Loading...
Modules
April 22, 2026 at 06:17 PM
Created standalone Modules overview page with Type classification, shape families, 12-piece index table, rarity tiers, sub-stat pool, and grid-planning strategy
Modules are the generic, stat-only half of Console Equipment in Neverness to Everness. Each Module piece fills a fixed number of grid cells in a fixed shape on a character's Console grid, and contributes flat stat value. Unlike named Cartridges, Modules do NOT grant set bonuses. Their role in the loadout is to pad out raw stats and squeeze value out of every grid cell the Cartridge set does not already cover.
Twelve Module shape variants are currently catalogued across three size classes: Type II (2 cells), Type III (3 cells), and Type IV (4 cells). Every Module carries two fixed stats (ATK and HP) plus up to four sub-stat rolls, and can be enhanced from Level 1 to Level 20. Higher rarity pieces start with stronger values and gain more meaningful upgrades on enhancement.
Modules are classified by the number of grid cells they occupy. Larger Modules contribute more raw stat value per piece, but they take up more grid space and leave less room for additional Modules and Cartridges. The table below summarises the fixed-stat range at maximum enhancement (Level 20) for each Type.
Type | Grid Cells | ATK (Lv 20) | HP (Lv 20) | Role |
|---|---|---|---|---|
Type II | 2 | 42 | 560 | Smallest Module; best for filling thin gaps the larger pieces cannot fit. |
Type III | 3 | 63 | 840 | Mid-sized Module; balances stat value and grid flexibility. The most versatile Type. |
Type IV | 4 | 84 | 1120 | Largest standard Module; highest flat stats per piece but requires four contiguous cells. |
Each Type comes in multiple shape variants. Type II and Type IV have horizontal and vertical straight strips, Type III additionally has four L-shape rotations, and Type IV additionally has two Z-shape variants. The shape, not just the size, determines where a piece can actually fit on the grid.
The twelve Module variants fall into three shape families. Straight strips are the easiest to fit along the edges of the grid. L-shapes and Z-shapes are only useful when the grid has a matching angled gap, which usually appears after a four-piece Cartridge set has been placed. Choosing the right shape family is the core of Console grid planning.
Horizontal and Vertical strips: 1-row or 1-column pieces in Type II, III, and IV. Six variants in total. The default fillers for straight gaps.
L-Shape (Type III only): Four right-angle rotations of the three-cell L-tromino, labelled A through D. These fit into corners and angled gaps that straight strips cannot reach.
Z-Shape (Type IV only): Two variants (A and B) of the four-cell Z-tetromino, covering both mirror orientations. Useful for filling offset gaps that straight or L-shaped pieces cannot cover.
Every Module drops in three rarity tiers. Higher rarity Modules roll higher base values for the fixed ATK and HP stats, gain stronger sub-stat ranges, and reach higher final values when fully enhanced. The intended endgame loadout uses 5-Star pieces in every Module slot, with 4-Star pieces serving as a strong intermediate option and 3-Star pieces as early-game placeholders or enhancement fodder.
Rarity | Rank | Role |
|---|---|---|
3-Star | B-Rank | Early-game placeholder; minimal sub-stat depth. Most useful as enhancement fodder once better pieces drop. |
4-Star | A-Rank | Mid-progression piece; viable for most non-endgame content while the player chases 5-Star pieces. |
5-Star | S-Rank | Endgame target; highest fixed-stat ceiling and largest sub-stat ranges. The final loadout on an optimized character uses 5-Star pieces in every Module slot. |
Twelve Module shape variants are currently catalogued. Each row links to the full article for that Module with its stat progression, sub-stat pool, rarity icons, and farming notes. The Shape Code column shows the internal name the game uses for that shape; it is useful for identifying pieces in screenshots or item lists.
