GamePress

Nearl the Radiant Knight

Position
Attack Type

Alternative Forms

Tags

Archetype

Traits

Blocks 1 enemy

Operator Description

Nearl the Radiant Knight, draped in the burning sun, her step breaking mist, returns from Kazimierz to your side.

Operator Quote

It feels as calming as ever to have her by your side.

Obtain Approach

Headhunting
Operator can only be obtained through Headhunting (Gacha).
Obtain Approach Detail

This Operator is a Limited Operator in the [Celebration] Limited series.  They appeared on the following banners:

Headhunting: Yes (LIMITED) Recruitment: No
Release Date (CN) 11/1/2021
Release Date (Global) 4/28/2022

Potentials

Potential Item

Nearl the Radiant Knight's Token A Kazimierzian knightly coat of arms, restored to splendor. After a meticulous polishing, the pegasus’s golden wings give off an awe-inspiring glow.

Talent

When deploying, deals 50% ATK as True damage to enemies in the four adjacent tiles and Stun them for 2 seconds. If the previously deployed Operator is from Kazimierz, deals an additional hit
Info
Talent Range
When deploying, deals 80% ATK as True damage to enemies in the four adjacent tiles and Stun them for 3 seconds. If the previously deployed Operator is from Kazimierz, deals an additional hit
Info
Talent Range
Daybreak
Lvl: 1
Attacks ignore 20% DEF
Info
Daybreak
Lvl: 1
Attacks ignore 23% (+3%) DEF
Info
Talents from Module Upgrades

Stats

Level:
HP
ATK
DEF
Arts Resist
0
Redeploy Time
70
DP Cost
17
Block
1
Attack Interval
1.5

