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Template:PD
<includeonly><div class="color2" id="c-fairuse" style="width:90%; margin:0 auto; padding:10px; border:1px solid #A8ACA8;">'''''This file is in the public domain'''''</div></includeonly><noinclude>This template is used to mark images as being in the public domain.[[Category:Templates|{{PAGENAME}}]]</noinclude>
Template:Fairuse
<includeonly>{| class="notice" align="center" width="100%" style="font-size:14px; text-align:justify;" |style="text-align:center; font-weight:bold; text-transform:uppercase;"|This file (or parts of it) is copyright [[Hypergryph|Hypergryph Network Technology Co., Ltd.]] |- |style="padding:5px 10px;"|This file is a <u>{{#switch:{{{1|1}}}|1=concept art|2=game screenshot|3=game graphic|4=game audio|5=promotional banner}}</u> of ''[[Arknights]]''. Though this file is subject to copyright, it is believed that its use qualifies as [[wikipedia:Fair use|fair use]] under [[wikipedia:Fair use#U.S. fair use factors|U.S. fair use laws]]. |}</includeonly><noinclude>This template is used to mark the file as under [[wikipedia:Fair use|fair use]] license. {{Heading2|Usage}} Add <code><nowiki>{{Fairuse}}</nowiki></code> on the file's article, substituting <code>{{{1}}}</code> with the following to indicate the file type: #Concept art (default) #Game screenshot #Game graphic #Game audio #Promotional image [[Category:Image templates|{{PAGENAME}}]]</noinclude>
Template:Permission
<includeonly><div class="color2" id="c-fairuse" style="width:90%; margin:0 auto; padding:10px; border:1px solid #A8ACA8;">'''''This file is copyrighted. The copyright holder has given permission for its use.'''''</div></includeonly><noinclude>This template is used to mark images as being copyrighted, but the copyright holder has given permission for its use.[[Category:Templates|{{PAGENAME}}]]</noinclude>
Template:Documentation
<includeonly>{| class="article-table" width="100%" |- !class="color1" style="padding:2px 0px; text-align:center; font-size:14px;"|Template documentation |- |style="font-size:12px; border-bottom:none;"|<div style="float:right; text-align:right;">&#x5b;[{{fullurl:{{FULLPAGENAME}}/doc}} View]&#x5d;&#32;&#x5b;[{{fullurl:{{FULLPAGENAME}}/doc|action=edit}} Edit]&#x5d;&#32;&#x5b;[{{fullurl:{{FULLPAGENAME}}|action=history}} History]&#x5d;&#32;&#x5b;[{{fullurl:{{FULLPAGENAME}}|action=purge}} Refresh]&#x5d;</div>''Portions of the template sample may not be visible without values provided.'' |} {{{{{1|{{PAGENAME}}/doc}}}}}</includeonly><noinclude>{{Documentation}}[[Category:Templates|{{PAGENAME}}]]</noinclude>
Template:Documentation/doc
This template is used to insert documentations on template pages. {{Heading2|Usage}} Add <code><nowiki>{{Documentation}}</nowiki></code> at the end of the template page after the template's code (usually enclosed with <code><nowiki><includeonly></nowiki></code>) alongside the template's categories, both of which must be enclosed with <code><nowiki><noinclude></nowiki></code>. {{Heading2|Documentation formatting}} The documentation page is the /doc subpage for a template, using the following format: <pre>[template description] {{Heading2|Usage}} [template usage] {{Heading3|Syntax}} [template syntaxes] {{Heading3|Example}} [template output example] <noinclude>[[Category:Template documentation]]</noinclude> </pre> *The Example section is optional. *Note that the above example also uses the [[Template:T]] and [[Template:T/piece]] templates. <noinclude>[[Category:Template documentation]]</noinclude>
Template:T
<includeonly><nowiki>{{</nowiki>[[Template:{{{1}}}|{{{1}}}]]{{t/piece|{{{2|---}}}}}{{t/piece|{{{3|---}}}}}{{t/piece|{{{4|---}}}}}{{t/piece|{{{5|---}}}}}{{t/piece|{{{6|---}}}}}{{t/piece|{{{7|---}}}}}{{t/piece|{{{8|---}}}}}{{t/piece|{{{9|---}}}}}{{t/piece|{{{10|---}}}}}{{t/piece|{{{11|---}}}}}{{t/piece|{{{12|---}}}}}{{t/piece|{{{13|---}}}}}{{t/piece|{{{14|---}}}}}{{t/piece|{{{15|---}}}}}{{t/piece|{{{16|---}}}}}{{t/piece|{{{17|---}}}}}{{t/piece|{{{18|---}}}}}{{t/piece|{{{19|---}}}}}{{t/piece|{{{20|---}}}}}{{t/piece|{{{21|---}}}}}<nowiki>}}</nowiki></includeonly><noinclude>This is a template link with up to 20 example parameters, which can be used to show example inputs.[[Category:Templates|{{PAGENAME}}]]</noinclude>
Template:T/piece
<includeonly>{{#ifeq: {{{1|---}}}|---||&#124;<span style="color:gray;">''&lt;{{{1}}}&gt;''</span>}}</includeonly><noinclude>Parameter piece for {{t|t}}, controls styling/showing of parameter fragments.[[Category:Templates|{{PAGENAME}}]]</noinclude>
Template:!
<includeonly>&#124;</includeonly><noinclude>This template is used for creating a pipe in [[Help:Table|wikitables]] contained in [[Help:Parser functions|Parser functions]]. For further information, see [[m:Template:!|Template:! on Meta-Wiki]].[[Category:Templates|{{PAGENAME}}]]</noinclude>
Template:Delete
<onlyinclude><table class="notice"><td class="plainlinks">{{Color|'''This page is a candidate for deletion.'''|2c}}{{#if:{{{reason|}}}|<br/>Reason: {{{reason}}}|}}<br/>Remember to check [[Special:WhatLinksHere/{{FULLPAGENAME}}|what links here]] and [{{fullurl:{{FULLPAGENAME}}|action=history}} the page history] before deletion.</td></table></onlyinclude><includeonly>[[Category:Candidates for deletion]]</includeonly><noinclude>This notice template is used to mark pages for deletion and places it on [[:Category:Candidates for deletion]]. The reason for the page's deletion can be stated by filling the <code>{{{reason}}}</code> variable. [[Category:Notice templates|{{PAGENAME}}]]</noinclude>
Template:Disambig
<onlyinclude><table class="notice"><td>This is a [[Wikipedia:disambiguation|disambiguation]] page: a list of articles associated with the same title.<br/>If an [[Special:Whatlinkshere/{{FULLPAGENAME}}|internal link]] led you here, you may wish to change the link to point directly to the intended article.</td></table></onlyinclude><includeonly>[[Category:Disambiguations]]</includeonly>This notice template marks an article as a disambiguation page and places it on [[:Category:Disambiguations]].<noinclude>[[Category:Notice templates|{{PAGENAME}}]]</noinclude>
Template:Enemy stats/doc
This template is used to display the statistical information of an enemy in their respective pages. {{Heading2|Usage}} Add <code><nowiki>{{Enemy stats}}</nowiki></code> to the Stats section of the enemy page. {{Heading3|Syntax}} {{Syntax head}} {{Syntax cell|lv0/lv1/lv2 hp|The HP of the enemy's Level 0/1/2 version.}} {{Syntax cell|lv0/lv1/lv2 atk|The ATK of the enemy's Level 0/1/2 version.}} {{Syntax cell|lv0/lv1/lv2 def|The DEF of the enemy's Level 0/1/2 version.}} {{Syntax cell|lv0/lv1/lv2 res|The RES of the enemy's Level 0/1/2 version.}} {{Syntax cell|attribute note|Notes regarding the enemy's level stat differences.}} {{Syntax cell|range|The enemy's attack range, if it uses a ranged attack.<br/>For enemies with global attack range, set this to 20 or higher.}} {{Syntax cell|range note|Notes regarding the enemy's attack range.}} {{Syntax cell|interval|The enemy's attack interval.}} {{Syntax cell|range note|Notes regarding the enemy's attack interval.}} {{Syntax cell|speed|The enemy's speed.}} {{Syntax cell|speed note|Notes regarding the enemy's speed.}} {{Syntax cell|weight|The enemy's weight.}} {{Syntax cell|weight note|Notes regarding the enemy's weight.}} {{Syntax cell|lp|If the enemy does not deduct [[Life Point]]s upon entering a [[Protection Objective]] or deducts more than 1 Life Point, set this to 0 for the former or the amount for the latter.}} {{Syntax cell|lp note|Notes regarding the enemy's Life Point penalty.}} {{Syntax cell|size x|The enemy's x-axis size (for large enemies).}} {{Syntax cell|size y|The enemy's y-axis size (for large enemies).}} {{Syntax cell|misc|Other information regarding the enemy's stats that is worth mentioning.}} {{Syntax cell|silence|Set this to 0 if the enemy is immune to [[Silence (debuff)|Silence]] by default.}} {{Syntax cell|stun|Set this to 0 if the enemy is immune to [[Stun]] by default.}} {{Syntax cell|freeze|Set this to 0 if the enemy is immune to [[Freeze]] by default.}} {{Syntax cell|sleep|Set this to 0 if the enemy is immune to [[Sleep]] by default.}} {{Syntax cell|levitate|Set this to 0 if the enemy is immune to [[Levitate]] by default.}} {{Table end}}<noinclude>[[Category:Template documentation|{{PAGENAME}}]]</noinclude>
Template:Enemy stats
<includeonly><table class="mrfz-wtable" width="{{#if:{{{lv2 hp|}}}|100|{{#if:{{{lv1 hp|}}}|75|50}}}}%" cellpadding="5" style="table-layout:fixed; text-align:center; font-size:12px;"> <tr><th width="{{#if:{{{lv2 hp|}}}|20|{{#if:{{{lv1 hp|}}}|30|40}}}}%">Attribute</th><th>Level 0</th>{{#if:{{{lv1 hp|}}}|<th>Level 1</th>}}{{#if:{{{lv2 hp|}}}|<th>Level 2</th>}}</tr> <tr><th>HP</th><td>{{{lv0 hp}}}<div style="font-size:14px;"><b>{{#ifexpr:{{{lv0 hp}}}<1000|E|{{#ifexpr:{{{lv0 hp}}}<3500|D|{{#ifexpr:{{{lv0 hp}}}<5000|C|{{#ifexpr:{{{lv0 hp}}}<8000|B|{{#ifexpr:{{{lv0 hp}}}<12000|B+|{{#ifexpr:{{{lv0 hp}}}<25000|A|{{#ifexpr:{{{lv0 hp}}}<100000|A+|{{#ifexpr:{{{lv0 hp}}}<250000|S|{{#ifexpr:{{{lv0 hp}}}<500000|S+|{{#ifexpr:{{{lv0 hp}}}>=500000|SS}}}}}}}}}}}}}}}}}}}}</b></div></td>{{#if:{{{lv1 hp|}}}|<td>{{{lv1 hp}}}<div style="font-size:14px;"><b>{{#ifexpr:{{{lv1 hp}}}<1000|E|{{#ifexpr:{{{lv1 hp}}}<3500|D|{{#ifexpr:{{{lv1 hp}}}<5000|C|{{#ifexpr:{{{lv1 hp}}}<8000|B|{{#ifexpr:{{{lv1 hp}}}<12000|B+|{{#ifexpr:{{{lv1 hp}}}<25000|A|{{#ifexpr:{{{lv1 hp}}}<100000|A+|{{#ifexpr:{{{lv1 hp}}}<250000|S|{{#ifexpr:{{{lv1 hp}}}<500000|S+|{{#ifexpr:{{{lv1 hp}}}>=500000|SS}}}}}}}}}}}}}}}}}}}}</b></div></td>}}{{#if:{{{lv2 hp|}}}|<td>{{{lv2 hp}}}<div style="font-size:14px;"><b>{{#ifexpr:{{{lv2 hp}}}<1000|E|{{#ifexpr:{{{lv2 hp}}}<3500|D|{{#ifexpr:{{{lv2 hp}}}<5000|C|{{#ifexpr:{{{lv2 hp}}}<8000|B|{{#ifexpr:{{{lv2 hp}}}<12000|B+|{{#ifexpr:{{{lv2 hp}}}<25000|A|{{#ifexpr:{{{lv2 hp}}}<100000|A+|{{#ifexpr:{{{lv2 hp}}}<250000|S|{{#ifexpr:{{{lv2 hp}}}<500000|S+|{{#ifexpr:{{{lv2 hp}}}>=500000|SS}}}}}}}}}}}}}}}}}}}}</b></div></td>}}</tr> <tr><th>ATK</th><td>{{{lv0 atk}}}<div style="font-size:14px;"><b>{{#ifexpr:{{{lv0 atk}}}<200|E|{{#ifexpr:{{{lv0 atk}}}<300|D|{{#ifexpr:{{{lv0 atk}}}<500|C|{{#ifexpr:{{{lv0 atk}}}<700|B|{{#ifexpr:{{{lv0 atk}}}<1000|B+|{{#ifexpr:{{{lv0 atk}}}<1500|A|{{#ifexpr:{{{lv0 atk}}}<2000|A+|{{#ifexpr:{{{lv0 atk}}}<3000|S|{{#ifexpr:{{{lv0 atk}}}<5000|S+|{{#ifexpr:{{{lv0 atk}}}>=5000|SS}}}}}}}}}}}}}}}}}}}}</b></div></td>{{#if:{{{lv1 atk|}}}|<td>{{{lv1 atk}}}<div style="font-size:14px;"><b>{{#ifexpr:{{{lv1 atk}}}<200|E|{{#ifexpr:{{{lv1 atk}}}<300|D|{{#ifexpr:{{{lv1 atk}}}<500|C|{{#ifexpr:{{{lv1 atk}}}<700|B|{{#ifexpr:{{{lv1 atk}}}<1000|B+|{{#ifexpr:{{{lv1 atk}}}<1500|A|{{#ifexpr:{{{lv1 atk}}}<2000|A+|{{#ifexpr:{{{lv1 atk}}}<3000|S|{{#ifexpr:{{{lv1 atk}}}<5000|S+|{{#ifexpr:{{{lv1 atk}}}>=5000|SS}}}}}}}}}}}}}}}}}}}}</b></div></td>}}{{#if:{{{lv2 atk|}}}|<td>{{{lv2 atk}}}<div style="font-size:14px;"><b>{{#ifexpr:{{{lv2 atk}}}<200|E|{{#ifexpr:{{{lv2 atk}}}<300|D|{{#ifexpr:{{{lv2 atk}}}<500|C|{{#ifexpr:{{{lv2 atk}}}<700|B|{{#ifexpr:{{{lv2 atk}}}<1000|B+|{{#ifexpr:{{{lv2 atk}}}<1500|A|{{#ifexpr:{{{lv2 atk}}}<2000|A+|{{#ifexpr:{{{lv2 atk}}}<3000|S|{{#ifexpr:{{{lv2 atk}}}<5000|S+|{{#ifexpr:{{{lv2 atk}}}>=5000|SS}}}}}}}}}}}}}}}}}}}}</b></div></td>}}</tr> <tr><th>DEF</th><td>{{{lv0 def}}}<div style="font-size:14px;"><b>{{#ifexpr:{{{lv0 def}}}<100|E|{{#ifexpr:{{{lv0 def}}}<200|D|{{#ifexpr:{{{lv0 def}}}<500|C|{{#ifexpr:{{{lv0 def}}}<800|B|{{#ifexpr:{{{lv0 def}}}<1000|B+|{{#ifexpr:{{{lv0 def}}}<1200|A|{{#ifexpr:{{{lv0 def}}}<2000|A+|{{#ifexpr:{{{lv0 def}}}<3000|S|{{#ifexpr:{{{lv0 def}}}<5000|S+|{{#ifexpr:{{{lv0 def}}}>=5000|SS}}}}}}}}}}}}}}}}}}}}</b></div></td>{{#if:{{{lv1 def|}}}|<td>{{{lv1 def}}}<div style="font-size:14px;"><b>{{#ifexpr:{{{lv1 def}}}<100|E|{{#ifexpr:{{{lv1 def}}}<200|D|{{#ifexpr:{{{lv1 def}}}<500|C|{{#ifexpr:{{{lv1 def}}}<800|B|{{#ifexpr:{{{lv1 def}}}<1000|B+|{{#ifexpr:{{{lv1 def}}}<1200|A|{{#ifexpr:{{{lv1 def}}}<2000|A+|{{#ifexpr:{{{lv1 def}}}<3000|S|{{#ifexpr:{{{lv1 def}}}<5000|S+|{{#ifexpr:{{{lv1 def}}}>=5000|SS}}}}}}}}}}}}}}}}}}}}</b></div></td>}}{{#if:{{{lv2 def|}}}|<td>{{{lv2 def}}}<div style="font-size:14px;"><b>{{#ifexpr:{{{lv2 def}}}<100|E|{{#ifexpr:{{{lv2 def}}}<200|D|{{#ifexpr:{{{lv2 def}}}<500|C|{{#ifexpr:{{{lv2 def}}}<800|B|{{#ifexpr:{{{lv2 def}}}<1000|B+|{{#ifexpr:{{{lv2 def}}}<1200|A|{{#ifexpr:{{{lv2 def}}}<2000|A+|{{#ifexpr:{{{lv2 def}}}<3000|S|{{#ifexpr:{{{lv2 def}}}<5000|S+|{{#ifexpr:{{{lv2 def}}}>=5000|SS}}}}}}}}}}}}}}}}}}}}</b></div></td>}}</tr> <tr><th>RES</th><td>{{{lv0 res}}}<div style="font-size:14px;"><b>{{#ifexpr:{{{lv0 res}}}=0|E|{{#ifexpr:{{{lv0 res}}}<10|D|{{#ifexpr:{{{lv0 res}}}<20|C|{{#ifexpr:{{{lv0 res}}}<30|B|{{#ifexpr:{{{lv0 res}}}<50|B+|{{#ifexpr:{{{lv0 res}}}<60|A|{{#ifexpr:{{{lv0 res}}}<70|A+|{{#ifexpr:{{{lv0 res}}}<80|S|{{#ifexpr:{{{lv0 res}}}<90|S+|{{#ifexpr:{{{lv0 res}}}>=90|SS}}}}}}}}}}}}}}}}}}}}</b></div></td>{{#if:{{{lv1 res|}}}|<td>{{{lv1 res}}}<div style="font-size:14px;"><b>{{#ifexpr:{{{lv1 res}}}=0|E|{{#ifexpr:{{{lv1 res}}}<10|D|{{#ifexpr:{{{lv1 res}}}<20|C|{{#ifexpr:{{{lv1 res}}}<30|B|{{#ifexpr:{{{lv1 res}}}<50|B+|{{#ifexpr:{{{lv1 res}}}<60|A|{{#ifexpr:{{{lv1 res}}}<70|A+|{{#ifexpr:{{{lv1 res}}}<80|S|{{#ifexpr:{{{lv1 res}}}<90|S+|{{#ifexpr:{{{lv1 res}}}>=90|SS}}}}}}}}}}}}}}}}}}}}</b></div></td>}}{{#if:{{{lv2 res|}}}|<td>{{{lv2 res}}}<div style="font-size:14px;"><b>{{#ifexpr:{{{lv2 res}}}=0|E|{{#ifexpr:{{{lv2 res}}}<10|D|{{#ifexpr:{{{lv2 res}}}<20|C|{{#ifexpr:{{{lv2 res}}}<30|B|{{#ifexpr:{{{lv2 res}}}<50|B+|{{#ifexpr:{{{lv2 res}}}<60|A|{{#ifexpr:{{{lv2 res}}}<70|A+|{{#ifexpr:{{{lv2 res}}}<80|S|{{#ifexpr:{{{lv2 res}}}<90|S+|{{#ifexpr:{{{lv2 res}}}>=90|SS}}}}}}}}}}}}}}}}}}}}</b></div></td>}}</tr> <tr><th><span title="Reduces Elemental damage (not Elemental Damage build-up) taken by the specified percentage" style="cursor:help;">Elemental Resistance</span></th><td>{{{lv0 elemres}}}<div style="font-size:14px;"><b>{{#ifexpr:{{{lv0 elemres}}}=0|E|{{#ifexpr:{{{lv0 elemres}}}<10|D|{{#ifexpr:{{{lv0 elemres}}}<20|C|{{#ifexpr:{{{lv0 elemres}}}<30|B|{{#ifexpr:{{{lv0 elemres}}}<50|B+|{{#ifexpr:{{{lv0 elemres}}}<60|A|{{#ifexpr:{{{lv0 elemres}}}<70|A+|{{#ifexpr:{{{lv0 elemres}}}<80|S|{{#ifexpr:{{{lv0 elemres}}}<90|S+|{{#ifexpr:{{{lv0 elemres}}}>=90|SS}}}}}}}}}}}}}}}}}}}}</b></div></td>{{#if:{{{lv1 elemres|}}}|<td>{{{lv1 elemres}}}<div style="font-size:14px;"><b>{{#ifexpr:{{{lv1 elemres}}}=0|E|{{#ifexpr:{{{lv1 elemres}}}<10|D|{{#ifexpr:{{{lv1 elemres}}}<20|C|{{#ifexpr:{{{lv1 elemres}}}<30|B|{{#ifexpr:{{{lv1 elemres}}}<50|B+|{{#ifexpr:{{{lv1 elemres}}}<60|A|{{#ifexpr:{{{lv1 elemres}}}<70|A+|{{#ifexpr:{{{lv1 elemres}}}<80|S|{{#ifexpr:{{{lv1 elemres}}}<90|S+|{{#ifexpr:{{{lv1 elemres}}}>=90|SS}}}}}}}}}}}}}}}}}}}}</b></div></td>}}{{#if:{{{lv2 elemres|}}}|<td>{{{lv2 elemres}}}<div style="font-size:14px;"><b>{{#ifexpr:{{{lv2 elemres}}}=0|E|{{#ifexpr:{{{lv2 elemres}}}<10|D|{{#ifexpr:{{{lv2 elemres}}}<20|C|{{#ifexpr:{{{lv2 elemres}}}<30|B|{{#ifexpr:{{{lv2 elemres}}}<50|B+|{{#ifexpr:{{{lv2 elemres}}}<60|A|{{#ifexpr:{{{lv2 elemres}}}<70|A+|{{#ifexpr:{{{lv2 elemres}}}<80|S|{{#ifexpr:{{{lv2 elemres}}}<90|S+|{{#ifexpr:{{{lv2 elemres}}}>=90|SS}}}}}}}}}}}}}}}}}}}}</b></div></td>}}</tr> <tr><th>Attack interval</th><td>{{{lv0 interval|{{{interval}}}}}}&#32;sec.<div style="font-size:14px;"><b>{{#ifexpr:{{{lv0 interval|{{{interval}}}}}}=0|E|{{#ifexpr:{{{lv0 interval|{{{interval}}}}}}<0.5|SS|{{#ifexpr:{{{lv0 interval|{{{interval}}}}}}<0.8|S+|{{#ifexpr:{{{lv0 interval|{{{interval}}}}}}<1.0|S|{{#ifexpr:{{{lv0 interval|{{{interval}}}}}}<1.2|A+|{{#ifexpr:{{{lv0 interval|{{{interval}}}}}}<1.7|A|{{#ifexpr:{{{lv0 interval|{{{interval}}}}}}<2.6|B+|{{#ifexpr:{{{lv0 interval|{{{interval}}}}}}<3.5|B|{{#ifexpr:{{{lv0 interval|{{{interval}}}}}}<5.0|C|{{#ifexpr:{{{lv0 interval|{{{interval}}}}}}<7.0|D|{{#ifexpr:{{{lv0 interval|{{{interval}}}}}}>=7.0|E}}}}}}}}}}}}}}}}}}}}}}</b></div></td>{{#if:{{{lv1 hp|}}}|<td>{{{lv1 interval|{{{interval}}}}}}&#32;sec.