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Incomplete Guide of NieR:Re[in]carnation

2022-04-08 - Gaming
Incomplete Guide of NieR:Re[in]carnation

NieR:Re[in]carnation is an online mobile game that can be played on Android cellphones and iPhones. This blog serves as an incomplete guide of this game. This blog is titled “incomplete guide” because even if I tried to be comprehensive, there might still be some points not covered. Although I tried to write in a generic way, all these guide are based on English Server of this Game. It is not necessarily compatible with Japanese Server, any future official server or private servers.

Important Note: the game will end its service on April 29th, 2024. All paid contents are unavailable since Jan.22nd, 2024. If you wish to complete all stories, do so as soon as possible because deep-level stories require a fairly good inventory.

Equipment of Your Deck

There are three types of decks: Quest Deck, Arena Deck and Subjugation Deck.
Quest Decks and Arena Decks are similar: you can equip up to three characters in a deck. However, for Subjugation Decks, you can equip three waves of characters in a deck, with each wave equipping three characters.

When you equip your deck, you should observe the target you are about to engage. There are five element affinities in the game settings: wind, fire, water, light and dark.
The Wind-Affinity suppresses the Water-Affinity, but is suppressed by the Fire-Affinity.
The Fire-Affinity suppresses the Wind-Affinity, but is suppressed by the Water-Affinity.
The Water-Affinity suppresses the Fire-Affinity, but is suppressed by the Wind-Affinity.
The Light-Affinity and Dark-Affinity suppress each other in Quests, but do not resist each other in Arena.
The system will notify you about your enemy’s affinity, so be prepared with this intelligence.

When you equip your deck, you should equip your character with weapons with which the wielder are proficient. The primary weapon determines the elemental affinity of the character. A character can equip up to three weapons: the other two secondary weapons will increment the power of the character. There are six types of weapons: Single-Handed Swords (1H-Sword), Double-Handed Swords (2H-Sword), Spears, Staves, Guns and Fists.

If you equip a non-proficient weapon, the stats will be reduced and the normal attacks will be 1-hit only. The animation will be shorter in order to demonstrate unfamiliarity. This is very useful for Supporters on Subjugation Battles.
Here is a summary list of what characters are proficient in which kind of weapons:

A character can also equip with one companion.
The companion equipped on the character has an independent elemental affinity. When you equip your character with a companion, three things should be considered:

A character can also equip up to three memoirs.
Each memoir has its corresponding story set. If there are two equipped memoirs from the same story set, this character would earn a small bonus. If all three equipped memoirs are from the same story set, this character would earn a large bonus. Note that memoirs from the new story arc, “The Sun and the Moon”, can grant bonus effects onto all characters on the deck.
You may obtain advanced memoirs by clearing Dungeon Quests and Variation-Event Quests.
However, you do not have to equip memoirs to match a large bonus, especially if you are capable of farming 4-star memoirs. In general speaking, you should use memoirs to increase the critical rate and critical damage multiplier as much as possible. That being said, you will equip your characters with memoirs that have critical stats increment as primary ability and as much as possible for secondary abilities.

A character can also equip with one debris.
A debris grants an extra ability to the character on the deck.
You may obtain debris by awakening a costume to the fifth stage.

Usually, your enemies’ deck has unified elemental affinities. Therefore, you should equip a deck of characters with suppressing elemental affinities. If you are about to equip two characters or more, you should equip one companion with elemental affinity that suppresses the enemies and the other with the same elemental affinity to the enemies. The companion with suppressing elemental affinity should have support-type static skill. The companion with the same elemental affinity to the enemy should have shutdown-type static skill.

When building attackers, you should use passive skills that give “damage up” (e.g.: Elemental Boon, Pursuit, Bold Vigor, etc.) instead of “attack up” (i.e.: Vigor and Valiance”) or “defense up” (i.e.: Aegis and Ward). Buffs like attack-up and defense-up have diminishing returns when they goes beyond approximately 40%. However, damage-up buffs aren’t limited.

Enhancement of Your Deck

A character can be enhanced in ten dimensions: Level up, Rank up, Skill Enhancement, Ascension, Mythic Slabs, Awakening, Exalting, Karma, Remnant and Costume-Bonus. Other than Mythic Slabs, Remnants, Exalting, Ranking up and Costume-Bonus, the character enhancements are all costume-specific.

