Difference between revisions of "Health"

From SpiralKnights

Jump to: navigation, search
(Health Displays)
m (grammar fixes)
 
(16 intermediate revisions by 6 users not shown)
Line 1: Line 1:
{{Update}}
 
 
 
[[Image:New healths.png|thumb|350px|Your personal health display shows your shield bar and the buffs or status effects that your knight has.  If you have more than 30 pips of health, the display will start showing silver health. And if you have more than 60 pips, the display will start showing golden health.]]
 
[[Image:New healths.png|thumb|350px|Your personal health display shows your shield bar and the buffs or status effects that your knight has.  If you have more than 30 pips of health, the display will start showing silver health. And if you have more than 60 pips, the display will start showing golden health.]]
 
'''Health''' is the value that represents how much [[damage]] a knight can withstand before being defeated.
 
'''Health''' is the value that represents how much [[damage]] a knight can withstand before being defeated.
 +
 +
== Clockworks and Health ==
 +
{{Tier/Health}}
  
 
== Health Displays ==
 
== Health Displays ==
[[Image:Party_energy.png|thumb|Party Health shows the first 20 bars of health of all members of the party.]]
+
[[Image:Health_party.png|thumb|Party Health shows the health bars of all members of the party.]]
 
While in the [[Clockworks]], your knight's current and maximum health can be monitored at the upper left of the HUD.  
 
While in the [[Clockworks]], your knight's current and maximum health can be monitored at the upper left of the HUD.  
  
 
===Individual Health===
 
===Individual Health===
The health bars shown at the bottom will stretch and shrink according to your maximum and current health. Your current health is shown in red and unfilled health bars are outlined in white.
+
The health bars shown at the top left will stretch and shrink according to your maximum and current health. Your current health is shown in red and unfilled health bars are outlined in white.
  
 
===Party Health===
 
===Party Health===
Line 20: Line 21:
 
Taking damage from [[monster]]s and [[Exploration#Map_Hazards|hazards]] will result in a loss of health; shown in your health meter as bars turning purple, then empty or half-empty with a white outline. The knight's image will flicker a few times, during which you will not take additional damage (these are invincibility frames).  
 
Taking damage from [[monster]]s and [[Exploration#Map_Hazards|hazards]] will result in a loss of health; shown in your health meter as bars turning purple, then empty or half-empty with a white outline. The knight's image will flicker a few times, during which you will not take additional damage (these are invincibility frames).  
  
If a knight's health reaches zero, they will be defeated, losing all their heat. Defeated knights will be unable to move or fight until revived. [[Reviving]] yourself will always cost [[energy]] and will return you to full health, but other players may revive you by sharing half of their health. It is possible to have or lose health in fractions less than a half, but only half and full bars of health will be shown.
+
If a knight's health reaches zero, they will be defeated, losing all their heat. Defeated knights will be unable to move or fight until revived. Players receive one free emergency [[Revive]] per level. [[Reviving]] yourself will cost either [[sparks of life]] or  [[energy]] and will return you to full health. It is possible to have or lose health in fractions less than a half.
  
 
Regaining lost health is achievable by walking over [[heart]]s, or by using health capsule [[pickup]]s.  
 
Regaining lost health is achievable by walking over [[heart]]s, or by using health capsule [[pickup]]s.  
:'''''NOTE''': These items will '''not''' have any effect when the knight is [[poison]]ed.''  
+
:'''''NOTE''': These items will '''not''' have any effect when the knight is [[poison]]ed, but this will not consume the hearts or capsules.''  
  
 
A knight's health is always fully restored upon entering a [[subtown]], and every [[Clockwork Terminal]] features regenerating heart pads.
 
A knight's health is always fully restored upon entering a [[subtown]], and every [[Clockwork Terminal]] features regenerating heart pads.
 +
 +
When you leave a floor with your Emergency Revive still left, it will restore you, up to 30 max health (not any silver hearts).
  
 
== Increasing Maximum Health ==
 
== Increasing Maximum Health ==
Line 31: Line 34:
  
 
===Equipment===
 
===Equipment===
Equipping certain [[Equipment#Gear|gear]] with health bonuses increases the baseline of your maximum health. All 2 star [[armor]] and [[helmet]]s, as well as the [[Scarlet Shield]] carry health bonuses, as well as all Heart Pendant and True-Love Locket [[trinket]]s.  
+
Equipping certain [[Equipment#Gear|gear]] with health bonuses increases the baseline of your maximum health. All 2 star [[armor]] and [[helmet]]s, as well as the [[Scarlet Shield]] carry health bonuses, as well as all Heart Pendant, Gift of Autumn and True-Love Locket [[trinket]]s.
 +
 
 +
"Standard" health applies to most armor and helmet items, meaning that these items gain health bonuses at certain heat levels. This health behavior is a uniform ability for almost all armor and helmet items.
 +
 
 +
Depth influences how both default HP and these bonuses behave.
  
