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Historic UI & feature changes
This article lists UI additions that have first appeared on the CN server, and are now available on the Global server as well, as well as prior iterations of UI features, for the primary purpose of archival of previous states of the user interface. For future changes that are not yet on the Global server, visit Upcoming feature changes.
[edit]
- Main article: Terminal
The Terminal was preceded by the Combat menu. It has also received an update making current events more prominent in the UI.
Skill names in Operator profiles[edit]
This UI feature is a peculiar case, as it is an update that the Global server had received, and that was eventually removed. This does not concern the CN server, and presumably does not concern JP/KR, who also have fairly compact alphabets.
In the CN server, the Operator card displays the names of skills directly under the skills, while players of the EN server have to click the skills to open the Skills menu and see their names. The EN server was changed to work similarly, however, this change was reverted. This removal is likely due to the extremely lengthy size of the same names in English, and increase in character count which led to many of the skills to overflow from their UI constraints. A particularly notable example of this was Angelina.
Previous Support Unit system[edit]
- Main article: Support Unit
Updated Operator profiles[edit]
With the addition of the branch system and the module system, the Operator profiles have been adjusted accordingly.
Record Restoration[edit]
- Record Restoration progress for Il Siracusano
- Upcoming Record Restoration for What the Firelight Casts, showing the time left before it is available.
- Record Restoration progress for Story Collections
With the release of Contingency Contract Wild Scales, the Record Restoration system was added for events, allowing the acquisition of rewards of past events after their initial run and rerun. The Record Restoration system is a progressive addition, and not all event records can be restored yet.
Auto-deploy UI change[edit]
Prior to the release of Stormwatch, the auto-deploy interface displayed two dark horizontal rims on both top and bottom of the screen, and an opaque PRTS logo. This made it very clear that the game was in auto-deploy mode, but also practically completely obscured these two parts of the screen, which was detrimental to gameplay visibility and OLED screens' performance during auto-deploys. This, likely, was due to a consideration by the developers that granular visibility during auto-deploy was unnecessary, which changed when community-made content involved sharing auto-deploy clears. As of the update, the logo's opacity has been significantly reduced, and the top and bottom bars have been removed in favor of a slightly transparent dark gradient. The scrolling text indicating current auto-deploy status has also received an update increasing its horizontal width and changing the font and font color slightly.
Enemy Intelligence minor design update[edit]
As of the release of Episode 09, the Enemy Intelligence view has received a minor redesign changing the position of a few elements around. Notably, the new iteration displays "Attack Pattern" more clearly, putting further emphasis on which type of attacks an enemy uses, whether Melee or Ranged, and physical (assumed by default) or Arts (indicated). It also removes empty, unused space, and the change in information hierarchy reduces the chances of gameplay-related text overflowing out of the screen. This update also changed boss ability text to manual scrolling instead of automatic scrolling.
Overhaul of the selected unit information[edit]
As part of the release of Near Light, the information that appears on-screen during an Operation when selecting a unit has received a visual overhaul, adding a new tab for the trait next to skills, and properly displaying the promotion level of an Operator next to their level.
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The Near Light update also overhauled the Operator menu, adding the following new features:
- Filtering by class is now easily accessible directly from the interface with a sidebar showing all class icons.
- Operators can now be set as favorite Operators and will always appear at the forefront of the list.
- Sorting by a certain statistic, such as ATK or Trust now overlays that number on top of the Operator's card. The UI for filtering this is also overhauled.
- The UI when an Operator is selected to be added in a squad has received an overhaul.
Class filtering options[edit]
Aside from rearranging the new filter button, the new filtering options also allows easier access to sorting their Operators based on statistics (in order, Acquisition Date, Trust, Max HP, Attack, Defense, Resistance, Redeployment Time, Block Count, and Attack Speed), ranging from the lowest to the highest. Previously, this was done through a more complex UI. The stat of interest also gets overlaid on top of the Operator card, which helps with readability of this information and circumvents the need to select an Operator.
This also includes Trust, and appears when selecting Operators to be added as RIIC Assistants in the Command Center.
Preferred Operators[edit]
The update also added the option to pin some preferred operators to appear at the top of the list regardless of sorting options.
