Afflatus, Technique and the battle rules

Reverse: 1999 mechanics

Reverse: 1999 doesn't publish its damage formula, so this page sticks to the rules the game spells out: which Afflatus beats which, how Technique turns into crit, what each stat does, and the battle notes the game shows you.

Afflatus advantage

Four Afflatuses go round in a loop, each strong against the next, and Spirit and Intellect are strong against each other. The game marks such an Incantation "Stronger" and rates the advantage at 1.3.

BeastPlantStarMineralBeast
SpiritIntellect

An arrow points from the Afflatus to the one it is strong against.

Technique and crit

Critical Technique turns into Crit Rate and Crit DMG: every 30 points of Technique add 1% Crit Rate, and every 20 points add 1% Crit DMG. So 300 Technique, about what a 6-star has at Insight III level 60, gives 10% Crit Rate and 15% Crit DMG, on top of the 130% Crit DMG every character starts with.

Character pages show Crit Rate and Crit DMG with the Technique share already added, the way the game's own stat screen does.

Stats

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HP
Indicates the durability of the characters. Characters exit the field when this reaches 0.
ATK
Base value that increases DMG Dealt by attacks.
Reality DEF
Base value that reduces Reality DMG taken.
Mental DEF
Base value that reduces Mental DMG taken.
Critical Technique
Critical Technique provides additional Critical Rate and Critical DMG.
Critical Rate
Increases the chance to score a critical hit.It increases the chance of triggering a crit when using direct heals.It includes the bonus provided by Critical Technique.
Critical Resist Rate
Reduces the chance of critical hits taken.
Critical DMG
Increases the DMG Dealt by a critical hit.It increases the HP healed by critical direct heals. This increment can wear off.It includes the bonus provided by Technique.
Critical DEF
Reduces the DMG of critical hits taken.
DMG Bonus
Increases DMG Dealt when attacking.
DMG Taken Reduction
When hit, reduces DMG taken.
Final DMG Bonus
Final DMG Reduction
DMG Heal
When a round starts, restores HP based on the DMG Taken last round.
Leech Rate
After attacking, part of the DMG will be converted to own HP.
Ultimate Might
Increases DMG Dealt by the Ultimate.
Healing Done
Increases Healing Done.
Penetration Rate
Ignores the enemy's Reality DEF and Mental DEF to cause DMG.
Incantation Might
Increases the DMG of normal incantations.
Playmode DMG Increase
Playmode DMG Immunity
Poison DMG Bonus
Poison DMG up.
Daze Resistance
When a unit is inflicted with a [Daze] status, they have a chance to resist that status based on their resistance to the status.
Sleep Resistance
When a unit is inflicted with a [Sleep] status, they have a chance to resist that status based on their resistance to the status.
Petrify Resistance
When a unit is inflicted with a [Petrify] status, they have a chance to resist that status based on their resistance to the status.
Freeze Resistance
When a unit is inflicted with a [Freeze] status, they have a chance to resist that status based on their resistance to the status.
Disarm Resistance
When a unit is inflicted with a [Disarm] status, they have a chance to resist that status based on their resistance to the status.
Silence Resistance
When a unit is inflicted with a [Silence] status, they have a chance to resist that status based on their resistance to the status.
Seal Resistance
When a unit is inflicted with a [Seal] status, they have a chance to resist that status based on their resistance to the status.
Taciturn Resistance
When a unit is inflicted with a [Taciturn] status, they have a chance to resist that status based on their resistance to the status.
Moxie-down Resistance
When a unit gets a decrease in Moxie, they have a chance to resist that effect based on their resistance to the effect.
Stress-up Resistance
When a unit gets a decrease in Stress, they have a chance to resist that effect based on their resistance to the effect.
Control Resilience
When a unit is inflicted with a Control status, they gain Resistance to that Control status based on their Resilience. When gaining that Resistance, the value of that Resistance is based on the unit's Control Resilience, while the duration of that Resistance is based on the round duration of the inflicted Control status.
Moxie-down Resilience
After a unit gets a decrease in Moxie, they gain Resistance to that effect based on their Resilience. When gaining that Resistance, the value of the Resistance is based on the unit's Moxie-down Resilience; the Resistances are stackable, and these effects are removed after a successful resist.
Stress-up Resilience
After a unit gets an increase in Stress, they gain Resistance to that effect based on their Resilience. When gaining that Resistance, the value of the Resistance is based on the unit's Stress-up Resilience; these Resistances are stackable, and the effects are removed after a successful resist.
Genesis DMG Bonus
When attacking, Genesis DMG Dealt is increased.
Captivated Resistance
When a unit is inflicted with a [Captivated] status, they have a chance to resist that status based on their resistance to the status.
Riposte DMG Bonus
Riposte DMG up.
Extra Action DMG Bonus
Extra Action DMG up.
Follow-up DMG Bonus
Follow-up DMG up.
Ultimate Might Multiplier
Increases total Ultimate Might
Ultimate DMG Bonus
Increases Ultimate DMG.
Incantation Skill Ultimate Might Multiplier
Ultimate Might's yield rate on incantation skills.
Poison DMG Taken Reduction
Reduce DMG taken from Poison.
Incantation Might Multiplier
Increase Incantation damage.
Resilience Reduction Up
Increases Resilience Reduction of this attack.
Resilience Reduction Taken Down
Reduces Resilience Reduction Taken from this attack.
Break Damage Bonus Multiplier Up
Increases Break Damage Multiplier of this attack.
Break Damage Bonus Multiplier Taken Down
Reduces Break Damage Bonus Multiplier Taken from this attack.
Conduit Might
Increases damage dealt by using Conduit.
Ultimate Incantation Might Multiplier
Incantation Might's yield rate on Ultimates.
Stronger Afflatus Damage Multiplier

