Anime Zero’s lobby is a chain of upgrade systems, each fed by your dungeon runs: spins become weapons, weapons evolve to unlock ultimates, materials become accessories, and the AFK chamber keeps it all ticking while you’re away. This page maps the chain; each system has its own guide.
The progression chain
- Roll weapons in the Arsenal — spins come from the AFK chamber, codes, quests and gems. Every spin counts toward pity.
- Evolve your carry — evolution unlocks a weapon’s ultimate, consuming weapon-specific materials like Sukuna Fingers. Full mechanics in the evolution guide.
- Reroll traits — per-weapon modifiers in Legendary and Exotic grades; currently code-and-quest-only (can’t be farmed). Details in the traits guide.
- Roll enchants — Power first for damage, Hunter/Bloodlust/Supernova later. Known names and honest gaps in the enchants guide.
- Craft accessories — 14 recipes turn per-act materials into permanent stat gear, with material pity and a gold shop backing you up. Loop explained in the crafting guide.
- Chase titles — from trivial early unlocks to the community-chased Miyabi speedrun title. Covered in the titles guide.
Which system to push first
- First hours: codes → rolls → one Legendary weapon → Power enchant → Story clears (the beginner guide walks this line).
- This week: evolve your main carry, craft damage accessories, push Hard difficulty.
- Endgame: Zenless pity chase, Exotic traits, Nightmare farming, and the Infinite leaderboard.
The systems compound: spins feed pity, AFK income feeds spins and the material shop, and accessories stack with synergy pairs — no single upgrade carries you as far as keeping the whole chain moving.