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B-Class Arcs
April 28, 2026 at 03:30 PM
Correct rarity classification (5 B-Class Arcs at launch, not 12); remove 7 misclassified arcs (now documented on A-Class and S-Class pages); update refinement values for surviving B-Class entries to verified launch numbers
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.
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.
The following table provides an at-a-glance comparison of all five B-Class Arcs. This shows their core effect, L1 and L5 values, and activation conditions.
Image | Arc Name | Core Effect | L1 Value | L5 Value | Condition |
|---|---|---|---|---|---|
Dangerous Game | Break Intensity buff on Break reduce | +60 | +84 | On Break reduce (20s CD) | |
Us. | Basic Attack DMG | +12% | +16% | Always active | |
Be Happy | HP restore on kill | +12% HP | +20% HP | On defeating enemy (20s CD) | |
First Step to Success | ATK boost on Redirect Skill | +12% | +16% | On Redirect Skill cast (20s CD) | |
"Real Music" | Redirect Skill DMG | +12% | +16% | Always active |
Each of the five B-Class Arcs is detailed below with its flavor text, full effect description, refinement scaling across all five levels, and recommended usage scenarios.
"Let's make a bet. Loser goes broke."
Effect: When the wielder reduces an enemy's Break gauge, 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 | +60 |
L2 | +66 |
L3 | +72 |
L4 | +78 |
L5 | +84 |
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.
"I am... you... are... you, are... it, is... me... no, I... am... us."
Effect: Increases the wielder's Basic Attack damage. 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 Attack DMG Increase |
|---|---|
L1 | +12% |
L2 | +13% |
L3 | +14% |
L4 | +15% |
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.
"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.
"Good self-control is the first step on the road to success."
Effect: When the wielder casts a Redirect 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 | +12% |
L2 | +13% |
L3 | +14% |
L4 | +15% |
L5 | +16% |
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.
"Waddaya mean ya prefer 'real music'? Is this not 'real' enough for yer taste?"
Effect: Increases Redirect 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 | Redirect Skill DMG Increase |
|---|---|
L1 | +12% |
L2 | +13% |
L3 | +14% |
L4 | +15% |
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.
With five B-Class Arcs available, the choice for each character comes down to whether the wearer's main damage source is Basic Attacks or Redirect Skills, whether the team is Break-focused, and whether sustain is needed.
Three of the five B-Class Arcs cater to offensive playstyles. Two of them are unconditional (no setup needed) and the third triggers off Redirect Skill casts:
Arc | Damage Type | Best Scenario | Notes |
|---|---|---|---|
Us. | Basic Attack DMG | All combat situations | Unconditional. Reliable Basic Attack damage with zero setup. |
"Real Music" | Redirect Skill DMG | All combat situations | Unconditional. The default choice for Redirect-Skill DPS. |
First Step to Success | ATK on Redirect Skill | Skill-oriented rotations | ATK buff lasts 10s after a Redirect Skill cast. Buffs every damage source during the window. |
For Basic-Attack-focused characters, Us. is the safe pick. For Redirect-Skill DPS characters, "Real Music" provides the equivalent unconditional bonus. First Step to Success bridges both because its ATK buff applies to every damage source during the 10-second window after a Redirect Skill cast.
Only one B-Class Arc focuses on the Break mechanic: Dangerous Game. Its passive triggers when the wielder reduces an enemy's Break gauge, raising Break Intensity by up to +84 at L5 for 10 seconds on a 20-second cooldown. Pair it with characters who deal multi-hit Break damage so the cooldown is rarely the bottleneck.
Be Happy is the only B-Class Arc that contributes survivability. It restores up to 20% of the wielder's Max HP per kill at L5, with a 20-second cooldown. Most useful in mob-clearing content where kills happen frequently. For dedicated tanking and shield builds, the A-Class options (The Good, The Bad, The Bitter; The Forgotten; Umbrella; The Fools' Spring) provide stronger and more flexible defensive scaling.
Note: Earlier drafts of this article listed seven additional Arcs in this section. Those Arcs (The Good The Bad The Bitter, Shiny Days, A Time Will Come, Mind Royale, Oraora!, The Forgotten, and Raging Flames) are A-Class or S-Class at launch and are now documented on the A-Class Arcs and S-Class Arcs 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)