This page will go over basic info of the two modes in Arcarum as well as go over the Summons and Evokers from it.
Arcarum Pages
About
Arcarum is a set of two solo game modes that have some unique mechanics seperate from the rest of the game. The primary purpose of these game mode is to aquire Arcarum summons and Evokers and later Arcarum specific weapons.
Arcarum: The World Beyond
The first of these modes is called Arcarum. It is a permanent game mode. In order to unlock it, you will need to clear the quest Chapter 30 (44/65) Quest: Inchoate World which is locked behind completing Chapter 44 of the Main Story.
The mode is time gated requiring using Arcarum Badges to run it. These are gained one a day or two a day during magfest. Each run has you clear three maps in order to get drops.
Replicard Sandbox
The second mode is Replicard Sandbox. In order to unlock it, the player must clear all Extreme routes in standard Arcarum. Unlike Arcarum, Sandbox does not have time restrictions on farming. In it, you can run nodes over and over like any other free quest or use host mats in order to run them. This makes it a much faster way to acquire sandbox mats if you put the time in for farming.
Arcarum Summons
Arcarum Summons are the first goal of Arcarum. They come in two main varieties. The first kind has a sub aura that provides a seraphic boost for fighting on element. The second has a sub aura that increases HP. The seraphic boost summons are the highest priority to work on since they provide free damage for having them slotted.
The main upgrades to the sub aura come from 3*, upgrading the summon to SSR, and FLB. ULB does not affect the sub aura but the uncap is a lot easier than the prior ones.
Each step will require a large amount of materials. The most noteworthy uncap is the SSR upgrade since it requires a sunstone. This is easily worth the cost for Seraphic summons.
Evokers
After reaching ULB on a summon, you’ll be able to work towards unlocking a series of characters called the Evokers. Each one is tied to a specific Arcarum Summon.
Unlocking an evoker requires the ULB summon, 200 astras, 20 ideans, and an Evolite. Evolites are limited mats with 4 available in the Arcarum shop and one available for purchase each Unite and Fight.
Recruit Priority
Below is a recommended priority for unlocking evokers.
Highest Priority
Caim is the first evoker one should aim for recruiting. This is due to his backline passive providing 20% perpetuity ATK, 50% DEF, and 10% cap up while all weapons in the grid are different. He’s commonly called the Earth’s 11th weapon slot for this reason.
Katzelia’s backline provides a free 30% ATK when debuffed. This can be easily done with with Belial (Summer) or Ewiyar (Grand) or Lich (Halloween). Summer Belial in particular makes him a must slot for burst setups to inch out more damage.
Nier’s main use is dying. On dying she inflicts 50% defense down, 100% DATA down, and the inability to heal on both enemies and allies. The DATA down on allies is not an issue since her summon Death (SSR) is used to kill her and it gives 4 turns of GTA. She also has a field that provides 20% unique ATK and 30% echoes. She gets used both on and off element to varying degrees.
Medium Priority
Estarriola does not normally attack and instead deals skill damage in reaction to various conditions. The one that activates every turn comes with a dispel making him an excellent dispel bot for NM200 FA or Sieg. For OTK he will reliably do two of his nukes making him a great option for that as well.
Alanaan is primarily a burst support providing teamwide 100% and echoes at the cost of 100 charge from all allies. Before FLB, he’s generally replaced by stronger options but is still be a solid option depending on what you have available. In particuar, he heavily relies on Mimlemel (Summer) to get the team to 100% so he can use his skill 2 Renatian Creed
All allies gain TA Up (100%, 4T) and Bonus Fire DMG (30%, 4T).
Inflict Shorted (4T) on all allies.
(Consumes 100% of all allies’ charge bar.)
.
Haaselia is another character primarily notable for her strong backline passive that provides 2% (20% max) unique ATK and 4% (40% max) DEF per turn that passes. This is pretty significant for any extended battle. When it comes to frontline usage, she is primarily a charge bar bot. She is particularly useful in Kengo setups where she can provide a 30% charge to team the turn after CA. This can be clicky but with the right setup you can 4 chain every turn thanks to her.
Lowest Priority
With the right setup, Geisenborger is immortal and won’t die. This requires being able to supply him a steady stream of yellow or green skills to keep him alive. However, he lacks damage to really back this up. That said sometimes his immortality is great to cheese some proud fights. As a backline, he caps incoming dark damage to 10k. Modern content generally circumvents this cap by having many smaller hits instead of large damage instances, but older content like Avatar with his 10% trigger can be made into a joke with it.
