User:Jdavis
From SpiralKnights
I'm far from the best player in the game, but I've been playing for a while, so I thought I might share some of my hard-won knowledge with less-experienced players, and try to clear up some misconceptions that seem to be common. Have any comments or questions? Feel free to contact me on my talk page.
Contents
Damage and Status Effects
Damage is the single most important aspect of the rules of Spiral Knights to understand. There are four types of damage: normal, piercing, elemental, and shadow. The damage type that you inflict is determined by the weapon you're using. Your resistance to damage is determined by your armor. The damage inflicted and resisted by a monster is determined by what monster family it's in and how deep in the Clockworks it is.
Completely separate from the four kinds of damage are the seven kinds of status effect: fire, freeze, shock, curse, poison, stun, and sleep. New players often confuse damage and status effects, because they frequently arrive together. For example, suppose that a gun puppy fires an ice ball that hits you. The ice ball does two distinct things: It deals elemental damage to you (which lowers your health) and it induces the freeze status (which makes you unable to move your feet).
There is one relationship between damage and status: The fire, shock, and curse statuses result in damage. For example, when you are on fire, you periodically take damage from it, until it subsides. The damage is of its own special kind. Neither normal, nor elemental, nor piercing, nor shadow armor will lessen damage from fire; only fire-resistant armor lessens it. I am pretty sure that the same is true of damage from shock. I'm not sure about the damage that you do to yourself while cursed.
Try to acquire weapons that inflict status effects; all of them are useful to inflict on monsters. Try to acquire armor that protects against fire, freeze, and shock, because these are serious and common. Curse is very serious but less common. Poison is less serious and less common. Stun mainly happens when a lumber or trojan hits you, and the solution is not to let them hit you. I have never seen a monster inflict sleep.
As far as damage goes, you're going to need to memorize the following table.
Monster Family | Vulnerable To | Neutral To | Resistant To | Inflicts |
Slimes | Shadow | Elemental, Normal | Piercing | Piercing |
Gremlins | Shadow | Piercing, Normal | Elemental | Elemental |
Beasts | Piercing | Shadow, Normal | Elemental | Piercing |
Fiends | Piercing | Elemental, Normal | Shadow | Shadow |
Undead | Elemental | Piercing, Normal | Shadow | Shadow |
Constructs | Elemental | Shadow, Normal | Piercing | Elemental |
Let's start with the right-most column of the table. First, there are some exceptions to how monster families inflict damage; for example, Slag Guards are undead but deal elemental damage. Second, on Stratum 1 monsters don't actually inflict their preferred damage type; they inflict normal damage. As you go deeper into the Clockworks, monsters increasingly inflict their preferred damage. By Stratum 6, some monsters are dealing pure non-normal damage, while others are still dealing a mixture of normal and non-normal damage. For your first big set of armor, you'll want to cover all four damage types. After that, get armor pieces that let you build specialized armor configurations, for example for the Firestorm Citadel. Before you enter any deep stratum of the Clockworks, examine the gate map and try to guess which of your armor configurations is most suitable.
Now consider the vulnerabilities and resistances of the monsters. Notice that all monsters are neutral to normal damage. This means that normal weapons are general-purpose, not specialized.
If you own only one high-star sword, then it should probably be normal (and in particular Leviathan Blade). But if you're into swords, then you do not want a normal sword at all. You want to own one piercing sword, one elemental sword, and one shadow sword. If you have three weapon slots, then consider carrying all three; switch among them, based on the monster that you're fighting at the moment, to inflict maximum damage. If you have only two weapon slots to spend on swords, then carry two of your three swords. For example, let's say that you're carrying your piercing sword and your elemental sword. Use the piercing sword on gremlins, beasts, and fiends. Use the elemental sword on constructs, undead, and slimes. In this way, you can deal huge damage to beasts, fiends, undead, and constructs, and moderate damage to slimes and gremlins; you're never dealing low damage. Similar remarks hold for other combinations of swords. Before you enter a stratum, check the gate map to see which two of your three swords seem most useful.
