GamePress
Position
Attack Type

Tags

Archetype

Traits

Normally does not attack and has 0 Block; When skill is inactive, ATK gradually increases up to +{atk:0%} over {max_stack_cnt} seconds. ATK is reset when the skill ends
atk = 2
mid_stack_cnt = 20
max_stack_cnt = 40

Operator Description

A wanderer from a Kazimierzian knight family, Młynar, with his sword always resting by his side.

Operator Quote

He exhorts all to flee Kazimierz, yet never left himself.

Obtain Approach

Headhunting
Operator can only be obtained through Headhunting (Gacha).
Headhunting: Yes Recruitment: No
Release Date (CN) 9/8/2022
Release Date (Global) 3/31/2023

Potentials

Potential Item

Młynar's Token A letter opener of classical design, having opened up the joys and sorrows of hundreds of lives. It's been close to the sharpest thing he's held for a long, long time.

Talent

Wanderer
Lvl: 1
ATK increased to 105% when attacking. If there are 3 or more enemies nearby, ATK increased to 110%, and take 10% less damage
Info
Wanderer
Lvl: 1
ATK increased to 108%(+3%)when attacking. If there are 3 or more enemies nearby, ATK increased to 113%(+3%), and take 10% less damage
Info
Wanderer
Lvl: 1
ATK increased to 110% when attacking. If there are 3 or more enemies nearby, ATK increased to 115%, and take 15% less damage
Info
Wanderer
Lvl: 1
ATK increased to 113%(+3%) when attacking. If there are 3 or more enemies nearby, ATK increased to 118%(+3%), and take 15% less damage
Info
Unmoved
Lvl: 1
More likely to be attacked while deployed. When any Kazimierz Operator is attacked, reflect 15% of Młynar's ATK as True Damage
Info
Unmoved
Lvl: 1
More likely to be attacked while deployed. When any Kazimierz Operator is attacked, reflect 18%(+3%) of Młynar's ATK as True Damage
Info
Talents from Module Upgrades

Stats

Level:
HP
ATK
DEF
Arts Resist
15
Redeploy Time
70
DP Cost
10
Block
2
Attack Interval
1.2

