Glossary Neverness to Everness

Official terms of Neverness to Everness: 6 elements, 5 Arc Types, currencies and mechanics in 5 languages.

6 Elements

Cosmos
Anima
Incantation
Chaos
Psyche
Lakshana

5 Types (Arc compatibility)

Every character belongs to one Type (I–V) and can only equip Arcs of the same Type.

Solid Liquid Plasma Gas Condensate

Terms

Neverness to Everness (NTE)
Neverness to Everness (NTE) is Hotta Studio and Perfect World's open-world urban ARPG-gacha; each region markets it under a different local name — the Japanese nickname is Nebaeba, the Korean release is called 이환 (Ihwan), and the Taiwan client uses the traditional-script title 異環. Built on Unreal Engine 5, it blends open-world city-life systems — driving, fishing, housing and a spread of minigames — with a gacha combat roster of 22 playable characters spanning 6 Esper elements. One spelling detail matters: the Taiwan client always uses the Traditional-script title 異環, never a Simplified-script variant of it.
Cosmos
Cosmos is one of the 6 Esper elements, sitting on the wheel between Anima and Lakshana. In wheel order the six run Cosmos → Anima → Incantation → Chaos → Psyche → Lakshana and loop back to Cosmos, so each element reacts only with its two neighbors. Cosmos therefore drives Blossom (paired with Anima) and Remora (paired with Lakshana), the two Duo reactions on its side of the wheel.
Anima
Anima is one of the 6 Esper elements, wheel-adjacent to Cosmos and Incantation; note its internal data codename is 'Nature' even though the display name is Anima. Sitting between Cosmos and Incantation on the wheel, Anima feeds two Duo reactions — Blossom (with Cosmos) and Hexed (with Incantation). The Nature codename is why searching the raw data for 'Anima' can come up empty even though the in-game display always reads Anima.
Incantation
Incantation is one of the 6 Esper elements, wheel-adjacent to Anima and Chaos. Between Anima and Chaos on the wheel, Incantation powers two Duo reactions — Hexed (with Anima) and Scorch (with Chaos). Its in-game element glyph is the Han character 咒, and it is one of the six types every one of the 22 playable characters is locked to exactly one of.
Chaos
Chaos is one of the 6 Esper elements, wheel-adjacent to Incantation and Psyche. Between Incantation and Psyche on the wheel, Chaos anchors two Duo reactions — Scorch (with Incantation) and Nova (with Psyche) — and when a target carries both at once they feed the Discord Trio. Its in-game element glyph is the Han character 暗.
Psyche
Psyche is one of the 6 Esper elements, wheel-adjacent to Chaos and Lakshana; note a separate 'Mental DMG' damage type (the burst damage Nova deals) is not the same as the Psyche elemental bonus. Between Chaos and Lakshana on the wheel, Psyche drives Nova (with Chaos) and Stain (with Lakshana). Because Nova's burst is filed as Mental DMG, gear that raises the Psyche element bonus does not automatically raise that burst — the two are tracked as separate damage channels.
Lakshana
Lakshana is one of the 6 Esper elements, wheel-adjacent to Psyche and Cosmos. Between Psyche and Cosmos on the wheel, Lakshana closes the loop and powers two Duo reactions — Stain (with Psyche) and Remora (with Cosmos). Its in-game element glyph is the Han character 相, and like the other five it is fixed per character rather than swappable.
Esper Ability / Esper Type
Esper Ability is NTE's elemental/supernatural power system — every character wields an Esper Ability belonging to one of the 6 element types. Across the current roster of 22 playable characters — 16 at S rarity and 6 at A — each is permanently bound to a single Esper type, so element is a fixed identity rather than something you re-roll on the character. Team-building is largely about which elements sit next to each other on the wheel and therefore react.
Esper Cycle
Esper Cycle is the core elemental reaction mechanic: pairing wheel-adjacent elements triggers a Duo reaction, and chaining two same-group Duos triggers a Trio; all 8 named reactions in this glossary are Esper Cycle outputs. The full output list is 6 Duo reactions (Blossom, Nova, Scorch, Hexed, Stain, Remora) plus 2 Trio reactions (Charge, Discord) — 8 named reactions in all. How hard each one hits scales off the Cycle Intensity stat rather than raw ATK, which is why reaction teams stack Cycle Intensity over standard damage stats.
Console
Console is the 7×7 tetromino equipment board every character has, where Modules are placed to build their stat layout. Crucially the 7×7 layout is not shared — each character has their own board shape, with 20 distinct boards stored in the equipment data, so a Module that fits one character's Console may not fit another's. Filling cells is how you both raise stats and satisfy the geometric conditions that switch Suit set bonuses on.