Summon Stats

HP
6000
ATK
10
DEF
422
Arts Resist
20
DP Cost
0
Block
2
Detailed Info

Skills

SP Cost:
70
70
70
65
65
65
60
60
60
60
Initial SP:
0
0
0
0
0
0
0
0
0
0
SP Charge Type
Skill Activation
Duration
-
-
-
-
-
-
-
-
-
-
Skill Effect
Attack Range expands, ATK +25% and ASPD +14
Unlimited duration
Attack Range expands, ATK +30% and ASPD +18
Unlimited duration
Attack Range expands, ATK +35% and ASPD +22
Unlimited duration
Attack Range expands, ATK +40% and ASPD +26
Unlimited duration
Attack Range expands, ATK +45% and ASPD +30
Unlimited duration
Attack Range expands, ATK +50% and ASPD +34
Unlimited duration
Attack Range expands, ATK +55% and ASPD +38
Unlimited duration
Attack Range expands, ATK +60% and ASPD +42
Unlimited duration
Attack Range expands, ATK +65% and ASPD +46
Unlimited duration
Attack Range expands, ATK +70% and ASPD +50
Unlimited duration
Skill Range
Detailed Skill Info
atk 0.25
attack_speed 14
atk 0.3
attack_speed 18
atk 0.35
attack_speed 22
atk 0.4
attack_speed 26
atk 0.45
attack_speed 30
atk 0.5
attack_speed 34
atk 0.55
attack_speed 38
atk 0.6
attack_speed 42
atk 0.65
attack_speed 46
atk 0.7
attack_speed 50
SP Cost:
0
0
0
0
0
0
0
0
0
0
Initial SP:
0
0
0
0
0
0
0
0
0
0
SP Charge Type
Skill Activation
Duration
20 Seconds
20 Seconds
20 Seconds
22 Seconds
22 Seconds
22 Seconds
25 Seconds
25 Seconds
25 Seconds
27 Seconds
Skill Effect
Passive Effect: Deployment does not consume deployment slots.
After deployment, ATK +60% and gain 2 Shield. After the skill duration, automatically retreat and extend Redeployment Time by 25%. If the previously deployed Operator is from Kazimierz, the Redeployment Time will not be extended
Passive Effect: Deployment does not consume deployment slots.
After deployment, ATK +70% and gain 2 Shield. After the skill duration, automatically retreat and extend Redeployment Time by 25%. If the previously deployed Operator is from Kazimierz, the Redeployment Time will not be extended
Passive Effect: Deployment does not consume deployment slots.
After deployment, ATK +80% and gain 2 Shield. After the skill duration, automatically retreat and extend Redeployment Time by 25%. If the previously deployed Operator is from Kazimierz, the Redeployment Time will not be extended
Passive Effect: Deployment does not consume deployment slots.
After deployment, ATK +90% and gain 3 Shield. After the skill duration, automatically retreat and extend Redeployment Time by 25%. If the previously deployed Operator is from Kazimierz, the Redeployment Time will not be extended
Passive Effect: Deployment does not consume deployment slots.
After deployment, ATK +100% and gain 3 Shield. After the skill duration, automatically retreat and extend Redeployment Time by 25%. If the previously deployed Operator is from Kazimierz, the Redeployment Time will not be extended
Passive Effect: Deployment does not consume deployment slots.
After deployment, ATK +110% and gain 3 Shield. After the skill duration, automatically retreat and extend Redeployment Time by 25%. If the previously deployed Operator is from Kazimierz, the Redeployment Time will not be extended
Passive Effect: Deployment does not consume deployment slots.
After deployment, ATK +120% and gain 3 Shield. After the skill duration, automatically retreat and extend Redeployment Time by 25%. If the previously deployed Operator is from Kazimierz, the Redeployment Time will not be extended
Passive Effect: Deployment does not consume deployment slots.
After deployment, ATK +130% and gain 4 Shield. After the skill duration, automatically retreat and extend Redeployment Time by 25%. If the previously deployed Operator is from Kazimierz, the Redeployment Time will not be extended
Passive Effect: Deployment does not consume deployment slots.
After deployment, ATK +145% and gain 4 Shield. After the skill duration, automatically retreat and extend Redeployment Time by 25%. If the previously deployed Operator is from Kazimierz, the Redeployment Time will not be extended
Passive Effect: Deployment does not consume deployment slots.
After deployment, ATK +160% and gain 4 Shield. After the skill duration, automatically retreat and extend Redeployment Time by 25%. If the previously deployed Operator is from Kazimierz, the Redeployment Time will not be extended
Detailed Skill Info
atk 0.6
times 2
respawn_time 1.25
nearl2_s_2[withdraw][combo].respawn_time 1
value 0.25
atk 0.7
times 2
respawn_time 1.25
nearl2_s_2[withdraw][combo].respawn_time 1
value 0.25
atk 0.8
times 2
respawn_time 1.25
nearl2_s_2[withdraw][combo].respawn_time 1
value 0.25
atk 0.9
times 3
respawn_time 1.25
nearl2_s_2[withdraw][combo].respawn_time 1
value 0.25
atk 1
times 3
respawn_time 1.25
nearl2_s_2[withdraw][combo].respawn_time 1
value 0.25
atk 1.1
times 3
respawn_time 1.25
nearl2_s_2[withdraw][combo].respawn_time 1
value 0.25
atk 1.2
times 3
respawn_time 1.25
nearl2_s_2[withdraw][combo].respawn_time 1
value 0.25
atk 1.3
times 4
respawn_time 1.25
nearl2_s_2[withdraw][combo].respawn_time 1
value 0.25
atk 1.45
times 4
respawn_time 1.25
nearl2_s_2[withdraw][combo].respawn_time 1
value 0.25
atk 1.6
times 4
respawn_time 1.25
nearl2_s_2[withdraw][combo].respawn_time 1
value 0.25
SP Cost:
60
60
60
55
55
55
50
47
44
40
Initial SP:
10
10
10
15
15
15
20
25
25
25
SP Charge Type
Skill Activation
Duration
25 Seconds
25 Seconds
25 Seconds
25 Seconds
25 Seconds
25 Seconds
25 Seconds
25 Seconds
25 Seconds
25 Seconds
Skill Effect
Summons a 'Blazing Sun' on a deployable ground tile within the four adjacent tiles, dealing 80% ATK as True damage to nearby enemies and Stun them for 3 seconds. Attack Range expands, ATK +40%, DEF +20% and damage type changes to True damage when attacking enemies blocked by self or the 'Blazing Sun'
Summons a 'Blazing Sun' on a deployable ground tile within the four adjacent tiles, dealing 80% ATK as True damage to nearby enemies and Stun them for 3 seconds. Attack Range expands, ATK +50%, DEF +25% and damage type changes to True damage when attacking enemies blocked by self or the 'Blazing Sun'
Summons a 'Blazing Sun' on a deployable ground tile within the four adjacent tiles, dealing 80% ATK as True damage to nearby enemies and Stun them for 3 seconds. Attack Range expands, ATK +60%, DEF +30% and damage type changes to True damage when attacking enemies blocked by self or the 'Blazing Sun'
Summons a 'Blazing Sun' on a deployable ground tile within the four adjacent tiles, dealing 90% ATK as True damage to nearby enemies and Stun them for 3 seconds. Attack Range expands, ATK +70%, DEF +40% and damage type changes to True damage when attacking enemies blocked by self or the 'Blazing Sun'
Summons a 'Blazing Sun' on a deployable ground tile within the four adjacent tiles, dealing 90% ATK as True damage to nearby enemies and Stun them for 3 seconds. Attack Range expands, ATK +80%, DEF +50% and damage type changes to True damage when attacking enemies blocked by self or the 'Blazing Sun'
Summons a 'Blazing Sun' on a deployable ground tile within the four adjacent tiles, dealing 90% ATK as True damage to nearby enemies and Stun them for 3 seconds. Attack Range expands, ATK +90%, DEF +60% and damage type changes to True damage when attacking enemies blocked by self or the 'Blazing Sun'
Summons a 'Blazing Sun' on a deployable ground tile within the four adjacent tiles, dealing 100% ATK as True damage to nearby enemies and Stun them for 3 seconds. Attack Range expands, ATK +100%, DEF +70% and damage type changes to True damage when attacking enemies blocked by self or the 'Blazing Sun'
Summons a 'Blazing Sun' on a deployable ground tile within the four adjacent tiles, dealing 110% ATK as True damage to nearby enemies and Stun them for 3 seconds. Attack Range expands, ATK +110%, DEF +80% and damage type changes to True damage when attacking enemies blocked by self or the 'Blazing Sun'
Summons a 'Blazing Sun' on a deployable ground tile within the four adjacent tiles, dealing 110% ATK as True damage to nearby enemies and Stun them for 3 seconds. Attack Range expands, ATK +125%, DEF +90% and damage type changes to True damage when attacking enemies blocked by self or the 'Blazing Sun'
Summons a 'Blazing Sun' on a deployable ground tile within the four adjacent tiles, dealing 110% ATK as True damage to nearby enemies and Stun them for 3 seconds. Attack Range expands, ATK +140%, DEF +100% and damage type changes to True damage when attacking enemies blocked by self or the 'Blazing Sun'
Skill Range
Detailed Skill Info
atk 0.4
def 0.2
value 0.8
value2 3
atk 0.5
def 0.25
value 0.8
value2 3
atk 0.6
def 0.3
value 0.8
value2 3
atk 0.7
def 0.4
value 0.9
value2 3
atk 0.8
def 0.5
value 0.9
value2 3
atk 0.9
def 0.6
value 0.9
value2 3
atk 1
def 0.7
value 1
value2 3
atk 1.1
def 0.8
value 1.1
value2 3
atk 1.25
def 0.9
value 1.1
value2 3
atk 1.4
def 1
value 1.1
value2 3

