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Device (unit type)

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This article is about the game feature. For the upgrade material, see Device.

In Arknights, devices, referred to as traps in the game files, are various units other than Operators and enemies which could help the player or hinder them.

Deployable[edit]

Deployable devices are available for deployment to the operation's map like that of Operators at the cost of DP. The player only have a limited number of deployable devices available, which cannot be replenished even if the device is retreated, but deployable devices' cost do not ramp up as Operators do and they does not use up the Unit Limit.

Most deployable devices are invulnerable; exceptions are noted in the table below.

Icon Information

Roadblock.png
Can be used to reroute enemies by forcing them to take a different path. Can be destroyed by enemies if it blocks one or when deployed in the way of Lava Cracks.

Jammer.png
Introduced in: Episode 05
Renders Drones in its AoE unable to attack, reduces their MSPD, and Silences them. Can be attacked by enemies and has a high aggression level.

Interference Mine.png
Introduced in: Episode 07
Deals heavy True damage to enemies and temporarily amplifies the damage they took, but takes a while to be armed once deployed.

Introduced in: Episode 08
Blocks the path of enemies to buy the player time to dispatch them.

Portable Supply Station.png
Introduced in: Code of Brawl
Periodically restores SP to the friendly unit in its range.

Rhodes Island Temporary Employee.png
Can be used to clear out Giant Mushrooms and create Stumps.

Mieszko Coil.png
Introduced in: Maria Nearl
Intermittently generates an electric arc when placed close together that deals Arts damage and Slows enemies caught in its wake. Can be destroyed by splash damage from enemies; otherwise enemies never target it.

Mr. Boom.png
Introduced in: Maria Nearl
Stuns enemies caught in the detonation.

Two-Step Firecracker mk2.png
Introduced in: Who is Real
Deals Arts damage to enemies caught in the detonation and switches their Hui/Ming attribute; can also be used to switch the Hui/Ming attributes of Marks of Hui and Ming.

Reinforcement Device.png
Can be used to reinforce Dirt Mounds.

High-Energy Originium Bomb.png
Deals heavy True damage to enemies or instantly destroy Dirt Mounds caught in the detonation. Can be attacked by ranged enemies.

Snowsant's Safe Escape Crane.png
Rapidly retreats an Operator and greatly reduces their redeployment time.

Introduced in: Under Tides
Entangles an allied unit to damage and Stun them as well as inflicting Nervous Impairment until destroyed. Periodically deployed by Sal Viento Bishop Quintus.

Custom Floating Platform.png
Introduced in: Dossoles Holiday
Allows friendly units to be deployed over Deep Water Zones. Will be destroyed if the friendly on it leaves the map.

Erosion-Resistant Coating Application Device.png
Introduced in: Dossoles Holiday
Makes a friendly unit immune to Erosion. Only usable in DH operations through the use of certain Stickers.

Kite.png
Introduced in: Dossoles Holiday
Fires a high-explosive shell straight ahead at periodic interals until destroyed, dealing AoE damage centered on the first friendly unit hit by the shell. Periodically deployed by Pancho Salas in his First Form.

Demolition Device.png
Introduced in: Episode 09
Can be used to immediately bring down Tattered Pillars or damage and push away enemies.

Introduced in: Episode 09
Left behind on deployable low ground tiles in a collapsing Tattered Pillar's way and behaves identically to Roadblocks.

Knight Crest.png
Introduced in: Near Light
Can be used to permanently provide visibility to a specific low/high ground tile.

Broken Fog Machine.png
Reduces the MSPD of surrounding enemies but will self-destruct after a while.

Gas Tank P..png
Pushes away surrounding enemies once deployed.

Hand of the Saint.png
Introduced in: Stultifera Navis
Launches the namesake towards its deployment direction that damages and Stuns enemies it comes in contact with. Can be modified with Little Handy components.

Self-Driving Cart One-Way Road.png
Introduced in: Ideal City
Redirects incoming Self-Driving Carts into another direction and gives them a momentary burst of MSPD.

Allerdale's Guard.png
Introduced in: Episode 11
Summons Allerdale who creates a short-lasting Barrier on a friendly unit and others nearby.

First-aid Kit.png
Introduced in: Mizuki & Caerula Arbor
Can be used to heal friendly units.

Buffs the ASPD and MSPD of enemies, which can stack without a limit. Will be deployed on top of the first Yumen Catastrophe Defense passed through by a Shanhaizhong Relayer or Harbinger.

Shabby Fence.png
Introduced in: Hortus de Escapismo
Can be used to temporarily block Monastery Inhabitants, preventing them from straying into dangerous areas.

Spare Timber.png
Introduced in: Hortus de Escapismo
Can be used to repair a broken Makeshift Walkway.