Squad Operator selection[edit]
- The updated UI for selecting an Operator as of the release of Near Light. The text displaying statistics has been reduced into icons, the button to level up the Operator/access their profile has been redesigned, some elements have been moved around, and the UI now displays an icon for the branch and modules equipped if there are any. The skills section now has a tabber allowing one to see the talents and traits.
Home Screen backgrounds[edit]
- Main article: Home Screen/Background
Improved CV language change interface[edit]
As of Break the Ice, the game now includes a specific UI for changing character voice languages.
Operators may be selected by language or faction. Each operator possesses a menu allowing to pick a voice and listen to it, if applicable. There is also a button allowing for a mass language change. This feature was initially was released along with Invitation to Wine in the CN server, but was released earlier in the Global server on Break the Ice alongside English and Korean CVs.
Assistant selection UI update[edit]
As of Break the Ice, sorting options for selecting a new Assistant operator (the Operator that appears on the home screen) have received a slight visual update. It includes the button for changing the background. This update was originally released as part of Invitation to Wine in the CN server, but was released earlier in the Global server.
Dormitory decoration UI update[edit]
As of Break the Ice, the Dormitory decoration feature has received a significant UI update, changing the menu for finding and selecting furniture to be easier to use, as well as adding the following features:
- Furniture can now be rotated, making orientation versions of furniture redundant.
- View angle can be changed to aid in placing furniture.
- Furniture themes can now be saved and loaded, allowing easy duplication of a custom furniture theme if the player possesses twice the furniture, or simply to keep a previous furniture theme in memory for a temporary change.
This feature was initially released as part of Invitation to Wine in the CN server but was released earlier in the Global server.
Comeback missions[edit]
- Main article: Mission/Comeback
New post-operation interface[edit]
As of Shatterpoint, the introduction of the Combat Environments feature led to the addition of a new post-operation screen to accommodate the added complexity in stage results. The new interface is closer in style to that which is used in Interlocking Competition: Hymnoi Wisdom and Paradox Simulations.
- 10-2 being cleared with the new difficulty settings. The Standard Environment mode also awards the rewards for the Story Environment mode, which are separated in the results screen. This visual change brings the UI closer in line with the new auto-deploy UI, replacing the opaque black boxes with transparent gradient feathers.
Updated boss HP meter[edit]
There are three iterations of bosses' HP meter.
- Prior to Under Tides, most bosses use the standard HP meter, as with other enemies.
- With the release of Under Tides, due to its main boss Sal Viento Bishop Quintus, being the first enemy that occupies multiple tiles, it has a longer HP meter than normal, but which still functions similarly to other enemies.
- With the release of Invitation to Wine, due to its main boss Sui-Xiang being the largest enemy in the game and having mechanics involving His HP, His HP meter was updated to be an active part of the game's HUD, appearing wide and large. As a result, large bosses such as Quintus and the Big Sad Lock from Phantom & Crimson Solitaire were updated to use similar HP meters.
- With the release of Shatterpoint, all bosses (except, presumably, the Sui-Xiang) including large bosses were reverted to standard enemy HP meters. However, boss HP meters now possess special traits.
- They are bright red and not orange, and feature the boss enemy logo overlaid.
- Large bosses' HP meters always appear regardless of whether the boss has taken damage or not.
- If several enemies are stacked in one spot, the boss' HP meter will always appear on top of standard HP meters.
- Bigger HP bar for bigger enemies using Sal Viento Bishop Quintus as example.
- The current HP meter for boss enemies. In this image, Mephisto has taken damage.
Using ten single-pull tickets at once[edit]
With the release of Shatterpoint, rolling ten times with no Ten-roll Headhunting Permit but at least 10 Headhunting Permits will consume these instead of Orundum.
Assistant at Trust cap warning[edit]
As of Invitation to Wine, the base has received an update, notifying players when a base assistant is at Trust cap (200%). Trust also appears as part of the base report from that point onward.
New interface for Regular Tasks[edit]
As of Lingering Echoes, the addition of the new Stationary Security Service permanent mode has prompted a change in the interface previously used by Annihilation exclusively. First, the section of the Terminal, previously named "Weekly" is renamed "Regular Tasks" (常态事务) and the interface is more compact, displaying the new mode instead.
