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Overview
B-Class Arcs represent the most common weapon rarity tier in Neverness to Everness. As the baseline equipment available to all players, B-Class Arcs are obtained primarily through the gacha board system and serve as accessible, functional weapons for every character in the roster. While they lack the named passive abilities found on S-Class Arcs and A-Class Arcs, B-Class Arcs still provide meaningful stat boosts and conditional effects that can meaningfully impact combat performance, especially in the early and mid stages of progression.
There are currently twelve B-Class Arcs in the game. Each one offers a unique passive effect tied to a specific gameplay mechanic, such as Basic Attack damage, Skill damage, Break Intensity, defensive buffs, or resource generation. Every B-Class Arc can be refined up to five levels (L1 through L5) by feeding duplicate copies into the base Arc. Refinement increases the numerical values of the Arc's passive effect, making fully refined B-Class Arcs competitive options for players who have not yet obtained higher-rarity alternatives.
Because B-Class Arcs drop so frequently from the gacha board, most players will accumulate enough duplicates to reach L5 refinement relatively quickly. This makes them reliable staples for building out a diverse weapon inventory across multiple characters and team compositions.
How to Obtain
B-Class Arcs are the most commonly obtained Arc rarity in Neverness to Everness. The primary acquisition methods include the following:
Apprentice Chest Tiles: These are the most frequently appearing tiles on the gacha board. They have a high B-Class drop rate and serve as the main source of B-Class Arcs for most players.
Hero Chest Tiles: When a Hero Chest tile does not yield an S-Class Arc, it will instead drop a B-Class or A-Class Arc. B-Class Arcs are the most common consolation reward from these tiles.
General Gameplay Rewards: Certain in-game activities, events, and progression milestones may award B-Class Arcs as part of their reward pools.
Due to their high drop rate, B-Class Arcs function as the standard consolation pull on the gacha board. Players will naturally accumulate large numbers of B-Class duplicates over time, which feeds directly into the refinement system. Rather than discarding these duplicates, players should prioritize refining the B-Class Arcs that best complement their active team compositions.
Summary Table
The following table provides an at-a-glance comparison of all twelve B-Class Arcs, showing their core effect, L1 and L5 values, and activation conditions.
Arc Name | Core Effect | L1 Value | L5 Value | Condition |
|---|---|---|---|---|
The Good, The Bad, The Bitter | DEF boost | +30% | +48% | On taking damage (20s CD) |
Dangerous Game | Break Intensity | +40 | +64 | On Break accumulation (20s CD) |
Us. | Basic ATK DMG | +10% | +16% | Always active |
Be Happy | HP restore on kill | 12% HP | 20% HP | On defeating enemy (20s CD) |
Shiny Days | Break Intensity + Broken DMG | +60 / +12% | +96 / +20% | Always active |
A Time Will Come | ATK/DEF/HP boost | +20% each | +32% each | 3+ Esper Types in team |
Mind Royale | Field Essence | 6 | 10 | On Skill cast (20s CD) |
First Step to Success | ATK boost | +15% | +24% | On Skill cast (20s CD) |
Oraora! | Stacking Basic ATK DMG | +2.5%/stack (10 max) | +4%/stack (10 max) | On Basic Attack (10s stacks) |
The Forgotten | Conditional ATK/DEF | +25% | +40% | HP above/below 50% |
Raging Flames | Skill DMG after Ultimate | +30% (+15%/stack x2) | +60% (+30%/stack x2) | After Ultimate cast |
"Real Music" | Skill DMG | +10% | +16% | Always active |
Individual Arc Details
Each of the twelve B-Class Arcs is detailed below with its flavor text, full effect description, refinement scaling across all five levels, and recommended usage scenarios.
The Good, The Bad, The Bitter
"A touch of bitterness, but it'll still put you in a good mood, won't it?"
Effect: When the wielder takes damage, their DEF is increased for 10 seconds. This effect has a 20-second cooldown.
The Good, The Bad, The Bitter is a straightforward defensive Arc designed for characters who expect to absorb hits regularly. The DEF increase triggers automatically upon taking damage, which means front-line characters and tanks will proc it consistently without any extra effort from the player. The 20-second cooldown is manageable because the 10-second buff duration covers half of the downtime, keeping the wielder protected during the most dangerous moments of combat.