Module
Module is the tetromino-shaped piece placed on the Console board; there are 74 total, split into 38 Core modules and 36 Shape modules (12 shapes across 3 rarities). The 36 Shape modules break down as 12 distinct tetromino shapes each existing at 3 rarities (B / A / S), while the 38 Core modules are the ones that actually carry combat stats. You mix the two on the board — Cores for numbers, Shapes to fill geometry and complete Suit conditions.
Core
Core is the module type that carries a large main stat plus 4 substats and decides which Suit is active — there are 38 Cores in total (paired with 36 Shape modules that only fill grid geometry). A key trait of Core substats: they have no min-max roll range like relic systems elsewhere. The roll only decides which substat TYPE you get from a pool of 11 (HP, ATK, DEF, CRIT Rate, CRIT DMG and six damage-up types); the value itself is fixed by a level curve, so upgrading is about hitting the right types, not re-rolling for high numbers. ⚠ GameVika articles use "Core" as the single consistent name for this piece — some community sources call the same piece "Cartridge"; we standardize on "Core" to avoid clashing with "Suit" (the set-bonus term).
Suit / Set
Suit (Set) is one of 12 module sets, activated by meeting geometric shape conditions on the Console board at the Epic [2] and Legendary [4] thresholds — for example Diabolos or Street Boxer. Each of the 12 Suits gives a 2-piece Epic bonus and a stronger 4-piece Legendary bonus. Diabolos illustrates the pattern: [2] grants +10% Chaos DMG, and [4] ramps Chaos resistance penetration from 12% up to 24% while the wearer is taking part in a Nova or Scorch reaction — so set value is tied to which reactions your team actually runs.
Arc
Arc is NTE's weapon system — 47 Arcs in total (26 S / 16 A / 5 B), pulled through the 'Arc Research' gacha; its internal data codename is 'Fork'. Note: the ZH-TW community sometimes lumps 弧盤 together with the drive/module system in SEO clusters — on-page these should stay separate, since 弧盤 refers only to weapons. Each Arc levels through 6 breakthrough tiers and can be raised to a maximum of 5 refinement stars, with the star value read off a buff curve (188 buff lines are stored across the Arc data). Pulls come from the Tri-Key 'Arc Research' pool, which runs a hard pity at 80 rolls and carries that pity across every Limited Issue.
Awakening
Awakening is the character constellation/eidolon system, with 6 levels plus bonus milestones at Awaken 3 and 6 where Resonance effects unlock. Awakening is a separate track from a character's level and breakthrough: leveling raises the base cap (20 up to 80 across 7 breakthrough tiers, 0–6), while Awakening 1–6 layers on the constellation-style upgrades. The bonus milestones at Awaken 3 and 6 are where the two Resonance effects switch on.
Resonance
Resonance is the special effect unlocked at Awakening milestones 3 and 6. There are exactly two Resonance effects per character, stored in the data as resonance_3 and resonance_6, and they are the payoff that makes Awakening levels 3 and 6 the sought-after breakpoints. Every other Awakening level gives smaller stat or skill upgrades by comparison.
Bond
Bond is the affection/relationship system with characters — Bond Level, Bond Quests and gifts — spanning 49 role bonds and 240 possible gifts. The system spans 49 role bonds and a pool of 240 possible gifts held in the gift data — each character has preferred gifts that raise their Bond Level faster, unlocking Bond Quests and story beats. It is a slow, non-combat progression layer rather than a power system.
Anomaly
Anomaly is the supernatural-phenomena framing used for enemies and the bestiary — Anomaly Zones, Anomaly Bosses — covering the game's 35 official bestiary entries. The framing sits on top of the game's enemy roster: 35 official bestiary entries are surfaced for players, drawn from a much larger pool of nearly 400 monster definitions in the raw data, alongside 38 Vision/Anomaly points scattered through the world. Anomaly Zones and Anomaly Bosses are where that content is fought.
Blossom
Blossom is the Duo reaction between Cosmos and Anima: it spawns Vita Buds that each release 5 Vita Pistils pulsing AoE damage every 2 seconds, up to 3 Buds active at once. As the reaction on the Cosmos–Anima edge of the wheel, Blossom's Vita Bud pulses scale off Cycle Intensity, and for this reaction it is the higher-contributing of the two characters whose Cycle Intensity is used. Keeping 3 Buds up means a steady stream of AoE ticks rather than one burst.
Nova
