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The '''Clockworks''' is the elaborate machine that is found inside [[Cradle]]. It is responsible for moving [[levels]] around inside each [[gate]], as well as [[gate construction|constructing gates]] and dungeons when [[minerals]] are put inside dormant gates before they open.
+
[[File:Loading Screen-Default.jpg|thumb|right|375x350px|A glimpse into the depths of the Clockworks.]]
  
The Clockworks is broken up into 3 tiers whose boundaries are represented by the [[subtown]]s. These Clockworks tiers represent the different zones of difficulty and monster strength in the world of [[Cradle]]. Access to the various tiers is granted by the [[Spiral Warden]] when a knight has the correct level of equipment and number of tokens. Any knight can explore a tier that has not been unlocked yet by being invited to join a [[party]] started by a knight with access.
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The '''Clockworks''' is an enormous, complex machinery that is the primary make-up of the planet [[Cradle]], spanning the entire planet below its surface.  
  
== Clockwork Tier Clearance ==
+
==Function==
[[Image:Progress-window.png|thumb|right|The Progress tab.]]
+
This machinery is responsible for moving components around, allowing access to different [[:Category:Levels|levels]]. Levels are stacked together to form towers.{{fn|http://forums.spiralknights.com/en/node/24841#comment-150180}} These towers are always moving through the Clockworks. The levels composing each tower are connected by a system of elevators, which can be accessed via a [[gate]] if the tower moves near Haven. Players have access to four randomized gates in the [[Haven Arcade]]. Shorter seemingly permanent towers, or perhaps only small parts of large towers, are investigated via [[mission]] gates.  
{{main|Spiral Warden}}
+
The overarching Clockworks Tier Clearance in the progress tab of the Character window shows the overall progress of a knight in gaining access to all the tiers. Once a tier is unlocked, it will stay unlocked for that knight.
+
  
== Equipment Reduction ==
+
There are two major [[:Category:regions|region]] types from which levels can be derived:
When a knight's equipment surpasses the current tier's equipment rating, its effectiveness is reduced. These effects include decreased attack and defense stats, as well as decreased bonuses.
+
*When observing the Clockworks from far away, spheres are often seen either contained within giant gears or attached with chains to crane-like devices. These spheres are skydomes containing parts taken from other areas or worlds. Skydomes have their own biology, geology, and light sources. Some even have their own weather.
 +
*The depths are otherwise full of ''[[Clockwork Tunnels]].''
  
* Tier 1: equipment 2 star and higher will be reduced in effectiveness
+
Some of this movement can be witnessed by loading into the Haven Arcade or the gate's lobby and watching the depths below. Many other places such as the levels of the ''[[Royal Jelly Palace]]'' and ''Clockwork Tunnels'' offer glimpses as well. Viewing the [[:Category:Gate Maps|gate map]] of the current expedition, which displays a generalization of this movement in real-time via icons, will help predict which levels are available and when for each depth.
* Tier 2: equipment 4 star and higher will be reduced in effectiveness
+
* Tier 3: equipment effectiveness is not reduced
+
  
