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[[Image:Gates-active_platform.png|thumb|right|The parts of an active gate platform include: The control panel and display monitor showing the gate symbol.]][[Image:Gates-dormant_active.png|thumb|right|Gate totems show either the current levels (active gates) or the current construction status (dormant gates).]]
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[[Image:Gates-active_platform.png|thumb|right|The parts of a gate platform include: The control panel and display monitor showing the gate symbol.]][[Image:Gates-dormant_active.png|thumb|right|Gate totems show the current levels]]
'''Gates''' are entrances into the [[Clockworks]] where knights go for adventure.  
+
'''Gates''' are entrances into the [[Clockworks]] used by the Spiral Knights to explore [[Cradle]].  
  
Gates can be either active, where knights can use them to travel down into the Clockworks, or dormant with a countdown timer showing when it will become active.
+
There are three parts in a gate:
 
+
* Control Panel - Used to start an expedition
There are four parts to a gate:
+
* Control Panel - Used on active gates to go adventuring
+
 
* Display Monitor - Visually shows the gate's name
 
* Display Monitor - Visually shows the gate's name
* Mineral Deposit Box - Used on dormant gates for gate construction
+
* Totem - Shows the current strata themes
* Totem - Shows either the current levels (active gates) or the current construction status (dormant gates)
+
  
== Active Gates ==
+
== Gates ==
 
{{main|Party}}
 
{{main|Party}}
Active gates are open for [[exploration]] by knights. Although a few are fixed, such as the training levels and the former [[Firefly Gate]], most are constructed by players in the Arcade and have different thematic levels depending on the construction process.  Each active gate in the Arcade is present for 8 days, vanishing afterward to make room for a new dormant gate on the right side of the lineup.
+
The Arcade features four active [[gate]]s in rotation all the time and are open for [[exploration]] by knights. Gate themes are randomly generated and have different thematic levels. However, the random generation prevents two themes from occupying the same tier.
 +
 
 +
To open a gate, go to the Control Panel and use the ATTACK key [or come into contact with the console] to access the options. Interacting with a gate console opens the [[mission]] UI with the appropriate gate selected.
 +
 
 +
=== Tiers and Strata===
 +
Each gate contains three [[Tier|tiers]] of increasing difficulty separated by [[subtowns]].  Each tier is subdivided into two [[stratum|strata]], each containing 3-5 floors populated with levels appropriate to the stratum's [[theme]].  Between these strata lies a [[Clockwork Terminal]], a safe floor where you can change equipment, heal yourself, buy [[recipe|recipes]] from [[Basil]], and access the [[Supply Depot]].
  
To enter a gate, go to the Control Panel and use your ATTACK key to access the options.
+
Players can enter the gate at the start of a tier or by joining an existing adventuring party. All levels end with an elevator allowing knights to either descend to the next floor, or return to [[Haven]], however the elevators leading to a subtown or terminal will descend automatically.
[[Image:Gates-Gate tier clearance.png|thumb|This knight can enter Moorcroft Manor at the Coral Pawn and Onyx King gates for free, but must pay or start from Depth 1 for the Silver Knight or Sapphire Skull gates without paying.]]
+
Each gate is made of 3 tiers which each have several levels or floors that vary in the theme of the surroundings, what monsters will be encountered, and layout. At the end of each level the elevator has the choice to go deeper or return to the surface.  The first level of each tier and a level in the middle of each tier (Clockwork Terminal) is a 0 energy level where players can change their equipment.  
+
  
=== Gate Progress ===
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=== Tiers ===
Entrance to a [[subtown]], the first levels of tiers 2 and 3, is only free for that gate if a knight has previously reached that subtown from the previous tier in a previous run. Clearance for free tier entrance is separate for each gate, so new runs from the top are required as new gates become active. Gate progress is shown on the Progress tab of the Character window; free entry is marked by a filled star, while paid entry is marked by an empty star.
+
  
* Tier 1 - Depth 0-7; always free entry
+
* Tier 1 - Depth 0-7
* Tier 2 - Depth 8-17; paid entry: 200 crowns
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* Tier 2 - Depth 8-17
* Tier 3 - Depth 18-28
+
* Tier 3 - Depth 18-29
  