- The old Weekly menu as of Contingency Contract Pine Soot
New leveling system[edit]
As of Lingering Echoes, the leveling system has been completely overhauled. The interface for leveling up Operators has been completely redesigned, and the system has been improved overall. Notable changes include:
- The player is no longer capped to using 40 Battle Records — whichever the tier — at once, and can use however many they like at once.
- A level slider is provided for choosing the target level more conveniently. Provided the player has enough, this change is coupled with a "max" button which automatically selects enough Battle Records the operator to the highest level possible currently (such as if they are gated by promotion level) by prioritizing the highest tier of Battle Records first.
- Automatic Battle Records/LMD calculation results will appear if player choose the unreachable level.
- Reaching the highest possible level cap (typically Elite 2, level 90) for a unit greets the player with a new unique animation/interface.
Support Unit UI change[edit]
As of Lingering Echoes, the Support Unit selection interface has been changed, making it more compact. The interface for setting one's own support unit has also been changed accordingly.
[edit]
As of Lingering Echoes, the addition of module upgrades has caused a change in the user interface. Notably, modules are now displayed on the Operator cards in the Operator menu, where Potential was previously deployed. Potential has been moved on another location of the Operator card.
Likewise, and largely unrelated, the Operator filter menu has received a recolor from black to white, and an option to filter Operators with uncompleted Paradox Simulation.
Operator profile updates[edit]
The addition of modules has also prompted a major overhaul of the way skills and modules are displayed in the interface.
Enemy Database overhaul[edit]
As of Hortus de Escapismo, the Enemy Database interface has received significant visual and informational improvements. It includes various updates such as filtering options and categorizations and expanded enemy profiles.
While in the previous Global builds of the game, only HP, ATK, DEF and RES of enemies were displayed in four squares, the new interface also displays Attack Speed, Movement Speed, and Weight. Furthermore, while actual numbers are still not displayed, the letter ratings have been deepened, with the addition of an E letter rating, and a "+" discriminator for other letters than S (e.g., A+, B+).
It should be noted that the addition of Elemental RES (E-RES for short) and Elemental Resistance (ERST for short) as attributes is also now displayed. This was not the case for the CN server during this update, as those elements were irrelevant until the addition of Ritualist Supporters alongside Expeditioner's Joklumarkar. In the Global server, they were added ahead of schedule, along with the new enemy database UI itself.
- Crownslayer in 4-4 as per the Global server's UI prior to this update, for comparison and archival purpose.
The UI also features several new elements:
- When an enemy incurs a different loss of Life Point from the default, this is indicated. For instance, enemies that do not incur a loss when going through the Protection Objective, or enemies that do not go through one, will have the number 0 displayed next to a blue Life Point icon. Enemies that cost a higher number of Life Points (at least 2), will have that number displayed next to a red Life Point icon.
- Enemy abilities, now referred to as traits, are itemized with bullet points. If the ability can be Silenced, the bullet point is instead replaced by the dark cross icon which indicates that an enemy is Silenced in-game.
- Enemies who have several phases/forms have their traits specifically separated on a per-phase basis. A red header text will indicate the form (such as the Patriot's Marching and Ruination Stances), or simply their numbering (e.g. "First Form", "Second Form"). Abilities that are intrinsic to the enemy regardless of phase are displayed prior to these.
- Attack Pattern (e.g. Ranged Physical, Melee Arts) is now always displayed under the enemy's name, and Physical is longer omitted and considered the default.
- Enemy type (e.g. Sarkaz, Infected Creature) is now displayed over the enemy's name when applicable.
- A red Sp. (Special) indicator will be displayed next to the enemy's codename when the specific version of the enemy used by the operation utilizes different statistics from that which are default and listed in the Enemy Index.
- For instance, bosses in EX operations and Challenge Mode for non-EX operations utilize a higher statistical line known as "Level 1" (bosses are Level 0 by default), while Challenge Modes use a statistical buff between 10 to 20% for all other enemies. In this case, the UI will indicate this change.
- Common bosses such as Crownslayer can have more levels than 0 and 1.
