Operator Module

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Operator Modules, or simply Modules, are a feature in Arknights, introduced alongside class branches in Dossoles Holiday.

Only available for 4★ and above Operators, Modules are a special item that acts as an "equipment" which improves their 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 (except the default Badges) are unique to each Operator and cannot be equipped by the others, even those in the same class, branch, or rarity.

Modules are initially not available and must be unlocked by using Module Data Block.png Module Data Block, upgrade materials, and LMD.png LMD once the player completes certain tasks termed Module Missions and by raising the corresponding Operator's promotion, level, and Trust to a specific threshold.

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.png Data Supplement Stick for the second stage and Data Supplement Instrument.png Data Supplement Instrument for the third stage.

List

The following is a list of class branches with available Modules including their effects and which Operators have them as of May 1, 2024, sorted alphabetically by their branch name and introduction date.

Branch Module Description
Chain Caster.png CHA-X module.png
CHA-X
Reduces the damage loss in each jump to 10% and increases the Slow duration of each hit to 0.8 seconds (the same as Decel Binder Supporters).

Introduced in: Near Light
CHA-Y module.png
CHA-Y
Removes the damage loss in each jump.

Introduced in: Near Light
Splash Caster.png SPC-X module.png
SPC-X
Extends the Splash Caster's attack range to 3×3 tiles with a 1-tile extension up front.

Introduced in: Guide Ahead
SPC-Y module.png
SPC-Y
Reduces the Splash Caster's DP cost by 8.

Introduced in: Guide Ahead
Mystic Caster.png MSC-X module.png
MSC-X
The Mystic Caster can store one additional attack.

Introduced in: Lingering Echoes
MSC-Y module.png
MSC-Y
When the Mystic Caster stores at least one attack, their ASPD is increased by 30.

Introduced in: An Obscure Wanderer
MSC-Δ module.png
MSC-Δ
When the Mystic Caster deals damage, the target will also be inflicted with Necrosis Damage equal to 8% of the Mystic Caster's ATK.

Introduced in: Episode 13: The Whirlpool that is Passion
Core Caster.png CCR-X module.png
CCR-X
The Core Caster's attacks ignore 10 RES.

Introduced in: Where Vernal Winds Will Never Blow
CCR-Y module.png
CCR-Y
The Core Caster recovers 1 SP when attacking elite or boss enemies.

Introduced in: Where Vernal Winds Will Never Blow
CCR-Δ module.png
CCR-Δ
When the Core Caster deals damage, the target will also be inflicted with Necrosis Damage equal to 8% of the Core Caster's ATK.

Introduced in: [CN] 5th Anniversary Celebration
Blast Caster.png BLA-X module.png
BLA-X
The Blast Caster's ATK is increased when attacking targets further away from their position, which caps at 10%.

Introduced in: A Flurry to the Flame

Phalanx Caster.png PLX-X module.png
PLX-X
The DEF and RES buff while the skill is not active is increased to 215% and 25, respectively. When the Phalanx Caster's skill is active, their DEF and RES are increased by 100 and 10, respectively.

Introduced in: Episode 12: All Quiet Under the Thunder
PLX-Y module.png
PLX-Y
The Phalanx Caster deals more damage as more enemies as within their range, which caps at 15%.

Introduced in: [CN] The Rides to Lake Silberneherze
Mech-Accord Caster.png FUN-X module.png
FUN-X
The Drone's initial damage is increased to 35% of the Mech-Accord Caster's ATK.

Introduced in: [CN] The Rides to Lake Silberneherze
FUN-Y module.png
FUN-Y
The Drone's damage cap is increased to 120% of the Mech-Accord Caster's ATK.

Introduced in: [CN] The Rides to Lake Silberneherze
Branch Module Description
Duelist Defender.png HES-X module.png
HES-X
The Duelist Defender restores 0.2 SP every second when not blocking enemies.