Nova is the Duo reaction between Chaos and Psyche: it inflicts a 5-second Nova status that, on expiry, detonates for massive Mental Damage. Nova sits on the Chaos–Psyche edge and its delayed Mental Damage detonation is one of the two ingredients — the other being Scorch — that a target must carry simultaneously to trigger the Discord Trio. The Diabolos Suit specifically rewards participating in Nova or Scorch reactions.
Scorch
Scorch is the Duo reaction between Chaos and Incantation: it applies a damage-over-time burn for 15 seconds. Scorch sits on the Chaos–Incantation edge and its 15-second burn is the other half of the Discord recipe — a target under both Scorch and Nova at once opens the Discord Trio, which chips away Break value. Because it is a damage-over-time effect, its total output rewards keeping the burn refreshed.
Hexed
Hexed is the Duo reaction between Anima and Incantation: for 12 seconds, the target takes extra follow-up damage equal to 20% of the Anima/Incantation damage it receives. On the Anima–Incantation edge, Hexed makes its 12-second window a follow-up multiplier: the target eats extra damage equal to 20% of the Anima and Incantation damage it takes. For this reaction the benefit is credited to the character dealing the damage, not the higher-contributor rule Blossom uses.
Stain
Stain is the Duo reaction between Psyche and Lakshana: for 12 seconds it increases the target's Psyche and Lakshana damage taken by 50%. On the Psyche–Lakshana edge, Stain is a pure amplifier: for 12 seconds it raises the Psyche and Lakshana damage the target takes by 50%, stacking multiplicatively with a team's own damage buffs. It pairs naturally with any second Psyche or Lakshana dealer to cash in the increased vulnerability.
Remora
Remora is the Duo reaction between Cosmos and Lakshana: it applies a 5-second slow to movement and attack speed that decays over time, and resistance builds up on repeated applications. On the Cosmos–Lakshana edge, Remora is the wheel's control reaction rather than a damage one: the 5-second slow decays over its duration and the target accrues resistance to repeated applications, so it is best used to interrupt a dangerous window rather than as a permanent lock.
Charge
Charge is the top Trio reaction, formed by chaining two Duo reactions from the same reaction group — specifically the Cosmos/Anima/Lakshana group, triggered by landing Blossom then Remora (or the reverse order). It is one of only two Trio reactions in the game. Its official reaction text (ST_ReactionDes) states the effect precisely: each time a Blossom Vita Pistil hits a target that is also affected by Remora, the active character gains +10 Ultimate Energy. Because a Trio needs two Duos from the same group rather than just two wheel-adjacent elements, it demands more deliberate team composition and rotation timing to set up than any single Duo.
Discord
Discord is the bottom Trio reaction: when a target is under both Nova and Scorch simultaneously, it deducts a percentage of that target's Break value. Discord is the second Trio and a dedicated Break-breaker: it only fires when a target is carrying both Nova and Scorch at the same moment, at which point it deducts a percentage of that target's Break value. That makes Chaos-heavy teams — the shared element behind both Nova and Scorch — its natural home.
Vita Bud / Vita Pistil
Vita Bud and Vita Pistil are the objects spawned by the Blossom reaction: a Bud blooms into 5 Pistils that fly toward targets and explode for AoE damage every 2 seconds. These objects exist only while Blossom is active: a Vita Bud blooms into 5 Vita Pistils that home in on targets and burst for AoE damage on a 2-second cadence, and up to 3 Buds can be live at once. Their damage rides the same Cycle Intensity scaling as the Blossom reaction that spawned them.
Break Intensity
Break Intensity boosts Break Damage output; the team shares one Break Damage pool, but each character's own Break Intensity only affects the portion they contribute. The shared-pool wrinkle matters in practice: because Break Damage is pooled across the whole team but each character's Break Intensity only scales their own slice, stacking it on a character who contributes little Break Damage is wasted, while a dedicated breaker wants as much of it as possible.
Break
Break is the stagger gauge mechanic — depleting an enemy's Break gauge staggers it. Depleting an enemy's Break gauge staggers it, opening a window of increased damage and interrupted enemy actions. Break interacts directly with the Discord Trio, which deducts a portion of the target's remaining Break value, and with Break Intensity, which scales how fast the gauge comes down.
Cycle Intensity
