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Type IV Vertical
April 22, 2026 at 04:40 PM
Added Type IV Vertical module page with shape, fixed stat progression, sub-stat pool, rarity icons, and farming notes
Type IV Vertical is a Module piece in Neverness to Everness. Modules are the generic, stat-only half of Console Equipment, and they sit alongside named Cartridges on a character's Console grid. Each Module fills a fixed number of grid cells in a fixed shape, and contributes flat stat value to the character. Modules do not grant set bonuses; that is the role of Cartridges. Modules are the part of the loadout that pads out raw stats and squeezes value out of every spare grid cell.

Type IV Vertical is a Type IV module. A standing one-column, four-cell strip that fills four stacked cells in the Console grid. The internal shape code in the game data is Shu4, which identifies its specific cell layout among all Module variants.
Type IV Vertical occupies 4 cells on the Console grid. 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. Picking the right Module type is part of the spatial puzzle that defines Console builds: a single Type IV piece often outvalues two Type II pieces in raw stats, but only if the build can spare four contiguous cells in the right shape.
Property | Value |
|---|---|
Module Type | Type IV |
Grid Cells | 4 |
Shape Code | Shu4 |
Fixed Stats | 2 |
Sub-Stat Slots | 4 |
Max Level | Lv. 20 |
Every Module piece carries two fixed stats, ATK and HP, that scale linearly between Level 1 and the maximum Level 20 enhancement. The values below are the standard fixed-stat range for any Type IV module, regardless of shape variant.
Fixed Stat | Level 1 | Level 20 |
|---|---|---|
ATK | 16 | 84 |
HP | 224 | 1120 |
Type IV Vertical rolls 4 sub-stats independently of its fixed ATK and HP. Sub-stat lines come from the shared Module pool, and roll values are the same as on every other Module. Higher rarity pieces start with stronger initial sub-stat values and gain more meaningful upgrades on enhancement.
Sub-Stat | Type |
|---|---|
ATK | Flat or percentage core stat |
HP | 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 IV Vertical 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.
Icon | Rarity | Rank | Role |
|---|---|---|---|
| 3-Star | B-Rank | Early-game placeholder; minimal sub-stat depth. |
| 4-Star | A-Rank | Mid-progression piece; viable for most non-endgame content. |
| 5-Star | S-Rank | Endgame target; highest fixed-stat ceiling and largest sub-stat ranges. |
Type IV Vertical is farmed through 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. Lower-rarity duplicates are not wasted: they feed into enhancement to push keeper pieces toward Level 20.
Largest standard module; vertical 4-cell column with the highest flat-stat ceiling per piece. The decision to slot Type IV Vertical comes down to two factors: whether the build needs the raw stat value of a Type IV piece, and whether the Console grid actually has a 4-cell gap in this exact shape. Builds that already use a full four-piece Cartridge set typically have only a few cells left for Modules, which makes shape compatibility more important than raw stat ceiling.
Modules and Consoles: full overview of the Console Equipment system, the grid mechanic, and how Modules and Cartridges fit 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 Modules feed into the reaction-driven Esper Cycle loop.