NTE Arc Guide: All 47 Weapons, the 5 Compatibility Classes & How to Pick
What an Arc Actually Is (And Why It's Not a Module)
If you just picked up something with a weird name and can't tell which system it belongs to, here's the short version: an Arc (弧盤) is a character's weapon in Neverness to Everness — the equivalent of the character-bound weapon systems found in other gacha games. It fills its own equipment slot, adds flat base ATK, and carries a unique passive that can change how a character plays.
- Arcs are completely separate from modules/Console gear, the 7x7 grid filled with tetromino-shaped pieces. They're scored differently and farmed differently — don't lump the two together when planning a build.
- Arc gacha is also its own separate system from character gacha: it spends Tri-Keys, not Riftcrystal/Dice. See how NTE's gacha actually works in this breakdown.
- The game has 47 Arcs in total: 26 S-rank, 16 A-rank, and 5 B-rank starters.
Some English-language community trackers count only 24 S-rank and 14 A-rank — that undercount is simply missing a few newer Arcs. This guide follows the in-game data: 26/16/5.
The 5 Compatibility Classes: Type I-V, Not the Module's Type I-VI
Here's the single most important rule before you pull or farm any Arc: a character can only equip an Arc from their own compatibility class, shown here as raw Type I, II, III, IV, V (5 classes total).
- Confirmed examples: Iroi runs Type II, Chiz runs Type IV, Zero runs Type I. Check a character's class before farming or pulling an Arc meant for them.
- One English-language fan site labels these 5 classes with different names — Gas, Liquid, Plasma, Solid, Synthesis. These are NOT official names: the game has never published a display label for these 5 classes in any language, and there's no confirmed mapping of which community name lines up with which Roman numeral. This guide shows the honest "Type I-V" instead of guessing at a nicer-sounding name.
- ⚠ Easy mix-up: the module/Console system also uses Roman numerals, Type I-VI, to name its equipment shapes — a completely unrelated label from a completely different system (see the module guide). Arc's Type II has nothing to do with the module's Type II.
Bottom line: before spending Tri-Keys on any pull, check the compatibility class of the character you're actually gearing — pulling the wrong class leaves that Arc dead weight for that unit.
Breakthrough (6 Tiers) vs Star Refinement (Max 5) — Two Different Tracks
Upgrading an Arc runs on two separate tracks, and mixing them up is an easy way to waste materials:
- Breakthrough (6 tiers): raises the Arc's level cap, exactly like a character's own breakthrough system — it doesn't make the passive stronger on its own, it just unlocks room to keep leveling.
- Star refinement (max 5): this is the track that actually scales the passive. It needs duplicate copies of the same Arc, or dedicated materials, to push higher.
- Passive values interpolate across star levels using a set of 188 different buff curves spanning all 47 Arcs — meaning every Arc scales on its own formula, not one universal "+X% per star" rule.
If materials are tight: breakthrough first to unlock the level cap, then pour stars into whichever Arc your main carry is actually holding — one fully-starred signature Arc beats several Arcs spread thin at star 1.
Arc Stats: Base ATK, Substat, and Passive
Every Arc carries three layers of stats: base ATK, one fixed substat, and a unique passive. The specific ATK and passive numbers below are sourced from a single community reference (neverness.gg) and not yet cross-verified against official data.
- Base ATK ranges from 316 to 666, depending on rarity and how far it's been broken through.
- Substat (one fixed line, one of 7 possible): Crit Rate, Crit DMG, ATK%, HP%, DEF%, Break Intensity, or Charge Efficiency.
- Passive is where the real difference lives. Camellia Society (S-rank, Type V) sits at the highest base ATK in the game, 666, with a passive that stacks Crit DMG up to 4 times as the target's HP drops. Fluff of Fortitude (512 ATK) instead adds a flat 22-38% damage bonus, jumping to 28-52% against enemies below 50% HP.
Because passives interpolate by star level, two copies of the same Arc name can sit worlds apart in actual output — don't compare Arcs by name alone, check the star count.
