Difference between revisions of "Pickup"
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QuaestComm (Talk | contribs) (Revised Remedy Capsule and Mecha Knight Kit boxes) |
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{{SKCell|'''Health'''}} {{SKCell|[[Image:Item-Health_Capsule.png|40px]]}} {{SKCell|[[Image:Item-Super_Health_Capsule.png|40px]]}}{{SKCell|[[Image:Item-Ultra_Health_Capsule.png|40px]]}}{{SKCell|Health capsules replenish a knights health bar, and come in three different types: standard, super and ultra. They restore 3, 6 and 12 bars respectively.}} | {{SKCell|'''Health'''}} {{SKCell|[[Image:Item-Health_Capsule.png|40px]]}} {{SKCell|[[Image:Item-Super_Health_Capsule.png|40px]]}}{{SKCell|[[Image:Item-Ultra_Health_Capsule.png|40px]]}}{{SKCell|Health capsules replenish a knights health bar, and come in three different types: standard, super and ultra. They restore 3, 6 and 12 bars respectively.}} | ||
{{SKNewRow}} | {{SKNewRow}} | ||
− | {{SKCell|'''Remedy'''}} {{SKCell|[[Image:Item-Remedy_Capsule.png|40px]]}} {{SKCell|''N/A''}}{{SKCell|''N/A''}}{{SKCell|When consumed, remedy capsules remove afflictions you may have such as fire, curse, stun, etc. | + | {{SKCell|'''Remedy'''}} {{SKCell|[[Image:Item-Remedy_Capsule.png|40px]]}} {{SKCell|''N/A''}}{{SKCell|''N/A''}}{{SKCell|When consumed, remedy capsules remove afflictions you may have such as fire, curse, stun, etc. Before [[Release Notes 2017-05-11|release 2017-05-11]], the only [[:Category:Status conditions|status condition]] they were not able to remove was sleep.}} |
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Constructs your own Mecha Knight that will follow you as far as the next elevator and attack your foes. These constructs wield both a [[Tempered Calibur]] and [[Great Defender]] and will constantly attack [[monsters]] and defend against their projectiles until they run out of Health. | Constructs your own Mecha Knight that will follow you as far as the next elevator and attack your foes. These constructs wield both a [[Tempered Calibur]] and [[Great Defender]] and will constantly attack [[monsters]] and defend against their projectiles until they run out of Health. | ||
− | Mecha Knights will randomly suffer from the [[shock]] status condition and can spread it to nearby Knights and Monsters. These Mecha Knights act in the same way as derelict Mecha Knights | + | Mecha Knights will randomly suffer from the [[shock]] status condition and can spread it to nearby Knights and Monsters. These Mecha Knights act in the same way as derelict Mecha Knights which have been powered with energy. |
− | There can be a infinite amount of Mecha Knights on the field | + | There can be a infinite amount of Mecha Knights on the field; however, Support-category pickups, including Mecha Knight Kits, have much lower drop rates than Capsule-, Vial- and Barrier-category pickups, making it very difficult to gather enough kits to deploy several Mecha Knights at once.}} |
{{SKNewRow}} | {{SKNewRow}} | ||
{{SKCell|[[Image:Item-Artillery_Strike.png|40px]]}}{{SKCell|Artillery Strike}}{{SKCell|☆☆☆☆☆}}{{SKCell|''A portable beacon that when deployed, summons a barrage of powerful rockets.'' | {{SKCell|[[Image:Item-Artillery_Strike.png|40px]]}}{{SKCell|Artillery Strike}}{{SKCell|☆☆☆☆☆}}{{SKCell|''A portable beacon that when deployed, summons a barrage of powerful rockets.'' |
Revision as of 16:24, 26 September 2017
A Pickup is an item that can be found in the Clockworks. Pickups are transient items, meaning that they will not be brought back to Haven with the player's knight.
Belt
Pickups are picked up by walking over them. They are added to your belt shown at the bottom of the screen. Press the numbers 4 - 7 to use a pickup. Vials are thrown and other items are consumed on the spot. There is room for only 3 pickups per slot of the same item in the belt, and you can only have one slot of each type.
Capsules
Capsules are used to affect your health or status. Press the numbers 4 - 7 to consume the capsule. Note: if you are interrupted or attacked while using them you won't be healed and the capsule won't be consumed.
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Vials
Vials are thrown to affect a target's status. Press the numbers 4 - 7 (as default) to ready a vial and click the ATTACK key to throw the vial in the direction your knight is facing. All vials come in a more powerful variation with the same color as the lesser vial, shown as a larger bottle marked with a star. If a knight takes damage while holding a vial in preparation to throw it, it will be broken and potentially wasted.
Vials will destroy projectiles in their path when thrown. Vials thrown at projectiles that leave ground effects (Gremlin's mines, Chromalisk's spit) will cause the projectile to fall where the collision occurred. Rockets from Rocket Puppies will detonate on impact with a thrown vial. Other projectiles such as bullets from Gun Puppies will simply vanish when hit. In all cases, the vial will NOT be destroyed upon intercepting a projectile.
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Barriers
Barrier summons two constantly rotating orbs around the user, akin to Drakon's Flame Barrier without the Defense Buff.
The duration of the orbs lasts approximately 8 seconds, inflicting a chance of Strong Status upon target. Barriers can also be used to open Treasure Boxes, hit Minerals, and destroy Blocks. It will not, however, stop incoming Rockets from Rocket Puppies along with other projectiles.
Barrier's Damage Table | ||||||
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Stratum 1 | Stratum 2 | Stratum 3 | Stratum 4 | Stratum 5 | Stratum 6 | |
Elite Barrier | 9 - 16 | 24 - 32 | 33 - 49 | 61 - 81 | 104 - 137 | 150 - 148 |
Advanced Barrier | ? - ? | ? - ? | ? - ? | ? - ? | ? - ? | ? - ? |
Normal Barrier | ? - ? | ? - ? | ? - ? | ? - ? | ? - ? | ? - ? |
- All Barrier's share the same Damage despite their rank. However, Difficulty modifies the damage dealt.
- Rank only increases Status Strength.
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Support
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Other
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See Also
Other links
- Deutscher Artikel: Extras
- Artículo en español: Recolectable
- Article en français: Pickup