Modules

Lvl: 60
Trust: 100 (10,070 Points)
Availability: na
Level 1
Level 2
Level 3
Equip Trait
Increases ATK to 115% when attacking blocked enemies
Equip Attribute Bonuses
Stat Value
max_hp 230
atk 70
Unlock Information
Materials
x4
x2
x80000
Missions
Defeat a total of 100 enemies with Nearl the Radiant Knight (excluding Support Units)
Clear Side Story MN-8 with a 3-star rating; You must deploy your own Nearl the Radiant Knight, and have Nearl the Radiant Knight defeat at least 1 Corrupted Knight or Withered Knight
Additional Information

RIIC Base Skills

(骑士训练)
Room Type:
Training Room
When this Operator is assigned to be the Trainer in the Training Room, for every Knight Operator in the Base (excluding Base Assistants), Operators' Specialization training speed +5% (caps at 5 Operators)
Noble Creed Lvl: 1
(崇高准则)
Room Type:
Training Room
When this Operator is assigned to be the Trainer in the Training Room, for every Knight Operator in the Base (excluding Base Assistants), Operators' Specialization training speed +5% (caps at 8 Operators)

Botzu's Quick Evaluation

+ Dreadnought Guard with very high damage and survivability.
+ Very effective against bosses and elite threats thanks to her damage output.
+ Talent: All attacks ignore some Defense so she can mow down armored enemies with ease.
+ S2: Consumes no deployment slots and gives 4 Shields. Can easily handle dangerous enemies with helidrops thanks to a high Attack buff.
+ S3: Extremely high burst damage with wide range and the possibility of True damage that creates a very tanky summon.
- Usual archetype weaknesses: 1 Block count, not too great at holding lanes.
- Generally outclassed by Surtr as a boss killer.
- S2: Retreats self when the skill ends, and has increased redeployment time if the last Operator deployed wasn't Kazimierz.
- S3: More limited in usage compared to Surtr. The conditional True damage cannot offset her flat Resistance ignore.