Refinement Scaling:
Level | DEF Increase |
|---|---|
L1 | +30% |
L2 | +34% |
L3 | +39% |
L4 | +44% |
L5 | +48% |
Best For: Tank and defensive characters who frequently take hits. Particularly useful on characters positioned in the front line or those whose kits encourage them to absorb damage for the team. At L5, a 48% DEF increase is a substantial survivability boost that can make the difference in endurance-heavy encounters.
Dangerous Game
"Let's make a bet. Loser goes broke."
Effect: When the wielder accumulates Break on an enemy, their Break Intensity is increased for 10 seconds. This effect has a 20-second cooldown.
Dangerous Game caters specifically to Break-focused characters and team compositions. The Break Intensity buff activates whenever the wielder contributes to an enemy's Break gauge, which is a natural byproduct of attacking enemies with the correct element or using Break-efficient abilities. The 10-second window after activation gives the wielder a meaningful window to pile on additional Break damage while the buff is active.
Refinement Scaling:
Level | Break Intensity Increase |
|---|---|
L1 | +40 |
L2 | +46 |
L3 | +52 |
L4 | +58 |
L5 | +64 |
Best For: Break-focused characters and teams that prioritize shattering enemy Break gauges. Pairs well with characters who have multi-hit attacks or abilities that apply rapid Break accumulation, as the buff triggers on the first Break application and then amplifies all subsequent hits within the 10-second window.
Us.
"I am... you... are... you, are... it, is... me... no, I... am... us."
Effect: Increases Basic Attack DMG. This effect is always active and unconditional.
Us. is one of the simplest B-Class Arcs in the game. It provides a flat, permanent increase to Basic Attack damage with no activation condition, cooldown, or stacking requirement. What you see is what you get. This simplicity is its greatest strength: the buff is always active from the moment combat begins, making it a reliable and predictable damage increase that requires zero micromanagement.
Refinement Scaling:
Level | Basic ATK DMG Increase |
|---|---|
L1 | +10% |
L2 | +11.5% |
L3 | +13% |
L4 | +14.5% |
L5 | +16% |
Best For: Characters whose damage output relies heavily on Basic Attacks. This Arc is a safe, no-thought-required option for any character that spends a significant portion of their combat rotation performing normal attacks.
Be Happy
"Hm? Why aren't you laughing?"
Effect: Restores HP when the wielder defeats an enemy. This effect has a 20-second cooldown.
Be Happy offers a straightforward self-sustain mechanic tied to defeating enemies. Every time the wielder lands a killing blow, they recover a percentage of their maximum HP. This makes Be Happy particularly effective in scenarios involving large numbers of weaker enemies, such as mob waves, exploration encounters, and horde-style challenge modes. The 20-second cooldown means the effect will not trigger on every single kill in rapid succession, but in practice, the heal often lines up well with the natural pace of clearing enemy groups.
Refinement Scaling:
Level | HP Restored |
|---|---|
L1 | 12% of Max HP |
L2 | 14% of Max HP |
L3 | 16% of Max HP |
L4 | 18% of Max HP |
L5 | 20% of Max HP |
Best For: Mob clearing and sustained combat situations where the wielder needs to stay healthy without relying on a dedicated healer. At L5, recovering 20% of maximum HP per kill is a significant self-heal that can reduce or eliminate the need for healing support in easier content.
Shiny Days
"Capturing these radiant moments, even in dreams they must go on. Regret was never beautiful, and you were never alone."
Effect: Provides a permanent, unconditional increase to Break Intensity. Additionally, increases damage dealt to enemies that are in a Broken state.
Shiny Days is a dual-purpose Arc tailored for Break-centric strategies. Unlike Dangerous Game, which provides a temporary Break Intensity buff on a cooldown, Shiny Days offers a permanent Break Intensity increase that is always active. On top of that, it adds bonus damage against Broken targets, which creates a natural synergy: the wielder helps Break enemies faster and then deals more damage to them once they are Broken. This two-part effect makes Shiny Days one of the most efficient B-Class Arcs for teams built around the Break mechanic.