Battle notes

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Basic Info

  • HP

    It shows the character's current HP here. When a character's HP reaches 0, they will die and their incantations will disappear.

  • Moxie

    It shows the character's Moxie here.

    Casting, moving incantations, and raising incantation star levels will give Moxie!

    When a character's Moxie is full, their Ultimate will be generated in the next round!

  • Status Effect

    extended status rounds will show on top right corner The duration (round) of a time-limited status is displayed at the upper right corner of the icon. When the duration is over, the status will be dispelled.

    Reality DEF+5%(Effects are stackable up to 5. Each stack is timed independently)

    The number of stacks of a stackable status is displayed at the bottom right corner of the icon. The change of the number depends on the effect of the status.

  • Arcane Skill Type

    It shows the enemy's incantations here. They are of different star levels and have different effects.

    Deals direct DMG to the enemy.

    Weaken the enemy, some would deals DMG to enemies.

    Triggers powerful effects under certain conditions.

    Has powerful Might or special effects.

  • Arcane Skill Details

    Special effects of certain incantations

    Incantation effects resisted by targets (fully)

    Incantation effects resisted by targets (by chance)

    Your available incantations for this round is found here. Tap on an incantation to cast it, or long press it for details.

  • AP Area

    Your AP is shown here. The number of empty slots equals your number of AP of the round. Tap here to undo the action.

    It means you have spent one AP casting an incantation.

    It means you have spent one AP moving an incantation.

  • Effect Replacement

    When there are two identical statuses, one will replace the other.

    When their effects are different, the stronger one will remain.

    When their effects are the same, the one with longer duration will remain.

  • Impromptu Incantation

    Casting an incantation with Inspiration points on it can trigger an additional Impromptu Incantation attack. The more incantations with Inspiration points on it are cast, the more powerful the Impromptu Incantation becomes.

    With certain character bonuses, consuming Eureka can grant additional Inspiration points to an incantation.

  • Bloodtithe

    When certain effects are active, the [Blood Chalice] will appear in battle, recording and converting the amount of HP lost by your team into [Bloodtithe] points. At the start of each round, your [Bloodtithe] limit updates based on the total Max HP of your deployed characters.

    Tap on the [Blood Chalice] to actively cast [Drink Dry the Living].

    [Drink Dry the Living]: Consume all [Bloodtithe]; for each point of [Bloodtithe] consumed, recover a percentage of Max HP for all allies.

  • Bloodtithe

    When certain effects are active, the [Blood Chalice] will appear in battle, recording and converting the amount of HP lost by your team into [Bloodtithe] points. At the start of each round, your [Bloodtithe] limit updates based on the total Max HP of your deployed characters.

    Tap on the [Blood Chalice] to actively cast [Drink Dry the Living].

    [Drink Dry the Living]: Consume all [Bloodtithe]; for each point of [Bloodtithe] consumed, recover a percentage of Max HP for all allies.

  • Vessel of Radiance

    When there is a [Lingering Glow] user on your team, the [Vessel of Radiance] is activated. Every time an enemy is inflicted with [Burn] or [Halo], the [Lingering Glow] in the vessel increases. [Lingering Glow] and [Bloodtithe] are mutually exclusive.

    At the start of the round, all allies gain Critical Rate Bonus based on the points of [Lingering Glow] the team has. (50% points will be depleted afterward.)

