User:Loneliest

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Possibly Not so Obvious Things That are Good for Beginners to Know

  • Fullscreen modes do not have to render the desktop at the same time, therefore they have a tendency to have less graphical lag than expanded window modes.
  • A computer may have up to three accounts.
  • Mist energy is used up before crystal energy.
  • Mist energy is shared between accounts on the same computer if they are free accounts. If one of them is a paid account(at one point having had bought crystal energy with real money at least once), then this does not occur. Accounts on the same network will not share mist energy; this only applies to accounts on the same computer.
  • Mist energy is recovered at a rate of 1 every 15 minutes, regardless of being logged in or out, therefore it would take 22 hours to recover 100 mist energy, which is the maximum capacity.
  • Crowns are shared in a party and the amount a member receives does not decrease with increased party size.
  • Minerals are shared in a party and the amount a member receives does not decrease with increased party size. Therefore it is more advantageous to have more members because only one mineral may be held by a player at a time. Minerals appear in one of four sizes: small, medium, large, and huge. Minerals are not redeemed until a party uses the lift at the end of a depth.
  • Heat is shared in a party and the amount a member receives does not decrease with increased party size. Heat is evenly distributed to equipment a player is wearing. Heat is not redeemed until a party uses the lift at the end of a depth.
  • Hearts drop one instance of themselves for each person in a party and disappear over time.
  • Material and equipment drops go to one random person in a party.
  • Pickups and vitapods go to the person who picks them up and may be dropped by dragging and dropping.
  • Monsters have an increase in status when there is an increased party size and in certain areas, such as graveyards, the number of enemies may also increase with increased party size.
  • When at a lift at the end of a depth, one may wait for the icon on the lift to change. While inside a gate, one may check the gate map in top left corner of the screen to see which icon the lift's icon will change into. Arrows between icons on the gate map indicate which direction the icons will rotate, not pointing to the icon the icon will turn into, as commonly assumed. Depths that contain a Treasure Vault or Graveyard will always be unpredictable in their destination prior to using the lift, however.
  • Vendors in towns, with the exception of Kozma, Brinks, and Boost, will have their wares change at 12:00 AM (Midnight) PST.
  • Each player may only buy one copy of each recipe from Basil in each instance.
  • Basil's recipes are randomized and change with each instance of a gate. Members who break off from the party, whether from the terminal itself or prior depths, and remain in the same instance of a gate and continue to Basil, will still find Basil to have the same wares.
  • Tier 1 Basil sells 1 to 2 star recipes, Tier 2 Basil sells 2 to 4 star recipes, and Tier 3 Basil sells 4 to 5 star recipes.
  • 1 star recipes cost 250 crowns, 2 star recipes cost 1000 crowns, 3 star recipes cost 5500 crowns, 4 star recipes cost 15000 crowns, and 5 star recipes cost 45000 crowns.
  • For crafting recipes, apart from materials, 1 star recipes have a 200 crown and 10 energy cost, 2 star recipes have a 400 crown and 50 energy cost, 3 star recipes have a 1000 crown and 100 energy cost, 4 star recipes have a 2500 crown and 200 energy cost, and 5 star recipes have a 5000 crown and 300 energy cost.
  • To permanently waiver the 200 crown lift fee to tier 2 for a gate, one must simply ride the lift from depth 7 to depth 8. Talking to the Spiral Warden or taking the lift out of Moorcroft Manor is not necessary.
  • To permanently waiver the 500 crown lift fee to tier 3 for a gate, one must simply ride the lift from depth 17 to depth 18. Talking to the Spiral Warden or taking the lift out of Emberlight is not necessary.
  • Poison will decrease damage, decrease defense, prevent healing, and cause damage upon healing for enemies. For players it merely reduces attack power and prevents healing, but a remedy may still be used to cure it.
  • Shock will, at random intervals, interrupt what its victim is doing, rendering them immobile and unable to attack or defend for several seconds and causing slight damage to the victim and targets surrounding it. Enemies in the middle of attack animations will not have their attacks interrupted by shock, however. Quicksilvers are healed by shock.
  • Fire will cause continuous damage over time, which may interfere with charge attacks or holding vials, similar to being struck. Players may spread fire to enemies by being near them. Oilers are healed when caught on fire and secret oil slick on the surrounding floor which may also become a fire floor hazard when a burning oiler, burning player, or fire attack from an enemy, such as a Red Rover, touches the oil slicks. Freeze will douse burning enemies. Ice Cubes may freeze a burning enemy by attacking near them.
  • Freeze will cause both players and enemies to become immobile, yet still being able to attack and defend, until they naturally thaw over time or they are struck free, whether by a player or enemy. If an enemy naturally thaws, it will take damage, unlike a player. Fire will melt frozen enemies.
  • Curse will cause a target to take damage whenever it attempts to attack or use a skill. For players, only certain curse-marked vials and weapons will be affected when inflicted with the status.
  • Stun will reduces the movement speed and attack speed of a target.
  • Sleep will cause a target to be immobile and unable to do anything until either the duration is over or they are struck. Sleeping targets recover a small amount of life over time. Remedies are also unusable while under sleep status.
  • Damage bonuses on equipment and poison status do not affect damage taken over time from fire, damage over time from shock, or natural thawing damage from freeze. They do, however, affect the blast damage or elemental damage from bombs and the status inducing attacks themselves.
  • Elemental resistance will not reduce the damage over time caused by fire or shock. Required resistance for those are fire resistance and shock resistance on armors, respectively.
  • Damage bonus that is innate on armor will not only increase regular damage bonus on weapons, but also boost a specific "damage vs enemy type" bonus if it already exists.
  • If attempting to craft an item with a specific Unique Variant, it is more economic to craft the lowest level of an item in the crafting series. For example, if one wanted to create a Very High Charge Time Reduction UV on an Ash of Agni(5*), it would be better to simply keep making Haze Bombs(1*) until one has the desired UV, then transferring that UV when crafting it into a Fiery Atomizer(2*), then transferring the same UV when crafting it into Fiery Atomizer MK II(3*), then transferring the same UV when crafting it into Fiery Vaporizer(4*), and finally transferring the same UV when crafting it into Ash of Agni(5*).
  • Brink sells Hearthstones, which cost 5 Primal Sparks each, yet may be sold to a vendor for 1200 crowns.
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