
Two numbers decide everything in Neverness to Everness: 70 and 90. Soft pity kicks in at 70 pulls without an S-Class, when the board undergoes a “Board Modification” and the per-pull S-Class rate jumps to roughly 19.6%. Hard pity is 90, and on a limited character banner that guaranteed S-Class is always the featured unit — there is no 50/50. Pity also carries over between limited banners. So the honest price of a featured limited S-Class is “up to 90 pulls”, not “up to 180 like the games you came from”.
None of that has changed through version 1.2 (8 July 2026). What has changed is the banner calendar, which is what actually forces budgeting decisions. Below: how the board works, where pulls should go, and how the 1.x schedule has been running.
| Mechanic | Value |
|---|---|
| Base S-Class rate | ~0.99% per pull (effective board rate reported up to ~1.87%) |
| Soft pity | 70 pulls — “Board Modification”, rate rises to ~19.59% |
| Hard pity | 90 pulls, guaranteed S-Class |
| 50/50 on limited banner | None — every limited-board S-Class is the featured character |
| Pity carryover | Carries between limited banners |
That last row is the one people miss. Because pity carries, pulling 40 into a banner you abandon is not wasted the way it would be elsewhere — it is a deposit on the next one. It still is not free, because you spent currency to get there, but it changes the maths on a banner you are only half sold on.
NTE does not run its gacha as “one pull equals one hidden rarity roll”. Each summon is a die roll on a board: your piece advances 1 to 6 spaces and you receive the reward on the tile where you land. Depending on the banner and board state those tiles include S-Class characters, A-Class characters, Arcs, materials and cosmetics.
The useful framing is not “I control the board”, because you do not. The board is still the RNG. What it changes is visibility — you see the path, the reward spaces and, after soft pity, the modified layout. It reads as more transparent than a hidden pity counter even though the only real decision is unchanged: are you willing to spend enough to reach your target?
That visibility is also where currency leaks. Seeing your piece three spaces short of a high-value tile creates the urge to do one more pull. Sometimes it lands. Sometimes a 6 jumps you clean past it. The board hands you more information than a standard banner; it does not hand you less randomness.
The 70-pull point matters because the board is not changing cosmetically. Board Modification puts more rare tiles on the board and pushes the per-pull S-Class rate to roughly 19.6% — an order of magnitude above the base rate. In practice, the last 20 pulls of a banner are worth far more than the first 20. Stopping at 40 every time means you repeatedly spend in the weakest part of the curve and never reach the part that pays.
The 90-pull point matters because it is a ceiling with no coin flip attached. On the limited character board the hard-pity S-Class is the featured character, full stop. Compare that to a 50/50 system where players save for 180 because losing once doubles the cost. Here the working number is 90. That does not make banners cheap — 90 pulls is still a serious amount of currency — but it removes the failure mode that ruins gacha budgets, which is spending the full pity and getting the wrong unit.
This is the correct home for premium currency if you want targeted roster power. With no 50/50, every saved pull has one job: getting the exact featured S-Class. If a character is strong enough to anchor a team, this banner gives the cleanest return on saved currency in the game.
The practical rule is not to enter casually. If you only have a small stock saved and no meaningful carryover, assume you need the full budget inside that banner window. That mindset stops you dropping 30 or 40 pulls on a unit you were never going to finish.
Standard should be fed by free pulls, beginner rewards and standard-only resources. The pool is wider, so it is a worse place for premium currency when a limited banner routes directly to a featured S-Class. Beginner support on standard is strong — discounted early pulls and a standard S-Class selector after a milestone — which makes it even less attractive as a premium sink.
New accounts should still use it. It fills the roster, provides early A-Class and possible S-Class options, and smooths progression before your first serious limited target. Just do not confuse useful with worth-everything.
NTE does not run a conventional weapon banner cluttering the character pool. Arcs are pulled on their own board. Reported Arc pity is much lower than character pity and the featured Arc is guaranteed within that lower cap — but the exact thresholds are not consistently documented across English guides, and we have not seen an official table. Treat any specific Arc pity number you read as unverified and check the rate details in your own client before committing currency.
For free-to-play and low-spend accounts the priority order is unchanged regardless: roster first. A strong character without their signature Arc is usually still usable. A great Arc without the roster to hold it is much harder to justify.
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Version cadence has settled into roughly six-week patches split into two banner halves, which is the rhythm you should budget around.
| Version | Date | Featured |
|---|---|---|
| 1.0 (global launch) | 29 April 2026 | Nanally, then Hotori |
| 1.1 “Dreamwalk Corridor” | 24 June 2026 | Lacrimosa (new exclusive S-Class) and the exclusive S-Class Arc The Last Rose; Chaos on the second half |
| 1.2 | 8 July 2026 | Shinku (8–29 July), Iroi from 29 July |
Two takeaways for planning. First, a new limited S-Class arrives roughly every three weeks, so “saving for the next one” is never a long wait — which is an argument for discipline, not for spending. Second, a version’s second-half banner is announced well before it starts, so you usually know your next two targets before you commit to the current one. Check the in-game calendar before you spend on a first-half unit you are lukewarm on.
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New accounts get a generous opening package — roughly 40 standard pulls plus enough currency for at least 10 limited pulls through pre-registration and starter rewards, at launch. Later starters should check current mail, event pages and beginner panels, since those packages change. The strategy does not.
Your first goal is not to pull everywhere. It is to build one reliable progression team while preserving the ability to reach a limited pity later:
Soft pity at 70 rewards commitment. Spending 10 here, 20 there and a few on an Arc board means you may never reach the part of the system that helps you. The presentation is playful; the efficient play is strict.
Only if you specifically want a strong start from the standard pool. Scarborough Fair unlocks after the prologue and after reaching Hethereau with Mint, which puts a full reroll loop at roughly 15 to 20 minutes per account. That is long enough that it is not an automatic recommendation.
The absence of a 50/50 further reduces the value of obsessive rerolling. If a featured limited S-Class is guaranteed by the 90-pull ceiling, long-term account quality depends far more on how you save than on whether you restarted five times for a cleaner opening. Reroll if you enjoy optimising; skip it if you would rather start progressing. Our fast reroll guide covers the loop if you decide it is worth it.
If you are doing a lot of pulls, turn off the slow presentation. There is an option inside the Fair menu to skip board animations — reach it from die icon → Enter Fair and check the animation settings. It speeds up rerolling and routine sessions considerably.
More importantly, track your pull count manually if the banner UI is not clear enough for you. The board is more visual than a standard pity counter, which makes it easy to remember tile positions and forget the only number that decides your risk: how close you are to 70 and 90. A note on your phone is enough.
No documented change. Soft pity at 70 and hard pity at 90 with no 50/50 on limited banners have been reported consistently from launch through version 1.2, and no patch note we have seen adjusts them. If your client shows different rates, trust the in-game rate details page.
Limited pity carries over between limited banners. Plan across the version cycle, not just the current three weeks.
Yes. Every guide written since launch still describes the gacha in board terms, including Board Modification at soft pity. It has been tuned, not replaced.
Ninety pulls, minus whatever pity you carry in. That guarantees the featured limited S-Class. Anything less is a bet that you hit inside the soft-pity window, which is a reasonable bet from 70 onward and a bad one from zero.
The board is the presentation layer; the real strategy is banner discipline. Save for limited characters, expect the value jump at 70, respect the 90 ceiling, and treat standard and Arc boards as separate plans. For team-building targets, the character tier list is the companion piece, and the rest lives on the Neverness to Everness hub.