Operator Overview

It is well known that Margaret Nearl was renowned for her ferocity when she fought as a Knight in Kazimierz, but up until now her focus in Rhodes Island has been on supporting her allies rather than taking point in battle. After much training to perfect her Originium Arts, however, Nearl is returning to the frontlines in a big way: as Nearl the Radiant Knight, a 6* Dreadnought Guard with a dazzling display of different talents: dueling potential, helidrop potential, True damage, extra attack range, extra Blocking, Stuns, Shields, and more.

Dreadnought Guards have typically been hard to use well in Arknights, as they usually combine Block-1 with limited toolsets. Nearl the Radiant Knight (we’ll call her “Nealter” from here on out) has observed this and resolved not to make the same mistake. Her kit is bursting with unusual tools, starting with her E1 Talent, Brave the Darkness, which inflicts True damage and a Stun on adjacent enemies when she is deployed. (We’ll come back to this.) Her E2 Talent, Daybreak, allows her to ignore part of her enemy’s DEF. Along with Nealter’s sky-high base ATK, this gives her a noticeable bite even against tough opponents.

However, Nealter’s Skills are where she really shines (pun intended). Her S1, Flaming Edge, is a slow-charging permanent buff that increases Nealter’s attack range, ATK, and ASPD once activated. It pales in comparison to her other Skills, however. Firstly, there’s Night-Scouring Gleam, arguably one of the more unique Skills in Arknights. This on-deployment Skill dramatically increases Nealter’s already-high ATK and gives her layers of Shield. In addition, it passively causes her to not use a deployment slot. The downside is that Nealter will automatically retreat once the Skill duration ends, and her redeployment time will be increased unless the last Operator to be deployed before she retreated was a Kazimierz Operator (fortunately, Nealter herself counts for this purpose). Night-Scouring Gleam turns Nealter into a powerful helidrop Operator, utilizing her gargantuan ATK and her Brave the Darkness Talent repeatedly without needing to leave a deployment slot open for the purpose.

Finally, we have Blazing Sun’s Obeisance. This Skill summons a “Blazing Sun” minion on an open tile next to Nealter, inflicting True damage and Stunning nearby enemies (are you noticing a pattern here?) For the Skill’s duration, Nealter boasts increased ATK, DEF, and attack range, and she deals True damage when attacking any enemy blocked either by herself or the Blazing Sun. Blazing Sun’s Obeisance covers many of the Dreadnought Guard archetype’s weaknesses: the Blazing Sun has Block-2 and is quite tanky, allowing it to soak damage for the more fragile Nealter and Block swarms of enemies while Nealter kills them. Dealing True damage allows Nealter to cut through high-DEF enemies that usually stonewall Dreadnought Guards, and the expanded attack range also helps her kill small fry before they reach her and take up her precious Block-1. It even has a surprisingly low SP cost for such a powerful Skill.

It says something about the state of Dreadnought Guards that Nealter needed all this power and utility just to stay competitive. The archetype’s Block-1 and very low base DEF still makes her a risky choice for lane holding, and she has some special disadvantages all her own. Her True damage is largely conditional, she eats up a lot of DP with S2 or multiple grids on the map with S3, and she needs other Kazimierz Operators in her squad for maximum effect. Make no mistake, however: when used correctly, Nealter’s abilities reach dizzying heights that few other Operators can match. The sun may not shine every day, but that doesn’t make it any less blinding when it’s out in full force!

Newbie Tier List Explanation

She can easily handle any heli-drop assassination roles with S2. Block-1 limits her effectiveness as a solo lane holder, but the DPS increase and range extension of S1 improves her holding ability and makes her more flexible to deploy in support. Her S3 expands her role as a general content Operator and represents a pretty powerful tool for players with limited rosters, so she will likely be a good early-E2 candidate for most new players.

Skill Discussion

S2: effects Talent 1 damage.

Skill
Mastery
Story
Advanced
Roguelike
S3M3 S+ S- S
S2M1 Breakpoint
S2M3 A+ S+ S-

Nearl's alter form has two skills that are definitely worth mastery, though the best option to target will depend on how you intend to use her, the type of player you are, and what other tools you have available.

Her S3 is her daily driver skill. It is another great option in the realm of big DPS nukes which are very valuable. However the issue with it is that it tends to be a slightly weaker version of Surtr's S3 and a slightly harder to use version of Kal’tsit’s S3. For more established teams, the value that damage bomb brings is somewhat limited. Though those who are newer and less established will find tremendous value in it.

Advanced players will find quite a bit more use out of her S2 which is her unique niche and will want to prioritize it above S3 (if not passing on S3 entirely). Purely story players will still get use out of it as well, but may not find investment into mastery nearly as valuable as the deploy limit bypass is a lot less important under normal conditions.