Similarly, if you own only one gun, then it should probably be normal, but if you're into guns, then you'll want to own one piercing gun, one elemental gun, and one shadow gun, and switch among them to deal as much damage as possible. If you like to play with a sword and a gun, as you started the game, then you could make them both normal, but consider making them distinct non-normal damage types instead. And what if you're into bombs? Then this damage-focused advice doesn't quite apply. Bombs are idiosyncratic, and bomb blasts often hit monsters of multiple families. For example, Graviton Vortex is the only shadow bomb, and it does very little damage, but it's valuable because it sucks monsters into a vortex, so that they can all be damaged by a subsequent attack.
Buying Guide
Do not buy 0-star or 1-star equipment. Just save up for 2-star equipment. Why? Well, 0-star equipment is no better than the equipment with which you begin the game. As for 1-star equipment, most of it is not upgradeable. That means that you'll have to buy 2-star equipment eventually, whether or not you buy 1-star equipment along the way. The 1-star stuff has no long-term value. Its short-term value is also not great: It's not much more effective than 0-star equipment, and it doesn't let you access any more of the Clockworks than does 0-star equipment.
When you're ready to buy 2-star equipment, start with the suit, helmet, and primary weapon. Then do your shield. I recommend this, because a shield protects you only while you are using it, and many beginning players are not great at using their shield yet. Then do your secondary weapon. And what should you buy? My first piece of advice is to plan based on 5-star items, not on 2-star items, because 2-star items are just temporary stepping stones on the path to 5-star items. One 2-star item may seem preferable to another 2-star item, but lead to a 5-star item that is not as good as the other's. Read up on every 5-star item on the Spiral Knights wiki.
Do you intend to be a pure swordsman, gunner, or bomber? If so, then consider armor specialized to those types (see below). If you have no idea what your weapon type is, or if you expect to use a mix (most players do), then consider armor that simply offers strong defense. For your first set of armor, you might want to strike a balance of different damage and status effect protections. For your next set of armor, you might want to get something ideal for the Firestorm Citadel or some other special situation. As far as weapons go, you want to be able to deal at least two types of special damage: piercing, elemental, or shadow. Then, by switching among your weapons, you will usually (4/6 of the time) be able to exploit your enemy's weakness, and you will never have to use a weapon on a monster, that it resists. Ideally, you would also have weapons that deal certain helpful status effects, such as poison, shock, or freeze. See my Damage and Status Effects tutorial.
As you work toward a 5-star item, consider buying the 2-star or 3-star version pre-crafted from another player (through the Auction House or not). Depending on energy prices, this may be more economical than crafting it yourself. You have fewer chances to acquire unique variants, but unique variants can be purchased from the gremlins later anyway.
Swords
Swords come in three vague speed/weight categories. Roughly speaking, fast swords use 5-stroke combos, do little damage per hit, have a short reach, and offer little knockback. Slow swords use 2-stroke combos, do a lot of damage per hit, have a long reach, and knock back a lot. Medium-speed swords use 3-stroke combos with middling damage/reach/knockback. As far as damage type goes, there are no pure elemental or shadow swords.