 
=== Level Rotation ===
 
=== Level Rotation ===
Aside from levels having multiple possible versions, the next depth's level changes in real time if there is more than one possible level for that depth. The current next level can be seen on the monitor at the lift to the next depth, and on the Gate Map of your current adventure, which is accessed from the [[Image:Icon-settings.png|25px]] Main Menu icon in the top left corner of the screen.
+
Aside from levels having multiple possible versions, the next depth's level changes in [[Time|real time]] if there is more than one possible level for that depth. The current next level can be seen on the monitor at the lift to the next depth, and on the Gate Map of your current adventure, which is accessed from the [[Image:Icon-settings.png|25px]] Main Menu icon in the top left corner of the screen.
 
[[Image:Gates-Level rotation.png|thumb|A Gate Map showing both question mark and arrow depths.]]
 
[[Image:Gates-Level rotation.png|thumb|A Gate Map showing both question mark and arrow depths.]]
On the Gate Map, there is a line leading from your current level (marked with a red circle and a "person" icon) to the next location. Each possible level is divided by arrows pointing left or right, or a question mark. The arrows indicate in which direction the levels will move at the next interval of level rotation. These arrows can flip to become the opposite arrow, and the line leading to the next level can also change its path. Question marks mean that depth's next level is constantly changing, so the next level cannot be determined. With enough waiting, it is possible to take the most desirable route down, barring the randomized question marked depths.
+
On the Gate Map, there is a line leading from your current level (marked with a red circle and a "person" icon) to the next location. Each possible level is divided by arrows pointing left or right, or a question mark. The arrows indicate which direction the levels at the next depth are rotating in. Question marks mean that depth's next level is constantly changing, so the next level cannot be determined, and the line which usually indicates what the next level will be becomes a branch pointing to all possible levels. With enough waiting, it is possible to take the most desirable route down, barring the randomized [[File:Gate-Random.png|25px]] depths.
  
The interval at which depths can change the path varies or may be random. It is possible for the levels to move left/right and the line leading to the level to change at the same time, bypassing what should have been the "next" level entirely. Levels continue to rotate even as you play through your current one, so you may wait an elevator for the desired level to appear. The next level is not locked in until all party members step on the lift; the monitor may change while [[heat]] is being distributed, but the level has already been chosen.
+
The interval at which depths can change the path varies or may be random, although most of the time it changes around every 5 (3 to 7) minutes. It is possible for the levels to move left/right and the line leading to the level to change at the same time, bypassing what should have been the "next" level entirely. Levels continue to rotate even as you play through your current one, so you may wait an elevator for the desired level to appear. The next level is not locked in until all party members step on the lift; the monitor may change while [[heat]] is being distributed, but the level has already been chosen.
  
== Dormant Gates ==
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Each individual depth usually takes the same amount of time to rotate one level. This mean that depths which have previously taken extended periods of time to rotate will probably take extended periods of time to rotate again. While as aforementioned, depths ''usually'' change every 3 to 7 minutes, the complete range of possibilities lies between about 1:45 and 20 minutes.
[[File:Gates_In_Construction.png|thumb|right|Gates in the construction process.]]
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{{main|Gate construction}}
+
  
Dormant gates appear to the right side of the Arcade and have 8 days of gate construction before becoming active gates. You can see an exact day:hour:minute:second countdown indicator in the display when interacting with the mineral deposit area. During this time players can deposit [[minerals]] to create thematic levels within each stratum.
+
Additionally, the rate at which levels change ''appears'' to be dependent upon the direction of rotation of the current depth, and the direction of the next. There seems to be tendency towards longer wait times if both rotate the same direction, and a tendency towards shorter times if they rotate in opposite directions. This can be pictured as two overlapping gears(the two levels), from which the knight is about to drop from the top one to the bottom one(descending further into the clockworks). If they both rotate opposite directions, the knight will quickly pass over every possibility on the lower gear(shorter wait times). If they both rotate the same direction, then the closer they are to the same speed, the longer the knight will spend waiting for a specific level.<sup>[http://forums.spiralknights.com/en/node/22912]</sup>
 
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When the countdown timer reaches zero, the gate becomes active with whatever levels that have been constructed.
+
  
 
==Gate Names==
 
==Gate Names==
When a new gate is generated in the Arcade, it is assigned a color and a symbol to give it a name. Below is a list of known colors and symbols.
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When a new gate is generated in the Arcade, it is randomly assigned a color and a symbol to give it a name. Below is a list of known colors and symbols.
  
