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Facilities Database

51 facilities from Arknights: Endfield. Filter by type or search by name.

Last updated: April 4, 2026

About this database

Endfield's Automated Industrial Complex (AIC) is the base-building system that turns Talos-II's contested wilderness into your refining and combat infrastructure. This page lists all 51 placeable facilities — combat towers and turrets, processing units, storage modules, power generators, and mining rigs — with their type classifications and in-game descriptions sourced from the official facility tables.

Use the type filter to plan a specific chain: filter by Mining to see input options, then Processing to see what refines that ore, then Storage to hold the output. Each facility card links to deeper details where applicable. For full base layouts and adjacency planning, pair this database with the build guides in the Tools section — the facility names here match exactly what you see in-game.

Type:

Showing 51 of 51 facilities

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Filling Unit

Filling Unit

Gear

A facility capable of filling containers with various materials.

Forge of the Sky

Forge of the Sky

Gear

A facility for making Xiranite-based products.

Gearing Unit

Gearing Unit

Gear

A facility that laminates different materials together to create gear components.

Grinding Unit

Grinding Unit

Gear

A facility that performs fine grinding of powdered materials.

Packaging Unit

Packaging Unit

Gear

A facility for packaging certain power components.

Reactor Crucible

Reactor Crucible

Gear

A facility for running solid or liquid-state chemical reactions.

Separating Unit

Separating Unit

Gear

A facility that physically separates various items.

Fitting Unit

Fitting Unit

Processing

A facility capable of processing various parts and components.

Moulding Unit

Moulding Unit

Processing

A facility that produces various containers via stamp moulding.

Planting Unit

Planting Unit

Processing

A silo for growing various common plants and crops.

Refining Unit

Refining Unit

Processing

A facility that performs high temperature smelting of various materials.

Seed-Picking Unit

Seed-Picking Unit

Processing

A facility that extracts seeds from common crops.

Shredding Unit

Shredding Unit

Processing

A heavy facility that shreds and pulverizes various materials.

Water Treatment Unit

Water Treatment Unit

Processing

A facility for processing Sewage. It can also process Xircon Effluent and Inert Xircon Effluent, albeit with limited efficiency.

AF1 Armor Fragger

AF1 Armor Fragger

Combat

ATK: 17252 Mode of Attack: Fires a flaming jet to attack approaching enemies. The flaming jet deals Heat DMG over time to enemies within range.

Beam Tower

Beam Tower

Combat

ATK: 22338 Attack Interval: 8s Mode of Attack: Consumes vast amounts of energy to emit a beam that deals massive Electric DMG to enemies.

Deluge Tower

Deluge Tower

Combat

Attack Interval: 5s Mode of Attack: Fires a stream of deluge at approaching enemies. The stream pushes back small and medium enemies along the direction of the attack.

Grenade Tower

Grenade Tower

Combat

ATK: 981 Attack Interval: 3s Mode of Attack: Launches grenades in a ballistic trajectory. The grenades detonate above ground near enemies and deal area of effect Heat DMG.

Gun Tower

Gun Tower

Combat

ATK: 609 Attack Interval: 2s Mode of Attack: Continuously fires energy bolts that deal Physical DMG.

HE Grenade Tower

HE Grenade Tower

Combat

ATK: 5585 Attack Interval: 3s Mode of Attack: Attacks enemies by launching Mk Ⅱ grenades along a ballistic trajectory that detonate above ground near enemies. The grenade explosion deals area of effect Heat DMG and leaves a burning zone that deals DMG to enemies within it.

Heavy Gun Tower

Heavy Gun Tower

Combat

ATK: 2136 Attack Interval: 2s Mode of Attack: Continuously fires Mk II energy bolts with every 4th shot being an empowered bolt. The bolts deal Physical DMG.

LN Tower

LN Tower

Combat

Attack Interval: 5s Mode of Attack: Fires special liquid nitrogen (LN) crystals that shatter upon impact to slow the movement speed of enemies in the area of effect.

Marsh Gas Mk I

Marsh Gas Mk I

Combat

ATK: 5485 Attack Interval: 5s Mode of Attack: Launches special mist grenades that detonate above ground near enemies. The mist grenade explosion deals Nature DMG over time and applies slow to enemies within the area of effect.

Medical Tower

Medical Tower

Combat

Minimum HP Treatment Interval: 5s Converts electrical power into healing arts that can treat injured operators nearby.

Omnidirectional Sonic Tower

Omnidirectional Sonic Tower

Combat

Attack Interval: 5s Mode of Attack: Fires a shockwave that stuns common and advanced enemies within the area of effect.

Sentry Tower

Sentry Tower

Combat

ATK: 11634 Attack Interval: 5s Mode of Attack: Unleashes long-range attacks that target high-threat enemies first and deal massive Physical DMG.

Surge Tower

Surge Tower

Combat

ATK: 4886 Attack Interval: 3s Mode of Attack: Releases electrical arcs that attack enemies. The arc also chains to nearby enemies (up to 2) and deals Electric DMG.

Electric Pylon

Electric Pylon

Power

Once connected to the power grid, this pylon can wirelessly power all Endfield facilities within a sizable area. Researching certain AIC Factory Plan technologies also gives this facility a 30-meter power transmission capability.

Relay Tower

Relay Tower

Power

This relay can be used to transmit power to other facilities within an 80-meter radius. Researching certain AIC Factory Plan technologies also lets this facility wirelessly supply power to other Endfield facilities within a small area.

Thermal Bank

Thermal Bank

Power

The Thermal Bank converts heat into electrical power. It must be connected to the power grid to work.