Refinement Scaling:
Level | Break Intensity | DMG to Broken Enemies |
|---|---|---|
L1 | +60 | +12% |
L2 | +69 | +14% |
L3 | +78 | +16% |
L4 | +87 | +18% |
L5 | +96 | +20% |
Best For: Break-focused teams and characters who both contribute to Breaking enemies and benefit from dealing damage during the Broken window. The combination of always-active Break Intensity and Broken damage bonus makes this one of the strongest B-Class options for Break-oriented playstyles.
A Time Will Come
"Descending from the heavens, returning to the heavens. Believing in that destined day, we leap into this endless migration with no visible end."
Effect: When the team includes three or more different Esper Types, the wielder's ATK, DEF, and HP are all increased.
A Time Will Come rewards players for building diverse team compositions with multiple Esper Types represented. The condition of having three or more different Esper Types on the team is relatively easy to meet, since most optimized teams naturally include a spread of elements for coverage. When the condition is satisfied, the wielder receives a simultaneous boost to three core stats (ATK, DEF, and HP), making this one of the most broadly powerful B-Class Arcs in the game. The triple stat increase is always active as long as the team composition requirement is met, with no cooldown or trigger condition needed during combat.
Refinement Scaling:
Level | ATK/DEF/HP Increase (Each) |
|---|---|
L1 | +20% |
L2 | +23% |
L3 | +26% |
L4 | +29% |
L5 | +32% |
Best For: Any character in a diverse team composition. This is one of the most versatile B-Class Arcs because it benefits every role: DPS characters gain ATK, tanks gain DEF, and everyone gains HP. At L5, a simultaneous 32% increase to ATK, DEF, and HP is an exceptional value proposition that rivals some A-Class Arcs in raw stat efficiency.
Mind Royale
"Inspiration is like potato chips; crunching and crackling, leaving scattered crumbs everywhere, without rhyme or reason."
Effect: Generates Field Essence when the wielder casts a Skill. This effect has a 20-second cooldown.
Mind Royale fills a unique utility niche among B-Class Arcs by directly generating Field Essence, a resource used to power certain team-wide mechanics and abilities. While most Arcs focus on boosting personal damage or survivability, Mind Royale supports the entire team by accelerating Field Essence accumulation. The generation occurs on Skill cast, so characters who use their Skills frequently will get the most consistent procs, even though the 20-second cooldown limits the frequency.
Refinement Scaling:
Level | Field Essence Generated |
|---|---|
L1 | 6 |
L2 | 7 |
L3 | 8 |
L4 | 9 |
L5 | 10 |
Best For: Characters in teams that depend heavily on Field Essence as a resource. Mind Royale is a team-oriented utility Arc that sacrifices personal damage buffs in exchange for accelerating a shared resource pool. Its value scales with how important Field Essence is to your team's strategy.
First Step to Success
"Good self-control is the first step on the road to success."
Effect: When the wielder casts a Skill, their ATK is increased for 10 seconds. This effect has a 20-second cooldown.
First Step to Success provides a conditional ATK boost that activates on Skill usage. The 10-second buff window is generous enough to cover a meaningful portion of most characters' combat rotations after casting a Skill. Because the trigger is tied to Skill casts rather than a specific combat event, it is easy to control when the buff activates, allowing players to time their Skill usage to align with burst damage windows or important combat phases.
Refinement Scaling:
Level | ATK Increase |
|---|---|
L1 | +15% |
L2 | +17% |
L3 | +19% |
L4 | +21% |
L5 | +24% |
Best For: Skill-oriented DPS characters who weave Skills into their rotation regularly. The ATK boost applies to all damage dealt during the 10-second window (not just Skill damage), so characters who follow up Skills with strong Basic Attacks or Ultimates can also benefit from the buff timing.
Oraora!
"It's said that in a faraway place, Ora Puncher has a cousin, Muda Puncher."
Effect: Each Basic Attack grants a stack of Basic ATK DMG increase for 10 seconds. Stacks up to 10 times.
Oraora! is a stacking damage Arc that rewards sustained Basic Attack usage. Each time the wielder performs a Basic Attack, they gain one stack of increased Basic ATK DMG, up to a maximum of 10 stacks. Each stack lasts 10 seconds and refreshes with new attacks, so characters who attack rapidly can build and maintain full stacks with relative ease. At maximum stacks, Oraora! provides the highest Basic Attack damage ceiling among all B-Class Arcs, making it the premium choice for characters with fast, multi-hit Basic Attack chains.