<div style="font-size:14px;"><b>{{#ifexpr:{{{lv1 interval|{{{interval}}}}}}=0|E|{{#ifexpr:{{{lv1 interval|{{{interval}}}}}}<0.5|SS|{{#ifexpr:{{{lv1 interval|{{{interval}}}}}}<0.8|S+|{{#ifexpr:{{{lv1 interval|{{{interval}}}}}}<1.0|S|{{#ifexpr:{{{lv1 interval|{{{interval}}}}}}<1.2|A+|{{#ifexpr:{{{lv1 interval|{{{interval}}}}}}<1.7|A|{{#ifexpr:{{{lv1 interval|{{{interval}}}}}}<2.6|B+|{{#ifexpr:{{{lv1 interval|{{{interval}}}}}}<3.5|B|{{#ifexpr:{{{lv1 interval|{{{interval}}}}}}<5.0|C|{{#ifexpr:{{{lv1 interval|{{{interval}}}}}}<7.0|D|{{#ifexpr:{{{lv1 interval|{{{interval}}}}}}>=7.0|E}}}}}}}}}}}}}}}}}}}}}}</b></div></td>}}{{#if:{{{lv2 hp|}}}|<td>{{{lv2 interval|{{{interval}}}}}}&#32;sec.<div style="font-size:14px;"><b>{{#ifexpr:{{{lv2 interval|{{{interval}}}}}}=0|E|{{#ifexpr:{{{lv2 interval|{{{interval}}}}}}<0.5|SS|{{#ifexpr:{{{lv2 interval|{{{interval}}}}}}<0.8|S+|{{#ifexpr:{{{lv2 interval|{{{interval}}}}}}<1.0|S|{{#ifexpr:{{{lv2 interval|{{{interval}}}}}}<1.2|A+|{{#ifexpr:{{{lv2 interval|{{{interval}}}}}}<1.7|A|{{#ifexpr:{{{lv2 interval|{{{interval}}}}}}<2.6|B+|{{#ifexpr:{{{lv2 interval|{{{interval}}}}}}<3.5|B|{{#ifexpr:{{{lv2 interval|{{{interval}}}}}}<5.0|C|{{#ifexpr:{{{lv2 interval|{{{interval}}}}}}<7.0|D|{{#ifexpr:{{{lv2 interval|{{{interval}}}}}}>=7.0|E}}}}}}}}}}}}}}}}}}}}}}</b></div></td>}}</tr> <tr><th>Movement speed</th><td>{{#switch:{{{stationary|false}}}|false={{{lv0 speed|{{{speed}}}}}}&#32;tiles/sec.|true=<span title="Redundant as this enemy does not move" style="cursor:help;">{{{lv0 speed|{{{speed}}}}}}&#32;tiles/sec.</span>}}<div style="font-size:14px;"><b>{{#ifexpr:{{{lv0 speed|{{{speed}}}}}}<0.3|E|{{#ifexpr:{{{lv0 speed|{{{speed}}}}}}<0.5|D|{{#ifexpr:{{{lv0 speed|{{{speed}}}}}}<0.7|C|{{#ifexpr:{{{lv0 speed|{{{speed}}}}}}<0.9|B|{{#ifexpr:{{{lv0 speed|{{{speed}}}}}}<1.0|B+|{{#ifexpr:{{{lv0 speed|{{{speed}}}}}}<1.2|A|{{#ifexpr:{{{lv0 speed|{{{speed}}}}}}<1.5|A+|{{#ifexpr:{{{lv0 speed|{{{speed}}}}}}<1.8|S|{{#ifexpr:{{{lv0 speed|{{{speed}}}}}}<2.0|S+|{{#ifexpr:{{{lv0 speed|{{{speed}}}}}}>=2|SS}}}}}}}}}}}}}}}}}}}}</b></div></td>{{#if:{{{lv1 hp|}}}|<td>{{#switch:{{{stationary|false}}}|false={{{lv1 speed|{{{speed}}}}}}&#32;tiles/sec.|true=<span title="Redundant as this enemy does not move" style="cursor:help;">{{{lv1 speed|{{{speed}}}}}}&#32;tiles/sec.</span>}}<div style="font-size:14px;"><b>{{#ifexpr:{{{lv1 speed|{{{speed}}}}}}<0.3|E|{{#ifexpr:{{{lv1 speed|{{{speed}}}}}}<0.5|D|{{#ifexpr:{{{lv1 speed|{{{speed}}}}}}<0.7|C|{{#ifexpr:{{{lv1 speed|{{{speed}}}}}}<0.9|B|{{#ifexpr:{{{lv1 speed|{{{speed}}}}}}<1.0|B+|{{#ifexpr:{{{lv1 speed|{{{speed}}}}}}<1.2|A|{{#ifexpr:{{{lv1 speed|{{{speed}}}}}}<1.5|A+|{{#ifexpr:{{{lv1 speed|{{{speed}}}}}}<1.8|S|{{#ifexpr:{{{lv1 speed|{{{speed}}}}}}<2.0|S+|{{#ifexpr:{{{lv1 speed|{{{speed}}}}}}>=2|SS}}}}}}}}}}}}}}}}}}}}</b></div></td>}}{{#if:{{{lv2 hp|}}}|<td>{{#switch:{{{stationary|false}}}|false={{{lv2 speed|{{{speed}}}}}}&#32;tiles/sec.|true=<span title="Redundant as this enemy does not move" style="cursor:help;">{{{lv2 speed|{{{speed}}}}}}&#32;tiles/sec.</span>}}<div style="font-size:14px;"><b>{{#ifexpr:{{{lv2 speed|{{{speed}}}}}}<0.3|E|{{#ifexpr:{{{lv2 speed|{{{speed}}}}}}<0.5|D|{{#ifexpr:{{{lv2 speed|{{{speed}}}}}}<0.7|C|{{#ifexpr:{{{lv2 speed|{{{speed}}}}}}<0.9|B|{{#ifexpr:{{{lv2 speed|{{{speed}}}}}}<1.0|B+|{{#ifexpr:{{{lv2 speed|{{{speed}}}}}}<1.2|A|{{#ifexpr:{{{lv2 speed|{{{speed}}}}}}<1.5|A+|{{#ifexpr:{{{lv2 speed|{{{speed}}}}}}<1.8|S|{{#ifexpr:{{{lv2 speed|{{{speed}}}}}}<2.0|S+|{{#ifexpr:{{{lv2 speed|{{{speed}}}}}}>=2|SS}}}}}}}}}}}}}}}}}}}}</b></div></td>}}</tr>{{#if:{{{range|}}}| <tr><th>Attack range</th><td colspan="{{#if:{{{lv2 hp|}}}|3|{{#if:{{{lv1 hp|}}}|2|1}}}}">{{#if:{{{range note|}}}|<span title="{{#ifexpr:{{{range}}}>=20|Technically&#32;{{{range}}}&#32;tiles&#59;&#32;}}{{{range note}}}" style="border-bottom:1px dotted gray; cursor:help;">{{#ifexpr:{{{range}}}>=20|<i>Global</i>|{{{range}}}&#32;tiles}}</span>|{{#ifexpr:{{{range}}}>=20|<span title="Technically {{{range}}} tiles"><i>Global</i></span>|{{{range}}}&#32;tiles}}}}</td></tr>}} <tr><th>Weight</th><td colspan="{{#if:{{{lv2 hp|}}}|3|{{#if:{{{lv1 hp|}}}|2|1}}}}">{{#switch:{{{stationary|false}}}|false={{#if:{{{weight note|}}}|<span title="{{{weight note}}}" style="border-bottom:1px dotted gray; cursor:help;">{{{weight}}}</span>|{{{weight}}}}}|true=<span title="Technically has a weight of {{{weight}}}, but this is redundant since this enemy cannot be shifted" style="cursor:help;"><i>Immovable</i></span>}}</td></tr> <tr><th>[[Life Point|<span style="color:white;">Life Point</span>]] penalty</th><td colspan="{{#if:{{{lv2 hp|}}}|3|{{#if:{{{lv1 hp|}}}|2|1}}}}">{{#switch:{{{stationary|false}}}|false={{#if:{{{lp note|}}}|<span title="{{{lp note}}}" style="border-bottom:1px dotted gray; cursor:help;">{{{lp|1}}}</span>|{{{lp|1}}}}}|true=<span title="Technically deducts {{{lp}}} Life Point(s), but this is redundant since this enemy does move and thus will never head towards a Protection Objective" style="cursor:help;">N/A</span>}}</td></tr>{{#if:{{{size x|}}}{{{size y|}}}| <tr><th>Size</th><td colspan="{{#if:{{{lv2 hp|}}}|3|{{#if:{{{lv1 hp|}}}|2|1}}}}">{{#if:{{{size note|}}}|<span title="{{{size note}}}" style="border-bottom:1px dotted gray; cursor:help;">{{{size x}}}&times;{{{size y}}}&#32;tiles</span>|{{{size x}}}&times;{{{size y}}}}}</td></tr>}}{{#if:{{{attribute notes|}}}| <tr><th>Notes</th><td colspan="{{#if:{{{lv2 hp|}}}|3|{{#if:{{{lv1 hp|}}}|2|1}}}}" style="text-align:left;">{{#if:{{{attribute notes|}}}|{{{attribute notes}}}</td></tr>}}}}{{#if:{{{misc|}}}| <tr><th colspan="{{#if:{{{lv2 hp|}}}|4|{{#if:{{{lv1 hp|}}}|3|2}}}}">Additional information</th></tr> <tr><td colspan="{{#if:{{{lv2 hp|}}}|4|{{#if:{{{lv1 hp|}}}|3|2}}}}" style="text-align:left;">{{#if:{{{misc|}}}|{{{misc}}}</td></tr>}}}} </table> <h3>Susceptibilities</h3> {| class="mrfz-wtable" width="75%" cellpadding="5" style="table-layout:fixed; text-align:center; font-size:12px;" ![[Silence (debuff)|<span style="color:white;">Silence</span>]] ![[Stun|<span style="color:white;">Stun</span>]] ![[Sleep|<span style="color:white;">Sleep</span>]] ![[Freeze|<span style="color:white;">Freeze</span>]] ![[Levitate|<span style="color:white;">Levitate</span>]] |- |<span title="{{#switch:{{{silence|1}}}| 0=Immune| 1=Vulnerable}}">[[File:{{#switch:{{{silence|1}}}|0=Cross|1=Tick}}.png|20px|link=]]</span> |<span title="{{#switch:{{{stun|1}}}| 0=Immune| 1=Vulnerable}}">[[File:{{#switch:{{{stun|1}}}|0=Cross|1=Tick}}.png|20px|link=]]</span> |<span title="{{#switch:{{{sleep|1}}}| 0=Immune| 1=Vulnerable}}">[[File:{{#switch:{{{sleep|1}}}|0=Cross|1=Tick}}.png|20px|link=]]</span> |<span title="{{#switch:{{{freeze|1}}}| 0=Immune| 1=Vulnerable}}">[[File:{{#switch:{{{freeze|1}}}|0=Cross|1=Tick}}.png|20px|link=]]</span> |<span title="{{#switch:{{{levitate|1}}}| 0=Immune| 1=Vulnerable}}">[[File:{{#switch:{{{levitate|1}}}|0=Cross|1=Tick}}.png|20px|link=]]</span> |}</includeonly><noinclude>{{Documentation}}[[Category:Enemy templates|{{PAGENAME}}]]</noinclude>
Template:Story head
<includeonly>{{#if:{{{1|}}}|{{Quote|{{{1}}}}}}} {| class="mrfz-btable" width="100%" cellpadding="5" style="vertical-align:top; font-size:14px;"</includeonly><noinclude>This template is used to create a table showing ''[[Arknights]]'<nowiki/>'' story content in conjunction with {{T|Story cell}} and {{T|Table end}}. If the story has a short summary, shown when trying to skip the story, put it inside the template. [[Category:Table templates|{{PAGENAME}}]]</noinclude>
Template:Outfit head
<includeonly>{| class="mrfz-wtable" width="100%" border="1" cellpadding="5" style="font-size:12px;" |- {{#if:{{{1|}}}|!colspan="2" style="text-align:center; font-family:'Roboto Condensed'; font-size:16px;"{{!}}{{#if:{{{link|}}}|[[{{{link}}}|{{Color|{{{1}}}|-1}}]]|{{{1}}}}}}}</includeonly><noinclude>{{Documentation}}[[Category:Table templates|{{PAGENAME}}]]</noinclude>
Template:User infobox/doc
This infobox template is used on user pages. {{Heading2|Syntax}} {{Syntax head}} {{Syntax cell|username|The user's name on the wiki.}} {{Syntax cell|name|The user's name on ''[[Arknights]]'', which will be displayed as "Dr. [name]#[id]".}} {{Syntax cell|id|The user's ID number, displayed next to their in-game name.}} {{Syntax cell|date|When the user starts playing ''Arknights''.}} {{Syntax cell|server|Which server the user is actively playing ''Arknights'' on.}} {{Syntax cell|episode|The furthest [[Main Theme]] episode the user has progressed while playing ''Arknights''.}} {{Syntax cell|operators|How many ''Arknights'' [[Operator]]s the player have in their roster.}} {{Syntax cell|assistant|The player's current Assistant Operator in ''Arknights''.}} {{Syntax cell|support|The player's [[Support Unit]] Operator(s) in ''Arknights'' (max. 3).}} {{Table end}}<noinclude>[[Category:Template documentation|{{PAGENAME}}]]</noinclude>
Template:User infobox
<includeonly><infobox> <title source="username"><default>{{BASEPAGENAME}}</default></title> <image source="image"/> <data source="name"><label>Nickname</label><format>Dr.&#32;{{{name}}}#{{{id}}}</format></data> <data source="date"><label>Played from</label></data> <data source="server"><label>Server(s)</label></data> <data source="episode"><label>Progress</label></data> <data source="operators"><label>Operators</label></data> <group layout="horizontal"> <header><center>Assistant</center></header> <data source="assistant"><format>{{C|{{{assistant}}}|3=1|gridview=true}}</format></data> </group> <group layout="horizontal"> <header><center>Support Unit</center></header> <data source="support"><format>{{C|{{#explode:{{{support|}}}|,|0}}|3=1|gridview=true}}</format></data> <data source="support"><format>{{#ifexist:{{#explode:{{{support|}}}|,|1}}|{{C|{{#explode:{{{support|}}}|,|1}}|3=1|gridview=true}}}}</format></data> <data source="support"><format>{{#ifexist:{{#explode:{{{support|}}}|,|2}}|{{C|{{#explode:{{{support|}}}|,|2}}|3=1|gridview=true}}}}</format></data> </group> </infobox></includeonly><noinclude>{{Documentation}}[[Category:Templates|{{PAGENAME}}]]</noinclude>
Template:NPC infobox/doc
This infobox template is used on [[NPC]] pages. {{Heading2|Syntax}} {{Syntax head}} {{Syntax cell|name|The NPC's name.}} {{Syntax cell|image|The NPC's image file(s).}} {{Syntax cell|fullname|The NPC's full name, if stated in the story.}} {{Syntax cell|realname|The NPC's real name, if stated in the story.}} {{Syntax cell|othername|The NPC's aliases, if stated in the story.}} {{Syntax cell|illustrator|The NPC's [[Illustrators|illustrator]], if confirmed from external and in-game sources.}} {{Syntax cell|theme|The ''[[Arknights]]'' music associated with the NPC (i.e. their leitmotif).}} {{Syntax cell|filename|The NPC's internal name (i.e. name on the game files).}} {{Syntax cell|jpcv|The NPC's Japanese [[Character voices|CV]], if they appear in other ''Arknights'' media.}} {{Syntax cell|cncv|The NPC's Chinese CV, if they appear in other ''Arknights'' media.}} {{Syntax cell|encv|The NPC's English CV, if they appear in other ''Arknights'' media.}} {{Syntax cell|krcv|The NPC's Korean CV, if they appear in other ''Arknights'' media.}} {{Syntax cell|cnname|The NPC's original Chinese name (used in the CN server).<br/>If a value is given for <code>twname</code>, this will be distinguished as the Simplified Chinese name.}} {{Syntax cell|twname|The NPC's Traditional Chinese name (used in the TW server).}} {{Syntax cell|jpname|The NPC's Japanese name (used in the JP server).}} {{Syntax cell|krname|The NPC's Korean name (used in the KR server).}} {{Syntax cell|gender|The NPC's gender.}} {{Syntax cell|age|The NPC's age, if stated or implied (including estimations) in the story.}} {{Syntax cell|height|The NPC's height, if stated in external and in-game sources.}} {{Syntax cell|birthdate|The NPC's date of birth, if stated in external and in-game sources.}} {{Syntax cell|birthplace|The NPC's place of birth.}} {{Syntax cell|faction|The [[faction]] that the NPC is aligned with/affiliated to.}} {{Syntax cell|race|The NPC's [[race]].}} {{Syntax cell|occupation|The NPC's occupation(s).}} {{Syntax cell|family|The NPC's family and relatives.}} {{Syntax cell|status|The NPC's status as of their most recent appearance in the story.}} {{Syntax cell|first|The NPC's first appearance in other ''Arknights'' media.}} {{Syntax cell|last|The NPC's last appearance in other ''Arknights'' media.}} {{Syntax cell|related|Up to 9 characters related with the NPC, separated by commas.}} {{Table end}}<noinclude>[[Category:Template documentation|{{PAGENAME}}]]</noinclude>
Template:NPC infobox
<includeonly><infobox> <title source="name"><default>{{BASEPAGENAME}}</default></title> <image source="image"><default>{{BASEPAGENAME}}.png</default></image> <data source="fullname"><label>Full name</label></data> <data source="realname"><label>Real name</label></data> <data source="othername"><label>Also known as</label></data> <data source="fileno"><label>File no.</label></data> <data source="illustrator"><label>[[Illustrators|Illustrator]]</label></data> <data source="theme"><label>Leitmotif</label><format>[[{{{theme}}}]]</format></data> <data source="filename"><label>Internal name</label><format>''{{{filename}}}''</format></data> <group collapse="closed"> <header>Other Names</header> <data source="cnname"><label>{{#if:{{{twname|}}}|{{Tip|noline=true|Simp. Chinese|Simplified Chinese (used in the CN server)}}|Chinese}}</label></data> <data source="twname"><label>{{Tip|noline=true|Trad. Chinese|Traditional Chinese (used in the TW server)}}</label></data> <data source="jpname"><label>Japanese</label></data> <data source="krname"><label>Korean</label></data> </group> <group collapse="closed"> <header>Character Voices</header> <data source="jpcv"><label>Japanese</label></data> <data source="cncv"><label>Chinese</label></data> <data source="encv"><label>English</label></data> <data source="krcv"><label>Korean</label></data> </group> <group> <header>General Information</header> <data source="gender"><label>Gender</label></data> <data source="birthdate"><label>Date of birth</label></data> <data source="birthplace"><label>Place of birth</label></data> <data source="race"><label>Race</label></data> <data source="age"><label>Age</label><!-- only for NPCs whose age is stated in-game --></data> <data source="height"><label>Height</label><!-- only for NPCs whose height is given --></data> <data source="faction"><label>Faction</label></data> <data source="occupation"><label>Occupation</label></data> <data source="family"><label>Family/relatives</label></data> <data source="status"><label>Status</label></data> </group> <group collapse="closed"> <header>Anime Information</header> <data source="first"><label>First appearance</label></data> <data source="last"><label>Last appearance</label></data> </group> <group layout="horizontal"> <header><center>Related Characters</center></header> <data source="related"><format>{{C|{{#explode:{{{related|}}}|,|0}}|gridview=true}}</format></data> <data source="related"><format>{{#if:{{#explode:{{{related|}}}|,|1}}|{{C|{{#explode:{{{related|}}}|,|1}}|gridview=true}}}}</format></data> <data source="related"><format>{{#if:{{#explode:{{{related|}}}|,|2}}|{{C|{{#explode:{{{related|}}}|,|2}}|gridview=true}}}}</format></data> </group> <group layout="horizontal"> <data source="related"><format>{{#if:{{#explode:{{{related|}}}|,|3}}|{{C|{{#explode:{{{related|}}}|,|3}}|gridview=true}}}}</format></data> <data source="related"><format>{{#if:{{#explode:{{{related|}}}|,|4}}|{{C|{{#explode:{{{related|}}}|,|4}}|gridview=true}}}}</format></data> <data source="related"><format>{{#if:{{#explode:{{{related|}}}|,|5}}|{{C|{{#explode:{{{related|}}}|,|5}}|gridview=true}}}}</format></data> </group> <group layout="horizontal"> <data source="related"><format>{{#if:{{#explode:{{{related|}}}|,|6}}|{{C|{{#explode:{{{related|}}}|,|6}}|gridview=true}}}}</format></data> <data source="related"><format>{{#if:{{#explode:{{{related|}}}|,|7}}|{{C|{{#explode:{{{related|}}}|,|7}}|gridview=true}}}}</format></data> <data source="related"><format>{{#if:{{#explode:{{{related|}}}|,|8}}|{{C|{{#explode:{{{related|}}}|,|8}}|gridview=true}}}}</format></data> </group> </infobox></includeonly><noinclude>{{Documentation}}[[Category:Character templates|{{PAGENAME}}]][[Category:Infoboxes]]</noinclude>
Template:Navbox
<onlyinclude>{{#invoke:NavboxBuilder|create}}</onlyinclude> ==Parameters== {{#invoke:NavboxBuilder|documentation}}
Template:!!