A weapon can be enhanced in five dimensions: Level up, Skill Enhancement, Ascension, Evolution and Refinement. All dimensions of enhancements are specific to a weapon.

A companion can be enhanced in only one dimension: Level up. Enhancing a companion only requires food materials. Enhancing a companion can increase the HP, Attack and Defense of the equipped character. Reaching specific levels can enhance the skills of a companion.

Memoirs can be enhanced in only one dimension: Level up. Enhancing a memoir would consume lots of money. So don’t get yourself bankrupted for it. Please note that there are chances to fail the enhancements. In other words, your money will be thrown into oblivion if enhancement of memoir fails. If your budget is tight, it is recommended to enhance your memoir only when a glorious memoir enhancement campaign is on.
On each level, the primary ability of the memoir will be enhanced. The secondary abilities will be upgraded every three times of level-up.

Foraging Materials

There are typically three ways to forage: fighting in battles, exchanging in shops and summoning. Let’s classify the materials we will use: weapon level-up materials, character level-up materials, potion materials, solid materials, stone materials, psychic materials. pearls, textbooks, jewel materials, slab materials, food materials, summoning tickets, medals, coins, shards, golds and gems.

Other than the Main Story quests, what is worth playing?

The Dark-Memory Quests

The most time-consuming part of this game is to unlock Dark Memory stories. In order to unlock Dark Memory stories, you must evolve character’s unique weapons. After you evolve a unique weapon to its final stage, you will unlock the once-only Dark Trial quest to receive the Dark Memory character costume.
A Dark Memory character is named “Reborn Xxx”. For example, the Dark Memory character costume of Akeha is called “Reborn Swordmaster”.

To reach the maximum level, most materials are not a big deal. However, the Zenith Brilliance is a very rare material required for evolutions since Stage 4. Therefore, if you have spare stamina, you should be working on obtaining Zenith Brilliance. If you have very limited budget or even no budget at all, you probably can receive up to six Zenith Brilliance per month. (one from Dark Tickets, one from Bronze Subjugation Coins, two or three from Arena Coins, one from NieR-Day campaign and, rarely, one from clearing Dark Memory quests) However, evolving a unique weapon to its final stage requires twelve of them. Therefore, make sure you sort your own priority. If you have some real-world budget, you may to pay to buy premium packs that include Zenith Brilliance, or pull some paid-only summoning that return you (Pieces of) Zenith Brilliance.

Dark-Memory weapons can only be ascended by Polycrystals of Thought, even though it is technically possible to ascend via the duplicate weapons. You cannot acquire duplicates of Dark-Memory weapons at all. You can, however, obtain specific Warfare Texts for Dark-Memory characters from the Dark Coin exchange shop. A set of Warfare Texts for ascension would charge you 10000 Dark Coins.

Clearing the Dark Lair quest offers a considerable amount of Dark Coins and Dark Tickets. If you don’t have sufficient stamina, clearing the quests relevant only to your preferred character is recommended. It is very recommended to clear all Dark Lair quest daily when there is reduced-stamina campaign available.

The Recollection-of-Dusk Quests

The Recollection-of-Dusk Quests significantly restrict the deck layout by placing burdens upon characters on deck. If left unmitigated, the burdens can significantly weaken the characters’ performance in battle. In order to reduce the effect placed by burden, you should consider equipping characters with weapons that have corresponding barriers which mitigate burdens. This indicates that when you receive weapons with barrier skills, you should try to enhance them as much as you can so that you won’t be out of choices as you proceed to conquer Recollection-of-Dusk quests.

As you complete a set of Recollection-of-Dusk quests, you will be receiving the Recollection-of-Dusk series weapons, character costumes, or corresponding enhancement materials. Completion of each set of quests will show you an extra story of the designated character.

Keep in mind that weapons and costumes used in other Recollection-of-Dusk battles cannot be equipped in further battles. This means you should enhance as many weapons and costumes as possible so that you won’t be out of choice. If you feel out of choice, you may reset the progress.

Currently, there are four kinds of burdens in Recollection-of-Dusk Quests:

Refinement for non-subjugation weapons can grant an extra barrier skill to mitigate another burden effect.

Is a Premium Summoning Worth to Pull?

Premium Summoning requires gems or premium summoning tickets. We may classify these summoning by their purposes.

