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| [[Category:Items]] | | [[Category:Items]] |
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Revision as of 19:54, 19 November 2015
A Pickup is an item that can be found in the Clockworks. Pickups are transient items, meaning that they will not be brought back to Haven with the player's knight.
Belt
Pickups are picked up by walking over them. They are added to your belt shown at the bottom of the screen. Press the numbers 4 - 7 to use a pickup. Vials are thrown and other items are consumed on the spot. There is room for only 3 pickups per slot of the same item in the belt, and you can only have one slot of each type.
Capsules
Capsules are used to affect your health or status. Press the numbers 4 - 7 to consume the capsule.
Note: if you are interrupted or attacked while using them you won't be healed and the capsule won't be consumed.
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Effect
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Capsule ★☆☆☆☆
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Super Capsule ★★★☆☆
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Ultra Capsule ★★★★★
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Description
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Health
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Health capsules replenish a knights health bar, and come in three different types: standard, super and ultra. They restore 3, 6 and 12 bars respectively.
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Remedy
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N/A
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N/A
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When consumed, remedy capsules remove afflictions you may have such as fire, curse, stun, etc. Currently the only status condition it cannot remove is sleep.
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Vials
Vials are thrown to affect a target's status. Press the numbers 4 - 7 (as default) to ready a vial and click the ATTACK key to throw the vial in the direction your knight is facing. All vials come in a more powerful variation with the same color as the lesser vial, shown as a larger bottle marked with a star. If a knight takes damage while holding a vial in preparation to throw it, it will be broken and potentially wasted.
Vials will destroy projectiles in their path when thrown. Vials thrown at projectiles that leave ground effects (Gremlin's mines, Chromalisk's spit) will cause the projectile to fall where the collision occurred. Rockets from Rocket Puppies will detonate on impact with a thrown vial. Other projectiles such as bullets from Gun Puppies will simply vanish when hit. In all cases, the vial will NOT be destroyed upon intercepting a projectile.
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Status
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Vial ☆☆☆☆☆
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Super Vial ★★☆☆☆
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Ultra Vial ★★★★☆
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Description
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Curse
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A Curse Vial will curse the target, making it take damage for each attack it executes.
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Fire
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A Fire Vial will temporarily set the target on fire and deals fire damage over time.
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Freeze
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A Freeze Vial will temporarily trap the target in a block of ice making it unable to move and turn, but still able to attack. If the target takes damage, the ice will be shattered.
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Poison
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A Poison Vial will temporarily poison the target. This will lower its attack power by 50% and defense power by 10%. This status will also cause the target to take damage if healed.
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Shock
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A Shock Vial inflicts shock on the target which interrupts its actions and causes damage at random intervals.
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Sleep
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A Sleep Vial will temporarily put the target to sleep, which will make the target unable to move or attack. Target will regenerate health while affected; this effect may be delayed.
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Stun
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A Stun Vial will temporarily stun the target, making it slower to move and attack.
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Barriers
Barrier summons two constantly rotating orbs around the user, akin to Drakon's Flame Barrier without the Defense Buff.
The duration of the orbs lasts approximately 8 seconds, inflicting a chance of Strong Status upon target. Barriers can also be used to open Treasure Boxes, hit Minerals, and destroy Blocks. It will not, however, stop incoming Rockets from Rocket Puppies along with other projectiles.
Barrier's Damage Table
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Stratum 1
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Stratum 2
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Stratum 3
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Stratum 4
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Stratum 5
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Stratum 6
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Elite Barrier
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9 - 16
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24 - 32
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33 - 49
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61 - 81
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104 - 137
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150 - 148
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Advanced Barrier
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? - ?
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? - ?
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? - ?
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? - ?
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? - ?
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? - ?
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Normal Barrier
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? - ?
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? - ?
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? - ?
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? - ?
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? - ?
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? - ?
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- All Barrier's share the same Damage despite their rank. However, Difficulty modifies the damage dealt.
- Rank only increases Status Strength.
Support
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Mecha Knight Kit
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☆☆☆☆☆
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Instantly creates a Mecha Knight for your protection.
Constructs your own Mecha Knight that will follow you as far as the next elevator and attack your foes. These constructs wield both a Tempered Calibur and Great Defender and will constantly attack monsters and defend against their projectiles until they run out of Health.
Mecha Knights will randomly suffer from the shock status condition and can spread it to nearby Knights and Monsters. These Mecha Knights act in the same way as derelict Mecha Knights once they get powered with energy.
There can be a infinite amount of Mecha Knights on the field but are often scarce in availability.
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Artillery Strike
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☆☆☆☆☆
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A portable beacon that when deployed, summons a barrage of powerful rockets.
The Artillery Strike will summon a barrage of 6 Rockets, landing in random spots around the vicinity of the drop location of the item.
Artillery Strike's Damage Table
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Stratum 1
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Stratum 2
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Stratum 3
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Stratum 4
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Stratum 5
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Stratum 6
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Missile Strike
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16 - 30
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44 - 58
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61 - 90
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109 - 138
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173 - 224
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245 - 262
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Auto Turret Kit
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☆☆☆☆☆
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Deploys an auto turret that fires at nearby hostiles
The Auto Turret Kit acts much akin to a Mecha Turret, providing a stationary turret that fires a laser, pushing targets around and dealing damage until the Turret expires.
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Ranger Signal Flare
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★★★★★
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A flare that signals a nearby Recon Ranger to provide support fire.
The Ranger Signal Flare will summon a Recon Ranger with an Autogun to appear and Deathmark one target, removing their defense completely for a split second and provide firearm support for a set duration.
Despite not having a visible Health Bar, they can be Knocked Out. This will cause them to instantly leave the field.
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See Also
Other links