She is a strong Roguelike pick, only hurt by how common place meta guards are. However she brings a level of flexibility and tankiness that the other top picks don't have. For use there, you'll likely want to master both skills, especially if you lack the other end game nuke guards like SilverAsh and Surtr.

Lastly, S1 is a good skill with really surprising damage, but it is ultimately a waifu only tier skill. It's her best skill for lane holding, but 1-block lane holders generally have a pretty tough time plus you have to give up the opportunity cost of her better skills, so it's not an option most people should consider.

Integrated Strategies Tier List Explanation

General IS Notes

+ Very strong single-target physical damage with significant Defense ignore.
+ S2: Can duel even the strongest enemies and win. Very strong damage with sustain from shields.
+ S2: Ignores deployment slot limits.
- Generally an inferior alternative to Surtr.

IS2 Specific Notes

Underperforms significantly against all bosses due to their gimmicks, but is a solid option against minibosses.

Good Relics

'Brokenblade'
Support Escape Crane
Ribbon of Honor

Relic Interactions

S2 benefits massively from any Redeployment Timer reduction, and can easily ignore some downsides. Additionally, S2 can capitalize on Ribbon of Glory for a heavy DPS increase.

Recommended Promotion

E2 recommended for access to S2 Masteries, though she is functional at E1.

Operator Featured Articles

Skill Upgrade Costs

Level Requisites Materials
1 ➝ 2
Lv1
x5
2 ➝ 3
Lv1
x5
x6
x4
3 ➝ 4
Lv1
x8
x5
4 ➝ 5
Lv1
x8
x4
x4
5 ➝ 6
Lv1
x8
x5
6 ➝ 7
Lv1
x8
x3
x5
Skill Level Requisites Materials
1
Lv1 8h
x8
x4
x3
Lv1 16h
x12
x4
x9
Lv1 24h
x15
x6
x6
2
Lv1 8h
x8
x4
x4
Lv1 16h
x12
x4
x9
Lv1 24h
x15
x6
x6
3
Lv1 8h
x8
x3
x4
Lv1 16h
x12
x4
x10
Lv1 24h
x15
x6
x4

Overall Skill Cost

Elite Upgrade Costs

Level Materials
x30000
x5
x5
x4
x180000
x4
x4
x8

Overall Elite Cost

Total Cost

Operator Missions

Requires [Alter] version unlocked; Unlocks at E1, Level 1 (Server: NA)
x3
x10
x50
x50000
Requires [Alter] version unlocked; Unlocks at E2, Level 1 (Server: NA)
x2
x1
x2
x10
x100
x100000

Operator Profile

Artist Ryuzakiichi
CV Ayane Sakura
CV (EN) Devora Wilde
CV (CN) 穆雪婷
CV (KR) 金叡林
Gender Female
Place of Birth Kazimierz
Birthday Apr 23
Race Kuranta
Height 171cm
Combat Experience
8 Years
Infection Status Medical tests have confirmed that no infection is present.
Nation
Physical Strength Excellent
Mobility Excellent
Physiological Endurance Excellent
Tactical Planning Excellent
Combat Skill Outstanding
Originium Adaptability Excellent

Profile

Nearl, the Radiant Knight of Kazimierz. Embodies extreme combat skill and personal military accomplishment in protecting allies, flexible engagement, annihilation and open-zone battle.
After returning to Kazimierz and being crowned winner of the 24th Kazimierz Major, remained in Kazimierz to follow up on remaining affairs. Provides tactical support to the Rhodes Island Kawalerielki Branch Office as a collaborating operator, as well as assisting the landship with assorted operations in other regions in times of need.

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 Nearl shows no signs of Originium infection.

[Blood Originium-Crystal Density] 0.14u/L
Operator Nearl was at one time frequently active in non-urban areas, but presently remains at lower risk of infection.

This is actually a past physical report of Nearl's... Hmm, and she can tell for herself at this point. But she found out the truth long ago, right? No matter when she learned, it's never seemed to shake her one bit. Nearl really is some incredible person.
—Medic Operator Hibiscus

Archive File 1

Increase Trust to 50.
[Originium Arts Overview]
The returnee Radiant Knight is still as valiant and dependable as she ever was, but her combat style has shown a certain shift. Aside from a change in weapon-of-choice, her application of Originium Arts is no longer constrained to treatment. There's no doubt her swordspear wrapped in gold remains the ultimate deterrent to enemies on the battlefield.
Just as her close friend Shining says, 'In the days she roamed with us, Margaret learned how to hold herself in, but upon her return to Kazimierz and reprisal of her charge, the Radiant Knight's learned how to blossom with all her heart.'
It's not just Shining and Nightingale; other operators who've worked with Nearl are shocked by her changes, but they all agree they suit her. Everyone understands clearly that in the application of justice to evil, so long as both reach the limit, the spotlight must shine. Immersed in the Radiant Knight's rays, evildoers are seared and burnt, while justice's allies continue supremely uplifted.