Aspects of evaluating whether a summoning is worth to pull may include the following:

Resurrected Events

The server hosts may resurrect an event. In resurrected events, quests cleared in previous periods are considered cleared, so you cannot receive First-Time gems rewards. However, quest missions are reset. You can earn rewards by satisfying the details of the missions. The shop in Exchange is also reset, so you may still keep on repeating on missions and exchange for items.

Abyss Tower Missions

Abyss Tower missions are high-difficulty missions that you do not want to repeat a lot. To be honest, it is also unnecessary to repeat like you will do in other sorts of quests. For Abyss Tower missions, you can only receive rewards from first time clearance. You will repeat only if the quest was not fully completed. If you repeat on a fully-completed quest, you will receive no reward at all, not even player or character experience points. You can receive additional rewards from completing a certain number of missions. These rewards are quite precious, so try to clear as many missions as possible. When you clear the final quest of the Abyss Tower, you will receive a commemorative badge as an incontrovertible proof that you have vanquished the foes in the deepest part of the Abyss Tower.

Abyss Tower missions can be resurrected. In each resurrection, ten additional quests are available. Likewise, you can receive an additional badge to prove you have traversed the Abyss Tower. However, do not expect this resurrection would appear in an ordered cycle. For example, the Burning Prison III, where foes are fire affinity, appeared before Shadowy Cave II, where foes are dark affinity.
Since Mar.21st, 2023, Abyss Tower missions became permanent sub-quests. There are 50 quests for each tower and 5 towers in all.

Abyss Tower events come with Abyssal costume summoning. However, Abyss Tower quests have no resonant weapons or characters. These summoning are intended for another event quest which comes with this Abyss Tower events. Please note that costumes from Abyssal series are extremely powerful. Even the Dark-Memory costumes are no match to them.

Loadout for Abyss-Tower

The strategy for Abyss-Tower missions is different from regular quests like Record Events and Variation Events. It is typically safer to clear regular quests with a hyper-turret loadout, meaning that you should use three most offensive characters to engage in the regular quests. For Abyss-Tower missions, nevertheless, you will want to include a healer to engage (e.g.: characters like Abstract Captive, weapons like Divine Staff, Companions like Tome: Blood & Sacrifice) in your deck.

If you want to clear a mission that requires all of your characters have a specific percent of HP remaining, you can equip a hyper-turret loadout (only if you can kill the boss before it can deal damage) or use two healers (gain as much HP as possible if one healer is insufficient).
If you want to clear a mission that requires to deal specific amount of damage in one hit, you should use a powerful turret with a high damage per hit as its character skill. Tome companions can be used since most of them can deal 340% damage.

The “Glimmering Stephanos” (unique weapon of Reborn Revolutionary) is not a good choice. It can revive your allies indeed. However, reviving your dead ally does not grant you clearance of no-incapacitation quests. For healers, weapons with healing skills should prioritize than this.

For turrets, you must use memoirs to increase critical rates and damages, and attack power.
For healers, you must use memoirs to increase HP and defense power.
Memoirs from story arc of “The Sun and The Moon” are also viable options for healers to boost up the turret allies since these memoirs are effective on all allies.

Fate Board Missions

Fate Board missions are high-difficulty missions that you do not want to repeat a lot, similar to the Abyss Tower missions. You can only receive rewards from first time clearance. You will receive no regular reward, including items, golds and experience points. You can receive additional pieces of black pearls from completing a certain amount of missions, so try to clear as many missions as possible.

Fate Board missions has alternating elemental enemies. For example, in “Fate-Board: Shadow”, the Quest 1, 3, 5, 7, 9 has Dark-Affinity enemies while Quest 2, 4, 6, 8, 10 has Light-Affinity enemies. To conquer Fate-Board missions, it is recommended to equip your character with three weapons of the same elemental affinity since the mission can grant you extra stats on specific elements of your weapon. In addition, doing so can grant you elemental boon and haste bonus in case you have these weapons.

There are five quests per board. Quests from 1 to 4 of the board will grant you some Adamants to refine weapons. Quest 5 of the board will grant you Verse of Truth to exalt characters. A new board will be released every two weeks. By completing a specific number of missions, you will be granted certain materials. At the end of period, you will receive periodic rewards depending on how many quests you have cleared.

You can follow the similar maneuver in building your deck like Abyss-Tower missions.

