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Tales Within the Sand

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Attention!

This Reclamation Algorithm theme's updates in the Global server have been concluded. As such, the contents of this page and the related subpages have been archived.

Tales Within the Sand
EN
CN
EN Tales Within the Sand banner.png
CN Tales Within the Sand banner.png
In Other Languages
Simplified Chinese
沙洲遗闻
Traditional Chinese
沙州遺聞
Japanese
熱砂秘聞
Status
CN
Completed
Global
Completed
TW
Completed
CN
  • Introduction: 2024/02/03
  • Expansion I: 2024/04/25
  • Expansion II: 2024/08/22
  • Completion: 2024/10/01
Global
  • Introduction: 2024/08/07
  • Expansion I: 2024/10/10
  • Expansion II: 2024/12/20
  • Completion: 2025/03/01
TW
  • Introduction: 2025/02/01
  • Expansion I: 2025/03/20
  • Expansion II: 2025/07/11
  • Completion: 2025/09/01

Tales Within the Sand is the second theme of the Reclamation Algorithm game mode in Arknights.

Tales Within the Sand introduces both new mechanics and the permanent availability of the game mode, setting a future standard for R.A. in general.

Updates[edit]

Additions:

  • New zones: Campervan, Deserted Town, Fortress, and Outpost.
  • New Raid types: Bandits, Brigands, and Stragglers.
  • The overworld is now divided into regions which are accessible once their respective Mountain Pass is cleared.
  • The overworld's weather is now affected by seasons which changes as days passed.

Changes:

  • The campaign no longer has a definite end; instead, the campaign is now divided into 3-day cycles with the player's progression being accounted for at the end of every cycle.
  • Operators no longer have Stamina which limits their usability; instead, they will be tired and unusable for the rest of the day after being brought into an operation.
    • Electrolyte Isotonics is replaced by Energy Drink Energy Drink which is required to enter combat zones.
  • Mountain Passes are now zones that blocks access to new regions until cleared; its previous role is now taken by Fortresses.
  • Encounters are now refreshed in every 2 cycles.
  • Resources in Resource Zones are now refreshed when a new season starts.
  • Wild Beasts in Hunting Zones are now refreshed in every cycle.
  • Bosses in combat zones now have their stats refreshed daily, but no longer respawns once defeated with the exception of those in No Man's Lands which respawns at the start of a new season.

New enemies:

Normal
Barrenlands Musbeast
Mine Drudge
Volatile Originium Slug
Luminous Fowlbeast
Zümrütrüyası Acolyte
Wandering Apprentice
Diligent Laborer
Flying Originium Slug
Elite
Wilderness Rogue
Spined Shellbeast
Charging Originium Slug
Armored Originium Slug
"Liquid Shifter"
Rogue Burdenbeast
Thalebeast
Boss
Zümrütrüyası Priestess
Wandering Troubadour
Timestream Guardian
Crystalline Titanibeast
Crystalline Oberobeast
Sailraider
Dustweaver
Annihilator
Vanillawing
Quicksand Beast
Additional information:
  • Armored, Charging, and Flying Originium Slug are introduced in Expansion I.
  • "Liquid Shifter", Quicksand Beast, Rogue Burdenbeast, Thalebeast, and Vanillawing are introduced in Expansion II.

Features[edit]

Difficulty[edit]

The campaign's difficulty can be changed in the main Tales Within the Sand menu, with changes immediately applying once selected.

RA-Challenge Mode.png
Challenge Mode
Enjoy the challenge and pressure to survive
Technically the baseline mode due to the lack of handicaps.
Strange Territory and Contention Reiteration is set to this mode irrespective of the current difficulty setting.
RA-Standard Mode.png
Standard Mode
Enjoy combat alongside exploration
  • Resources have -25% HP.
  • Ingredients and Provisions provide +100% Energy when used to make Energy Drink Energy Drink.
  • Enemies part of Raids have -50% HP and ATK.
RA-Peaceful Mode.png
Peaceful Mode
Enjoy exploring and constructing in peace
Same as Standard, but Raids no longer appear as days passed; this includes Elite Raids spawned by Fortresses, Bandits that would appear some time after taking over a Deserted Town, and Ameeri Armies that would appear at certain points in the campaign. However, Raids that are scripted to spawn as part of events and Sequences will spawn as normal.