[Weapon Evaluation]
The swordspear Operator Nearl now uses, like the warhammer before it, was given by the Nearl family to a Kazimierzian craftsman to design and forge, and has been strengthened by Operator Blemishine. It was at one point broken in a bout between Nearl and the Blood Knight, only for Operator Blemishine to mend it again.
By Rhodes Island's Engineering Department's evaluation, Nearl's swordspear goes beyond the strength of Kazimierzian campaign knight standard arms, making an incomparable fit with Nearl's own Originium Arts. Under ideal circumstances, it gives the Arts she casts an almost 10% increase in effectivity. By request of the evaluating engineer, Nearl obtained the consent of the weapon's designer, and authorized Rhodes Island to create a 1:6 scale model of this swordspear, residing in the Engineering Department, provided for any engineering operators and students to research.
Supplement: Don't let Closure know how much a high-precision model of the Radiant Knight's swordspear could sell for in the Grand Knight Territory. Our agreement with the Radiant Knight says there'll only ever be one of these models.

Archive File 2

Increase Trust to 100.
Though Nearl never complained about it, her work in Kazimierz was clearly tremendously heavy. Still, she never refused a single time the Rhodes Island Kazimierz Branch Office sought help. In her heart, whether she's aboard the landship or not, she remains a part of Rhodes Island.
Though admittedly, she has very limited time to stay aboard. For operators who admire Nearl, or perhaps miss their time fighting side by side with her, it really is a shame. At one point, many new operators full of hope sought out Instructors after finishing watching Nearl's Chernobog Incident battle records, mentioning wanting to learn a thing or two from this valiant operator, only to come back disappointed after learning Nearl was on long-term leave from the ship.
In contrast to Nearl, after Operator Blemishine confirmed her sister was on track with her undertakings in Kazimierz, she threw herself straight into the landship workshop, and spent a very long time without returning home. After several days in a row of Blemishine being unaccounted for, Nearl 'happened to' return to the landship, accurate in finding her in an experimental workshop working on the latest defensive materials, and seizing her while she was right into the middle of passionately hammering away with Eunectes. Nearl learned soon after that Blemishine had been hard at work on all-new form-fitted armor for her.
'It's softer, and lighter, so you can wear it when you'd normally wear leisure clothes, or underneath your formal gear, and it's gotten a massive boost to defending against physical impact! I asked Mechanist and Sona to take a look, and they both said, if I just worked at it a little more, this armor would be able to block it the next time a Lazurite arrow—'
Seeing Blemishine's brilliantly glowing face despite the circles under her eyes, Nearl didn't reprimand her for overtaxing herself, but instead hugged her close.
By Nearl's own request, this meeting was saved to this archive file. She hopes it'll serve to remind her that her every act in Kazimierz bears not just the weight of its manifold sufferers' hopes, but involves her most beloved family's future. The Radiant Knight now no longer launches lone charges against the great waves. She even extends her thanks to Rhodes Island, because she clearly saw the magnitude of the change that life aboard Rhodes Island brought to Maria and Zofia—'Just like when I had first joined Rhodes Island.'
'Of course, we have to give our own thanks to Nearl! Without her, we wouldn't have pulled in such outstanding operators as Blemishine and Whislash, right? Not to mention Flametail Knight, and the whole other crowd of operators who came from Kazimierz... The Radiant Knight's personal charm really is the best recruitment ad! If only a certain few of them didn't obsess every day about when she's going to come back so they can have a fight with her.' —Melancholies of a certain operator from HR