Steam Soda Bottle.png
Introduced in: So Long, Adele
Creates Pure White Steam in the vicinity when broken by friendly units (and only friendly units) once deployed. Can be redeployed after being broken, with the redeployment time shortened whenever a Pure White Steam is created.

Aspect of Annihilation.png
Will be attacked by friendly units, having a very high aggression level, and transfers all damage taken into the Aspect of Creation, which will release them as a damaging Physical projectile. Will self-destruct after being deployed for a while and can be redeployed.

Flint device.png
Can be used to instantly light up an Emergency Heater.

Throttle Valve.png
Introduced in: Here A People Sows
Can be used to contain the spread of Blight on Farmlands. Certain enemies can wear down and eventually destroy Throttle Valves, however.

Pumping Station.png
Introduced in: Here A People Sows
Can be used to clear Blighted Farmlands or spreading Blight to the frontal Farmland depending on the state of the Farmland behind it over time. The Pumping Station's range can be extended by deploying a friendly unit behind it.

Umbral Door.png
Featured in: Babel (event)
Continuously fires a beam straight ahead that deals Arts damage to friendly units and heals enemies caught in its path. Destroying the Door is the only way to damage "Amiya", but it has a low aggression level and Amiya can rotate them every so often.

Withered Altar.png
Introduced in: Episode 14
Spawns a Beacon on the spot when destroyed.

Charles Lynch device.png
Featured in: Episode 14
Automatically deployed as part of the story in 14-10.

Introduced in: Path of Life
Friendly ranged units can be deployed on the Carapace, which can block (and be attacked by) enemies; if the Carapace is destroyed, the Operator on it will be knocked out as usual, but have their redeployment time reduced.

Hand of the Saint.png
Introduced in: Path of Life
Launches the namesake towards its deployment direction that instantly destroys Excrescent Carapaces and removes Nethersea Brand in its path, as well as Stunning and knocking away enemies struck.

Pure Crystal.png
Creates a purified Crystal which be used to connect separate clusters of Crystals and expediting their cleanup process.

Decrystallizing Totem.png
Removes all Crystals straight ahead shortly after deployment and can be redeployed.

Launches Arts attacks on friendly units within range until destroyed. Spawned through Imperial Domain used by Alistair, Final Flame of the Empire.

Introduced in: When Elegies Are Ashes
Obstructs the line of sight of friendly units, preventing them from attacking targets behind the Fires until destroyed, having higher aggression level and explodes upon destruction to deal Arts damage and Burn Damage to nearby friendlies. Spawned by the "All Flames Returned".

Introduced in: Act or Die
Obstructs the light from a Camera, blocking it from creating Filming Areas. Must be attacked 10 times to be destroyed and has a higher aggression level.

Static[edit]

Static devices are permanently placed on the operation's map and can be used at the player's discretion through the device's skills. Not all static devices are useful for the player; some are hostile to friendly units and are activated on their own without the player's intervention.

All static devices are invulnerable with exceptions noted in the table below.

Icon Information

Damages and Stuns surrounding enemies at the cost of some DP.

Reveals nearby invisible enemies when activated.

Introduced in: Episode 05
Periodically fires a bolt straight ahead that damages the first friendly unit hit by the bolt.

Originium Ice Crystal.png
Introduced in: Episode 06
Periodically releases a frigid wave that inflicts Cold to friendlies caught in its wake.
There is also a friendly variant named FrostNova's Originium Ice Crystal, introduced in Episode 08.

Introduced in: Episode 07
Periodically releases a pulse of Originium energy that deals True damage to all units caught in its wake. Sarkaz Guerrilla Casters and Fighters take no damage from the pulses and will be enhanced instead.
There is also a friendly variant named Patriot's Originium Altar, appearing in Episode 08.

Introduced in: Episode 08
Prevents allied units from moving through and reroutes enemies like Roadblocks until destroyed by friendly units, who can attack it but has a low aggression level.

Introduced in: Episode 08
Will release fireballs that deal Arts damage and inflicts Burning Breath to the four cardinal directions if not destroyed by friendly units first, which has a high aggression level.

Command Terminal.png
Introduced in: Code of Brawl
Can be activated once charged at the cost of DP to increase the Unit Limit. Can be attacked by enemies; the player will lose 1 Life Point if a Command Terminal is destroyed.

Introduced in: Darknights Memoir
Generates a strong airflow that increases/decreases the ATK of friendly units and the MSPD of enemies depending on their direction towards the airflow.

Introduced in: Twilight of Wolumonde
Attacks enemies with a percentage-based Arts attack and heals friendly units once captured by deploying friendly units adjacent to it. Certain enemies can contest Gramophones, eventually turning them hostile.

Giant Mushroom.png
Increases the DEF of adjacent friendly units and can be cleared by Rhodes Island Temporary Employees to create Stumps.

Introduced in: Mansfield Break
Temporarily Stun enemies and imprisons freed Prisoner enemies caught in its wake at the cost of some DP. Can be attacked by enemies.

