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U4GM What Every Arknights Endfield Currency Is For
Arknights: Endfield doesn't just hand you one wallet and call it a day. You've got a few different currencies pulling you in different directions, and if you treat them all the same, you'll feel broke fast. Most players learn this the hard way: one "sure, why not" pull turns into ten, and suddenly your plans are gone. If you're starting fresh or just trying to set yourself up better, it helps to understand how Arknights endfield accounts and your early resources fit into the bigger picture before you start spending like it's nothing.
Oroberyl: Your Pull Budget
Oroberyl is the one you'll obsess over, because it's basically your main gacha fuel. A single pull costs 500 Oroberyl, so a ten-pull is 5,000. That sounds steep, but the game drip-feeds it in a pretty steady way: story progress, daily tasks, pass rewards, and whatever event track is running. The trick is mental, not mechanical. Don't treat Oroberyl like "extra" money. Treat it like a banner fund. Save it for operators you actually want, not the one that looks decent at 1 a.m.
Origeometry: Real-Money Value, Real Choices
Origeometry is the premium currency, so it's the one that feels painful to waste. You might get tiny amounts from certain quests or event milestones, but most of it is tied to purchases. Yes, you can convert it into Oroberyl, usually around 1 Origeometry for 75 Oroberyl, and that's where it tends to make the most sense. People do spend it on stamina refreshes or shop packs, and sometimes that's tempting when you're stuck. Still, if your goal is new characters, converting for pulls is usually the cleanest value. The shop will always be there. A banner won't.
Tickets, Weapons, and the "Free Pull" Feeling
Endfield also separates things in a way that's honestly kind of a relief. Weapon banners use Arsenal Tickets, and you'll often end up with these as a side effect of normal play, including from doing your character pulling routine. That means gearing up doesn't always have to compete with your Oroberyl stash. Then you've got permit-style items, like Chartered HH Permits, which act like targeted pull tickets for specific banners. When events hand these out, grab them and don't overthink it. They're the closest thing to "free attempts" you'll get, and they let you keep your main currency parked for the next must-have.
T-Creds and the Slow Burn of Progression
T-Creds are the everyday grind currency: leveling operators, upgrading weapons, buying general goods, and covering all those little upgrades that add up. You'll earn them naturally, so you don't need to hoard them the same way, but you will run out if you go on an upgrade spree. Later, you'll see extra systems tied to duplicates and exchanges, and that's where min-maxing starts to creep in. For most players, the simple rhythm works: spend T-Creds to keep your team moving, and keep your pull currencies disciplined, especially if you're planning around Arknights endfield accounts and a long-term roster plan instead of chasing every shiny new drop.
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