<includeonly>&#124;&#124;</includeonly><noinclude>This template is used for creating two pipes in [[Help:Table|wikitables]] contained in [[Help:Parser functions|Parser functions]]. For further information, see [[m:Template:!!|Template:!! on Meta-Wiki]]. [[Category:Templates|{{PAGENAME}}]]</noinclude>
Template:Quote
<table align="center" border="0" cellpadding="1" cellspacing="0" style="margin:1.6em auto;"><tr>{{#switch:{{{nobracket|false}}}|false=<td class="quote-left">“</td>|true=}}<td class="quote">''<nowiki/>{{{text|{{{1}}}}}}<nowiki/>''</td>{{#switch:{{{nobracket|false}}}|false=<td class="quote-right">”</td>|true=}}</tr>{{#if:{{{2|}}}|<tr>{{#switch:{{{nobracket|false}}}|false=<td class="quote-bottom"></td>|true=}}<td class="quote-bottom">&mdash;{{{2}}}{{#if:{{{3|}}}|<sup class="noprint">[[{{{3}}}|<nowiki/>[source]<nowiki/>]]</sup>}}</td>{{#switch:{{{nobracket|false}}}|false=<td class="quote-bottom"></td>|true=}}</tr>}}</table><noinclude>{{Documentation}}[[Category:Templates]]</noinclude>
Template:Quote/doc
This template is used to display a quoted text. {{Heading2|Usage}} Simply add <code><nowiki>{{Quote}}</nowiki></code>. {{Heading3|Syntax}} {{Syntax head}} {{Syntax cell|{{{1}}}|The quote.}} {{Syntax cell|{{{2}}}|The speaker.}} {{Syntax cell|{{{3}}}|The source.}} {{Table end}}<noinclude>[[Category:Template documentation|{{PAGENAME}}]]</noinclude>
Beginner's Guide
{{Construction}} The '''Beginner's Guide''' in Arknights Wiki gathers some of the basic information and or instructions regarding ''[[Arknights]]''. {| class="article-table" width="100%" border="1" !Content |- | *[[User interface]] *[[Team building]] *[[Class]] |} ==Continuation== {{Main|Intermediate Guide}} [[Category:Guides]]
0-1
{{Operation tab}} {{Operation info |episode = Prologue |name = Collapse |prev = 0-0 |next = TR-1 |desc = The enemy's vanguard has appeared to your three o'clock. Deploy melee [[Operator]]s to stop them.}} <tabber> |-|Normal Mode={{Operation data |level = Level 1 |sanity = 6 |drill = 1 |unit limit = 8 |enemies = 11 |lp = 20 |dp = 10 |exp = 60 |lmd = 60 |firstdrop = {{i|Originite Prime|rate=0}}{{i|Recruitment Permit}} |regdrops = {{i|Drill Battle Record|rate=1}} |extradrops = {{i|Orirock}}{{i|Sugar Substitute}}{{i|Ester}}{{i|Oriron Shard}}{{i|Diketon}}{{i|Damaged Device}}{{i|Drill Battle Record}}{{i|Pure Gold}} |normal = {{E|Soldier|1}}, {{E|Originium Slug|10}}}} |-|Challenge Mode={{Operation data |cond = [[Deployment Point]]s will not automatically recover. |sanity = 6 |drill = 3 |unit limit = 8 |enemies = 11 |lp = 1 |dp = 10 |exp = 60 |lmd = 60 |firstdrop = {{i|Originite Prime}} |normal = {{E|Soldier|1}}, {{E|Originium Slug|10}}}} </tabber> {{Main Theme operations}} [[Category:Prologue|1]]
Template:Heading
<div style="background-color:#000; color:#fff; font-family:'impact'; float:right; transform:skew(-20deg); min-width:750px; font-size:25px; padding:7px; padding-left:20px; margin-right:-8px;">{{{1}}}</div>{{clr}} <noinclude>[[Category:Templates|{{PAGENAME}}]]</noinclude>
Template:Character
{{#switch:{{{gridview|false}}}| true=<div style="{{#switch:{{{3|0}}}|0=display:inline-block; margin:5px;|1=margin:0 auto;|{{#switch:{{{float|false}}}|true=float:left; margin:0 5px 5px 0;|false=}}}} position:relative; max-width:120px; text-align:center;">{{#if:{{{1|}}}|{{Character data/operator1|{{{1|}}}|{{{2|{{{1}}}}}}|gridview=true|icononly={{{icononly|false}}}|simrec={{{simrec|false}}}}}{{Character data/operator2|{{{1|}}}|{{{2|{{{1}}}}}}|gridview=true|icononly={{{icononly|false}}}|simrec={{{simrec|false}}}}}{{Character data/operator3|{{{1|}}}|{{{2|{{{1}}}}}}|gridview=true|icononly={{{icononly|false}}}|simrec={{{simrec|false}}}}}{{Character data/operator4|{{{1|}}}|{{{2|{{{1}}}}}}|gridview=true|icononly={{{icononly|false}}}|simrec={{{simrec|false}}}}}{{Character data/operator5|{{{1|}}}|{{{2|{{{1}}}}}}|gridview=true|icononly={{{icononly|false}}}|limited={{{limited|false}}}|store={{{store|false}}}|simrec={{{simrec|false}}}}}{{Character data/operator6|{{{1|}}}|{{{2|{{{1}}}}}}|gridview=true|icononly={{{icononly|false}}}|limited={{{limited|false}}}|limited2={{{limited2|false}}}|store={{{store|false}}}|simrec={{{simrec|false}}}}}{{Character data/npc1|{{{1|}}}|{{{2|{{{1}}}}}}|gridview=true|icononly={{{icononly|false}}}}}{{Character data/npc2|{{{1|}}}|{{{2|{{{1}}}}}}|gridview=true|icononly={{{icononly|false}}}}}}}</div>| false={{#if:{{{1|}}}|{{Character data/operator1|{{{1|}}}|{{{2|{{{1}}}}}}|gridview=false}}{{Character data/operator2|{{{1|}}}|{{{2|{{{1}}}}}}|gridview=false}}{{Character data/operator3|{{{1|}}}|{{{2|{{{1}}}}}}|gridview=false}}{{Character data/operator4|{{{1|}}}|{{{2|{{{1}}}}}}|gridview=false}}{{Character data/operator5|{{{1|}}}|{{{2|{{{1}}}}}}|gridview=false}}{{Character data/operator6|{{{1|}}}|{{{2|{{{1}}}}}}|gridview=false}}{{Character data/npc1|{{{1|}}}|{{{2|{{{1}}}}}}|gridview=false}}{{Character data/npc2|{{{1|}}}|{{{2|{{{1}}}}}}|gridview=false}}}}}}<noinclude>{{Documentation}}[[Category:Icon templates]][[Category:Character templates]]</noinclude>
Amiya
{{Operator info |name = Amiya |class = Caster |branch = Core |faction = Rhodes Island |rarity = 5 |position = Ranged |tags = DPS |trait = Deals {{Color|Arts Damage}} |starting = true |obtain = [[2-10]], [[3-8]], [[4-9]], [[6-17]], [[7-18]] |desc = Amiya, leader of [[Rhodes Island]], will fight alongside you. |quote = Keep fighting, [[Doctor]].}} {{Operator tab}} {{Operator infobox |rarity = 5star |name = Amiya |image = <gallery> Amiya.png|Base Amiya Elite 1.png|Elite 1 Amiya Elite 2.png|Elite 2 Amiya Skin 1.png|Newsgirl Amiya Skin 2.png|Fresh Fastener Amiya Skin 3.png|Planter </gallery> |cnname = 阿米娅 |jpname = アーミヤ |krname = 아미야 |fileno = R001 |filename = char_002_amiya |illustrator = 唯@W |jpcv = Tomoyo Kurosawa |cncv = Dian Tao |encv = Emma Ballantine |krcv = Lee Ji-hyun |gender = Female |age = ~14<ref>[[6-12/Story#Before operation|6-12 Before]]</ref> |theme = Wrathful Cerulean Flame |experience = 3 years |birthplace = [[Rim Billiton‏‎]] |birthdate = December 23rd |race = [[Cautus]]/[[Chimera]] |height = 142 cm |oripathy = Showed physical signs of [[Originium]], infection confirmed by medical report. |strength = Normal |mobility = Standard |endurance = Normal |tactical = Excellent |skill = Standard |originium = ██ |related = Blaze, Ch'en, Doctor, Kal'tsit, Rosmontis, Savage, Texas, Theresa |alternative = Amiya (Guard)|othername=}} ==Stats== {{Operator data |range1 = {{Ranges|p|r|r|r|p}} {{Ranges|p|s|r|r|p}} {{Ranges|p|r|r|r|p}} |range2 = {{Ranges|p|r|r|r|p|p}} {{Ranges|p|s|r|r|r|p}} {{Ranges|p|r|r|r|p|p}} |range3 = {{Ranges|p|r|r|r|p|p}} {{Ranges|p|s|r|r|r|p}} {{Ranges|p|r|r|r|p|p}} |HP = 699, 958, 1198, 1480 |HP trust = 200 |ATK = 276, 390, 514, 612 |ATK trust = 70 |DEF = 48, 81, 110, 121 |DEF trust = |RES = 10, 10, 15, 20 |RDP = 70, 70, 70, 70 |DP = 18, 18, 20, 20 |BLOCK = 1, 1, 1, 1 |ASPD = 1.6, 1.6, 1.6, 1.6 |pot2 = Max HP {{Color|+200}} |pot3 = [[Deployment Point|DP]] cost {{Color|-1}} |pot4 = ATK {{Color|+30}} |pot5 = DP cost {{Color|-1}} |pot6 = {{Color|Improves|2}} {{Color|Emotional Absorption}} |e1 = *Maximum attributes increased. *[[Deployment Point|DP]] cost {{Color|+2|3}}. *New [[skill]]: {{Color|Spirit Burst}}. *Range extended. |e1 level = 50 |e1 lmd = 20000 |e1 m1 = Caster Chip, 3 |e1 m2 = Device, 4 |e1 m3 = Oriron, 4 |e2 = *Maximum attributes increased. *New skill: {{Color|Chimera}}. *{{Color|???}} becomes {{Color|Emotional Absorption}}. *[[Operator Module|{{Color|Operator Modules}}]] available. |e2 level = 70 |e2 lmd = 120000 |e2 m1 = Caster Dualchip, 3 |e2 m2 = Orirock Concentration, 10 |e2 m3 = Loxic Kohl, 10}} ==Skills== {{Skill head|Tactical Chant γ|icon=T3|{{SB|1}} {{SB|4}}|30}} {{skc|1|0|40|30s|effect=ASPD {{Color|+30}}}} {{skc|2|0|35|30s|effect=ASPD {{Color|+35}}}} {{skc|3|5|35|30s|effect=ASPD {{Color|+40}}}} {{skc|4|5|35|30s|effect=ASPD {{Color|+45}}}} {{skc|5|5|35|30s|effect=ASPD {{Color|+50}}}} {{skc|6|5|35|30s|effect=ASPD {{Color|+55}}}} {{skc|7|10|32|30s|effect=ASPD {{Color|+60}}}} {{skc|8|10|32|30s|effect=ASPD {{Color|+70}}}} {{skc|9|10|32|30s|effect=ASPD {{Color|+80}}}} {{skc|10|15|30|30s|effect=ASPD {{Color|+90}}}} {{Skill end}} {{Skill head|Spirit Burst|icon=Amiya1|{{SB|1}} {{SB|5}}|25}} {{skc|1|0|100|25s|effect=Fires {{Color|6}} times with {{Color|33%}} ATK when attacking and attacks random targets within Attack Range<br/>{{Color|Automatically activated; Amiya is {{G|Stun|Stunned}} for 10 seconds after the skill duration|2}}}} {{skc|2|0|100|25s|effect=Fires {{Color|6}} times with {{Color|35%}} ATK when attacking and attacks random targets within Attack Range<br/>{{Color|Automatically activated; Amiya is {{G|Stun|Stunned|nolink=true}} for 10 seconds after the skill duration|2}}}} {{skc|3|0|100|25s|effect=Fires {{Color|6}} times with {{Color|37%}} ATK when attacking and attacks random targets within Attack Range<br/>{{Color|Automatically activated; Amiya is {{G|Stun|Stunned|nolink=true}} for 10 seconds after the skill duration|2}}}} {{skc|4|0|100|25s|effect=Fires {{Color|7}} times with {{Color|39%}} ATK when attacking and attacks random targets within Attack Range<br/>{{Color|Automatically activated; Amiya is {{G|Stun|Stunned|nolink=true}} for 10 seconds after the skill duration|2}}}} {{skc|5|0|100|25s|effect=Fires {{Color|7}} times with {{Color|41%}} ATK when attacking and attacks random targets within Attack Range<br/>{{Color|Automatically activated; Amiya is {{G|Stun|Stunned|nolink=true}} for 10 seconds after the skill duration|2}}}} {{skc|6|0|100|25s|effect=Fires {{Color|7}} times with {{Color|43%}} ATK when attacking and attacks random targets within Attack Range<br/>{{Color|Automatically activated; Amiya is {{G|Stun|Stunned|nolink=true}} for 10 seconds after the skill duration|2}}}} {{skc|7|0|100|25s|effect=Fires {{Color|7}} times with {{Color|45%}} ATK when attacking and attacks random targets within Attack Range<br/>{{Color|Automatically activated; Amiya is {{G|Stun|Stunned|nolink=true}} for 10 seconds after the skill duration|2}}}} {{skc|8|0|100|25s|effect=Fires {{Color|8}} times with {{Color|50%}} ATK when attacking and attacks random targets within Attack Range<br/>{{Color|Automatically activated; Amiya is {{G|Stun|Stunned|nolink=true}} for 10 seconds after the skill duration|2}}}} {{skc|9|0|100|25s|effect=Fires {{Color|8}} times with {{Color|55%}} ATK when attacking and attacks random targets within Attack Range<br/>{{Color|Automatically activated; Amiya is {{G|Stun|Stunned|nolink=true}} for 10 seconds after the skill duration|2}}}} {{skc|10|0|100|25s|effect=Fires {{Color|8}} times with {{Color|60%}} ATK when attacking and attacks random targets within Attack Range<br/>{{Color|Automatically activated; Amiya is {{G|Stun|Stunned|nolink=true}} for 10 seconds after the skill duration|2}}}} {{Skill end}} {{Skill head|Chimera|icon=Amiya2|{{SB|1}} {{SB|4}}|30|range={{Ranges|p|r|r|r|p|p}} {{Ranges|p|r|r|r|r|p}} {{Ranges|p|s|r|r|r|p}} {{Ranges|p|r|r|r|r|p}} {{Ranges|p|r|r|r|p|p}}}} {{skc|1|0|120|30s|effect=ATK {{Color|+100%}}, Max HP {{Color|+25%}}, Range {{Color|expands}}, damage type changes to {{Color|Pure}}; After the skill ends, Amiya will automatically be retreated{{Note|name=s3|Contrary to the in-game animation that shows Amiya being knocked out.}}}} {{skc|2|0|120|30s|effect=ATK {{Color|+110%}}, Max HP {{Color|+25%}}, Range {{Color|expands}}, damage type changes to {{Color|Pure}}; After the skill ends, Amiya will automatically be retreated{{Note|name=s3}}}} {{skc|3|0|120|30s|effect=ATK {{Color|+120%}}, Max HP {{Color|+25%}}, Range {{Color|expands}}, damage type changes to {{Color|Pure}}; After the skill ends, Amiya will automatically be retreated{{Note|name=s3}}}} {{skc|4|0|120|30s|effect=ATK {{Color|+130%}}, Max HP {{Color|+50%}}, Range {{Color|expands}}, damage type changes to {{Color|Pure}}; After the skill ends, Amiya will automatically be retreated{{Note|name=s3}}}} {{skc|5|0|120|30s|effect=ATK {{Color|+140%}}, Max HP {{Color|+50%}}, Range {{Color|expands}}, damage type changes to {{Color|Pure}}; After the skill ends, Amiya will automatically be retreated{{Note|name=s3}}}} {{skc|6|0|120|30s|effect=ATK {{Color|+150%}}, Max HP {{Color|+50%}}, Range {{Color|expands}}, damage type changes to {{Color|Pure}}; After the skill ends, Amiya will automatically be retreated{{Note|name=s3}}}} {{skc|7|0|120|30s|effect=ATK {{Color|+160%}}, Max HP {{Color|+75%}}, Range {{Color|expands}}, damage type changes to {{Color|Pure}}; After the skill ends, Amiya will automatically be retreated{{Note|name=s3}}}} {{skc|8|0|120|30s|effect=ATK {{Color|+180%}}, Max HP {{Color|+75%}}, Range {{Color|expands}}, damage type changes to {{Color|Pure}}; After the skill ends, Amiya will automatically be retreated{{Note|name=s3}}}} {{skc|9|0|120|30s|effect=ATK {{Color|+200%}}, Max HP {{Color|+75%}}, Range {{Color|expands}}, damage type changes to {{Color|Pure}}; After the skill ends, Amiya will automatically be retreated{{Note|name=s3}}}} {{skc|10|0|120|30s|effect=ATK {{Color|+230%}}, Max HP {{Color|+100%}}, Range {{Color|expands}}, damage type changes to {{Color|Pure}}; After the skill ends, Amiya will automatically be retreated{{Note|name=s3}}}} {{Skill end}} {{Skill upgrade head}} {{Suc|level=2|summary=4}} {{Suc|level=3|summary=4|m1=Damaged Device, 4}} {{Suc|level=4|summary=6|m1=Orirock Cube, 4}} {{Suc|level=5|summary=6|m1=Sugar, 5}} {{Suc|level=6|summary=6|m1=Aketon, 4}} {{Suc|level=7|summary=6|m1=Integrated Device, 2|m2=Sugar Pack, 3}} {{Suc|level=8| skill1=Tactical Chant γ|summary1=5|m11=White Horse Kohl, 3|m12=Aketon, 5| skill2=Spirit Burst|summary2=5|m21=Manganese Trihydrate, 3|m22=Integrated Device, 2| skill3=Chimera|summary3=5|m31=Grindstone Pentahydrate, 3|m32=Loxic Kohl, 4}} {{Suc|level=9| skill1=Tactical Chant γ|summary1=6|m11=Grindstone Pentahydrate, 3|m12=White Horse Kohl, 6| skill2=Spirit Burst|summary2=6|m21=RMA70-24, 3|m22=Manganese Trihydrate, 5| skill3=Chimera|summary3=6|m31=Orirock Concentration, 3|m32=Grindstone Pentahydrate, 6}} {{Suc|level=10| skill1=Tactical Chant γ|summary1=10|m11=D32 Steel, 4|m12=Orirock Concentration, 5| skill2=Spirit Burst|summary2=10|m21=Polymerization Preparation, 4|m22=White Horse Kohl, 5| skill3=Chimera|summary3=10|m31=Bipolar Nanoflake, 4|m32=Polyester Lump, 4}} {{Skill upgrade end}} ==Talent(s)== {{Talent|???|Base|?????}} {{Talent|Emotional Absorption|Elite 2|Restores 2 extra Skill Points when damaging{{Note|name=t|The original text says "attacking", which can be misleading.}} an enemy and 8 extra Skill Points when killing an enemy|Elite 2|Restores 3 {{Color|(+1)|2}} extra Skill Points when damaging{{Note|name=t}} an enemy and 10 {{Color|(+2)|2}} extra Skill Points when killing an enemy|pot2=5|rpl=???}} ==Base skills== {{Base skill|Agreement|cond=Base|facility=Control Center|desc=When this [[Operator]] is assigned to the [[Control Center]], all [[Trading Post]]s' order efficiency {{Color|+7%}} (only the most effective one will take effect when assigned Operators have the same skill effect)}} {{Base skill|Violin Solo|cond=Elite 2|facility=Dormitory|desc=When this [[Operator]] is assigned to a [[Dormitory]], restores {{Color|+0.15}} Morale per hour to all Operators assigned to that Dormitory (Only the strongest effect of this type takes place)}} ==Modules== {{Operator module |title = Original |type = basic |branch = Core Caster |desc = Amiya has demonstrated a remarkable aptitude for inflicting Arts casualties on the enemy.<br/>The Field Operations Department has thus passed the following resolution:<br/>This operator shall be appointed a [[Caster]] Operator during field operations to exercise [[Core Caster]] responsibilities.<br/>In witness whereof,<br/>This badge is hereby conferred upon the above named.}} {{Operator module |title = CCR-Y |type = y |module = DWDB-221E |trait = new |talent = original,Emotional Absorption |effect1 = Gains {{Color|1}} SP when normal attacks hit an [[Elite enemy|elite]] or [[Boss enemy|leader enemy]]. |att11 = hp,100 |att12 = atk,30 |effect2 = Restores 3 extra Skill Points when damaging{{Note|name=t}} an enemy and 8 extra Skill Points when killing an enemy |att21 = hp,130 |att22 = atk,40 |effect3 = Restores 3 extra Skill Points when damaging{{Note|name=t}} an enemy and 10 extra Skill Points when killing an enemy |att31 = hp,150 |att32 = atk,50 |mission1 = Defeat 10 [[Elite enemy|elite]] or [[Boss enemy|leader enemies]] with Amiya (excluding [[Support Unit]]s) |mission2 = Clear [[Main Theme]] [[3-8]] with a 3-star rating; You must deploy your own [[Core Caster]]-form Amiya, and have Core Caster-form Amiya defeat [[Skullshatterer/Enemy|Skullshatterer]] |level = 50 |data block = 2 |material = Polyester Lump, 3 |lmd = 40000 |data stick = 20 |material 2 = Keton Colloid, 4 |lmd 2 = 50000 |data instrument = 8 |material 3 = Oriron Block, 5 |lmd 3 = 60000 |desc = First, there are a few indistinct silhouettes. Soon, a dazzling light. Gradually, the light grows distant and rises to the sky, leaving behind bright blotches. Not long after, these points of light themselves speed far away, and all that remains is a meaningless, jet black.<br/>You remember those blotches are celestial bodies, every one. You remember the home of the stars is called the cosmos.<br/>Then immediately, your sight abruptly grows clear. Sleek metal. A sealed room. A clear window forms your third eye&ndash;through the window, you gaze at a colossal grey sphere, and in the center of that megastructure no normal mind could comprehend, it quietly awaits its birth father...<br/>You suddenly feel a kind of movement. A fluid wets your vision. You begin to seek this emotion's root. You see a child's birth. It is your child. A brand new fate, a soul entrusted... But against that yawning megastructure, how insignificant a life of such miniscule proportions it is.<br/>You return to the now, and gaze at those engineering ships, big and small. You, the mathematician, quickly make a ridiculous comparison&ndash;even the smallest ship among them is thousands of times larger than an infant of mankind.<br/>But you have all done it. Starting from the antiquity of antiquity, starting with fire or a hunt, you have come all the way to today.<br/>You are immensely proud. By some mysterious mechanism, you feel this pride as if it is yours, upon which more information pours into your mind. You remember your own identity. You realize that you are the designer of that artificial satellite. And after such a long journey in [[wikipedia:Hyperspace|subspace]], you finally greet the moment of its completion with your very own eyes.<br/>Honor, wealth, family, ideals... such vocabulary flickers elusive, hovers, dissipates, and in the end there is left one, and only one...<br/>...<br/>...<br/>"Future..."<br/>"What? What did you see?"<br/>"..."<br/>"Hey, respond! Hey!"<br/>All present lapse into silence. A young woman to the side wells with urgency.<br/>"Examine his brain! I told you we shouldn't have been so hasty! We only just set up protocol channels to database comms! This is only our first recorded successful transmission!"<br/>"...I'm sorry."<br/>"Wait. What are you saying?"<br/>"I mean... I never used to be too fond of you planetary engineers. I always felt your work was all style, no substance... but I saw it. I saw your past, I shared in your past. I felt your emotions. It was... like nothing else."<br/>"You..."<br/>"Yes. I felt you reminisce, like an ordinary father, about your children and your home. I saw that artificial moon, astonishing as anything. And the sensation, it's beyond all imagination... We've done it."<br/>Once again, everyone is silent.<br/>"So..." The one to break the silence is a fairly young, red-haired lady. "How will it record our epoch, and the epochs to come?"<br/>"As an omnibus of idiocy, I assume," someone responds thoughtlessly. "We've had quite enough ourselves, but from here on out, none of them will ever find another excuse to embellish history."<br/>"Have a little more faith in mankind, friends," says another, elderly, who simply sits down and shuffles herself into a comfortable position. "We've drawn enough lessons already. Our progeny won't be repeating our blunders."<br/>Some chuckle bitterly. It is, of course, no more than a beautiful wish.<br/>"...So we've definitely succeeded? Project DWDB-221E has borne fruit so quickly... My god."<br/>With no warning, a curly-haired person springs to his feet.<br/>"Are we always going to call it DWDB-221E? I know, project numbering follows regulation format. Cold, cold nomenclature, just like with AMa... But our work ''deserves'' a more dignified official name!" Once again, he throws out the proposal he hadn't relented on for more than half the year now. "I want to call it... 'Destiny'! Or maybe 'Truth of the World'?"<br/>The ensuing silence is now an awkward one.<br/>"How about the 'Black Crown'? In terms of an intuitive visual impression of parts of its appearance, it does resemble a crown, after all."<br/>"Eh, not a fan. That one sounds like some boring historical drama."<br/>"In that case..."<br/>The elderly woman interrupts her subordinates before they embroil themselves in yet another endless dispute. She gazes out at the stars beyond the window. Some unwelcome information is arriving, but humanity will ultimately overcome this hardship, just as it has countless times before.<br/>"I have a proposal..."<br/>"We should call it&ndash;'[[Civilight Eterna]]'."}} ==Notes== {{Notelist}} ==Changelog== {{Changelog| *{{Version|Where Vernal Winds Will Never Blow| **Original and CCR-Y [[Operator Module]]s added.}} *{{Version|server=en|Break the Ice| **English and Korean dialogues (voiced by Emma Ballantine and Lee Ji-hyun, respectively) added.}} *{{Version|Episode 9: Stormwatch| **Chinese dialogues (voiced by Dian Tao) added.}} *{{Version|Dossoles Holiday| **Now classified as a [[Core Caster]].}} *{{Version|server=en|Fan Appreciation Event| **{{C|Amiya (Guard)|Guardmiya}} introduced.}} *{{Version|server=en|1st Anniversary Celebration| **{{O|Fresh Fastener|gridview=false}} introduced.}} *{{Version|server=en|Opening Event Part 2| **{{O|Newsgirl|gridview=false}} introduced.}}}} ==References== {{Reflist}} {{Operators}}
