Appraisers! Arcs are one of the most direct ways to boost a character's combat power in Neverness to Everness (NTE), but with dozens of options available, picking the right ones isn't always obvious. Some Arcs work in virtually any team composition, while others demand specific element cycles or party setups just to activate their bonuses. This Arc tier list breaks down every available Arc from S to C tier so Appraisers can stop guessing and start optimizing their builds.
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How This Tier List Works
Two principles drive every ranking. First, raw attack damage increases rank higher since they require fewer specific Element cycles to activate while still delivering strong stat gains. Second, Arcs with effects that are easier to trigger — such as party-wide buffs or debuffs that apply to both mobs and bosses — rank above Arcs with narrow activation conditions.
S-Tier Arcs
S-tier Arcs offer the best combination of damage output and utility, working in nearly any scenario without needing specific element setups.
Tier
Explanation
Blow up the Crowd
Provides ATK and CRIT Rate while increasing Ultimate CRIT DMG based on allied Redirect or Support Skill usage, and grants DEF penetration at max stacks — ideal for Hotori.
The Last Rose
Offers a stacking CRIT DMG buff for DoT-based wearers and extends an enemy's Broken state on hit, synergizing strongly with Lacrimosa's Discord Enhancement kit.
Ready-Ready
Increases ATK and adds bonus Basic Attack and Critical Riposte DMG whenever the wearer uses a Redirect Skill or Ultimate, with bonus boss damage if both triggers fire. Nanally exploits this synergy fully.
Marching Beyond Time
Boosts ATK for the active character while the wearer is off-field, then shifts to a Psyche DMG buff when the wearer is on-field — a perfect fit for Haniel's dual support-damage role.
Fluff of Ferocity
The pure crit-scaling Arc, stacking CRIT DMG with every critical hit landed, making it a staple for crit-focused DPS builds.
A-Tier Arcs
A-tier Arcs require specific element or team-composition conditions to reach full effectiveness, but reward properly built teams with near S-tier value.
Tier
Explanation
Eternal Waltz
Provides HP through its substat and skill, then converts Ultimate usage into a Mental DMG buff. This favors HP-scaling characters like Fadia, who can stay in fights longer while contributing meaningful damage through the Nova Esper Cycle.
Reality Refuge
Boosts Anima DMG and Attachment DMG, with the bonus scaling further after using an Ultimate. It's the top pick for Jiuyuan, since his Lethal Rose Pact counts as Attachment DMG, letting the Arc amplify his core kit directly.
Good Boy's Grand Adventure
Improves Charge Efficiency to build Ultimate energy faster and grants an ATK buff to the team when the Ultimate is used, which grows stronger if the wearer is also controlling enemies. Sakiri fits this best, consistently converting control effects into team-wide value.
Tears Beneath the Mask
Increases the wearer's ATK through its substat and reduces enemy damage dealt after the wearer uses their Ultimate. This is especially valuable on Skia, whose Ultimate hits multiple enemies, spreading the damage-reduction effect across the whole encounter and turning him into a reliable team stabilizer.
Fluff of Fearlessness
Increases CRIT Rate as its substat and boosts ATK after the wearer uses their Ultimate. It suits characters who remain on-field post-Ultimate, letting them benefit from both crit consistency and the post-Ultimate power spike.
Youthful Fantasy
Increases Break Intensity and boosts damage to marked enemies, dealing extra Chaos DMG when Break damage lands. Daffodill makes full use of this since her kit leans into maximizing Break and Chaos synergy.
Fluff of Fleetness
Provides CRIT DMG as a substat and stacks ATK while the wearer stays active on-field. Switching characters resets the stacks, but the on-field scaling ramps up quickly in return.
Song of the Whale
Suits Plasma DPS users with an ATK substat and bonus damage against Broken enemies. Defeating a Broken enemy also heals the wearer, adding survivability in chaotic multi-enemy fights.
Raging Flames
It is currently Hathor's best Arc, providing CRIT DMG and Lakshana DMG while increasing Redirect Skill and Ultimate damage after an Ultimate cast. Redirect Skill damage also stacks up to two times with repeated use, aligning well with Hathor's rhythm-based kit.
Stellar Veil
It is built for Psyche DPS characters, increasing ATK and Psyche DMG while stacking CRIT DMG whenever Psyche damage is dealt. Aurelia benefits heavily since she can consistently trigger and maintain those stacks.
Fluff of Finesse
Rewards mechanical skill by increasing damage on Critical Dodges, stacking up to three times. It's high value for players confident in their dodge timing, but punishes inconsistent play.
The Rain That Shook The World
Increases Cosmos DMG from both Redirect Skill and Ultimate, Esper Zero's two main damage sources, while also boosting Cycle Intensity after a Redirect Skill use. This lets Esper Zero accelerate Esper Cycles and maintain momentum throughout a fight.
B-Tier Arcs
B-tier Arcs are workable but situational, needing deliberate team building to extract value.
Tier
Explanation
Hethereau's Keeper
Increases ATK through both substat and skill and adds bonus damage against Bosses, while also summoning Officer Whisker to assist in combat. It's a straightforward damage package without much complexity.
