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Console Equipment
April 22, 2026 at 03:21 PM
Added Cartridge Sets reference table linking to all twelve individual cartridge pages
Modules and Consoles form one of the three primary equipment systems in Neverness to Evernessalongside Arcs (weapons) and KongMu Gear (Disks and Drive Blocks). While KongMu Gear provides stat bonuses through six standard equipment slots, Console Equipment uses a spatial grid where players arrange shaped pieces in a Tetris-like puzzle to optimize their characters. Every playable character has their own Console grid, and filling it with the right combination of Modules and Cartridges is a core part of endgame character building.
Console Equipment consists of two component types: Modules and Cartridges. Modules are generic stat pieces that come in various geometric shapes and sizes. Cartridges are named, themed pieces that belong to specific sets and grant set bonuses when enough pieces from the same set are placed on the grid. Both types must be arranged to fit within the Console's available space, adding a layer of spatial strategy on top of traditional stat optimization.
Each character's Console is a rectangular grid of cells. Modules and Cartridges occupy different shapes on this grid, similar to how blocks fit together in Tetris. Players drag and rotate pieces to fill as many cells as possible, because every filled cell contributes stats to the character. Empty cells are wasted potential.
The grid introduces a spatial puzzle element that sets NTE apart from other gacha RPGs. Simply collecting powerful individual pieces is not enough. A high-stat Cartridge that occupies an awkward shape might prevent you from fitting other critical pieces, forcing trade-offs between raw stats and spatial efficiency. Players who master the grid can squeeze significantly more value out of their Console than those who only chase individual piece quality.
The Console grid size may vary based on character level and progression. As characters grow stronger, their grid expands, allowing more pieces to be placed and enabling more complex loadout configurations.
Modules are the generic building blocks of Console Equipment. They provide flat stat bonuses and come in several standardized types, each with a distinct geometric shape. Modules do not belong to named sets and do not grant set bonuses. Their role is to fill grid space efficiently while contributing raw stats to the character's loadout.
Modules are classified by the amount of grid space they occupy. Larger modules generally provide more total stats but are harder to fit alongside other pieces. The three primary module types are:
Module Type | Grid Size | Description |
|---|---|---|
Type II | 2 cells | The smallest modules. Easy to fit into tight gaps on the grid. Provide modest stat bonuses but offer excellent spatial flexibility. |
Type III | 3 cells | Medium-sized modules with multiple shape variants. Balance stat value and grid flexibility. The most common module type. |
Type IV | 4 cells | The largest standard modules. Provide the highest stat totals per piece but require significant grid space. Best used when grid layout permits. |
Each module type comes in multiple style variants (different geometric arrangements of the same number of cells). For example, Type III Modules have six distinct style variants, each occupying three cells in a different configuration. Type IV Modules have four style variants. This variety gives players options when trying to fill irregular gaps on the grid.
Modules come in three rarity tiers:
Rarity | Tier | Notes |
|---|---|---|
B | Basic | Common drops. Lower stat values. Useful early on or as filler pieces. |
A | Advanced | Mid-tier pieces with solid stats. Good for mid-game builds. |
S | Superior | Highest rarity. Best stat values. Target pieces for endgame optimization. |
Higher-rarity modules provide better stat rolls and are the primary target for endgame Console builds. However, lower-rarity modules with ideal shapes can still be valuable for filling awkward grid spaces that higher-tier pieces cannot occupy.
Cartridges are the named, set-based component of Console Equipment. Unlike generic Modules, each Cartridge belongs to a specific themed set and provides unique bonuses when multiple pieces from the same set are equipped. Cartridges have their own geometric shapes and must be arranged on the Console grid alongside Modules.
The community database lists 12 known Cartridge sets. Each set comes in all three rarity tiers (B, A, S), giving players access to the set bonus at any progression stage while incentivizing the farm for S-rarity versions for maximum stat efficiency.