- It is also possible that enemies simply use different statistics, which is very common in Contingency Contract. For instance, Mudrock Colossi in Abandoned Mine possess half the HP and a little less DEF than their Twilight of Wolumonde counterpart, before any Contracts are applied. This is reflected in the Enemy Index. However, buffs given by Contracts are not.
- Enemy susceptibility/immunity to Silence, Stun, Sleep, Freeze, Levitate, and Frighten are indicated at the bottom of the page with an icon.
- Enemies which interact with other enemies, such as enemies that spawn other enemies, that are spawned by other enemies, or affect another enemy's abilities are now listed as "linked" enemies under their page, and clicking them on the list allows one to see the entry for that other enemy.
- For instance, The Blood Knight Dikaiopolis' Bloodblades will be listed under the Blood Knight's page, and vice-versa.
- Enemies that spawn other enemies, such as Reborn Creations creatures and Waregeists, will also have the original enemy and its progeny linked.
- R-Series Power Armors from Dorothy's Vision, which are powered by Experiment Products, will have all possible enemies listed.
- The Damazti Cluster's Deconstructed Distortion, showing its link to the original enemy, and its immunity to most Negative Statuses
Filtering functions are now added to the enemy database page as well. Players can now sort enemies in ascending and descending order, and have better filtering options. Alongside that, the enemy categories are now extended into three main filters: All enemies, Elite enemies and Leader enemies. The following filters also exist:
- Enemy category/"Race" (e.g. Sarkaz, Arts Creation)
- Enemy position/"Location" (Ground or Aerial)
- Attack Pattern (No attack, Melee or Ranged)
- Damage type (Physical, Arts, Healing or None/"Null")
Before the HE update, the Arknights Terra Wiki used the old interface and its values as reference for the enemy infoboxes, specifically those added before HE. Following the HE update, all of the enemy pages now use the updated values, but with the following differences than the in-game formatting:
- The infobox does not follow the in-game bulleting due to formatting incompatibility, but will note whether the ability can be Silenced or not on their respective Overview section regardless.
- For better clarity, the infobox lists attack and damage types separately, and the wiki will change the damage type to be more accurate if the in-game label is not true to what the enemy behaves in-game, but will note the in-game text regardless.
Summon Stats in Operator Pages[edit]
As of Hortus de Escapismo, it is now possible to view the stats of an operator's summoned units on their operator page. Any operator which summons or deploys a token with its own stats is capable of viewing the specific unit's stats in their page. The new UI includes all stats, the token's skill and skill effects, and range if applicable.
[edit]
Due to the addition of Tales Within the Sand, Reclamation Algorithm is now permanently available alongside Integrated Strategies, requiring a new menu element in the user interface. As a result, the Terminal has been updated, replacing the "Integrated Strategies" menu element with a general "Long Term Exploration" menu, which houses both game modes, similar to the Regular Tasks menu updated alongside the release of Stationary Security Service.
Furthermore, due to being moved to their own-sub menu, Integrated Strategies themes have received a new preliminary user interface listing all themes, with more information displayed than the previous iteration of the menu.
- Same interface in Global server as of Sarkaz's Furnaceside Fables.
Standardization of Stage Failure Penalty[edit]
As of Absolved Will Be the Seekers, failing a Challenge Mode stage refunds all Sanity expended but one point, similarly to how it is for all other Operations. This was previously the case for Adverse Environment stages, which functionally replaced Challenge Mode on all Main Theme Operations, however, this now applies to all stages, including events and Side Stories. Prior to this update, failures on Challenge Mode would only refund half of the Sanity expended, rounding down.
Training Grounds[edit]
- Main article: Archive § Training Grounds
Updated Doctor profile customization[edit]
As of Here A People Sows, it is now possible to take a screen capture of one's profile and share directly onto Chinese social media platforms. It was later released to Global server with different social media availabilities.
Furthermore, several elements of the player's public profile were improved alongside the release of Tales Within the Sand.
- The amount of Furniture obtained has been replaced with the amount of Outfits obtained.
- There is now a button to automatically copy the UID to the clipboard.
- The amount of acquired Operators can be swapped between a number or a total percentage.
