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Unit flags
Unit flags are variables used in Arknights to provide a unit with properties that affects their behavior in-game.
Attributes[edit]
| ID
|
Information | Min. value | Max. value
|
|---|---|---|---|
| 0
|
Code: MAX_HPIn-game designation: HP |
0 | ∞
|
| 1
|
Code: ATKIn-game designation: ATK |
0 | ∞
|
| 2
|
Code: DEFIn-game designation: DEF |
0 | ∞
|
| 3
|
Code: MAGIC_RESIn-game designation: RES |
0 | 100
|
| 4
|
Code: COSTIn-game designation: Cost |
0 | 99
|
| 5
|
Code: BLOCK_CNTIn-game designation: Block |
0 | ∞
|
| 6
|
Code: MOVE_SPEEDIn-game designation: Movement Speed |
0.1 | ∞
|
| 7
|
Code: ATTACK_SPEEDIn-game designation: ASPD/Attack Speed |
20 | ∞
|
| 8
|
Code: BASE_ATTACK_TIMEIn-game designation: Attack Interval |
0 | ∞
|
| 9
|
Code: RESERVED_0 |
– | –
|
| 10
|
Code: RESERVED_1 |
– | –
|
| 11
|
Code: RESERVED_2 |
– | –
|
| 12
|
Code: RESERVED_3 |
– | –
|
| 13
|
Code: HP_RECOVERY_PER_SECIn-game designation: "Restores/Recovers x HP every/per second" |
0 | ∞
|
| 14
|
Code: SP_RECOVERY_PER_SECIn-game designation: "Restores/Recovers x SP every/per second" |
0 | ∞
|
| 15
|
Code: ABILITY_RANGE_FORWARD_EXTENDIn-game designation: "Attack Range +x tile(s)" |
0 | ∞
|
| 16
|
Code: MAX_DEPLOY_COUNTIn-game designation: "Deployment/Unit Limit +x" |
0 | ∞
|
| 17
|
Code: DEF_PENETRATEIn-game designation: "Ignores x% (of the target's) DEF" |
0 | 100
|
| 18
|
Code: MAGIC_RESIST_PENETRATEIn-game designation: "Ignores x% (of the target's) RES" |
0 | 100
|
| 19
|
Code: HP_RECOVERY_PER_SEC_BY_MAX_HP_RATIOIn-game designation: "Restores/Recovers x% of Max HP every/per second" |
0 | 100
|
| 20
|
Code: TAUNT_LEVELIn-game designation: See Aggression |
−2 | 2
|
| 21
|
Code: RESPAWN_TIMEIn-game designation: Redeployment time |
0 | ∞
|
| 22
|
0 | ∞
| |
| 23
|
Code: MASS_LEVELIn-game designation: Weight |
∞ | ∞
|
| 24
|
Code: BASE_FORCE_LEVELIn-game designation: See Shift |
∞ | ∞
|
| 25
|
Code: DEF_PENETRATE_FIXEDIn-game designation: "Ignores x (of the target's) DEF" |
0 | ∞
|
| 26
|
Code: ONE_MINUS_STATUS_RESISTANCEIn-game designation: See Status Resistance |
1 | 100
|
| 27
|
Code: MAGIC_RESIST_PENETRATE_FIXEDIn-game designation: "Ignores x (of the target's) RES" |
0 | ∞
|
| 28
|
Code: MAX_EPIn-game designation: "(Elemental Injury) reaches x" |
0 | ∞
|
| 29
|
Code: EP_RECOVERY_PER_SECIn-game designation: "Restores/Recovers x (Elemental Injury) every/per second" |
0 | ∞
|
| 30
|
Code: SP_RECOVER_RATIOIn-game designation: "SP recovery rate +x" |
? | ?
|
AbnormalFlag[edit]
| ID
|
Information
|
|---|---|
| 0
|
Code: STUNNEDIn-game designation: See Stun.
|
| 1
|
Code: SP_RECOVER_STOPPEDIn-game designation: Prevents the unit from generating SP for their skill. Example: Duelist Defenders
|
| 2
|
Code: TARGET_FREEIn-game designation: Prevents the unit from being targeted by enemies. Example: Manticore's Hidden Killer
|
| 3
|
Code: BLOCK_FREEIn-game designation: Prevents the unit from being blocked by friendly units. Example: Wraiths
|
| 4
|
Code: HIDDENIn-game designation: The unit will not be shown on the map and cannot be targeted by attacks/abilities.
|
| 5
|
Code: INVINCIBLEIn-game designation: The unit cannot be attacked/targeted by abilities and takes no damage at all. Example: Certain boss enemies when reviving
|
| 6
|
Code: UNDEADABLEIn-game designation: The unit cannot be knocked out or defeated; any damage or HP loss that would do so will leave the unit with at least 1 HP. Example: Sarkaz Sentinels
|
| 7
|
Code: HEAL_FREEIn-game designation: The unit cannot be targeted by active HP restoration (which would show the value, e.g. Medics' healing). Example: Soloblade Guards
|
| 8
|
|
| 9
|
Code: INVISIBILITYIn-game designation: See Invisible.