 
{{SKWindow
 
{{SKWindow
Line 79: Line 74:
 
||top}}
 
||top}}
 
}}
 
}}
 +
 +
There currently are 182 (= 13 colors * 14 symbols) possible combinations.
  
 
== Level Icons==
 
== Level Icons==
Clockwork tiers have '''level icons''' that denote the type of depth Knights will delve into. There are three things Knights should look for:
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Clockwork depths have '''level icons''' that denote the type of level Knights will delve into. There are three things Knights should look for:
  
*Background color: This indicates the element of the depth.
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*Background color: This indicates the elemental theme of the depth and determines which status ailments will appear.
*Icon: This determines the type of depth.
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*Icon: This determines the map style and layout of the depth.
*Icon color: This tells Knights what kind of monsters lurk in the depth.
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*Icon color: This tells Knights what kind of [[monsters]] lurk in the depth, and in turn which damage type to expect.
  
 
{{SKWindow
 
{{SKWindow
 
| title = Level combinations
 
| title = Level combinations
 
| body = {{SKCell
 
| body = {{SKCell
| '''Colors'''
+
| '''Background colors'''
*Grey
+
*Grey:
*Orange: [[Fire]]
+
[[File:Icon_Map_Theme_Normal.png|55px]]<br>Normal
*Green: [[Poison]]
+
 
*Turquoise: [[Shock]]
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*Orange:
*Blue: [[Freeze]]
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[[File:Icon_Map_Theme_Fire.png|55px]]<br>{{status|fire}} [[Fire]]
 +
 
 +
*Blue:
 +
[[File:Icon_Map_Theme_Freeze.png|55px]]<br>{{status|freeze}} [[Freeze]]
 +
 
 +
*Green:
 +
[[File:Icon_Map_Theme_Poison.png|55px]]<br>{{status|poison}} [[Poison]]
 +
 
 +
*Turquoise:
 +
[[File:Icon_Map_Theme_Shock.png|55px]]<br>{{status|shock}} [[Shock]]
 +
 
 +
*Ultramarine:
 +
[[File:Icon_Map_Theme_Sleep.png|55px]]<br>{{status|sleep}} [[Sleep]]
 +
 
 
||top}}{{SKCell
 
||top}}{{SKCell
| '''Icons'''
+
| '''Icons'''<br/>{{SKMapIcons}}
*Home: [[Subtown]]
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||top}}{{SKCell| '''Icon colors'''
*Compass dial: [[Terminal]]
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*Yellow:
*Gear: [[Clockwork Tunnels]]
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[[File:Gate-Clockwork-Beast.png|55px]]<br/>{{Monster_Icons|Beast}} [[Beast|Beasts]]
*Beasts: [[Lichenous Lair]], [[Wolver Den]], or [[Devilish Drudgery]]
+
 
*Shield: [[Battle Arena]]
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*Brown:
*Sky island: [[Jigsaw Valley]] or [[Starlight Cradle]]
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[[File:Gate-Deconstruction_Zone.png|55px]]<br/>{{Monster_Icons|Construct}} [[Construct|Constructs]]
*City buildings: [[Cities]]
+
 
*Clover: [[Treasure Vault]]
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*Blue:
*Tombstone: [[Graveyard]]
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[[File:Gate-Clockwork-Fiend.png|55px]]<br/>{{Monster_Icons|Fiend}} [[Fiend|Fiends]]
*Castle tower: [[Scarlet Fortress]] or [[Royal Jelly Palace]]
+
 
*Large monster head: [[Mini-boss fight]]
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*Orange:
*Skull: [[Vanaduke]]
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[[File:Gate-Clockwork-Gremlin.png|55px]]<br/>{{Monster_Icons|Gremlin}} [[Gremlin|Gremlins]]
||top}}{{SKCell| '''Icon color'''
+
 