Skills

SP Cost:
40
40
40
35
35
35
30
30
30
30
Initial SP:
10
10
10
15
15
15
15
15
15
15
SP Charge Type
Skill Activation
Duration
20 Seconds
20 Seconds
20 Seconds
25 Seconds
25 Seconds
25 Seconds
30 Seconds
30 Seconds
30 Seconds
30 Seconds
Skill Effect
Attacks deal 130% ATK as Physical damage, DEF +20%
Attacks deal 135% ATK as Physical damage, DEF +20%
Attacks deal 140% ATK as Physical damage, DEF +20%
Attacks deal 145% ATK as Physical damage, DEF +30%
Attacks deal 150% ATK as Physical damage, DEF +30%
Attacks deal 160% ATK as Physical damage, DEF +30%
Attacks deal 170% ATK as Physical damage, DEF +40%
Attacks deal 180% ATK as Physical damage, DEF +45%
Attacks deal 190% ATK as Physical damage, DEF +50%
Attacks deal 200% ATK as Physical damage, DEF +60%
Detailed Skill Info
attack@atk_scale 1.3
def 0.2
attack@atk_scale 1.35
def 0.2
attack@atk_scale 1.4
def 0.2
attack@atk_scale 1.45
def 0.3
attack@atk_scale 1.5
def 0.3
attack@atk_scale 1.6
def 0.3
attack@atk_scale 1.7
def 0.4
attack@atk_scale 1.8
def 0.45
attack@atk_scale 1.9
def 0.5
attack@atk_scale 2
def 0.6
SP Cost:
40
40
40
35
35
35
30
30
30
25
Initial SP:
10
10
10
10
10
10
10
10
10
10
SP Charge Type
Skill Activation
Duration
20 Seconds
20 Seconds
20 Seconds
20 Seconds
20 Seconds
20 Seconds
20 Seconds
20 Seconds
20 Seconds
20 Seconds
Skill Effect
Attack interval increased, attack range increased, attacks deal 100% ATK twice.
If an enemy has been defeated while skill is active, Trait effect is not reset when skill expires. This can be manually deactivated. (Skill can be halted at any time while active)
* This Skill modifies the Attack Interval by 0.3
Attack interval increased, attack range increased, attacks deal 110% ATK twice.
If an enemy has been defeated while skill is active, Trait effect is not reset when skill expires. This can be manually deactivated. (Skill can be halted at any time while active)
* This Skill modifies the Attack Interval by 0.3
Attack interval increased, attack range increased, attacks deal 120% ATK twice.
If an enemy has been defeated while skill is active, Trait effect is not reset when skill expires. This can be manually deactivated. (Skill can be halted at any time while active)
* This Skill modifies the Attack Interval by 0.3
Attack interval increased, attack range increased, attacks deal 130% ATK twice.
If an enemy has been defeated while skill is active, Trait effect is not reset when skill expires. This can be manually deactivated. (Skill can be halted at any time while active)
* This Skill modifies the Attack Interval by 0.3
Attack interval increased, attack range increased, attacks deal 140% ATK twice.
If an enemy has been defeated while skill is active, Trait effect is not reset when skill expires. This can be manually deactivated. (Skill can be halted at any time while active)
* This Skill modifies the Attack Interval by 0.3
Attack interval increased, attack range increased, attacks deal 150% ATK twice.
If an enemy has been defeated while skill is active, Trait effect is not reset when skill expires. This can be manually deactivated. (Skill can be halted at any time while active)
* This Skill modifies the Attack Interval by 0.3
Attack interval increased, attack range increased, attacks deal 160% ATK twice.
If an enemy has been defeated while skill is active, Trait effect is not reset when skill expires. This can be manually deactivated. (Skill can be halted at any time while active)
* This Skill modifies the Attack Interval by 0.3
Attack interval increased, attack range increased, attacks deal 170% ATK twice.
If an enemy has been defeated while skill is active, Trait effect is not reset when skill expires. This can be manually deactivated. (Skill can be halted at any time while active)
* This Skill modifies the Attack Interval by 0.3
Attack interval increased, attack range increased, attacks deal 180% ATK twice.
If an enemy has been defeated while skill is active, Trait effect is not reset when skill expires. This can be manually deactivated. (Skill can be halted at any time while active)
* This Skill modifies the Attack Interval by 0.3
Attack interval increased, attack range increased, attacks deal 190% ATK twice.
If an enemy has been defeated while skill is active, Trait effect is not reset when skill expires. This can be manually deactivated. (Skill can be halted at any time while active)
* This Skill modifies the Attack Interval by 0.3
Skill Range
Detailed Skill Info