Refinement Scaling:
Level | DMG Per Stack | Max DMG (10 Stacks) |
|---|---|---|
L1 | +2.5% | +25% |
L2 | +2.9% | +29% |
L3 | +3.3% | +33% |
L4 | +3.7% | +37% |
L5 | +4% | +40% |
Best For: Characters with rapid Basic Attack chains who can build and maintain 10 stacks quickly. At L5, a fully stacked Oraora! grants +40% Basic ATK DMG, which is by far the highest Basic Attack damage bonus available from any B-Class Arc. Characters with multi-hit normal attack sequences or fast attack speed benefit the most, as they can reach maximum stacks in just a few seconds of sustained attacking.
The Forgotten
"Even if I'm just a complement to those masterpieces... I'm still beautiful too, right?"
Effect: When the wielder's HP is above 50%, their ATK is increased. When their HP is below 50%, their DEF is increased instead.
The Forgotten is a versatile, dual-purpose Arc that adapts to the wielder's current health state. When the character is healthy (above 50% HP), they receive an ATK boost that enhances their offensive output. When they are injured (below 50% HP), the Arc switches to a DEF boost that helps them survive. This adaptive behavior means The Forgotten is never completely wasted regardless of the combat situation. The wielder always has either an offensive or defensive advantage active.
Refinement Scaling:
Level | ATK Increase (HP > 50%) | DEF Increase (HP < 50%) |
|---|---|---|
L1 | +25% | +25% |
L2 | +28% | +28% |
L3 | +32% | +32% |
L4 | +36% | +36% |
L5 | +40% | +40% |
Best For: Any character who needs a flexible, all-purpose Arc. The Forgotten works well on characters who do not have a more specialized Arc available. The ATK bonus when healthy is competitive with dedicated offensive B-Class Arcs, while the DEF bonus when injured provides a safety net. This makes it one of the safest and most universally applicable B-Class options.
Raging Flames
"The desire for speed flows through my veins, the roar of engines thunders in my chest! Come on, let's go! Step onto this racetrack where we pledge our souls!"
Effect: After casting an Ultimate, the wielder's Skill DMG is increased for 10 seconds. Additionally, each Skill cast during this window grants a further stacking Skill DMG bonus (stacks up to 2 times).
Raging Flames is the most complex B-Class Arc in terms of its activation sequence, but it also offers the highest potential damage multiplier in the entire B-Class tier. The workflow is straightforward: cast your Ultimate to activate the base Skill DMG buff, then follow up with Skills to gain additional stacking bonuses. With two Skill casts after an Ultimate, the wielder reaches maximum potential. This burst-oriented design makes Raging Flames ideal for characters who have a clear "Ultimate first, then Skill spam" rotation.
Refinement Scaling:
Level | Base Skill DMG | Per Stack Skill DMG | Max Total Skill DMG (Base + 2 Stacks) |
|---|---|---|---|
L1 | +30% | +15% | +60% |
L2 | +38% | +18% | +74% |
L3 | +45% | +22% | +89% |
L4 | +53% | +26% | +105% |
L5 | +60% | +30% | +120% |
Best For: Burst DPS characters who cast their Ultimate and then follow up with Skills. At L5 with full stacks, Raging Flames provides an astonishing +120% Skill DMG bonus, making it the highest potential damage multiplier among all B-Class Arcs. Characters with low-cooldown Skills that can be cast twice in quick succession after an Ultimate will extract the most value from this Arc.
"Real Music"
"Waddaya mean ya prefer 'real music'? Is this not 'real' enough for yer taste?"
Effect: Increases Skill DMG. This effect is always active and unconditional.
"Real Music" is the Skill DMG counterpart to Us. (which boosts Basic ATK DMG). It provides a flat, permanent, unconditional increase to all Skill damage dealt by the wielder. There are no activation conditions, cooldowns, or stacking mechanics to manage. The buff is active at all times, making it the simplest and most consistent Skill DMG boost available among B-Class Arcs.