Introduced in: Stultifera Navis
HES-Y module.png
HES-Y
The Duelist Defender can now receive SP from other sources (e.g. Liskarm's Tactical Defense). When the Duelist is blocking enemies, their ATK and DEF are increased by 15%.

Introduced in: An Obscure Wanderer
Guardian Defender.png GUA-X module.png
GUA-X
When the Guardian Defender heals friendly units whose HP had fallen below 50%, the healing amount is increased by 15%.

Introduced in: Lingering Echoes
GUA-Y module.png
GUA-Y
The Guardian Defender takes 15% less damage.

Introduced in: Lingering Echoes
Protector Defender.png PRO-X module.png
PRO-X
When the Protector Defender is blocking enemies, their DEF is increased by 20%.

Introduced in: An Obscure Wanderer
PRO-Y module.png
PRO-Y
The Protector Defender can block four enemies on their own.

Introduced in: An Obscure Wanderer
Fortress Defender.png FOR-X module.png
FOR-X
When the Fortress Defender attacks blocked enemies, their ATK is increased to 110%.

Introduced in: Episode 13: The Whirlpool that is Passion

Juggernaut Defender.png UNY-X module.png
UNY-X
The Juggernaut Defender takes 15% less damage from enemies they are blocking.

Introduced in: Zwillingstürme im Herbst

Sentinel Protector Defender.png SPT-X module.png
SPT-X
Reveals invisible enemies within the Sentinel Protector Defender's attack range.

Introduced in: [CN] Operation Lucent Arrowhead

Branch Module Description
Instructor Guard.png INS-X module.png
INS-X
The damage dealt by the Instructor Guard when attacking enemies they are not blocking is further increased to 130%.

Introduced in: Dossoles Holiday
INS-Y module.png
INS-Y
The Instructor Guard can now be deployed in both melee and ranged tiles.

Introduced in: Dossoles Holiday
Swordmaster Guard.png SWO-X module.png
SWO-X
The Swordmaster Guard's skills deal 10% more damage.

Introduced in: Break the Ice
SWO-Y module.png
SWO-Y
The Swordmaster Guard's attacks ignore 70 DEF.

Introduced in: Break the Ice
Dreadnought Guard.png DRE-X module.png
DRE-X
When the Dreadnought Guard attack enemies that are being blocked, their ATK is increased to 115%.

Introduced in: Invitation to Wine
DRE-Y module.png
DRE-Y
When the Dreadnought Guard's HP is reduced to 0, they will survive with their HP fully restored 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
Musha Guard.png MUS-X module.png
MUS-X
When the Musha Guard's HP falls below 50%, they receive a 25% Sanctuary.

Introduced in: What the Firelight Casts
MUS-Y module.png
MUS-Y
When the Musha 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
Reaper Guard.png REA-X module.png
REA-X
The HP restoration per hit in each attack is increased to 60.

Introduced in: [Global] Hortus de Escapismo, [CN] So Long, Adele

Centurion Guard.png CEN-X module.png
CEN-X
When the Centurion Guard attacks blocked enemies, their ATK increases to 110%.

Introduced in: So Long, Adele
CEN-Y module.png
CEN-Y
When the Centurion Guard's HP is above 50%, the Physical damage they take is reduced by 20%.

Introduced in: So Long, Adele
Fighter Guard.png FGT-X module.png
FGT-X
The Fighter Guard can dodge Physical attacks 15% of the time.

Introduced in: [CN] Here a People Sows
FGT-Y module.png
FGT-Y
The Fighter Guard has their ASPD increased by 10 so long as their HP is above 50%.

Introduced in: [CN] Here a People Sows
Lord Guard.png LOR-X module.png
LOR-X
The Lord Guard's attacks deal an additional instance of Arts damage equal to 10% of their ATK.

Introduced in: [CN] 5th Anniversary Celebration
LOR-Y module.png
LOR-Y
If there are at least 2 enemies within the Lord Guard's attack range, their ASPD is increased by 12.

