
★★★★★
Insider |
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![]() Professional executor Richele of the Lateran Notarial Hall, providing Rhodes Island assistance as a collaborative operator. Doesn't stand out, doesn't stir trouble–a solid employee who shouldn't worry you... right? | |
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Branch | ![]() | |
Faction | ![]() | |
Position | Ranged | |
Tags | DPS | |
Trait | Attacks aerial enemies first | |
How to obtain | Hortus de Escapismo – Secretae Continere |
Operator | File | Story | Overview | Dialogue | Gallery | Trivia |
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644 | 920 | 1180 | 1440 | – |
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177 | 295 | 428 | 522 | +75 |
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63 | 105 | 150 | 178 | – |
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0 | N/A | |||
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80 seconds | ||||
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13 | 15 | |||
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1 | ||||
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1 second |
![]() | DP cost -1 |
![]() | Redeployment time -10 seconds |
![]() | DP cost -1 |
![]() | ATK +23 |
![]() | DP cost -1 |
Total Cost | |
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Fire Support | |
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After being deployed for 20 seconds, increases the ammo capacity for this unit's skills by +2 |
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After being deployed for 20 seconds, increases the ammo capacity for this unit's skills by +3, and increases the ammo cap for a random Laterano Operator's ammo-based skill by +1 |
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"Don't Invite Trouble" Offensive Recovery Manual Toggled |
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Click to show/hide the information for "Don't Invite Trouble" |
Lv. | Description | ![]() |
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Each attack deals 170% of ATK as Physical damage Skill activation grants 4 ammo and the skill ends when all ammo are used (Can manually deactivate skill) |
0 | 15 | – |
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Each attack deals 175% of ATK as Physical damage Skill activation grants 4 ammo and the skill ends when all ammo are used (Can manually deactivate skill) |
0 | 15 | – |
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Each attack deals 180% of ATK as Physical damage Skill activation grants 4 ammo and the skill ends when all ammo are used (Can manually deactivate skill) |
0 | 15 | – |
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Each attack deals 185% of ATK as Physical damage Skill activation grants 4 ammo and the skill ends when all ammo are used (Can manually deactivate skill) |
0 | 14 | – |
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Each attack deals 190% of ATK as Physical damage Skill activation grants 4 ammo and the skill ends when all ammo are used (Can manually deactivate skill) |
0 | 14 | – |
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Each attack deals 195% of ATK as Physical damage Skill activation grants 4 ammo and the skill ends when all ammo are used (Can manually deactivate skill) |
0 | 14 | – |
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Each attack deals 200% of ATK as Physical damage Skill activation grants 4 ammo and the skill ends when all ammo are used (Can manually deactivate skill) |
0 | 13 | – |
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Each attack deals 210% of ATK as Physical damage Skill activation grants 4 ammo and the skill ends when all ammo are used (Can manually deactivate skill) |
0 | 13 | – |
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Each attack deals 220% of ATK as Physical damage Skill activation grants 4 ammo and the skill ends when all ammo are used (Can manually deactivate skill) |
0 | 13 | – |
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Each attack deals 230% of ATK as Physical damage Skill activation grants 4 ammo and the skill ends when all ammo are used (Can manually deactivate skill) |
0 | 12 | – |
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"Problem Solver" Auto Recovery Manual Toggled |
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Click to show/hide the information for "Problem Solver" |
Lv. | Description | ![]() |
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ATK +60%, Attack Interval shortens slightly, attacks prioritize enemies with long-ranged weapons, and becomes less likely to be targeted by enemies Skill activation grants 14 ammo and the skill ends when all ammo are used (Can manually deactivate skill) |
6 | 28 | – |
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ATK +65%, Attack Interval shortens slightly, attacks prioritize enemies with long-ranged weapons, and becomes less likely to be targeted by enemies Skill activation grants 14 ammo and the skill ends when all ammo are used (Can manually deactivate skill) |
6 | 28 | – |
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ATK +70%, Attack Interval shortens slightly, attacks prioritize enemies with long-ranged weapons, and becomes less likely to be targeted by enemies Skill activation grants 14 ammo and the skill ends when all ammo are used (Can manually deactivate skill) |
6 | 28 | – |
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ATK +80%, Attack Interval shortens slightly, attacks prioritize enemies with long-ranged weapons, and becomes less likely to be targeted by enemies Skill activation grants 14 ammo and the skill ends when all ammo are used (Can manually deactivate skill) |
8 | 24 | – |
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ATK +85%, Attack Interval shortens slightly, attacks prioritize enemies with long-ranged weapons, and becomes less likely to be targeted by enemies Skill activation grants 14 ammo and the skill ends when all ammo are used (Can manually deactivate skill) |
8 | 24 | – |
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ATK +90%, Attack Interval shortens slightly, attacks prioritize enemies with long-ranged weapons, and becomes less likely to be targeted by enemies Skill activation grants 14 ammo and the skill ends when all ammo are used (Can manually deactivate skill) |
