Full list of Neverness to Everness modules — the stat pieces you slot into a cartridge's grid. Each module has a fixed geometry (its tetris-style shape) and a pool of main and sub stats that re-roll at every rarity. Pick modules whose shape fits your cartridge and whose stat pool matches what your Esper needs.

Geometry — fitting modules into a cartridge

Every module has a geometry code (Hen2, Shu2, Hen3, ZhiJiao4, Z3, and so on) that describes which cells it occupies. Cartridges list a set of required geometries; a module only slots into a cartridge whose grid accepts its shape. Mix sizes carefully — a single large module locks more cells than two smaller ones combined.

Rarities and stat rolls

Modules drop in blue (3★), purple (4★) and orange (5★) variants. Higher rarity rolls more sub-stat lines and pushes base and max values upward. Each variant rolls its base and sub stats from the module's own pool — ATK, HP, Essentia, cycle DMG by element, and reaction bonuses are the most common categories.

Frequently asked questions

Are modules and cartridges the same thing?
No. A cartridge is the equipment set that carries the 2-piece and 4-piece set effects and defines the geometry grid. Modules are the individual pieces you slot into that grid — they hold most of the raw stats. You pick a cartridge for its set bonus, then fill it with modules of the right shapes and stat pool.
Which rarity should I aim for?
5★ orange modules are the endgame target — more sub-stat lines and higher stat ceilings than purple or blue variants. Purple (4★) modules are a solid stop-gap while you farm 5★ pieces; blue (3★) is only useful early.