|
| 10
|
Code: UNUSED_PLACEHOLDER_1Example: Originally used for detection effects, but went unused
|
| 11
|
Code: DISARMEDIn-game designation: Disarms the unit unless if they cannot be targeted. Example: Degenbrecher's Momentum Murder
|
| 12
|
Code: SILENCEDIn-game designation: See Silence (debuff).
|
| 13
|
|
| 14
|
Code: UNUSED_PLACEHOLDER_2
|
| 15
|
Code: ALLY_TARGET_FREEIn-game designation: Prevents the unit from being targeted by friendly units. Example: Jammers
|
| 16
|
Code: FROZENIn-game designation: See Freeze.
|
| 17
|
Code: CAMOUFLAGEIn-game designation: See Camouflage.
|
| 18
|
Code: FORCE_DISARMEDIn-game designation: Disarms the unit. Example: Inactive L-44 Gramophones, Angelina w/
|
| 19
|
Code: STUNNED_NO_AMPLIFY_DAMAGEIn-game designation: Same as STUNNED, but will not be subjected to W's Insult to Injury.
|
| 20
|
Code: DISABLE_COMBATIn-game designation: The unit can neither attack nor be blocked. Example: Critically Wounded
|
| 21
|
Code: ELEMENT_FREE_ALLIn-game designation: The unit will take no Elemental Injury at all.
|
| 22
|
Code: UNMOVABLE_PRIVATEIn-game designation: Similar to UNMOVABLE.
|
| 23
|
Code: COLDIn-game designation: See Cold.
|
| 24
|
Code: SKILL_NOT_ACTIVATABLEIn-game designation: Prevents the unit from activating their skill. Example: Necrosis Damage
|
| 25
|
Code: LEVITATEIn-game designation: See Levitate.
|
| 26
|
Code: DURANCEIn-game designation: Prevents the unit from being relieved (only in Stationary Security Service). Example: Crude Spheres
|
| 27
|
Code: NOT_WITHDRAWABLEIn-game designation: Prevents the unit from being retreated. Example: Zaaro, "Signore dei Lupi"'s Hemolytic Horror
|
| 28
|
Code: OUT_OF_GROUNDIn-game designation: The unit is considered to be outside of the map and disjoints any projectiles targeting them. Example: The Last Steam Knight's Unto My Last Breath
|
| 29
|
Code: SP_MODIFY_STOPPEDIn-game designation: The skill's effect cannot be influenced by any modifiers except those provided by the skill itself. Example: Swire the Elegant Wit
|
| 30
|
Code: ANTI_STATUS_RESISTABLEIn-game designation: The unit is unaffected by effects that are subject to Status Resistance. Example: Lessing's
|
| 31
|
Code: DISARMED_COMBATIn-game designation: See Frighten.
|
AbnormalCombo[edit]
| ID
|
Information
|
|---|---|
| 0
|
Code: SLEEPINGIn-game designation: STUNNED_NO_AMPLIFY_DAMAGE + INVINCIBLE + BLOCK_FREEExample: Sleep
|
| 1
|
Code: SHELTERINGIn-game designation: FORCE_DISARM + INVINCIBLE + BLOCK_FREEExample: The first stage of Mudrock's
|
AbnormalImmune and AbnormalComboImmune[edit]
A unit with an AbnormalImmune flag will become unaffected by the corresponding AbnormalFlag, but the flag itself will not be removed. If the AbnormalImmune effect wears off, the AbnormalFlag will take effect again if it is still present. One example of this would be Operators that can temporarily reveal Invisible enemies in range, who will lose their invisibility but regain it once they exit the operator's range.
AbnormalComboImmune is functionally identical to AbnormalImmune, but used for AbnormalCombo flags instead. An example of this is Sleep immunity.
All units utilize several boolean variables for debuff immunity that determine if the unit is naturally immune to the corresponding status. If the variable is set to TRUE, then the unit will gain the corresponding immunity flag when spawning.
stunImmune: BlocksSTUNNED.silenceImmune: BlocksSILENCED.sleepImmune: BlocksSLEEPING.freezeImmune: BlocksFROZEN.levitateImmune: BlocksLEVITATE.disarmedCombatImmune: BlocksDISARMED_COMBAT.
AbnormalAnti[edit]
A unit with an AbnormalAnti flag will immediately clear the status conferring the corresponding AbnormalFlag on themselves, and prevent the unit from gaining that effect for the lifetime of the flag. This is distinct from AbnormalImmune in that it affects the status that carries the corresponding flag, but not the flag itself.
AbnormalFlagMask[edit]
A method used by the game to consolidate all of the unit flags carried by a status into a single value.