Template:Currency
<includeonly><span style="display:inline-block;">{{{2}}}&#32;{{#switch:{{{1}}}| Commendation Certificate|Contract Bounty|Credit|Distinction Certificate|Drill Plan|Furniture Part|Headhunting Data Contract|Headhunting Parametric Model|Intelligence Certificate|LMD|Operation Agreement|Originite Prime|Originium Ingot|Orundum|Sanity|Shop Voucher=[[File:{{{1}}} icon.png|20px|link={{#ifeq:{{PAGENAME}}|{{{1}}}||{{{1}}}}}]]| Contract Bounty Beta=[[File:Contract Bounty Beta icon.png|18px|link=Contract Bounty]]| Ambience|Morale=[[File:{{{1}}} icon.png|18px|link=]]| Canned Tea|Dusk Inkstick|Originium Ingot|Wellbeing Charm=[[File:{{{1}}}.png|15px|link={{{1}}}]]| Hope|Magnificent Mushroom|Stone of Kjeragandr=[[File:{{{1}}}.png|18px|link={{{1}}}]]| Life Point=[[File:Life Points.png|18px|link=Life Point]]| Key=[[File:Key icon.png|10px|link=Key]]|Badge of Prosperity|Ecological Sample|Fluffybeast's Fur=[[File:{{{1}}}.png|20px|link=|{{{1}}}]]| Pointing Wood Carving=[[File:{{{1}}}.png|18px|link=|{{{1}}}]]| Flight Data Recording Chip|Eikon Fragment=[[File:{{{1}}}.png|22px|link=|{{{1}}}]]|[[File:{{{1}}}.png|20px|link={{#ifeq:{{PAGENAME}}|{{{1}}}||{{{1}}}}}]]}}</span></includeonly><noinclude> {{Documentation}} [[Category:Icon templates|{{PAGENAME}}]]</noinclude>
Template:Item data/battlerecord
<includeonly>{{#switch:{{{1|}}}| Drill Battle Record={{id|Drill Battle Record|2|A device that stores battle videos. Gives Operators a slight amount of EXP.|In such a hostile environment, every operation has the potential for a loss of life. We may be able to save more people if we are well prepared. A video record of several battles.|o=1|o1a=[[0-2]]|o1b=[[0-1]] &bull; [[0-2]] &bull; [[0-3]] &bull; [[0-4]] &bull; [[0-5]] &bull; [[0-6]] &bull; [[0-8]] &bull; [[0-10]] &bull; [[S2-3]] &bull; [[LS-1]] &bull; [[LS-2]] &bull; [[LS-3]] &bull; [[LS-4]]|o2=[[Factory]]|quant={{{2|}}}|rate={{{rate|}}}|gridview={{{gridview|false}}}}}| Frontline Battle Record={{id|Frontline Battle Record|3|A device that stores battle videos. Gives Operators a moderate amount of EXP.|In such a hostile environment, every operation has the potential for a loss of life. We may be able to save more people if we are well prepared. A video record of several battles, with detailed statistical analysis, plus 3 hours of additional materials and interviews.|o=1|o1b=[[S2-10]] &bull; [[3-5]] &bull; [[LS-1]] &bull; [[LS-2]] &bull; [[LS-3]] &bull; [[LS-4]] &bull; [[LS-5]] &bull; [[CB-2]] &bull; [[CB-4]] &bull; [[CB-6]] &bull; [[CB-8]] &bull; [[CB-10]]|o2=[[Factory]]|quant={{{2|}}}|rate={{{rate|}}}|gridview={{{gridview|false}}}}}| Strategic Battle Record={{id|Strategic Battle Record|5|A device that stores battle videos. Gives Operators a huge amount of EXP.|In such a hostile environment, every operation has the potential for a loss of life. We may be able to save more people if we are well prepared. Including an edited copy, plus an HD version, a UHD remastered version, a copy of the HD version, a director's cut, a deluxe version...|o=1|o1b=[[LS-4]] &bull; [[LS-5]] &bull; [[LS-6]]|quant={{{2|}}}|rate={{{rate|}}}|gridview={{{gridview|false}}}}}| Tactical Battle Record={{id|Tactical Battle Record|4|A device that stores battle videos. Gives Operators a significant amount of EXP.|In such a hostile environment, every operation has the potential for a loss of life. We may be able to save more people if we are well prepared. A video record of several battles, plus the signature of the one who recorded them.|o=1|o1b=[[4-3]] &bull; [[S4-9]] &bull; [[S5-1]] &bull; [[S5-4]] &bull; [[S5-6]] &bull; [[6-9]] &bull; [[S6-1]] &bull; [[S6-3]] &bull; [[7-11]] &bull; [[7-13]] &bull; [[R8-5]] &bull; [[R8-6]] &bull; [[M8-6]] &bull; [[9-11]] &bull; [[10-2]] &bull; [[11-1]] &bull; [[LS-3]] &bull; [[LS-4]] &bull; [[LS-5]] &bull; [[LS-6]] &bull; [[CB-10]]|o2=[[Factory]]|quant={{{2|}}}|rate={{{rate|}}}|gridview={{{gridview|false}}}}}}}</includeonly><noinclude>Contains the data of [[Battle Record]]s for use with {{T|Item}}. Other item data pages: *{{T|Item data/upgrade1}} *{{T|Item data/upgrade2}} *{{T|Item data/upgrade3}} *{{T|Item data/upgrade4}} *{{T|Item data/upgrade5}} *{{T|Item data/skillsummary}} *{{T|Item data/chip}} *{{T|Item data/classtoken}} *{{T|Item data/operatortoken1}} *{{T|Item data/operatortoken2}} *{{T|Item data/operatortoken3}} *{{T|Item data/operatortoken4}} *{{T|Item data/operatortoken5}} *{{T|Item data/operatortoken6}} *{{T|Item data/building}} *{{T|Item data/currency}} *{{T|Item data/event}} *{{T|Item data/opsupplies}} *{{T|Item data/sticker}} *{{T|Item data/recruitment}} *{{T|Item data/permit}} *{{T|Item data/potential}} *{{T|Item data/restoration}} *{{T|Item data/furniture}} *{{T|Item data/other}} *{{T|Item data/roguelike}} *{{T|Item data/is2play}} *{{T|Item data/is2prop}} </noinclude><noinclude> [[Category:Item databases]] </noinclude>
Template:Enemy data/normal1
<includeonly>{{#switch:{{{1|}}}|<!-- to add a new enemy, copy/paste this line: |={{ed|||||||quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}|--> 01|Soldier={{ed|Soldier|01|D+|D|D|D|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| 02|Airborne Soldier={{ed|Airborne Soldier|02|D+|C|D|D|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| 03|Airborne Soldier Leader={{ed|Airborne Soldier Leader|03|C|C|C|D|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| 04|Dual Swordsman={{ed|Dual Swordsman|04|C|C|D|D|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| 05|Dual Swordsman Leader={{ed|Dual Swordsman Leader|05|C|B|C|D|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| 06|Light-Armored Soldier={{ed|Light-Armored Soldier|06|C|C|B|D|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| 07|Light-Armored Soldier Leader={{ed|Light-Armored Soldier Leader|07|B|C|B|D|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| 13|Wraith={{ed|Wraith|13|C|D|C|B|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| 16|Wraith Leader={{ed|Wraith Leader|16|B|D|B|B|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| 17|Rioter={{ed|Rioter|17|D+|C|D|D|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| 18|Rioter Leader={{ed|Rioter Leader|18|C|C|D|D|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| 19|Shielded Soldier={{ed|Shielded Soldier|19|C|C|C|D|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| 20|Shielded Soldier Leader={{ed|Shielded Soldier Leader|20|C|C|C|D|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| 21|Junkman={{ed|Junkman|21|B|B|D|C|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| 22|Veteran Junkman={{ed|Veteran Junkman|22|B|B|D|C|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| 23|Arts Guard={{ed|Arts Guard|23|B|C|C|A|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| 24|Arts Guard Leader={{ed|Arts Guard Leader|24|B|B|C|A|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| 25|Bladed Fighter={{ed|Bladed Fighter|25|B|B|C|D|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| 26|Bladed Fighter Leader={{ed|Bladed Fighter Leader|26|B|B|B|D|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| 33|Spec Ops Soldier={{ed|Spec Ops Soldier|33|C|C|D|D|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| 34|Breaker={{ed|Breaker|34|C|B|D|B|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| 35|Breaker Leader={{ed|Breaker Leader|35|B|B|D|B|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| A1|Crossbowman={{ed|Crossbowman|A1|D+|C|D|D|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| A2|Crossbowman Leader={{ed|Crossbowman Leader|A2|C|C|C|D|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| A3|Caster|Enemy Caster|Caster (enemy)={{ed|Caster|link=Caster (enemy)|A3|D+|D|D|A|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| A4|Caster Leader={{ed|Caster Leader|A4|C|C|D|A|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| A7_1|Mortar Gunner={{ed|Mortar Gunner|A7|C|B|C|D|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| A8|Mortar Gunner Leader={{ed|Mortar Gunner Leader|A8|B|B|C|D|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| A9|Cocktail Thrower={{ed|Cocktail Thrower|A9|D+|D|D|D|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| A10|Firebomb Thrower={{ed|Firebomb Thrower|A10|C|C|D|D|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| AL1|Spec Ops Caster={{ed|Spec Ops Caster|AL1|B|B|C|A|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| AL2|Spec Ops Caster Leader={{ed|Spec Ops Caster Leader|AL2|B|B|C|A|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| AN1|Grindstone|Grindstone (enemy)={{ed|Grindstone|AN1|C|C|D|C|link=Grindstone (enemy)|race=Apparition|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| AN2|Brightmirror={{ed|Brightmirror|AN2|C|B|D|C|race=Apparition|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| AN3|Wooden Seal={{ed|Wooden Seal|AN3|D|D|D|D|race=Apparition|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| AN4|Rosewood Seal={{ed|Rosewood Seal|AN4|D|D|D|D|race=Apparition|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| AN5|Vernacularism={{ed|Vernacularism|AN5|C|C|D|D|race=Apparition|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| AN6|Sophistication={{ed|Sophistication|AN6|C|B|D|D|race=Apparition|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| AN7|Novel Scroll={{ed|Novel Scroll|AN7|D|D|D|D|race=Apparition|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| AN8|Painting Scroll={{ed|Painting Scroll|AN8|D|D|D|D|race=Apparition|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| AN11|Bronze Mirror={{ed|Bronze Mirror|AN11|D|D|D|D|race=Apparition|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| AN12|Brass Mirror={{ed|Brass Mirror|AN12|D|D|D|D|race=Apparition|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| AN15|Wooden Paperweight={{ed|Wooden Paperweight|AN15|D|D|D|D|race=Apparition|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| AN16|Rosewood Paperweight={{ed|Rosewood Paperweight|AN16|D|D|D|D|race=Apparition|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| AN17|Fountainboil={{ed|Fountainboil|AN17|B|C|C|A|race=Apparition|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| AN18|Rainbowbrew={{ed|Rainbowbrew|AN18|A|B|B|A|race=Apparition|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| AN19|Celadon Teaware={{ed|Celadon Teaware|AN19|D|D|D|D|race=Apparition|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| AN20|Porcelain Teaware={{ed|Porcelain Teaware|AN20|D|D|D|D|race=Apparition|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| AN23|Celadon Vase={{ed|Celadon Vase|AN23|D|D|D|D|race=Apparition|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| AN24|Porcelain Vase={{ed|Porcelain Vase|AN24|D|D|D|D|race=Apparition|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| AN27|Bronze Spearhead={{ed|Bronze Spearhead|AN27|D|D|D|D|race=Apparition|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| AN28|Iron Spearhead={{ed|Iron Spearhead|AN28|D|D|D|D|race=Apparition|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| AN31|Bronze Lampstand={{ed|Bronze Lampstand|AN31|D|D|D|D|race=Apparition|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| AN32|Iron Lampstand={{ed|Iron Lampstand|AN32|D|D|D|D|race=Apparition|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| AN33|Wisp={{ed|Wisp|AN33|D|D|D|D|race=Apparition|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| B1|Originium Slug={{ed|Originium Slug|B1|D|D|D|D|race=Infected Creature|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| B2|Originium Slug α|Originium Slug Alpha|Originium Slug A={{ed|Originium Slug α|B2|D+|D|D|D|race=Infected Creature|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| B3|Originium Slug β|Originium Slug Beta|Originium Slug B={{ed|Originium Slug β|B3|D+|C|D|D|race=Infected Creature|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| B4|Acid Originium Slug={{ed|Acid Originium Slug|B4|C|D|D|D|race=Infected Creature|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| B5|Acid Originium Slug α|Acid Originium Slug Alpha|Acid Originium Slug A={{ed|Acid Originium Slug α|B5|C|C|D|D|race=Infected Creature|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| B6|Infused Originium Slug={{ed|Infused Originium Slug|B6|C|C|D|D|race=Infected Creature|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| B7|Infused Originium Slug α|Infused Originium Slug Alpha|Infused Originium Slug A={{ed|Infused Originium Slug α|B7|B|C|D|D|race=Infected Creature|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| B8|Metal Crab={{ed|Metal Crab|B8|C|C|B|S|race=Infected Creature|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| B9|Infused Glacial Originium Slug={{ed|Infused Glacial Originium Slug|B9|C|C|D|D|race=Infected Creature|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| B10|Infused Glacial Originium Slug α|Infused Glacial Originium Slug Alpha|Infused Glacial Originium Slug A={{ed|Infused Glacial Originium Slug α|B10|B|B|D|D|race=Infected Creature|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| C0|Lurker={{ed|Lurker|C0|C|C|D|C|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| C1|Invisible Crossbowman={{ed|Invisible Crossbowman|C1|D+|C|D|C|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| C2|Invisible Crossbowman Leader={{ed|Invisible Crossbowman Leader|C2|C|C|C|C|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| C3|Invisible Caster={{ed|Invisible Caster|C3|C|C|D|A|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| C4|Invisible Caster Leader={{ed|Invisible Caster Leader|C4|B|B|C|A|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| C11|Ordinary Prisoner={{ed|Ordinary Prisoner|C11|B|C|D|D|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| C12|Seasoned Prisoner={{ed|Seasoned Prisoner|C12|B|B|D|D|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| C13|Sniper Prisoner={{ed|Sniper Prisoner|C13|B|C|D|B|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| C14|Elite Sniper Prisoner={{ed|Elite Sniper Prisoner|C14|B|C|D|B|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| D1|Monster={{ed|Monster|D1|D|D|D|D|race=Drone|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| D2|Monster Mk II={{ed|Monster Mk II|D2|D+|C|D|D|race=Drone|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| D4|Defender-4={{ed|Defender-4|D4|B|D|C|C|race=Drone|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| D7|Arts Master A1={{ed|Arts Master A1|D7|C|C|D|A|race=Drone|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| DH1|Diver={{ed|Diver|DH1|C|C|C|C|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| DH2|Diver Leader={{ed|Diver Leader|DH2|B|C|C|C|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| DH3|Delinquent={{ed|Delinquent|DH3|C|C|D|D|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| DH4|Delinquent Boss={{ed|Delinquent Boss|DH4|C|B|C|D|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| DH7|Tidal Caster={{ed|Tidal Caster|DH7|B|D|C|A|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| DH8|Tidal Leader={{ed|Tidal Leader|DH8|B|C|C|A|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| DH13|Unmanned Explosive Boat={{ed|Unmanned Explosive Boat|DH13|B|C|C|D|race=Machina|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| DH14|Unmanned Heavy Explosive Boat={{ed|Unmanned Heavy Explosive Boat|DH14|A|B|B|D|race=Machina|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| DH15|Pancho's Explosive Boat={{ed|Pancho's Explosive Boat|DH15|B|C|C|D|race=Machina|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| DH16|Competition Transport Vessel={{ed|Competition Transport Vessel|DH16|C|D|D|D|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| DU1|Dublinn Sniffer Hound={{ed|Dublinn Sniffer Hound|DU1|C|C|D|D|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| DU2|Dublinn Sniffer Hound Pro={{ed|Dublinn Sniffer Hound Pro|DU2|B|B|D|D|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| DU3|Dublinn Scout={{ed|Dublinn Scout|DU3|C|C|C|D|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| DU4|Dublinn Scout Leader={{ed|Dublinn Scout Leader|DU4|B|B|C|D|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| DU5|Dublinn Sniper={{ed|Dublinn Sniper|DU5|B|C|C|D|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| DU6|Dublinn Sniper Leader={{ed|Dublinn Sniper Leader|DU6|B|B|C|D|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| DU7|Dublinn Shadowcaster={{ed|Dublinn Shadowcaster|DU7|B|C|C|C|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| DU8|Dublinn Shadowcaster Leader={{ed|Dublinn Shadowcaster Leader|DU8|B|B|C|C|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| DU9|Dublinn Phalanx Infantry={{ed|Dublinn Phalanx Infantry|DU9|B|C|C|D|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| DU10|Dublinn Phalanx Commander={{ed|Dublinn Phalanx Commander|DU10|B|B|B|D|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| DU13|Dublinn Flying Soldier={{ed|Dublinn Flying Soldier|DU13|B|B|B|D|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| DU14|Dublinn Flying Squad Leader={{ed|Dublinn Flying Squad Leader|DU14|B|B|B|D|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| DU23|Special Forces Soldier={{ed|Special Forces Soldier|DU23|C|C|C|D|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| DU24|Special Forces Captain={{ed|Special Forces Captain|DU24|C|C|C|D|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| DU25|Swamp Gloompincer={{ed|Swamp Gloompincer|DU25|C|C|B|B|race=Infected Creature|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| DU26|Enraged Swamp Gloompincer={{ed|Enraged Swamp Gloompincer|DU26|C|B|B|A|race=Infected Creature|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| DU27|Dublinn Flamechaser Soldier={{ed|Dublinn Flamechaser Soldier|DU27|B|D|D|A|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| DU28|Dublinn Flamechaser Elite Soldier={{ed|Dublinn Flamechaser Elite Soldier|DU28|B|D|D|A|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| DU29|Dublinn Cannoneer={{ed|Dublinn Cannoneer|DU29|B|B|C|C|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| DU30|Dublinn Cannoneer Captain={{ed|Dublinn Cannoneer Captain|DU30|B|B|B|C|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| DU31|Dublinn Flamecaller={{ed|Dublinn Flamecaller|DU31|B|C|C|A|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| DU32|Dublinn Flamecaller Captain={{ed|Dublinn Flamecaller Captain|DU32|A|B|B|A|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| DUR1|Alcohol Lover={{ed|Alcohol Lover|DUR1|C|C|D|A|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| DUR2|Alcohol Association Member={{ed|Alcohol Association Member|DUR2|B|B|C|A|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| DUR3|Lakeside Volunteer={{ed|Lakeside Volunteer|DUR3|B|C|C|A|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| DUR4|Lakeside Lifeguard={{ed|Lakeside Lifeguard|DUR4|B|B|C|A|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| DUR5|Sandcastle Builder={{ed|Sandcastle Builder|DUR5|C|D|C|A|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| DUR6|Sandcastle Architect={{ed|Sandcastle Architect|DUR6|B|D|C|A|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| DUR7|Volleyball Serving Cart={{ed|Volleyball Serving Cart|DUR7|B|C|B|C|race=Machina|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| DUR8|Volleyball Spiking Cart={{ed|Volleyball Spiking Cart|DUR8|B|B|B|C|race=Machina|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| FF1|Hot Spring Fluffbag|Hot Spring "Fluffbag"={{ed|Hot Spring Fluffbag|title=Hot Spring &quot;Fluffbag&quot;|FF1|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| FF2|Hot Spring Joyful Fluffbag|Hot Spring "Joyful Fluffbag"={{ed|Hot Spring Joyful Fluffbag|title=Hot Spring &quot;Joyful Fluffbag&quot;|FF2|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| FF3|Wanderland Frisbee|Wanderland "Frisbee"={{ed|Wanderland Frisbee|title=Wanderland &quot;Frisbee&quot;|FF3|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| FF4|Wanderland Gym Frisbee|Wanderland "Gym Frisbee"={{ed|Wanderland Gym Frisbee|title=Wanderland &quot;Gym Frisbee&quot;|FF4|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| FF5|Hot Spring Busker|Hot Spring "Busker"={{ed|Hot Spring Busker|title=Hot Spring &quot;Busker&quot;|FF5|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| FF6|Hot Spring Muddy Busker|Hot Spring "Muddy Busker"={{ed|Hot Spring Muddy Busker|title=Hot Spring &quot;Muddy Busker&quot;|FF6|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| FF7|Wanderland Pilot|Wanderland "Pilot"={{ed|Wanderland Pilot|title=Wanderland &quot;Pilot&quot;|FF7|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| FF8|Wanderland Airfluffy Pilot|Wanderland "Airfluffy Pilot"={{ed|Wanderland Airfluffy Pilot|title=Wanderland &quot;Airfluffy Pilot&quot;|FF8|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| FF9|City Wind Drifter|City "Wind Drifter"={{ed|City Wind Drifter|title=City &quot;Wind Drifter&quot;|FF9|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| FF10|City Cyclone Drifter|City "Cyclone Drifter"={{ed|City Cyclone Drifter|title=City &quot;Cyclone Drifter&quot;|FF10|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| G11|Sicilian={{ed|Sicilian|G11|C|C|D|C|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| G12|Elite Sicilian={{ed|Elite Sicilian|G12|B|C|D|C|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| G13|Brawler={{ed|Brawler|G13|C|C|C|D|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| G14|Elite Brawler={{ed|Elite Brawler|G14|B|B|C|D|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| G15|Marksman={{ed|Marksman|G15|C|D|C|D|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| G16|Elite Marksman={{ed|Elite Marksman|G16|B|C|C|D|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| HE1|Gnawbeast={{ed|Gnawbeast|HE1|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| HE2|Hungry Gnawbeast={{ed|Hungry Gnawbeast|HE2|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| HE3|Flapbeast={{ed|Flapbeast|HE3|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| HE4|Irritated Flapbeast={{ed|Irritated Flapbeast|HE4|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| HE5|Wilderness Bandit={{ed|Wilderness Bandit|HE5|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| HE6|Elite Wilderness Bandit={{ed|Elite Wilderness Bandit|HE6|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| HE7|Wilderness Lurker={{ed|Wilderness Lurker|HE7|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| HE8|Elite Wilderness Lurker={{ed|Elite Wilderness Lurker|HE8|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| HE9|Wilderness Marauder={{ed|Wilderness Marauder|HE9|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| HE10|Elite Wilderness Marauder={{ed|Elite Wilderness Marauder|HE10|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| HS01|Hornbeast={{ed|Hornbeast|HS01|B|C|D|D|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}}}| HS02|Tall Hornbeast={{ed|Tall Hornbeast|HS02|B|C|D|D|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}}}| HS03|Bristlebeast={{ed|Bristlebeast|HS03|B|C|D|C|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}}}| HS04|Razor Bristlebeast={{ed|Razor Bristlebeast|HS04|B|B|D|C|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}}}| HS05|Scorching Originium Slug={{ed|Scorching Originium Slug|HS05|D+|D|D|D|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}}}| HS06|Blazing Originium Slug={{ed|Blazing Originium Slug|HS06|D+|D|D|D|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}}}| HS07|Rough Clawbeast={{ed|Rough Clawbeast|HS07|A|B|C|D|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}}}| HS08|Rugged Clawbeast={{ed|Rugged Clawbeast|HS08|A|A|C|D|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}}}| HS09|Cragbeast={{ed|Cragbeast|HS09|A|B|C|D|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}}}| HS10|Solid Cragbeast={{ed|Solid Cragbeast|HS10|A|A|C|D|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}}}| HS11|Pinionbeast={{ed|Pinionbeast|HS11|A|B|D|C|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}}}| HS12|Swift Pinionbeast={{ed|Swift Pinionbeast|HS12|A|B|D|C|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}}}| IL1|Clawbeast={{ed|Clawbeast|IL1|C|C|D|C|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| IL2|Ferocious Clawbeast={{ed|Ferocious Clawbeast|IL2|B|C|D|C|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| IL3|Frigid={{ed|Frigid|IL3|B|C|D|C|race=Drone|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| IL4|Frigid AS.T={{ed|Frigid AS.T|IL4|B|C|D|C|race=Drone|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| IL5|Icefield Warrior={{ed|Icefield Warrior|IL5|C|C|D|C|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| IL6|Icefield Warrior Leader={{ed|Icefield Warrior Leader|IL6|B|C|C|C|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| IL7|Icefield Hunter={{ed|Icefield Hunter|IL7|C|C|D|C|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| IL8|Icefield Hunter Leader={{ed|Icefield Hunter Leader|IL8|B|B|C|C|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| IL11|Icefield Caster={{ed|Icefield Caster|IL11|B|C|C|A|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| IL12|Icefield Caster Leader={{ed|Icefield Caster Leader|IL12|B|C|C|A|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| K1|Nameless Independent Knight={{ed|Nameless Independent Knight|K1|C|C|C|D|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| K2|Nameless Elite Knight={{ed|Nameless Elite Knight|K2|B|B|C|D|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| K3|Training Gloompincer={{ed|Training Gloompincer|K3|D|B|B|B|race=Infected Creature|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| K4|Vicious Training Gloompincer={{ed|Vicious Training Gloompincer|K4|D|B|B|B|race=Infected Creature|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| K5|Roar Knightclub Trainee={{ed|Roar Knightclub Trainee|K5|C|C|D|D|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| K6|Roar Knightclub Elite={{ed|Roar Knightclub Elite|K6|B|B|D|D|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| L1|Leithanian Rebel={{ed|Leithanian Rebel|L1|C|D|C|C|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| L2|Leithanian Rebel Leader={{ed|Leithanian Rebel Leader|L2|B|D|C|C|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| L3|Winterwisp Hound={{ed|Winterwisp Hound|L3|C|D|C|C|race=Infected Creature|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| L4|Winterwisp Hound Pro={{ed|Winterwisp Hound Pro|L4|C|B|D|C|race=Infected Creature|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| L5|Leithanian Whisperer={{ed|Leithanian Whisperer|L5|B|C|C|A|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| L6|Leithanian Psalmist={{ed|Leithanian Psalmist|L6|B|B|C|A|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| LE1|Street Layabout|"Street Layabout"={{ed|Street Layabout|LE1|C|B|D|D|title=&quot;Street Layabout&quot;|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| LE2|Street Drunk|"Street Drunk"={{ed|Street Drunk|LE2|B|B|D|D|title=&quot;Street Drunk&quot;|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| LE3|Street Performer|"Street Performer"={{ed|Street Performer|LE3|C|C|D|C|title=&quot;Street Performer&quot;|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| LE4|Street Musician|"Street Musician"={{ed|Street Musician|LE4|B|B|C|C|title=&quot;Street Musician&quot;|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| LE7|Spire Caster={{ed|Spire Caster|LE7|B|B|C|A|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| LE8|Battleworn Spire Caster={{ed|Battleworn Spire Caster|LE8|A|A|C|A|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| LE15|Blackwater Originium Slug={{ed|Blackwater Originium Slug|LE15|C|C|D|D|race=Infected Creature|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| LE16|Blackwater Originium Slug α|Blackwater Originium Slug A|Blackwater Originium Slug Alpha={{ed|Blackwater Originium Slug α|LE16|C|B|D|D|race=Infected Creature|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| LT1|Military Beckbeast={{ed|Military Beckbeast|LT1|B|C|D|B|race=Infected Creature|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| LT2|Senior Military Beckbeast={{ed|Senior Military Beckbeast|LT2|B|B|D|B|race=Infected Creature|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| LT3|Trimounts City Guard={{ed|Trimounts City Guard|LT3|B|B|C|B|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| LT4|Trimounts City Guard Leader={{ed|Trimounts City Guard Leader|LT4|A|B|C|B|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| LT5|Arclight Commando={{ed|Arclight Commando|LT5|B|C|C|B|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| LT6|Arclight Commando Leader={{ed|Arclight Commando Leader|LT6|B|B|C|B|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| LT9|Arclight Mirrorguard={{ed|Arclight Mirrorguard|LT9|A|A|S|A|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| LT10|Arclight Mirrorguard Leader={{ed|Arclight Mirrorguard Leader|LT10|A|A|S|A|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| LUD5|Norport Civilian={{ed|Norport Civilian|LUD5|B|C|D|D|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| LUD7|Wayfinder Agent={{ed|Wayfinder Agent|LUD7|B|B|C|C|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| LUD8|Wayfinder Agent Leader={{ed|Wayfinder Agent Leader|LUD8|B|B|B|C|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| LUD9|Sentry Agent={{ed|Sentry Agent|LUD9|B|A|C|B|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}| LUD10|Sentry Agent Leader={{ed|Sentry Agent Leader|LUD10|B|A|C|B|quant={{{2|}}}|quant2={{{3|}}}|gridview={{{gridview|false}}}|icononly={{{icononly|false}}}|mode={{{mode|normal}}}}}}}</includeonly><noinclude>Contains the data of [[Enemy/Normal|normal enemies]] outside [[Integrated Strategies]], [[Stationary Security Service]], and [[Multivariate Cooperation]]<!--, [[Barrage Fortress]], and [[Reclamation Algorithm]]--> from 0 to M for use with {{T|Enemy}}. Other enemy data pages: *{{T|Enemy data/normal2}} *{{T|Enemy data/normal is}} *{{T|Enemy data/normal s3}}<!-- *{{T|Enemy data/normal ra}}--> *{{T|Enemy data/elite1}} *{{T|Enemy data/elite2}} *{{T|Enemy data/elite is}} *{{T|Enemy data/elite s3}}<!-- *{{T|Enemy data/elite ra}}--> *{{T|Enemy data/boss}} *{{T|Enemy data/boss is}} *{{T|Enemy data/boss s3}}<!-- *{{T|Enemy data/boss ra}}--> [[Category:Enemy databases|{{PAGENAME}}]]</noinclude>
Template:SB
<includeonly><includeonly><div title="{{#switch:{{{1|1}}}| 1=Generates 1 SP every second (before modifiers)| 2=Generates 1 SP when the unit is attacked (even if the attack is dodged/resisted)| 3=Generates 1 SP when the unit attacks| 4=Activated via the skill's button| 5=Activated automatically| 6=Active at all times}}" style="display:inline-block; cursor:help; position:relative; margin:2px 0; padding:0 5px; width:auto; border-radius:5px; background:{{#switch:{{{1|1}}}| 1=#8EC31F| 2=#F4AF09| 3=#FC793E| 4|5|6=#808080}}; color:white; font-size:12px; text-align:center;">{{#switch:{{{1|1}}}| 1=Auto Recovery| 2=Defensive Recovery| 3=Offensive Recovery| 4=Manual Trigger| 5=Auto Trigger| 6=Passive}}</div></includeonly><noinclude>This template is used to display the SP generation and activation type of a [[skill]] as part of {{t|Skill head}} and {{t|Unit skill}}, determined by the value assigned to <code><nowiki>{{{1}}}</nowiki></code>: #Auto Recovery #Defensive Recovery #Offensive Recovery #Manual Trigger #Auto Trigger #Passive [[Category:Button templates|{{PAGENAME}}]]</noinclude>
Template:Item data/classtoken
<includeonly>{{#switch:{{{1|}}}| Replicated Caster Token={{Item data/fetch|Class Token|r=1|c=Caster|o1=Store|q={{{2|}}}|g={{{gridview|false}}}}}| Replicated Defender Token={{Item data/fetch|Class Token|r=1|c=Defender|o1=Store|q={{{2|}}}|g={{{gridview|false}}}}}| Replicated Guard Token={{Item data/fetch|Class Token|r=1|c=Guard|o1=Store|q={{{2|}}}|g={{{gridview|false}}}}}| Replicated Medic Token={{Item data/fetch|Class Token|r=1|c=Medic|o1=Store|q={{{2|}}}|g={{{gridview|false}}}}}| Replicated Sniper Token={{Item data/fetch|Class Token|r=1|c=Sniper|o1=Store|q={{{2|}}}|g={{{gridview|false}}}}}| Replicated Specialist Token={{Item data/fetch|Class Token|r=1|c=Specialist|o1=Store|q={{{2|}}}|g={{{gridview|false}}}}}| Replicated Supporter Token={{Item data/fetch|Class Token|r=1|c=Supporter|o1=Store|q={{{2|}}}|g={{{gridview|false}}}}}| Replicated Vanguard Token={{Item data/fetch|Class Token|r=1|c=Vanguard|o1=Store|q={{{2|}}}|g={{{gridview|false}}}}}| Original Caster Token={{Item data/fetch|Class Token|r=2|c=Caster|o1=Store|q={{{2|}}}|g={{{gridview|false}}}}}| Original Defender Token={{Item data/fetch|Class Token|r=2|c=Defender|o1=Store|q={{{2|}}}|g={{{gridview|false}}}}}| Original Guard Token={{Item data/fetch|Class Token|r=2|c=Guard|o1=Store|q={{{2|}}}|g={{{gridview|false}}}}}| Original Medic Token={{Item data/fetch|Class Token|r=2|c=Medic|o1=Store|q={{{2|}}}|g={{{gridview|false}}}}}| Original Sniper Token={{Item data/fetch|Class Token|r=2|c=Sniper|o1=Store|q={{{2|}}}|g={{{gridview|false}}}}}| Original Specialist Token={{Item data/fetch|Class Token|r=2|c=Specialist|o1=Store|q={{{2|}}}|g={{{gridview|false}}}}}| Original Supporter Token={{Item data/fetch|Class Token|r=2|c=Supporter|o1=Store|q={{{2|}}}|g={{{gridview|false}}}}}| Original Vanguard Token={{Item data/fetch|Class Token|r=2|c=Vanguard|o1=Store|q={{{2|}}}|g={{{gridview|false}}}}}| Antique Caster Token={{Item data/fetch|Class Token|r=3|c=Caster|o1=Store|q={{{2|}}}|g={{{gridview|false}}}}}| Antique Defender Token={{Item data/fetch|Class Token|r=3|c=Defender|o1=Store|q={{{2|}}}|g={{{gridview|false}}}}}| Antique Guard Token={{Item data/fetch|Class Token|r=3|c=Guard|o1=Store|q={{{2|}}}|g={{{gridview|false}}}}}| Antique Medic Token={{Item data/fetch|Class Token|r=3|c=Medic|o1=Store|q={{{2|}}}|g={{{gridview|false}}}}}| Antique Sniper Token={{Item data/fetch|Class Token|r=3|c=Sniper|o1=Store|q={{{2|}}}|g={{{gridview|false}}}}}| Antique Specialist Token={{Item data/fetch|Class Token|r=3|c=Specialist|o1=Store|q={{{2|}}}|g={{{gridview|false}}}}}| Antique Supporter Token={{Item data/fetch|Class Token|r=3|c=Supporter|o1=Store|q={{{2|}}}|g={{{gridview|false}}}}}| Antique Vanguard Token={{Item data/fetch|Class Token|r=3|c=Vanguard|o1=Store|q={{{2|}}}|g={{{gridview|false}}}}}| Rare Caster Token={{Item data/fetch|Class Token|r=4|c=Caster|o1=Store|q={{{2|}}}|g={{{gridview|false}}}}}| Rare Defender Token={{Item data/fetch|Class Token|r=4|c=Defender|o1=Store|q={{{2|}}}|g={{{gridview|false}}}}}| Rare Guard Token={{Item data/fetch|Class Token|r=4|c=Guard|o1=Store|q={{{2|}}}|g={{{gridview|false}}}}}| Rare Medic Token={{Item data/fetch|Class Token|r=4|c=Medic|o1=Store|q={{{2|}}}|g={{{gridview|false}}}}}| Rare Sniper Token={{Item data/fetch|Class Token|r=4|c=Sniper|o1=Store|q={{{2|}}}|g={{{gridview|false}}}}}| Rare Specialist Token={{Item data/fetch|Class Token|r=4|c=Specialist|o1=Store|q={{{2|}}}|g={{{gridview|false}}}}}| Rare Supporter Token={{Item data/fetch|Class Token|r=4|c=Supporter|o1=Store|q={{{2|}}}|g={{{gridview|false}}}}}| Rare Vanguard Token={{Item data/fetch|Class Token|r=4|c=Vanguard|o1=Store|q={{{2|}}}|g={{{gridview|false}}}}}| Epic Caster Token={{Item data/fetch|Class Token|r=5|c=Caster|o1=Store|q={{{2|}}}|g={{{gridview|false}}}}}| Epic Defender Token={{Item data/fetch|Class Token|r=5|c=Defender|o1=Store|q={{{2|}}}|g={{{gridview|false}}}}}| Epic Guard Token={{Item data/fetch|Class Token|r=5|c=Guard|o1=Store|q={{{2|}}}|g={{{gridview|false}}}}}| Epic Medic Token={{Item data/fetch|Class Token|r=5|c=Medic|o1=Store|q={{{2|}}}|g={{{gridview|false}}}}}| Epic Sniper Token={{Item data/fetch|Class Token|r=5|c=Sniper|o1=Store|q={{{2|}}}|g={{{gridview|false}}}}}| Epic Specialist Token={{Item data/fetch|Class Token|r=5|c=Specialist|o1=Store|q={{{2|}}}|g={{{gridview|false}}}}}| Epic Supporter Token={{Item data/fetch|Class Token|r=5|c=Supporter|o1=Store|q={{{2|}}}|g={{{gridview|false}}}}}| Epic Vanguard Token={{Item data/fetch|Class Token|r=5|c=Vanguard|o1=Store|q={{{2|}}}|g={{{gridview|false}}}}}| Royal Caster Token={{Item data/fetch|Class Token|r=6|c=Caster|o1=Store|q={{{2|}}}|g={{{gridview|false}}}}}| Royal Defender Token={{Item data/fetch|Class Token|r=6|c=Defender|o1=Store|q={{{2|}}}|g={{{gridview|false}}}}}| Royal Guard Token={{Item data/fetch|Class Token|r=6|c=Guard|o1=Store|q={{{2|}}}|g={{{gridview|false}}}}}| Royal Medic Token={{Item data/fetch|Class Token|r=6|c=Medic|o1=Store|q={{{2|}}}|g={{{gridview|false}}}}}| Royal Sniper Token={{Item data/fetch|Class Token|r=6|c=Sniper|o1=Store|q={{{2|}}}|g={{{gridview|false}}}}}| Royal Specialist Token={{Item data/fetch|Class Token|r=6|c=Specialist|o1=Store|q={{{2|}}}|g={{{gridview|false}}}}}| Royal Supporter Token={{Item data/fetch|Class Token|r=6|c=Supporter|o1=Store|q={{{2|}}}|g={{{gridview|false}}}}}| Royal Vanguard Token={{Item data/fetch|Class Token|r=6|c=Vanguard|o1=Store|q={{{2|}}}|g={{{gridview|false}}}}}}}</includeonly><noinclude>Contains the data of [[Class Token]]s for use with {{T|Item}}. Other item data pages: *{{T|Item data/battlerecord}} *{{T|Item data/upgrade1}} *{{T|Item data/upgrade2}} *{{T|Item data/upgrade3}} *{{T|Item data/upgrade4}} *{{T|Item data/upgrade5}} *{{T|Item data/skillsummary}} *{{T|Item data/chip}} *{{T|Item data/operatortoken1}} *{{T|Item data/operatortoken2}} *{{T|Item data/operatortoken3}} *{{T|Item data/operatortoken4}} *{{T|Item data/operatortoken5}} *{{T|Item data/operatortoken6}} *{{T|Item data/building}} *{{T|Item data/currency}} *{{T|Item data/event}} *{{T|Item data/opsupplies}} *{{T|Item data/sticker}} *{{T|Item data/recruitment}} *{{T|Item data/permit}} *{{T|Item data/potential}} *{{T|Item data/restoration}} *{{T|Item data/furniture}} *{{T|Item data/other}} *{{T|Item data/roguelike}} *{{T|Item data/is2play}} *{{T|Item data/is2prop}} </noinclude><noinclude> [[Category:Item databases]] </noinclude>
Template:Duration
<includeonly>{{#ifeq:{{{1}}}|0||<div title="{{#switch:{{{1}}}| 1800|3600=actually {{{1}}} seconds| -2=Lasts until expiring or deactivated through the skill's button| -1=Lasts until the unit leaves the map}}" style="display:inline-block; {{#switch:{{{1}}}| 1800|3600|-1|-2=cursor:help;}} position:relative; margin:2px 0; padding:0 5px; width:auto; border-radius:5px; background:lightgray; color:black; font-size:12px; text-align:center;">{{#switch:{{{1}}}|1800|3600|-1=Unlimited|-2=Toggleable|-15|-20|-30={{#replace:{{{1}}}|-|}} sec./Unlimited|{{{1}}} sec.}}</div>}}</includeonly><noinclude>This template is used to display the duration of a [[skill]], which is integrated to {{t|Skill head}} and {{t|Unit skill}}. Setting <code>{{{1}}}</code> to any of the following values will display the duration differently. *'''-1''': Unlimited *'''-2''': Toggleable *'''-30''': 30 sec./Unlimited (only used by [[Thorns]]' {{Skill|Destreza}}) [[Category:Button templates|{{PAGENAME}}]]</noinclude>
Template:Item data/currency
