Difference between revisions of "Sandbox"
From SpiralKnights
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{{AccessorytableSpecial/row|Sunshine|Aura| | {{AccessorytableSpecial/row|Sunshine|Aura| | ||
Yellowish rays of light radiate outwards from the player's chest area. | Yellowish rays of light radiate outwards from the player's chest area. | ||
− | + | *Overworld: puts a golden ring of light under the player's feet. | |
− | Overworld: puts a golden ring under the player's feet. | + | |
|| | || | ||
*[[Solstice Prize Box|June Solstice Prize Box 2012]] | *[[Solstice Prize Box|June Solstice Prize Box 2012]] |
Revision as of 05:12, 8 June 2014
Contents |
An Aura is an accessory that can be attached to the Armor Aura slot via Bechamel. Depending on the aura, this accessory can add a variety of Special Effects to a player's appearance, such as glowing, shedding, trailing, and so on. Some auras affect more parts of the body than others (leafy aura will put leaves on the body and head), but most effects are isolated to the chest area. Many entities in the game have their own aura-like effects, such as the dust that comes off of Zombies. Others have an an aura that mimics an extant aura accessory (or the aura mimics this effect), such as the character Biscotti's Sprinkle Aura.
List of Aura Accessories
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Notes
- Using this list: You can use this table to navigate to individual pages that feature animations of these accessories. Simply click on the image in the overworld column that you wish to see animated, and you will go to its file page - where it should animate if you're using a browser or plug-in that acknowledges APNG files.
- If an image is animated, it will have a box on the page saying so. Only a few images are animated in the so far. Editors might replace PNG with APNG (using the same file location), but this takes a lot of time and effort. Until then, use the text in the Notes column to help get a dynamic mental picture of the aura.
- Many of these animations are not "perfect loops". This is because the full cycle of the item is too long (which generates a file size that is too large), or too random and/or complicated to create a seamless loop. The purpose of these animations is to portray more information about the aura, and while it would be very wonderful to have perfect loops to stare at all day, that is not the primary goal of these visuals.
- If the knight in the Overworld animation isn't walking, the aura either doesn't leave a trail, or the trail isn't a guaranteed (consistent) effect (as with hacked).
- Note: for the Notes column, if an "Overworld" or "Audio" segment isn't included, then that aura does not have important behaviors related to those effects.
These accessories are usually available as a "rare" from prize boxes, and many have shown up in the Supply Depot and Featured Auction House. Thus, availability of these accessories is rather transient (and sometimes difficult to state officially, as with twinkle or things from lockboxes that have also shown up on the Featured Auction House many times). It would be prudent to frequently check the News Blog, Admin Forum Posts, the Featured Auction House, and the Supply Depot if you wish to obtain these accessories.
Trivia
- Prismatic Aspect: Twilight and Hacked are generally prismatic.
- The Sprinkle Aura was the first aura to be available from two entirely different prize boxes (Anniversary and Gourmet).
- The Soaked Aura was the first aura to have its own audio noises.
- According to Nick, the Unclean Aura is a reference to the game "Deadly Premonition"; the main character would attract flies if he did not change his suit for a period of time. In spiral there seems to be a set amount of flies around, but in the aforementioned game, the main character would start off with one insect, and then they could grow into a swarm. [1]
- The Soaked aura has icon art that is very similar to the icon art for Sunshine, despite the soaked aura being rather damp. This is to maintain the "fun in the sun" attitude of the Splash Promo.
- *Bug*: The Twilight Aura is designed to be trailing, but currently only one firefly is not locked to the player's movement.