Overview
Cartridges are the named, set-based component of Console Equipment in Neverness to Everness. Every Cartridge belongs to a themed set, and equipping multiple pieces from the same set on a character's Console grid activates powerful set bonuses. Unlike generic Modules, which only contribute raw stats, Cartridges are the part of the loadout that actually shapes a character's playstyle. Twelve Cartridge sets are currently catalogued, spanning every Esper element and role from burst damage dealer to off-field enabler to dedicated healer.
Like Modules, every Cartridge piece ships with a main stat and up to four sub-stats, and every piece can be enhanced from Level 1 to Level 20. The piece's set affiliation is what determines which 2-piece and 4-piece bonuses the character can unlock, so the first decision in any Console build is picking the right Cartridge set for the intended role.
Set Bonus Mechanic
Every Cartridge set grants two tiers of set bonus. The bonus text is tied to how many pieces from the same set are equipped on the character's Console grid at the same time.
Pieces Equipped | Tier | Behaviour |
|---|---|---|
2-Piece | Epic | Always active once two pieces of the set are placed on the grid. Usually a flat stat or elemental damage bonus (for example, +10% to a specific element or +15% DEF). |
4-Piece | Legendary | Activates only when all four slots on the grid carry pieces of the same set. This is the conditional or stacking effect that gives each set its identity, typically gated on casting an Ultimate, landing Basic Attacks, taking damage, or triggering a reaction. |
Players can mix and match across sets as long as the grid math works out. A common build pattern is to run a full 4-piece of the carry's primary set, then complement it with 2 pieces of a secondary set that provides a flat bonus. Hybrid 2+2 splits are also legal and sometimes optimal for characters whose 4-piece effect is weak relative to a second set's 2-piece.
All Cartridge Sets
Twelve Cartridge sets are currently catalogued. Each row links to the full article for that cartridge with its complete 2-piece and 4-piece text, main stat ranges, sub-stat list, rarity breakdown, farming notes, and role guidance.
Image | Cartridge | 2-Piece | 4-Piece | Best For |
|---|---|---|---|---|
| Incantation DMG +10%. | Increases wearer's ATK by 6% when a nearby enemy takes Incantation DMG from the Team, up to 6 stacks. Each stack lasts 10s. Effect remains active when the character is off-field. | Off-field Incantation amplifier | |
| Psyche DMG +10%. | Increases wearer's DMG by 18%. The bonus becomes 36% against units affected by Nova or Stain. | Reaction-focused Psyche damage dealer | |
| Chaos DMG +10%. | Ignores 12% of enemies' Chaos RES. Ignores 24% of enemies' Chaos RES for 20s after the wearer participates in Nova or Scorch reactions. | Chaos damage dealer with resistance shred | |
| Anima DMG +10%. | Increases wearer's CRIT DMG by 8% when a nearby enemy takes Anima DMG from the Team, up to 7 stacks. Each stack lasts 10s. Effect remains active when the character is off-field. | Off-field Anima crit-damage amplifier | |
| DEF +15%. | Increases wearer's shields by 20%. | Defensive shield support | |
| Cosmos DMG +10%. | Ignores 25% of enemies' DEF for 20s after the wearer casts Ultimate. Effect does not stack. | Burst-window Cosmos damage dealer | |
| Mental DMG +10%. | Grants wearer a 12% Mental DMG Bonus per Basic Attack, up to 3 stacks. Each stack lasts 6s. | Basic-attack stacker | |
| ATK +10%. | Increases wearer's ATK by 25% for 20s after casting a Skill. | Skill-driven generalist DPS | |
| Charge Efficiency +12%. | Increases all allies' ATK by 15% for 20s after the wearer casts Ultimate. Effect does not stack. | Team-wide ATK enabler | |
| Lakshana DMG +10%. | Increases Crit Chance by 14%. Team triggering Remora or Stain increases the bonus to 14% for 20s. | Reaction-driven Lakshana crit | |
| HP +10%. | Increases wearer's Healing Bonus by 20%. | Dedicated healer | |
| HP +10%. | Increases wearer's Max HP by 4% when taking damage, up to 10 stacks. Each stack lasts 10s. Casting Ultimate instantly grants 10 stacks. | HP-stacking tank or HP-scaling DPS |
Rarity Tiers
Every Cartridge in the game drops in three rarity tiers. Higher rarity pieces roll higher base main-stat values, carry more sub-stat slots, and reach higher final values when fully enhanced. The intended endgame loadout uses 5-Star pieces across all four cartridge slots, with 4-Star pieces filling the gap during mid-progression and 3-Star pieces used as placeholders or enhancement fodder.
