Difference between revisions of "Clockworks"

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The '''Clockworks''' is the enormous, complex machinery that is the primary make-up of the planet [[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.
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[[File:Loading Screen-Default.jpg|thumb|right|375x350px|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.
  
==Description==
+
==Function==
A colossal network of machines, the Clockworks comprise a vast artificial structure spanning the entire planet just below its surface, containing worlds within worlds. Countless vertical gates allow access all the way to the centre of Cradle. Around every gate rotate numerous floors of great iron discs. Each floor houses numerous geo-globes: biospheres taken from foreign worlds and containing their own light sources, geology and creatures - and often their own weather!
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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.
  
The mines within the Clockworks are traveled by [[gate]]s with built-in elevators which grant access all the way to the [[core]] of Cradle. There are thirty depths from the gates in the [[Arcade]] to the final [[Clockwork Terminal]] above the Core, each depth capable of holding multiple levels; each level a different possible variation on status and monster themes.  
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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.
 +
*The depths are otherwise full of ''[[Clockwork Tunnels]].''
  
These gates are divided into 3 tiers of two [[stratum|strata]] each, whose boundaries are marked by [[subtown]]s.  
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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.
  
==Lore==
+
== Tiers ==
The purpose, much less the origins, of the Clockworks is deeply mysterious. <!--But we will expound on some of those theories here, as put forth by a number of semi-reputable NPCs. And fix up the dorky flavor text. I assure you.-->
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[[File:Spiral Warden-Barrier.png|thumb|right|225x225px|Tier access Force Field comparison.]]
 +
Depths are divided into three tiers of two [[stratum|strata]] each. [[Subtown]]s are found at their boundaries.  
  
==Tiers==
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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]].
  
The depths below Haven can be classified into three progressively challenging Tiers - as knights delve deeper into the Clockworks, the monsters encountered become stronger and smarter, and the environments more hazardous. However, the greatest treasures are only available down near the Core, so knights must brave these depths to reap the rewards.  
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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.  
  
Each Tier covers 8-11 depths, and includes:
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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.
* a '''[[subtown]]''' (or Party Lobby in the case of Tier 1), where knights are restored to full health;
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* a [[Clockwork Terminal]], a place where knights may change their equipment, recover their health, and purchase supplies; and
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* two separate [[stratum|strata]], which determine the themes of each depth.  
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Knights will need to equip themselves with an appropriate level of equipment according to the recommended star value of each Tier: too low, and a knight risks wandering into peril, too high and equipment effectiveness and bonuses will be reduced.
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{{SKWindowsmall
 
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| width = 1000px
=== Tier 1 ===
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| title = Tiers and Exploration
Tier 1 is accessible to all knights who have reached [[Haven]] (i.e. completed [[List_of_missions|Crossing the Chasm]]), and runs from depth 0 (Party Lobby) to depth 7, the last level before [[Moorcroft Manor]]. It covers 8 depths.
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| body =
 
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*The [[Clockwork Terminal]] is at depth 4, a place where knights may change their equipment, recover their health, and purchase supplies.
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*It is designed to be playable using 0-1 star equipment; higher-rated equipment receives a reduction in effectiveness.
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=== Tier 2 ===
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The second tier runs from Moorcroft Manor, through 9 levels down to [[Emberlight]], the town of Gremlin Outcasts. 
+
 
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The monsters in Tier 2 are more difficult to defeat than those found in Tier 1, being stronger, faster, and having more health than their Tier 1 counterparts. They also have a wider range of attacks available to them.
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* Clockwork Terminal: Depth 13.
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* Equipment rating: 2-3 star.
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=== Tier 3 ===
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The final tier is where only the most experienced knights should go. This tier encompasses the area from Emberlight (d18) down to the [[The Core|Core]].
+
 
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The monsters in Tier 3 are far more dangerous, as apart from having increased stats all-round, they also have a full range of attacks and behaviors. Powerful beings such as [[Lord Vanaduke]] can be found dwelling within this tier. 
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*Clockwork Terminal: Depth 23.
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*Equipment rating: 4-5 star.
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=== Tier Clearance ===
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{{main|Hall of Heroes}}
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Due to the increasing danger the further knights delve, knights must be granted clearance before they are able to lead parties into the deeper tiers of the Clockworks. Access to the various tiers is granted by [[Barrus|Lieutenant Barrus]] when a knight has acquired the correct level of equipment.
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A knight can explore a tier that they have not yet been cleared for by being invited to join a [[party]] started by a knight with access.
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== Equipment Reduction ==
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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.
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* '''Tier 1''': equipment 2 star and higher will be reduced in effectiveness
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* '''Tier 2''': equipment 4 star and higher will be reduced in effectiveness
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* '''Tier 3''': equipment effectiveness is not reduced
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{{SKWindow
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+
| width = 300px
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| margin = 0px 20px 20px 0px
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| title = {{{name|Effects of Tier on Health Bonuses}}}
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| body =
+
  