Subjugation Battles

Subjugation battles will require you set up three waves to beat a moose with a time limit. This battle mode requires players to deal damages as much as possible. A full-DPS roster is not viable because supporters can increase the DPS’ damage amount more efficiently. The roster depends on how much you can deal. If you can reach damage cap very easily, you may use less supporters and more DPSes. It is recommended to have one DPS and two supporters per wave.

Your goal is to maintain as much damage buff as possible. Ideally, you should reach 100% attack up via Valiance and 100% defense down buff via Render.

The supporters must use non-proficient weapons in order to reduce the animation time of their actions and guarantee their normal attack to be one-hit. The DPSes may use any high-power but correct-element weapons to deal as much damage as possible.

The supporters should use the “Seafaring Cradle Tales” memoir set to boost up the DPSes’ attack power. If your supporters have issue in surviving, then give your vulnerable supporters memoirs with HP up main ability. Otherwise, give your supporters one critical-rate up main and two attack-up main memoirs.
The DPSes should try to aim at 100% critical rate and as much critical damage as possible.

Damage dealt by skills will increase the knockdown gauge. Once the gauge reaches maximum, the moose will enter a knocked-down state. Your goal is to deal DPSes’ character skills twice during knockdown state. You may use your character skill at the beginning, and uses two weapon skills and a companion skill later. You should be able to charge character skill very soon again by doing a few normal attacks.

The fast-forward mode should be used carefully. You should use fast-forward mode when charging weapon-skills. You should disable fast-forward mode when your skills are releasing. You should always disable fast-forward mode the entire time throughout the knock-down state.

During knockdown, all hits are always considered on the first-shot of combo. Therefore, combo-length dependent skills will deal a minimal amount of damage. As a result, Reborn Has-Been, for example, is strongly unrecommended in subjugation, even though he is excellent in other quests.

God-Quests

There are two God-Quests in Main Quests line: the Cursed-God and the Afterlife-Messenger. You may locate the Cursed-God before running into Quest 10 of Chapter 8 “Piles of Leaves”. You may locate the Afterlife-Messenger before running into Quest 7 of The Sun III “Twilight” / The Moon III “Daybreak” by taking the right fork path instead of the left.

The Cursed-God looks like a moose and has Dark-Affinity. Suggested Force to beat it is 150000. It should be easy for players who had already achieved 120000 force in full Light affinity.

The Afterlife-Messenger looks like a coelacanth and has Water-Affinity. Suggested Force to beat it is 300000. It has hyper-defense and recovery skills. The most efficient method is to use a wind supporter and two wind DPSes. For wind DPSes, passive skills like “Pursuit”, “Tempest Boon” are the most effective options of weapons. For wind supporters, active skills like “Crush”, “Ire”, “Render” and “Valiance” are the most effective choices of weapons.

Here is a candidate list of wind supporters:

Here is a candidate list of the most powerful wind DPSes.

The Dark-Memory Griff (Reborn Has-Been) can be a free wind DPS. Considering the nature of his character skill, you should make the combo chain as long as possible.

Stray Scarecrows

There should be only four scarecrows in a chapter. However, there might be extra scarecrows appear in the map. Such scarecrows are called the Stray Scarecrows, and they don’t have weapon memories. You may locate them by checking out the map. Completing a Stray Scarecrow quest may drop a Mysterious Crystal. You may exchange that with something in the shop.

Quests induced by Stray Scarecrows requires a deck loadout with a specific combination of characters. All three characters are pre-defined. You can only choose different costumes for them. The suggested force for clearing such quest is far greater than the final quest on Very Hard difficulty in that chapter.

Such quest has only one wave and it is a boss battle. If your deck is not strong enough, I recommend you do a manual battle, scheduling your combos and timings, in order to defeat it. There are no missions in a Stray Scarecrow, and you just need to beat it once. This indicates you don’t have to consider to fulfill conditions other than defeating the boss. (e.g.: You don’t have to make no members in deck are incapacitated)

In-Battle Maneuver: Concentration

You can tap on the specific target on the top-left in order to concentrate your attacks. In this regard, you can take out the most troublesome enemy (e.g.: it can inflict poison, burn, stun, or blindness to you, reviving your enemies, or inflicting tremendous damage) in a wave at the very beginning. Concentration can also help you schedule your damage so that there would be little damage wasted. You may also waste some acceptable amount of damage in order to ensure the death of your specified enemy. It depends on your evaluation of trade-offs.