Unlike the difficulty levels in Integrated Strategies, changing the difficulty does not affect the Prosperity Point Prosperity Point accrual in any way, so feel free to switch the difficulty if one feels the campaign is too hard or easy!

Logistics Support[edit]

After the Headquarters is upgraded to Level 3, the Logistics Support feature is enabled, which provides buffs to Operators of a certain class. The Logistics Operators can be assigned anytime, but their bonuses will only take effect from the next cycle and must be maintained at the cost of 1 Energy Drink for every 6 Logistics Operators[note 1] in every cycle; if the player's Energy Drink is insufficient, Logistics Support will not take effect.

Operators assigned to Logistics duty cannot participate in any other activities. Logistics Operators can be evacuated to partake in other activities again, but the buffs will be lost and they cannot be reassigned to Logistics duty for the remainder of the cycle.

The effectiveness of Logistics Support buffs are determined by the Support Points provided by each Logistics Operator for their respective class, which depends on their promotion and level:

  • Operators who are not yet or unable to be promoted to Elite 2 (including 1★ to 3★ Operators) provides 1 Support Point.
  • Operators who have been promoted to Elite 2 (includes 4★ and higher Operators) provides 2 Support Points, which increases to 3 upon reaching their respective Operator Module unlock requirement level:
    • Elite 2 Level 40 for 4★ Operators
    • Elite 2 Level 50 for 5★ Operators
    • Elite 2 Level 60 for 6★ Operators

Class Effects
Caster.png
All Operators gain +[Support Point] Initial SP, and an additional +4 when in Headquarters or Outposts
Defender.png
All Operators take [Support Point+1]% less damage, effect doubles when in Headquarters or Outposts
Guard.png
All Operators deal [Support Point+1]% more damage, effect doubles when in Headquarters or Outposts
Medic.png
All Operators recover 5/7/9/12/15/20 HP every second, and an additional 10 when in Headquarters or Outposts
Sniper.png
All Operators gain +[Support Point+4] ASPD, and an additional +8 when in Headquarters or Outposts
Specialist.png
All [Wild Beasts] take [Support Point+6]% more damage
Supporter.png
All [Resources] take [Support Point+6]% more damage
Vanguard.png
Initial DP +[Support Point], and an additional +4 when in Headquarters or Outposts

Save and load[edit]

Due to its indefinite nature, Tales Within the Sand features a save and load system that regularly records the player's campaign progress, allowing them to be reloaded anytime which can be useful to correct mistakes made during the campaign.

There are two save slots which records the first day of the last two cycles, done when the day starts with the newest one overwriting the oldest one. Saves can be loaded at any time during a campaign; the player will be prompted to load a save in the event they fail the Headquarters defense operation. Keep in mind that any progress up until a save is loaded will be lost, and if the player loads the oldest save, the newest one will be deleted.

After the newest save is loaded, the player must wait for 30 seconds before the oldest save can be loaded.

The save and load feature only affects the campaign's environment which includes inventory, built Constructs, zone exploration, Headquarters upgrade, Tech Tree, and score calculations; Tech Tree Points, Expansional Rewards' state, Formulating contents, and Contention Reiterations are unaffected.

The player can delete all of their saves; be warned that the process is irreversible and effectively terminates the campaign as the player will be returned to the main Tales Within the Sand menu and has to start a new campaign in a completely fresh state!! Fortunately, as stated above, Tech Tree Points are kept between campaigns, thus all spent Tech Tree Points will be refunded when a new campaign is started after deleting the previous campaign's saves.