*Pink: [[Slime|Slimes]]
+
*Pink:
*Light orange: [[Beast|Beasts]]
+
[[File:Gate-Clockwork-Slime.png|55px]]<br/>{{Monster_Icons|Slime}} [[Slime|Slimes]]
*Dark orange: [[Gremlin|Gremlins]]
+
 
*Dark blue: [[Fiend|Fiends]]
+
*Grey:
*Light blue: [[Zombie|Zombies]]
+
[[File:Gate-Clockwork-Undead.png|55px]]<br/>{{Monster_Icons|Undead}} [[Undead|Undead]]
*Grey: [[Construct|Constructs]]
+
 
 
||top}}}}
 
||top}}}}
  
 
== Stratum Themes ==
 
== Stratum Themes ==
Each gate can have up to 6 strata. A tier has 2 strata.  The themes can be seen in the totem, and in the case of dormant gates they can also be seen in the gate construction information.  There are 10 possible stratum themes.
+
{{main|Stratum}}
 +
Each gate can have up to 6 different strata. These themes can be seen in the totem.  There are 11 possible [[stratum]] themes.
  
 
{{SKWindow
 
{{SKWindow
 
| title = Stratum Themes
 
| title = Stratum Themes
 
| body =  
 
| body =  
{{SKWindow/Cell|[[Image:Gate_Icon-Beast.png‎]]<br />'''Beast'''|center}}
+
{{SKWindow/Cell|[[Image:Gate_Icon-Beast.png|55x55px]]<br />'''Beast'''|center}}
{{SKWindow/Cell|[[Image:Gate_Icon-Construct.png‎]]<br />'''Construct'''|center}}
+
{{SKWindow/Cell|[[Image:Gate_Icon-Fiend.png|55x55px]]<br />'''Fiend'''|center}}
{{SKWindow/Cell|[[Image:Gate_Icon-Fiend.png‎]]<br />'''Fiend'''|center}}
+
{{SKWindow/Cell|[[Image:Gate_Icon-Gremlin.png|55x55px]]<br />'''Gremlin'''|center}}
{{SKWindow/Cell|[[Image:Gate_Icon-Fire.png]]<br />'''Fire'''|center}}
+
{{SKWindow/Cell|[[Image:Gate_Icon-Slime.png|55x55px]]<br />'''Slime'''|center}}
{{SKWindow/Cell|[[Image:Gate_Icon-Freeze.png]]<br />'''Freeze'''|center}}
+
{{SKWindow/Cell|[[Image:Gate_Icon-Undead.png|55x55px]]<br />'''Undead'''|center}}
{{SKWindow/Cell|[[Image:Gate_Icon-Gremlin.png‎]]<br />'''Gremlin'''|center}}
+
{{SKWindow/Cell|[[Image:Gate_Icon-Construct.png|55x55px]]<br />'''Construct'''|center}}
{{SKWindow/Cell|[[Image:Gate_Icon-Poison.png‎]]<br />'''Poison'''|center}}
+
{{SKWindow/Cell|[[Image:Gate_Icon-Fire.png|55x55px]]<br />'''Fire'''|center}}
{{SKWindow/Cell|[[Image:Gate_Icon-Shock.png‎]]<br />'''Shock'''|center}}
+
{{SKWindow/Cell|[[Image:Gate_Icon-Freeze.png|55x55px]]<br />'''Freeze'''|center}}
{{SKWindow/Cell|[[Image:Gate_Icon-Slime.png‎]]<br />'''Slime'''|center}}
+
{{SKWindow/Cell|[[Image:Gate_Icon-Poison.png|55x55px]]<br />'''Poison'''|center}}
{{SKWindow/Cell|[[Image:Gate_Icon-Undead.png‎]]<br />'''Undead'''|center}}
+
{{SKWindow/Cell|[[Image:Gate_Icon-Shock.png|55x55px]]<br />'''Shock'''|center}}
 +
{{SKWindow/Cell|[[Image:Gate_Icon-Sleep.png|55x55px]]<br />'''Sleep'''|center}}
 
}}
 
}}
  
==See also==
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==Historical notes==
* [[Gate construction]]
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* As of {{release|2013-10-16}}, knights no longer need to [[gate creation|deposit minerals into dormant gates]] to create new ones.
 +
 
 +
==Other links==
 +
*{{de|Tore}}
 +
*{{es|Portales}}
 +
*{{fr|Porte}}
  
 
[[Category:Terminology]]
 
[[Category:Terminology]]

Latest revision as of 03:10, 10 May 2020

The parts of a gate platform include: The control panel and display monitor showing the gate symbol.
Gate totems show the current levels

Gates are entrances into the Clockworks used by the Spiral Knights to explore Cradle.