<includeonly>{{#switch:{{{1|}}}| Credit={{id|Credit|2|A token of friendship. Can be used to exchange items from the Store.|Credit holds communities together and stands as a symbol of social stability. Sometimes it's even more valuable than money, so do please cherish it.|o1=Friend Support, [[Support Unit]]s, [[Dormitory]] Ambience, [[Clue]] Exchange|quant={{{2|}}}|rate={{{rate|}}}|gridview={{{gridview|false}}}}}| LMD={{id|LMD|4|A widely used currency issued by Lungmen.|Since the financial crisis, economic decline and political instability have stood in the way of trade. The widespread circulation of Lungmen Dollars has allowed for some recovery in the business world.|o=1|o1b=[[1-1]] &bull; [[S2-2]] &bull; [[2-7]] &bull; [[3-6]] &bull; [[4-1]] &bull; [[S4-6]] &bull; [[S5-2]] &bull; [[S5-3]] &bull; [[S5-5]] &bull; [[6-1]] &bull; [[S6-2]] &bull; [[S6-4]] &bull; [[7-3]] &bull; [[S7-1]] &bull; [[S7-2]] &bull; [[R8-1]] &bull; [[R8-4]] &bull; [[9-1]] &bull; [[9-2]] &bull; [[10-8]] &bull; [[11-9]] &bull; [[CE-1]] &bull; [[CE-2]] &bull; [[CE-3]] &bull; [[CE-4]] &bull; [[CE-5]] &bull; [[CB-1]] &bull; [[CB-3]] &bull; [[CB-5]] &bull; [[CB-7]] &bull; [[CB-9]]|quant={{{2|}}}|rate={{{rate|}}}|gridview={{{gridview|false}}}}}| Originite Prime={{id|Originite Prime|6|Dangerous but necessary, this precious material is widely used in many fields.|Widely used in industry, this Originium crystal is difficult to extract. Its production requires very fine processing, but it remains the major energy source of the world and the foundation of Originium Arts. Even if widespread rumors claim &quot;Originite Prime spreads an incurable disease,&quot; few can resist its temptation.|o1=Store|o=1|o1a=All operations|quant={{{2|}}}|rate={{{rate|}}}|gridview={{{gridview|false}}}}}| Orundum={{id|Orundum|5|An artificial material commonly used to recruit operators.|Made from Originite Prime, it also contains other minerals. In the past, it was used only as a conductive element, but it has since become a store of credit value.|o1=[[Annihilation]]|quant={{{2|}}}|rate={{{rate|}}}|gridview={{{gridview|false}}}}}| Distinction Certificate={{id|Distinction Certificate|5|A formal certificate that testifies to the expertise of an operator. Can be exchanged for rare items.|The Infection Isolation Act is the last vestige of modern nation states. As long as you have some special ability, it is but a meaningless piece of paper. (The words of her Leithanien mentor.)|o1=New Operator's gift|quant={{{2|}}}|rate={{{rate|}}}|gridview={{{gridview|false}}}}}| Commendation Certificate={{id|Commendation Certificate|3|A certificate that testifies to the typical skills of an operator. Can be exchanged for items.|Good help is hard to find in troubled times, especially when trying to do it secretly. It's like finding a needle in a haystack, but what if Rhodes Island were to become the haystack? Would that save some time?|o1=New Operator's gift|quant={{{2|}}}|rate={{{rate|}}}|gridview={{{gridview|false}}}}}| Shop Voucher={{id|Shop Voucher|3|A certificate describing the business and operational capacities of Rhodes Island. Can be exchanged for items.|The operations at Rhodes Island require substantial funding and a variety of materials. Therefore, we must trade in diverse markets in order to keep everything running.|o=1|o1b=[[AP-1]] &bull; [[AP-2]] &bull; [[AP-3]] &bull; [[AP-4]] &bull; [[AP-5]]|quant={{{2|}}}|rate={{{rate|}}}|gridview={{{gridview|false}}}}}| Furniture Part={{id|Furniture Part|3|Parts used to assemble furniture.|Table legs, chair arms, cushions, we have everything here. Put them together and you get a nice piece of furniture.|o=1|o1b=[[SK-1]] &bull; [[SK-2]] &bull; [[SK-3]] &bull; [[SK-4]] &bull; [[SK-5]]|o2=[[Workshop]]|quant={{{2|}}}|rate={{{rate|}}}|gridview={{{gridview|false}}}}}| Information Fragment={{id|Information Fragment|5|A topological model of effective intelligence that can be used to reconstruct past events.|An auxiliary function of Rhodes Island's intelligence processing system. After extracting effective intelligence from a complex batch of information, the system was able to recreate images of past events with astonishing fidelity. The information was packaged as videotapes to make it easier for ordinary people to understand.|o1=Obtained through event exchange|quant={{{2|}}}|rate={{{rate|}}}|gridview={{{gridview|false}}}}}| Headhunting Data Contract Cremation Last Wish|Headhunting Data Contract (Cremation Last Wish)={{id|Headhunting Data Contract Cremation Last Wish|name=Headhunting Data Contract|5|A time-limited currency arranged for a new type of headhunting contract; Collect enough to recruit an operator from a designated pool for a limited time|A long-term, stable relationship with the headhunting agency can effectively control our expenditures. However, we hope that this method will not be required every time.|o1=New Operator's gift (only from the Cremation Last Wish limited headhunting banner)|quant={{{2|}}}|rate={{{rate|}}}|gridview={{{gridview|true}}}|linkname=true}}| Headhunting Data Contract Forget Me Not|Headhunting Data Contract (Forget Me Not)={{id|Headhunting Data Contract Forget Me Not|name=Headhunting Data Contract|5|A time-limited currency arranged for a new type of headhunting contract; Collect enough to recruit an operator from a designated pool for a limited time|A long-term, stable relationship with the headhunting agency can effectively control our expenditures. However, we hope that this method will not be required every time.|o1=New Operator's gift (only from the Forget Me Not limited headhunting banner)|quant={{{2|}}}|rate={{{rate|}}}|gridview={{{gridview|true}}}|linkname=true}}| Headhunting Data Contract Earthborn Metals Rerun|Headhunting Data Contract (Earthborn Metals Rerun)={{id|Headhunting Data Contract Earthborn Metals Rerun|name=Headhunting Data Contract|5|A time-limited currency arranged for a new type of headhunting contract; Collect enough to recruit an operator from a designated pool for a limited time|A long-term, stable relationship with the headhunting agency can effectively control our expenditures. However, we hope that this method will not be required every time.|o1=New Operator's gift (only from the Earthborn Metals Rerun limited headhunting banner)|quant={{{2|}}}|rate={{{rate|}}}|gridview={{{gridview|true}}}|linkname=true}}| Headhunting Data Contract Hidden Moon|Headhunting Data Contract (Hidden Moon)={{id|Headhunting Data Contract Hidden Moon|name=Headhunting Data Contract|5|A time-limited currency arranged for a new type of headhunting contract; Collect enough to recruit an operator from a designated pool for a limited time|A long-term, stable relationship with the headhunting agency can effectively control our expenditures. However, we hope that this method will not be required every time.|o1=New Operator's gift (only from the Hidden Moon limited headhunting banner)|quant={{{2|}}}|rate={{{rate|}}}|gridview={{{gridview|true}}}|linkname=true}}| Headhunting Data Contract Deep Drown Lament|Headhunting Data Contract (Deep Drown Lament)={{id|Headhunting Data Contract Deep Drown Lament|name=Headhunting Data Contract|5|A time-limited currency arranged for a new type of headhunting contract; Collect enough to recruit an operator from a designated pool for a limited time|A long-term, stable relationship with the headhunting agency can effectively control our expenditures. However, we hope that this method will not be required every time.|o1=New Operator's gift (only from the Deep Drown Lament limited headhunting banner)|quant={{{2|}}}|rate={{{rate|}}}|gridview={{{gridview|true}}}|linkname=true}}| Headhunting Data Contract Holiday Stars|Headhunting Data Contract (Holiday Stars)={{id|Headhunting Data Contract Holiday Stars|name=Headhunting Data Contract|5|A time-limited currency arranged for a new type of headhunting contract; Collect enough to recruit an operator from a designated pool for a limited time|A long-term, stable relationship with the headhunting agency can effectively control our expenditures. However, we hope that this method will not be required every time.|o1=New Operator's gift (only from the Holiday Stars limited headhunting banner)|quant={{{2|}}}|rate={{{rate|}}}|gridview={{{gridview|true}}}|linkname=true}}| Headhunting Data Contract Path of the Radiant|Headhunting Data Contract (Path of the Radiant)={{id|Headhunting Data Contract Path of the Radiant|name=Headhunting Data Contract|5|A time-limited currency arranged for a new type of headhunting contract; Collect enough to recruit an operator from a designated pool for a limited time|A long-term, stable relationship with the headhunting agency can effectively control our expenditures. However, we hope that this method will not be required every time.|o1=New Operator's gift (only from the Path of the Radiant limited headhunting banner)|quant={{{2|}}}|rate={{{rate|}}}|gridview={{{gridview|true}}}|linkname=true}}| Headhunting Data Contract Unstrained Liquor, Pellucid Heart|Headhunting Data Contract Unstrained Liquor Pellucid Heart|Headhunting Data Contract (Unstrained Liquor, Pellucid Heart)|Headhunting Data Contract (Unstrained Liquor Pellucid Heart)={{id|Headhunting Data Contract Unstrained Liquor Pellucid Heart|name=Headhunting Data Contract|5|A time-limited currency arranged for a new type of headhunting contract; Collect enough to recruit an operator from a designated pool for a limited time|A long-term, stable relationship with the headhunting agency can effectively control our expenditures. However, we hope that this method will not be required every time.|o1=New Operator's gift (only from the Unstrained Liquor, Pellucid Heart limited headhunting banner)|quant={{{2|}}}|rate={{{rate|}}}|gridview={{{gridview|true}}}|linkname=true}}| Headhunting Parametric Model={{id|Headhunting Parametric Model|5|A new product, born of processing data from expired headhunting contracts; Can be exchanged for certain supplies.|The fact that the headhunting agency has taken this consideration proves its sincerity. A word of warning though &ndash; if you seek to exploit this method for profit, I'm afraid the consequences will far outweigh any gains.|o1=Automatically obtained when Headhunting Data expires (at a 1:6 ratio)|quant={{{2|}}}|rate={{{rate|}}}|gridview={{{gridview|true}}}}}| Event Crystal={{id|Event Crystal|5|A topological model of aggregated information. Can be used to rebuild past events.|An auxiliary function of Rhodes Island's intelligence processing system. After extracting effective intelligence from a mass of information, the system is able to recreate images of past events. Information extracted through crystallization is typically of greater importance. Its synthesis into optical disc form is simply for easier understanding by the layperson.|o1=Weekly gift|quant={{{2|}}}|rate={{{rate|}}}|gridview={{{gridview|false}}}}}| Universal Certificate={{id|Universal Certificate|5|代表干员拥有中坚能力的凭证,可用于兑换稀有物资。|时光赋予这些干员对于罗德岛事务更加深刻独到的见解,他们总会为您提供稀缺且必要的物资。|o1='''[CN]''' New Operator's gift|quant={{{2|}}}|rate={{{rate|}}}|gridview={{{gridview|false}}}}}| Operation Agreement={{id|Operation Agreement|5|A symbol of cooperation. Can be used to unlock additional content in Contingency Contract.|The elimination of chaos does not necessarily ensure the establishment of order. &quot;Natural disasters turn into man-made disasters,&quot; but the Contingency Contract system at least provides you with a solution.|o1=[[Contingency Contract]] (Emergency and Long-Term Mission reward ([[Contingency Contract Beta|C.C. Beta]]), Challenge Mission reward ([[Contingency Contract Barrenland|C.C. Barrenland]] onwards))|quant={{{2|}}}|rate={{{rate|}}}|gridview={{{gridview|false}}}}}| Contract Bounty={{id|Contract Bounty|5|Rewards earned after completing a contract. Can be used to redeem supplies.|The ruthless but effective bounty mechanism is the only way to ensure the normal operations of the Contingency Crisis system.|o1=[[Contingency Contract Barrenland]] onwards (Challenge Mission reward)|quant={{{2|}}}|rate={{{rate|}}}|gridview={{{gridview|false}}}}}| Contract Bounty Beta|Contract Bounty (Beta)|Contract Bounty Preseason={{id|Contract Bounty Beta|name=Contract Bounty|5|Rewards earned after completing a contract. Can be used to redeem supplies.|The ruthless but effective bounty mechanism is the only way to ensure the normal operations of the Contingency Crisis system.|o1=[[Contingency Contract Beta]] (Emergency Mission and Long-Term Mission reward)|quant={{{2|}}}|rate={{{rate|}}}|gridview={{{gridview|false}}}|linkname=true}}| Data Blackbox={{id|Data Blackbox|5|Used to perform Data Iteration on Limiter Units.|An encrypted data block. Always remember, the conversion of information often entails unavoidable wear. Make good use of your information storage devices, but do not depend on them.|o1=[[Trials for Navigator]]|quant={{{2|}}}|rate={{{rate|}}}|gridview={{{gridview|false}}}}}| Trial EXP={{id|Trial EXP|5|Experience gained from finished trials. Upgrades trial levels.|Right and wrong are far from crucial in a simulation. They are only a form of support. They help you make the correct choices when the battle is real.|o1=[[Trials for Navigator]]|quant={{{2|}}}|rate={{{rate|}}}|gridview={{{gridview|false}}}}}| Originium Crystallization={{id|Originium Crystallization|5|完成尖灭测试作战后得到的报酬。可用于兑换补给品。|纯净无瑕的源石晶体,圣所对此视若珍宝。|o1=[[Pinch-Out]]|quant={{{2|}}}|rate={{{rate|}}}|gridview={{{gridview|false}}}|nolink=true}}}}</includeonly><noinclude>Contains the data of currencies for use with {{T|Item}}. Other item data pages: *{{T|Item data/battlerecord}} *{{T|Item data/upgrade1}} *{{T|Item data/upgrade2}} *{{T|Item data/upgrade3}} *{{T|Item data/upgrade4}} *{{T|Item data/upgrade5}} *{{T|Item data/skillsummary}} *{{T|Item data/chip}} *{{T|Item data/classtoken}} *{{T|Item data/operatortoken1}} *{{T|Item data/operatortoken2}} *{{T|Item data/operatortoken3}} *{{T|Item data/operatortoken4}} *{{T|Item data/operatortoken5}} *{{T|Item data/operatortoken6}} *{{T|Item data/building}} *{{T|Item data/event}} *{{T|Item data/opsupplies}} *{{T|Item data/sticker}} *{{T|Item data/recruitment}} *{{T|Item data/permit}} *{{T|Item data/potential}} *{{T|Item data/restoration}} *{{T|Item data/furniture}} *{{T|Item data/other}} *{{T|Item data/roguelike}} *{{T|Item data/is2play}} *{{T|Item data/is2prop}} </noinclude><noinclude> [[Category:Item databases]] </noinclude>
Introduction
{{Construction|article}} This article serves as a quick '''introduction''' to ''[[Arknights]]'', including how to download/install the game and the essentials in playing the game. ==Starting up== ===Installation=== You may download ''Arknights'' from the [https://play.google.com/store/apps/details?id=com.YoStarEN.Arknights Play Store], [https://apps.apple.com/us/app/arknights/id1464872022 App Store], or for the Chinese version of the game, on Hypergryph's website at the following URL: [https://ak.hypergryph.com/download ak.hypergryph.com/download] (only for Android). It is possible to download the game from other providers, such as QooApp, but we recommend using the official methods. On Android, ''Arknights'' requires Android version 4.1 and up, and runs on any 32-bit image. It does not require a 64-bit Android instance, making it easy to run on any emulators you may find. It demands approximately 3.5 gigabytes of space with all packages installed, despite Google Play's size claim of 86 megabytes, and the closer estimate of 1.52 gigabytes of the CN version's package. On iOS, ''Arknights'' requires iOS version 9.0 or later, and is a 2.1 gigabyte download. Though untested, it should also run on 32-bit devices, of which are a minority of Apple devices. It is worth noting that game content is downloaded in two separate ways. Google Play will initially download a 84.56 megabyte application, and a 1.53 gigabyte [[wikipedia:Opaque binary blob|OBB package]] (what Google Play refers to as the additional file). Without getting into specifics, the initial application download contains most of the initial game code, while the OBB package contains the initial ''content''. Most post-launch content is then downloaded in the game itself, through the loading screen that precedes login. Skipping the download of any of these files is not permitted. This adds up to the 3.5 gigabytes in total, although during this patching process, you may chose to skip on the voice lines — which will render your operators silent — and the video resources — which are only used after the Episode 8 stage [[JT8-2]], leaving you ample time as a new player to progress in the game before actually needing to download the file, which you can do at any time from the in-game Settings. [[File:Unknownsources.png|thumb|Allow installation of apps from unknown sources.]] If you are installing the Chinese version of the game, you will be downloading an APK file, which is, to simplify, the Android equivalent of a Windows installer .exe. The APK file can be executed by any Android emulator or Android itself, and will allow you to install the application on your device. Since the Chinese version uses an XAPK structure, content is included in the APK, which means it does not download an OBB. However, you will still have to go through the patching process within the game itself. In order to install this version of the game, you will have to go into your Android device's settings, and "allow installation of apps from unknown sources," which is usually found in the Security section. [[File:Solidexpl-apps.png|thumb|Using [https://play.google.com/store/apps/details?id=pl.solidexplorer2 Solid Explorer]'s Applications explorer menu to retrieve the ''Arknights'' APK without root access.]] We do not recommend any one Android emulator in particular, but do warn you that most, if not all of these emulators are riddled with intrusive advertisement and are known for shady privacy practices. Use emulators at your own risk for your data, and we recommend avoiding purchasing items with real money using these — there have been no reports of theft through this, but it is nonetheless not advisable. Nevertheless, they provide certain ergonomic advantages, such as the ability to play with a mouse and keyboard (by binding certain actions or button presses to keyboard keys), video recording, and the ability to play ''Arknights'' without mobilizing your phone's battery and screen. If you want to "ensure" some amount of safety, we recommend a semi-advanced method to do so: you may use the Windows Firewall to exclude the GUI executable from accessing the Internet. Most of these emulators use two separate executables that make multi-instance emulation simpler: a "GUI" executable which serves as your user interface, and a "headless frontend" which effectively is a VirtualBox instance preset with everything working for Android game emulation, this is the ''actual'' emulator. It is up to you to use your Task Manager to discern which is which (most likely, the headless frontend will be using most of the CPU and RAM and describe itself as such), and following this guide is at your own risk. You can safely block the GUI from accessing the Internet, but it is not possible to disconnect the headless frontend without also being unable to log into ''Arknights''. Most of these emulators also come with their own adware-riddled Android launcher, which we recommend you uninstall after enabling root access and replace with another, such as Nova Launcher. Lastly, you may attempt to uninstall system apps that you think are trackers, but we advise against it unless you know what you're doing, it may break your Android installation. You may also attempt to install, or use the built-in Android firewall to exclude every app from accessing the Internet except ''Arknights'' itself and the Google Play Store for updates. This advice works for most emulators from experience, but not all of them may work the same, and you should verify whether or not this advice is actually applicable. For the sake of setting up multiple instances without going through the trouble of re-downloading the game every time, you can back up the game files. This process is, to our knowledge, impossible on iOS due to Apple's design policy of abstracting and obfuscating files from the user, so this guide will only work on Android. You will find game content at the following locations: *For the EN version: **'''Internal Memory/Android/obb/com.YoStarEN.Arknights/main.72.com.YoStarEN.Arknights.obb''' contains the additional content file. **'''Internal Memory/Android/data/com.YoStarEN.Arknights/files''' and all its subfolders contains all post-launch content downloaded after the patching process. **The application's APK file itself can be easily found using most file explorers, and otherwise, if ''you have root access'', is stored in '''root/data/app/com.YoStarEN.Arknights-2/base.apk'''. *For the CN version: **There is no additional content OBB file, as everything is stored in the APK. **'''Internal Memory/Android/data/com.hypergryph.arknights/files''' and all its subfolders contains all post-launch content downloaded after the patching process. **The application's APK file itself can be easily found using most file explorers, and otherwise, if ''you have root access'', is stored in '''root/data/app/com.hypergryph.arknights-1/base.apk'''. ===Registration=== While you may begin playing the game at any time using a ''guest'' account, it is needed to bind your account once you have decided on keeping the account. You may decide to postpone this temporarily to '''reroll''' (start new accounts until your initial line-up is the way you want it). If you keep delaying this process, you may find yourself losing your unbound account to an update or a loss of cache. We highly recommend registering with a Yostar account, which requires an email address, rather than a Facebook or Twitter account, for the reason that these may arbitrarily ban or suspend you (as of current situation, it's highly advised to not use Twitter account bind due to changes in Twitter API policy) from their platform, which renders logging in on another device using these credentials ''impossible''. You should always be able to fall back on a Yostar account. Naturally, since you can bind multiple accounts, you can always log in to any device using the other two, but you will want to have a backup plan should they fail you. If you're looking to reroll, you can