Overworld[edit]

Zones[edit]

Headquarters
The player's starting point and command center, where the actions listed below can be done.
HQ actions
Conflict Zone
Fight enemies in a repeatable operation like the usual Arknights gameplay.
Fortress
Elite Raids spawn from time to time in the Fortress (except in Peaceful Mode) until the Mobile Battle Tower within is destroyed. The Tower, however, will respawn at the start of a new cycle, with the exception of Taxed With a Choice.
Resource Zone
Materials can be gathered here, which will be refreshed at the start of a new season.
Hunting Zone
Main Provision ingredients can be gathered by hunting Wild Beasts here, which will respawn at the start of a new cycle.
No Man's Land
Engage a "superboss" — a much stronger boss who gives out lots of valuable rewards once defeated. The superboss will respawn at the start of a new season, with the exception of Olden Site of the Zümrütrüyası and Alt Taraf of the Spring of Flight.
Encounter
A random event, like that of the namesake in Integrated Strategies. Encounters are refreshed at the start of every 2nd cycles.
Rally Point
Operators can be dispatched for missions which merits various rewards here, which expends one Act and some Energy Drinks; the dispatched Operators are also unusable until they return.
Base Camp
Various characters can be talked to here to start or advance Sequences. The Discovery Casket and Mail Box are also present here, where the player can accept Dynamic/Feral Strange Territory requests.
  • Unlike other zones, the Base Camp will always be present on a specific point and entering it does not expend Acts.
Mountain Pass
Blocks access to other regions until the Olden Keystone within is destroyed.
  • The player must have progressed through a certain point in the Main Sequence to be able to actually enter the Pass.
Deserted Town
Allows the player to dispatch Operators to obtain various resources in a similar manner to Rally Points, but without expending Acts, after being captured by destroying the Command Point within.
  • Each dispatch lasts for 6 days and a dispatch can be made every 3 days, meaning it is possible for two dispatches to be active at a time.
  • Except in Peaceful Mode, Bandits will appear and try to capture the Town from time to time; if this happens, the Town must be recaptured before the player can dispatch Operators again!
Campervan
The command center in Strange Territory and Contention Reiterations.
Outpost
Raids must get through an Outpost before they can reach the Headquarters, which can be developed to aid in the HQ's defense. The higher the HQ's level, the stronger Outposts will be.
Catch Zone
Originium slugs for use in the Gitmalutu Gala Race can be caught here.
Race Zone
Where the Gitmalutu Gala Races are held.

Headquarters upgrades
Lv. Information

1
Properties: None
HP: 100%

2
Properties:
HP: 180%
Prerequisites: Reach Day 2.
Materials:
5 Fresh Water, 60 Wood

3
Properties:
  • Can assign up to 6 Operators to Logistics Support.
  • Increases the build limit of Planting Box Group to 8.
HP: 250%
Prerequisites: Build 2 Planting Box Groups.
Materials:
20 Fresh Water, 40 Wood, 40 Stone

4
Properties:
  • Can assign up to 12 Operators to Logistics Support.
  • Increases the build limit of Planting Box Group to 12.
HP: 300%
Prerequisites: Build a Resource Planning Station I.
Materials:
30 Fresh Water, 80 Wood, 50 Stone, 10 Iron Ore

5
Properties:
  • Can assign up to 15 Operators to Logistics Support.
  • Increases the build limit of Combat Readiness Station and Resource Planning Station to 3.
HP: 300%
Prerequisites: Build a Corral.
Materials:
40 Fresh Water, 100 Stone, 30 Iron Ore, 2 Lighting Ore

6
Properties:
  • Can assign up to 18 Operators to Logistics Support.
  • Increases the capacity limit of the Slug Box to 150.
HP: 300%
Prerequisites: Build the Lootmark.
Materials:
50 Fresh Water, 120 Stone, 60 Iron Ore, 20 Lighting Ore

7
Properties: Increases the capacity limit of the Slug Box to 200.
HP: 300%
Prerequisites: Capture an Originium slug.
Materials:
50 Fresh Water, 200 Stone, 100 Iron Ore, 50 Lighting Ore

8
Properties: None
HP: 300%
Prerequisites: Enter a Feral Strange Territory.
Materials:
100 Iron Ore, 50 Lighting Ore, 20 Leafy Branch, 20 Quicksand Keratin

Regions[edit]

Region Information

Arakeeshtu Jungle
Weather pattern: Sunny, Cloudburst, Windblaze
Resource focus: Wood Wood
Environment: Nothing special

Narutabatim Alkalies
Weather pattern: Windblaze
Resource focus: Stone Stone
Environment: Nothing special
How to unlock: Clear Towering Pass (can only be entered after completing the "Highway Robbery" event).