attack@atk_scale 1
base_attack_time 0.3
attack@atk_scale 1.1
base_attack_time 0.3
attack@atk_scale 1.2
base_attack_time 0.3
attack@atk_scale 1.3
base_attack_time 0.3
attack@atk_scale 1.4
base_attack_time 0.3
attack@atk_scale 1.5
base_attack_time 0.3
attack@atk_scale 1.6
base_attack_time 0.3
attack@atk_scale 1.7
base_attack_time 0.3
attack@atk_scale 1.8
base_attack_time 0.3
attack@atk_scale 1.9
base_attack_time 0.3
SP Cost:
55
55
55
50
50
50
45
45
45
42
Initial SP:
10
10
10
15
15
15
20
20
20
20
SP Charge Type
Skill Activation
Duration
25 Seconds
25 Seconds
25 Seconds
26 Seconds
26 Seconds
26 Seconds
26 Seconds
27 Seconds
27 Seconds
28 Seconds
Skill Effect
Attack range increased, Trait effect increased by 2x (trait multiplier -10% for each enemy defeated), attacks hit 5 targets for 110% ATK as Physical damage. When any enemy within range is attacked by a Kazimierz Operator, deal an extra 8% of Młynar ATK as True damage.
Attack range increased, Trait effect increased by 2x (trait multiplier -10% for each enemy defeated), attacks hit 5 targets for 115% ATK as Physical damage. When any enemy within range is attacked by a Kazimierz Operator, deal an extra 8% of Młynar ATK as True damage.
Attack range increased, Trait effect increased by 2x (trait multiplier -10% for each enemy defeated), attacks hit 5 targets for 120% ATK as Physical damage. When any enemy within range is attacked by a Kazimierz Operator, deal an extra 8% of Młynar ATK as True damage.
Attack range increased, Trait effect increased by 2x (trait multiplier -10% for each enemy defeated), attacks hit 5 targets for 125% ATK as Physical damage. When any enemy within range is attacked by a Kazimierz Operator, deal an extra 10% of Młynar ATK as True damage.
Attack range increased, Trait effect increased by 2x (trait multiplier -10% for each enemy defeated), attacks hit 5 targets for 130% ATK as Physical damage. When any enemy within range is attacked by a Kazimierz Operator, deal an extra 10% of Młynar ATK as True damage.
Attack range increased, Trait effect increased by 2x (trait multiplier -10% for each enemy defeated), attacks hit 5 targets for 140% ATK as Physical damage. When any enemy within range is attacked by a Kazimierz Operator, deal an extra 10% of Młynar ATK as True damage.
Attack range increased, Trait effect increased by 2x (trait multiplier -10% for each enemy defeated), attacks hit 5 targets for 150% ATK as Physical damage. When any enemy within range is attacked by a Kazimierz Operator, deal an extra 11% of Młynar ATK as True damage.
Attack range increased, Trait effect increased by 2x (trait multiplier -10% for each enemy defeated), attacks hit 5 targets for 160% ATK as Physical damage. When any enemy within range is attacked by a Kazimierz Operator, deal an extra 11% of Młynar ATK as True damage.
Attack range increased, Trait effect increased by 2x (trait multiplier -10% for each enemy defeated), attacks hit 5 targets for 170% ATK as Physical damage. When any enemy within range is attacked by a Kazimierz Operator, deal an extra 11% of Młynar ATK as True damage.
Attack range increased, Trait effect increased by 2x (trait multiplier -10% for each enemy defeated), attacks hit 5 targets for 180% ATK as Physical damage. When any enemy within range is attacked by a Kazimierz Operator, deal an extra 12% of Młynar ATK as True damage.
Skill Range
Detailed Skill Info
attack@atk_scale 1.1
atk_scale (Attack Scale) 0.08
attack@max_target 5
trait_up 2
per_kill_reduce -0.1
attack@atk_scale 1.15
atk_scale (Attack Scale) 0.08
attack@max_target 5
trait_up 2
per_kill_reduce -0.1
attack@atk_scale 1.2
atk_scale (Attack Scale) 0.08
attack@max_target 5
trait_up 2
per_kill_reduce -0.1
attack@atk_scale 1.25
atk_scale (Attack Scale) 0.1
attack@max_target 5
trait_up 2
per_kill_reduce -0.1
attack@atk_scale 1.3
atk_scale (Attack Scale) 0.1
attack@max_target 5
trait_up 2
per_kill_reduce -0.1
attack@atk_scale 1.4
atk_scale (Attack Scale) 0.1
attack@max_target 5
trait_up 2
per_kill_reduce -0.1
attack@atk_scale 1.5
atk_scale (Attack Scale) 0.11
attack@max_target 5
trait_up 2
per_kill_reduce -0.1
attack@atk_scale 1.6
atk_scale (Attack Scale) 0.11
attack@max_target 5
trait_up 2
per_kill_reduce -0.1
attack@atk_scale 1.7
atk_scale (Attack Scale) 0.11
attack@max_target 5
trait_up 2
per_kill_reduce -0.1
attack@atk_scale 1.8
atk_scale (Attack Scale) 0.12
attack@max_target 5
trait_up 2
per_kill_reduce -0.1

