Difference between revisions of "Clockworks"

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The '''Clockworks''' is the enormous complex machinery that is the primary make-up of the planet [[Cradle]]. It is responsible for moving levels around inside each [[gate]], as well as [[gate construction|constructing gates]] and dungeons when [[minerals]] are put inside dormant gates before they open.
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The '''Clockworks''' is the enormous, complex machinery that is the primary make-up of the planet [[Cradle]]. It is responsible for moving levels around inside each [[gate]], as well as [[gate construction|constructing gates]] and dungeons when [[minerals]] are put inside dormant gates before they open.
  
The Clockworks is broken up into 3 tiers whose boundaries are represented by the [[subtown]]s. These Clockworks tiers represent the different zones of difficulty and monster strength in the world of [[Cradle]]. Access to the various tiers is granted by the [[Spiral Warden]] when a knight has the correct level of equipment and number of tokens. Any knight can explore a tier that has not been unlocked yet by being invited to join a [[party]] started by a knight with access.
 
  
== Clockwork Tier Clearance ==
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==Description==
[[Image:Progress-window.png|thumb|right|The Progress tab.]]
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Beneath the fractured crust of the planet of Cradle lies a mechanical behemoth containing worlds within worlds - a colossal network of ponderous machines, the Clockworks form a gargantuan artificial structure spanning the entire planet just below its surface. At each depth above and below its ever-turning gears rotate levels of iron discs housing numerous geo-globes: biospheres taken from foreign worlds, containing their own light sources, geology and creatures - and often their own weather.
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The mines within the Clockworks are travelled by [[gate]]s with biult-in elevators which grant access all the way to the [[core]] of Cradle. There are thirty depths from the gates in the [[Arcade]] to the final [[Clockwork Terminal]] above the Core, each depth capable of holding multiple levels; each level a different possible variation on status and monster themes.
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These gates are divided into 3 tiers of two [[stratum|strata]] each, whose boundaries are marked by [[subtown]]s.
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==Lore==
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The purpose, much less the origins, of the Clockworks is deeply mysterious. <!--But we will expound on some of those theories here, as put forth by a number of semi-reputable NPCs. And fix up the dorky flavour text. I assure you.-->
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==Tiers==
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Tiers are divisions covering 8-11 depths, including a [[subtown]] (or Party Lobby in the case of Tier 1) and a [[Clockwork Terminal]]. They are comprised of a number of [[stratum|strata]]. Each tier represents a specific range of difficulty for knights battling their way down the depths.
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=== Tier 1 ===
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Tier 1 is accessible to all knights who have reached [[Haven]] (i.e. completed [[List_of_missions|Crossing the Chasm]]), and runs from depth 0 (Party Lobby) to depth 7, the last level before [[Moorcroft Manor]]. It covers 8 depths.
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*The [[Clockwork Terminal]] is at depth 4, a place where knights may change their equipment, recover their health, and purchase supplies.
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*It is designed to be playable using 0-1 star equipment; higher-rated equipment receives a reduction in effectiveness.
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=== Tier 2 ===
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The second tier runs from Moorcroft Manor, through 9 levels down to [[Emberlight]], the town of Gremlin Outcasts. 
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The monsters in Tier 2 are more difficult to defeat than those found in Tier 1, being stronger, faster, and having more health than their Tier 1 counterparts. They also have a wider range of attacks available to them.
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* Clockwork Terminal: Depth 13.
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* Equipment rating: 2-3 star.
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=== Tier 3 ===
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The final tier is where only the most experienced knights should go. This tier encompasses the area from Emberlight (d18) down to the [[The Core|Core]]. Here a knight will want to have the best equipment available on Cradle, most of which is only available via crafting. Powerful beings such as [[Lord Vanaduke]] can be found dwelling within this tier. 
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The monsters in Tier 3 are far more dangerous, as apart from having increased stats all-round, they also have a full range of attacks and behaviours.
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*Clockwork Terminal: Depth 23.
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*Equipment rating: 4-5 star.
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=== Tier Clearance ===
 
{{main|Spiral Warden}}
 
{{main|Spiral Warden}}
The overarching Clockworks Tier Clearance in the progress tab of the Character window shows the overall progress of a knight in gaining access to all the tiers. Once a tier is unlocked, it will stay unlocked for that knight.
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Due to the increasing danger the further knights delve, knights must be granted clearance before they are able to lead parties into the deeper tiers of the Clockworks. Access to the various tiers is granted by the [[Spiral Warden]] when a knight has acquired the correct level of equipment.  
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Any knight can explore a tier that they have not yet been cleared for by being invited to join a [[party]] started by a knight with access.
  
 
== Equipment Reduction ==
 
== Equipment Reduction ==
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{{SKCell|none}}
 
{{SKCell|none}}
 
}}
 
}}
 
== Tier 1 ==
 
This is the first zone of the game, all knights who have left the [[Rescue Camp]] have immediate access to it. It extends downwards from the town of Haven, through 7 levels down to [[Moorcroft Manor]].
 
