Event overview: Design of Strife

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Design of Strife is a simulated battle pitting the player against reconstructions of past conflicts in Terra's history divided into two groups.

Formulative Battlerealm

Formulative Battlerealm is divided into four areas: C, B, A, and S, each having three operations with the third being a "turning point" featuring a boss enemy. The operations can be runned in any order, but clearing a higher operation will also cause the lower ones to be cleared as well (e.g. clearing the A-3 operation will cause A-1 and A-2 to be cleared as well).

Combat Buffs will be available when the player fails an F.B. operation, providing different beneficial effects to make the operations easier, but using up Immersion which will lower the rewards; each F.B. operation has its own Immersion cap. Clearing an area without using any Combat Buffs at all is required to unlock the next area.

List of Combat Buffs
Parallel Optimization
Buff Effect Immersion
DOS-Assault Array I.png
Assault Array I
Sniper and Medic Operators gain +10 ASPD −10
DOS-Assault Array II.png
Assault Array II
Sniper and Medic Operators gain +15 ASPD −15
DOS-Assault Array II.png
Assault Array II
Sniper and Medic Operators gain +25 ASPD
Available in the second week
−30
DOS-Adaptation Mod I.png
Adaptation Mod I
Caster and Supporter Operators gain +10% ATK −10
DOS-Adaptation Mod II.png
Adaptation Mod II
Caster and Supporter Operators gain +15% ATK −15
DOS-Adaptation Mod III.png
Adaptation Mod III
Caster and Supporter Operators gain +20% ATK, Caster Operators deal 10% more damage
Available in the second week
−30
DOS-Stamina Reserves I.png
Stamina Reserves I
Defender and Specialist Operators gain +10% Max HP −10
DOS-Stamina Reserves II.png
Stamina Reserves II
Defender and Specialist Operators gain +15% Max HP, Defender Operators gain +15% DEF −15
DOS-Stamina Reserves III.png
Stamina Reserves III
Defender and Specialist Operators gain +20% Max HP, Defender Operators gain +25% DEF
Available in the second week
−30
DOS-Skill Iteration I.png
Skill Iteration I
Guard and Vanguard Operators gain increased natural SP recovery rate by +0.1/second −10
DOS-Skill Iteration II.png
Skill Iteration II
Guard and Vanguard Operators gain increased natural SP recovery rate by +0.15/second −15
DOS-Skill Iteration III.png
Skill Iteration III
Guard and Vanguard Operators gain increased natural SP recovery rate by +0.2/second
Available in the second week
−30
Parametric Perturbation
Buff Effect Immersion
DOS-Splash Targeting I.png
Splash Targeting I
Enemies take 100% more damage from <Lava Fissure> −10
DOS-Splash Targeting II.png
Splash Targeting II
Enemies take 150% more damage from <Lava Fissure> −15
DOS-Solid Corrosion I.png
Solid Corrosion I
<Lava Fissure> increases enemies' Arts Vulnerability further by 10% −10
DOS-Solid Corrosion II.png
Solid Corrosion II
<Lava Fissure> increases enemies' Arts Vulnerability further by 20% −15
DOS-High-Altitude Freezer I.png
High-Altitude Freezer I
Allied High Ground Operators take 15% less damage from <Lava Fissure> −10
DOS-High-Altitude Freezer II.png
High-Altitude Freezer II
Allied High Ground Operators take 25% less damage from <Lava Fissure> −15
DOS-Fire Resist I.png
Fire Resist I
Allied Ground Operators take 15% less damage from <Lava Fissure> −10
DOS-Fire Resist II.png
Fire Resist II
Allied Ground Operators take 25% less damage from <Lava Fissure> −15

Trauma Intervention

Trauma Intervention functions as a wave survival mode, wherein which the player is tasked to survive a given amount of time against each endlessly spawning wave. At the end of a wave's timer, the entire wave despawns and leaves place to the next wave.

T.I. operations and are unlocked periodically during the event.