AvG1999

Reverse 1999 /1999/ Tips

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  1. Reverse 1999 Tips
  2. Created October 28th, 2023
  3. Updated: November 13th, 2023
  4. If you wish to add or edit this pastebin please contact on /1999/
  5.  
  6. Terminology
  7. o-----------------+----------------------------------------------------------------o
  8. |Vertin | = Protagonist, Female, nickname: Timekeeper |
  9. |=================+================================================================|
  10. |Unilog | = One gacha roll (Bunny Roll) |
  11. |=================+================================================================|
  12. |Clear Drop | = Standard gacha currency. 180 is 1 roll, 1800 for 10 roll |
  13. |=================+================================================================|
  14. |Crystal Drop | = Premium currency, used only for money purchases or conversion|
  15. |=================+================================================================|
  16. |Dust | = Used for leveling up characters and insight promotions |
  17. |=================+================================================================|
  18. |Sharpodonty | = Used for leveling up characters & Psycube advancement. |
  19. |=================+================================================================|
  20. |Insight | = Term for advancement of characters. |
  21. |=================+================================================================|
  22. |Portray | = Gacha Dupes. Greatly enhances multipliers combat cards. |
  23. |=================+================================================================|
  24. |Psycube | = Weapon/Gear equipment. Each character has one slot. |
  25. |=================+================================================================|
  26. |Bank | = Contains all the stores for various currencies in the game. |
  27. |=================+================================================================|
  28. |Pneuma Analysis | = Used for Psycube advancement materials and shop currency. |
  29. |=================+================================================================|
  30. |Tuning | = Equipment that allows Vertin to strategically alter cards. |
  31. |=================+================================================================|
  32. |Picrasma | = Lolipops and Jars that restore energy (60 and 120). |
  33. |=================+================================================================|
  34. |Roar Jukebox | = Battlepass. Free, 9.99 USD, or 14.99 for faster advancement. |
  35. |=================+================================================================|
  36. |AS/Dream/Limbo | = Artificial Somnambulism. Harder content for repeating rewards|
  37. |=================+================================================================|
  38. |Resonate | = Brain Tetris. Equip Thoughts to strengthen your characters. |
  39. |=================+================================================================|
  40. |Wilderness | = Play area for characters and resource generation. |
  41. |=================+================================================================|
  42. |Harvest Prime | = Scarecrows for advancing Wilderness buildings. Resource stage|
  43. |=================+================================================================|
  44. |Incantation Might| = The use of cards. Buffs card damage. |
  45. |=================+================================================================|
  46. |Ultimate Might | = The use of ultimate cards. Buffs Ultimate Damage. |
  47. |=================+================================================================|
  48. |Trace | = Story completion tracker for rewards, top right of chapters |
  49. |=================+================================================================|
  50. o-----------------'----------------------------------------------------------------o
  51.  
  52. Buff / Debuff Terminology WIP (to do list, categorize buffs/debuffs into types)
  53. o-----------------'----------------------------------------------------------------o
  54. |=================+================================================================|
  55. |Inspire | = Begins round with Moxie +1. |
  56. |=================+================================================================|
  57. |Disarm | = Cannot use attack incantations. |
  58. |=================+================================================================|
  59. |Silence | = Cannot use Buff, Debuff, Heal, or Counter Incantations. |
  60. |=================+================================================================|
  61. |Taunt | = Enemies' attacks will target characters with Taunt. |
  62. |=================+================================================================|
  63. |Shield | = Blocks certain DMG for a certain duration. |
  64. |=================+================================================================|
  65. |Empower I | = When a round begins, 1 random incantations gain +1 star. |
  66. |Empower II | = When a round begins, 2 random incantations gain +1 star. |
  67. |=================+================================================================|
  68. |You Wish! | = Reduces attack on one target with highest attack for 3 rounds|