{| cellpadding="5" cellspacing="2" style="background-color: transparent; margin: 10px 0px 10px 0px;"
+
== Tiers ==
|-
+
[[File:Spiral Warden-Barrier.png|thumb|right|225x225px|Tier access Force Field comparison.]]
! bgcolor="#93add4" align="center" colspan="4" | Effects of Tier on Health Bonuses
+
Depths are divided into three tiers of two [[stratum|strata]] each. [[Subtown]]s are found at their boundaries.
|-
+
! bgcolor="#93add4" align="left" | Equipment (level)
+
! bgcolor="#93add4" align="left" | Tier 1
+
! bgcolor="#93add4" align="left" | Tier 2
+
! bgcolor="#93add4" align="left" | Tier 3
+
|-
+
| bgcolor="#f5f5ff" | 0 star (all)
+
| bgcolor="#f5f5ff" | none
+
| bgcolor="#f5f5ff" | none
+
| bgcolor="#f5f5ff" | none
+
|-
+
| bgcolor="#f5f5ff" | 1 star (all)
+
| bgcolor="#f5f5ff" | none
+
| bgcolor="#f5f5ff" | none
+
| bgcolor="#f5f5ff" | none
+
|-
+
| bgcolor="#f5f5ff" | 2 star (all)
+
| bgcolor="#f5f5ff" | -1
+
| bgcolor="#f5f5ff" | none
+
| bgcolor="#f5f5ff" | none
+
|-
+
| bgcolor="#f5f5ff" | 3 star (1-4)
+
| bgcolor="#f5f5ff" | -1
+
| bgcolor="#f5f5ff" | none
+
| bgcolor="#f5f5ff" | none
+
|-
+
| bgcolor="#f5f5ff" | 3 star (5-10)
+
| bgcolor="#f5f5ff" | -2
+
| bgcolor="#f5f5ff" | none
+
| bgcolor="#f5f5ff" | none
+
|-
+
| bgcolor="#f5f5ff" | 4 star (1-4)
+
| bgcolor="#f5f5ff" | -2
+
| bgcolor="#f5f5ff" | -1
+
| bgcolor="#f5f5ff" | none
+
|-
+
| bgcolor="#f5f5ff" | 4 star (5-10)
+
| bgcolor="#f5f5ff" | -3
+
| bgcolor="#f5f5ff" | -1
+
| bgcolor="#f5f5ff" | none
+
|-
+
| bgcolor="#f5f5ff" | 5 star (1-4)
+
| bgcolor="#f5f5ff" | -3
+
| bgcolor="#f5f5ff" | -1
+
| bgcolor="#f5f5ff" | none
+
|-
+
| bgcolor="#f5f5ff" | 5 star (5-10)
+
| bgcolor="#f5f5ff" | -4
+
| bgcolor="#f5f5ff" | -2
+
| bgcolor="#f5f5ff" | none
+
|}
+
  
== Tier 1 ==
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As the player [[exploration|delves]] deeper into the Clockworks, the [[monster]]s encountered become stronger and many attack with a larger variety of abilities. The environments tend to be more hazardous. Players risk these dangers in order to obtain greater treasures found in deeper depths or to accomplish tasks assigned by [[Spiral HQ]].  
This is the first zone of the game, all knights who have left the [[Rescue Camp]] have immediate access to it. It extends downwards from the town of Haven, through 7 levels down to [[Moorcroft Manor]].  
+
  
Depth 4 is a Clockworks Terminal where knights may change their equipment and purchase recipes from [[Basil]].
+
There are thirty depths accessible via each gate in the Haven Arcade, starting at the surface (depth 0) and descending to a Terminal above [[The Core]] at depth 29. Each depth can be considered a "floor," and is capable of holding multiple levels. Each level can reflect the influence of different stratum variations of [[status]] and monster themes.  
  
It is designed to be playable using 0-1 star equipment.
+
Without appropriate star certification from [[Barrus]] in the [[Hall of Heroes]], the player cannot host their own expeditions into deeper depths. While players of any [[Player Rank|rank]] can join any depth via invites, the Force Field at the entrance to subtowns will be pink and prevent entry into the town if the player lacks appropriate certification.
  
== Tier 2 ==
+
{{SKWindowsmall
The second zone in the game exists down from Moorcroft Manor, through 9 levels down to [[Emberlight]], the town of Gremlin Outcasts. The monsters in Tier 2 are generally more difficult than those found in Tier 1.
+
| width = 1000px
 +
| title = Tiers and Exploration
 +
| body  =
 +
 
 +
{{SKNewRow}}
 +
{{SKCell|'''Tier'''|2=center}}
 +
{{SKCell|'''Depths'''|2=center}}
 +
{{SKCell|'''Strata'''|2=center}}
 +
{{SKCell|'''Starting Area'''|2=center}}
 +
{{SKCell|'''[[Clockwork Terminal|Terminal]]'''|2=center}}
 +
{{SKCell|'''Appropriate Star Rating'''|2=center}}
 +
{{SKCell|'''Access'''|2=center}}
 +
 