RIIC Base Skills

Self-Absorbed Lvl: 1
(独善其身)
Room Type:
Control Center
When this Operator is assigned to the Control Center, increases Morale of all Operators in the Control Center by +0.05 per hour.
(公事公办)
Room Type:
Control Center
When this Operator is assigned to the Control Center, working Operators in Certain Facilities will recover +0.1 Morale per hour, and Certain Skills in the Control Center will provide additional Morale recovery for Operators working in Other Facilities

Botzu's Quick Evaluation

+ Talent: Provides increased deployment flexibility thanks to his taunt, allowing Mlynar to hold enemy attention even when you place squishy units after him.
+ Extremely potent DPS Operator
+ Powerful synergy between his damage reflection, taunt and overall durability.
+ S2: Great option if you need to use Mlynar to 1v1 enemies. Holds the passive trait ATK buff if you are able to kill at least one enemy allowing you to reuse it immediately when it is off cooldown with full effect.
+ S3: Powerful AOE skill with great uptime, huge damage, and range. Strong helidrop potential due to high initial SP. With his high durability and 0 block he can survive being dropped near most dangerous enemies.
- S3: When fighting a large number of weak enemies his damage bonus can decrease fast.

Operator Overview

Mlynar Nearl, uncle to Margaret and Maria, is a direct member of the Nearl family and could have used the name to climb to meteoric stardom. However, he detests the idea of the knight competition circuit and has largely withdrawn from Kazimierz society to avoid it. Despite this, he is a very talented fighter, and after much deliberation, he has decided to help his nieces by joining Rhodes Island. His fighting style is quite unique—as the first 6* Liberator Guard, he does not attack or block most of the time, biding his time for the perfect strike. When the opportunity presents itself, however, Mlynar is a blazing sun of vicious glory, striking a large range for massive damage and adding True damage onto the attacks of other Kazimierz Operators.

Liberator Guards are one of the strangest archetypes in Arknights. They have very low ATK, but their ATK gradually increases over time (due to their Trait) and resets to the base value after they use a Skill. They have Block-3, but they can’t attack or Block unless they’re using a Skill. This makes them extremely bursty Operators, but also makes them tricky to use, since they rely heavily on the timing of their Skill cycle.

Mlynar plays into the Traits of a Liberator perfectly with his Talents. His E1 Talent, Wanderer, gives him an ATK buff when he’s attacking. When there are multiple enemies nearby, the ATK buff increases and Mlynar also gains damage reduction for himself. At E2 he gains the Indifferent Talent, which increases his Taunt level and causes all Kazimierz Operators to inflict True damage (based on Mlynar’s ATK) on enemies that attack them. Indifferent gives Mlynar some utility while his Skills are down, and the damage reflection can be useful against enemies with long range but low HP (like those annoying Corrosion archers from the Near Light event).

However, both his Talents pale in comparison to what Mlynar can do with his Skills. He has three Skills, but only one of them matters: his S3, Unilluminated Glory, which gives him an enormous attack range and causes his attacks to deal truly ludicrous amounts of damage to multiple targets for the duration. The combination of increased Trait effect and damage multiplication, paired with the buff from Wanderer, is absolutely sickening in its effectiveness. Unilluminated Glory also deals bonus True damage when any enemy within range is attacked by a Kazimierz Operator, but this is assuming any Kazimierz Operator has an enemy left to attack once Mlynar unsheathes his sword. (Spoilers: They won’t.)

Mlynar’s great power is concentrated into short windows. This is one of the reasons he’s so good, since Arknights rewards high burst damage, but it also makes him very high maintenance. While Unilluminated Glory is down, the rest of your squad must pick up all the attacking and Blocking responsibilities, since Mlynar won’t be doing either. If you have good Operators who can cover for Mlynar’s downtime, however, he is sure to catapult himself to the top of the power rankings. (Try not to boast about him too much, though. He hates that.)