Maria Theresa has the ability to set everyone HPs and CA charge to that of a selected ally as well as a full heal that can be used multiple times. She was top tier for water solos in the past for those reasons. Even now she’s still a solid pick for them.
Lobelia causes everyone to deal skill damage nukes after skill presses which is great for pushing lots of damage in a turn at the cost of speed. His most noteworthy aspect is his ability to cut cooldowns of party by 3 turns when at 5 Magic Crests. This was in the past what made him central to older HL setups in order to rapidly bring high value skills off cooldown. However, his usage has plummeted since the rise of Kengo comps.
Fraux is an FA healer, skill damage dealer, and dispeller. What she provides can be better achieved from other characters and she has little mechanically unique enough to even see niche usage outside the ability to extend debuff durations by 1 turn.
FLB Priority
Evokers can also be uncapped to 4*. This is a grind heavy process requiring maxing the Evoker’s New World Foundation weapon. NWF weapons require large amounts of ideans and astras as well as sandbox specific mats like veritas and lusters.
NWF weapons are great slots for Arcarum thanks to providing a special 20% Arcarum specific damage cap. At FLB they can have usage in fights that have Extra slots or very niche use in some grids. Once they are ULB, they give a 5% damage cap outside of Arcarum making them useful as normal grid slots.
FLBs also require maxing an Evoker’s domains. Domains are special EMPs for evokers. They use even more Arcarum mats. The upgrades from the domains are generally a mixed bag with some being pretty helpful and some having zero use. Of them, Lobelia’s has the most notable upgrade to their domain to make him a strong backliner.
When it comes to the FLBs themselves, the quality can vary highly.
Highest Priority
Haaselia is a monster thanks to several changes made at FLB. The first of these is she now starts with her Full Moon buff when swapped in. With her weapon Reflection of The Moon slotted and using her skill 3 Phases of the Moon
All Water allies gain Water ATK Up (20%, 2T), Tears of Lunacy (2T), and Charge Boost (15%).
Moon waxes.
, she provides a total of 35% normal ATK, 50% unique ATK, 40% damage cap up, 20% echo, and 100/20 DATA to the team. On top of these strong buffs, her skill 4 Lunatic Vendetta
deals a 4 hit nuke at full moon every time an ally deals a multi attack. She is all around excellent for longer bursts, excellent for FA, and excellent for hard content.
Alanaan on the other hand is much more of a burst unit. However what he does for burst is incredible. Upon swap in he auto casts his field. Then his skill 4 Days of Redemption
auto casts his skill 2 Renatian Creed
All allies gain TA Up (100%, 4T) and Bonus Fire DMG (30%, 4T).
Inflict Shorted (4T) on all allies.
(Consumes 100% of all allies’ charge bar.)
bypassing the charge bar requirement as well as granting all fire allies 2 hit flurry and 100/20 crit. This puts him as the best burst support in fire along with Percy and places fire as one of the best burst elements presently.
Behind these two but not far behind is Caim. Caim at FLB becomes a hard content god for Earth thanks to his swap in granting his Trick sticks to all allies. With a single of each stack on all allies, he provides 10% ATK up, 10% healing specs up, 25% defense up, and 10% debuff success rate up minimum with RNG potentially increasing the values as well as piercing sight, water switch, 500 drain, and 10% bonus damage. Also now with him in the frontline, you can make use of his strong skills. Double Deal
All Earth allies gain Double Deal (1 times).
(Can’t recast.)
allows the usage of skills twice as well and he can copy other copyable skills with skill 2 Beginning of Joker / End of Joker
Beginning of Joker: Copy an ally’s skill.
(Skill changes to End of Joker upon casting.)
End of Joker: All Earth allies gain ATK Up (30%, Multiplier: Normal, 3T), DEF Up (30%, 3T), TA Up (20%, 3T), Revitalize (500 HP or 10% charge bar, 3T), Shield (2000, 3T), DMG Cap Boosted (10%, 3T), Uplift (15%, 3T), Hype (1-4 stacks, 3T), and Veil.
(Skill changes to Beginning of Joker upon casting.)
. His new skill Secret Hands
Skill effect changes based on the card selected.
(Can only be used after The Fool Upright activates.)
has four different options each with its own potential. Beat Down is a full turn assassin great for burst setups. When it comes to hard content, Life Gain produces green pots and Delay Act progresses the battle by two turns which helps skip debuffs or take things off cooldown faster.
