Difference between revisions of "Clockworks"
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Beneath the fractured crust of the planet of Cradle lies a mechanical behemoth containing worlds within worlds - a colossal network of ponderous machines, the Clockworks form a gargantuan artificial structure spanning the entire planet just below its surface. At each depth above and below its ever-turning gears rotate levels of iron discs housing numerous geo-globes: biospheres taken from foreign worlds, containing their own light sources, geology and creatures - and often their own weather. | Beneath the fractured crust of the planet of Cradle lies a mechanical behemoth containing worlds within worlds - a colossal network of ponderous machines, the Clockworks form a gargantuan artificial structure spanning the entire planet just below its surface. At each depth above and below its ever-turning gears rotate levels of iron discs housing numerous geo-globes: biospheres taken from foreign worlds, containing their own light sources, geology and creatures - and often their own weather. | ||
− | The mines within the Clockworks are | + | 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. |
These gates are divided into 3 tiers of two [[stratum|strata]] each, whose boundaries are marked by [[subtown]]s. | These gates are divided into 3 tiers of two [[stratum|strata]] each, whose boundaries are marked by [[subtown]]s. | ||
==Lore== | ==Lore== | ||
− | 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 | + | 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.--> |
==Tiers== | ==Tiers== | ||
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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]]. 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 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]]. 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 far more dangerous, as apart from having increased stats all-round, they also have a full range of attacks and | + | 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. |
*Clockwork Terminal: Depth 23. | *Clockwork Terminal: Depth 23. |
Revision as of 22:21, 24 July 2012
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 constructing gates and dungeons when minerals are put inside dormant gates before they open.
Contents
Description
Beneath the fractured crust of the planet of Cradle lies a mechanical behemoth containing worlds within worlds - a colossal network of ponderous machines, the Clockworks form a gargantuan artificial structure spanning the entire planet just below its surface. At each depth above and below its ever-turning gears rotate levels of iron discs housing numerous geo-globes: biospheres taken from foreign worlds, containing their own light sources, geology and creatures - and often their own weather.
The mines within the Clockworks are traveled by gates 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.
These gates are divided into 3 tiers of two strata each, whose boundaries are marked by subtowns.
Lore
The purpose, much less the origins, of the Clockworks is deeply mysterious.
Tiers
Tiers are divisions covering 8-11 depths, including a subtown (or Party Lobby in the case of Tier 1) and a Clockwork Terminal. They are comprised of a number of strata. Each tier represents a specific range of difficulty for knights battling their way down the depths.
Tier 1
Tier 1 is accessible to all knights who have reached Haven (i.e. completed Crossing the Chasm), and runs from depth 0 (Party Lobby) to depth 7, the last level before Moorcroft Manor. It covers 8 depths.
- The Clockwork Terminal is at depth 4, a place where knights may change their equipment, recover their health, and purchase supplies.
- It is designed to be playable using 0-1 star equipment; higher-rated equipment receives a reduction in effectiveness.
Tier 2
The second tier runs from Moorcroft Manor, through 9 levels down to Emberlight, the town of Gremlin Outcasts.
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.
- Clockwork Terminal: Depth 13.
- Equipment rating: 2-3 star.
Tier 3
The final tier is where only the most experienced knights should go. This tier encompasses the area from Emberlight (d18) down to the 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 far more dangerous, as apart from having increased stats all-round, they also have a full range of attacks and behaviors.
- Clockwork Terminal: Depth 23.
- Equipment rating: 4-5 star.
Tier Clearance
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 the Spiral Warden when a knight has acquired the correct level of equipment.
Any 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.
Equipment Reduction
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.
- 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
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