Eqlumuy Oasis
Weather pattern: Sunny, Cloudburst, Heatwave
Resource focus: Iron Ore Iron Ore
Environment: There are many Swamp tiles in the zones.
How to unlock: Clear Emerald Pass (can only be entered after completing Act 2: Darksand Surge – A Little Gift).

Forbidden Tsalimashtu
Weather pattern: Windblaze, Cloudburst, Heatwave
Resource focus: Lighting Ore Lighting Ore
Environment: There are many Hidden Flame tiles in the zones.
How to unlock: Clear Firerock Pass (can only be entered after completing Act 3: Shadow of Arsalan – Unexpected Invite).

Circle of Gitmalutu
Weather pattern: Sunny
Resource focus: None
Environment: Many Originium slug enemies are present in the zones.
How to unlock: Clear Gitmalutu Pass.

Seasons[edit]

Season Information
Lush No special effect
Good news: We'll reap a full harvest now if we work hard. Bad news: you have to help out too.
Drought Resource-producing Constructs produce less resources;[note 2] <Dampsand> tiles dry up and become deployable tiles.
It's so dry we've gotten more nosebleeds than rainy days.
Monsoon All Operators have Block -1 and Max HP -40%; <Splitmagma> tiles no longer deal damage
Heavy rain for days on end... who knew the Foehn wind could blow so much moisture our way? It's hard to get battle morale up in such extreme weather.
Additional information
A campaign always starts in the Lush season that lasts for 18 days, then cycles between the Monsoon, Drought, and Lush season in an infinite loop with each season lasting for 20 days.

Weather[edit]

Type Weather

TS weather-Normal.png
Normal
TS weather-Sunny.png Sunny
Regular weather, no special effects
A fine day with clear weather.

TS weather-Cloudburst.png
Cloudburst
TS weather-Acid Rain.png Acid Rain
Deals 20 Corrosion Damage to all Operators every second; Crabbie Pumpie SP recovery +0.1/s
The rain pours down a mix of dangerous elements absorbed from the earth, sparing not even the steel and iron machinery.

TS weather-Thunderburst.png Thunderburst
Lightning strikes 1 random tile every 40 seconds, dealing 800 True damage to units (excluding Constructs) on the tile within a cross area; Crabbie Pumpie SP recovery +0.15/s
Its said that lightning tends to strike unlucky people...

TS weather-Thunderstorm.png Thunderstorm
Deals 20 Corrosion damage to all Operators every second; Lightning strikes 2 random tiles (range can overlap) every 40 seconds, dealing 800 True damage to units (excluding Constructs) on those tiles within a cross area; Crabbie Pumpie SP recovery +0.2/s
Thunder and lightning flash right before your eyes. To go out at this time, are you perhaps testing your luck against the elements?

TS weather-Heatwave.png
Heatwave
TS weather-Hot Weather.png Hot Weather
Operators are stunned for 10s every 50s; All [Wild Beasts] Max HP -5%
Dizziness, blurred vision, confusion... the weather is too hot, please try to stay alert.

TS weather-Bright Sun.png Bright Sun
Operators are afflicted with [Combustion] (receiving 50 Arts and Burn damage per second, does not stack and can be resisted) for 10s every 30s; All [Wild Beasts] Max HP -10%
Prolonged exposure to sunlight makes the ground hot enough to fry eggs, so be careful not to get sunburned while outside!

TS weather-Scorching Sun.png Scorching Sun
Operators are stunned for 10s every 50s; afflicted with [Combustion] (receiving 50 Arts and Burn damage per second, does not stack and can be resisted) for 20s every 30s; All [Wild Beasts] Max HP -15%
Weather that makes one wonder if this is what being baked feels like. If you stand outside for a while, you can feel your blood literally boiling.

