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Identity
Identity is a unique enemy mechanic in Arknights, introduced in Episode 12.
Overview[edit]
The blockaded Norport Borough of Londinium has been infiltrated by many spies, forcing the Rhodes Island and Glasgow to thoroughly check the citizens to spot the wolves in sheep's clothing and avoid unexpected surprises.
Certain enemies in Episode 12 operations are subject to the Identity mechanic where they could be either a Civilian or Spy, both of which starts in an unrevealed state where:
- Civilians can be blocked.
- Spies are disguised as Civilians (using the Norport Civilian/Spy's appearance) and invulnerable but does not attack.
While the Civilian/Spy is blocked by a friendly unit or inside the range of a friendly,[note 1] their identity will be gradually revealed, where a magnifying glass icon will be displayed above them. After continuously identifying the Civilian/Spy, the icon turns red if the Civilian is a Spy in disguise or blue (green for Norport Spies) if the Civilian is a real one, and the player must keep identifying them until the Civilian is confirmed or the Spy is compromised.[note 2]
- A confirmed Civilian becomes unable to be blocked, allowing them to carry on towards the Protection Objective they are heading.
- A compromised Spy ditches their disguise and joins the fray as the corresponding enemy.
Keep in mind that letting uncompromised Spies into a Protection Objective will result in a Life Point loss (during which said enemies will reveal themselves), although unconfirmed Civilians will not.
Civilians[edit]
Normal | |
---|---|
Elite |
Spies[edit]
Normal | |
---|---|
Elite | |
Boss |
Additional information:
- The Damazti Cluster uses a slightly different Civilian model and is surrounded in a golden aura even when unidentified, although they still have to be compromised before they can be attacked.
Interactions[edit]
Enemy | Interaction |
---|---|
The first attack after they are compromised deals double damage. | |
Becomes invisible once compromised. | |
All Civilians and Spies that are not confirmed/compromised become unblockable as long as any of the Instigators/Agitators are not blocked. | |
| |
If the Cluster or any of their Isomorphic Fragments are not compromised, all of them will remain unidentified as well. |
Trivia[edit]
- The Identity mechanic is likely inspired by the game Among Us. In TR-22, Kroos even says: "Hey, that guy looks kinda sus." Sus is a slang which means suspicious, and became viral thanks to that game.
Notes[edit]
- ↑ If the friendly unit's attack range becomes global (e.g. Ambriel's Radar Sweep, Goldenglow's Crystalline Shine), they can only identify Civilians/Spies inside their original range.
- ↑ The process works by giving enemies subject to the Identity mechanic "Identification Points", or "IP" for short. Civilians/Spies start with 0 IP (the magnifying glass icon is not shown) and gain 20 IP over 1 second while blocked or in the range of a friendly unit, otherwise they lose 10 IP over 1 second (cannot reduce IP below 0). Once the Civilian/Spy has at least 300 IP (the magnifying glass icon turns blue/green/red), they will gain 30 IP over 1 second while blocked or in the range of a friendly and their IP cannot be reduced below 300. Once the Civilian/Spy has 600 IP, they will be confirmed/compromised.