Rubble.png
Reroutes enemies like Roadblocks until destroyed by enemies, who can attack them if it blocks one.

Blocks Sandstorms and reroutes enemies like Roadblocks. Can be damaged by Sandstorms (unless once reinforced) and attacked by enemies if it blocks one.

Can be used by the upper player to deal massive True damage and Stun enemies on the lower layer.

Can be used by the upper player to spawn a Cheap/Remodeled Second-hand Drone on the lower layer.

Can be used by the upper player to temporarily stop noxious gas from being released on certain parts in the lower layer.

Introduced in: A Walk in the Dust
Spawns Air Support Drones when they are summoned by certain enemies.

Introduced in: Under Tides
Gradually removes Nervous Impairment when activated by a friendly unit or Automatic Maintenance Drone adjacent to it, the latter of which improving the Nervous Impairment removal rate.

Introduced in: Episode 09
Can be damaged by reducing its HP to 0 and collapsed by attacking it once damaged, severely damaging enemies in its way or instantly knocking out friendly units and leaving behind Battlefield Ruins on deployable tiles. Can be instantly collapsed with Demolition Devices, but can only be attacked/damaged by adjacent friendlies.

City Neon.png
Introduced in: Near Light
Provides visibility to the nearby tiles which is expanded once activated at the cost of some DP.

Gelato Stop.png
Introduced in: Guide Ahead
Periodically generates SP to friendlies or replenish the ammunition used by certain enemies once captured by attacking it (which has a low aggression level), at which the Stop releases a pulse that damages and Stuns nearby hostiles.

Tuba.png
Introduced in: Lingering Echoes
Emits a Realigned Flux to the direction it is facing.

L-7 Whisperer.png
Introduced in: Lingering Echoes
Redirects the Realigned Flux into another direction.

Resonator device.png
Introduced in: Lingering Echoes
Can be charged up by linking it with Realigned Fluxes; once fully charged, friendly units can be deployed on it, who emits a new Realigned Flux to the direction they are facing.

Self-Driving Cart Launchpoint.png
Introduced in: Ideal City
Spawns a Self-Driving Cart when its skill is used at the cost of DP. Certain Gears can change the Launchpoint's skill to become toggled, continuously spawning Carts as long as the player have enough DP until deactivated.

Entitative Program.png
Greatly buffs the maximum HP, ATK, and DEF of friendly units for the current wave. Can only be activated after clearing the wave where the Entitative Program appears and then reaching the specified wave upon redoing the TN operation.

R-31 Heavy Power Armor device.png
R-11 Assault Power Armor device.png
Introduced in: Dorothy's Vision
Will restore SP when an Experiment Product comes in contact with them and becomes activated as the corresponding R-Series Power Armor enemy should their SP is fully restored.

Twigs That Crave.png
Introduced in: Episode 11
Continuously expels Corruption in the vicinity that also inflicts Necrosis Damage once at below 50% HP. When destroyed, a Rot Eater will emerge from the Twigs; it will also self-destruct once all other enemies are defeated.

Able to block a large number of enemies to stall them until destroyed.

Introduced in: Episode 12
Generates DP and increases the DP cap when destroyed.

Crumbling Masonry.png
Introduced in: Hortus de Escapismo
Periodically drop Rolling Rocks that damages friendly units and Monastery Inhabitants, and reduces the durability of Makeshift Walkways in its path, and explodes when blocked or in contact with walls for even more damage.

Holy Statue.png
Introduced in: Hortus de Escapismo
Reduces the Panic of Monastery Inhabitants in the vicinity and can be used to greatly reduce their Panic at the cost of DP. Can be attacked by enemies; if destroyed, its ruin further increases the Panic of Inhabitants in the vicinity instead.

Decorative Geyser.png
Introduced in: So Long, Adele
Renders adjacent friendly units immune to both types of Steam and creates Pure White Steam on the target's position when attacking ground enemies.

Waste Heat Vent.png
Releases hot wind several tiles ahead for a short time when charged up that deals Arts damage over time to all units and reduces the MSPD of enemies but causes those who are subject to the Energy mechanic to generate 1 Energy whenever the Waste Heat Vent damages them. Can be charged up by having friendly units attack the Vent, who can attack it (without dealing damage) and it having a low aggression level.

Bloodcalling Altar.png
Introduced in: Episode 13
Periodically emits a pulse that turns Blood Ambers caught in its wake into Bloodborn Spawns.

Bomb Loading Point.png
Introduced in: Episode 13
Spawns an Anti-Witchcraft Repositionable Bomb at the cost of DP when its skill is fully charged; only one Bomb can be present at a time for each Loading Point.