- The modules in the card (currently, Medal set on display and main story progress) can be changed.
- Themes will be added for the card. The themes will affect the Profile card as well as players in one's friend list. See more in the main article.
Redesigned Paradox Simulation UI[edit]
The user interface for Paradox Simulation stages has been redesigned entirely during an unknown update in the CN server, in order to more closely fit into the Operator Profile UI.
Updated Friend Support Customization[edit]
With the release of Ending a Grand Overture the Friend Support system now allows the player using a Support Unit to select which skills and operator modules they desire to use, instead of relying on the skill and module which the player owning the unit has set. A red triangle with three white circles icon will also be added to an operator whose skills masteries are already at maximum level (see Amiya, Suzuran and Rosmontis in the above image).
Updated In-Purchase Categorization[edit]
With the release of Ending a Grand Overture the In App Purchase section now has a categorization system consisting of:
- Event-related Packs
- Operator Development Packs
- Special Packs
- Monthly Pass
Increased Sanity Cap[edit]
With the release of Ending a Grand Overture, the Sanity cap has been increased by 45 (thus the Sanity limit ranges from 127 ~ 180 Sanity for Level 1 ~ 120 Doctors), allowing Sanity to increase for an additional four hours and a half before no longer accruing. In addition, spending an Originite Prime to restore the Sanity pool now only restore 135 Sanity.
Base Revamp and New Features[edit]
With the release of Ending a Grand Overture, the Rhodes Island Infrastructure Complex feature received significant Quality of Life updates and new features such as:
- Preset operators queue switch from the dorm to existing facilities and vice-versa. Players can set up up to 3 preset queues for each facility. A switch button is added for quick switching. Operators put in preset queues also will receive a reminder in the base interface.
- A Preset Queue and Quick Rest buttons are added in the base notification bar to quickly switch the preset teams.
- A class filter function has been added to the Training Room selection interface.
- Updated Materials Crafting menu to show if certain materials can be obtained from crafting, as well as how much materials are required to craft the main material for upgrade(s).
Stationary Security Service changes[edit]
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Last edit: Shainel at 2026-02-23 11:31:07 (UTC). If this was over two weeks ago, please contact the editor who placed the tag before removing it.
Starting from Dispatch Cycle #7: Concerto Zone Station with the release of Exodus from the Pale Sea, it will be possible to instantly clear a previously cleared Stationary Security Service operation, in a similar fashion to the Auto Proxy for Annihilation operations, at the cost of 2
Regular Tasks Proxy Card, which replaces
PRTS Proxy Annihilation Card.
Furthermore, each Dispatch Cycle from the seventh one will features one new Security Mission and one old Mission from previous cycles.
Improved Assistant feature and Birthday Messages[edit]
With the release of Exodus from the Pale Sea several new functions are added as follows:
- 4 Home Screen Presets slots are available for player to save the current Home Screen background, UI and the Rotational Assistant queue into one Preset.
- A maximum of 20 outfits can be selected in a single Rotational Assistant queue. Then player can change the rotation frequency in game Options by every day or every greeting.
- The selection of assistant avatar as profile picture is also updated along this update. One of the outfit in the queue must be selected as profile picture to complete this setting.
- Player can switch Preset to change the corresponding settings, including the assistant profile picture.
- Starting from January 1, 2025 in CN server, players can receive birthday messages and gift from operators, if the Doctor Birthday has set.
Module Showcase and Second Half of Base Expansion[edit]
With the release of Exodus from the Pale Sea a new menu was added in the Archive section to to display all Operator Modules.
- The new Reception Room decorated with Amiya's Blissful Universe furniture theme, with the Player and Pinboard highlighted.
- Producing Dualchips after the update.
The Rhodes Island Infrastructure Complex also received more feature improvements going from simple UI tweaks to major feature overhauls such as:
- A new facility, existing in three copies, the "Activity Room" has been added to the right side of the Office, Workshop, and Training Room. The Activity Room is the exact same size as a Dormitory and can accept furniture, in the same way as a Dormitory. However, it can only host one Operator, and does not restore Morale. Instead, the Activity Room increases Trust gain using the room's ambience, and allows the player to control and move their operators manually. This lets them manually trigger the special idle animations, as well as a set of simpler emotes.
