Difference between revisions of "Heat"
From SpiralKnights
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− | [[Image:Heat_Acquired-elevator.png|right|thumb|200px|Leveling up a | + | [[Image:Heat_Acquired-elevator.png|right|thumb|200px|Leveling up a 3-star helmet, 0-star armor, 5-star sword and 3-star bomb.]] |
When a knight steps on the elevator at the end of the level, that knight's accumulated heat is distributed across all of the knight's items that is equipped and heatable. An animation shows the knight's heat draining into these items. Items that are already fully heated, items in costume slots, and trinkets are not heatable. The fastest way to heat a particular item is to ensure that no other equipped items are heatable. | When a knight steps on the elevator at the end of the level, that knight's accumulated heat is distributed across all of the knight's items that is equipped and heatable. An animation shows the knight's heat draining into these items. Items that are already fully heated, items in costume slots, and trinkets are not heatable. The fastest way to heat a particular item is to ensure that no other equipped items are heatable. |
Revision as of 22:39, 19 May 2013
Every weapon, shield, helmet, and suit possesses an attribute called heat. When such an item is used in battle in the Clockworks, it gradually acquires more and more heat, and progresses from heat level 1 to heat level 10. With each new heat level, the item's performance improves slightly. When the item reaches heat level 10, it is deemed complete, and does not heat further. In addition to bringing slight improvements to an item, heat plays a role in the crafting process for high-star items. A heat amplifier increases the rate at which a knight earns heat.
Acquiring Heat
Heat is acquired in the Clockworks, when the knight picks up a special kind of consumable called an ember. Embers drop from defeated monsters and from treasure boxes. Embers come in three sizes (small, medium, and large) indicating their heat content. Like crowns, embers are replicated across the party — whenever one knight picks up an ember, all knights get that ember. Embers despawn in 120 seconds if not picked up.
On any given Clockworks level, the heat that the knight has earned thus far is shown in the heat meter, which is located next to the health meter in the heads-up display (HUD). The heat meter appears as a tiny flame that intensifies as heat is acquired. There is no limit to the heat that a knight can earn on a level. Even when the heat meter is maxxed out, more heat can be acquired.
When a knight dies, he or she loses 30% of the heat collected thus far on the level. If the knight is revived by another knight, then the lost heat is given to the reviver. This rule gives knights an incentive to revive each other.
Applying Heat
When a knight steps on the elevator at the end of the level, that knight's accumulated heat is distributed across all of the knight's items that is equipped and heatable. An animation shows the knight's heat draining into these items. Items that are already fully heated, items in costume slots, and trinkets are not heatable. The fastest way to heat a particular item is to ensure that no other equipped items are heatable.
Higher-star items require more heat to gain a heat level than low-star items do. High-heat items require more heat to gain a heat level than low-heat items do. For example, in a single Clockworks level, a 3-star item at heat level 1 may shoot up to heat level 3, while a 5-star item at heat level 8 may make scant progress toward heat level 9.
If a knight leaves the level before the elevator (by returning to Haven or logging off), then the knight's heat is lost without being applied to the knight's equipment. Similarly, if a knight is left dead while the party boards the elevator, then the heat is lost. (However, the knight automatically descends to the next level with the party, and is revived with three bars of health.)
Effects
A player can inspect an item's heat by hovering the mouse over the item in the knight's Arsenal. The displayed graphic shows the item's heat level and progress toward the next heat level.
The statistics bars displayed on an item show the current stats in light blue, and the potential stats, to be fulfilled at heat level 10, in darker blue. These stats improve incrementally, when each new heat level is attained. They do not improve gradually within a single heat level, however. Weapon speed, status resistances, and shield health are never improved by heating.
At certain heat levels, weapons and armor receive special bonuses. At heat level 5, a weapon automatically receives Charge Time Reduction: Low. At heat level 10, a weapon automatically receives CTR: Medium. At heat level 5, most helmets and armor suits receive a +1 health bonus. (The health bonuses on Scarlet Shield and the 0-star Vitasuit do not level.)
Heat affects the crafting of high-star items as follows. A 3-star item must attain heat level 5 before it can be upgraded to 4 stars. A 4-star item must attain heat level 10 before it can be upgraded to 5 stars. Other than these minimum requirements, heat has no effect on the quality of the upgrade. Upgraded items always begin at heat level 1.