Concentration is very useful on high-difficulty quests like Abyss Tower. However, you cannot use concentration if repeating is enabled. Also, concentration is useless when your enemy is in provoke state. It will draw your deck’s attacking attention to some tank costumes.

In-Battle Maneuver: Scheduling the Combo and Timing

In order to do maximum combos, you must cancel the Auto-battle. Then, wait until all characters’ weapons reach their maximum skill gauge. Release your skills by tapping on their corresponding buttons. Note that the enemies’ skills can interrupt your combo, so if it is acceptable (e.g.: no character is on verge of being incapacitated), wait your enemies to complete their skill gauges.
Your fingers might not be very quick. You can cancel the fast-pacing mode in order to grant you more time to pick your skills to be released.
In order to inflict most damage, you should sort your picking by amount of damages each skill can exert in that number of combo affects the damage multiplier. When the combo reaches 20x, damage will be multiplied to 200%. Any combo hits after the 20th hit will be multiplied with 200%. In this regard, you should put low-damage skills at the beginning, and high-damage skills at last. Also, skills that increase attack power (“(Bold or Caged) Vigor”, “Valiance”, or elemental “Boon”), critical rate (“Ambush”), critical damage (“Fatal” or “Assault”), chain damage (“Pursuit”), or that reduce enemy stats (“Ripper”, “Render”) are recommended to be placed before skills that increase defense (“Aegis” or “Ward”), agility (“Fleetfoot” or “Soldier”), exert high damage (“Blitz”), or inflict special state (Stun, Poison, Burn, Blindness, etc.).

Scheduling the combo and timing is very useful on high-difficulty quests like Abyss Tower and Fate Board missions.

Arena

In general, there are eight kinds of roles in Arena: (Note that a costume can play one or more roles.)

Common loadouts of a mature arena team would be:

Please note: if there is a character who can use character skill from the beginning of the battle, there would be only two effective normal attacks at most. If one of your enemy is a Provoker Tank, you should either use agility snipers to kill the most powerful unit (especially in confronting an Atomic Bomber loadout) or inflict the “Compromised” state toward enemies to deactivate Provoker Tanks. It is extremely dangerous to place characters with such skills on defense teams since the offender can identify this threat and use their character skills on the first hand.

In many circumstances, companions are the last resort to win if both sides have survived the skill phase. Offensive side has the first hand if they tap the companion skill first. Otherwise, defensive side takes the first hand. On auto attack, the first companion skill is released from the left to the right. Therefore, companion on the left could be the key part of victory. Good defensive teams usually have a powerful DPS on the left with a companion that exerts hyper damage in order to annihilate the last person in offensive team. Offensive team should also always put the most powerful companion on the most powerful DPS, but the position is irrelevant: just make sure to do that on first hand.

Anti-Tank Strategy

Currently, there are four costumes for Provoker Tanks: New-Year Prisoner, Bloody Captain, Celebratory Boor and Oathbound Belle.

Following approaches are available to defeat Provoker Tanks:

Please watch out for the zombie nature of the “Recovery” passive skill: when HP goes down to a threshold, the skill user will recover HP in next turn and won’t die during the heal. For example, when Bloody Captain’s HP goes down to 1%, his HP will recover to 100% without dying even if the next attack can claim 200% HP from him. As a result, a tank can equip an additional weapon with “Recovery” skill (e.g.: Machine Axe) which can heal 10% HP. In theory, it will prevent a tank from dying in two lethal skills. First, when a tank’s HP goes down between 50%-70%, he will survive a powerful attack twice. No matter how powerful the attack is, he will survive with 10% HP since the weapon’s “Recovery” passive skill is triggered. Then he will survive another turn since the character’s “Recovery” skill is triggered. With the presence of Karma feature, weapons with “Recovery” skill is not required. It can instead come from a karma slot.
However, duly note that “Nourishment” is different from “Recovery”: Nourishment passive skill does not prevent death in one round below threshold.

Anti-Sniper Strategy

There aren’t many very useful strategies to work against snipers.