    Some characters can activate certain special effects of the Vessel of Radiance.

  • Dissonance

    This game mode features a special mechanic called <#FF906A>"Dissonance": HP restored to characters is converted into Temporary HP and will be removed at the start of the next round.

  • Afflatus Weakness

    1. Some enemies are Afflatus Weak-type enemies. They have several Afflatus Weaknesses and take Stronger Afflatus DMG from the corresponding Afflatuses. These enemies' attacks are never considered Stronger Afflatus attacks.

    2. Afflatus Weak-type enemies may have an Afflatus Guard. After being attacked, their Afflatus Guard is reduced; after being attacked by a Stronger Afflatus, their Afflatus Guard is reduced further. When their Afflatus Guard is broken, a corresponding effect is triggered, and the enemy recovers their Afflatus Guard.

  • Conduit I

    When entering a battle, each Conduit ally's corresponding Conduit is shown below the AP Area.

    Conduit allies' positions determine the default order of their Conduits. During your turn, you can drag Conduits to change their order, which costs no AP.

  • Conduit II

    The Energy needed to activate each Conduit is shown in the upper left.

    After using Energy cards on your turn, the estimated Energy gain is shown below the Conduits.

  • Conduit III

    Press and hold a Conduit during your turn to view the current incantation's details.

    Tap a Conduit to open its incantation switch menu. Tap another incantation above to complete the switch.

  • Conduit IV

    Energy is mainly gained by using Energy cards.

    If your current Energy is sufficient, the Conduit will activate and cast the corresponding incantation.

    If your current Energy is insufficient, the Conduit will not activate and will not cast the corresponding incantation.

  • Conduit V

    Conduits require accumulated Harmonization to cast an Ultimate.

    During your turn, if Harmonization is full, the Conduit will automatically switch to its Ultimate.

Battle Technique

  • Merge

    When two identical incantations of the same star level meet each other, they will be merged into one of a higher star level. Higher star level means better effect.

  • Afflatus Relations

    When your incantation is strong against a locked target, it will show a sign that reads"Stronger." Using incantations strong against enemies will make the battle easier.

  • DMG Type

    Enemies may have resistance against different DMG types, so always choose the more effective type before attacking.

  • Tuning O' One

    It shows the effects of [Tuning] and the number of Moxie they need here.

    It shows Timekeeper's Moxie here.

  • Tuning O' Two

    When the Timekeeper doesn't have enough Moxie for [Tuning], she'll need to spend more time accumulating Moxie.

    Increases Vertin's starting Moxie. She'll gain Moxie when the round begins.

  • Counter

    When a character in Counter status is attacked, a special Counter effect will be triggered. Be careful when you deal with the Counter effects!

    When the caster is attacked, reflects (caster's ATK x100%) DMG to the attacker.

Control

  • Disarm

    In Disarm status, these arcane skills cannot be cast.

    Deals direct DMG to the enemy.

  • Silence

    In Silence status, these arcane skills cannot be cast.

    Weaken the enemy, some would deals DMG to enemies.

    Triggers powerful effects under certain conditions.

  • Seal

    In Seal status, these arcane skills cannot be cast

    Has powerful Might or special effects.

  • Fading Moxie

    When Moxie is reduced, the Ultimate which is ready will be removed even if the Moxie was full.

  • Petrify

    In Petrify status, characters cannot take any actions, but this type of DMG will dispel Petrify status.

  • Nightmare

    In Nightmare status, characters cannot take any actions, but these types of DMG will dispel Nightmare status.

  • Freeze

    In Freeze status, characters cannot take any actions, but this type of DMG will dispel Freeze status.

  • Daze

    In Daze status, the character is unable to take any actions.

  • Disconcert

    When affected by stage rules or Disconcert status, characters cannot gain Moxie.

A Series of Dusks

  • Aid Effects

    1. When a deployed character (Combatant) gains their Ultimate in battle, they gain their Aider's Ultimate as well.

    2. When casting an Aid incantation, the Afflatus and damage type of that incantation will match the corresponding deployed character (Combatant).

  • Aid Incantation

    Casting an Aid incantation in battle also grants Moxie to their corresponding deployed character (Combatant).

  • Catalyst Incantations

    In A Series of Dusks, Tuning is replaced with Catalyst Incantations. You can consume Stimulus to cast Catalyst incantations. Note that Stimulus cannot be gained through normal battle actions. After battle, your remaining Stimulus will be carried over to the next battle.