Throne of Blood.png
Introduced in: Episode 13
Periodically spawns Blood Ambers and releases a blood mist that turns the Ambers into Bloodborn Spawns. If Duq'arael, "Regent's Crimson" is defeated while the Throne is present, he will respawn from it indefinitely; once destroyed, Duq'arael will enter his Second Form.

Can be used once charged up by having friendly units attack every Node on the map (which has a low aggression level) and a variation is in effect to switch the variation. Sometimes has a shield that blocks all Physical and Arts attacks from a specific direction.

Releases all damage taken by the deployed Aspect of Annihilation as a projectile that deals Physical damage to enemies coming into contact with it. Will periodically relocate into different positions on the map.

Renders surrounding friendly units immune to Cold/Freeze and can counteract the Frigid environment, but must be lit up by attacking the Heater first (which has a very high aggression level) or using a Flint on it. The lit Heater will extinguish over time unless if a friendly is on the right of it.

Barricade.png
Obstructs the line of sight of enemies with Straight Shots, preventing them from using it towards friendlies behind the Barricade or blocking the Shot if the friendly is Exposed. Can be repaired or reinforced with a Block Reinforcement Device, with the latter boosting its HP and DEF.

Originium Explosive.png
Unleashes an explosion dealing Physical damage and Stunning friendly units and enemies caught in its wake as well as instantly destroying unreinforced Barricades when destroyed; the Explosive will not be attacked but can be affected by collateral damage.

Witchcraft Ballista.png
Introduced in: Babel (event)
Periodically fires a projectile straight ahead that deals Arts damage to friendly units and heals enemies in its path until destroyed.

Core Amplifier.png
Introduced in: Episode 14
Initially must be disabled to stop Torrent Beam Activators from firing red beams and later must be charged and activated to have the Activator fire golden beams.

Introduced in: Episode 14
Initially fire red beams that damage friendly units until the Core Amplifiers are disabled, and later fire golden beams that damage enemies and being the only reliable way to damage and eventually defeat the Kindling Revenant after a Core Amplifier is charged and activated.

Introduced in: Path of Life
Must be charged by deploying friendly units on the adjacent high ground tiles; once charged, friendly units on high ground tiles within the Beacon's area-of-effect have their attacks also inflicting Burn Damage and enemies have their MSPD reduced.

Munitions Factory Command Center.png
Can be activated at the cost of DP to have Freight Cars move toward it to charge it up; once fully charged, random Gears will be spawned on the surrounding deployable tiles for Operators and enemies to equip.

Firework Launcher.png
A Fuse Plate will move towards the Launcher; upon reaching it, the Carnevale will begin where it buffs nearby friendly units' ATK, causes friendlies to continue fighting after taking fatal damage until the Carnevale ends, and periodically deals Arts damage to all units within an area-of-effect, but attracts enemies to move toward and attack it, and loses HP over time; when destroyed, the Carnevale ends, but the Launcher and Fuse Plate will reappear after a short time. Can be customized to have different AOE and effects.

Periodically fires at a specific position to deal Physical damage over a wide radius. Can load a nearby enemy with a weight of 3 or less which will be launched onto the Cannon's target location the next time it fires.

Comes in two pairs:
  • The normal Stove which is charged up by having Sapidities come to it and activated once fully charged to summon a Sapid Auspice that damages enemies in its way.
  • The Derelict Stove which is charged up by Vapidities when they come close and summons a Vapid Blight that damages friendly units in its way once fully charged.

Introduced in: When Elegies Are Ashes
Obstructs the line of sight of friendly units, preventing them from attacking targets behind the Thicket. Indestructible and will periodically spread to nearby Meadows without a friendly unit on it.

Introduced in: When Elegies Are Ashes
Similar to Thickets but can be destroyed and will turn into a Tree Shield/Tree Wall when a friendly unit is deployed in the adjacent 4 tiles to it.

Introduced in: When Elegies Are Ashes
Found in pairs that turns into a copy of the Operator deployed on either pair that faces the opposite direction and also dealing Burn Damage in each attack.

Introduced in: Episode 15
Reduces surrounding enemies' DEF and RES for a period of time when activated once charged. The Intrusive Call can place additional Weakening Nodes and activate them (unless activated by the player first), in which case it reduces the DEF and RES of surrounding friendly units instead.

Introduced in: The Masses' Travels
Always placed on a Dream Tile and aids the player once waken up by attacking/healing them in various ways depending on the variant:
  • Saint Statue Cosplayers give DP and increases the Unit Limit.
  • Shrine Marksman Cosplayers attack enemies within range, prioritizing aerial ones.
  • Shrine Nurturer Cosplayers can use a skill to periodically restore the SP and Replenishes the ammunition of friendly units within range, and make dreaming friendlies wake up faster.

Introduced in: Act or Die
Lights up a wide area as a Filming Area while a friendly unit is deployed in an adjacent tile and faces it. The light can be obstructed by Lighting Props.

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