Please note that permanent agility multiplier works based on your costume’s base agility. Most costumes have a base agility of 1000, so a 20% agility multiplier increases 200 agility, regardless of its source (rank bonus, memoir bonus, debris, passive skill, etc.). As a result, costumes with more than 1000 agility (e.g.: Abstract Ruler, Bloodless Gunman) will get more agility from agility multipliers (e.g.: Abstract Ruler has a basic permanent agility of 1244 due to her 1110 base agility, 100 rank bonus agility and 44 agility from 4% rank bonus). To calculate the agility in real fight, the formula is “Permanent Agility * (100% + Temporary Agility)”. In other words, the temporary agility passive skill has a different base of multiplier than permanent agility passive skill. However, please note that temporary agility is capped at 100%. Any more than that is ignored.

Please note that there is “Agility Roll” mechanism. If you have a similar agility to your opponent, you are not guaranteed to be gain first hand of normal attack.

The Dauntless Meta

Since January 2024, this game introduced a New Year’s costume for Sarafa. This costume significantly warped the meta of the arena of this game. Her character skill can be charged from the start of the game and enters a dauntless state for 60 seconds. On top of that, this skill will also consume 99% HP of her, driving her into perfect stance of Caged Vigor stage. She herself has a strong 80% dynamic Caged Vigor passive skill. If awakened to third phase, she will also unlock a 60% static Caged Vigor passive skill. On top of that, she will also gain a 20% static Caged Vigor if Karma II is applied. These make her an extremely powerful turret in arena.

Her dauntlessness does not require elements. This means she can use some provoker weapons (e.g.: Blackhorn Spite) to also play the tank role, because a dauntless character can be a perfect choice of a tank.

The dauntlessness can be prevented by using a compromiser. However, please note that the “Compromised” state is considered an ailment. Therefore, an ailment-cleanse skill (e.g.: Character Skill from Oathbound Exile) can remove the “Compromised” state so that Dauntlessness is still effective. In this regard, a team with both of them on defense could be extremely dangerous.

If you do not own a compromiser, you may use an agility sniper to kill her before she can become dauntless. To build your sniper, stack as much elemental boon, bold vigor and pursuit as possible. Do not use the CDR memoirs on your sniper. Instead, use PVE-style memoirs to give your sniper a very high amount of critical rate and damage multiplier.

Karma

Since August 2023, this game introduced a Karma system. Certain four-star costumes, when reached Lv.90, can be further enhanced via Karma. There are three slots of Karma:

Memoirs

Memoirs can make huge differences for players. There are two sources to obtain memoirs: Dungeon Quests and Variation Events. In most circumstances, you will be farming memoirs from Dungeon Quests because memoirs dropped from Dungeons are typically better.

You need to enable “Auto Sell” options in order to filter out low-level memoirs so that your inventory won’t be filled with crappy memoirs. It is recommended to farm memoirs when you can consistently auto-repeat the deepest level of dungeon. If you can’t auto-repeat it consistently, do not farm the dungeon or use skip tickets to farm.

The goal of farming memoirs:

The above image illustrates how the memoir works.

Monthly Pass

Since May 2023, this game introduced a system called Monthly Pass. There are several missions you may complete. Completing missions will grant you mission points, and when the points reaches a threshold, you may claim certain rewards. There are two tiers of rewards: Standard and Premium. To claim Premium Monthly Pass rewards, you will have to purchase a Premium Monthly Pass. The only worth point of this Premium monthly pass is the final reward: Awakening Stone Exchange Medal, which can be exchanged for an arbitrary character’s awakening stone.

To fully complete the monthly pass missions, you are required to play the game for at least six days in the current month. If you are unable to do so (e.g.: you just started playing on 27th of the month), do not purchase the Premium Monthly Pass.

Friends

This game has a friend system. You can add any user in this game. You cannot chat with each other, though. You can send and receive “support” to and from the friends you added. Each send and receive will grant you one more point of stamina. You can add up to 100 friends. In order to receive most amount of support, you should regularly delete friends who hasn’t been logging in. Here is a small tip: you may observe the player’s rank of arena and level to judge if the player has potential to get back.

Choosing the avatar is important to attracting friend requests. For example, I prefer adding players with avatars of Akeha, Hina, 2B, Zero or Queen.

Miscellaneous & Summary

This website contains a quite comprehensive list of specs.

You should re-traverse The Cage regularly. The purpose for re-traversal is to pick up the lost items and to shoo the fickle black birds away. Doing so may offer you unexpectedly-valuable rewards (e.g.: 10000 Dark Coins, Advanced Handbooks, etc.) sometimes.

This blog should have offered you some important tips about running your account of this game.

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