NTE Modules and Consoles: Cartridge Sets Explained

If Arcs are NTE’s weapons, Modules are its gear. They slot into a character’s Console — a grid you fill with shaped pieces — and they are farmable, which makes them the part of a build you actually control.

Two kinds of Module

  • Cartridge sets — 12 of them, each with a 2-piece bonus and a stronger 4-piece effect, exactly like set gear in other RPGs
  • Type Modules — 12 geometric pieces that provide flat stats (roughly ATK 63 / HP 840 at the top grade) and fill the awkward gaps in the grid

The common beginner question — do cartridges need to match? — is answered by the set bonuses: you need the same cartridge set on 2 or 4 slots to activate its bonus. Type pieces do not need to match anything; they are stat filler.

The 12 cartridge sets

Values below are cross-checked between the two public NTE databases, which agree on every entry.

Set2-piece4-piece
Lost RadianceCosmos DMG +10%Ignores 25% of enemy DEF for 20s after your Ultimate (does not stack)
Fireflies and the ForestAnima DMG +10%CRIT DMG +8% per stack (max 7) when nearby enemies take Anima damage; works off-field
Crimson: Twin ButterfliesIncantation DMG +10%ATK +6% per stack (max 6) when nearby enemies take Incantation damage
Street BoxerLakshana DMG +10%CRIT Rate +14%, plus another +14% for 20s when the team triggers Remora or Stain
DiabolosChaos DMG +10%Ignores 12% Chaos RES, rising to 24% for 20s after Nova or Scorch
Devil’s Blood: CursePsyche DMG +10%DMG +18%, doubled to +36% against enemies affected by Nova or Stain
Quiet ManorMental DMG +10%Mental DMG +12% per Basic Attack, up to 3 stacks of 6s
Shadow CreedATK +10%ATK +25% for 20s after casting a Skill
Speedy HedgehogCharge Efficiency +12%All allies gain ATK +15% for 20s after your Ultimate (does not stack between users)
Thea’s Night TavernHP +10%Healing Bonus +20%
Tiny Big AdventureHP +10%Max HP +4% per hit (max 10 stacks of 10s); Ultimate grants 10 stacks instantly
Kingdom’s GuardDEF +15%Shields +20%

Notice how many sets reference reactions

Street Boxer, Diabolos and Devil’s Blood: Curse all pay out extra when your team triggers Remora, Stain, Nova or Scorch. That is not a coincidence — Module sets are designed to reward teams that respect the Esper Cycle. Building a reaction-consistent team makes your gear numerically better, not just prettier.

What to farm for each role

RoleSetWhy
Cosmos carry (Shinku, Chiz, Esper Zero, Mint)Lost RadianceFlat DEF ignore after Ultimate is the biggest damage window in the game
Anima carry (Nanally, Jiuyuan)Fireflies and the ForestStacks off-field, so it works even in a swap-heavy rotation
Incantation carry (Zankou, Baicang)Crimson: Twin ButterfliesStacking ATK off your own element damage
Chaos carry (Lacrimosa, Daffodill)DiabolosPairs directly with Nova and Scorch, which a Chaos team triggers anyway
Psyche damage (Aurelia) or Nova teamsDevil’s Blood: CurseThe +36% conditional is the largest single multiplier on the list
Support (Sakiri, Haniel)Speedy HedgehogTeam-wide ATK on Ultimate; the classic buffer set
Survival (Fadia, Edgar, Adler)Kingdom’s Guard or Thea’s Night TavernShield scaling or healing bonus depending on the character’s kit

Where Modules come from

Modules drop from repeatable content rather than the gacha, and Version 1.3 rebuilt the upgrade path around that: the notes list a streamlined upgrade flow for Characters, Arcs, Consoles and Modules, plus better in-game guidance for acquiring Ascension items when you are short. Use that in-game pointer — it stays current across versions in a way that any list published on a fan site does not.

Build order

  1. Get any 4 matching cartridges before optimising sub-stats — the 4-piece is where the power is
  2. Fill remaining slots with Type Modules for flat ATK/HP
  3. Only then start re-rolling for better pieces
  4. Finish one character’s Console before starting the next — see the best teams guide for who deserves it first
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