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This article lists future additions to the game's interface that have been released on the CN server, or have been announced but not released.

See also Historic UI changes for features that have been added to Global and are now part of the game, and the previous UI.

Enemy Database overhaul

As of Hortus de Escapismo, the Enemy Database interface has received significant visual and informational improvements. It includes various updates such as filtering options and categorizations and expanded enemy profiles.

While in the current Global build of the game, only HP, ATK, DEF and RES of enemies are displayed in four squares, the new interface also displays Attack Speed, Movement Speed, and Weight. Furthermore, while actual numbers are still not displayed, the letter ratings have been deepened, with the addition of an E letter rating, and a "+" discriminator for other letters than S (e.g., A+, B+).

The UI also features several new elements:

  • When an enemy incurs a different loss of Life Point from the default, this is indicated. For instance, enemies that do not incur a loss when going through the Protection Objective, or enemies that do not go through one, will have the number 0 displayed next to a blue Life Point icon. Enemies that cost a higher number of Life Points (at least 2), will have that number displayed next to a red Life Point icon.
  • Enemy abilities are now itemized with bullet points. If the ability can be Silenced, the bullet point is instead replaced by the dark cross icon which indicates that an enemy is silenced in-game.
  • Enemies who have several phases or stances have their abilities specifically separated on a per-phase basis. A red header text will indicate the form (such as the Marching and Ruination stances of Patriot), or simply their numbering (e.g. "First Form", "Second Form"). Abilities that are intrinsic to the enemy regardless of phase are displayed prior to these.
  • Attack Pattern (e.g. Ranged Physical, Melee Arts) is now always displayed under the enemy's name, and Physical is longer omitted and considered the default.
  • Enemy category (e.g. Sarkaz, Infected Creature) is now displayed over the enemy's name when applicable.
  • A red Sp. (Special) indicator will be displayed next to the enemy's codename when the specific version of the enemy used by the stage utilizes different statistics from that which are default and listed in the Enemy Index.
    • For instance, Leader enemies in EX stages and Challenge Mode for non-EX operations utilize a higher statistical line known as "Level 1" (Leaders are Level 0 by default), while Challenge Modes use a statistical buff between 10 to 20% for all other enemies. In this case, the UI will indicate this change.
    • Leader enemies that are commonly used across the game, such as Crownslayer can have more levels than 0 and 1.
    • It is also possible that enemies simply use different statistics as per the level designer's intent. It is very common in Contingency Contract. For instance, Mudrock Colossi in Abandoned Mine possess half the HP and a little less Defense than their Twilight of Wolumonde counterpart, before any Contracts are applied. This is reflected in the Enemy Index. However, buffs given by Contracts are not.
  • Enemy immunities (status effects which they are not susceptible to, such as Stun, Freeze, etc.) are indicated at the bottom of the page with an icon.
  • Enemies which interact with other enemies, such as enemies that spawn other enemies, that are spawned by other enemies, or affect another enemy's abilities are now listed as "linked" enemies under their page, and clicking them on the list allows one to see the entry for that other enemy.
    • For instance, the Blood Knight's Bloodblades will be listed under the Blood Knight's page, and vice-versa.
    • Enemies that spawn other enemies, such as Reborn Creations creatures and Waregeists, will also have the original enemy and its progeny linked.
    • Power suits from Dorothy's Vision, which are powered by Dorothy's experiments, will have all possible enemies listed.

Filtering functions are now added to the enemy database page as well. Players can now sort enemies in ascending and descending order, and have better filtering options. Alongside that, the enemy categories are now extended into three main filters: All enemies, Elite enemies and Leader enemies. The following filters also exist:

  • Enemy category (e.g. Sarkaz, Arts Creation)
  • Enemy position (Ground or Aerial)
  • Attack pattern (No attack, Melee or Ranged)
  • Damage type (Physical, Arts, Healing or None)

Due to complications in adapting the wiki to use this revamped format, the formatting of enemy pages released before HE will continue using the older format until the overhaul is released in Global.

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