Console Equipment and KongMu Gear are two separate equipment systems that every character uses simultaneously. Understanding how they differ is important for effective character building
Aspect | Console Equipment | KongMu Gear |
|---|---|---|
Components | Modules + Cartridges | Disks + Drive Blocks |
Total pieces | Variable (depends on grid space) | 6 (2 Disks + 4 Drive Blocks) |
Equip method | Spatial Tetris-like grid puzzle | Standard slot-based |
Set bonuses | Cartridge sets (multiple thresholds) | 2-piece Disk sets |
Piece shapes | Varied geometric shapes (Type II/III/IV) | N/A (fixed slots) |
Main optimization | Spatial arrangement + stat selection | Stat rolls + set matching |
Primary challenge | Balancing shape fit with desired stats | Finding good stat rolls (RNG) |
Both systems contribute stats additively. A fully built endgame character will have all six KongMu slots filled (2 Disks + 4 Drive Blocks) plus a fully arranged Console grid with Modules and Cartridges. Neglecting either system leaves significant stat potential on the table.
Console Equipment pieces are obtained through the same general endgame activities that yield other gear:
Anomaly Dungeons: Repeatable endgame dungeons (solo or cooperative with 2 to 4 players) are one of the most efficient sources of Console Equipment. Higher difficulty tiers drop higher rarity pieces.
Open-world enemies: Defeating Anomalies and bosses in the open world can drop Modules and Cartridges alongside other loot.
Missions and commissions: Completing Anomaly Commissions and other repeatable content rewards equipment pieces.
In-game stores: Certain shops in Hethereau sell Console Equipment. While store inventory may not always include endgame-quality pieces, it provides a baseline for characters who need immediate gearing.
Plan your grid layout before placing pieces. Once you have a collection of Modules and Cartridges, lay out your Console grid on paper or mentally before committing. A well-planned arrangement can fit significantly more pieces than a haphazard approach.
Prioritize Cartridge set bonuses. Cartridge set effects can be build-defining. Try to fit enough pieces from your target set to activate the bonus before filling remaining space with generic Modules.
Use small Modules to fill gaps. Type II Modules (2 cells) are invaluable for plugging small holes in your grid that larger pieces cannot fill. Keep a stock of well-rolled Type II Modules for this purpose.
Upgrade your best pieces. Focus enhancement resources on S-rarity Cartridges and Modules that you plan to use long-term. Avoid investing heavily in B-rarity pieces that will be replaced.
Match Console builds to your KongMu sets. Your Console loadout should complement your Disk set bonuses. If your Disks focus on offensive stats, consider utility or defensive Cartridge sets on your Console, or double down on offense for a glass-cannon approach.
Experiment with different layouts. Rearranging the same pieces in a different spatial configuration can sometimes fit an extra piece, yielding more total stats without any additional farming.
Modules and Cartridges can roll many of the same stat types found on KongMu Gear. The following stats have been observed on Console Equipment pieces:
Stat | Category | Notes |
|---|---|---|
ATK | Offensive | Available as flat value or percentage |
HP | Defensive | Available as flat value or percentage |
DEF | Defensive | Available as flat value or percentage |
CRT Rate | Offensive | Critical hit probability |
CRT DMG | Offensive | Critical hit damage multiplier |
Elemental DMG Bonus | Offensive | Per-element bonus (CosmosAnimaIncantationChaosPsycheLakshana) |
Energy Regen | Utility | Ultimate energy charge rate |
Break Intensity | Offensive | Speed of depleting enemy break meters |
The full NTE equipment system is sometimes referred to collectively as KongMu in marketing materials, but within the game itself, KongMu specifically refers to the Disks and Drive Blocks system. Console Equipment (Modules and Cartridges) is a separate layer. Some community guides and translated sources use "KongMu" broadly to mean all equipment, which can cause confusion. This wiki treats them as two distinct systems:
KongMu Gear = Disks (2 slots) + Drive Blocks (4 slots). Covered in the Disks and Drive Blocks article.
Console Equipment = Modules + Cartridges arranged on a spatial grid. Covered in this article.
Neverness to Everness launches globally on April 29, 2026. The information in this article is based on data from pre-release beta tests (including the Co-Ex Test) and community databases such as. Specific Cartridge set bonus descriptions, exact stat ranges, enhancement mechanics, and grid size progression details will be added after the global launch when full in-game data becomes available.
Twelve Cartridge sets are currently catalogued. Each grants an Epic-tier 2-piece bonus and a Legendary-tier 4-piece bonus. The list below summarizes every set and links to the full article for each.
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 |