Newbie Tier List Explanation

Mlynar's Archetypal traits/limitations are not the easiest thing for a new player to plan around while they are learning the game. This being said, Mlynar has some incredibly useful tools even at E1 that will make it worth the learning curve. His DPS is incredibly potent, and the bump he gains from S3 make him a great early E2 candidate.

Skill Discussion

Skill
Mastery
Story
Advanced
Roguelike
S3M3 S++ S++ S++

Mlynar is the best Physical Melee DPS unit in the game, and possibly the best DPS unit period, depending on who you ask. His S3 is his key skill, and the Mastery gains on it are big. Units of Mlynar's caliber are simple to evaluate because of how game-defining they are. Their primary skills should be your highest priority among Masteries. Simple as that.

I would not bother with his S2 Masteries and they are ungraded here. It has a fairly high Mastery rate among secondary skills, but that is more a reflection of his overall power and popularity as a unit. Compared to S3, niches that his S2 might be useful in are much more narrow compared to other secondary skills on other top-tier units. His S2 Masteries will be an expensive alternative you're not likely to ever practically use.

Operator Featured Articles

Skill Upgrade Costs

Level Requisites Materials
1 ➝ 2
Lv1
x5
2 ➝ 3
Lv1
x5
x5
x4
3 ➝ 4
Lv1
x8
x4
4 ➝ 5
Lv1
x8
x3
x3
5 ➝ 6
Lv1
x8
x6
6 ➝ 7
Lv1
x8
x3
x4
Skill Level Requisites Materials
1
Lv1 8h
x8
x3
x9
Lv1 16h
x12
x3
x6
Lv1 24h
x15
x6
x7
2
Lv1 8h
x8
x4
x3
Lv1 16h
x12
x4
x8
Lv1 24h
x15
x6
x5
3
Lv1 8h
x8
x4
x5
Lv1 16h
x12
x4
x8
Lv1 24h
x15
x6
x4

Overall Skill Cost

Elite Upgrade Costs

Level Materials
x30000
x5
x8
x8
x180000
x4
x4
x5

Overall Elite Cost

Total Cost

Operator Profile

Artist Ryuzakiichi
CV 小山力也
CV (CN) 王宇航
Gender Male
Place of Birth Kazimierz
Birthday Dec 3
Race Kuranta
Height 191cm
Combat Experience
17 Years
Infection Status Medical tests have confirmed that no infection is present.
Nation
Physical Strength Excellent
Mobility Outstanding
Physiological Endurance Excellent
Tactical Planning Standard
Combat Skill Outstanding
Originium Adaptability Excellent

Profile

Młynar Nearl, the former head of the Nearl household and the uncle of Operators Nearl and Blemishine, has yet to receive a knight title of any kind.
Roughly two months after the Kazimierz Major came to a close, he accepted Rhodes Island's invitation and is now assisting us with our affairs in Kazimierz.

Clinical Analysis

Increase Trust to 25.
Imaging tests reveal clear, normal outlines of internal organs, and no abnormal shadows have been detected. Originium granules have not been detected in the circulatory system and there is no sign of infection. At this time, this operator is believed to be uninfected.

[Cell-Originium Assimilation] 0%
Operator Młynar shows no signs of Originium infection.

[Blood Originium-Crystal Density] 0.14u/L
At one point, Operator Młynar spent an extended period of time in the wilderness. As such, his numbers are slightly higher than average for an office worker in the Grand Knight Territory.
Although it is unlikely that he needs a reminder, the Medical Department has nonetheless provided him with recommendations on wilderness protection, per protocol.