  • Battle Adjustments

    In A Series of Dusks, certain incantation effects (for some characters) will be different from regular battles.

  • Incantation Rewrite

    Rewrite: Certain battlefield rules can rewrite incantations, giving them different effects.

    Scalding: At the end of the round, characters lose 10% Current HP for each of their incantations with this effect.

    Icebound: The incantation cannot be cast or moved.

    Variable: At the end of the round, the incantation changes to a random incantation of a random rank.

  • Incantation Syntony & Resonance

    1. Casting ≥3 incantations of the same type in a round triggers Incantation Syntony, which provides stat boosts for that round. 2. The more incantations of the same type are cast, the higher the level of Incantation Syntony, up to a maximum of Lv.7.

    3. Casting ≥3 different types of incantations in a round triggers Incantation Resonance, which provides stat boosts for that round. 4. The more different types of incantations are cast, the higher the level of Incantation Resonance, up to a maximum of Lv.7.

  • Devouring Artefacts

    Devour: Permanently lose the devoured artefacts. With each devour, the devouring artefact grows stronger in power.

  • Tempering Artefacts

    Temper: Upgrades the quality of temperable artefacts, strengthening their effects. Generally, artefacts can only be tempered once.

  • Voltaic Artefacts

    Voltaic: Some artefacts, when placed, provide energy to [Voltaic] artefacts within range. When certain [Voltaic] artefacts accumulate enough energy, they are activated and gain powerful effects.

Battle rules

  • Resistances

    Special effects of certain incantations

    Incantation effects resisted by targets (fully)

    Incantation effects resisted by targets (by chance)

    Your available incantations for this round is found here. Tap on an incantation to cast it, or long press it for details.

  • Inspiration

    With certain character bonuses, consuming Eureka can grant additional Inspiration points to an incantation.

  • Impromptu Incantation

    Casting an incantation with Inspiration points on it can trigger an additional Impromptu Incantation attack. The more incantations with Inspiration points on it are cast, the more powerful the Impromptu Incantation becomes.

  • Frigid

    In extreme cold, every few rounds a chill spreads across the field, applying [Frigid]

    [Frigid]. At the end of the round, it deals Genesis DMG. Casting an Incantation or Ultimate removes 1 stack.

  • Apocalyptic Flood

    The area is flooded! When [The Guiding One Reanimated] casts an Ultimate, water levels rise, making things even more dangerous.

    At [Low Water], every other round applies [Frigid] to allies. At [High Water], every other round applies [Frigid] and [Freeze] to allies.

  • "Storm" Resistance

    Lower Resistance makes characters Vulnerable in battle.

    At 40–79, HP can only recover up to 80%.

    At 1–39, HP can only recover up to 40%.

    At 0, the character becomes incapacitated.

  • Battlefield Effect

    [Revealed]: Decreases DMG Taken Reduction. When losing [Revealed], gains [Deceptive Facade].

    [Deceptive Facade]: Each stack increases DMG Taken Reduction. After being attacked, loses 1 stack. Stackable up to 3 times. When losing all stacks of [Deceptive Facade], inflicts [Revealed] on self.

  • Vessel of Radiance

    When there is a [Lingering Glow] user on your team, the [Vessel of Radiance] is activated. Every time an enemy is inflicted with [Burn] or [Halo], the [Lingering Glow] in the vessel increases. [Lingering Glow] and [Bloodtithe] are mutually exclusive.

    At the start of the round, all allies gain Critical Rate Bonus based on the points of [Lingering Glow] the team has. (50% points will be depleted afterward.)

    Some characters can activate certain special effects of the Vessel of Radiance.

  • Conduit

    When entering a battle, each Conduit ally's corresponding Conduit is shown below the AP Area.

    Conduit allies' positions determine the default order of their Conduits. During your turn, you can drag Conduits to change their order, which costs no AP.

  • Conduit

    The Energy needed to activate each Conduit is shown in the upper left.

    After using Energy cards on your turn, the estimated Energy gain is shown below the Conduits.

  • Conduit

    Press and hold a Conduit during your turn to view the current incantation's details.

    Tap a Conduit to open its incantation switch menu. Tap another incantation above to complete the switch.

  • Conduit

    Energy is mainly gained by using Energy cards.

    If your current Energy is sufficient, the Conduit will activate and cast the corresponding incantation.

    If your current Energy is insufficient, the Conduit will not activate and will not cast the corresponding incantation.

  • Conduit

    Conduits require accumulated Harmonization to cast an Ultimate.

    During your turn, if Harmonization is full, the Conduit will automatically switch to its Ultimate.