Reverse: 1999 Pull Currency Guide — Unilogs, Clear Drops & Saving F2P
A beginner-friendly guide to Unilogs, Clear Drops, F2P income, and saving for the banner you want.
In Reverse: 1999 you pull with Unilogs (your pull tickets) and Clear Drops (the premium currency that converts into Unilogs). F2P players bank these from story, events, daily/weekly work and idle income, then hold everything for a single wanted banner rather than spreading pulls thin — because a bounded pity system guarantees the featured 6-star if you commit fully to one banner.
Only two things spend on the banner, so learn these first:
- Unilogs — the direct pull item. One Unilog buys one roll on a character banner. This is what you are really saving.
- Clear Drops — the premium 'gem' currency. Clear Drops don't pull on their own; you exchange them for Unilogs. So your true pull budget is Unilogs you hold + Unilogs your Clear Drops can buy. Always count both together.
Keep these separate in your head from the progression currencies — the gold/coin used to level Arcanists and the mats for Insight (level caps), Resonance (stat tuning) and Psychube upgrades. Those never buy pulls, so never let a 'save your currency' habit stop you spending them; a maxed roster you can't build is wasted.
There is no single faucet — income is the sum of many small streams, which is why patient accounts still keep pace. The reliable sources:
- Main story — the biggest one-time lump. Clearing new chapters (and their exploration/collectible completion) pays out a large stack of Clear Drops and Unilogs. Don't leave story unfinished 'for later'.
- Events — every patch's limited event hands out event currency, free Unilogs and often a free Arcanist. Clear the event shop and story every time; missing an event is missing pulls you cannot get back.
- Daily & weekly assignments — small but constant. Doing them every reset is the single biggest F2P multiplier over a month.
- Idle income from your base — your Wilderness/home generates resources passively; log in and collect so it doesn't cap out.
- Endgame & recurring modes — the roguelike-style and combat-challenge modes refresh rewards on a cycle and are a steady Clear Drop source once your roster can clear them.
- Mail, maintenance compensation, code redemptions and milestone/login rewards — easy to overlook, so check mail regularly.
The core F2P discipline is focus, don't sprinkle. Reverse: 1999 uses a guaranteed system: if you don't win the featured 6-star early, a pity counter builds until the banner guarantees that Arcanist within a bounded number of pulls, and there's an exchange/spark mechanic so your 'misses' still convert toward the character you want. That guarantee only pays off if all your pulls land on one banner — pulls spread across several banners each reset their own progress and waste the safety net.
Practical routine:
- Pick your target early. Watch upcoming banners and decide who you're saving for before you have the currency in hand.
- Convert your budget to a pull count. Add your Unilogs to what your Clear Drops can exchange for, and check it against the guaranteed-pity threshold. Aim to enter the banner with enough to reach the guarantee, so a bad-luck run can't leave you empty-handed.
- Hold through banners you don't need. The hardest and most valuable habit. Skipping is a strategy, not a loss.
- Prioritise DPS-defining and support pulls over duplicates. A team is one DPS + one Survival (heal/shield) + one Support; a new Arcanist that fills a missing role does far more than a Portray (dupe) on someone you already run.
Common beginner traps that drain a save:
- Pulling on the standard/permanent banner when you're low on currency. Limited featured Arcanists usually define the meta; spend your saved budget on the featured banner you planned for.
- Chasing Portrays too early. Copies raise a character's ceiling but a fresh, well-built single copy clears the whole story and most content. Breadth of roster beats depth on one unit for F2P.
- Ignoring free Arcanists and Psychubes. Event and shop-obtained units and gear cover real roster holes for zero pulls — build them before you decide you 'need' a pull.
- Panic-pulling. If a banner isn't your target and you're not near a save goal, hold. Currency kept is a future guaranteed 6-star.
Remember Afflatus matchups when choosing a target so your pulls actually improve your team: Beast beats Plant beats Star beats Beast, and Mineral beats Spirit beats Intellect beats Mineral — the winning side deals extra damage. A character who covers an Afflatus or damage type (Reality vs Mental) you lack is worth more than a strong duplicate of what you own.