Archive File 1

Increase Trust to 50.
We rarely get the opportunity to see Operator Młynar aboard the landship, but if you are lucky enough to run into him and he happens to have some free time, he might just give you a few words of advice at the training grounds.
Młynar may not have formally been a campaign knight, but his combat techniques clearly take after the traditional style employed by Kazimierz's knights. It can be inferred that the Nearl family's traditional training practices were sufficient to develop his mastery over the weapons commonly used by knights. As a young man, Młynar frequently followed his father, Kirill Nearl, and his team of campaign knights as an apprentice, giving him the opportunity to accumulate combat experience under the wings of a great many outstanding knights.
However, whenever he puts down his training knight shield and picks up his sword, it becomes immediately clear to everyone nearby that the sword is his weapon. In most historied knight families, when a young man comes of age, he often chooses to once again leave home to improve his techniques and disposition, before joining a knight order to serve Kazimierz. However, having already mastered the sword during his time as a wanderer, Młynar set himself on a different path.
...As for his Originium Arts, from what I've heard, knights never use Arts during a duel unless their beliefs are on the line. That said, during his test, he did show us his Arts just once.
We've seen Nearl and Blemishine's Arts. They are always as radiant as can be, possibly scorching, unadulterated. To our surprise, though, Operator Młynar's Arts initially felt gentle, even loving. However, upon realizing the anger the flow of his golden light embodied, we had to immediately stop him from drawing his sword, so as to minimize the repair work needed after his test.

Archive File 2

Increase Trust to 100.
Unlike the Radiant Knight, Młynar primarily operates outside the Grand Knight Territory. Not long after he came aboard Rhodes Island and signed his agreement, he made his way back to Kazimierz. However, he did not immediately report to Rhodes Island's Kawalerielki office. In addition, he tendered his letter of resignation to his former employer in the Grand Knight Territory by mail.
Clearly, there are many in the city who view Młynar as a threat, and we can also surmise from his own account that a number of recent incidents he was involved in have affected the interests of certain individuals. Still, the retrial of a misjudged case, or the downfall of a few companies and nobles, are hardly significant in this city. At this point, rather than being concerned by all the attacks, open or covert, against his family, perhaps it's more fitting to say that having stayed in this city for ten years, he no longer feels that fighting these forces will accomplish anything.
'We were honored to have his help during an operation. He wasn't as difficult to work with as I expected. By which I mean I thought he'd be a bossy, arrogant noble, or maybe someone who strictly followed the traditional rules of chivalry... but he simply listened and promised to give you a hand before you screwed up too badly. The only thing we had to get used to is that he never calls anyone by their codename. I mean, we do have a good number of Kazimierzian operators who use their titles from the Major as their codenames, so maybe he's got a grudge against that, but it's not that weird if you ask me.
'...That said, it's hard not to feel bad if you make a mistake while working with him. That time, I almost screwed up the entire mission, and after that we let him make all the decisions.
'He gives smooth, efficient plans. It doesn't seem like he cares whether you can actually follow them or not, though. I remember him asking us to split up to stop a couple commercial knights from tailing us. How were we supposed to find them? How would we stop them? Can we knock them out? Is it okay if we blow the roads up? He didn't discuss any of that with us.
'I guess he's probably more used to working alone? I mean, all of us did our own thing and finished our own objectives with no communication whatsoever, and somehow it all just worked out... I'm really curious. What kind of man does it take to get used to doing things the way he does? And what got him doing things like that in the first place?'