 +
{{SKNewRow}}
 +
{{SKCell|1|2=center|3=middle}}
 +
{{SKCell|0 to 7 <br> (8 Total)}}
 +
{{SKCell|1 or 2}}
 +
{{SKCell|Haven Arcade Party Lobby <br> (Depth 0)}}
 +
{{SKCell|Depth 4}}
 +
{{SKCell|☆☆☆☆☆, ★☆☆☆☆}}
 +
{{SKCell|{{mission|Reporting for Duty}}}}
 +
 
 +
{{SKNewRow}}
 +
{{SKCell|2|2=center|3=middle}}
 +
{{SKCell|8 to 17<br>(10 Total)}}
 +
{{SKCell|3 or 4}}
 +
{{SKCell|[[Moorcroft Manor]]<br>(Depth 8)}}
 +
{{SKCell|Depth 13}}
 +
{{SKCell|★★☆☆☆, ★★★☆☆}}
 +
{{SKCell|Rank Knight and above}}
 +
 
 +
{{SKNewRow}}
 +
{{SKCell|3|2=center|3=middle}}
 +
{{SKCell|18 to 28<br>(11 Total)}}
 +
{{SKCell|5 or 6}}
 +
{{SKCell|[[Emberlight]]<br>(Depth 18)}}
 +
{{SKCell|Depth 23}}
 +
{{SKCell|★★★★☆, ★★★★★}}
 +
{{SKCell|Rank Defender and above}}
 +
 
 +
}}
 +
Note: "Starting Area," "Terminal," and "Access" refer to arcade gates. The rest of the table pertains to any location in the Clockworks. Star rating also applies to [[Lockdown]].
 +
 
 +
== Equipment Reduction ==
 +
{{Tier/Health}}
  
Depth 13 is a Clockworks Terminal where knights may change their equipment and purchase recipes from [[Basil]].
+
==Notes==
 +
[[File:Loading Tip-The world is always changing.png|frame|right|A [[:Category:Loading images|loading tip]] explaining [[:Category:Levels|levels]], [[:Category:Regions|worlds]], and the Clockworks.]]
  
It is designed to be playable using 2-3 star equipment.
+
The locations visited via arcade gates as well as missions are part of the Clockworks. They are simply different access points, though the destination can be very specific for missions. Missions often go straight to depths that must otherwise be reached by passing through preceding levels in lower ranked missions or arcade gates, and provide very consistent access to many levels that are otherwise transiently available in the arcade.
  
== Tier 3 ==
+
Mission levels often have special names, though the only difference between the mission and arcade version of levels seems to be room generation regarding randomness or guarantees. For example, randomly generated levels in mission floors will never have random [[Danger Room]]s, [[Mysterious Room]]s, or [[Scenario Room]]s. Missions sometimes have guaranteed "scenarios" near the end of the last floor. For example, there is always a meteor in the {{mission|Alien Ooze}} and a glimpse of "Project R" in the {{mission|Plan of Attack}}, with the rest of the floor composed of randomly generated segments. The {{mission|Time Enough at Last}} has a special scenario room that is never found in arcade gates, even though the level map is not randomly generated. Thus missions can be considered special access to seemingly permanent towers or parts of towers, and as such are of special interest to Spiral HQ.
The final tier is where only the most experienced knights should go. This tier encompasses the area from Emberlight down to the [[The Core|Core]]. Here a knight will want to have the best equipment available on Cradle, most of which is only available via crafting. Powerful beings such as [[Lord Vanaduke]] can be found dwelling within this tier.  The monsters in Tier 3 are generally more difficult than those found in Tier 2.
+
  
Depth 23 is a Clockworks Terminal where knights may change their equipment and purchase recipes from [[Basil]].
+
===History===
 +
*{{release|2011-10-05}}: The [[Prize wheel]] spins after levels are completed.
 +
*{{release|2011-11-16}}: [[Arsenal Station]]s are available for many levels.
 +
*{{release|2012-05-09}}: Lighting effects for deeper depths are generally darker.
 +
*{{release|2014-05-21}}: Several rank missions and levels were changed to involve [[The Artifact]].
  
