Difference between revisions of "Clockworks"

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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.  
 
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.  
  
There are two major [[:Category:areas|area]] types from which levels can be derived:
+
There are two major [[:Category:regions|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.  
 
*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]].''  
 
*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 [[: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.  
+
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.
  
==Exploration==
+
== Tiers ==
[[File:Spiral Warden-Barrier.png|thumb|right|225x225px|Tier Access barrier comparison.]]
+
[[File:Spiral Warden-Barrier.png|thumb|right|225x225px|Tier access Force Field comparison.]]
Depths are divided into three tiers of two strata each. [[Subtown]]s are found at their boundaries.  
+
Depths are divided into three tiers of two [[stratum|strata]] each. [[Subtown]]s are found at their boundaries.  
  
 
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]].  
 
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]].  
  
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.  
+
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 [[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.
 
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.
  
== Tiers ==
 
 
{{SKWindowsmall
 
{{SKWindowsmall
 
| width = 1000px
 
| width = 1000px
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}}
 
}}
Note: "Starting Area," "Terminal," and "Access" refer to arcade gates. The rest of the table pertains to any location in the Clockworks.
+
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 ==
 
== Equipment Reduction ==
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==Notes==
 
==Notes==
Arcade gates as well as the locations visited via 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 into depths that must otherwise be reached by passing through preceding levels in lower ranked missions or arcade gates.
+
[[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.]]
 +
 
 +
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 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.
 
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.
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*{{release|2011-11-16}}: [[Arsenal Station]]s are available for many levels.
 
*{{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|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]].
  
 
==Lore==
 
==Lore==
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*Several NPCs hypothesize about the Clockworks. Of special note are the theories and observations of [[Feron]] and [[Vaelyn]].
 
*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.
 
*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].
 
*Fragments of information are sometimes provided by Admin posts. [http://forums.spiralknights.com/en/node/24841#comment-144053 For example].
  

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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