Archive File 3

Increase Trust to 150.
Rhodes Island bore witness to Nearl's entire journey to championship in the 24th Kazimierz Major. The plots veiled and open, both on and off the stage, the glinting of blades from the city's tip to tail, and the blood and sweat that Nearl herself shed in the field, all recorded in fine detail in the Special Operations Records. Anyone who's read through these records, or talked with Nearl before, will have no misconception of Nearl's attitude to this competition. After the span of six years, two champions, a long and treacherous path, and all manner of hardship, the Radiant Knight of today, same as the one of the past who attempted to shatter the rules that shackled, has never recognized the honor of knight competition championship as true glory.
However, in Nearl's eyes, there is another side to this farce.
'In that arena devoid of any splendor, every heroic moment bursting forth is splendorous; in those streets lit by neon that fall short of truth, the fellowship that comes together to survive is true; in those video recordings lacking any honor to speak of, those thirsts to clamber out without relenting, to break through oneself, are honorable.'
Late one night, Nearl wrote these words in her Rhodes Island cabin, imagining that once her friend in the City of Saplings and Artisans received this letter, they might ridicule how out of place her rare lament seemed, and let out a smile alone to herself.
The next day, she came across a young operator excitedly calling for 'the Radiant Knight,' to ask her her signature. The Radiant Knight's path to retaking the championship had been the focus of masses, and even Rhodes Island had its fair share of her fans. She'd keep running into similar situations each time she returned aboard, but these excited fans would be warned and kept in check by Dobermann and other Instructors most times, this being no exception. What Dobermann didn't expect, however, was that Nearl would accept that competition photograph, and wrote a line of text on the back.
And this is what she wrote: 'Keep up the training—Operator Nearl'.
If the encouragement of her signature could inspire a young operator for a good day, then, well, whether or not they truly understood the significance of her charge at the championship, at least for that day, it wouldn't matter.

Archive File 4

Increase Trust to 200.
Nearl's path in Kazimierz was bound to be rough. Considering her experiences dealing with different people over the past few years, she had a clear recognition of the difficulties she did, and would soon face. In addition, her history fighting side by side with Shining, Nightingale and the other operators of Rhodes Island made her realize that the necessary amount of cooperation makes much easier work of things.
With the joint efforts of her and all of Pinus Sylvestris Knightclub, Rhodes Island's Kawalerielki branch office was successfully established. At the same time, she set out on new work to settle the Infected. To progress her plans, she no longer operated in total isolation outside of Kazimierz society's mechanisms; on the contrary, separately with the Adeptus Sprawiedliwi and General Chamber of Commerce, she made collaborative strides in different places. As one of the legendary Nearls, and two-time Major champion, she had a clear and marked value at every Kazimierz conference table, just like every matter she wanted to bring to fruition, and every life she wanted to save. 'All things have their price'—the sole principle that modern Kazimierz pursues. Nearl was naturally disgusted with being shunted about as a weight on the scales, but she never minded how the Radiant Knight seemed in others' eyes. As long as she was sure, that sufficed: What she held fast to, what she brought back heart and soul to Kazimierz, were all priceless. No deals existed between her and the Adeptus or the K.G.C.C.; every cause willing to lend her a hand, she would grasp in turn, and every hindrance to her forward path, she would turn to face with swordspear in hand and no sliver of hesitation.
'She's not like us. We'd have to look where we're going if we didn't want the wheels barreling our way. And her? She doesn't care about what turns at her. She'd opt to crash straight through it. No matter if we can't keep up, no matter if where she goes makes her presentable or not—once she smashes out of the cage, we all get to see the light coming in.' —Flametail Knight's stirred thoughts after several times cooperating
It's true. Without fear of danger, Nearl will forge on for the sake of a single, for a few Infected, but however many she's saved isn't her point of satisfaction. Countless idealists are ground to dust by the monolithic wheel of their times, forced to change themselves midway through changing others, but she is forever on the road, one time after another, launching her charge against the raging waves.

Promotion File

Upgrade to Elite LV2.
[Classified Log]
You may have already noticed, but in all the external publicity about the Nearl family, we often see only Margaret, Maria, Młynar, Zofia and Margaret's grandfather who passed away some years ago, and barely a mention seems to have been made of Margaret and Maria's parents.
According to reliable sources, during the Major, a gossip tabloid did once publish an article on Margaret's mother and father, but used the vague wording of 'suspected to have left the country years ago, never to return,' and this edition was retracted and destroyed overnight. This goes to show that as far as Kazimierz is concerned, the Nearl couple's whereabouts are classified to an untouchable degree.
Through discussion, we discovered Maria has near to no recollection of her parents, while Margaret's memories of them end at ten years old, give or take. From this, we understand that they went missing at least a decade ago. To Margaret's memory, outside of being cared for by her grandfather, she was often in the company of campaign knights. Clearly, following her parents' disappearance, the Adeptus Sprawiedliwi were considerably assistive of her family. This further shows with high likelihood, the Nearl couple went MIA in a major Adeptus-launched mission with close ties to Kazimierz.
Are they still alive to this day? If they did give their lives, then what dangerous affair lost Kazimierz a pair of such outstanding campaign knights? Doubtless we could find some answers in Kazimierz's top secret archives, but raising this matter would have an adverse effect on our relationship with the Adeptus Sprawiedliwi.
If you wish, we could still continue looking into this. Supposing there comes a day we find one of the Nearl family pursuing the issue, whether it's Margaret or not, we will be willing to offer our assistance.