Cycle Intensity boosts Esper Cycle reaction damage (for Blossom/Nova/Scorch, the higher-contributing character benefits; for Hexed/Stain, it's the damage dealer); note some UI, such as the Divination buff panel, labels this same stat 'Essentia'. The naming trap is worth flagging twice: the same underlying stat shows as Cycle Intensity in most menus but as 'Essentia' in the Divination buff panel, so a blessing that reads 'Essentia +X%' is boosting your reaction damage. It is the single most important stat for any reaction-focused build. Community datamining (unconfirmed by the official patch notes) suggests Blossom/Nova/Scorch/Remora/Charge/Discord scale roughly as Cycle Intensity / 6, while Stain and Hexed scale as 20×Cycle Intensity / (Cycle Intensity + 180) — treat these as unofficial estimates, not confirmed formulas.
Charge Efficiency
Charge Efficiency speeds up Ultimate Energy generation. Because Charge Efficiency shortens the time between Ultimates, it is prized on characters whose Ultimate is their main source of damage or utility. On a fast rotation it effectively raises total damage by letting a key Ultimate come up more often across a fight, without touching the Ultimate's per-cast numbers.
Ultimate Energy
Ultimate Energy is the resource consumed to cast a character's Ultimate skill. Ultimate Energy fills over the course of a fight through basic actions and skills, and Charge Efficiency governs how quickly it accrues. Once full it is spent in one go to cast the character's Ultimate, then rebuilds from zero — so energy management is a core part of any damage rotation.
Tenacity
Tenacity is a poise-like stat: Tenacity Destroy Efficiency chips it down, while Tenacity Resistance defends against that. Tenacity behaves like a poise or stagger-resistance bar. Two paired stats govern it from opposite sides: Tenacity Destroy Efficiency, which decides how fast an attacker chips the bar down toward a stagger, and Tenacity Resistance, which slows that erosion — relevant on both attacking through enemy poise and surviving enemy stagger pressure.
Penetration
Penetration ignores a portion of the enemy's DEF. Penetration ignores a portion of the enemy's DEF, so more of your raw damage actually lands rather than being absorbed. It scales best against high-DEF targets and stacks alongside — not in place of — CRIT and damage-bonus stats, which is why it appears as one of the six damage-up substat types in the Module pool.
Stamina
Stamina is the exploration resource spent on sprinting, climbing, and dodging — separate from HP. Kept fully separate from HP, Stamina is the traversal resource: it drains while sprinting, climbing and dodging in the open world and refills when you stop. It has no bearing on combat damage, so it matters for exploration pacing rather than build optimization.
Universal DMG Bonus
Universal DMG Bonus is a flat damage bonus that applies to every damage type. Universal DMG Bonus adds to every damage type at once instead of a single element, which makes it reliably useful on any character regardless of their Esper element. That generality is also why it tends to be valued a notch below a matching element-specific bonus on a focused single-element build.
CRIT Rate / CRIT DMG
CRIT Rate and CRIT DMG are the standard critical-hit-chance and critical-damage-multiplier stats. CRIT Rate is your chance to land a critical hit and CRIT DMG is the multiplier applied when one lands, so the two are only useful in tandem — pure CRIT DMG with no Rate rarely triggers, and high Rate with low DMG barely rewards a crit. Balancing the pair is the usual first goal of a damage build.
Riftcrystal
Riftcrystal is the premium currency spent on the character Dice gacha, obtained through paid top-up. Riftcrystal converts into the Dice used to roll the character gacha board, so it is the currency behind every character pull. On a limited board there is no 50/50 step: hitting an S-Class always gives the featured character, and the S-Class rate lands at 1.87% per roll including pity.
Annulith
Annulith is the Stamina-exchange currency (note: displayed as 円石 in Japanese and as 環石 — traditional script — in the Taiwan client). Annulith is the currency you exchange for Stamina, letting you buy back exploration or event runs. The localized names diverge sharply — it shows as 円石 in the Japanese client and as the Traditional-script 環石 in the Taiwan build — so cross-language guides have to map both back to Annulith.
Fons
Fons is the city's everyday soft currency, earned from city activities, vehicle rentals, and races. Fons — written 方斯 in the CJK clients — is the everyday city soft currency, earned from the open-world city-life loops: races, vehicle rentals, and other street activities. It funds the tycoon side of the game (property, furniture, minigame entries) rather than character progression.
Beetle Coin
