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 provides a slight but welcome improvement to their stats and enhances their trait when equipped, often altering the corresponding Operator's role altogether and making them more useful in most situations. 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, upgrade materials, and
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.
List
The following is a list of class branches with available Modules including their effects and which Operators have them as of May 1, 2022.
Branch | Module | Description |
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![]() CHA-X
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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
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![]() CHA-Y
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Removes the damage loss in each jump. Introduced in: Near Light
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![]() SPC-X
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Extends the Splash Caster's attack range to 3×3 tiles with a 1-tile extension up front. Introduced in: [CN] Guiding Ahead
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![]() SPC-Y
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Reduces the Splash Caster's DP cost by 8. Introduced in: [CN] Guiding Ahead
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Branch | Module | Description |
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![]() HES-X
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The Duelist Defender generates 0.2 SP every second when not blocking enemies. Introduced in: [CN] Stultifera Navis
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Branch | Module | Description |
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![]() DRE-X
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When the Dreadnought Guard attack enemies they are blocking, their ATK is increased to 115%. Introduced in: [CN] Invitation to Wine
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![]() DRE-Y
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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: [CN] Invitation to Wine
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![]() INS-X
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The damage dealt by the Instructor Guard when attacking enemies they are not blocking is further increased to 130%. Introduced in: Dossoles Holiday
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![]() INS-Y
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The Instructor Guard can now be deployed in both melee and ranged tiles. Introduced in: Dossoles Holiday
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![]() SWO-X
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The Swordmaster Guard's skills deal 10% more damage. Introduced in: [CN] Break the Ice
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![]() SWO-Y
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The Swordmaster Guard's attacks ignore 70 DEF. Introduced in: [CN] Break the Ice
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Branch | Module | Description |
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![]() RIN-X
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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
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![]() RIN-Y
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The Multi-target Medic can now heal up to four friendly units at once. Introduced in: Episode 9: Stormwatch
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![]() WAH-X
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The Therapist Medic have Status Resistance and Negative Taunt (see Aggression for more information). Introduced in: [CN] Stultifera Navis
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![]() WAH-Y
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Removes the healing penalty on further targets. Introduced in: [CN] Stultifera Navis
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Branch | Module | Description |
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![]() ART-X
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When the Artilleryman Sniper attack blocked enemies, their ATK is increased to 110%. Introduced in: [CN] Guiding Ahead
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![]() ART-Y
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The Artilleryman Sniper's attacks ignore 100 DEF. Introduced in: [CN] Guiding Ahead
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![]() DEA-X
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The Deadeye Sniper's ATK is increased when attacking targets further away from their position, which caps at 15%. Introduced in: Episode 9: Stormwatch
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![]() DEA-Y
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The Deadeye Sniper generates 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
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![]() ARC-X
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Reduces the Heavyshooter Sniper's redeployment cooldown by 25 seconds. Introduced in: [CN] Episode 10: Shatterpoint
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Branch | Module | Description |
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![]() PUM-X
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The Substitute has +10% ATK. Introduced in: [CN] Stultifera Navis
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![]() PUM-Y
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The Substitute has +10% HP. Introduced in: [CN] Stultifera Navis
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![]() EXE-X
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When the Executor Specialist is retreated, 80% of their current DP cost is refunded. Introduced in: Near Light
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![]() EXE-Y
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If there are no friendly units in the adjacent tiles to the Executor Specialist, their ATK is increased by 10%. Introduced in: Near Light
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![]() MER-X
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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: [CN] Invitation to Wine
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Branch | Module | Description |
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![]() DEC-X
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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: [CN] Episode 10: Shatterpoint
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![]() DEC-Y
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Extends the Slow duration of the Decel Binder Supporter's attacks to 1.2 seconds. Introduced in: [CN] Episode 10: Shatterpoint
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![]() SUM-X
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The first of the Summoner Supporter's summoned unit that are deployed will not be counted towards the Unit Limit, but the last will still be counted when they are destroyed or retreated. Introduced in: Dossoles Holiday
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![]() SUM-Y
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Increases the deployment count of the Summoner Supporter's summoned unit by 3 and reduces their DP cost by 25% (rounded up). Introduced in: Dossoles Holiday
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Branch | Module | Description |
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![]() CHG-X
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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: [CN] Break the Ice
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![]() CHG-Y
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When the Charger Vanguard attack enemies whose HP had fallen below 40%, their ATK is increased to 115%. Introduced in: [CN] Break the Ice
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