Rarity | Rank | Role |
|---|---|---|
3-Star | B-Rank | Early-game placeholder; minimal substat depth. Most useful as enhancement fodder once better pieces drop. |
4-Star | A-Rank | Mid-progression set; viable for most non-endgame content. Useful for finishing a 4-piece quickly while the player chases 5-Star pieces. |
5-Star | S-Rank | Endgame target; highest main-stat ceiling and most sub-stat slots. The final loadout on an optimized character uses 5-Star pieces in every Cartridge slot. |
How to Obtain
Cartridges drop from the Rabbit Hole activity, the regular boss and enemy farming mode used to acquire Console Equipment. Runs cost Stamina (the recharging energy used for repeatable rewards), and the player claims drops at the end of each run rather than mid-fight. Each Cartridge set is tied to a specific Rabbit Hole domain, so farming the right domain is the most efficient way to chase a complete four-piece loadout.
As with other Console Equipment, rolls on each piece are randomized when the piece drops. Multiple farming sessions are normally required to land a four-piece set with desirable main stats and useful sub-stat lines for the intended carry. Duplicates of lower-rarity pieces are not wasted: they feed into enhancement to push keeper pieces toward Level 20.
How to Choose a Set
The right Cartridge for a character is decided by the 4-piece bonus more than the 2-piece. The 2-piece is always live, but most 2-piece bonuses are interchangeable flat boosts. The 4-piece is where each set earns its identity, and it should be read as a condition the character's kit must satisfy. A Cartridge whose 4-piece demands frequent Ultimate casts is wasted on a character that rarely reaches Ultimate. A Cartridge whose 4-piece stacks from team-wide elemental damage is wasted if no teammate shares the element.
Use the following rough checklist when pairing a cartridge with a character:
Match the element. If the 2-piece bonus boosts a specific element, the wearer should deal that element's damage. Otherwise the 2-piece is wasted.
Match the trigger. Check whether the 4-piece triggers on Ultimate, Skill, Basic Attack, taking damage, or a reaction. The character's kit should generate that trigger reliably.
Match the role. Defensive sets go on tanks and shielders. Healing sets go on healers. Off-field stackers go on carries who rotate out after a burst. Team-wide buff sets go on battery supports.
Check stack economy. Sets with stack counters need time and hits to ramp. If the character only spends a few seconds on field per rotation, a ramping set may never reach full stacks.
Consider hybrid splits. 2+2 hybrid builds are legal. If a character's 4-piece is mediocre but two unrelated 2-piece bonuses both apply, a split may out-damage the full set.
Related Pages
Modules and Consoles: broader overview of the Console Equipment system, including the grid and generic Modules that sit alongside Cartridges.
Equipment Enhancement: the KongMu equipment system that runs in parallel with Console Equipment.
Combat System: how set bonuses interact with attack rotations, swaps, and reactions.
Elemental Reactions: reference for Nova, Stain, Scorch, Blossom, Remora, and the other reactions named on several Cartridge bonuses.
Esper Cycle System: how element pairings drive the reactions that many Cartridges hook into.
Tier List: character rankings to help match a cartridge to the right Esper.