Xiranite Pylon

Xiranite Pylon

Power

When outside the Core AIC Area, this facility auto-connects to the PAC and Xiranite Relays within an 80-meter radius; and to Xiranite Pylons and other power facilities within a 30-meter radius. However, it cannot connect to other power facilities within the Core AIC Area. When inside the Core AIC Area, it only auto-connects to the PAC. This facility can be used for powering facilities within range and power transmission across short distances.

Xiranite Relay

Xiranite Relay

Power

When outside the Core AIC Area, this facility auto-connects to the PAC and any Xiranite power facilities within an 80-meter radius. However, it cannot connect to other power facilities within the Core AIC Area. When inside the Core AIC Area, it only auto-connects to the PAC. This facility can be used for power transmission and powering facilities within a short range.

Easy Stash

Easy Stash

Miscellaneous

A facility that allows quick access of items in the Depot.

Fluid Supply Unit

Fluid Supply Unit

Miscellaneous

A facility for dispensing fluids.

Memo Beacon

Memo Beacon

Miscellaneous

A facility that can be used to post and leave beacon memos.

Sprinkler

Sprinkler

Miscellaneous

A facility that sprays fluids in a fixed direction.

Zipline Pylon

Zipline Pylon

Miscellaneous

A small zipline facility that can be connected to another zipline facility within an 80-meter radius to create a zipline.

Zipline Tower

Zipline Tower

Miscellaneous

A large zipline facility that can be connected to another zipline facility within a 110-meter radius to create a zipline.

Electric Mining Rig

Electric Mining Rig

Mining

Requires power. This mining rig can mine Originium Ore and Krystallite.

Electric Mining Rig Mk II

Electric Mining Rig Mk II

Mining

Requires power. This mining rig can mine Ferrium Ore and other minerals.

Fluid Pump

Fluid Pump

Mining

A facility for pumping fluids.

Hydro Mining Rig

Hydro Mining Rig

Mining

A mining rig for digging up various types of ore such as Cuprium Ore. This rig does not need power as it can be driven with Clean Water.

Portable Originium Rig

Portable Originium Rig

Mining

A mining rig for digging up Originium Ore. This rig does not need to be connected to the power grid to work as it powers itself using the Originium it mines.

Conduit Inlet

Conduit Inlet

Storage

An inlet for an underground pipeline. Connect this to a matching Conduit Outlet to transport fluids through it.

Conduit Outlet

Conduit Outlet

Storage

An outlet for an underground pipeline. Connect this to a matching Conduit inlet to transport fluids through it.

Depot Bus Port

Depot Bus Port

Storage

The origin of the Depot Bus. The Depot Bus Port can be placed anywhere in the Core AIC Area.

Depot Bus Section

Depot Bus Section

Storage

A bus section that can be deployed in the Core AIC Area. The Depot Bus Section must be connected to a Depot Bus Port or other active Depot Bus Sections. Once active, Depot Loaders and Depot Unloaders can be attached to the Depot Bus.

Depot Loader

Depot Loader

Storage

A placeable loading point that delivers goods from the AIC Factory to a local depot. The Depot Loader must be placed right next to the Depot Bus.

Depot Unloader

Depot Unloader

Storage

A placeable unloading point that transfers goods from a local depot into the AIC Factory. The Depot Unloader must be placed right next to the Depot Bus.

Fluid Tank

Fluid Tank

Storage

A facility for storing fluids.

Protocol Stash

Protocol Stash

Storage

A storage facility with several item storage slots. When powered, it can transfer items to the Depot. It can also be used as a point to unload items in the AIC.

Frequently Asked Questions

What is the Automated Industrial Complex (AIC) and how do facilities fit in?

The AIC is Endfield's base-building system layered on top of the Dijiang ship. Facilities are the modular buildings you place in your AIC to handle four jobs: combat (towers and turrets defend against raid waves), processing (refine raw ore into usable materials), storage (hold resources for crafting and shipping), and power/mining (generate the electricity and raw inputs the rest of the chain consumes). Layout matters — adjacency bonuses and conveyor logistics determine how efficient each facility actually runs.

Which facility types should I prioritise building first?

Build in this order for the smoothest progression. First, drop a mining facility on whatever ore vein the chapter introduces — without raw input nothing else functions. Second, set up power generation; most processing facilities have a power draw shown on their card and starve without it. Third, place storage so refined output does not back up your conveyors. Fourth, add combat facilities for hostile zones. Processing facilities come last because they require both inputs and power to be productive.

How does facility power and adjacency work?

Each facility has a power cost (consumption) and, for power facilities, a power generation rating. Total generation across your AIC must exceed total consumption or facilities throttle output. Adjacency bonuses trigger when you place compatible facilities directly next to each other — for example, a refining facility next to its storage facility cuts conveyor lag and increases throughput. The card descriptions on this page flag which facilities have adjacency synergy.

Do facilities tie into operator base skills?

Yes, but indirectly. AIC facilities are the field deployments outside the Dijiang ship, while base skills (Reception Room, Manufacturing Cabin, Growth Chamber, Control Nexus) operate inside the ship itself. Assigning operators with matching expertise tags to the ship rooms boosts research progress and production speed that compounds with your AIC output. For full optimisation, treat them as two layers: the ship buffs your overall economy, the AIC turns raw resources into shippable goods.

How often does Endfield Hub add new facility entries?

Whenever a numbered patch introduces new AIC unlocks — typically 4–8 new facility types per major version. Mid-patch facility tweaks (efficiency adjustments, power cost changes) get pushed silently when Hypergryph adjusts numbers. The 'Last updated' timestamp at the top of this page is the authoritative source for what version of the data you are reading. If something is missing right after a patch, refresh in 24–48 hours.