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This article pertains to a subject that is not yet released in the Global server of Arknights.

Identity is a unique mechanic in Arknights, introduced in Episode 12.

Overview[]

The blockaded Norport Borough of Londinium has been infiltrated by many covert agents serving the Kazdelian occupiers, forcing the joint forces of Rhodes Island and Glasgow to thoroughly check the citizens to spot the wolves in sheep's clothing and avoid unexpected surprises.

Certain enemies in Episode 12 operations are subject to the Identity mechanic where they could be either a Civilian or an Agent (not to be confused with Agents from Heart of Surging Flame), both of which starts in an unidentified state where:

  • Civilians can be blocked.
  • Agents are disguised as Civilians (using the Norport Civilian's appearance) and invulnerable but does not attack.

Once the Civilian or Agent is blocked by a friendly unit or inside the range of a friendly, they will be gradually identified, where a magnifying glass icon will be displayed above them. After continuously identifying them for a while, the icon turns red if the Civilian is an Agent in disguise or blue if the Civilian is a real one, and the player must keep identifying them until the Agent is compromised or the Civilian is confirmed.[note 1]

  • A compromised Agent will ditch their disguise and joins the fray as the corresponding enemy.
  • A confirmed Civilian will become unblockable, allowing them to carry on towards the Protection Objective they are heading.

Civilians[]

Normal
Elite

Agents[]

Normal
Elite
Boss

Unlike other Agents, the Damazti Cluster is surrounded in a golden aura even when unidentified, although they still have to be compromised before they can be attacked.

Interactions[]

Enemy Interaction
The first attack after they are compromised deals double damage.
Becomes invisible once compromised.
All Civilians and Agents that are not confirmed and compromised, respectively become unblockable as long as the Instigator/Agitator is present.
  • Her attack will only target Civilians and Agents, which instantly confirms/compromises them.
  • Will confirm/compromise all Civilians and Agents if the operation drags out for too long.
If the Cluster or any of their Isomorphic Fragments are not compromised, all of them will remain uncompromised as well.

Notes[]

  1. The process works by giving enemies subject to the Identity mechanic "Identification Points", or "IP" for short. Agents and Civilians start with 0 IP and gain 20 IP over 1 second when blocked or in the range of a friendly unit, otherwise they lose 10 IP over 1 second (cannot reduce IP below 0). Once the Agent/Civilian has at least 300 IP, they will gain 30 IP over 1 second when blocked or in the range of a friendly and their IP cannot be reduced below 300; once the Agent/Civilian has 600 IP, they will be compromised/confirmed.
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