- The addition of these new rooms and their escape airlocks results in an increase of the
Drone cap from 200 to 225.
- The addition of these new rooms and their escape airlocks results in an increase of the
- All of the existing facilities have been significantly visually overhauled, their appearance changed.
- The Reception Room has seen its size expanded and can be now decorated with Dormitory furniture. Two Reception Room-exclusive furniture items are added, each tied to a specific function:
- The Player allows players to set the music of the RIIC to another music track than the default RIIC theme. This will be heard by visiting players. However, this music track can only be selected from those available as Home Screen music tracks, if the corresponding Home Screen background customization option was obtained.
- The Pinboard allows players to see those who have visited their reception room, and which messages and emotes they have left.
- The UI now displays the remaining working time to several additional types of rooms, and a reminder to switch operators in and out of the dorm.
- The time spent to produce Dualchips in the Factory is reduced to 1 second.
- Dormitories now have a lock function, which allows Doctors to lock Operators into the Dormitory, making sure they are unaffected by the one-click automatic removal and refill of dormitories, even if they are at full morale. This is useful for certain Operator skills, which require the presence of specific Operators in a base facility, despite those Operators' skills not being generally useful to the player, or for Operators with skills that boost morale gain.
- Dualchips now produce in 1 second.
- The word Beta has been removed from the Base menu in Home screen.
- The loading screen has been changed, now matching the new appearance of the Base.
Additionally, important mail from operators during special occasions such as Chinese New Year or Anniversary will automatically be archived.
Story Menu Interface Renewal & Event Crystals update[edit]
- The Rewards tab, showing the main rewards for events with Record Restoration available, as well as whether it is collected or not.
- Viewing Hortus de Escapismo after the new Score update.
With the release of When Elegies Are Ashes, The Story Menu UI has been revamped into one menu: Scores. It includes timeline of events and stories that are interconnected to each other, as well as the storyline the event's story is related to. Past events, whether or not they are rerunned, are always present in the menu, but Side Stories' operations are still don't available until the event rerun.
The new changes also increase players'
Event Crystal cap to 3 from Level 60, and it will replenish to full weekly instead of just generate one.
Additional Activity Rooms in RIIC[edit]
With the release of The Masses' Travels, 3 more Activity Rooms are added to RIIC, thus increasing the maximum Drone cap to 235
Drone.
Consecutive Auto Deploy improvement[edit]
With the release of The Masses' Travels, the Consecutive Auto Deploy function has been reworked and upgraded in which the stage only needs be done once ; players can adjust how many
Sanity will be consumed to multiply the rewards obtained (up to 6x).
Special Animation for Limited Headhunting Banners[edit]
Starting from Freedom of Preach limited banner, a special animation will be played when the player entered the Headhunting menu for the first time.
Operations QoL[edit]
- 3-6 selection screen after the update; note that Drill Plan is no longer present.
With the release of Ato, Practice Mode now no longer requires
Drill Plan as they are removed. Furthermore, when the player fails an Operation (except Annihilation), the full amount of
Sanity will be refunded, in both Normal and Challenge Mode.
Headhunting History[edit]
With the release of Ato in Global server, the Headhunting History feature is implemented. It can be accessed by logging in to Yostar Account Center and choosing Game Info and selecting the Headhunting History section.
Notice: only records from 2025/12/11 08:00 (UTC-7) onward are available for lookup.
Skill Range Preview[edit]
With the release of Somniloquium Serenum, the Skills menu now display an extra Skill Range section to display the adjusted Attack Range while Skill is active (if available).
Friend slot expansion & Favourite Friend settings[edit]
With the release of Somniloquium Serenum, the maximum friends one player can have is increased by 25 (up to 125 with Reception Room Lv.3) and they can set at most 5 friends to mark as favorite.
Favorited friends will be pinned and displayed before other friends in most interactions, e.g. Support Unit selection, clue recipient selection in Base, and invitation sending in co-op modes.
New Animation For Outfit Purchase[edit]
With the release of Somniloquium Serenum in Global server, a new animation will be played when players purchased an outfit.
Home Screen UI[edit]
- Main article: Home Screen/UI