![Ray icon.png](/images/thumb/f/f6/Ray_icon.png/120px-Ray_icon.png)
★★★★★★ Ray
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![]() Sniper Operator Ray, staring out the window without a word. Pulled out from the mineshaft. Gone far. Still searching. | |||||||
Position | Ranged | |||||||
Tags | DPS | |||||||
Trait |
Attacks consume Ammo to increase ATK to 120%; While not attacking, Ammo will be slowly reloaded (max capacity 4)
Attacks consume Ammo to increase ATK to 120%; While not attacking, Ammo will be slowly reloaded (max capacity 6)
Attacks consume Ammo to increase ATK to 120%; While not attacking, Ammo will be slowly reloaded (max capacity 8) | |||||||
How to obtain | Headhunting |
Operator | File | Story | Overview | Dialogue | Gallery | Trivia |
The names of Ray's Operator Modules are tentative translations which may not represent the official English localization and will be updated when the Modules are released in the Global server of Arknights. |
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904 | 1190 | 1507 | 1933 | – |
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547 | 720 | 900 | 1072 | +120 |
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103 | 140 | 180 | 228 | – |
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0 | N/A | |||
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70 seconds | ||||
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17 | 19 | 21 | ||
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1 | ||||
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1.6 seconds |
![]() | DP cost -1 |
![]() | Redeployment time -4 seconds |
![]() | ATK +37 |
![]() | Improves Extreme Focus |
![]() | DP cost -1 |
Total Cost | |
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OR |
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Prerequisites |
Raise Ray to Level 50. |
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Prerequisites |
Raise Ray to Elite 1 Level 80. |
Patrol Partner | |
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Can deploy a sandbeast within Attack Range to scout an area for 15s, extending Attack Range into that area. Prioritizes attacking targets within this area, and deals 10% more Physical damage to them |
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Can deploy a sandbeast within Attack Range to scout an area for 25s, extending Attack Range into that area. Prioritizes attacking targets within this area, and deals 15% more Physical damage to them |
Extreme Focus | |
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When attacking the same target, each attack increases ATK by 8%, stacking up to 3 times |
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When attacking the same target, each attack increases ATK by 9% (+1%), stacking up to 3 times |
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Parting Shot Auto Recovery Manual |
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Level | Effect | ![]() |
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Fires a special bullet, dealing 220% of ATK as Physical damage and pushing the target back moderately. If target is defeated, the next reload loads 1 additional bullet(s) Can store 1 charge |
10 | 16 | – |
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Fires a special bullet, dealing 240% of ATK as Physical damage and pushing the target back moderately. If target is defeated, the next reload loads 1 additional bullet(s) Can store 1 charge |
10 | 16 | – |
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Fires a special bullet, dealing 260% of ATK as Physical damage and pushing the target back moderately. If target is defeated, the next reload loads 1 additional bullet(s) Can store 1 charge |
10 | 16 | – |
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Fires a special bullet, dealing 290% of ATK as Physical damage and pushing the target back moderately. If target is defeated, the next reload loads 1 additional bullet(s) Can store 2 charges |
10 | 14 | – |
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Fires a special bullet, dealing 310% of ATK as Physical damage and pushing the target back moderately. If target is defeated, the next reload loads 1 additional bullet(s) Can store 2 charges |
10 | 14 | – |
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Fires a special bullet, dealing 330% of ATK as Physical damage and pushing the target back moderately. If target is defeated, the next reload loads 1 additional bullet(s) Can store 2 charges |
10 | 14 | – |
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Fires a special bullet, dealing 360% of ATK as Physical damage and pushing the target back moderately. If target is defeated, the next reload loads 1 additional bullet(s) Can store 2 charges |
10 | 12 | – |
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Fires a special bullet, dealing 390% of ATK as Physical damage and pushing the target back moderately. If target is defeated, the next reload loads 2 additional bullet(s) Can store 2 charges |
10 | 12 | – |