  69. |=================+================================================================|
  70. |Sturdiness | = When the caster is attacked, DMG Taken Reduction +20% |
  71. | | (-1 stack after trigger). |
  72. |=================+================================================================|
  73. |Counter (1) | = Self counter for X rounds. When the caster is attacked, |
  74. | | Moxie -1 for the attacker, +1 Moxie for the caster. |
  75. |=================+================================================================|
  76. |Counter (2) | = Self counter for X rounds, the attacker suffers 2 rounds of |
  77. | | Corrode: when a round ends, takes (Target's Current HP x35%)|
  78. | | Genesis DMG, capped at 35% of Caster's Max HP. |
  79. |=================+================================================================|
  80. |Corrode | = When round ends, takes Genesis DMG based on the carrier's |
  81. | | current HP. |
  82. |=================+================================================================|
  83. |Nightmare | = Cannot act. Dispels the effect after taking any attack. |
  84. |=================+================================================================|
  85. |Debuff (1) | = Mental DEF -X% for the target for X rounds. |
  86. |=================+================================================================|
  87. |Debuff (2) | = Critical Resist Rate and Critical DEF -X% |
  88. | | for the target for 1 round. |
  89. |=================+================================================================|
  90. |Weakness | = When the caster attacks, DMG Bonus -25% |
  91. | | (-1 stack after trigger). |
  92. |=================+================================================================|
  93. |Arcane Stamp | = Duration of inflicted statuses +1 round. |
  94. |=================+================================================================|
  95. |Nasty Wound | = Healing Taken -50%. |
  96. |=================+================================================================|
  97. |Gracious Host | = Critical Resist Rate and Critical DEF -25%. |
  98. |=================+================================================================|
  99. |Radiation Therapy| = DMG Taken Reduction -15%. When a round ends, takes Genesis |
  100. | | DMG based on the caster's ATK |
  101. |=================+================================================================|
  102. |Stabilize | = When the caster is attacked by a Mental DMG, DMG Taken |
  103. | | Reduction +30% (-1 stack after trigger). |
  104. |=================+================================================================|
  105. |Sense Weakness | = Reality DEF -20% and Critical DEF -20%. |
  106. |=================+================================================================|
  107. |Paralyze | = When there are 2 stacks, turns into Daze status or extends |
  108. | | the duration of existing Daze status for 1 round.. |
  109. |=================+================================================================|
  110. |Daze | = ? |
  111. |=================+================================================================|
  112. |Rhyme of Victory | = When an enemy dies, DMG Dealt +10% for all allies |
  113. | | for 2 rounds. |
  114. |=================+================================================================|
  115. |Silver Bullet | = After the caster attacks, subjects the main target to 3 |
  116. | | rounds of Reality DEF -20% (-1 stack after trigger). |
  117. |=================+================================================================|
  118. |Freeze | = Cannot act. Dispels the effect after taking Mental DMG attack|
  119. |=================+================================================================|
  120. |Summer Dream | = Immune to [Stats Down], [Neg Status], and [Control] |
  121. | | statuses; DMG Taken Reduction +20%, |
  122. | | Moxie +1 when the round ends. |
  123. |=================+================================================================|
  124. |A Great Thing | = Every time an ally dies, DMG Dealt, Critical Rate and |
  125. | | Critical Resist Rate +10%, and DMG Taken -10%. |
  126. |=================+================================================================|
  127. |Buff (1) | = 1-target buff. Reality DEF and Mental DEF +X% and DMG |
  128. | | Taken -X% for the target for X rounds. |
  129. |=================+================================================================|
  130. |Home of the Fog | = When a round ends, loses (Current HP x15%) HP and gains a |
  131. | | Shield with (HP Lost this time x 150%) HP which lasts until |
  132. | | the start of the next round. While the Shield is active, |
  133. | | DMG Taken -20% |
  134. |=================+================================================================|
  135. |Self-healing | = Healing at the beginning of a round based on the |
  136. | | caster's lost HP. |
  137. |=================+================================================================|
  138. o-----------------'----------------------------------------------------------------o
  139.  
  140. (editor reminder): formatting work develop sections into more readable format
  141.  
  142.  
  143. *Exchange Codes can be turned in:
  144. Main Screen > Lower left button > Settings > Exchange Code Reward
  145.  