Beetle Coin is the upgrade/leveling currency; its internal data row key is 'Gold', but the display name is always Beetle Coin — never write 'Gold'. Beetle Coin is the workhorse upgrade currency, spent on leveling characters and gear. The data-vs-display gap is a known trap: the raw row key is 'Gold', but the game surfaces it everywhere as Beetle Coin, so any guide or tool must show Beetle Coin and never the internal 'Gold' label.
Tri-Key
Tri-Key is the currency spent on the Arc (weapon) gacha, 'Arc Research'. Tri-Key funds the 'Arc Research' weapon gacha, a system fully separate from the character Dice board. A single Limited Issue pull opens 10 Arcs at once, the S-Arc rate reaches 4.19% with pity factored in, and a hard pity at 80 rolls guarantees the featured S-Arc while carrying that count across issues.
Oracle Stone
Oracle Stone is the currency spent in the Divination system. Oracle Stone is the fuel for the Divination system, spent to draw Divination Buffs — temporary blessings that boost combat stats such as Cycle Intensity (labeled 'Essentia' inside that very panel). It sits outside the two gacha economies and is earned rather than bought as a premium currency.
Fabricated Dice
Fabricated Dice is the free/basic die rolled on the character gacha board. Fabricated Dice are the free-to-earn dice that let you keep rolling the 73-cell character board without spending premium currency. Rolls with either die share the same pity track: 70 rolls without an S-Class shifts you onto the improved 'Modified' board (about a 19.59% S-Class chance), and roll 90 is a hard guarantee.
Solid Dice
Solid Dice is the premium die rolled on the character gacha board, purchased with Riftcrystal. Solid Dice are the premium dice bought with Riftcrystal, used on the same character board as the free Fabricated Dice. They share the board's pity and guarantee systems — soft pity at 70 and hard pity at 90 — so paying speeds up how fast you burn through pity rather than changing the odds of any single roll.
Apprentice Chest / Journey Together / Slumberland / Roll Again
These are named tiles on the 73-cell Monopoly-style character gacha board — landing on one grants its reward: Apprentice Chest lands 45.93% of the time (0.2% of those are S-class), Journey Together 10.86%, Slumberland 3.15% (chasing the Guardian tile), and Roll Again 1.57%. Beyond these, the highest-value stop is the Hero Chest, which is landed on about 20.07% of rolls and carries a 3% S-Class chance — far richer than the Apprentice Chest's 0.2%. Because pity, Points Gift and the board-modifier all pool across every limited board, tiles you land on early keep their value even after you switch boards.
Points Gift
Points Gift is a guaranteed reward given every 10 rolls on the character gacha board — 20% chance it's a character, 80% chance it's an Arc; some off-rate S-class characters can only be obtained this way. Because Points Gift, pity and the board modifier are all shared across every limited board, the 10-roll counter never resets when you move to a new banner — progress you build chasing one character carries straight over to the next. The 20% character / 80% Arc split is why it is a steadier source of Arcs than of characters.
Divination
Divination is the oracle system that grants Divination Buffs (blessings), fueled by Oracle Stones. Divination is a progression-and-blessing layer fueled by Oracle Stones, handing out Divination Buffs that temporarily raise combat stats. Its buff panel is also the place that labels the Cycle Intensity stat as 'Essentia', so it is worth checking here to understand which reactions a blessing is actually strengthening.
Esper Meter
Esper Meter is the gauge that fills as a character fights, and once full lets them swap in to automatically unleash their Esper Ability, triggering an Esper Cycle reaction against whatever element the enemy is carrying. It fills at different rates depending on the action: Normal Attacks fill it slowly, Skill and Ultimate hits fill it at a moderate rate, Dodge-counters fill it faster, and landing a Parry fills it instantly to full. A full meter shows as the character's portrait glowing on the swap bar, signaling it is ready to trigger.
Cycle Rate
Cycle Rate is a stat that acts as a flat multiplier on Esper Cycle reaction damage, separate from Cycle Intensity — where Cycle Intensity is the main scaling stat most reaction builds chase, Cycle Rate multiplies the final output on top of it, so the two stack together rather than substitute for each other.
Quick guide
GameVika's NTE glossary indexes 50 terms across 8 categories — from the 6-element Esper Wheel to equipment, currency, and gacha vocabulary — each shown with its official name in English, Japanese, Korean, and Traditional Chinese plus a Vietnamese working translation. This guide explains how the categories are organized, which naming traps trip up players moving between languages, and where to go next once a term is understood.