It is designed to be playable using 4-5 star equipment.
+
==Lore==
 +
[[File:Exploration-Information.png|thumb|right|Informative modules are left by NPCs.]]
 +
The purpose and origins of the Clockworks are deeply mysterious. Many NPC knights are dedicated to its study and can be found stationed in camps throughout the Clockworks. Some modules are left behind, containing information about their findings for anyone attempting to explore the area.
 +
*[[Echo Stone]]s found in the Sanctuary hint at the origins of the Clockworks and Cradle itself.
 +
*The icons in an expedition's Gate Map tend to reveal vital information about an area or level. Some even have special descriptions, which add to the world's lore.
 +
*[[Recon Module]]s left by the [[Alpha Squad]] are of special interest to Spiral HQ. Each describes an Alpha Squad member's perspective of the Clockworks.
 +
*[[Material#List|Material descriptions]] often mention the Clockworks or its denizens.
 +
*Several NPCs hypothesize about the Clockworks. Of special note are the theories and observations of [[Feron]] and [[Vaelyn]].
 +
*Mission descriptions will often describe places as well as enemy motives in detail, though much of this is projection by Spiral HQ and may or may not be actually correct. As the player investigates, more is usually revealed.
 +
*[[The Artifact]] is closely associated with the Clockworks.
 +
*Significant explanations about the Clockworks are sometimes provided by Admin posts. [http://forums.spiralknights.com/en/node/23837#comment-138199 For example].
 +
*Fragments of information are sometimes provided by Admin posts. [http://forums.spiralknights.com/en/node/24841#comment-144053 For example].
  
 
== See Also ==
 
== See Also ==
* [[Exploration]]
+
{{exploration see also}}
* [[Gate]]
+
* [[Party]]
+
* [[Spiral Warden]]
+
  
 
[[Category:Terminology]]
 
[[Category:Terminology]]
 
[[Category:Geography]]
 
[[Category:Geography]]

Latest revision as of 19:25, 20 January 2016

A glimpse into the depths of the Clockworks.

The Clockworks is an enormous, complex machinery that is the primary make-up of the planet Cradle, spanning the entire planet below its surface.

Function

This machinery is responsible for moving components around, allowing access to different levels. Levels are stacked together to form towers.[1] These towers are always moving through the Clockworks. The levels composing each tower are connected by a system of elevators, which can be accessed via a gate if the tower moves near Haven. Players have access to four randomized gates in the Haven Arcade. Shorter seemingly permanent towers, or perhaps only small parts of large towers, are investigated via mission gates.

There are two major region types from which levels can be derived:

  • When observing the Clockworks from far away, spheres are often seen either contained within giant gears or attached with chains to crane-like devices. These spheres are skydomes containing parts taken from other areas or worlds. Skydomes have their own biology, geology, and light sources. Some even have their own weather.
  • The depths are otherwise full of Clockwork Tunnels.

Some of this movement can be witnessed by loading into the Haven Arcade or the gate's lobby and watching the depths below. Many other places such as the levels of the Royal Jelly Palace and Clockwork Tunnels offer glimpses as well. Viewing the gate map of the current expedition, which displays a generalization of this movement in real-time via icons, will help predict which levels are available and when for each depth.

Tiers

Tier access Force Field comparison.

Depths are divided into three tiers of two strata each. Subtowns are found at their boundaries.

As the player delves deeper into the Clockworks, the monsters encountered become stronger and many attack with a larger variety of abilities. The environments tend to be more hazardous. Players risk these dangers in order to obtain greater treasures found in deeper depths or to accomplish tasks assigned by Spiral HQ.

There are thirty depths accessible via each gate in the Haven Arcade, starting at the surface (depth 0) and descending to a Terminal above The Core at depth 29. Each depth can be considered a "floor," and is capable of holding multiple levels. Each level can reflect the influence of different stratum variations of status and monster themes.

Without appropriate star certification from Barrus in the Hall of Heroes, the player cannot host their own expeditions into deeper depths. While players of any rank can join any depth via invites, the Force Field at the entrance to subtowns will be pink and prevent entry into the town if the player lacks appropriate certification.