 
{{SKNewRow}}
 
{{SKNewRow}}
{{SKCell|'''Equipment (level)'''}}
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{{SKCell|'''Tier'''|2=center}}
{{SKCell|'''Tier 1'''}}
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{{SKCell|'''Depths'''|2=center}}
{{SKCell|'''Tier 2'''}}
+
{{SKCell|'''Strata'''|2=center}}
{{SKCell|'''Tier 3'''}}
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{{SKCell|'''Starting Area'''|2=center}}
 +
{{SKCell|'''[[Clockwork Terminal|Terminal]]'''|2=center}}
 +
{{SKCell|'''Appropriate Star Rating'''|2=center}}
 +
{{SKCell|'''Access'''|2=center}}
  
 
{{SKNewRow}}
 
{{SKNewRow}}
{{SKCell|0 star (all)}}
+
{{SKCell|1|2=center|3=middle}}
{{SKCell|none}}
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{{SKCell|0 to 7 <br> (8 Total)}}
{{SKCell|none}}
+
{{SKCell|1 or 2}}
{{SKCell|none}}
+
{{SKCell|Haven Arcade Party Lobby <br> (Depth 0)}}
 +
{{SKCell|Depth 4}}
 +
{{SKCell|☆☆☆☆☆, ★☆☆☆☆}}
 +
{{SKCell|{{mission|Reporting for Duty}}}}
  
 
{{SKNewRow}}
 
{{SKNewRow}}
{{SKCell|1 star (all)}}
+
{{SKCell|2|2=center|3=middle}}
{{SKCell|none}}
+
{{SKCell|8 to 17<br>(10 Total)}}
{{SKCell|none}}
+
{{SKCell|3 or 4}}
{{SKCell|none}}
+
{{SKCell|[[Moorcroft Manor]]<br>(Depth 8)}}
 +
{{SKCell|Depth 13}}
 +
{{SKCell|★★☆☆☆, ★★★☆☆}}
 +
{{SKCell|Rank Knight and above}}
  
 
{{SKNewRow}}
 
{{SKNewRow}}
{{SKCell|2 star (all)}}
+
{{SKCell|3|2=center|3=middle}}
{{SKCell|-1}}
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{{SKCell|18 to 28<br>(11 Total)}}
{{SKCell|none}}
+
{{SKCell|5 or 6}}
{{SKCell|none}}
+
{{SKCell|[[Emberlight]]<br>(Depth 18)}}
 +
{{SKCell|Depth 23}}
 +
{{SKCell|★★★★☆, ★★★★★}}
 +
{{SKCell|Rank Defender and above}}
  
{{SKNewRow}}
+
}}
{{SKCell|3 star (1-4)}}
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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. Star rating also applies to [[Lockdown]].
{{SKCell|-1}}
+
{{SKCell|none}}
+
{{SKCell|none}}
+
  
{{SKNewRow}}
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== Equipment Reduction ==
{{SKCell|3 star (5-10)}}
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{{Tier/Health}}
{{SKCell|-2}}
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{{SKCell|none}}
+
{{SKCell|none}}
+
  
{{SKNewRow}}
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==Notes==
{{SKCell|4 star (1-4)}}
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[[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.]]
{{SKCell|-2}}
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{{SKCell|-1}}
+
{{SKCell|none}}
+
  
{{SKNewRow}}
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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.
{{SKCell|4 star (5-10)}}
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{{SKCell|-3}}
+
{{SKCell|-1}}
+
{{SKCell|none}}
+
  
{{SKNewRow}}
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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.
{{SKCell|5 star (1-4)}}
+
{{SKCell|-3}}
+
{{SKCell|-1}}
+
{{SKCell|none}}
+
  
{{SKNewRow}}
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===History===
{{SKCell|5 star (5-10)}}
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*{{release|2011-10-05}}: The [[Prize wheel]] spins after levels are completed.
{{SKCell|-4}}
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*{{release|2011-11-16}}: [[Arsenal Station]]s are available for many levels.
{{SKCell|-2}}
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*{{release|2012-05-09}}: Lighting effects for deeper depths are generally darker.
{{SKCell|none}}
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*{{release|2014-05-21}}: Several rank missions and levels were changed to involve [[The Artifact]].
}}
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 +
==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]]
+
* [[Hall of Heroes]]
+
  
 
[[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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