Medium High Priority
Nier at FLB finally gains use in frontline for reasons except dying. Though her dying is still integral to her kit. Her new strength lies in her new skill 4 Eternal Vow
Gain Eternal Vow (Multiplier: Perpetuity).
(Love’s Redemption 13 lowers by 4. Can’t be recast.
Can only be used after The Lovers Upright activates.)
. This causes her to deal a 6 hit nuke after her autos as well as providing 50% perp ATK up, 50% DEF up, and debuff immunity. After she dies, this buff then transfers to MC. This allows for a solid sustained damage source even after her death making her a great option to deal a lot of damage in longer battles. Her existing swap in buff Thirsting is also great for this with both the healing and revive it provides.
Medium Priority
Katzelia all around buffs up his kit enough to make him a king for off element content again. Removing the charge bar demerits from First Movement: Bide
Gain Refrain of Biding (100% DEF Up / 50% DA / 20% TA).
Ends on recast.
(Consumes 30% of other allies’ charge bars every turn.)
Level 55:
Effect enhanced.
as well as providing charge on CA on top of his Earth Switch makes him an excellent slot for Kengo setups in hard raids. The backline passive is also a solid upgrade adding 30% defense when debuffed which is appreciated for both burst and FA. His main disappointment is his skill 4 Final Movement: Ascension
. It provides some nice extra skill damage and hit counts but he’ll still be just as usable without it.
Geisenborger builts on top of his strength of immortality by gaining the ability to do damage at FLB. Every turn he ends at 1 HP, which will practically be every turn he does his job right, he gains a one hit assasin. His skill 4 also adds 3 turns of 30% echoes and double strike. His skill 4 Pray upon the Star are geared for HL play particuarlly for Hexa. However his backline passive sees a major improvement granting a stackable 2% (10% max) damage cap to allies who take damage. This is useful for all sorts of content except one turn setups.
Fraux’s FLB increases her strength for FA setups. Her new skill 4 Splendor
activates her skill 3 Indominus
400%-500% Fire damage to a foe (Damage cap: ~480,000).
Gain ATK Boosted (Stackable / Can’t be removed) (10% (60% Max), Multiplier: Unique Stackable) and
DEF Boosted (Stackable / Can’t be removed) (10% (60% Max)).
Restore all allies’ HP based on damage dealt (Healing cap: 2000) and remove 1 debuff.
after normal attacks providing dispels, stackable debuffs, and heals when she does so. Her backline passive provides 10% skill cap which is helps to push extra damage with Manadiver setups. Last Fire GW, she was a slot in the fastest FA NM200 teams.
Low Priority
Maria Theresa is another with mostly minor tuning. She gains the ability to dispel a lot more frequently with her skill 1 Abraxas
2-hit, 300% Water damage to a foe (Damage cap: ~315,000 per hit (~630,000 total)) and remove 1 buff.
resetting on CA. And if she or someone else does dispel something with that she gains instant charge so she can dispel again. It only expands her niche a bit by making her a good FA slot against buff heavy NM200s on top of her solos, but does make her nicer though not fundamentally different for solo content. Her skill 4 Harvest’s Shield
All allies gain DMG Mitigation (10,000, 1T).
All foes gain DMG Mitigation 3 (500,000, 3T).
(Can only be used after The Empress Upright activates.)
provides 10k damage mitigation for one turn to party and 500k for three turns to the enemy. The enemy mitigation is mostly there to give her a buff to dispel. Either way its a hard to justify Sunstone for the vast majority of people.
Lobelia does not gain much from his FLB as either primarily making his stacks build faster and increasing his personal damage output a bit. This results in a marginal increase in utility and retaining his position as a backup option for hard content when missing stronger characters. That said, he is very worth investing in to at least get his Domains maxed. He has the strongest domain skill by far providing 3% (15% max) stackable defense and atk up to allies who press skills while in the backline. This makes him a must slot in backline for either those without Uriel or not using Caim grids. The FLB adds a stacking 10k (50k max) skill supp as well to this which is a nice but unnesscary boost. If you are invested in Earth especially for Hard Content you will want to at least get his Domain skill.
Esta Priority
Estarriola’s FLB is by far the most marginal. His upgrades improves the CA by adding a perma debuff his skill 4 Open Eyes
Gain Hermit’s Awakening.
After activating The Hermit Upright:
Auto-activates when charge bar is 100% at the start of a turn Estarriola doesn’t have Hermit’s Awakening.
letting him use his CA whenever he has 100% charge. His backline passive increases the number of random buffs from CA chains. This upgrade does make him nice as a Kengo backline option.