Voice Lines

Default
Appointed as Assistant I'm gladdened to be by your side once again, Doctor... Yes, may the light be with you as always.
Talk 1 Being in Kazimierz was no easy thing. The Adeptus Sprawiedliwi and the General Chamber of Commerce are still constantly at each other's throats, and the day when glory once again shines on Kazimierz seems very far away still. Only at Rhodes Island can I let my guard down, and regather myself with peace of mind.
Talk 2 Are they still well? How is Liz's health? Has Shining been pushing herself too far in combat? In my time back home, my mind's eye often wandered to the scenery I saw by their sides. Once, they journeyed home with me, but next shall be the time when for the sake of their ideal, the Radiant Knight devotes her light.
Talk 3 I was absent from Kazimierz for too long. It's as if I'm all too used to life at Rhodes Island now. Whenever a Knight of kindred spirit wished to travel with me, it cast my mind back to my days here. That said, processing multitudes of paperwork is more tiring than I remembered. I still have much to learn from you.
Talk after Promotion 1 A victory nodded in by capital bears no glory. Yet it was thus I first came to meet those souls who harbored faith, and was able to light that flame. I pray that this flame can show the way forward, that it may inspire those who crawl to stand back on thier feet and forge ahead, that it sheds the darkness, that it reveals the true light of hope. Doctor, I have always firmly believed so.
Talk after Promotion 2 This weapon? Heheh, there are only a few who know. My grandfather wielded in his youth a swordspear alike, which my father inherited, teaching me swordsmanship with it in turn... When I returned to my home, the scenes of my younger years came back to me. That's all that led me to this weapon.
Talk after Trust Increase 1 Maria has realized her own truly beloved undertaking. She's gifted, highly assiduous, and with Zofia beside her, I couldn't be more reassured. It seems now that the forge's hammer suits her better than the longsword. I truly hope that this honest, sincere passion of hers may forever last.
Talk after Trust Increase 2 Kazimierz's struggles are unlike those of other lands. Without the constant conflict in light and shadow, we know only swollen greed and twisted regulations. That Maria and her cohort could stay aboard Rhodes Island is a good thing indeed. Though people of like minds aren't few in number, we still find ourselves barren, barren of virtue.
Talk after Trust Increase 3 In this age on the verge of collapse, I once... felt alone. But Shining and Liz shone upon my fate, and Rhodes Island became my home to return to. I once was shone upon by others, Doctor, so I know profoundly, a beautiful vision and a faith identified, are enough to change the world.
Idle Tiredness has not called on me yet. May you first rest.
Onboard Oaths and trust both are unchanging in the passage of time. Isn't that so, Doctor? The Radiant Knight, Margaret Nearl, rejoins you here.
Watching Battle Record The particulars of tactics have seen some adjustment. Hm...
Promotion 1 That I could once again experience this gladdens me greatly. 'Fear neither hardship nor darkness.' Doctor, I shall go together with you.
Promotion 2 So long as I hold radiance in my hands, so long as my heart beats with faith, the hardships of our world will not fetter my step.
Added to Squad Upon changing armaments, my combat style will also be obliged to adapt. Take due note when deploying me.
Appointed as Squad Leader I will keep in mind your instruction.
Depart 'Fear neither hardship nor darkness...'
Begin Operation Sin is to be punished.
Selecting Operator 1 Awaiting only your orders.
Selecting Operator 2 Yes, I am fully ready.
Deployment 1 I shall lead the assault.
Deployment 2 Hindrance shall be no more!
In Battle 1 O sun, bow to me!
In Battle 2 May the light imbue you.
In Battle 3 This long night too shall now end.
In Battle 4 To grasp bright power is so as to sweep all wrongdoing from this world.
4-star Result I have never held the slightest hesitance to entrust my life to your hands.
3-star Result There will come a day when we clear the mist of hardship and darkness, awaiting first light's rays, awaiting... an even better tomorrow.
Sub 3-star Result I hope that they may seek a proper path anew.
Operation Failure The time has not yet come to give up, Doctor. Please allow me to defend the rear alone. I leave the regrouping to you.
Assigned to Facility Is my previous dormitory still left for me? Thank you, for going to the trouble.
Tap Hahh... just a simple prank, then, Doctor...
Trust Tap I am delighted to once again browse your library. May I borrow this book to lend to Maria?
Title Arknights.
Greeting Have you been doing well lately, Doctor?

Operator Records

Record: Starting Point
Unlock: E2, Level 1, Trust Required: 50