Archive File 3

Increase Trust to 150.
[Classified Log]
Based on available data, the Nearl couple was active on the battlefield for an exceedingly short period of time. The two of them rose to prominence twenty-five years ago when they fought under the same knight order's banner during the campaign knights' invasion of Ursus, with Schnitz taking over command during a crucial battle when the knight captain was gravely injured, and leaving a deep impression on the soldiers from both sides. However, that was their last notable accomplishment. Their disappearance without a trace over a decade ago seems to have marked a turning point in the fate of this generation of the Nearl family. As Rhodes Island has expressed our willingness to help locate them, Młynar agreed to have a conversation with us on the matter.
During our conversation, we learned that Yolanta Nearl was also born into an established knight family and had been on good terms with the Nearls since she was young. She had originally intended to join the Silverlance Pegasus when she became a campaign knight, but Schnitz insisted that she would be more effective on the battlefield with a bow than a silverlance.
'He arrived at that conclusion the moment she released her bowstring for the first time,' said Młynar, without elaborating further. Yolanta quickly proved Schnitz correct with her performance during the campaign, and her extraordinary talent in and understanding of Originium Arts made her particularly effective when deployed in positions overlooking the entire battlefield.
As for his brother Schnitz, Młynar had only this to say: 'He is my brother.'
Perhaps it is because of how well he knew them, but despite the passage of time and the fact that everyone, including their daughters Margaret and Maria, has already accepted that they might be dead, Młynar continues to search for his brother and sister-in-law. When asked if he had any new leads, he shook his head, though it seemed his doubts on the matter were stronger than ever.

Archive File 4

Increase Trust to 200.
Before joining Rhodes Island, Młynar worked at a medium-sized corporation that primarily sold construction materials. Mieszko Industries is its biggest shareholder, and the company has had a stable fiscal performance. It has not faced any significant charges and has no obvious connections to the nobility. It's merely one of Kazimierz's countless unremarkable companies. While prevailing rumors at the time suggested that the Nearls' younger son would join either the Adeptus Sprawiedliwi or the Knights Association and eventually take over the family's Knight Primus title from the ailing Kirill, the decision that Młynar ultimately made was perhaps influenced by some external factor, or his disappointment with Kazimierz.
But we've met many disappointed men. The real question is what made him decide to do something now, and how much of his strength he's willing to lend to Rhodes Island.
Młynar joined Rhodes Island after the Infected disturbances across the Dzwonek region. The Adeptus Sprawiedliwi successfully kept the word of the incident from spreading, thus ensuring no other forces could take advantage of this information. Młynar himself did not provide much in the way of his personal perspective on the matter. However, when HR brought this up again while organizing files, he gave an unexpected response: 'I've just always thought I needed to prove Kazimierz still has a way out.'
Młynar has also never brought up anything to do with Operators Blemishine, Whislash, or Platinum since signing his cooperation agreement with us. Nor does he interact with Flametail and the others while in Kazimierz. There has been only one instance of Młynar, Whislash, and Blemishine having a conversation, after Whislash requested a meeting, and it lasted less than ten minutes. Although the details of that conversation are unknown, our Engineering operators told us that Blemishine suddenly seemed much more energetic, as if a weight had been lifted from her heart. Even then, Młynar didn't appear to pay much more attention to the other Kazimierzian operators than before, even though many of us are just as curious about him as we are about the Radiant Knight herself.
It is clear that Młynar is not looking for an answer from Rhodes Island, and perhaps he does not even believe that there is an answer out there. But when he assisted us with a string of Infected problems, he displayed a sense of responsibility that definitely did not seem to come from respect towards his work. Some may believe the Land of Knights has no more room for knightly fantasies, and that the endless waves will eventually consume its cities, but how can anyone know how the next story will be written, and where the next city will be built, until they are completed?

Promotion Record

Upgrade to Elite LV2.
[An old letter]
I don't care, Father. Must knights prove themselves through victory? The men in the arenas never seem more brilliant simply because they manage to maul more of their opponents.
Knights should stand with those in distress, those with nothing but the clothes on their backs. This alone I will always believe in. When you stand with the weak, failure is hardly unheard of. Rather than relishing in victory, I would rather believe that the spirit of the knighthood also encompasses the endurance of failure.
It's just as our family motto goes, 'Fear neither hardship nor darkness.'

