Operator Modules, or simply Modules/Mods, are a feature for 4★ and above Operators in Arknights, introduced alongside class branches in Dossoles Holiday.
Overview[edit]
Operator Modules are a special item that acts as an "equipment" which improves the Operator's attributes and either upgrades their trait or adding a new trait when equipped, improving the Operator's performance particularly in their primary roles. All Modules are unique to each Operator and cannot be equipped by the others, even those in the same class, branch, or rarity.
Modules must be unlocked by using
Module Data Block, upgrade materials, and
LMD once the player completes two Module Missions and by raising the corresponding Operator's promotion and level to a specific threshold:
- 4★: Elite 2 Level 40
- 5★: Elite 2 Level 50
- 6★: Elite 2 Level 60
The first Module Mission requires the player to achieve a relatively straightforward goal and can be completed in all operations outside of Integrated Strategies, Paradox Simulation, and Reclamation Algorithm, while the second Module Mission must be completed in a specific Main Theme (on Standard Environment if the episode features it) or Intermezzi/Side Story operation in the Terminal. Both Module Missions also requires the player to use the Operator of their own; Support Units will not qualify for completing them.
Before the Module is unlocked, the Operator's respective Badge will be equipped in the Module slot as the default. Once a Module is unlocked, it will be automatically set as the default option.
Since the Lingering Echoes update, Modules can be upgraded through two additional stages to improve the corresponding Operator's talent or add a new talent, and enhance its attribute improvements at the cost of more Module Data Blocks, upgrade materials, and LMDs, as well as a large amount of
Data Supplement Stick for the second stage and
Data Supplement Instrument for the third stage.
Since the Adventure That Cannot Wait for the Sun (CN)/Path of Life (Global) update, unlocking the Module can be done even if the Operator has 0 Trust, while upgrading it to Stage 2 and 3 now requires the Operator to have at least 50% and 100% Trust, respectively.
Operator Modules fall into three distinct categories:
- X and Y Modules are the standard, with each type having a base effect upgrading the Operator's trait that is identical for every Operator with that type of Module (e.g. all Splash Casters with an SPC-Y Module will share the same effect), with their upgrades instead being enhancements for their individual talents. An Operator normally has either an X Module or Y Module, but 6★ Operators can have both an X and Y Module which upgrade different talents with certain exceptions.
- Δ (pronounced "Delta") Modules are a non-standard Module type that is identical to the X and Y Modules in terms of functionality, but tend to be more personalized and/or make more drastic changes to their abilities, most commonly the ability to inflict or interact with both Elemental Injury and Elemental damage. Currently Δ Modules are exclusive to 6★ Operators.
- Specialized Modules are completely personalized Modules that will only take effect in Integrated Strategies or Reclamation Algorithm, but in exchange, only require 1 Module Data Block to unlock and upgrade (for a total of 3). Their base effect modifies the operator's trait in a way that specifically benefits that Operator, and provide more drastic changes to the Operator's talents than even a Δ Module. Currently Specialized Modules are exclusive to 6★ Operators, and their designation refers to the mode they are exclusive to ("ISW" or "RA") followed by a letter of the Greek alphabet.
The following is a list of current class branches with available Modules including their effects and which Operators have them, sorted alphabetically by their branch name and introduction date.
Branch
|
Module
|
Description
|
|
 INS-X
|
The Instructor Guard's ATK against enemies they are not blocking is further increased to 130%.
Introduced in: Dossoles Holiday
|
 INS-Y
|
The Instructor Guard can now be deployed on both low ground and high ground tiles.
Introduced in: Dossoles Holiday
|
|
 SWO-X
|
The Swordmaster Guard's skills deal 10% more damage.
Introduced in: Break the Ice
|
 SWO-Y
|
The Swordmaster Guard's attacks ignore 70 DEF.
Introduced in: Break the Ice
|
|
 DRE-X
|
The Dreadnought Guard has 115% ATK against blocked enemies.
Introduced in: Invitation to Wine
|
 DRE-Y
|
When the Dreadnought Guard's HP is reduced to 0, they will survive with full HP and ASPD increased by 30, but their maximum HP is reduced by 60%. This effect can only be triggered once per deployment.
Introduced in: Invitation to Wine
|
|
 SBL-X
|
If the Soloblade Guard's HP is below 50%, they gain a 25% Sanctuary.
Introduced in: What the Firelight Casts
|
 SBL-Y
|
When the Soloblade Guard's HP is reduced to 0, they will survive with 30% HP. This effect can only be triggered once per deployment.
Introduced in: The Black Forest Wills A Dream
|
|
 REA-X
|
The HP restoration per hit in each attack is increased to 60.