  146. *About Critical hits and Affluent hits.
  147. Critical hits are shown by a small puff of smoke displayed on the upper right of the damage number.
  148. Affluent hits (enemies weak to you) are shown as red numbers.
  149.  
  150. *About Friends in 1999
  151. There are very few features for friend system in 1999 as of release. You can chat with people on your friends list or visit their Wilderness and that is it. There will likely be future features but until then it is completely unnecessary to use. (November 2023)
  152.  
  153. Advancement Tips
  154.  
  155. There are no weapon gachas in this game. You purchase Psycubes on the Fragment shop by running two free daily runs of Pneuma Analysis. You are not held to two runs but it is inefficient to do more. You gain (5) currency per free run and (2) per cost run at 25 energy.
  156. 6* Psycubes cost 210 currency. Pneuma Analysis unlocks after 2-10 in the story. Do not buy 5* Psycubes, it isn't worth it.
  157.  
  158. -Energy is a very precious resource in this game and needs over 16 hours to regenerate to full.
  159. -Try to avoid spending energy on the two currencies (Dust and Sharpodonty) unless for a task or for first clear. You can dip into it in emergencies but it's energy inefficient.
  160. -When you unlock Wilderness and upgrade enough you can get supplemental resources by automatic generation. Clearing chapters of the story unlocks Wilderness promotions near the end of each chapter and finally by clearing 330 stars in Trace.
  161.  
  162. Monthly Bank Purchase Recommendations
  163. -Bass Counter Shop: Unilog x 10 (600 Track's of the Lost gained by rolling, dailies, weeklies.)
  164. -Fragment Shop > LF Polarization x 15. Necessary for Psycube 6* Advancement. Extremely rare and valuable. Craftable to higher tiers.
  165. -Oneiric Shop > The Crystal Casket is a future goal for 1500 Oneiric Fluid. Oneiric Fluid is a semi-common reward for AS weekly rewards. The Casket rewards a high tier crystal and are valuable Resonate upgrade materials for level 10.
  166.  
  167. Tuning is the Timekeeper's ability to alter your card hands in battle. You get a basic one during an early tutorial and a hidden one by completing all the advanced tutorials. Try to get this advanced tuning device early on to increase your options in combat. Both have their uses in combat. The tutorial Tuner "First Melody" allows you to reset your card hand and generate a free 1* card for merging. The advanced tuner "Grand Orchestra" Generates a 2* card for merging and allows a free card move.
  168.  
  169. Resonate is a method of including enhancements directly into your character. Each character has a Resonance System. You are essentially plugging in thoughts into each characters brain to improve their stats. This is an overlooked feature to many new players. You can think of this system as all of your gear slots except your weapon which the Psycube handles. Characters lose a lot of valuable stats at low levels. Levels 1 - 10. Starting at level 6 you will need more costly materials to advance found in AS.
  170.  
  171. You get both Oneiric Fluid and Resonate materials from clearing Artificial Somnambulism each reset. This is an important element to upgrading characters and is a priority. Higher level Resonate = more powerful base stats. AS unlocks at 3-3. Dream is the first half of AS and Limbo the second half. Dream once completed is free rewards each week, clear only once per account. Limbo has various rules each period and resets bi-monthly.
  172.  
  173.  
  174.  
  175. Rerolling Tips
  176.  
  177. |=================+================================================================|
  178. |Beginner Banner | = 30 Pity. No Soft Pity. Disappears if you gain a 6* |
  179. | Multiple 6* is possible. |
  180. |=================+================================================================|
  181. |Standard Banner | = 70 Pity. 60 Soft Pity. New characters are placed here after |
  182. | two patches. |
  183. | Try to avoid rolls here except for rerolling accounts. |
  184. |=================+================================================================|
  185. |Event Banner | = 70 Pity. 60 Soft Pity. Rate up is 50/50. If you fail you get |
  186. | a random 6* on the record list. 2nd time will be featured |
  187. | rate up. Event banner pity does carry over to other Event |
  188. | Banners. |
  189. |=================+================================================================|
  190. o-----------------'----------------------------------------------------------------o
  191.  