Voice Lines

Default
Appointed as Assistant If you've thought it through, I have no qualms with it. Please let me know when the documents are due.
Talk 1 ...Please, go ahead. It's okay. Reading the paper is just an unhelpful habit I picked up in the Grand Knight Territory, but one can learn much more from a day's trip outside the city than a hundred papers can teach... It's true that the Nearl name often shows up in the headlines, but there's no need to pay that any mind.
Talk 2 I'm afraid I can't advise Rhodes Island on its affairs in Kazimierz. I may have spent a decade in that tower, but only as an unambitious nobody. I'm in no position to express my views on the General Chamber of Commerce. The sword...? Yes, I know how to use one, and I've always used the same one.
Talk 3 No need to have Maria come see me. She's not a child anymore, and ought to make her own decisions, lest she embarrass her parents. A knight should temper themselves through travel, and no matter what she does under Rhodes Island's wing, she must always be responsible for her own actions.
Talk after Promotion 1 Leithanien's conspiracies... Nothing more than trifles that happened years ago. It doesn't change the fact that I'm an ordinary citizen, nor does it change anything else. To Kazimierzians, stars and heroes come and go. The success they enjoy is only that which they are permitted.
Talk after Promotion 2 Seems Margaret kept the title she earned from that charade. Hmph, so she still sees her actions as a victory, after squandering the Nearls' glory in those cheap commercial performances... My Originium Arts? Alas, I can nary illuminate a thing.
Talk after Trust Increase 1 No need to teach me how to get along with the Infected...You should be aware of my time spent living among the refugees…? The Infected, the disabled, the bankrupt, the famished and poor... they're all the same in the ways that matter. The most honorable thing they can hope to achieve is climbing out of their tent in the settlement before their final moments arrive.
Talk after Trust Increase 2 You, too, encourage the others to throw themselves at a cause that will yield no results. Those who attempt to walk through fire in the dark night will only find themselves immolated. That said, you don't need my advice, given the path you so obstinately walk alone.
Talk after Trust Increase 3 In the first two years after they left the Grand Knight Territory, the campaign knights would often bring me their letters. By the time the last one arrived, Maria was already old enough to understand its gist... Whether the letters were written beforehand makes no difference to me, but given the weight of their lives and deaths, they wouldn't have disappeared without so much as a peep.
Idle A wilderness without light…
Onboard Młynar Nearl. Per our contract's provisions, I shall assist Rhodes Island with its operations in Kazimierz. ...You already knew my name. I'm neither a knight, nor do I have a title.
Watching Battle Record A Kazimierzian is smart after the damage is done…
Promotion 1 I appreciate your appraisal, if you consider such ordinary performance worthy of promotion.
Promotion 2 Titles and positions are both meaningless. The knights of the Nearl family do not require recognition to walk their paths. Even in modern Kazimierz, where every path leads to darkness.
Added to Squad Man has forgotten true struggle… as well as those who require it to survive.
Appointed as Squad Leader ...Follow me.
Depart Sand, dust, and blood. Most fail to imagine the sight of their admixture.
Begin Operation To think they are unaware of their own shame...
Selecting Operator 1 I'm fully prepared.
Selecting Operator 2 Hm.
Deployment 1 These so-called foes… not even worth drawing my sword.
Deployment 2 Just like the old days?… No.
In Battle 1 This won't hurt your eyes.
In Battle 2 How very tiring.
In Battle 3 It rains.
In Battle 4 That sigh... still haunts my mind.
4-star Result You still have full confidence in everything... With these people's fate in your hand, you still believe there will be a happy ending.
3-star Result If you have no other work for me, I shall take my leave.
Sub 3-star Result Deserters… they always have somewhere to hide, among their like-minded brethren.
Operation Failure Mark my words, there will be battles you cannot win. Have you considered the consequences of those inevitable failures?
Assigned to Facility You... accommodate quite a few people here.
Tap ...I believe I've made a suggestion regarding this matter?
Trust Tap Kazimierz's knight novels... Hmph... The Grand Knight Territory no longer has room for such fantasies.
Title Arknights.
Greeting Good day... 'Doktor.'
W Dali Voice Lines