Module | Type | Cells | Shape Code | Stats (Lv 20) |
|---|---|---|---|---|
Type II | 2 | Hen2 | ATK 42 / HP 560 | |
Type II | 2 | Shu2 | ATK 42 / HP 560 | |
Type III | 3 | Hen3 | ATK 63 / HP 840 | |
Type III | 3 | Shu3 | ATK 63 / HP 840 | |
Type III | 3 | ZhiJiao1 | ATK 63 / HP 840 | |
Type III | 3 | ZhiJiao2 | ATK 63 / HP 840 | |
Type III | 3 | ZhiJiao3 | ATK 63 / HP 840 | |
Type III | 3 | ZhiJiao4 | ATK 63 / HP 840 | |
Type IV | 4 | Hen4 | ATK 84 / HP 1120 | |
Type IV | 4 | Shu4 | ATK 84 / HP 1120 | |
Type IV | 4 | Z3 | ATK 84 / HP 1120 | |
Type IV | 4 | Z4 | ATK 84 / HP 1120 |
Every Module piece carries two fixed stats and four sub-stat slots, regardless of Type or shape. The fixed stats are always ATK and HP, and their values scale linearly between Level 1 and the Level 20 cap. The sub-stats are randomized when the piece drops and roll from a shared pool that is the same across every Module in the game.
Sub-stat pool shared across all Modules:
Sub-Stat | Type |
|---|---|
HP | Flat or percentage core stat |
ATK | Flat or percentage core stat |
DEF | Flat or percentage core stat |
CRIT Rate | Critical stat |
CRIT DMG | Critical stat |
Anima DMG | Elemental damage bonus |
Chaos DMG | Elemental damage bonus |
Cosmos DMG | Elemental damage bonus |
Incantation DMG | Elemental damage bonus |
Lakshana DMG | Elemental damage bonus |
Psyche DMG | Elemental damage bonus |
Essentia | Reaction and Cycle stat |
Type II pieces (both Horizontal and Vertical) also surface additional main-stat lines covering Essentia and the Cycle DMG family (Serenade, Resonance, Elegy, and generic Cycle DMG), each ranging up to 21% at Level 20. These extra stat lines make Type II the specialist Module type for builds that lean into the Esper Cycle System and reaction-heavy teams.
Modules 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. Module rolls are randomized when each piece drops, so multiple runs are normally needed to land a Module with desirable sub-stats for the intended carry.
Duplicate pieces are not wasted. Lower-rarity copies of a keeper Module feed into enhancement, which is the primary way to push a 5-Star piece from its drop value to the full Level 20 cap. Stockpiling fodder Modules during stamina runs is a routine part of Console gearing.
Picking Modules is a spatial puzzle rather than a pure stat chase. The Console grid is finite, the Cartridge set usually reserves four contiguous cells in a specific shape, and the remaining cells are often irregular. The right Module decisions depend more on grid shape than on raw stat value.
Plan around the Cartridge first. The Cartridge 4-piece shape is fixed. Figure out which cells the Cartridge set occupies, then fill the remainder with Modules that match those gaps.
Prefer larger Modules where they fit. A single Type IV piece contributes more ATK and HP than two Type II pieces together. Use the bigger pieces first and fall back to smaller ones for irregular gaps.
Use angled pieces only for angled gaps. L-Shape and Z-Shape variants are not generally stronger than straight strips. They are only the right pick when the grid has a matching angled gap.
Type II for reaction builds. The extra Essentia and Cycle DMG stat lines on Type II pieces make them worth slotting on characters who rely on the Esper Cycle and reaction loops, even when Type III would otherwise fit.
Chase sub-stats, not pieces. Two pieces of the same Module can have very different value depending on sub-stat rolls. A 5-Star piece with bad rolls is often weaker than a 4-Star piece with ideal rolls.
Modules and Consoles: broader overview of the Console Equipment system, including the grid mechanic and how Modules and Cartridges work together.
Cartridges: the named, set-bonus half of Console Equipment that sits alongside Modules.
Equipment Enhancement: the parallel KongMu equipment system covering Disks and Drive Blocks.
Combat System: how stat increases from Modules translate into damage, survivability, and reaction uptime in fights.
Esper Cycle System: how Essentia and Cycle DMG stats from Type II Modules feed into the reaction-driven Esper Cycle loop.
Tier List: character rankings to help decide which Esper to build Modules for first.