There are three parts in a gate:

  • Control Panel - Used to start an expedition
  • Display Monitor - Visually shows the gate's name
  • Totem - Shows the current strata themes

Gates

The Arcade features four active gates in rotation all the time and are open for exploration by knights. Gate themes are randomly generated and have different thematic levels. However, the random generation prevents two themes from occupying the same tier.

To open a gate, go to the Control Panel and use the ATTACK key [or come into contact with the console] to access the options. Interacting with a gate console opens the mission UI with the appropriate gate selected.

Tiers and Strata

Each gate contains three tiers of increasing difficulty separated by subtowns. Each tier is subdivided into two strata, each containing 3-5 floors populated with levels appropriate to the stratum's theme. Between these strata lies a Clockwork Terminal, a safe floor where you can change equipment, heal yourself, buy recipes from Basil, and access the Supply Depot.

Players can enter the gate at the start of a tier or by joining an existing adventuring party. All levels end with an elevator allowing knights to either descend to the next floor, or return to Haven, however the elevators leading to a subtown or terminal will descend automatically.

Tiers

  • Tier 1 - Depth 0-7
  • Tier 2 - Depth 8-17
  • Tier 3 - Depth 18-29

Level Rotation

Aside from levels having multiple possible versions, the next depth's level changes in real time if there is more than one possible level for that depth. The current next level can be seen on the monitor at the lift to the next depth, and on the Gate Map of your current adventure, which is accessed from the Icon-settings.png Main Menu icon in the top left corner of the screen.

A Gate Map showing both question mark and arrow depths.

On the Gate Map, there is a line leading from your current level (marked with a red circle and a "person" icon) to the next location. Each possible level is divided by arrows pointing left or right, or a question mark. The arrows indicate which direction the levels at the next depth are rotating in. Question marks mean that depth's next level is constantly changing, so the next level cannot be determined, and the line which usually indicates what the next level will be becomes a branch pointing to all possible levels. With enough waiting, it is possible to take the most desirable route down, barring the randomized Gate-Random.png depths.

The interval at which depths can change the path varies or may be random, although most of the time it changes around every 5 (3 to 7) minutes. It is possible for the levels to move left/right and the line leading to the level to change at the same time, bypassing what should have been the "next" level entirely. Levels continue to rotate even as you play through your current one, so you may wait an elevator for the desired level to appear. The next level is not locked in until all party members step on the lift; the monitor may change while heat is being distributed, but the level has already been chosen.

Each individual depth usually takes the same amount of time to rotate one level. This mean that depths which have previously taken extended periods of time to rotate will probably take extended periods of time to rotate again. While as aforementioned, depths usually change every 3 to 7 minutes, the complete range of possibilities lies between about 1:45 and 20 minutes.

Additionally, the rate at which levels change appears to be dependent upon the direction of rotation of the current depth, and the direction of the next. There seems to be tendency towards longer wait times if both rotate the same direction, and a tendency towards shorter times if they rotate in opposite directions. This can be pictured as two overlapping gears(the two levels), from which the knight is about to drop from the top one to the bottom one(descending further into the clockworks). If they both rotate opposite directions, the knight will quickly pass over every possibility on the lower gear(shorter wait times). If they both rotate the same direction, then the closer they are to the same speed, the longer the knight will spend waiting for a specific level.[1]

Gate Names

When a new gate is generated in the Arcade, it is randomly assigned a color and a symbol to give it a name. Below is a list of known colors and symbols.