 
Depth 4 is a [[Clockwork Terminal]] where knights may change their equipment and purchase recipes from [[Basil]].
 
 
It is designed to be playable using 0-1 star equipment.
 
 
== Tier 2 ==
 
The second zone in the game exists down from Moorcroft Manor, through 9 levels down to [[Emberlight]], the town of Gremlin Outcasts.  The monsters in Tier 2 are generally more difficult than those found in Tier 1.
 
 
Depth 13 is a Clockwork Terminal where knights may change their equipment and purchase recipes from [[Basil]].
 
 
It is designed to be playable using 2-3 star equipment.
 
 
== Tier 3 ==
 
The final tier is where only the most experienced knights should go. This tier encompasses the area from Emberlight down to the [[The Core|Core]]. Here a knight will want to have the best equipment available on Cradle, most of which is only available via crafting. Powerful beings such as [[Lord Vanaduke]] can be found dwelling within this tier.  The monsters in Tier 3 are generally more difficult than those found in Tier 2.
 
 
Depth 23 is a Clockwork Terminal where knights may change their equipment, purchase recipes from [[Basil]], and access the [[Shadow Lair|Shadow Lair's Levels]].
 
 
It is designed to be playable using 4-5 star equipment.
 
  
 
== See Also ==
 
== See Also ==

Revision as of 22:07, 24 July 2012

The Clockworks is the enormous, complex machinery that is the primary make-up of the planet Cradle. It is responsible for moving levels around inside each gate, as well as constructing gates and dungeons when minerals are put inside dormant gates before they open.


Description

Beneath the fractured crust of the planet of Cradle lies a mechanical behemoth containing worlds within worlds - a colossal network of ponderous machines, the Clockworks form a gargantuan artificial structure spanning the entire planet just below its surface. At each depth above and below its ever-turning gears rotate levels of iron discs housing numerous geo-globes: biospheres taken from foreign worlds, containing their own light sources, geology and creatures - and often their own weather.

The mines within the Clockworks are travelled by gates with biult-in elevators which grant access all the way to the core of Cradle. There are thirty depths from the gates in the Arcade to the final Clockwork Terminal above the Core, each depth capable of holding multiple levels; each level a different possible variation on status and monster themes.

These gates are divided into 3 tiers of two strata each, whose boundaries are marked by subtowns.

Lore

The purpose, much less the origins, of the Clockworks is deeply mysterious.

Tiers

Tiers are divisions covering 8-11 depths, including a subtown (or Party Lobby in the case of Tier 1) and a Clockwork Terminal. They are comprised of a number of strata. Each tier represents a specific range of difficulty for knights battling their way down the depths.

Tier 1

Tier 1 is accessible to all knights who have reached Haven (i.e. completed Crossing the Chasm), and runs from depth 0 (Party Lobby) to depth 7, the last level before Moorcroft Manor. It covers 8 depths.

  • The Clockwork Terminal is at depth 4, a place where knights may change their equipment, recover their health, and purchase supplies.
  • It is designed to be playable using 0-1 star equipment; higher-rated equipment receives a reduction in effectiveness.

Tier 2

The second tier runs from Moorcroft Manor, through 9 levels down to Emberlight, the town of Gremlin Outcasts.

The monsters in Tier 2 are more difficult to defeat than those found in Tier 1, being stronger, faster, and having more health than their Tier 1 counterparts. They also have a wider range of attacks available to them.

  • Clockwork Terminal: Depth 13.
  • Equipment rating: 2-3 star.

Tier 3

The final tier is where only the most experienced knights should go. This tier encompasses the area from Emberlight (d18) down to the Core. Here a knight will want to have the best equipment available on Cradle, most of which is only available via crafting. Powerful beings such as Lord Vanaduke can be found dwelling within this tier.

The monsters in Tier 3 are far more dangerous, as apart from having increased stats all-round, they also have a full range of attacks and behaviours.

  • Clockwork Terminal: Depth 23.
  • Equipment rating: 4-5 star.

Tier Clearance

Due to the increasing danger the further knights delve, knights must be granted clearance before they are able to lead parties into the deeper tiers of the Clockworks. Access to the various tiers is granted by the Spiral Warden when a knight has acquired the correct level of equipment.

Any knight can explore a tier that they have not yet been cleared for by being invited to join a party started by a knight with access.

Equipment Reduction

When a knight's equipment surpasses the current tier's equipment rating, its effectiveness is reduced. These effects include decreased attack and defense stats, as well as decreased bonuses.

  • Tier 1: equipment 2 star and higher will be reduced in effectiveness
  • Tier 2: equipment 4 star and higher will be reduced in effectiveness
  • Tier 3: equipment effectiveness is not reduced


Effects of Tier on Health Bonuses
Equipment (level) Tier 1 Tier 2 Tier 3
0 star (all) none none none
1 star (all) none none none
2 star (all) -1 none none
3 star (1-4) -1 none none
3 star (5-10) -2 none none
4 star (1-4) -2 -1 none
4 star (5-10) -3 -1 none
5 star (1-4) -3 -1 none
5 star (5-10) -4 -2 none

See Also

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