Name | Damage | Status | Combo | Notes |
Leviathan Blade | Normal | 3 | Great charge. | |
Cold Iron Vanquisher | Normal | 3 | Bonus Undead High. Great charge. Slower than Leviathan Blade. | |
Dread Venom Striker | Normal | Poison | 5 | Terrible charge. Good against Jelly King. |
Wild Hunting Blade | Normal | 5 | Bonus Beast High. Terrible charge. Not as good as Dread Venom Striker. | |
Sudaruska | Normal | Stun | 2 | |
Triglav | Normal | Freeze | 2 | |
Final Flourish | Piercing | 3 | ||
Fearless Rigadoon | Piercing | Stun | 3 | Less damage than Final Flourish. |
Furious Flamberge | Piercing | Fire | 3 | Less damage than Final Flourish. |
Barbarous Thorn Blade | Piercing | 3 | Same as Final Flourish, except in charge. | |
Combuster | Elem+Norm | Fire | 3 | |
Glacius | Elem+Norm | Freeze | 3 | |
Voltedge | Elem+Norm | Shock | 3 | |
Divine Avenger | Elem+Norm | 2 | Great charge. | |
Fang of Vog | Elem+Norm | Fire | 3 | Great charge. Charge can set user on fire. |
Acheron | Shad+Norm | 3 | ||
Gran Faust | Shad+Norm | Curse | 2 | Charge can curse user. |
If you're into swords, then seriously consider this equipment:
- Sword (Piercing): Final Flourish or Barbarous Thorn Blade (the other two seem less good)
- Sword (Elemental): Combuster, Glacius, Voltedge, Divine Avenger, or Fang of Vog (all seem good)
- Sword (Shadow): Acheron or Gran Faust (both are nice)
- Handgun: Valiance (for general purposes) or Argent Peacemaker or an elemental or piercing gun (for Firestorm Citadel)
- Bomb: Shivermist Buster or maybe Electron Vortex (for crowd control)
- Helmet: Divine Veil, Vog Cub Cap, or Skolver Cap
- Armor: Skolver Coat or Vog Cub Coat
- Shield: Grey Owlite Shield or Barbarous Thorn Shield
Handguns
Handguns come in two broad speed categories: Some guns let you walk while firing, while others do not. The latter require great care, but generally do more damage per hit. In comparison to swords, there are many more guns of pure piercing, elemental, or shadow damage, and very few guns of mixed damage. Bullet speed and range are also considerations. Thanks to player Culture for some of the range data here.
Name | Damage | Status | Clip | Range | Walk? | Notes |
Valiance | Normal | 3 | Y | |||
Volcanic Pepperbox | Normal | Fire | 1 | N | ||
Neutralizer | Normal | 3 | Y | Catalyzer-type. | ||
Supernova | Normal | 3 | Y | Higher damage at longer range. Irritatingly huge animation? | ||
Iron Slug | Normal | 2 | N | |||
Blitz Needle | Piercing | 2 | 9? | N | ||
Plague Needle | Piercing | Poison | 2 | N | ||
Callahan | Piercing | Stun | 2 | 7.2 | N | |
Magma Driver | Elemental | Fire | 2 | Y | ||
Hail Driver | Elemental | Freeze | 2 | 7 | Y | |
Storm Driver | Elemental | Shock | 2 | Y | ||
Nova Driver | Elemental | 2 | Y | |||
Polaris | Elemental | Shock | 3 | Y | Higher damage at longer range. Irritatingly huge animation. | |
Umbra Driver | Shadow | 2 | Y | |||
Biohazard | Shadow | Poison | 3 | Y | Catalyzer-type. | |
Argent Peacemaker | Elem+Pier | 6 | 8.2 | Y | Less desirable because damage is mixed, but good for Firestorm Citadel. | |
Sentenza | Shad+Pier | 6 | 7.6 | Y | Less desirable because damage is mixed, but good in player-vs.-player. |
If you're into guns, then you'll want one piercing gun, one elemental gun, and one shadow gun. For a great general-purpose sword to use with your guns, get Leviathan Blade. I've never worn gun-oriented armor, but the obvious choice is the Gunslinger Sash/Hat line, which has four 5-star versions with various strengths. You can mix and match these with shields to get either well-balanced armor or highly specialized armor. That's wonderful. See also the Gunslinger article and the forum thread Ask a Master Gunslinger Anything.
Bombs
I honestly don't know much about bombs, but here's some bomb information, just for completeness. Roughly, some bombs are used for damage, others for status effects, and others for controlling crowds of monsters. Damage type seems not to be the major consideration.