Introduced in: [Global] Hortus de Escapismo, [CN] So Long, Adele
|
|
 CEN-X
|
The Centurion Guard has 110% ATK against blocked enemies.
Introduced in: So Long, Adele
|
 CEN-Y
|
If the Centurion Guard's HP is above 50%, the Physical damage they take is reduced by 20%.
Introduced in: So Long, Adele
|
|
 FGT-X
|
The Fighter Guard can dodge Physical attacks 15% of the time.
Introduced in: Here A People Sows
|
 FGT-Y
|
If Fighter Guard's HP is above 50%, their ASPD is increased by 10.
Introduced in: Here A People Sows
|
|
 LOR-X
|
The Lord Guard's attacks deal an additional instance of Arts damage equal to 10% of their ATK.
Introduced in: Episode 14: Absolved Will Be the Seekers
|
 LOR-Y
|
If there are at least 2 enemies within the Lord Guard's attack range, their ASPD is increased by 12.
Introduced in: Episode 14: Absolved Will Be the Seekers
|
 LOR-Δ
|
The Lord Guard's attacks inflict Nervous Impairment equal to 10% of damage dealt.
Introduced in: [CN] The Masses' Travels
|
|
 CRU-X
|
Amplifies healing received by the Crusher Guard by 20%.
Introduced in: Delicious On Terra
|
|
 AFT-X
|
If the Arts Fighter Guard is not blocking an enemy, their ASPD is increased by 8.
Introduced in: [CN] Exodus from the Pale Sea
|
 AFT-Y
|
Inflicts a 10% Arts Fragility to enemies being blocked by the Arts Fighter Guard.
Introduced in: [CN] Exodus from the Pale Sea
|
 AFT-Δ
|
The Arts Fighter Guard deals an additional instance of Elemental damage equal to 15% ATK against enemies under the burst effect of Burn Damage.
Introduced in: [CN] Exodus from the Pale Sea
|
|
 HAM-X
|
If there are 3 or more enemies in the splash radius of the Earthshaker Guard's attack, increases the ATK of that attack to 115%.
Introduced in: [CN] Such is the Joy of Our Reunion
|
|
 LIB-X
|
When deployed, the Liberator Guard's trait effect will start at +100% ATK.
Introduced in: [CN] The Masses' Travels
|
Branch
|
Module
|
Description
|
|
 DEA-X
|
The Deadeye Sniper's ATK is increased when attacking targets further away from their position, which caps at 15%.
Introduced in: Episode 9: Stormwatch
|
 DEA-Y
|
The Deadeye Sniper restores 1 SP in each attack if it would not defeat/destroy the target.
Introduced in: Episode 9: Stormwatch
|
|
 ART-X
|
The Artilleryman Sniper has 110% ATK against blocked enemies.
Introduced in: Guide Ahead
|
 ART-Y
|
The Artilleryman Sniper's attacks ignore 100 DEF.
Introduced in: Guide Ahead
|
|
 ARC-X
|
Reduces the Heavyshooter Sniper's redeployment time by 25 seconds.
Introduced in: Episode 10: Shatterpoint
|
 ARC-Y
|
The Heavyshooter Sniper has 105% ATK and ignores Physical dodge against targets right in front of them.
Introduced in: Ideal City
|
|
 MAR-X
|
The Marksman Sniper has 110% ATK against aerial enemies.
Introduced in: Dorothy's Vision
|
 MAR-Y
|
If there are ground enemies within the Marksman Sniper's attack range, their ASPD is increased by 8.
Introduced in: Dorothy's Vision
|
|
 SIE-X
|
The Besieger Sniper has 115% ATK against enemies with a weight of 3 or higher.
Introduced in: What the Firelight Casts
|
|
 BOM-X
|
The Flinger Sniper's attacks now release a second shockwave.
Introduced in: Lone Trail
|
|
 HUN-X
|
When the Hunter Sniper's ammo is depleted, they will load one additional ammo in the next reload.
Introduced in: Path of Life
|
|
 RPR-X
|
The Spreadshooter Sniper's ATK against enemies in the frontal row is increased to 160%.
Introduced in: A Kazdelian Rescue
|
Branch
|
Module
|
Description
|
|
 EXE-X
|
When the Executor Specialist is retreated, 80% of their current DP cost is refunded.
Introduced in: Near Light
|
 EXE-Y
|
If there are no friendly units in the adjacent 4 tiles to the Executor Specialist, their ATK is increased by 10%.
Introduced in: Near Light
|
|
 MER-X
|
Reduces the DP drained by the Merchant Specialist while they are deployed to 2 DP every 3 seconds (also reduces the minimum DP threshold to automatically retreat the Merchant Specialist when there are insufficient DP to 1).
Introduced in: Invitation to Wine
|
 MER-Y
|
The Merchant Specialist's ATK is increased by 4% whenever their trait drains DP, which stacks up to 5 times.