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Fires a special bullet, dealing 420% of ATK as Physical damage and pushing the target back moderately. If target is defeated, the next reload loads 2 additional bullet(s) Can store 2 charges |
10 | 12 | – |
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Fires a special bullet, dealing 450% of ATK as Physical damage and pushing the target back significantly. If target is defeated, the next reload loads 2 additional bullet(s) Can store 2 charges |
10 | 10 | – |
Addendum | ||||
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Area Overwatch Offensive Recovery Auto Unlimited |
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Level | Effect | ![]() |
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Passive: When the sandbeast retreats, recover all bullets that hit in the area Automatic: Attack Range increases, ATK +30%, sandbeast redeployment time -10% Unlimited duration |
0 | 16 | ∞ |
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Passive: When the sandbeast retreats, recover all bullets that hit in the area Automatic: Attack Range increases, ATK +40%, sandbeast redeployment time -10% Unlimited duration |
0 | 16 | ∞ |
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Passive: When the sandbeast retreats, recover all bullets that hit in the area Automatic: Attack Range increases, ATK +50%, sandbeast redeployment time -10% Unlimited duration |
0 | 16 | ∞ |
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Passive: When the sandbeast retreats, recover all bullets that hit in the area Automatic: Attack Range increases, ATK +60%, sandbeast redeployment time -20% Unlimited duration |
0 | 16 | ∞ |
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Passive: When the sandbeast retreats, recover all bullets that hit in the area Automatic: Attack Range increases, ATK +70%, sandbeast redeployment time -20% Unlimited duration |
0 | 16 | ∞ |
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Passive: When the sandbeast retreats, recover all bullets that hit in the area Automatic: Attack Range increases, ATK +80%, sandbeast redeployment time -20% Unlimited duration |
0 | 16 | ∞ |
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Passive: When the sandbeast retreats, recover all bullets that hit in the area Automatic: Attack Range increases, ATK +90%, sandbeast redeployment time -30% Unlimited duration |
0 | 16 | ∞ |
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Passive: When the sandbeast retreats, recover all bullets that hit in the area Automatic: Attack Range increases, ATK +100%, sandbeast redeployment time -30% Unlimited duration |
0 | 16 | ∞ |
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Passive: When the sandbeast retreats, recover all bullets that hit in the area Automatic: Attack Range increases, ATK +110%, sandbeast redeployment time -30% Unlimited duration |
0 | 16 | ∞ |
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Passive: When the sandbeast retreats, recover all bullets that hit in the area Automatic: Attack Range increases, ATK +120%, sandbeast redeployment time -40% Unlimited duration |
0 | 16 | ∞ |
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"See the Light" Auto Recovery Manual 16 seconds |
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Level | Effect | ![]() |
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Immediately stop attacking until fully loaded, reload interval greatly reduces, Attack Range increases, attacks deal 190% of ATK as Physical damage and bind the enemy for 2 seconds If an enemy is defeated while skill is active, gain 10 SP when skill ends |
10 | 40 | 16s |
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Immediately stop attacking until fully loaded, reload interval greatly reduces, Attack Range increases, attacks deal 200% of ATK as Physical damage and bind the enemy for 2 seconds If an enemy is defeated while skill is active, gain 10 SP when skill ends |
10 | 39 | 16s |
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Immediately stop attacking until fully loaded, reload interval greatly reduces, Attack Range increases, attacks deal 210% of ATK as Physical damage and bind the enemy for 2 seconds If an enemy is defeated while skill is active, gain 10 SP when skill ends |
10 | 38 | 16s |
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Immediately stop attacking until fully loaded, reload interval greatly reduces, Attack Range increases, attacks deal 230% of ATK as Physical damage and bind the enemy for 2 seconds If an enemy is defeated while skill is active, gain 10 SP when skill ends |
10 | 37 | 16s |
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Immediately stop attacking until fully loaded, reload interval greatly reduces, Attack Range increases, attacks deal 240% of ATK as Physical damage and bind the enemy for 2 seconds If an enemy is defeated while skill is active, gain 10 SP when skill ends |
10 | 36 | 16s |