8 | 24 | – |
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ATK +100%, Attack Interval shortens slightly, attacks prioritize enemies with long-ranged weapons, and becomes less likely to be targeted by enemies Skill activation grants 14 ammo and the skill ends when all ammo are used (Can manually deactivate skill) |
10 | 20 | – |
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ATK +110%, Attack Interval shortens slightly, attacks prioritize enemies with long-ranged weapons, and becomes less likely to be targeted by enemies Skill activation grants 14 ammo and the skill ends when all ammo are used (Can manually deactivate skill) |
11 | 20 | – |
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ATK +120%, Attack Interval shortens slightly, attacks prioritize enemies with long-ranged weapons, and becomes less likely to be targeted by enemies Skill activation grants 14 ammo and the skill ends when all ammo are used (Can manually deactivate skill) |
12 | 20 | – |
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ATK +130%, Attack Interval shortens slightly, attacks prioritize enemies with long-ranged weapons, and becomes less likely to be targeted by enemies Skill activation grants 14 ammo and the skill ends when all ammo are used (Can manually deactivate skill) |
14 | 20 | – |
Additional information | ||||
"Problem Solver" reduces Insider's attack interval by 0.3 seconds and aggression level by 1. |
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Networking | ![]() |
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When this Operator is assigned to the HR Office, increases HR contacting speed by +30%, and increases Clue collection speed in the Reception Room by +5% for each additional Recruitment slot (does not count default slots). |
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Donut Party | ![]() |
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When this Operator is assigned to a Dormitory, restores +0.4 Morale per hour to another Operator assigned to that Dormitory whose Morale is not full (Only the strongest effect of this type takes place); furthermore, self Morale recovered per hour +0.4 |
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Operator Insider has demonstrated a remarkable aptitude for maintaining distance whilst conducting suppressive fire against the enemy. The Field Operations Department has thus passed the following resolution: This operator shall be appointed a Sniper Operator during field operations to exercise Marksman responsibilities. In witness whereof, This badge is hereby conferred upon the above named. |
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HP +80 ATK +22 |
New trait: Increases ATK to 110% when attacking aerial targets |
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HP +120 ATK +30 |
Fire Support improved: After being deployed for 20 seconds, increases the ammo capacity for this unit's skills by +4, and increases the ammo cap for a random Laterano Operator's ammo-based skill by +1 | |
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HP +160 ATK +38 |
Fire Support improved: After being deployed for 20 seconds, increases the ammo capacity for this unit's skills by +5, and increases the ammo cap for a random Laterano Operator's ammo-based skill by +1 |
Module Missions |
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Prerequisites | ![]() |
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![]() | Have at least 50% Trust with Insider. | |||||
![]() | Have at least 100% Trust with Insider. |
Description |
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"You're Richele?" Someone taps something ice-cold and unyielding against his head. Richele knows what it is. A gun. A Sankta's gun. Richele remembers–the old man at church had a gun too. He treasured his gun like nothing else, wouldn't bring it out just for anything, but one time he let Richele touch it, because he was the same as him, a Sankta. "Young man, you should have a gun too." The old man looked into his eyes, seeming to mean something by it, though Richele wasn't quite able to tell what. Should he have a gun? It wasn't something he'd ever thought about. He'd always been pretty much like the other kids on his street. They whiled away the time wandering about the city, scuffling every which where, doing odd jobs for the famiglie, fighting over the right to play at some machine in the arcade and calling it a "turf war"... If that described him, should he have a gun? "Young man, what are you getting distracted for right now?" The Sankta before him gives him a light few nudges with the gun. "Aren't you scared? Aren't you worried I'll pull the trigger?" "You're not going to, Mister. Because... um, I heard, we can't hurt our own people? Isn't that how it works?" But this was just sophistry. Thou mayst not harm thy kin. That's what the old man at church said, and he thinks that's what he meant. He has some recollection of it, but he's never paid it much mind. Richele carefully scrutinizes the Sankta before him. Travel-worn, but with clothes all neat and tidy, and looking in good health. Are he and this person kin? It's hard to say. "You're not wrong. We can't point guns at our own people." Says the Sankta. But. There's always a but– "*clack*." The sound of pulling a trigger. Richele holds his breath in that instant, and fiercely throws himself to the side. He feels no despair at this turn of events, he simply hopes he can avoid the fatal shot, and– "...Whuh?" He feels a faint sting on his forehead. Something falls, sweeping past the bridge of his nose, and Richele grabs it. It's a piece of candy. "And that's to say, nice to meet you." The Sankta grins, no longer tensed up like before. He gives the prank item that spat out the candy a spin around his finger, then hands it to Richele. "We know you from the head of the chapel. He asked if we could pick you up on our way back." He shoots Richele a wink, and says: "What do you think, Richele? You want to get out of here... come with us, and live back in Laterano?" |
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