:'''''NOTE''': Equipment health bonuses may be [[Clockworks#Equipment Reduction|reduced]] depending on what tier you are on and what star level the equipment is.''
+
:☆☆☆☆☆: +0 pips at heat level 1+, and +0 pips at heat level 5+.
 +
:★☆☆☆☆: +0 pips at heat level 1+, and +1 pips at heat level 5+.
 +
:★★☆☆☆: +1 pips at heat level 1+, and +2 pips at heat level 5+.
 +
:★★★☆☆: +2 pips at heat level 1+, and +3 pips at heat level 5+.
 +
:★★★★☆: +3 pips at heat level 1+, and +4 pips at heat level 5+.
 +
:★★★★★: +4 pips at heat level 1+, and +5 pips at heat level 5+.
  
 
===Vitapods===
 
===Vitapods===
While in the Clockworks you can use [[vitapods]], items which increase your knight's maximum health by the amount indicated by the number on the side. Only one may be equipped at a time, and they are lost upon returning to [[Haven]].
+
While in the Clockworks you can find [[vitapods]], items which increase your knight's maximum health by the amount indicated by the number on the side. The highest value vitapod you have found is automatically equipped. Vitapods are lost upon returning to [[Haven]] or [[Rescue Camp]].
  
 
===Battle Sprites===
 
===Battle Sprites===

Latest revision as of 02:55, 31 May 2016

Your personal health display shows your shield bar and the buffs or status effects that your knight has. If you have more than 30 pips of health, the display will start showing silver health. And if you have more than 60 pips, the display will start showing golden health.

Health is the value that represents how much damage a knight can withstand before being defeated.

Clockworks and Health

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

Health Displays

Party Health shows the health bars of all members of the party.

While in the Clockworks, your knight's current and maximum health can be monitored at the upper left of the HUD.

Individual Health

The health bars shown at the top left will stretch and shrink according to your maximum and current health. Your current health is shown in red and unfilled health bars are outlined in white.

Party Health

The health of all party members are shown on character tabs in the upper left corner of the screen. Health bars are organized in a row, below of the player's main health. The lifebars of your fellow knights are shown by red bars next to the knight icon.


Losing and Gaining Health

Taking damage shows the pips of damage in purple for a moment before changing to an empty white outline. Recovering health shows the pips of damage in cyan for a moment before changing to red.

Taking damage from monsters and hazards will result in a loss of health; shown in your health meter as bars turning purple, then empty or half-empty with a white outline. The knight's image will flicker a few times, during which you will not take additional damage (these are invincibility frames).

If a knight's health reaches zero, they will be defeated, losing all their heat. Defeated knights will be unable to move or fight until revived. Players receive one free emergency Revive per level. Reviving yourself will cost either sparks of life or energy and will return you to full health. It is possible to have or lose health in fractions less than a half.

Regaining lost health is achievable by walking over hearts, or by using health capsule pickups.

NOTE: These items will not have any effect when the knight is poisoned, but this will not consume the hearts or capsules.

A knight's health is always fully restored upon entering a subtown, and every Clockwork Terminal features regenerating heart pads.

When you leave a floor with your Emergency Revive still left, it will restore you, up to 30 max health (not any silver hearts).

Increasing Maximum Health

You are able to raise your maximum health in several ways.

Equipment

Equipping certain gear with health bonuses increases the baseline of your maximum health. All 2 star armor and helmets, as well as the Scarlet Shield carry health bonuses, as well as all Heart Pendant, Gift of Autumn and True-Love Locket trinkets.

"Standard" health applies to most armor and helmet items, meaning that these items gain health bonuses at certain heat levels. This health behavior is a uniform ability for almost all armor and helmet items.

Depth influences how both default HP and these bonuses behave.

☆☆☆☆☆: +0 pips at heat level 1+, and +0 pips at heat level 5+.
★☆☆☆☆: +0 pips at heat level 1+, and +1 pips at heat level 5+.
★★☆☆☆: +1 pips at heat level 1+, and +2 pips at heat level 5+.
★★★☆☆: +2 pips at heat level 1+, and +3 pips at heat level 5+.
★★★★☆: +3 pips at heat level 1+, and +4 pips at heat level 5+.
★★★★★: +4 pips at heat level 1+, and +5 pips at heat level 5+.

Vitapods

While in the Clockworks you can find vitapods, items which increase your knight's maximum health by the amount indicated by the number on the side. The highest value vitapod you have found is automatically equipped. Vitapods are lost upon returning to Haven or Rescue Camp.

Battle Sprites

Equipping the Healthy Boost perk, will increase your knight's maximum health. You can upgrade the Healthy Boost perk by leveling up your Battle Sprite, increasing the health bonus to a maximum of 6.

See Also

Personal tools