easily dummy bind without creating multiple throwaway emails by salting emails on compatible services, such as Gmail. Salting is done by appending your email address, say, myusername@gmail.com with a +#, where the # is a number incremented every time. For example, myusername+3@gmail.com will still send emails to myusername@gmail.com, but Yostar considers them different emails, and different accounts. Resetting data to reroll, you can clear app data in the storage section of the app settings (which will begin the patching process anew) and reset your advertiser ID. Please note that you cannot skip this patching process, as backing up the files and putting them back in their place will simply log you back into the login credential you just deleted. To delete the app settings, on Android, go to your settings, the Applications submenu, Arknights, Storage, and clear ''app data''. Do not delete anything else. Then, go to Google settings, Ads, and reset your advertising ID. Rerolling on iOS is difficult, and even next to impossible sometimes, likely due to iCloud. It is heavily recommended that you do not reroll on iOS. ==Rerolling advice== If a specific Operator attracts you, you may safely ignore this advice. However, if you do not care for any operator in particular, care for all of them, or are a little lost as to ''who'' to roll for as a beginner, this section is here to help you. When you first roll, you will be greeted with the Newbie Headhunting banner, as follows: [[File:Newbiepool-big.jpg|center|thumb|640px]] The Newbie Pool has specific mechanics, namely that you can only roll on it 21 times (one of which the tutorial demands that you do) and it does not go away until you have done every roll. Rolls on it are discounted, costing 380 Orundums instead of the usual 600. It also guarantees one of the 6★ operators portrayed above. '''This banner will not go away until you have rolled 20 times''', so '''you may safely postpone it''' to instead roll for another banner which sparks your interest. However, you should ask players for their opinion, as some units are great for kickstarting accounts, and others not so much, more so being solid additions to an already well-rounded roster, and the game will not tell you which are which, and only experience allows one to know. The featured operators of the Newbie Pool are: * [[Angelina]], a Supporter who slows enemies. She is serviceable before her first promotion, and her second skill sees some mildly niche use, but her main skill comes at Elite 2. Overall, Angelina is a '''decent''' unit '''to start with''' that serviceably fulfills her subclass' role, and a very good '''long-term''' addition. * [[Exusiai]], a Sniper who focuses on rapid-fire and dispatching drones. Exusiai is extremely strong right out of the gate, and will heavily help throughout most of the early game content. However, her subclass' usefulness has somewhat fallen off in late game and difficult content, due to her focusing on small but sustained physical damage bursts over slow but heavy hits. She is a '''short-term''' pick that still sees some '''semi-frequent use in the long term''' when aided by buffers that circumvent her principal failings. * [[Hoshiguma]], a Defender. There is not much to say about Hoshiguma. She tanks, she tanks very well. Most of her strength comes from focusing heavily on being a tank, and she is very good at it. She also does a fairly good amount of damage for a Defender, at least against most middling enemies. Hoshiguma is immediately serviceable in the '''short term''', and only gets better with promotions. However, her hard focus on Defense and lack of versatility makes her a more '''niche''' pick in late game content where you might want your Defender to do something more. *[[Shining]], a single-target Medic. Shining is the game's resident Defense buffer, increasing the Defense of Operators in her range. Shining is a solid addition that can ease the pressure of early game maps pitting lots of damage against unleveled operators, but she is in the long term, a very '''niche''' operator. She hits her power spike after her first promotion, which makes her more of a '''medium-term''' pick. Shining is, overall, one of the aforementioned "good unit to round up an already solid team" rather than an account kickstarter. * [[Siege]], a Vanguard. Siege is a very strong unit as far as Vanguards go, due to being almost a Guard with her extremely strong stat distribution that makes her able to sustain much longer than other Vanguards, long after they need to be replaced with heavier damage and tankier tanks. Nevertheless, she is becoming more and more of a '''niche''' pick in the long run, and is overshadowed by content design moving away from what she provides and closer to what Vanguards released after her do. Despite that, she is not a bad unit by any stretch, and will be extremely good in the '''medium term'''. * [[SilverAsh]], a Guard who attacks at a small range. While he does this basic job before promotions, it is truly after getting his third skill, at Elite 2, that SilverAsh shines. SilverAsh may be a bit underwhelming before promotions due to only being good for his 6★ stats among your team and having a relatively situational second skill (which can be used to complement his basic abilities by allowing him to recuperate between battles), his third skill opens up one of the strongest early game cheese potential, and is still used to this day in late and endgame content. SilverAsh is, undoubtedly, a '''long-term''' pick. ==Tips, tricks, and recommendations== *For perfect optimization; it is extremely difficult to avoid it at the start of the game, but we recommend that you keep your Sanity below cap at all times. Every six minutes spent above cap is a point of Sanity not gained, which technically slows down progress you could have made. **However, taking this too seriously might turn ''Arknights'' into a chore, rather than a game. Take a breather before you burn yourself out. Overcapping is not that big of a deal. **In general, heed the point below: *There is no such thing as permanently harming your account. Even if you've done something inefficient, it's not the end of the world. **The only thing irreversible is upgrading certain base facilities, which can lock you out of base setups that require not upgrading them. *It is recommended that you keep your entire team at an even level, not focus heavily on one Operator. You may allow your highest rarity "carry" operators to grow some levels above your overall team, but they cannot carry you ''that'' hard. *If you're not sure whether to spend a currency, ask around. Most currencies are easily renewable either way, even if some are scarcer than others. *It is typically not recommended to spend Originite Prime to refill Sanity, unless you intend to buy it with real money. Originite Prime is best spent on Outfits and on the Pro Leveling Packs — which you should prioritize over converting Originite Prime into Orundum, as the Leveling Packs contain the equivalent of their Originite Prime price in Orundums ''and then some'' extra rewards. *Unless you're actively saving for something, it is recommended to roll to your 5★ guarantee on banners, provided your Orundum counter allows. New units are always valuable. If you have everyone on the banner, which is not likely as a beginner player, you may consider skipping the banner. *Following tier lists and "meta" recommendations without questioning them is a terrible idea. While it is generally true that it simply cannot hurt to have meta-viable operators, most accounts' starting rosters will be different, and you should cover for your weaknesses instead. Typically, even the strongest Operator cannot carry you through every map, and not singlehandedly, especially not if kept at a low level due to the lack of resources inherent to a beginner account. *It is heavily recommended to upgrade your base, and therefore farm Carbon when you can, because having an un-upgraded base throttles your progress significantly more than not farming Battle Records and LMD. The base can produce a very steady amount of certain resources, which, with a sufficiently efficient setup, can negate the need for farming these resources entirely — some players rarely ever farm LS and CE maps! *Use a list of [[Recruitment/Tag Combinations|Tag Combinations]] to know which Operators are or are not guaranteed by the tag combinations before recruiting. **Even if you do not have 3★ operators at maximum potential, you do not need to actively seek these out; they will come in due time eventually. Most veteran players have had these long ago. If the tag pool does ''not'' guarantee anything above 3★, you may safely not input any tag and input the minimum time of 7 hours and 40 minutes instead of 9 hours. Each tag, and every ten minutes added increases the LMD cost of the recruitment. This is the most cost-efficient method of recruiting 3★ operators. **'''ANY AND ALL TAGS MAY DROP if you do not input 9 hours'''. Top Operator may be guaranteed to never drop, it will very likely drop if you input less than 9 hours. **Using Expedited Plans should be reserved for speeding up the more uncommon tag guarantees. If you spend all your Expedited Plans whenever you can, you will run out of them. Recruitment Permits are a rather scarce currency because there is no actual way to farm them, and speeding up all your recruitments will just ensure you run out of them faster, nothing more. **If you have tag combinations ensuring several operators, try to go for ''new'' operators, rather than potentials. The former are always more valuable by a significant margin. *We recommend that, after upgrading your base fully, you keep at any time a supply of 80 drones at the ready for speeding up the creation of 4 Dualchips, which is the most that an operator can require, as only 6★ ask as many as 4. The cost of speeding up the production of Dualchips is 20 drones per chip. Of course, if you know you will not log in for an extended period of time, you may safely use all of them to avoid overcapping. ==Afterwords== And that's it, you have entered the world of [[Terra]] as [[Doctor]]! You may now play the game at your own pace, but for further guidance, you may check out in the [[Beginner's Guide]] that we prepared here. Enjoy the game! [[Category:Guides]]
Grani/Trivia
{{Operator tab}} *She is named after [[wikipedia:Grani|the horse]] owned by [[wikipedia:Sigurd|Sigurd]], a legendary hero in Germanic mythology. *The word on her armband actual means "police" in Polish, linking her heritage from [[Kazimierz]]. *In the EN community, there is a joke about her name being mispronounced or misread as "Granny." *Grani's illustrator, alchemaniac, sets up her face as his Twitter avatar. [[Category:Grani]] [[Category:Operator trivia]]
Template:Item data/building
<includeonly>{{#switch:{{{1|}}}| Light Building Material={{id|Light Building Material|2|A basic construction material used for the facility development of Rhodes Island.|Room modification causes irreversible damage to load bearing parts if not handled properly. Please use building materials before commencing modification in order to guarantee the integrity of the room.|o=1|o1a=[[0-11]] &bull; [[1-1]]|o2=[[Workshop]]|quant={{{2|}}}|rate={{{rate|}}}|gridview={{{gridview|false}}}}}| Concrete Building Material={{id|Concrete Building Material|3|A strengthened construction material used for the facility development of Rhodes Island.|Before conducting modifications to rooms with poor structural integrity, please use this building material for maintenance to ensure the safety of the work site. Only then will you be ready to begin.|o2=[[Workshop]]|quant={{{2|}}}|rate={{{rate|}}}|gridview={{{gridview|false}}}}}| Reinforced Building Material={{id|Reinforced Building Material|4|An advanced construction material used for the facility development of Rhodes Island.|Please do not waste time with stress tests on rooms strengthened by this material! None of the currently employed demolition methods can damage the structural integrity of these rooms, but they may be dangerous to the experimenters.|o2=[[Workshop]]|quant={{{2|}}}|rate={{{rate|}}}|gridview={{{gridview|false}}}}}| Carbon Stick={{id|Carbon Stick|2|A carbon stick used for the facility development of Rhodes Island.|One of the necessary industrial materials, it can be used to produce a variety of polymers.|o=1|o1a=[[0-10]]|o1b=[[1-9]] &bull; [[SK-1]] &bull; [[SK-2]] &bull; [[SK-3]]|quant={{{2|}}}|rate={{{rate|}}}|gridview={{{gridview|false}}}}}| Carbon Brick={{id|Carbon Brick|3|A carbon brick used for the facility development of Rhodes Island.|Light and highly pure, it possesses excellent workability, and is instrumental to the success of our operations.|o=1|o1b=[[SK-3]] &bull; [[SK-4]] &bull; [[SK-5]]|o2=[[Workshop]]|quant={{{2|}}}|rate={{{rate|}}}|gridview={{{gridview|false}}}}}| Carbon Pack|Carbon Brick Pack={{id|Carbon Pack|4|A pack of carbon bricks used for the facility development of Rhodes Island.|A large number of carbon bricks. Every one of them has a burning soul for modern industry.|o=1|o1b=[[SK-4]] &bull; [[SK-5]]|o2=[[Workshop]]|quant={{{2|}}}|rate={{{rate|}}}|gridview={{{gridview|false}}}}}| Keel={{id|Keel|6|A delicate artificial component used as the core material of Base construction.|The foundation of the entire construction operation at Rhodes Island. Although this giant, complicated component must be custom made or ordered, for some reason, Rhodes Island often uses it to build special facilities.|o=1|o1a=[[1-1]] &bull; [[1-8]] &bull; [[3-4]] &bull; [[4-7]]|quant={{{2|}}}|rate={{{rate|}}}|gridview={{{gridview|false}}}}} }}</includeonly><noinclude>Contains the data of [[building material]]s for use with {{T|Item}}. Other item data pages: *{{T|Item data/battlerecord}} *{{T|Item data/upgrade1}} *{{T|Item data/upgrade2}} *{{T|Item data/upgrade3}} *{{T|Item data/upgrade4}} *{{T|Item data/upgrade5}} *{{T|Item data/skillsummary}} *{{T|Item data/chip}} *{{T|Item data/classtoken}} *{{T|Item data/operatortoken1}} *{{T|Item data/operatortoken2}} *{{T|Item data/operatortoken3}} *{{T|Item data/operatortoken4}} *{{T|Item data/operatortoken5}} *{{T|Item data/operatortoken6}} *{{T|Item data/currency}} *{{T|Item data/event}} *{{T|Item data/opsupplies}} *{{T|Item data/sticker}} *{{T|Item data/recruitment}} *{{T|Item data/permit}} *{{T|Item data/potential}} *{{T|Item data/restoration}} *{{T|Item data/furniture}} *{{T|Item data/other}} *{{T|Item data/roguelike}} *{{T|Item data/is2play}} *{{T|Item data/is2prop}} </noinclude><noinclude> [[Category:Item databases]] </noinclude>
0-0
{{Operation tab}} {{Operation info |code = 0-0 |name = ??? |note = This [[operation]] is automatically played when the player enters ''[[Arknights]]'' for the first time and ''cannot be replayed'' once cleared. |nomap = true}} <tabber> |-|Part 1={{Operation data |fixed = true |unit limit = 10 |enemies = 3 |lp = 10 |dp = 6 |normal = {{E|Soldier|3}} |enemy info = *The first Soldier has 1350 HP, 100 ATK, and 0 DEF. *The second and third Soldiers have 1370 HP, 100 ATK, and 0 DEF. |comp = *{{C|Exusiai}} (Elite 1 Level 1) *{{C|Texas}} (Level 40) |squad info = Both the listed Operators are considered to have 0 [[Trust]] and their [[skill]]s are disabled.}} |-|Part 2={{Operation data |fixed = true |unit limit = 10 |enemies = 17 |lp = 30 |dp = 10 |normal = {{E|Soldier|11}} |elite = {{E|Heavy Defender|3}}, {{E|Logger|3}} |enemy info = *Heavy Defenders have 2800 HP and 200 ATK. *Loggers have 6000 HP and 500 ATK. *Soldiers have 930 HP. |pre = {{C|Texas}} (Elite 1 Level 30, {{Skill|Sword Rain}} Level 7) |auto = *{{C|Amiya}} (Elite 1 Level 30, {{Skill|Tactical Chant α}} Level 7) *{{C|Dobermann}} (Elite 1 Level 30) *{{C|Exusiai}} (Elite 1 Level 30, {{Skill|Shooting Mode}} Level 7) *{{C|Liskarm}} (Elite 1 Level 30, {{Skill|Counter Arc}} Level 7) |squad info = *All the listed [[Operator]]s are considered to have 0 [[Trust]]. *Dobermann's [[skill]] is disabled.}} </tabber> [[Category:Main Theme operations]]
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Popukar/File
{{Operator tab}} ==Profile== Initially a patient at [[Rhodes Island]], Popukar requested and passed the trial to become an [[Operator]] for Rhodes Island. She was assigned to [[Op Reserve A6|Op Reserve Team A6]].<br> She possesses tremendous destructive power, becoming the team's heavy. ==Clinical Analysis== {{Trust file|Popukar}} Imaging test for this Operator showed blurry outline of internal organs with visible unusual dark spots. Unusually high concentration of [[Originium]] particles were present in her circulation, indicating signs of infection and confirming her as infected at this stage. '''[Cell-Originium Assimilation] 3%'''<br> Crystallization visible on surface of body, with many symptoms of [[Oripathy]]. '''[Blood Originium-Crystal Density] 0.2u/L'''<br> Subject is currently stabilized, but regular observation and treatment are required. ==Archive Files== {{Archive|Archive File 1|A member of Op Reserve Team A6. Although not capable of complex reasoning, her infection bestowed on her an ability that made her a suitable Operator.<br> The source of a lot of problems for Team A6, most of these are unintentional. Because of her sincerity, she is also the easiest to forgive.}} {{Archive|Archive File 2|Unlike most other members, Popukar was taken in by Dr. [[Kal'tsit]] personally.<br> Dr. Kal'tsit did not explain why she made this choice, only saying Popukar would stay on as a full-time member of Rhodes Island.<br> However, Dr. [[Ansel]] said that was the first time he had ever seen Dr. Kal'tsit visibly upset.}} {{Archive|Archive File 3|Although Popukar failed her Operator exam, she was allowed to work in logistics, rather than being cast out.<br> And as it is so rare for an infection to make a patient stronger, even rarer to the extent of Popukar's infection, she is a very valuable case study.}} {{Archive|Archive File 4|Popukar has gradually become one of the mascots of Rhodes Island. After all, no one could hate such an energetic little cutie &mdash; even if she occasionally engages in "minor" vandalism.<br> Moreover, since joining A6, she has a much bigger family. Their shenanigans are just part of the Rhodes Island color nowadays.}} [[Category:Popukar]] [[Category:Operator files]]
User interface