Name | Damage | Status | Notes |
Nitronome | Normal | Irritatingly huge animation. | |
Big Angry Bomb | Normal | Irritatingly huge animation. Not as good as Nitronome? | |
Irontech Destroyer | Normal | Irritatingly huge animation? Not as good as Nitronome? | |
Dark Briar Barrage | Piercing | ||
Electron Vortex | Elemental | Creates vortex that sucks in monsters. | |
Ash of Agni | Elemental | Fire | |
Shivermist Buster | Elemental | Freeze | My favorite weapon. |
Stagger Storm | Elemental | Stun | |
Venom Veiler | Elemental | Poison | |
Voltaic Tempest | Elemental | Shock | |
Graviton Vortex | Shadow | Creates vortex that sucks in monsters. Not as good as Electron Vortex? |
The preferred bombs seem to be Nitronome and Dark Briar Barrage for fast damage, Ash of Agni for slow damage, and Shivermist Buster and Electron Vortex for crowd control. Radiant Sun Shards, which is 4-star with no 5-star version, is also praised for damage. The obvious armor for bombers is the Spiral Demo Suit/Helm line, which has three 5-star versions. All offer normal/elemental protection, so you'll want to get piercing and shadow protection from other armor, unique variants, shields, and trinkets, for certain strata. See also the Bomber article.
Etiquette
Spiral Knights is designed to be a social game. By observing some rules of etiquette, you will keep your fellow players happy. On the other hand, if you're rude, even unintentionally, then advanced players will not want to be your friends.
Reviving
Every time a knight is revived with energy, his cost of reviving with energy doubles. Thus, reviving with energy gets very expensive as the expedition progresses. You never revive another knight with energy, unless he has agreed to it, because it makes his future revivals more costly. It is best to revive with health as much as possible, and save energy-reviving for when it is truly necessary. So when is it necessary?
First, when all of the knights in a party are dead, each knight should say his reviving cost out loud. Then the knight with the cheapest cost (usually) revives himself with energy, and goes around reviving the other knights using his health.
Second, in the Jelly King fight you always revive yourself with energy. Why? There are so many monsters clogging up the area, that other players can't get to you. Also, the Jelly King heals, so the entire party must be alive to deal damage to him as fast as possible. In this situation, it's probably okay to "revive all". And what if you find yourself in a Jelly King fight, without the energy to revive? Then you have already breached etiquette.
Teamwork
Learn how to drop pickups and vitapods (by dragging them to the floor with your mouse). When you come to the lift at the end of a level, and you decide to return to Haven rather than descend further, always drop your vitapod and all of your pickups, so that other players can grab them. Also, say "going up" so that your intentions are clear. If you die, and the other players are close to death, then drop your pills, so that someone can heal and revive you. In general, consider sharing pills with your teammates, so that everyone has at least one pill at all times.
I never kick people out of my party just because they're not very good, or because I need room for a friend who wants to join. That's being rude to my teammate. On the other hand, I do occasionally kick people who are acting selfishly. I particularly dislike people who stay away from the fight, waiting for everyone else to finish off the monsters, maybe raiding the treasure rooms while they do. That's terrible behavior.
Miscellany
Do not beg. Do not ask strangers for crowns, crystal energy, or anything else. If you want crowns, then sell something. If you need energy, then wait for your mist to refill. If you ask a friend for a loan, and they refuse, then accept it and move on. If someone in your party finds a material that you want, don't ask her for it; it's hers, not yours, by the luck of the draw.
Do not invite friends into disasters (everybody's dead on the ground in a danger room, with high reviving cost) unless you warn them ahead of time with a /tell. If you invite someone to join your party, and they decline, then don't harass them about it. That's a form of begging. Just accept it and move on.
Less experienced players should recognize that advanced players have different interests in fights and treasure. They should not regard advanced players as tour guides to help them through tough levels. More experienced players should anticipate the needs of less experienced ones. For example, an advanced player may want to leave the Royal Jelly Palace at the end of depth 16. If so, then he should inform the party, by the start of depth 15 at the latest, to avoid conflict with players who expected him to complete the stratum.
Some people never speak in the Clockworks, but I find that a little talking helps the party mood. Say "hi" when you join a party and "bye" or "thanks" when you leave. Don't get upset if you don't get a reply.
If you are playing Spiral Knights in your underwear, then keep some clothes nearby, in case you need to answer the door.