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U4GM Where to Spend Oroberyl and Origeometry in Endfield

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发表于 2026-1-28 16:08:38 | 显示全部楼层 |阅读模式 [array viewthread_postheader/0]
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[ad thread/a_pr/3/0]A few sessions into Arknights: Endfield, you'll realise the economy has its own rules, and you can't just spend on impulse. Even if you're only here for the story, it pays to understand what's actually "rare" and what's just time-gated. I've seen people dump pull currency into convenience buys, then regret it the moment a banner they want shows up. If you're the sort who likes starting with a clean plan, or even comparing progress paths across Arknights endfield accounts, learning the money flow first saves a lot of frustration.

Oroberyl is the one you'll obsess over because it's tied directly to headhunting. A single pull costs 500, and a 10-pull is 5,000, so it disappears fast when you get that "one more try" feeling. The good news is the game drip-feeds it from the stuff you're already doing: story clears, daily and weekly tasks, and exploration milestones. The trick is treating it like a banner-only fund. If you start using it for anything else, you'll feel broke right when it matters.

Origeometry is basically the premium gem layer. Most of it comes from spending real money, and sure, you might see small amounts from special rewards, but it's not something you can rely on. You can convert it into Oroberyl at roughly 1 to 75, and that's usually where the value is. People get tempted by stamina refills or shiny shop bundles, and sometimes that's fine for heavy grinders, but for most players it's a slow leak. If you're spending at all, keeping Origeometry pointed at pulls tends to feel the least wasteful.

One thing Endfield does right is splitting your character chase from your gear chase. Weapons and related gear aren't forcing you to burn Oroberyl if you don't want to; Arsenal Tickets handle a lot of that, and you'll often collect them as a side effect of regular pulling. Then you've got banner-specific consumables, like Chartered Headhunting Permits, which are basically single-use entries that don't touch your main stash. These pop up in passes and event tracks, so it's worth checking rewards before you assume you "need" to spend.

T-Creds look common, and early on they are, but upgrades will chew through them once you're levelling operators, crafting, and building out your kit. Later, you'll start seeing extra currencies tied to duplicates and special exchange shops, and that's when people often get lost. My rule is simple: let T-Creds come and go, but protect your pull resources like they're locked behind glass. And if you're trying to smooth out progress with trading, top-ups, or quick access to in-game resources, it helps to know what services a site like U4GM offers while still keeping your banner plan intact.

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