Contemplative Cat
Provides a stacking Cosmos DMG buff, but only while the wearer carries at least 100,000 Fons, capping at ten stacks around 1,000,000 Fons. Strong when active, but the currency requirement makes it feel gimmicky.
The Forgotten
Swaps between an ATK buff above 50% HP and a DEF buff below that threshold, with HP provided as a substat to help sustain the ATK buff window longer.
Watch Your Heads!
Increases ATK and Lakshana DMG against enemies affected by Remora or Stain after a Redirect Skill use. The catch is that without a team that can consistently apply those effects, half the Arc's value goes unused.
Day Off
Increases Charge Efficiency and ATK, and can summon an Eclipse that restores Ultimate Energy whenever enemies are defeated. This makes it solid for Esper Zero in content involving frequent enemy waves.
Cosmos Daze, Wild Reverie
Increases damage whenever the wearer casts a Support Skill, making it useful for Sub-DPS characters who rotate in and out frequently.
Fluff of Fortitude
Increases overall damage and boosts it further against low-HP enemies, making it effective for cleaning up mobs or finishing off bosses in their last stretch.
Time Bandit
Leans on specific debuff-application conditions tied to its kit, requiring deliberate team setup to consistently trigger its bonuses.
Drawn Blade
Triggers an additional instance of Incantation DMG whenever the wearer lands a Parry Attack, but sits idle if the wearer isn't actively parrying, making it highly skill-dependent.
Clear Skies
Boosts Anima DMG from Redirect Skill and Ultimate, shining on characters like Mint who can cycle Redirect Skills quickly and build Ultimate charge with ease.
Oraora
Increases Basic Attack damage every time the wearer performs a Basic Attack, scaling naturally with fast-hitting characters and no setup required.
The Fools' Spring
Increases ATK as long as the wearer has a Shield active — a simple, reliable effect with no stacks or timing windows involved.
C-Tier Arcs
C-tier Arcs offer limited utility, typically single-stat bonuses without meaningful secondary effects.
Tier
Explanation
Failing You, Heavy in My Heart
Raises the team'sATK at the moment the wearer performs their Ultimate, the power of the buff given stacks accumulated byBasic Attacks a feature that can interfere with the timing of damage rotation.
Camellia Society
Increases CRIT DMG whenever the wearer's HP drops without taking direct damage, and allows consuming HP for extra Incantation DMG instances. Its narrow activation make it usable mainly by Baicang.
A Time Will Come
Acts as a stat stick, increasing ATK, DEF, and HP as long as the team runs three different Esper types — easy to trigger, but underwhelming compared to higher-tier effects.
The Good, The Bad, The Bitter
Increases DEF when the wearer takes damage, which becomes nearly useless for players who consistently dodge or parry incoming attacks.
Shiny Days
Increases Break Intensity and damage to Broken enemies, but other Arcs already cover Break Intensity more efficiently, making this one redundant.
Mind Royale
Recovers Ultimate Energy when the wearer casts a Redirect Skill, but its long cooldown limits how often that value can be realized.
Be Happy
Restores HP whenever an enemy is defeated, which sounds strong in mob fights but is held back by its cooldown restriction.
Dangerous Game
Increases Break Intensity briefly whenever the wearer reduces Break, useful in burst windows but situational enough to swap out without much loss.
"Real Music"
While the bonus damage given to the Redirect Skill may be significant, the reality is that most of the these skills come with strong cooldowns, So limiting how much the bonus value can be reaped on a constant basis - even if you are playing asMint.
Umbrella
Increases HP and strengthens shields while the wearer stays above 50% HP, offering decent survivability but outclassed by stronger shield-focused Arcs.
First Step to Success
Increases ATK whenever the wearer uses a Redirect Skill, but offers nothing beyond that single bonus, making it easy to replace.
The Great Thief
Offers conditional bonuses that require specific setup to consistently activate, limiting its overall flexibility.
Us
Unconditionally increases Basic Attack damage with no requirements, functioning as a placeholder Arc until something better is available.
Understanding the Arc Tier List: S, A, B, and C Explained
Arc Tier
Explanation
S-Tier Arcs
Deliver excellent damage and utility that work in any scenario without needing specific Element cycles or team setups. They're the top priority for gearing damage dealers, and the tier also includes top Survival-oriented picks.
A-Tier Arcs
They are strong but conditional, requiring specific Elements or team compositions to reach full potential. With the right setup, they perform close to S-tier.
B-Tier Arcs
Need more deliberate team building to extract value, often gated behind narrower triggers like HP thresholds or specific debuffs. They work as gap-fillers, but are best treated as temporary.
C-Tier Arcs
Offer limited utility, usually just basic single-stat bonuses like ATK or HP. Good as early placeholders, but worth replacing once better options open up or become available.
Two principles drive the rankings: raw damage increases rank higher since they need fewer Element conditions to be effective, and easier-to-trigger utility — like party-wide buffs or debuffs hitting both mobs and bosses — outranks narrow, hard-to-meet effects.
Conclusion
Building the right Arc loadout comes down to matching an Arc's conditions to a character's kit rather than chasing raw stats alone — prioritize S-tier Arcs for flexible, universal value, then layer in A-tier picks once a team composition is locked in, and Appraisers ready to gear up their roster can visit LootBar for reliable, discounted NTE Top Up services to keep their Arc collection growing.