily | Players still leveling |
| SHD crates (multiple map locations) | Chip set parts for specialization upgrades | Open-world exploration | Specialization-focused builds |
| Encrypted Store via Encrypted Data | SHD Keys, materials of diverse rarities, and even Basic Credits | Encrypted Data from caches or pass | Battle pass progressors |
| Clan Vendor via Clan Credits | Materials, Tactical Augmentation Modules, cosmetics | Active clan membership | Clan-affiliated agents |
| Weekly Projects | Guaranteed high-end rewards for donating materials or eliminating faction targets | Eliminating faction leaders like Cleaners and Rikers, or completing public events | Solo players avoiding the Dark Zone |
Best High-Grade Electronics and Weapon Parts Farming Methods
There’s no single “farm” for high-grade electronics and weapon parts — they’re a byproduct of playing broadly and dismantling consistently rather than a node you grind in a loop. That said, some activities produce more usable material per session than others.
| Method | Speed | Effort | Best For |
|---|---|---|---|
| Dismantling every pickup instead of selling | Steady, passive | Low | Every player, every session |
| Open-world activities (Hostage Rescues, Supply Runs, etc.), capped at 10 per day | Moderate | Medium | Daily material top-ups |
| Dark Zone extractions | Higher-value, higher variance | High (PvP risk) | Players comfortable with rogue agents; see the Dark Zone guide before going in |
| Weekly Projects | Slow but guaranteed | Low | Solo, PvE-only players |
| Higher-difficulty main missions | Good XP and credit yield alongside materials | Medium | Players still climbing toward level 40 via the leveling guide |

Step-by-Step: Cleaning Up Your Inventory for Material Farming
Warning
Don’t dismantle every purple the moment it drops. Early high-end crafting projects lean on materials pulled specifically from superior-rarity gear, and breaking it down too soon just to declutter can leave you short right when you need it for your first real crafting push.
Follow this sequence to get it done fast.
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1
Sort by rarity before you touch anything
group grays, greens, blues, purples and high-end items so you're not making dismantle-or-sell calls item by item under time pressure.
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2
Dismantle everything below purple immediately
dismantling provides essential crafting materials used at the Crafting Station, while selling only grants credits, and low-rarity gear is worthless for anything else.
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3
Hold onto superior (purple) gear until you've started
do not dismantle superior gear too early, since you'll need the materials from it to fuel your initial high-end crafting projects.
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4
Check Expertise before you dismantle high-end items
higher Expertise raises the stat floor on crafted items, so leveling Expertise for a category first means better rolls when you finally craft, which changes what's worth keeping versus breaking down now.
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5
Only sell true dead weight
cosmetically identical duplicates or gear types you'll never use, once your material stockpile for that category already looks healthy.
Currency and Material Rewards: What You Unlock
Recalibration Is a One-Shot Tool, Not a Repeat Fix
You pick a single slot to recalibrate, and once confirmed, that slot is the only one you can touch again on that item — everything else locks permanently. That makes recalibration something to save for gear that’s already close to ideal, not a way to fix a mediocre roll top to bottom.
Specialization Currency Runs on a Separate Track
Chip set parts don’t touch your credit or material pools at all. If your Power Score is stalling despite a healthy materials stockpile, the gap is probably specialization progress rather than gear — worth checking against the Power Score versus Gear Level breakdown before you assume you just need more crafting mats.
| Reward | How you get it | Why it matters |
|---|---|---|
| Crafted high-end gear | Blueprint + materials + Expertise level at the bench | Consistent stat floor instead of waiting on random drops |
| Recalibrated attribute or talent | Equipment Improvement Station, unlocked at agent Level 18 | Fixes the one weak roll on an otherwise near-perfect item |
| Specialization upgrade | Chip set parts from SHD crates | Powers up skill weapons like the grenade launcher or seeker mines |
| Sealed Cache high-end item | Guaranteed A-Tier item from the Standard Sealed Cache after 10 opens | A predictable floor under an otherwise random reward |
| Cosmetics | Premium Credits or Encrypted Store | Zero gameplay impact, costs no crafting materials |
Common Misconceptions About Dismantling vs Selling
“Selling High-End Gear Is How You Get Rich”
It isn’t, because credits were never the constraint. Dismantle gear rather than selling it in most cases — you will need thousands of crafting materials for endgame optimization, and selling gives credits while dismantling feeds the upgrade system you actually need. Selling only ever solves a problem you don’t really have.
“You Should Dismantle Every Purple the Second It Drops”
Also wrong, and it’s the one place the general rule bends. As covered above, superior-rarity gear feeds your first wave of high-end crafting, so clearing it out purely to tidy your inventory can backfire in the early endgame.
“Materials Are Just for Crafters, I’ll Farm What I Need Later”
Optimization needs volume, not a quick top-up. Because endgame optimization needs thousands of materials, treating dismantling as an occasional chore rather than a habit from level one just pushes the wall further down the road instead of removing it.
Our Take: Are Resurgence Materials Worth Farming Early?
Our Take
Yes — and the earlier you build the dismantle habit, the less it costs you later.
The credit economy in this game genuinely isn’t a design problem worth worrying about — missions, dailies and the Agent Career track keep you funded without effort. The real friction is that high-grade electronics and weapon parts scale with how ambitious your build gets, and nobody enjoys hitting level 40 with a Power Score gap and an empty materials tab. Dismantling from day one is boring advice, but it’s boring because it’s correct almost every time.
Where this gets genuinely murky is the exact number you need. Community estimates for “how many high-grade electronics to fully optimize a build” float around based on Expertise level, how many recalibrations you attempt, and how much you reroll crafted gear for a better talent — none of which Ubisoft has published a hard figure for. Treat any specific total you see quoted online as a community estimate, not a confirmed number. What’s solid is the direction: material demand only grows once you hit World Tier content and start chasing near-perfect rolls, so building the stockpile during the campaign is cheaper in time than trying to catch up once you’re already stuck at the Power Score gate.