Tiers and Exploration
Tier Depths Strata Starting Area Terminal Appropriate Star Rating Access
1 0 to 7
(8 Total)
1 or 2 Haven Arcade Party Lobby
(Depth 0)
Depth 4 ☆☆☆☆☆, ★☆☆☆☆ 2-1 Interface-icon-Dialogue.png Mission: Reporting for Duty
2 8 to 17
(10 Total)
3 or 4 Moorcroft Manor
(Depth 8)
Depth 13 ★★☆☆☆, ★★★☆☆ Rank Knight and above
3 18 to 28
(11 Total)
5 or 6 Emberlight
(Depth 18)
Depth 23 ★★★★☆, ★★★★★ Rank Defender and above

Note: "Starting Area," "Terminal," and "Access" refer to arcade gates. The rest of the table pertains to any location in the Clockworks. Star rating also applies to Lockdown.

Equipment Reduction

The effectiveness of the player's equipment might be reduced depending on its star rating and usage in shallower depths of the Clockworks. Reductions include decreased attack and defense stats as well as decreased bonuses.

  • Tier 1: equipment 2 star and higher will be reduced in effectiveness.
  • Tier 2: equipment 4 star and higher will be reduced in effectiveness.
  • Tier 3: equipment effectiveness is not reduced.
Effects of Tier on Health Bonus
Star Rating Heat Level Tier 1 Tier 2 Tier 3
☆☆☆☆☆ any none none none
★☆☆☆☆ any none none none
★★☆☆☆ any -1 none none
★★★☆☆ 1 to 4 -1 none none
★★★☆☆ 5 to 10 -2 none none
★★★★☆ 1 to 4 -2 -1 none
★★★★☆ 5 to 10 -3 -1 none
★★★★★ 1 to 4 -3 -1 none
★★★★★ 5 to 10 -4 -2 none

Notes

A loading tip explaining levels, worlds, and the Clockworks.

The locations visited via arcade gates as well as missions are part of the Clockworks. They are simply different access points, though the destination can be very specific for missions. Missions often go straight to depths that must otherwise be reached by passing through preceding levels in lower ranked missions or arcade gates, and provide very consistent access to many levels that are otherwise transiently available in the arcade.

Mission levels often have special names, though the only difference between the mission and arcade version of levels seems to be room generation regarding randomness or guarantees. For example, randomly generated levels in mission floors will never have random Danger Rooms, Mysterious Rooms, or Scenario Rooms. Missions sometimes have guaranteed "scenarios" near the end of the last floor. For example, there is always a meteor in the 3-1 Interface-icon-PvE.png Mission: Alien Ooze and a glimpse of "Project R" in the 6-1 Interface-icon-PvE.png Mission: Plan of Attack, with the rest of the floor composed of randomly generated segments. The 5-2 Interface-icon-PvE.png Mission: Time Enough at Last has a special scenario room that is never found in arcade gates, even though the level map is not randomly generated. Thus missions can be considered special access to seemingly permanent towers or parts of towers, and as such are of special interest to Spiral HQ.

History

Lore

Informative modules are left by NPCs.

The purpose and origins of the Clockworks are deeply mysterious. Many NPC knights are dedicated to its study and can be found stationed in camps throughout the Clockworks. Some modules are left behind, containing information about their findings for anyone attempting to explore the area.

  • Echo Stones found in the Sanctuary hint at the origins of the Clockworks and Cradle itself.
  • The icons in an expedition's Gate Map tend to reveal vital information about an area or level. Some even have special descriptions, which add to the world's lore.
  • Recon Modules left by the Alpha Squad are of special interest to Spiral HQ. Each describes an Alpha Squad member's perspective of the Clockworks.
  • Material descriptions often mention the Clockworks or its denizens.
  • Several NPCs hypothesize about the Clockworks. Of special note are the theories and observations of Feron and Vaelyn.
  • Mission descriptions will often describe places as well as enemy motives in detail, though much of this is projection by Spiral HQ and may or may not be actually correct. As the player investigates, more is usually revealed.
  • The Artifact is closely associated with the Clockworks.
  • Significant explanations about the Clockworks are sometimes provided by Admin posts. For example.
  • Fragments of information are sometimes provided by Admin posts. For example.

See Also

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