What the Glossary Covers: 50 Terms, 8 Categories

Every term sits in one of eight categories, and the category tells you what kind of confusion it is meant to prevent.

  • Meta (1 term) — the game's own name, since every market calls it something different.
  • Elements (6 terms) — the Esper Wheel: Cosmos, Anima, Incantation, Chaos, Psyche, Lakshana, in wheel order.
  • Reactions (9 terms) — the 6 Duo reactions plus the 2 Trio reactions the wheel produces, plus the Blossom's Vita Bud/Pistil objects.
  • Core systems (7 terms) — Esper Ability, Esper Cycle, Arc, Awakening, Resonance, Bond, Anomaly.
  • Equipment (4 terms) — Console, Module, Cartridge, Suit.
  • Stats (10 terms) — Break Intensity, Break, Cycle Intensity, Charge Efficiency, Ultimate Energy, Tenacity, Penetration, Stamina, Universal DMG, CRIT Rate/DMG.
  • Currency (6 terms) — Riftcrystal, Annulith, Fons, Beetle Coin, Tri-Key, Oracle Stone.
  • Gacha (5 terms) — Fabricated/Solid Dice, the named board cells, Points Gift, Divination.

Naming Traps: Where Display Name and Internal Code Disagree

Five spots in the glossary exist specifically because a display name and something else disagree, and getting them backwards leads to real mistakes.

  • Anima vs Nature — the element displays as Anima, but its internal data codename is Nature; some older community notes and datamined sheets still say Nature.
  • Arc is the weapon, not the equipment board — Arc (the 47-item weapon system) shares a similar-sounding name with the Console/Module equipment board in some community shorthand; they are two separate systems and a build guide that mixes them up is wrong.
  • Riftcrystal vs Annulith — Riftcrystal is the paid currency for the character Dice gacha; Annulith is the stamina/exchange currency. The two get swapped often because both are gem-like premium currencies.
  • Cycle Intensity vs "Essentia" — the same stat appears labeled both ways depending on which in-game screen you are reading; they are not two different stats.
  • Beetle Coin, never "Gold" — the upgrade currency displays as Beetle Coin everywhere in the UI, even though its underlying data key is literally Gold.

Where to Go Next After Looking Up a Term

The glossary explains what a term means; it does not rank characters or list current gacha rates — those live elsewhere.

  • Look up an element or reaction term, then open the team pages to see which characters actually trigger it and the tier list to see how it ranks this patch.
  • Look up an equipment term (Console, Module, Cartridge, Suit), then open the module and set pages for the exact stat curves and geometry conditions.
  • Look up a currency or gacha term, then open the pity page for live rates and the codes page for ways to earn that currency for free.

The 6 Duo + 2 Trio Reactions, How They Actually Chain

The reaction section groups 9 terms, but they split into two tiers that work differently, and mixing them up misreads a combat log.

The 6 Duo reactions each fire between exactly two elements: Blossom (Cosmos + Anima) spawns up to 3 Vita Buds at once, each releasing 5 Vita Pistils that pulse AoE damage every 2 seconds. Nova (Chaos + Psyche) inflicts a 5-second status that detonates for heavy Mental Damage on expiry — pair it with Scorch (Chaos + Incantation), a 15-second burn, and both share Chaos as the common element. Hexed (Anima + Incantation) adds follow-up damage worth 20% of the triggering hit for 12 seconds, while Stain (Psyche + Lakshana) raises the target's Psyche/Lakshana damage taken by 20% for the same 12-second window. Remora (Cosmos + Lakshana) rounds out the six with a decaying slow that builds resistance the more it's reapplied.

