Euphoria and Reveries in Reverse: 1999 — What It Is, How It Works, and Whether to Invest
A beginner-friendly yet deep look at the 6-star Euphoria upgrade: how it reworks skills and appearance, and when it's worth the investment.
Euphoria is a high-end upgrade available only to certain 6-star Arcanists. Unlocked through the story-driven Reveries in the Rain content, it can rework a character's kit — altering skill behavior, adding new effects, and even changing their appearance — turning a good unit into a defining one. It is powerful but resource-heavy and unit-specific, so invest only in Arcanists you actually use and enjoy.
Euphoria is the most advanced form of character progression in Reverse: 1999, sitting above the standard upgrade path of Insight (leveling with materials), Resonance (psychube-style stat tuning), and Portray (duplicate copies that strengthen a character).
- Exclusive to 6-star Arcanists — and not even all of them. Only select 6-stars receive a Euphoria, added over time by Bluepoch.
- It reworks the kit — rather than just raising numbers, Euphoria can change how a character's skills function: new mechanics, altered scaling, extra effects, or a shift in how they generate and spend Moxie (the points that fuel a character's Ultimate).
- It changes appearance — a Euphoria unit gains a new visual form and presentation, reflecting the story moment tied to their upgrade.
In short, Euphoria is a targeted glow-up: a way to take one favorite Arcanist and evolve both what they do and how they look.
Euphoria is earned through Reveries in the Rain, a dedicated mode where you explore a character-focused narrative and complete its associated stages and objectives. Working through this content is how you access an eligible Arcanist's Euphoria upgrade.
- Story-gated, not gacha-gated — you don't pull for Euphoria. If you own the eligible 6-star, you progress through the Reveries content to unlock it, which makes it a goal you can plan toward rather than gamble on.
- Material investment — completing the upgrade calls for progression materials and effort, so it's a commitment rather than a casual toggle.
- Per-character — each Euphoria belongs to a specific Arcanist and reworks only that unit; there is no account-wide shortcut.
Because it lives inside a narrative mode, Euphoria doubles as story content — you experience a chapter about the character while powering them up.
Reverse: 1999 is a turn-based game where you build cards (Incantations) by merging same-tier copies to cast higher-rank spells, and where damage splits into Reality and Mental types across six Afflatus (Beast, Plant, Star, Mineral, Spirit, Intellect) that counter one another.
A Euphoria upgrade can touch several of these layers at once:
- Skill rework — an Arcanist's spells may gain new effects, better scaling, or entirely new conditions, sometimes reshaping their role.
- Moxie and Ultimate flow — some Euphorias adjust how quickly a unit builds Moxie or how their Ultimate behaves, changing their tempo in a fight.
- Role sharpening — a character can become a stronger DPS, a more reliable Survival unit (heal/shield), or a better Support, reinforcing the standard team shape of one DPS, one Survival, and one Support.
The exact effect is unique to each character, which is why Euphoria is discussed unit-by-unit rather than as a single flat buff.
Euphoria is strong, but it is not a universal priority. Weigh it against your roster and how much you use the unit.
- Invest if the Arcanist is a core member of a team you run often, the Euphoria meaningfully improves their role, and you have the materials to spare without stalling other progression.
- Hold off if you rarely field the character, you're still building out basics like Insight levels, Resonance, and psychubes across your team, or you're a newer player who should spread resources for account breadth first.
- Personal value counts — because Euphoria also changes appearance and comes wrapped in story, many players pursue it for favorites they love, not just for raw efficiency. That's a legitimate reason.
Bottom line: treat Euphoria as a capstone for units you're already committed to, not a day-one goal. Build a functional team first, then Euphoria the Arcanist who earns the most playtime.