  192. |=================+================================================================|
  193. |Roll Locations | = Reach 1-4 (Mail) Promotional 10 roll. |
  194. | | Account level 3 reached. Clear resource stages when unlocked |
  195. | | to speed up the process. (Mail) Promotional 10 roll. |
  196. | | Account level 5 reached. Clear resource stages when unlocked |
  197. | | to speed up the process. (Mail) Promotional 10 roll. |
  198. |=================+================================================================|
  199.  
  200. |=================+================================================================|
  201. |Roll Targets | = Centurion (Top Pick), An-an(Top Support), Sotheby (Poison) |
  202. |High End Reroller| = 10 roll on standard banner for at least one 6* character |
  203. | | SALT method gmail on failure to try again. |
  204. |If Success | = Roll rest of roll power on Beginner Banner for Lilya, |
  205. | | Regulus, or Eternity. Use only 10 rolls at a time. |
  206. |Roll Targets | = Eternity (Tank/Dps), Regulus(End Game) |
  207. |=================+================================================================|
  208. |Low End Reroller | = Just roll on Beginner Banner (30 pity) |
  209. |Roll Target | = Eternity (Don't go for the other two on a single 6* account |
  210. |=================+================================================================|
  211. |Extra Notes | = It is recommended to aim for at least one starting 6* carry.|
  212. | | = Eternity and Centurion make the game a lot easier but there |
  213. | | are a lot more banners with carries than supports so it is |
  214. | | up to you. You will need least two teams of 4 for Limbo |
  215. | | mechanics. It is possible to use less with Eternity. |
  216. |=================+================================================================|
  217. |5* Targets | = These are good to have choices when rerolling to watch for. |
  218. | | +Bkornblume (strong sub dps + debuffer) |
  219. | | +Balloon Party (counter healer) |
  220. | | +Charlie (if you can get to portray 3, strong dps option) |
  221. |=================+================================================================|
  222. o-----------------'----------------------------------------------------------------o
  223.  
  224. -After 5 days login promotion you get a special carrier box that holds your choice of a 6* Psycube (equippable weapon). This is an important choice for your team as it is time consuming to unlock Psycubes. If you want advice on this topic you can refer to the google document in the OP at /1999/ or ask in the thread for specifics.
  225.  
  226. -After 8 day login promotion you get a dedicated healer named Dikke in case you get unlucky with healers. She is a 5* and decent enough for early game and mid game.
  227.  
  228.  
  229. Other notes
  230. -----------
  231.  
  232. -Pay attention to Task menu and do everything needed each day, week and special event period. You can get fully refunded resources if you go out of your way and upgrade certain characters in the game. It will be listed in the tasks. Take advantage of these first. (Eagle/Leilani/Sonnetto/Apple)
  233. -Beginner tasks include having two of each basic element at Insight 1. Use your refunded characters above to save resources.
  234.  
  235. -There are 5* Psycube rewards hiding in Act 3 missions and Act 5 missions in the Task menu. These are safe to improve with your limited resources. They are not tied to chapter clears (on the top) and can be done as soon as you are able to access them.
  236.  
  237. -The battle pass grants a large infusion of materials and a large amount of 6* Psycube Currency if you buy the 9.99 USD but only 2 extra rolls. The 14.99 Battlepass adds all previous, +Limited Edition Portrait, +2.1 rolls, and 5 regular candy.
  238.  
  239. -Sharpodonty costs are directly tied to Psycube upgrades. If you have upgraded your Dust tower, make sure to also improve your Sharpodonty auto generation after. This is a bigger priority the more 6* Psycubes you get. Psycube development is directly tied to your two free runs per day in Pneuma Analysis and then shop materials when you have resources to spare.
  240.  
  241. Puzzle Answers Below if you get stuck (case sensitive):
  242. >1-7
  243. Quiet Ravenheart
  244. >1-10
  245. 86
  246. >1-15
  247. 12
  248. >3-7
  249. Basket
  250. Cabinet
  251. >3-15
  252. Red squirrels and woodpeckers
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