Neverness to Everness Cartridge List

Cartridge List

Browse all Cartridges — console gear with 2-piece and 4-piece suit bonuses.

12 results
12 Cartridges total
Crimson: Twin Butterflies blueCrimson: Twin Butterflies purpleCrimson: Twin Butterflies orange

Crimson: Twin Butterflies

3★4★5★

Epic (2): Incantation DMG +10%.

Legendary (4): 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.

Devil's Blood: Curse blueDevil's Blood: Curse purpleDevil's Blood: Curse orange

Devil's Blood: Curse

3★4★5★

Epic (2): Psyche DMG +10%.

Legendary (4): Increases wearer's DMG by 18%. The bonus becomes 36% against units affected by Nova or Stain.

Diabolos blueDiabolos purpleDiabolos orange

Diabolos

3★4★5★

Epic (2): Chaos DMG +10%.

Legendary (4): Ignores 12% of enemies' Chaos RES. Ignores 24% of enemies' Chaos RES for 20s after the wearer participates in Nova or Scorch reactions.

Fireflies and the Forest blueFireflies and the Forest purpleFireflies and the Forest orange

Fireflies and the Forest

3★4★5★

Epic (2): Anima DMG +10%.

Legendary (4): 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.

Kingdom's Guard blueKingdom's Guard purpleKingdom's Guard orange

Kingdom's Guard

3★4★5★

Epic (2): DEF +15%.

Legendary (4): Increases wearer's shields by 20%.

Lost Radiance blueLost Radiance purpleLost Radiance orange

Lost Radiance

3★4★5★

Epic (2): Cosmos DMG +10%.

Legendary (4): Ignores 25% of enemies' DEF for 20s after the wearer casts Ultimate. Effect does not stack.

Quiet Manor blueQuiet Manor purpleQuiet Manor orange

Quiet Manor

3★4★5★

Epic (2): Mental DMG +10%.

Legendary (4): Grants wearer a 12% Mental DMG Bonus per Basic Attack, up to 3 stacks. Each stack lasts 6s.

Shadow Creed blueShadow Creed purpleShadow Creed orange

Shadow Creed

3★4★5★

Epic (2): ATK +10%.

Legendary (4): Increases wearer's ATK by 25% for 20s after casting a Skill.

Speedy Hedgehog blueSpeedy Hedgehog purpleSpeedy Hedgehog orange

Speedy Hedgehog

3★4★5★

Epic (2): Charge Efficiency +12%.

Legendary (4): Increases all allies' ATK by 15% for 20s after the wearer casts Ultimate. Effect does not stack.

Street Boxer blueStreet Boxer purpleStreet Boxer orange

Street Boxer

3★4★5★

Epic (2): Lakshana DMG +10%.

Legendary (4): Increases Crit Chance by 14%. Team triggering Remora or Stain increases the bonus to 14% for 20s.

Thea's Night Tavern blueThea's Night Tavern purpleThea's Night Tavern orange

Thea's Night Tavern

3★4★5★

Epic (2): HP +10%.

Legendary (4): Increases wearer's Healing Bonus by 20%.

Tiny Big Adventure blueTiny Big Adventure purpleTiny Big Adventure orange

Tiny Big Adventure

3★4★5★

Epic (2): HP +10%.

Legendary (4): Increases wearer's Max HP by 4% when taking damage, up to 10 stacks. Each stack lasts 10s. Casting Ultimate instantly grants 10 stacks.

Full Neverness to Everness cartridge list. Cartridges are equipment sets you slot onto your Espers — each one bundles a 2-piece and 4-piece set effect plus a geometry grid that defines which modules fit inside it. Browse every cartridge with its set effects, required module shapes, and the stat pools rolled at each rarity.

How cartridge set effects work

Each cartridge has a 2-piece and a 4-piece bonus that activate as you equip more copies of the same set on a single Esper. The 2-piece is usually a flat damage or stat increase; the 4-piece is a stronger conditional effect tied to the cartridge's element or mechanic. Pick the cartridge whose 4-piece matches the Esper's playstyle, not just its main stat.

Rarities and stat pools

Cartridges drop in blue (3★), purple (4★) and orange (5★) variants. Higher rarity rolls more sub-stat lines and pushes both base and max values upward — orange variants are the endgame target. Each variant rolls its main and sub stats from a fixed pool defined per cartridge; the detail page lists the exact pool so you can plan a build before farming.

Modules and the geometry grid

Every cartridge exposes a list of required module geometries (shapes like Shu2, Hen3, ZhiJiao4, Z3). Those are the module shapes you can slot to fill the cartridge's grid. Modules carry the bulk of the actual stat lines; the cartridge sets the bonus framework around them.

Frequently asked questions

Are cartridges the same thing as modules?
No. Modules are the individual stat pieces with a fixed shape (geometry) that you slot into a cartridge's grid. The cartridge defines the 2-piece and 4-piece set effects and dictates which module shapes can be inserted. You build a loadout by choosing a cartridge, then filling its grid with modules of the matching geometries.
Which rarity should I farm?
5★ orange variants are the long-term goal — they roll the most sub-stat lines and have the highest stat ceilings. Purple (4★) is a solid mid-game placeholder. Blue (3★) is mainly useful while you are still levelling and short on materials.