Refinement Scaling:
Level | Skill DMG Increase |
|---|---|
L1 | +10% |
L2 | +11.5% |
L3 | +13% |
L4 | +14.5% |
L5 | +16% |
Best For: Any Skill-focused DPS character. "Real Music" is the default choice for characters whose primary damage comes from Skills rather than Basic Attacks. While its ceiling is lower than Raging Flames at max stacks, it requires zero setup and works identically in every combat scenario, making it the more reliable option for general use.
Choosing the Right B-Class Arc
With twelve B-Class Arcs available, selecting the right one for each character depends on your playstyle, team composition, and the content you are tackling. The following breakdown groups all B-Class Arcs by their primary role to help you make informed decisions.
DPS Arcs
If your primary goal is maximizing damage output, five B-Class Arcs cater to offensive playstyles:
Arc | Damage Type | Best Scenario | Notes |
|---|---|---|---|
Oraora! | Basic ATK DMG | Sustained Basic Attack chains | Highest ceiling at 10 stacks (L5: +40%). Requires fast attackers. |
Raging Flames | Skill DMG | Burst windows after Ultimate | Highest potential multiplier (L5: +120%). Needs Ultimate + 2 Skills. |
Us. | Basic ATK DMG | All combat situations | Unconditional. Lower ceiling but zero setup required. |
"Real Music" | Skill DMG | All combat situations | Unconditional. The safe choice for Skill-based characters. |
First Step to Success | ATK (all damage) | Skill-oriented rotations | ATK buff lasts 10s after Skill cast. Buffs all damage types. |
For characters who primarily use Basic Attacks, Oraora! is the superior choice if the character can stack quickly, while Us. is the safer fallback. For Skill-focused characters, Raging Flames offers the highest burst potential if you can execute the Ultimate-into-Skills rotation, while "Real Music" provides consistent value without any setup. First Step to Success sits in the middle as a general-purpose ATK buff that enhances all damage types.
Break Arcs
Two B-Class Arcs specialize in the Break mechanic:
Arc | Effect | Best Scenario | Notes |
|---|---|---|---|
Shiny Days | Break Intensity + Broken DMG | Break-focused teams | Always active. Dual benefit of faster Breaks and more damage to Broken targets. |
Dangerous Game | Break Intensity | Break burst windows | Conditional buff with higher peak Break Intensity per proc. |
Shiny Days is generally the stronger option for Break teams because its effects are unconditional and it provides two complementary benefits. Dangerous Game can reach slightly higher Break Intensity values during its buff window, but the 20-second cooldown limits its uptime.
Defense and Sustain Arcs
Three B-Class Arcs focus on survivability:
Arc | Effect | Best Scenario | Notes |
|---|---|---|---|
The Good, The Bad, The Bitter | DEF boost on damage taken | Tanking and front-line roles | Reactive defense. Strong on characters who expect to take hits. |
The Forgotten | ATK or DEF based on HP | Flexible all-purpose use | Offense when healthy, defense when injured. Never wasted. |
Be Happy | HP restore on kill | Mob clearing and exploration | Self-sustain without a healer. Best in multi-enemy scenarios. |
The Good, The Bad, The Bitter is the pure defensive option for dedicated tanks. The Forgotten is the most versatile of the three, providing value in both offensive and defensive situations. Be Happy is situational but excels in content with many weaker enemies where kills happen frequently.
Utility Arcs
Two B-Class Arcs provide team-wide or conditional utility:
Arc | Effect | Best Scenario | Notes |
|---|---|---|---|
A Time Will Come | ATK/DEF/HP with 3+ Esper Types | Diverse team compositions | Triple stat boost. One of the best overall B-Class Arcs for general use. |
Mind Royale | Field Essence generation | Field Essence-dependent teams | Niche utility. Value depends entirely on team's Essence needs. |
A Time Will Come stands out as one of the strongest B-Class Arcs overall thanks to its triple stat increase. If your team meets the three-Esper-Type requirement (which most optimized teams do), it is hard to beat the raw stat efficiency this Arc provides. Mind Royale is more niche, but it fills a role that no other B-Class Arc covers.
Related Pages
Arcs (main article on the weapon system)
S-Class Arcs (highest rarity Arcs)
A-Class Arcs (mid-tier rarity Arcs)
Gacha System (how to obtain Arcs)
Rarity System (rarity tiers explained)
Combat System (how Arcs affect combat)