Introduced in: The Rides to Lake Silberneherze
|
|
 PUM-X
|
The Substitute has +15% ATK.
Introduced in: Stultifera Navis
|
 PUM-Y
|
The Substitute has +15% HP.
Introduced in: Stultifera Navis
|
|
 AMB-X
|
Reduces the MSPD of enemies within the Ambusher Specialist's range by 20%.
Introduced in: Ideal City
|
 AMB-Y
|
Increases the Ambusher Specialist's innate Physical/Arts dodge rate to 65%.
Introduced in: What the Firelight Casts
|
|
 HOK-X
|
Enemies being dragged by the Hookmaster Specialist take Arts damage based on how far they are dragged (see Debuff#Distance-based damage for more information).
Introduced in: Ideal City
|
 HOK-Y
|
When the Hookmaster Specialist drags an enemy from at least 2.5 tiles away, the shift level is increased by 1.
Introduced in: Path of Life
|
|
 PUS-X
|
When the Push Stroker Specialist is deployed on high ground tiles, half of their base DP cost is refunded.
Introduced in: A Flurry to the Flame
|
 PUS-Y
|
While the Push Stroker Specialist is blocking at least two enemies, the shift force they deliver is increased by 1.
Introduced in: A Flurry to the Flame
|
|
 TRP-Y
|
There is a 20% chance that the trap deployed by the Trapmaster Specialist does double damage when triggered.
Introduced in: Episode 12: All Quiet Under the Thunder
|
 TRP-Δ
|
The Trapmaster Specialist and their traps can now be deployed on both low and high ground tiles.
Introduced in: Operation Lucent Arrowhead
|
|
 GEE-X
|
If the Geek Specialist's HP is above 80%, their automatic SP recovery rate is increased by 0.25/second.
Introduced in: Hortus de Escapismo
|
|
 ALC-X
|
The Alchemist Specialist's SP recovery rate increases by +0.1/second when their Alchemical Unit is on the field.
Introduced in: [CN] When Elegies Are Ashes
|
Branch
|
Module
|
Description
|
|
 SUM-X
|
The first deployed summon of the Summoner Supporter does not use up a Unit Limit.
Introduced in: Dossoles Holiday
|
 SUM-Y
|
Increases the deployment count of the Summoner Supporter's summoned unit by 3 and reduces their DP cost (varies with the summon).
Introduced in: Dossoles Holiday
|
|
 DEC-X
|
If an enemy is inside the Decel Binder Supporter's range, their automatic SP recovery rate is increased by 0.2/sec.
Introduced in: Episode 10: Shatterpoint
|
 DEC-Y
|
Extends the Slow duration of the Decel Binder Supporter's attacks to 1.2 seconds.
Introduced in: Episode 10: Shatterpoint
|
|
 UMD-X
|
The Hexer Supporter's attacks inflict a 10% Enfeeble for 2 seconds.
Introduced in: Lone Trail
|
 UMD-Y
|
The Hexer Supporter's SP recovery rate increases by +0.25/second when Elite or Leader enemies are within their Attack Range.
Introduced in: [CN] When Elegies Are Ashes
|
|
 CRA-X
|
Increases the deployment count of the Artificer Supporter's Support Devices by 1 and reduces their DP cost (varies with the Device)
Introduced in: Hortus de Escapismo
|
 CRA-Y
|
Reduces the Support Device's redeployment time (varies with the Device)
Introduced in: Ending a Grand Overture
|
|
 BLS-X
|
The Abjurer Supporter now heals friendly units without penalty while their skill is active.
Introduced in: Come Catastrophes or Wakes of Vultures
|
 BLS-Y
|
The Abjurer Supporter can now attack or heal 2 targets simultaneously.
Introduced in: [CN] The Masses' Travels
|
|
 BAR-X
|
If there are at least 2 other Operators in the Bard Supporter's range, their ATK is increased by 8% (cannot be influenced by skills).
Introduced in: Ending a Grand Overture
|
|
 RIT-X
|
The Ritualist Supporter deals 18% more Elemental Injury against elite and boss enemies.
Introduced in: I Portatori dei Velluti
|
Specialized[edit]
Operator
|
Module
|
Description
|
|
 RA-α
|
Can regenerate SP normally if under the effect of a Provision; attracts enemies within a radius of 5 to Eunectes' position when she uses a skill. Introduced in: [CN] Such is the Joy of Our Reunion
|
- Most Operator Modules' designations are shorthand for the name of their class branch, with the exceptions of the following which are usually named after the branches' internal names:
- Before the name of the Soloblade Guard was changed from "Musha Guard" in the Here A People Sows update, their Modules were designated "MUS".