Sitting above those are 2 Trio reactions, and they don't need a third element — they need a specific pair of Duo reactions already active. Charge is the offensive Trio: chain two Duo reactions from the same reaction group and it fires. Discord is the defensive-breaking Trio: land Nova and Scorch on the same target at the same time and it deducts a percentage straight off that target's Break value, stacking a stagger tool on top of the burn/detonate pair already in play.

Practical reading: a team built around Chaos naturally sets up Nova+Scorch, which is also the exact pair Discord needs — so a Chaos-heavy comp is worth building toward Discord specifically, not just stacking damage-over-time for its own sake.

The 10 Combat Stats, What Each One Actually Boosts

Ten stats appear across every character and Module sheet, and half of them are easy to mix up with a similarly named neighbor.

Break Intensity and Break are not the same axis: Break is the stagger gauge itself — chip an enemy's Break bar down and it staggers — while Break Intensity only boosts how much Break Damage your own hits contribute to a shared, team-wide Break Damage pool. A high-Break-Intensity character still only affects the slice of damage they personally deal.

Cycle Intensity boosts Esper Cycle reaction damage, but who benefits depends on the reaction: for Blossom, Nova, and Scorch, it's whichever character contributed more to triggering the reaction; for Hexed and Stain, it's specifically the character dealing the follow-up damage. One naming trap sits inside this stat alone — the Divination buff panel labels the exact same stat 'Essentia' instead of Cycle Intensity, so a buff described as boosting Essentia is boosting Cycle Intensity, not a separate resource.

Charge Efficiency speeds up how fast Ultimate Energy fills, and Ultimate Energy itself is simply the resource spent to cast an Ultimate — two different stats that get name-confused because they share the word 'Energy'/'Charge' loosely in community shorthand.

Tenacity works as a pair rather than a single number: Tenacity Destroy Efficiency is the offensive half (how fast an attacker chips a target's poise), Tenacity Resistance is the defensive half (how well a target holds its poise against that). Penetration ignores a flat portion of enemy DEF, Stamina is the exploration resource for sprinting/climbing/dodging — unrelated to HP or combat — and Universal DMG Bonus is the one flat bonus that stacks on top of every damage type rather than one element. CRIT Rate and CRIT DMG close the list as the standard critical-hit pair.

Gacha Vocabulary: Board Tiles, Two Dice, And The Free Guarantee

The 5 gacha terms describe a Monopoly-style board, not a pull button, and 3 of them name real named tiles with real posted odds.

Two dice types move you around the 73-cell board: Fabricated Dice is the free/basic die, while Solid Dice is the premium die bought with Riftcrystal — both land on the same board, they just differ in how they're obtained. Landing on the named tiles pays out per the odds baked into the board itself: Apprentice Chest lands 45.93% of rolls (0.2% of those landings are S-Class), Journey Together lands 10.86%, Slumberland lands 3.15% and chases the separate Guardian tile, and Roll Again lands 1.57% and does exactly what it says — grants another roll rather than a reward.

Points Gift is the one guaranteed-reward term in the list: every 10 rolls on the board, regardless of what tiles you actually landed on, Points Gift fires — 20% of the time it's a character, 80% of the time it's an Arc weapon. A handful of off-rate S-Class characters are only reachable through this guarantee rather than through direct tile odds, which is worth knowing before assuming a character is unobtainable.

Divination is the odd one out — it isn't part of the dice/board loop at all. It's a separate oracle system that spends Oracle Stone currency to grant Divination Buffs, and it's where the Cycle Intensity/'Essentia' naming trap from the stats section above actually shows up in the UI.

Core Systems Beyond Elements: What Awakening, Resonance, Bond, And Anomaly Each Gate

Six terms sit in the core-systems category, and they split into what a character HAS (Esper Ability, Esper Cycle) versus what a character's progression CAN reach (Awakening, Resonance, Bond) versus a separate world mechanic (Anomaly) — treating them as one bucket of 'character stuff' misses which system to open when you actually need to fix something.

Esper Ability (also called Esper Type) is simply which of the 6 wheel elements a character carries; Esper Cycle is the reaction layer built on top of that pairing — the 9 terms in the reactions section above are all part of this system. Arc is the separate weapon system (47 items across S/A/B rarity) equipped alongside a character rather than a stat a character has innately.

