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1 | Arknights Base Skill Guide | ||||||||||||
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4 | Last updated: | 2024/04/11 | [Babel] Release | ||||||||||
5 | Contributors: phlegyas#7344, Black Gato Acer#8043 and AKO's #r-i-i-c members. Optima#1076 also made various calculations regarding TP teams. | ||||||||||||
6 | This sheet is made to help players know more about base combos currently in Arknights. | Old sheet made by: neia#6681, Malicast#8591 | |||||||||||
7 | Since neia's sheet is not updated, Phleg decided to make an updated one with her permission. | Check out the old sheet by neia and Malicast | |||||||||||
8 | PLEASE DO NOT E2 OPERATORS PURELY FOR THEIR BASE SKILLS (EXCEPT PROVISO) Baseknights > Waifuknights > Metaknights | Check out Optima's sheet for more in-depth figures about various TP teams | |||||||||||
9 | Sample Rotation Schedules | Check out the Original RR sheet made by ScifiGemini0616#3863 | |||||||||||
10 | Check out the ROI calculator sheet made by ScifiGemini0616#3863 | ||||||||||||
11 | Sample rotation schedules (Gato - Picture book) | ||||||||||||
12 | Sample rotation schedules (Phleg - Production maffs) | ||||||||||||
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14 | Directory | ||||||||||||
15 | Example | Terminology | Newly Added Operators | ||||||||||
16 | FAC | Factory | Special Teams | ||||||||||
17 | TP | Trading Post | Control Center Teams/Workers | ||||||||||
18 | PP | Power Plant | 2 PP% = 1 FAC/TP% | Factory Teams/Workers | |||||||||
19 | CC | Control Center | Trading Post Teams/Workers | ||||||||||
20 | Name | RR | Reception Room | Power Plant Workers | |||||||||
21 | Base skill 1 | HR | Office (Human Resources) | Reception Room Workers | |||||||||
22 | Base skill 2 | WS | Workshop | Workshop Crafters | |||||||||
23 | The bolded skill is the needed skill for the facility. | TR | Training Room | HR Office Workers | |||||||||
24 | DORM | Dormitory | Training Room Trainers | ||||||||||
25 | MD | Morale drain (increases or decreases the morale draining speed of all operators in the same facility) | How MD works | Dormitory Workers | |||||||||
26 | Beginner Friendly Workers | ||||||||||||
27 | Base morale drain is 1 morale/hr. The lower the morale drain, the longer the operator can work until they "die" (run out of morale). | ||||||||||||
28 | SELF MD | Morale drain (increases or decreases the morale draining speed of only that operator) | |||||||||||
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30 | Example: A base with fully staffed lvl 5 CC has innate -0.25 MD for all facilities. A fully staffed lvl 3 Factory has -0.1 MD. Vermeil's skill provides -0.25 self MD. Vermeil's morale drain will be: 1 - 0.25 - 0.1 - 0.25 = 0.4 (morale/hr) At full morale, Vermeil can work for: 24 / 0.4 = 60 (hours) | ||||||||||||
31 | MR | Morale recovery (increases the morale recovery speed of one or many operators depending on type) | |||||||||||
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34 | SELF MR | Morale recovery (increases or decreases the morale recovery speed of only that operator) | |||||||||||
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37 | CAP | Factory/Trading Post's capacity | |||||||||||
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