Gate Name Combinations
Colors
  • Amber
  • Copper
  • Coral
  • Dark
  • Diamond
  • Emerald
  • Golden
  • Iron
  • Jade
  • Onyx
  • Ruby
  • Sapphire
  • Silver
Symbols
  • Bishop
  • Clover
  • Falcon
  • King
  • Knight
  • Lion
  • Pawn
  • Phantom
  • Queen
  • Rook
  • Serpent
  • Skull
  • Sun
  • Titan

There currently are 182 (= 13 colors * 14 symbols) possible combinations.

Level Icons

Clockwork depths have level icons that denote the type of level Knights will delve into. There are three things Knights should look for:

  • Background color: This indicates the elemental theme of the depth and determines which status ailments will appear.
  • Icon: This determines the map style and layout of the depth.
  • Icon color: This tells Knights what kind of monsters lurk in the depth, and in turn which damage type to expect.
Level combinations
Background colors
  • Grey:

Icon Map Theme Normal.png
Normal

  • Orange:

Icon Map Theme Fire.png
Icon status fire.png Fire

  • Blue:

Icon Map Theme Freeze.png
Icon status freeze.png Freeze

  • Green:

Icon Map Theme Poison.png
Icon status poison.png Poison

  • Turquoise:

Icon Map Theme Shock.png
Icon status shock.png Shock

  • Ultramarine:

Icon Map Theme Sleep.png
Icon status sleep.png Sleep


Icons
Icon Map Boss.png
Boss
Icon Map Munitions1.PNG
Ironclaw Munitions Factory
or
Interface-icon-PvE.png Event Dangerous Mission: Grinchlin Assault!
or
Complex 357
Icon Map Castle.png
Firestorm Citadel
or
Royal Jelly Palace
or
Scarlet Fortress
Icon Map City.png
Concrete Jungle
or
Dark City
Icon Map Miniboss.png
Briar Bone Barrage
or
Stygian Steeds
or
Torporal Titan
or
Camp Crimson
Icon Map Candlestick Keep.png
Candlestick Keep
Icon Map Clockwork.png
Clockwork Tunnels
or
Compact Area
or
Deconstruction Zone
or
generic locations
Gate Icon-Swarm2.png
Shadow Lair
Gate-Gloaming Wildwoods.png
Gloaming Wildwoods
Gate-Graveyard.png
Graveyard
Icon Map Island.png
Aurora Isles
or
Jigsaw Valley
or
Starlight Cradle
or
Sunset Steppes
Gate-Generic Lobby.png
Party Lobby
Icon Map Monsters.png
Devilish Drudgery
or
Lichenous Lair
or
Wolver Den
Icon Map Shield.png
Battle Arena
Icon Map Compound.png
Compound
Gate-The Sanctuary.png
The Sanctuary
Gate-Terminal.png
Terminal
Icon Map Town.png
Subtown
Icon Map Treasure.png
Treasure Vault
Gate-Random.png
Random level
Gate-Core.png
The Core
Icon colors
  • Yellow:

Gate-Clockwork-Beast.png
Gate Icon-Beast.png Beasts

  • Brown:

Gate-Deconstruction Zone.png
Gate Icon-Construct.png Constructs

  • Blue:

Gate-Clockwork-Fiend.png
Gate Icon-Fiend.png Fiends

  • Orange:

Gate-Clockwork-Gremlin.png
Gate Icon-Gremlin.png Gremlins

  • Pink:

Gate-Clockwork-Slime.png
Gate Icon-Slime.png Slimes

  • Grey:

Gate-Clockwork-Undead.png
Gate Icon-Undead.png Undead

Stratum Themes

Each gate can have up to 6 different strata. These themes can be seen in the totem. There are 11 possible stratum themes.

Stratum Themes
Gate Icon-Beast.png
Beast
Gate Icon-Fiend.png
Fiend
Gate Icon-Gremlin.png
Gremlin
Gate Icon-Slime.png
Slime
Gate Icon-Undead.png
Undead
Gate Icon-Construct.png
Construct
Gate Icon-Fire.png
Fire
Gate Icon-Freeze.png
Freeze
Gate Icon-Poison.png
Poison
Gate Icon-Shock.png
Shock
Gate Icon-Sleep.png
Sleep

Historical notes

Other links

  • Deutscher Artikel: Tore
  • Artículo en español: Portales
  • Article en français: Porte
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