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Immediately stop attacking until fully loaded, reload interval greatly reduces, Attack Range increases, attacks deal 250% of ATK as Physical damage and bind the enemy for 2 seconds If an enemy is defeated while skill is active, gain 10 SP when skill ends |
10 | 35 | 16s |
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Immediately stop attacking until fully loaded, reload interval greatly reduces, Attack Range increases, attacks deal 270% of ATK as Physical damage and bind the enemy for 2 seconds If an enemy is defeated while skill is active, gain 10 SP when skill ends |
10 | 33 | 16s |
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Immediately stop attacking until fully loaded, reload interval greatly reduces, Attack Range increases, attacks deal 290% of ATK as Physical damage and bind the enemy for 2 seconds If an enemy is defeated while skill is active, gain 10 SP when skill ends |
10 | 32 | 16s |
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Immediately stop attacking until fully loaded, reload interval greatly reduces, Attack Range increases, attacks deal 310% of ATK as Physical damage and bind the enemy for 2 seconds If an enemy is defeated while skill is active, gain 10 SP when skill ends |
10 | 31 | 16s |
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Immediately stop attacking until fully loaded, reload interval greatly reduces, Attack Range increases, attacks deal 330% of ATK as Physical damage and bind the enemy for 2 seconds If an enemy is defeated while skill is active, gain 10 SP when skill ends |
10 | 30 | 16s |
Addendum | ||||
"See the Light" reduces Ray's reload interval by 1.2 seconds. |
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Pitsinker α | ![]() |
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When this Operator is assigned to the Workshop to process elite material, the production rate of byproduct increases by 75% |
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Pitsinker β Replaces Pitsinker α
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When this Operator is assigned to the Workshop to process elite material, the production rate of byproduct increases by 80% |
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Boulder Anchoring | ![]() |
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When this Operator is assigned to the Workshop to process Elite materials, any byproducts of T3 quality produced will be Orirock Clusters |
Part of this section still uses the original Chinese texts. You can help the Arknights Terra Wiki by translating it. Please read the translation guidelines first before translating the section. |
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Operator Ray has demonstrated a remarkable aptitude for accumulating firepower to break through 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 Hunter responsibilities. In witness whereof, This badge is hereby conferred upon the above named. |
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HP +150 ATK +50 DEF +15 |
New trait: When this unit's Ammo is empty, 1 additional Ammo will be loaded in the next reload |
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HP +180 ATK +65 DEF +20 |
Patrol Partner improved: Can deploy a sandbeast within Attack Range to scout an area for 25 seconds, extending Attack Range into that area. Prioritizes attacking targets within this area, and deals 18% more Physical damage to them; sandbeast redeployment time -5s. | |
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HP +200 ATK +70 DEF +25 |
Patrol Partner improved: Can deploy a sandbeast within Attack Range to scout an area for 25 seconds, extending Attack Range into that area. Prioritizes attacking targets within this area, and deals 20% more Physical damage to them; sandbeast redeployment time -10s. |
Module Missions | Unlock conditions |
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Materials | |||||||||||||
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Description |
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人事部事件记录RF-099-47 【第一日】 干员莱伊于上午失踪。此前,她并未提交任何形式的离舰申请。我们已经与外勤部展开联合调查。 【第二日】 外勤部组织搜寻的同时,我们也调查了莱伊近日的动向。据悉,莱伊在失踪前一晚反常地参加了一场干员们举办的私人舞会,我们向莱伊的朋友,工坊的实习工匠阿兰娜询问了详情。 “那家伙居然会参加舞会!要不是她那螺纹曲奇似的头发太有标志性,我都不敢相信是她!” “她在舞会上做了什么吗?” “呃......在角落里坐着。好吧,这倒是很像她会做的事。” “她在舞会上和谁有过接触吗?” “有个拄拐的老太太,和她一起在角落里坐着。” “她们有进行过什么互动吗?” “她俩从头到尾一句话也没说!简直就像去的不是舞会,是桑拿房!” 【第三日】 我们了解到,与莱伊有交集的老人是后勤部退休干员,现以病患身份继续在罗德岛接受治疗。她向我们说明了自己参加舞会的原因。 据悉,老人年轻时曾是一名舞蹈教师,因矿石病而被迫结束了舞蹈生涯。如今,她的左腿已严重结晶化,必须依靠辅助工具行走。 “没别的念想,只是想看看年轻人跳舞。”她说。 【第四日】 一日无果的努力之后,搜寻队在准备收队时目击了两个蓝色的幽影。经过谨慎的法术探测,已经排开作战队形的外勤干员们放下了戒备——他们发现了搜寻的目标,莱伊。 莱伊身边是一只荒地驮兽,厚实的皮褶里闪烁着蓝色的幽光,它正喘着粗气扭动着庞大的身躯,仿佛是在跳舞。而同样披着蓝色幽光的莱伊本人,则一动不动,只是少见地笑着,笑得像个孩子。 【补充信息】 后来莱伊才知道,“蓝色的幽光”实际上来自荧壳源石虫的粉尘状信息素。如果被它接触到皮肤,会产生难以忍受的瘙痒,那只驮兽正是因此才会“跳起舞来”。至于莱伊自己......她的生理耐受评测结果是“优良”,不是没有原因的。 “所以,你到底为什么突然离舰?” “我想找到哥伦比亚荒野上的一种大驮兽,让它们重新开始跟着月亮跳舞。” “呃......这和那天的舞会有关吗?因为那位坐在你旁边的老人?” “嗯。我看到她的眼睛,那是一双想要跳舞的眼睛。所以我突然感觉,是时候去让驮兽跳舞了。” “......啊?” “嗯。” “那,你有再见过那位老人吗?或许可以给她讲讲你的经历呢?” “没......但你说得对,这样也许不错。如果不麻烦的话......能不能请你帮忙讲给她听?” |
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