TS weather-Windblaze.png
Windblaze
TS weather-Drought.png Drought
Allied Operator Redeployment Time +50%; enemy Movement Speed -5%
Staying dehydrated for too long will deplete everyone's energy.

TS weather-Sandstorm.png Sandstorm
A sandstorm starts blowing in a random direction when the mission begins, and allied units caught in the sandstorm will have -30 ASPD. Constructs and other Operators can block the sandstorm to negate the effects; enemy Movement Speed -10%
A storm in such a dry place makes sand and dust your biggest obstacle. Unless you have constructs or... someone else to cover you.

TS weather-Habūb.png Habūb
Operator Redeployment Time +50%; A sandstorm starts blowing in a random direction when the mission begins, and allied units caught in the sandstorm will have -50 ASPD. Constructs and other Operators can block the sandstorm to negate the effects; enemy Movement Speed -15%
Being caught in such a fierce gale full of sand will not just hinder your movements!

Additional information
  • The Thunderburst/Thunderstorm lightning strike has an area-of-effect of the adjacent 2 tiles from the point of impact and briefly lifts the Fog of War on the affected area.
  • The Headquarters, Outposts, and Base Camp will always be Sunny.

Scoring[edit]

Calculations Days The exact score is the amount of days multiplied by the amount of score based on the Headquarters' level listed below.
  • Level 1 Headquarters: 10
  • Level 2 Headquarters: 30
  • Level 3 Headquarters: 40
  • Level 4 Headquarters: 50
  • Level 5 Headquarters: 90
  • Level 6 Headquarters: 100
  • Level 7 Headquarters: 100
Acts 50 × no. of Acts used
Tools
  • 2 × no. of Tier 1 and 2 Tools produced
  • 5 × no. of Tier 3 Tools produced
  • 10 × no. of Tier 4 and 5 Tools produced
Provisions
  • 2 × no. of Tier 1 and 2 Provisions made
  • 5 × no. of Tier 3 Provisions made
  • 10 × no. of Tier 4 Provisions made
  • 20 × no. of Tier 5 Provisions made
Raids Minion 100 × no. of Minions eliminated
Elite 300 × no. of Elites eliminated
Ameeri Army 500 × no. of Ameeri Armies eliminated
Special 200 × no. of Bandits, Brigands, and Stragglers as well as other special Raids eliminated
Constructions Headquarters A maximum of 100 points can be scored from the following:
  • 1 × no. of Tier 1 and 2 Constructs in the HQ
  • 3 × no. of Tier 3 Constructs in the HQ
  • 5 × no. of Tier 4 Constructs in the HQ
  • 50 × no. of Tier 5 Constructs in the HQ
Forward Base A maximum of 50 points can be scored from each Campervan and Outpost from the following:
  • 1 × no. of Tier 1 and 2 Constructs in the Campervan/Outpost
  • 3 × no. of Tier 3 Constructs in the Campervan/Outpost
  • 5 × no. of Tier 4 Constructs in the Campervan/Outpost
  • 50 × no. of Tier 5 Constructs in the Campervan/Outpost
Exploration
  • 150 × no. of Resource, Hunting, and Conflict Zones, and Encounters cleared for the first time
  • 500 × no. of Fortresses, Deserted Towns, and Mountain Passes cleared for the first time
  • 1000 × no. of No Man's Lands cleared for the first time
Strange Territory Varies
Multipliers Applies to all score other than Exploration ones
  • Level 1 Headquarters: 100%
  • Level 2 Headquarters: 180%
  • Level 3 Headquarters: 250%
  • Level 4+ Headquarters: 300%

Media[edit]

Arknights - Reclamation Algorithm [Tales Within the Sand]

Changelog (Global)[edit]

External links[edit]

Notes[edit]

  1. If there are less than 6 Logistics Operators, it will be treated as if there are 6 Logistics Operators.
  2. The in-game text states "<Planting Box Group> produces less Rice", which is incorrect

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