The 47 Arcs at a Glance: A Few Names Worth Knowing First
Listing every single one of the 47 Arcs is more than a single guide can cover, so the table below highlights the entries with numbers available from a community source (not yet officially confirmed) — see the full 47 on the item database or compare rankings on the tier list.
- Camellia Society — Rank: S · Class: Type V · Standout Detail: 666 ATK, highest in the game; stacks Crit DMG as target HP drops
- Fluff of Fortitude — Rank: S · Class: community label: Plasma · Standout Detail: 512 ATK; +22-38% dmg, up to 52% vs sub-50% HP enemies
- Ready-Ready — Rank: S · Class: Type III · Standout Detail: —
- The Last Rose — Rank: S · Class: Type II · Standout Detail: —
- Blushing Mirage — Rank: S · Class: Type V · Standout Detail: —
- Marching Beyond Time — Rank: S · Class: Type I · Standout Detail: —
- The Wrong Gate — Rank: S · Class: Type II · Standout Detail: —
- Us. — Rank: B · Class: starter · Standout Detail: free starting Arc
- First Step to Success — Rank: B · Class: starter · Standout Detail: free starting Arc
- Be Happy — Rank: B · Class: starter · Standout Detail: —
- Dangerous Game — Rank: B · Class: starter · Standout Detail: —
- "Real Music" — Rank: B · Class: starter · Standout Detail: —
Those five B-rank Arcs (Us., First Step to Success, Be Happy, Dangerous Game, and "Real Music") are the free starting kit everyone gets early — good enough to run until an A or S-rank Arc in the right class shows up.
You Don't Have to Pull Right Away: Free S-Rank Arcs
Not every S-rank Arc requires a gacha pull. Some unlock straight from progression — Chiz's weapon, for instance, is granted at Tycoon Level 21 in the city-management system, at zero Tri-Key cost.
- New players should clear free progression milestones before considering spending on Arc Research pulls.
- Arc gacha uses its own currency (Tri-Keys) and has a hard pity that guarantees the featured S-rank Arc by pull 80.
- The 5 starting B-rank Arcs above are enough to get through the early game — running a B-rank in the right class beats sitting idle waiting for a pull.
A sensible early plan: clear out every free and A-rank Arc option first, and only spend Tri-Keys on an S-rank pull once your main carry — and their compatibility class — is locked in.
Picking an Arc by Role — And the Verdict
Picking the right Arc isn't just about grabbing the highest rank — it takes matching three things at once: the right compatibility class, the right role, and enough stars for the passive to matter.
- Main DPS: look for Crit Rate/Crit DMG or ATK% substats, and put stars into your main carry's signature Arc first.
- Support/buffer: Charge Efficiency substats keep skill rotations coming around faster.
- Break/CC role: target Arcs rolling Break Intensity.
- A character's signature Arc is always strongest on its matching unit, but any Arc in the right class still performs fine if the signature isn't owned yet.
Verdict: check a character's compatibility class first — the glossary covers Type I-V if that's still unclear — before deciding what to pull or farm. A right-class B-rank Arc at full stars beats a wrong-class S-rank sitting unused in the inventory.
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Frequently asked questions
What's the difference between an Arc and a module?
An Arc is the weapon — its own slot adding base ATK plus a passive, pulled through a separate Tri-Key gacha. Modules fill the 7x7 Console grid with tetromino-shaped pieces, an entirely separate system for both farming and scoring.
What are the 5 Arc compatibility classes, and do they have official names?
They're the 5 groups that determine which Arcs a character can equip (Iroi runs Type II, Chiz runs Type IV, Zero runs Type I). The game hasn't published official display names; the English community informally calls them Gas/Liquid/Plasma/Solid/Synthesis, but that's not an official label.
How many Arcs are in NTE?
47 total: 26 S-rank, 16 A-rank, and 5 starting B-rank — this follows in-game data. Some community sites undercount at 24/14/5 because they haven't added newer Arcs yet.
Do new players need to pull for an S-rank Arc right away?
No. Some S-rank Arcs unlock free through progression (Chiz's weapon at Tycoon Level 21, for example), and the 5 starting B-rank Arcs cover the early game — clear free sources first before spending Tri-Keys on Arc Research.