
Eternity
Eternity is a 6★ Mineral Arcanist in Reverse: 1999. Below are the exact Insight materials needed to ascend them, plus other Mineral Arcanists to build alongside.
Data updated: 2026-07-11
Eternity — Review & Analysis
Eternity is a self-sustaining Reality DMG carry: her Ultimate hits all enemies with a +50% lifesteal boost, while her passive grants immunity to [Bleed][Corrosion][Poison] and stacks [Blood of Longevity] each round to ramp both her damage and self-healing. Her standout tool is Incantation I, which applies [Grievous Wound] (-50% healing received) — brutal against bosses or teams that rely on sustain. The longer the fight runs, the stronger she gets, peaking when 5 stacks convert into the undispellable [Blood of Immortality].
- Strong self-sustain: Ultimate has +50% lifesteal and her passive makes her immune to all damage-over-time effects ([Bleed][Corrosion][Poison]) — she barely needs a dedicated healer.
- [Grievous Wound] from Incantation I cuts enemy healing by 50%, countering sustain-heavy teams and tanky bosses.
- Snowballs over time: [Blood of Longevity] stacks to 5 and becomes [Blood of Immortality] (+25% damage, cannot be dispelled, immune to attribute reduction).
- Has both single-target (Incantation I) and AoE (Incantation II + Ultimate), flexible against lone targets or packs.
- As a Mineral unit she is countered by Star, taking 30% extra damage against those enemies.
- Slow to ramp: it takes several rounds to reach 5 stacks of [Blood of Longevity] for [Blood of Immortality], so she underperforms in short burst fights; and every Incantation costs 10% of her current HP, which can leave her low if she's focused before her lifesteal comes online.
Level the Ultimate first, since it's her main AoE damage source with the sustain-carrying lifesteal; then Incantation I for a strong single-target hit and to apply [Grievous Wound] to lock down enemy healing. Because Eternity already self-sustains so well, pick ATK/crit-oriented Psychubes to maximize damage rather than healing ones; Psychubes that scale damage over the rounds or reward AoE hits synergize nicely with her stacking playstyle.
Overview
Base Stats (max level)
| Base Stats (max level) | Lv.1 | Lv.30 | Insight 1 · Lv.40 | Insight 2 · Lv.50 | Insight 3 · Lv.60 |
|---|---|---|---|---|---|
| HP | 1,538 | 2,334 | 3,913 | 5,835 | 6,864 |
| ATK | 251 | 381 | 639 | 952 | 1,120 |
| Reality DEF | 136 | 206 | 345 | 514 | 605 |
| Mental DEF | 111 | 168 | 281 | 419 | 492 |
| Crit Rate | 6.1% | 6.1% | 6.9% | 7.7% | 8.5% |
| Crit DMG | 139.1% | 139.1% | 140.3% | 141.5% | 142.7% |
Eternity — Skills & Incantations
“Insight II: 1-target attack. Loses (Current HP x10%) HP and deals 500% Reality DMG. Inflicts 【Nasty Wound】 for 1 round on the target hit.”
“Insight II: Mass attack. HP -(current HP ×10%) and deals 400% Reality DMG to 2 enemies.”
“Insight II: Mass attack. Deals 350% Reality DMG to all enemies. This attack enjoys Leech Rate +60%.”
“Insight III: Enhanced 【Blood of Longevity】 effect: DMG Dealt +5% and DMG Heal +5%. At 5 stacks of Blood of Longevity, this effect transforms to 【Blood of Immortality】.”
Skill Quotes
“She has seen too much.”
“She has seen too much, even more than what you can understand.”
“She has seen too much, including, of course, the history of purses.”
“Experience is our teacher.”
“Experience is our teacher. Listen, read, and learn.”
“Experience is our teacher, and the best self-defense.”
“People tried every means to find clues about her, for some cocktail made with blue blood, and immortality.”
Insight Materials
Insight 1
Insight 2
Insight 3
Resonance Materials
All 14 Resonance levels
Euphoria
Branch 1
After attacking, consume (their own Max HP x10%) HP from all allies to deal an additional (the team's combined Max HP x7%) Genesis DMG to the target; if an ally's HP is already below 50%, that ally does not lose HP this way.
When entering battle, grant (Eternity's Max HP x5%) Max HP to other allies.
At the start of the round, for every 10% missing Max HP on an ally, grant DMG Taken -5% to that ally, stacking up to 25%.
When an ally attacks, for every 10% Missing Max HP the ally has, the ally gains Critical Rate +4% and Critical DMG +6% (stacks up to 5 times); if the ally's HP is below 50%, then the ally's excess Critical Rate is converted to Critical DMG.
Branch 2
Whenever an ally loses HP, accumulate points of [Bloodtithe]. When entering battle, gain [Blood of Immortality]. [Blood of Immortality] Enhancement: At the start of the round, consume all allies' (Current HP x20%) HP; if there are 10/20/30 Bloodtithe points, consume them to upgrade [Blood of Immortality]; at rank I/II/III, [Blood of Immortality] grants Max HP +10/30/60%, and ATK +50/70/120 for every 1000 Max HP owned.
Recommended Psychubes
Where to Get
Teams with Eternity
Jessica, Willow and Sotheby all carry the Poison tag — three independent Poison stacks compound into a DoT that keeps ticking through a fight without needing to re-cast skills every turn. Fatutu keeps the team topped up so the Poison window is never cut short by a death.
Teams →Rabies, Eternity and Kanjira all tap into Poison — combining it across three kits at once outperforms any single carry doing it alone. Cristallo keeps the line-up alive with Heal so that payoff has time to land.
Teams →Nautika and Semmelweis both spend HP as a resource instead of hoarding it — Nautika's Incantations trade her own Current HP for extra Reality DMG, and Semmelweis's Ultimate costs every ally 20% Current HP to drop the 【Blood Domain】 Array. Sentinel and Rubuska both carry the same passive that turns any ally's HP loss into shared 【Bloodtithe】, so every point the front two spend feeds the Bloodtithe that Sentinel cashes in on 【Dread Bullet】 bursts and Rubuska turns back into team healing.
Teams →