This article explains the '''user interface''' of the main menu of ''[[Arknights]]''. For specific components, refer to their own articles, such as [[Terminal]], [[Rhodes Island Infrastructure Complex]], or [[Archive]]. For privacy reasons, the IGN and UID of the source player on the images below are blurred out. Some elements of the user interface have received updates in the CN server. See [[Upcoming UI changes]] for further information. ==Main menu== [[File:Mainmenu-new.jpg|class=imagecenter]] #'''Upper-left section''' #*Options &mdash; Shows the game settings menu. #*Notice &mdash; Displays important messages. #*Mail &mdash; Displays the Mail Box. #*Daily Sign-In &mdash; Displays the Daily Sign-In menu. #'''Middle-left section''' #*Shows the player's level, in-game name, and UID. #*Friends &mdash; Takes the player to the Friends menu. #*[[Archives]] &mdash; Takes the player to the Archives menu, containing several submenus, such as the Network of characters, the Enemy units menu, the Fashion Gallery displaying outfits, the Intelligence menu to read past event cutscenes, and the Path to Glory menu to view and manage medals earned. #'''Bottom-left section''' #*Shows the Assistant [[Operator|Operator's]] spoken voice line when the player enters the main menu, triggered by player idle, or upon clicking their character art. #*Notifies the player about the ongoing [[Events|event]] and/or [[Headhunting/Banners|headhunting banners]]. #'''Right section''' #*Combat &mdash; Takes the player into the [[Terminal]]. The ongoing event is also shown, and the player will be taken into the event's menu upon clicking it; the image above is taken during the initial run of the [[A Walk in the Dust]] event on the Global server. #*Squads &mdash; Takes the player into the Squads menu. #*Operator Management &mdash; Takes the player into the Operators menu. #*[[Store]] &mdash; Takes the player into the Store. #*Recruitment &mdash; Takes the player into the [[headhunting]] and [[recruitment]] menus, which are displayed together. #*Mission &mdash; Shows the list of [[missions]]. Only Daily, Weekly, Pinboard, and Campaign missions are displayed here. #*Base &mdash; Takes the player into the [[Rhodes Island Infrastructure Complex]] base. #*Depot &mdash; Takes the player into the Depot menu, which shows a list of [[Item]]. ==Settings== [[File:UI-settingsmenu.png|class=imagecenter]] *'''Game Settings''' **Maintain 2x Speed: If enabled, [[Auto Deploy|auto deploy]] runs will start at 2&times; speed by default. **Dynamic Art-Related Settings: Added in [[Under Tides]] along with the introduction [[Skadi the Corrupting Heart]], the first [[Operator]] featuring a Live2D model, this option has three settings: ***On: Operators with Live2D models will have them animated anywhere. ***Home Screen Only: Operators with Live2D models will only have them animated on the home screen. ***Off: Operators with Live2D models will only use their normal, static artwork both on the home screen and Operator menu. **Performance Optimization: If enabled, the framerate or FPS (frame-per-second) will be reduced, improving battery life and reducing device heat. Performance Optimization can be enabled if ''Arknights'' is played on a mobile device to save battery power, but must be disabled if the game is played on an emulator as it can cause issues with gameplay synchronization. **Base Effects: If enabled, special effects such as floodlights will be added to the RIIC facility displays. Base Effects should be disabled unless the player has a powerful mobile device or high emulator memory, as it might cause framerate problems, and will increase battery usage and device heat if enabled on the former. **UI Adaptation: Slider to add a border on the horizontal axis of the UI. 0 uses all of the screen space, whereas 100 adds a large margin between the left and right side of the screen and the effective UI. **Video Resources: Download video cutscenes. **Voice Resources: Download voice lines. *'''Volume Settings''' **Music volume slider **Sound effects volume slider ** Voice lines volume slider *'''Notification Settings''' **Deployment Tips: Turn on or off the tooltip that explains the controls when deploying operators. **Exiting Base Notification: Turn on or off the warning that asks for confirmation upon leaving the base. ** Factory Refill Notification: Turn on or off the notification that the factory backlog has been refilled. **Automatic Resupply: When active, this will automatically refill the working queue of factories to the cap upon retrieving materials, provided the recipe does not require materials. **Fatigued Operator Statistics: Will warn the player of fatigued operators in the base's Notification center. *'''Account Settings''' **Yostar: Binding to/unbinding from a Yostar account. **Twitter: Binding to/unbinding from a Twitter account. **Facebook: Binding to/unbinding from a Facebook account. **Logout: Log out from the current account. This will not unbind, merely start the session on this device afresh. *'''Other Settings''' **Originite Prime Detail: Details the current amount of paid and free Originite Prime. **Customer Service: Accesses help FAQ. ==Notice== [[File:UI-notice.png|class=imagecenter]] The Notice window opens upon logging in, accessing the main menu after the daily reset, or clicking the warning icon in the upper left corner of the screen. ==Mail Box== [[File:UI-mailbox.jpg|class=imagecenter]] The Mail Box contains messages from [[Yostar]] (signed as [[Penguin Logistics]]) and usually consists of various items, whether maintenance compensation or event rewards. ==Daily Sign-In== [[File:Ui-dailylogin.png|class=imagecenter]] The Daily Sign-In window automatically opens after a daily reset (every 04:00 UTC-7) and displays rewards that are acquired from the free daily supply as well as the purchasable Monthly Card, if it is active. ==Friends== [[File:UI-profile.png|class=imagecenter]] The Friends menu opens to the player's own profile card, displaying what other players will see. This profile card allows changing the player icon and which medal set (or the custom medal set which can be personalized in the [[Path to Glory]] menu). It also displays the assistant, date of account creation, player IGN and custom message, support units, current story progress, furniture count and operator count. The [[faction]] icons beneath the window changes from greyed out if the player has no Operator(s) in the corresponding faction, to white if the faction consists of more than one Operators and the player have at least one Operator from that faction, to blue if the player have all Operators from that faction. [[File:UI-friends.png|class=imagecenter]] The actual Friends sub-menu displays the player's friend list. It displays player icon (available since [[Who is Real]] in Global), IGN, date of last login, [[Support Unit]]s, and several options such as visiting their base, viewing their profile card, removing them from the friend list, and setting a custom remark. The visit icon will be overlaid by a spinning icon if the player is undergoing [[clue]] exchange, and a puzzle piece yellow dogear if the friend is missing a clue that the player owns. [[File:UI-suppunit.png|class=imagecenter]] The Support Unit sub-menu allows the player to set up to three Support Units to be borrowed by friends, selecting the [[skill]] which the Support Unit uses. The first Support Unit must not be a [[6-star|6★]] Operator, while the second and third can be of any rarity. ==Squads== [[File:UI-squads.png|class=imagecenter]] The Squad Management menu allows the player to edit and rename up to four premade squads of 12 Operators (unless under certain conditions). Squads can be selected and modified upon accessing an operation. ==Operator Management== [[File:UI-opmenu.jpg|class=imagecenter]] The Operator Management menu contains almost all operator options in the game, from leveling up to changing outfits and accessing their files and voice lines. The orange diamond notification button allows the player to narrow down to newly acquired operators and operators that have either received a new potential Token, or have received an [[Operator Record]] or [[Paradox Simulation]] which the player has not viewed yet. [[File:UI-opfilter.png|class=imagecenter]] The list selection button at the end of the sorting menu allows the player to access a wider range of sorting and filtering options. ==Recruitment== [[File:UI-recruitment.png|class=imagecenter]] {{Main|Headhunting}} {{Main|Recruitment}} ==Mission== [[File:UI-dailymissions.png|class=imagecenter]] {{Main|Missions}} As of the [[Preluding Lights]] event ([[Hymnoi Wisdom|Interlocking Competition: Hymnoi Wisdom]] in the Chinese server), the Missions interface has received an update adding a button allowing to claim all reward seals and all rewards available at once, instead of tapping them one by one. ==Depot== [[File:UI-depot.png|class=imagecenter]] The Depot contains almost all [[Item]] owned by the player, namely consumables, currencies (with the notable exception of temporary event currencies) and materials. [[Furniture]] and [[Outfit]]s are not included as they use a separate menu. [[Category:Guides]] [[Category:User_interface]]
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Team building
This article will give an insight about building a good team in ''[[Arknights]]''. ==Basics== The following are the basic terms the player has to remember: *'''[[Deployment Point]] (DP)''': A "resource" used to deploy [[Operator]]s. Each Operator have varying DP costs based on their class, archetype, and rarity. Players start with 10 DP in most operations and 1 DP is automatically generated every second (this rate can be modified by Challenge Mode conditions and [[Contingency Contract]] contracts). DP generation can be sped up by using [[Vanguard]]s. The maximum DP count is 99, or 999 in [[Annihilation]]. *'''Block''': In ''Arknights'', almost all Operators are capable of blocking enemies, such that those who try to move past the Operator will be forced to stop and attack them. Note that an Operator has a limited block count; if the Operator has a block count of zero or the Operator is blocking as many enemies as their block count, enemies will simply move past the Operator. Some enemies, notably [[Wraith]]s and aerial enemies (e.g. [[Monster]]s), ''cannot be blocked''; they will always move past melee Operators in their way, while few others, notably [[Bully|Bullies]], ''are counted as more than one unit when blocked'' and cannot be blocked by Operators with an insufficient block count. **Ranged Operators can also block enemies with a block count of one, although this is only possible in operations which allows melee and ranged Operators to be deployed in any tiles, like [[Cargo Escort]]. *'''[[Promotion]]''': Operators in ''Arknights'' can be promoted to higher ranks, with some exceptions, which allows them to be leveled more than before and grants them new abilities. Refer to the Promotion article for details. ==Classes== {{Main|Class}} Each Operator in ''Arknights'' belong to one of eight [[class]]es which determines their functionality that can be summarized in the table below. It is worth mentioning that the game features a lot of ''subclasses'', and learning these as well can be instrumental in formulating strategies: two Guard subclasses tend to be used in dramatically different ways. {| class="mrfz-wtable" width="100%" cellpadding="5" border="1" !width="20%"|Class !width="80%"|Description |- !style="text-align:left;"|[[File:Caster.png|40px|link=]] [[Caster|<span style="color:white;">Caster</span>]] |Ranged Operators whose attacks deal Arts damage that bypasses DEF but is reduced by the RES, thus allowing them to counter enemies with high DEF. |- !style="text-align:left;"|[[File:Defender.png|40px|link=]] [[Defender|<span style="color:white;">Defender</span>]] |Melee Operators with high HP and DEF, and can block up to three enemies, allowing them to hold off enemies to be dispatched by other Operators. |- !style="text-align:left;"|[[File:Guard.png|40px|link=]] [[Guard|<span style="color:white;">Guard</span>]] |Melee Operators with relatively high HP and high ATK, acting as one of the physical DPS dealers with better survivability. The most common type of Operators. |- !style="text-align:left;"|[[File:Medic.png|40px|link=]] [[Medic|<span style="color:white;">Medic</span>]] |Ranged Operators who heals friendlies, keeping them alive and making their use virtually indispensable in every operation. |- !style="text-align:left;"|[[File:Sniper.png|40px|link=]] [[Sniper|<span style="color:white;">Sniper</span>]] |Ranged Operators who can attack enemies from a long range, acting as one of the physical DPS dealers with a manageable DP cost. |- !style="text-align:left;"|[[File:Specialist.png|40px|link=]] [[Specialist|<span style="color:white;">Specialist</span>]] |Operators with specialized abilities more useful in certain situations and less so in general situations. |- !style="text-align:left;"|[[File:Supporter.png|40px|link=]] [[Supporter|<span style="color:white;">Supporter</span>]] |Ranged Operators capable of providing a wide variety of supportive roles for the team, ranging from slowing enemies, augmenting friendlies, and summoning additional units. |- !style="text-align:left;"|[[File:Vanguard.png|40px|link=]] [[Vanguard|<span style="color:white;">Vanguard</span>]] |Melee Operators with low DP costs that allows them to be deployed early in an operation and generate additional DP to facilitate later deployments. |} ==Tips== *'''Variety is encouraged.''' Relying on a single Operator class and/or archetype are not enough to clear most operations, especially [[Contingency Contract]] due to the restriction or even prohibition of the usage of certain Operators, which can result in various complications. Make a diverse team to handle any and every possibility instead. **Don't focus primarily on the core Operator(s) when building the Operators. Promoting them to Elite 2 is typically not required (with a major exception to [[6-star|6★]] Operators), but building most Operators to at least Elite 1 Level 30 with the skill level of 4 and at most Elite 1 maximum level with the skill level of 7 is enough and can be helpful in case an operation requires a more specialized team. *'''Rarity does not always make the difference.''' While it is true that higher-rarity Operators tend to be superior than lower-rarity ones, the latter can still be viable in general situations and useful as reserves in certain situations due to their low DP cost and the fact that they are cheaper to build. In fact, [[Hypergryph]] themselves have even confirmed that low-rarity and free Operators are used to test the operations during development.<ref>https://www.arknights.global/news/110</ref> This means that theoretically, ''every'' operation can be cleared with nothing but low-rarity Operators! **'''All operators are valuable.''' All Arknights operators can perform at a perfectly serviceable level, even those you've heard called "bad" ones, ''even'' if some perform better than others. There generally are ''no'' bad operators, simply ''better'' ones, and even then, there rarely exists operators that are plainly linear upgrades of other operators. It is possible to clear all general content and even [[Contingency Contract]] at middling risk levels with all operators, provided they are used intelligently and you '''''learn their skill set'''''. All operators have a learning curve, some more straightforward than others, and it is only by understanding the traits and characteristics of these operators that you will truly be able to form efficient strategies. You should familiarize yourself with your operators' every mechanic: their survivability, general damage output, traits, talents, skills. There is no better way than to actually ''use'' them, as second-hand experience rarely proves as useful. This process of learning can ''greatly'' reduce the amount of attempts it will take you to clear a stage. Of course, the teams for maximum risk clears of Contingency Contract tend to be less flexible, but these only concern a fraction of a fraction of the playerbase. *'''DP cost efficiency matters.''' Utilizing powerful Operators, usually those of higher rarity, may be tempting, but note that most of them have high DP costs. Since players generally start most operations with no more than 10 DP and 6★ Operators can cost up to '''30+''' DP to deploy, this can be detrimental. To avoid this, add several [[3-star|3★]] and/or [[4-star|4★]] to the mix. Some stages have DP economy as a challenge of its own, which is why you must adapt. Make sure operators are worth what they cost you, and consider that you sometimes simply could solve the situation with someone much cheaper. *'''Unit economy matters'''. Some later stages and [[Operations/Annihilation|Annihilation]] operations ''also'' have unit economy (you will find that every one of your twelve/thirteen operators is in need, and you would wish you could bring one more) as a challenge, which is why you will want some of you operators to be able to work multiple jobs at once. Experiment for yourself what is needed to figure out who can fulfil several of these roles. *'''Don't be afraid to fail''', and '''use your drill plans.''' Theorizing is all well and good, but ''practice'' makes perfect. It is difficult, or even sometimes impossible to know what to expect out of a stage. Arknights has a tendency to throw curveballs, and is predicated upon iterating on strategies to see where your attempts fail. Failure is not truly failure, but a learning experience allowing you to remediate the flaws of your strategy. Different players learn at different speeds, and it is truly possible to ''improve'' as a player by simply ''trying''. If you don't want to lose too much sanity, especially on Challenge Modes, use your drill plans and try your best to learn as much as you can from maps in order to craft the best team for your minute strategy. **'''Use the map previews!''' Looking at a map's layout is a great, if not necessary step to see which team you can attempt to bring, how many choke points you will have to hold, and what ''might'' be in store for you. Pay attention, for example, to the presence of Aerial Incursion Points that signify you will ''need'' an operator that can hit drones. *'''Remember to have fun.''' If you find yourself bored by succeeding at stages using cookie-cutter strategies, try to make your own fun and spice up the game by challenging yourself to certain self-imposed rules, or by trying out your more underappreciated operators. Remember, variety is encouraged, and what low-rarity operators lack in firepower they tend to make up for in specialization. Arknights is a game, it should not be a chore. ==Compositions== Every operation is at least slightly different, and some even shake up the game by quite a bit, so don't be afraid to change up the team compositions to fit the situation at hand. This is no more apparent than in Contingency Contract, where the various contracts taken can ''vastly'' change the dynamics of a ''single'' stage. Each Arknights stage is its own self-contained combat puzzle, and operators are your tools to solve it. In most general early stages, the team should comprise of the following: *2 Vanguards *2 Defenders *2 Guards *2 Snipers *2 Casters *2 Medics This guideline can still be used to articulate later compositions, however it can only take you so far: the team must not always be comprised of these classes, and you will soon find the need to build a ''specific team'' for each and every stage. For example, on operations featuring holes, it is recommended to bring a shift [[Specialist]]. On operations with enemies having high RES, the two casters could be swapped out for guards and snipers. On operations with lots of enemies pouring in early-game, it is recommended to bring more vanguards. For these reasons, it is highly advised to look at the Enemy Database of each operation to get a general idea of what you'll be facing and who you should bring to counter them. Understanding the dynamics between what enemies do and what operators do is key. When comes a point where the generic team composition can no longer help you, you should start looking into [[Advanced strategies]]. ===Leveling=== The difficulty of the game ramps up quickly and it soon becomes impossible to perform operations with only level 1 units. As {{i|LMD|gridview=false}} and {{i|Tactical Battle Record|gridview=false}} obtained from the base are limited, the player should level their units wisely. It is recommended to raise the aforementioned general team to Elite 1 Level 1 and then to Elite 1 level 55 all at once. It is not advised to focus on getting one or two operators straight to Elite 1 Level 55 while having everyone else at level 1. Instead, focus on building the entire team. Also, to level operators faster, it is heavily recommended to finish upgrading your base by using Carbon acquired from Resource Search operations. While you should not ignore leveling your operators to prepare for these tough missions, the base provides an extremely steady supply of the above currencies. ==References== {{Reflist}} [[Category:Guides]]
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{{Operation tab}} {{Operation info |episode = Episode 01 |name = Omen |prev = 1-3 |next = 1-5 |desc = The battlefield is even wider this time. You will need at least 3 melee [[Operator]]s to block all the enemies.}} <tabber> |-|Normal Mode={{Operation data |level = Level 5 |sanity = 6 |drill = 1 |unit limit = 8 |enemies = 39 |lp = 10 |dp = 10 |exp = 60 |lmd = 60 |firstdrop = {{i|Originite Prime|rate=0}} |regdrops = {{F|Vine Column|rate=5}} |extradrops = {{I|Orirock}}{{I|Sugar Substitute}}{{I|Ester}}{{I|Oriron Shard}}{{I|Diketon}}{{I|Damaged Device}}{{I|Drill Battle Record}}{{I|Pure Gold}} |normal = {{E|Soldier|4}}, {{E|Rioter|9}}, {{E|Shielded Soldier|2}}, {{E|Junkman|1}}, {{E|Cocktail Thrower|3}}, {{E|Originium Slug A|17}}, {{E|Monster|3}}}} |-|Challenge Mode={{Operation data |cond = The cost of all ranged [[Operator]]s is tripled. |sanity = 6 |drill = 3 |unit limit = 8 |enemies = 39 |lp = 1 |dp = 10 |exp = 60 |lmd = 60 |firstdrop = {{i|Originite Prime}} |normal = {{E|Soldier|4}}, {{E|Rioter|9}}, {{E|Shielded Soldier|2}}, {{E|Junkman|1}}, {{E|Cocktail Thrower|3}}, {{E|Originium Slug A|17}}, {{E|Monster|3}}}} </tabber> {{Main Theme operations}} [[Category:Episode 01|4]]
TR-1
{{Operation tab}} {{Operation info |name = Combat Medicine |episode = Prologue |prev = 0-1 |next = 0-2 |desc = Learn how to use [[Medic]] [[Operator]]s.}} {{Operation data |fixed = true |tutorial = true |unit limit = 10 |enemies = 5 |lp = 10 |dp = 15 |firstdrop = {{List|center=true|item1=Originite Prime|rate1=0|operator2=Hibiscus}} |normal = {{E|Soldier|3}}, {{E|Originium Slug|2}} |comp = *{{C|Hibiscus}} (Level 1) *{{C|Rangers}} (Level 1) *{{C|Yato}} (Level 1) |squad info = *All the listed Operators are considered to have 0 [[Trust]]. *Hibiscus' [[skill]] is disabled.}} {{Main Theme operations}} [[Category:Prologue]] [[Category:Tutorial operations]]

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