Ironheart (Guild) / Guild Events

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March
Sunday Monday Tuesday Wednesday Thursday Friday Saturday
1.
2. 3. 4. 5. 6. 7. 8.Weekly
Arcade Race
9. 10. 11. 12. 13. 14. 15.Weekly
Arcade Race
16. 17. 18. 19. 20. 21. 22.Royal Jelly Palace
Arcade Race
23. 24. 25. 26. 27. 28. 29.Guild List
Clearing

and
Weekly
Arcade Race
30. 31.

Arcade Race

The Guild Master will designate a starting and ending point, wherein he will oversee the progress of the players.

Procedures

  • The participants must start at the starting point. If not, they will not be counted.
  • Given the "GO!" players are allowed to start their journey through the clockworks.
  • Once your party reaches the designated Depth, your party

Rules

  • Parties are allowed, but the prize may be split among party members.
  • Warping to another depth is not allowed, and the party will be disqualified immediately.
  • The prize will vary depending on the type of race it is.
  • If any party members aside from the ones that are initially in the party join, your team will be disqualified.
    • In that case, put your party to locked/restricted to prevent this.

Tips

  • Prioritize what you're going to do: Rush to the gate as fast as possible or grab boxes?
    • Check what depth your competitors are on! If you're ahead, you can probably spare some time to grab a few things along the way or pickups to help later on.
  • Set up your equipment and loadouts ahead of time so you don't have to fiddle with menus as much.
  • Dying takes a significant amount of time, especially when using a spark.
    Manage your health!
    • Grabbing health and remedy capsules for damage and status tanking can be beneficial!
      • Examples:
        1. Bypassing spike traps safely with health capsules.
        2. Bypassing shock panels safely with remedy capsules.
    • Try not to use sparks, using them for a race where you get rewards that would not compensate is generally a bad idea.

Types of Arcade Races, their dates, and Rewards

Next weekly Arcade Race is on March 29, 12PM PST.


The material of choice can NOT be event-exclusive or a Dark Ember.

The Convoy

Number of participants required: At least two parties of 1-3 participants.

This event is a bit different to typical Spiral Knights play. It is about protecting one person, the Carrier, from dropping their vial(s). They will drop their vial from being hit by a monster, a status panel, or any source of damage.
All other party members in the Carrier's party must take care to help the Carrier avoid from being hit.
This doesn't mean that the Carrier can not get hit once. Rather, the number of vials dropped are counted, and the party with the least dropped is the winner.

The Convoy event will take place in many scenarios, such as:

  • Missions
    • One mission
    • A series of missions
  • An Arcade Gate
  • Certain other special places....

Procedures

  1. The participants will group up at the Guild Hall initially to decide on parties.
  2. After the parties are made, the Guild Master will decide on the Carriers of the parties.
    • The Carriers will almost always be the Authorities of the Guild.
  3. The stages will be told to the parties, wherein they will then equip themselves accordingly.
  4. All parties will then head to the lobby of the beginning of the (series of) mission(s).
  5. After everyone is on the Lift/Elevator to the stage, the countdown will start, and the Carriers will go on 0.
  6. When the mission(s) are done, the number of vials dropped are counted, and the party with the least dropped, wins.

Rules

All Players

  • The reward is NOT split between the amount of players.
    • If Carriers are not Authorities, they will get the reward as well.
  • Warping to another depth is not allowed, and the party will be disqualified immediately.
  • The prize will vary depending on the number of missions and difficulty the parties tackle.
  • If any party members aside from the ones that are initially in the party join, your team will be disqualified.
    • In that case, put your party to locked/restricted to prevent this.

The Carrier can not be further than one room from the other players.

Carriers

  • The Carriers must be wearing identical armor, or standard issue 0-Star, Level 10 armor.
    • If the carrier loses their emergency revive and dies completely, the party's run is over.
  • Any thrown vials are not counted.
    • Carriers may throw a vial to remove barriers, capsules, and all other non-vial pickups
      • However, this can not be done while in the midst of combat.
  • Use of any capsules is not allowed.
  • If you are hit constantly while trying to take out a vial, the hits do not count unless the vial fully comes out and explodes from being damaged.
    • Remember, we are counting vials dropped.
  • Vials must always be held.
  • Funding for vials from Basil will be granted.

Protectors and Guardians

  • Refer to the All Players Section for now.

Tips

  • All players should practice and learn mob movements and behaviors!
  • Directional-ly influence the monsters from your Carrier, or just outright kill the monsters first.
  • Try to stay away from monsters and hazards, Carriers! But you can not always do that, so dodge to the best of your ability.
  • If you have extra vials, throw them to help out the party!
  • Shield Bumping and Bashing is great at moving enemies away from your Carrier.

Types of Convoys, their dates, and Rewards

There are currently none scheduled.
There will be some scheduled for April, though!

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