Introduced in: [CN] 5th Anniversary Celebration
Branch Module Description
Multi-target Medic.png RIN-X module.png
RIN-X
The Multi-target Medic's range is extended to an adjusted 3×4 tiles with a 1-tile extension up front.

Introduced in: Episode 9: Stormwatch
RIN-Y module.png
RIN-Y
The Multi-target Medic can now heal up to four friendly units at once.

Introduced in: Episode 9: Stormwatch
Therapist Medic.png WAH-X module.png
WAH-X
The Therapist Medic has Status Resistance and Negative Taunt.

Introduced in: Stultifera Navis
WAH-Y module.png
WAH-Y
Removes the healing penalty on further targets.

Introduced in: Stultifera Navis
Medic Medic.png PHY-X module.png
PHY-X
When the Medical Medic heals friendly units whose HP had fallen below 50%, the healing amount is increased by 15%.

Introduced in: [Global] Il Siracusano, [CN] Episode 11 Warm-Up
PHY-Y module.png
PHY-Y
When the Medical Medic heals friendly units on melee tiles, the healing amount is increased by 15%.

Introduced in: [Global] Il Siracusano, [CN] Episode 11 Warm-Up
Incantation Medic.png INC-X module.png
INC-X
The healing amount on each attack is increased to 60%.

Introduced in: [CN] The Rides to Lake Silberneherze

Branch Module Description
Deadeye Sniper.png DEA-X module.png
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 module.png
DEA-Y
The Deadeye Sniper recovers 1 SP in each attack so long as the target is not defeated/destroyed (i.e. if the attack would defeat/destroy the target, no SP will be generated).

Introduced in: Episode 9: Stormwatch
Artilleryman Sniper.png ART-X module.png
ART-X
When the Artilleryman Sniper attack blocked enemies, their ATK is increased to 110%.

Introduced in: Guide Ahead
ART-Y module.png
ART-Y
The Artilleryman Sniper's attacks ignore 100 DEF.

Introduced in: Guide Ahead
Heavyshooter Sniper.png ARC-X module.png
ARC-X
Reduces the Heavyshooter Sniper's redeployment time by 25 seconds.

Introduced in: Episode 10: Shatterpoint
ARC-Y module.png
ARC-Y
When the Heavyshooter Sniper attack enemies right in front of them, their ATK is increased to 105% and the attack will never proc the target's Physical Dodge.

Introduced in: Ideal City
Marksman Sniper.png MAR-X module.png
MAR-X
When the Marksman Sniper attack aerial enemies, their ATK is increased to 110%.

Introduced in: Dorothy's Vision
MAR-Y module.png
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
Besieger Sniper.png SIE-X module.png
SIE-X
When the Besieger Sniper attack enemies with a weight of at least 3, their ATK is increased to 115%.

Introduced in: What the Firelight Casts

Flinger Sniper.png BOM-X module.png
BOM-X
The Flinger Sniper's attacks now releases a second shockwave.

Introduced in: Lone Trail

Branch Module Description
Executor Specialist.png EXE-X module.png
EXE-X
When the Executor Specialist is retreated, 80% of their current DP cost is refunded.

Introduced in: Near Light
EXE-Y module.png
EXE-Y
If there are no friendly units in the adjacent tiles to the Executor Specialist, their ATK is increased by 10%.

Introduced in: Near Light
Merchant Specialist.png MER-X module.png
MER-X
Reduces the DP drained by the Merchant Specialist when 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 module.png
MER-Y
The Merchant Specialist's ATK is increased by 4% whenever their trait drains DP, which stacks up to 5 times.

Introduced in: [CN] The Rides to Lake Silberneherze
Dollkeeper Specialist.png PUM-X module.png
PUM-X
The Substitute has +15% ATK.

Introduced in: Stultifera Navis
PUM-Y module.png
PUM-Y
The Substitute has +15% HP.

