- 2
- Lakshana DMG +10%.
- 4
- Increases Crit Chance by 14%. Team triggering Remora or Stain increases the bonus to 14% for 20s.
Equipment & Gearing
How NTE's console gear actually works — Modules are the tetromino-shaped pieces you slot onto the grid, Cassette suits are the 2-piece / 4-piece set bonuses they unlock. Every suit effect below is quoted straight from the game, with the geometries each one needs and the espers that want it.
In this guideHow console gear works — Modules, Cassette suits and stat priority. Browse live rolls and full effect text on the database pages.
- Every suit, live rollsCartridges →
- Every module shapeModules →
- How damage adds upDamage Formula →
How gearing works
Each esper has a console grid. You slot Modules onto it — small pieces shaped like 2-, 3- or 4-cell tetrominoes that carry one main stat and several sub-stats. Every Module also belongs to a Cassette suit. Equip enough Modules of the same suit and you unlock that suit's set bonus.
2-piece bonus
Two Modules of the same suit. Almost always a flat +10% element DMG (or +15% DEF / +10% HP on the support suits).
4-piece bonus
All four suit pieces. This is the real payoff — DEF ignore, off-field crit stacking, reaction shred. It's what defines the build.
Geometry matters
Each suit is sold in four fixed shapes. They have to physically fit on the grid, so the L- and Z-bends turn gearing into a packing puzzle.
Suit effect text below is quoted verbatim from the in-game cassette data. The “best for” tags are taken from each esper's own build guide — nothing here is invented.
Cassette suits
All 12 suits in the game, with their exact 2-piece and 4-piece effects, the four Module shapes that build them, and which espers run them.
- 2
- Cosmos DMG +10%.
- 4
- Ignores 25% of enemies' DEF for 20s after the wearer casts Ultimate. Effect does not stack.
- 2
- Anima DMG +10%.
- 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.
- 2
- Incantation DMG +10%.
- 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.
- 2
- Chaos DMG +10%.
- 4
- Ignores 12% of enemies' Chaos Resistance. Ignores 24% of enemies' Chaos Resistance for 20s after the wearer participates in Nova or Scorch reactions.
- 2
- Psyche DMG +10%.
- 4
- Increases wearer's DMG by 18%. The bonus becomes 36% against units affected by Nova or Stain.
- 2
- ATK +10%.
- 4
- Increases wearer's ATK by 25% for 20s after casting a Skill.
- 2
- Mental DMG +10%.
- 4
- Grants wearer a 12% Mental DMG Bonus per Basic Attack, up to 3 stacks. Each stack lasts 6s.
- 2
- DEF +15%.
- 4
- Increases wearer's shields by 20%.
- 2
- HP +10%.
- 4
- Increases wearer's Healing Bonus by 20%.
- 2
- Charge Efficiency +12%.
- 4
- Increases all allies' ATK by 15% for 20s after the wearer casts Ultimate. Effect does not stack.
- 2
- HP +10%.
- 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.
Modules & geometry
The 12 Module shapes, grouped by how many grid cells they take. A full 4-piece suit is one Module of each of its listed geometries — fit them together and the bonus turns on. Browse every roll on the Module list.
Type II — 2 cells
2The smallest modules. Easiest to fit, so they usually carry your most flexible sub-stats.
Type III — 3 cells
6Straight lines and the four L-bends. The L-shapes (ZhiJiao) are what make grid arrangement a puzzle.
Type IV — 4 cells
4The biggest footprints and the strongest stat ceilings. Plan the grid around these first.
Stat priority by role
A starting template per role, derived from the suit designs and the published character guides. When a character's own guide gives a different order, trust the guide — these are defaults, not absolutes.
Main / Sub-DPS
CRIT Rate / CRIT DMG → ATK% → matching Element DMG → flat ATK
Balance CRIT Rate against CRIT DMG, then pile on your element's DMG bonus. The element-track suits (Lost Radiance, Diabolos, Street Boxer…) all gate their best line behind dealing that element's damage.
Buffer / Enabler
Energy Recharge / ATK% → CRIT (if they hit) → element DMG
Off-field amplifiers (Fireflies, Crimson) reward uptime, not raw stats — prioritise getting their stacks rolling and keeping the team's reaction up.
Shielder / Tank
DEF% → HP% → flat DEF
Kingdom's Guard scales its 4-piece shield boost off DEF, so DEF% beats HP% on most shielders.
Healer / Sustain
HP% → Healing Bonus → Energy Recharge
Thea's Night Tavern stacks HP and Healing Bonus; healers rarely need offensive stats unless their guide says otherwise.
What this guide doesn't claim
- Farm sources aren't in the cassette data — there's no “this suit drops here” table to quote, so we don't guess one.
- Per-level stat scaling curves exist in the data but aren't reproduced here; the Cartridge list shows live rolls.
- No tier ranking of suits. The 4-piece effects are situational by element and role, not strictly better-than each other.
Suit effects and module geometries are read directly from game data. Stat templates and the “best for” mapping come from the character build guides on this site.