Awakening covers a character's 6-tier progression ladder plus 2 extra Resonance milestones (Resonance 3, Resonance 6) — 8 real unlockable steps total, not 6. Bond is the affection/relationship system, tracked separately from combat progression and covering 49 role-bond characters. Anomaly is a world-layer term, unrelated to character builds — it names a category of city content (Vision/Anomaly points) rather than anything on a character sheet.

Console, Module, Cartridge, and Suit make up the equipment side: Console is the 7x7 grid layout itself, Module is the tetromino-shaped piece placed into it, Cartridge is shorthand some sources use for a Module's core variant, and Suit is the set bonus unlocked by satisfying a geometric placement condition rather than a simple piece count.

A Capitalized Term in a Skill Description Isn't Always on This Page — Here's Why

Every term on this page is a system-wide word that means the same thing no matter which character's kit you're reading — Awakening, Bond, Arc, and the rest work identically across the entire roster. Not every capitalized word you'll run into works that way.

  • Several characters have their own uniquely named status effect that only exists inside their own kit — a signature mechanic tied to that one character's skills rather than a rule shared across the roster.
  • Because these named effects only ever apply to the one character who owns them, they don't belong on a system-wide glossary the way Awakening or Bond do — listing them here would suggest they apply broadly when they don't.
  • If a skill description uses a capitalized term you don't recognize and it isn't listed on this page, check that specific character's own detail page first — it's very likely a signature effect unique to their kit, not a missing system term.

This distinction matters when you're comparing two characters: a shared system term (like Awakening) works the same for both, but a signature named effect only tells you something about the one character whose kit it belongs to.

FAQ

Why does each term list 4 official names plus a separate Vietnamese translation instead of one universal name?

Because NTE ships with official localization in English, Japanese, Korean, and Traditional Chinese but not Vietnamese — so those 4 names are the game's own text, while the Vietnamese line is GameVika's own working translation, always shown separately so it is never mistaken for an official name.

What does it mean when a term's 'internal name' differs from its display name?

It means the game's own data files use one codename for a system (for example Nature) while the interface shows a different word to the player (Anima). The glossary flags every case like this so a build guide or community note using the older internal name is not read as a different mechanic.

The glossary doesn't cover my mechanic in enough depth — where else should I look?

The glossary only defines terms; deeper mechanic breakdowns (how Break interacts with a specific boss, how much a Suit's 4-piece bonus actually adds) live on the wiki hub's core-system articles and on the character build pages, which the glossary links out to.

Are the 2 Trio reactions (Charge, Discord) something I unlock separately, or do they just happen automatically?

They just happen automatically, no separate unlock — Charge fires the moment two Duo reactions from the same reaction group chain together, and Discord fires when Nova and Scorch land on the same target at the same time. Neither reaction has a dedicated on/off button or skill tree; the only condition is setting up the right Duo pair through team composition and skill combos.

Why does the currency list separate Riftcrystal, Annulith, Fons, Beetle Coin, Tri-Key, and Oracle Stone instead of just calling them all 'gems' and 'gold'?

Because each one spends into exactly one system and none of them convert into each other: Riftcrystal only spends on the character Dice gacha, Tri-Key only on the Arc gacha, Annulith is the stamina/exchange currency, Fons is the city currency for city-life spending, Beetle Coin is the upgrade currency (even though its data key is Gold), and Oracle Stone only fuels the Divination system. Calling them all 'gems'/'gold' would suggest one type can be exchanged for another, when in reality these 6 ledgers stay fully separate.

Does 'Suit' always mean a 2-piece and 4-piece bonus like the count-based sets in other games?

No — a Suit's bonuses unlock at 2-piece and 4-piece counts, but the underlying condition is geometric, not just item count: modules need to satisfy the set's specific shape/placement rule inside the 7x7 Console grid, not merely occupy 2 or 4 slots. Two players with the same '4-piece' Suit equipped can trigger different effective conditions depending on how those modules are actually arranged on the grid.

If Arc uses S/A/B rarity like characters do, why does the glossary list it as a 'core system' term instead of grouping it with currency or equipment?

Because the glossary's core-systems category groups mechanics that sit above a single character sheet — Arc qualifies because it's an entire parallel gacha-and-progression system (its own S/A/B roster, its own hard pity, its own refinement-by-star curve), not just an equipped item slot. The Console/Module/Cartridge/Suit group, by contrast, only covers the equipment board itself, which is why Arc sits in its own category rather than alongside them.
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