Introduced in: Stultifera Navis
Ambusher Specialist.png AMB-X module.png
AMB-X
Reduces the speed of enemies within the Ambusher Specialist's range by 20%.

Introduced in: Ideal City
AMB-Y module.png
AMB-Y
Increases the Ambusher Specialist's innate Physical/Arts dodge rate to 65%.

Introduced in: What the Firelight Casts
Hookmaster Specialist.png HOK-X module.png
HOK-X
Enemies being dragged by the Hookmaster Specialist receive Arts damage based on how far they are dragged (see Debuff#Distance-based damage for more information).

Introduced in: Ideal City

Push Stroker Specialist.png PUS-X module.png
PUS-X
When the Push Stroker Specialist is deployed on ranged tiles, half of their base DP cost are refunded.

Introduced in: A Flurry to the Flame
PUS-Y module.png
PUS-Y
When 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
Trapmaster Specialist.png

TRP-Y module.png
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 module.png
TRP-Δ
The Trapmaster Specialist and their traps can now be deployed on both melee and ranged tiles.

Introduced in: [CN] Operation Lucent Arrowhead
Geek Specialist.png GEE-X module.png
GEE-X
When the Geek Specialist's HP is above 80%, their automatic SP generation rate is increased by 0.25/second.

Introduced in: Hortus de Escapismo

Branch Module Description
Summoner Supporter.png SUM-X module.png
SUM-X
The first of the Summoner Supporter's summoned unit that are deployed will not be counted towards the Unit Limit.

Introduced in: Dossoles Holiday
SUM-Y module.png
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
Decel Binder Supporter.png DEC-X module.png
DEC-X
If an enemy is inside the Decel Binder Supporter's range, their skill's SP generation rate is increased by 0.2/sec. (only if the Decel Binder's skill have automatic SP recovery).

Introduced in: Episode 10: Shatterpoint
DEC-Y module.png
DEC-Y
Extends the Slow duration of the Decel Binder Supporter's attacks to 1.2 seconds.

Introduced in: Episode 10: Shatterpoint
Hexer Supporter.png UMD-X module.png
UMD-X
The Hexer Supporter's attacks inflict 10% Enfeeble (reducing the target's ATK) for 2 seconds.

Introduced in: Lone Trail

Artificer Supporter.png CRA-X module.png
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

Abjurer Supporter.png BLS-X module.png
BLS-X
The Abjurer Supporter now heals friendly units without penalty while their skill is active.

Introduced in: Come Catastrophes or Wakes of Vultures

Branch Module Description
Charger Vanguard.png CHG-X module.png
CHG-X
Increases the DP generated when the Charger Vanguard defeats an enemy to 2. Instead of the base DP cost, their current DP cost will be refunded when the Charger Vanguard is retreated.

Introduced in: Break the Ice
CHG-Y module.png
CHG-Y
When the Charger Vanguard attack enemies whose HP had fallen below 40%, their ATK is increased to 115%.

Introduced in: Break the Ice
Pioneer Vanguard.png SOL-X module.png
SOL-X
When the Pioneer Vanguard is blocking enemies, their ATK and DEF are increased by 8%.

Introduced in: Il Siracusano
SOL-Y module.png
SOL-Y
Reduces the Pioneer Vanguard's DP cost by 4 at their first deployment.

Introduced in: Il Siracusano
Standard Bearer Vanguard.png BEA-X module.png
BEA-X
The Operator in front of the Standard Bearer Vanguard has their block count increased by 1 when their skill is active.

Introduced in: The Black Forest Wills A Dream

Tactician Vanguard.png TAC-X module.png
TAC-X
The Reinforcement takes 15% less damage from enemies it were blocking.

Introduced in: [CN] Babel
TAC-Y module.png
TAC-Y
Enemies blocked by the Reinforcement Taunts friendly units, and the damage dealt by the Tactician against them is increased to 165%.

Introduced in: [CN] Babel