Difference between revisions of "Energy"

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(I see no reason to remove so much of the content from this page, especially if it's not to be replaced with anything else.)
 
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Energy is a highly-efficient power source that is used by the Spiral Knights as well as almost every machine on [[Cradle]].
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[[Image:UI-Energy-meter_new.PNG|300px|thumb|right|The energy meter is on the lower right-hand corner of your arsenal.]]
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'''Energy''' is a special power source that is constantly emanating from the core of the world. It is totally stable and will never be lost unless traded or spent. A knight can see how much energy they have on the energy module in their arsenal. Energy can be used for a variety of things: orbs for [[crafting]], evo catalysts for [[battle sprites]], to activate devices found in the world, to buy Sparks of Life to [[revive]], to purchase special items for your knight in the Supply Depot or to create a guild.
  
In game terms, energy is an expendable resource that is used to explore the Clockworks.  Most commonly, it can be used to power the elevators that connect the various floors of the Clockworks, but can also be used to power other objects in dungeons, such as [[vending machines]] or [[auto-turrets]].
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Energy is [[Billing FAQ|purchased]] with real money from [[Three Rings]], or it can be traded in exchange of [[crowns]] from other Spiral Knights players via the [[Energy Depot]]. This is a player run economy and the trade values are constantly changing.  To purchase or trade for energy, simply open the [[Supply Depot]] and click the 'Get Energy' button, or visit a [[Stranger]] who sells energy.  Energy can also be traded between players using the [[trade]] interface.
  
== Lore ==
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== Uses of Energy ==
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The main place where a knight uses energy is the [[Supply Depot]], but there are also a number of other ways throughout [[Haven]] and the [[Clockworks]] that a knight can spend energy on:
  
Shortly after the Spiral Knights landed upon [[Cradle]], scouting teams reported an intense energy signal coming from the planet’s core, and now the Knights have been tasked with investigating in the hopes that this energy can be used to power their ship.
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*'''Energy Objects:''' A variety of machines can be encountered in the Clockworks, each one offering a different service or benefit. The required energy to utilize each machine varies and will be displayed at the object. These objects include gun turrets, mecha knights, and other useful emplacements.
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** [[Energy gate]]s in the Clockworks - 3 energy / gate
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** [[Danger room]]s in the Clockworks - 3 energy / gate
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** Activating friendly [[Mecha Knight]]s in deconstruction zone levels - 5 energy / knight
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** Activating stationary [[mecha turret]]s in some levels - 5 energy / turret
  
The Clockworks and nearly every machine the knights encounter run on energy, including their own power armor. All knight armor is equipped with a device that is able to constantly pull energy from the air; known as ‘mist,’ into their armor, allowing them to function and power up machinery they encounter. However, mist dissipates almost as quickly as it is acquired, and thus a knight’s mist energy can never be permanently stored.
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*'''Starting a Guild:''' 500 energy must be expended to start a [[guild]].
  
However, the Strangers that run Haven have long been mining various parts of the Clockworks for pure, crystallized energy and like everything in their possession, it is for sale. This crystallized energy is much more stable and can last forever in a knights reserve tank, inside their armor.
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*'''Unbinding:''' You can pay energy to [[Vise]] to [[binding|unbind]] equipment.
  
==Forms of Energy==
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== Lore ==
 
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===Mist Energy===
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Due to the intense power source at [[Cradle]]'s core, the entire planet's atmosphere is imbued with loose, airborne mist energy.  Each Spiral Knight will constantly absorb this mist energy. 
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===Crystal Energy===
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The Strangers operate an elaborate mining system in order to retrieve and harness the crystallized energy that occurs at great depths, beneath the planet's crust.  The Spiral Knights themselves cannot collect crystal energy, but are able to purchase it from The Strangers.
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Shortly after the Spiral Knights landed upon Cradle, scouting teams reported an intense energy signal coming from the planet's core, and now the knights have been tasked with investigating it in the hopes that this energy can be used to power their ship.
  
In order to purchase crystal energy, simply click on your Energy Meter.
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The [[Clockworks]] and nearly every machine the knights encounter run on energy, including the Spiral Knights' own power armor. Energy can be stored safely in large amounts in a knight's reserve tank because it does not decay. The [[Strangers]] that run [[Haven]] mine areas of the Clockworks for it. Like everything in their possession, it is available for sale.
  
== Consuming Energy ==
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== Historical notes ==
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* Mist energy and crystal energy were merged into the more powerful form of energy known today on {{release|2013-07-30}}
  
* '''Creating and joining expeditions:''' Requires 1 energy.  This cost will be automatically paid.
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==Other links==
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* [[Billing FAQ]] - information about buying energy
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* [[:Category:Energy packages|Energy packages]]
  
* '''Elevators:''' Each knight must use a set amount of energy to use an elevator to travel to the next dungeon floor.  This cost will automatically be paid when the party steps onto an elevator and activates it.  Elevators that take the party back to Haven or to a Sub-town do not require energy.
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==External links==
  
* '''Energy Objects:''' A variety of machines can be encountered in dungeons, each one offering a different service or benefit. The required energy to utilize each machine varies, and will be displayed at the object. In order to utilize an energy object, you must "use" the object two times: once to initiate, and again to confirm.
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*[https://billing.spiralknights.com/billing/coin_history.wm View your Energy History] (requires you to be logged into your account).
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*{{de|Energie}}
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*{{es|Energía}}
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*{{fr|Énergie}}
  
* '''Crafting New [[Equipment]]:''' Energy must be used to fuse [[crafting items]] together into a new item.  The required energy varies according to the Rarity of the item the player is attempting to create.
 
  
* '''Starting a [[Guild]]:''' The foundation of a guild requires a set amount of energy.
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[[Category:Terminology]]
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[[Category:Official Documentation]]

Latest revision as of 22:54, 31 August 2013

The energy meter is on the lower right-hand corner of your arsenal.

Energy is a special power source that is constantly emanating from the core of the world. It is totally stable and will never be lost unless traded or spent. A knight can see how much energy they have on the energy module in their arsenal. Energy can be used for a variety of things: orbs for crafting, evo catalysts for battle sprites, to activate devices found in the world, to buy Sparks of Life to revive, to purchase special items for your knight in the Supply Depot or to create a guild.

Energy is purchased with real money from Three Rings, or it can be traded in exchange of crowns from other Spiral Knights players via the Energy Depot. This is a player run economy and the trade values are constantly changing. To purchase or trade for energy, simply open the Supply Depot and click the 'Get Energy' button, or visit a Stranger who sells energy. Energy can also be traded between players using the trade interface.

Uses of Energy

The main place where a knight uses energy is the Supply Depot, but there are also a number of other ways throughout Haven and the Clockworks that a knight can spend energy on:

  • Energy Objects: A variety of machines can be encountered in the Clockworks, each one offering a different service or benefit. The required energy to utilize each machine varies and will be displayed at the object. These objects include gun turrets, mecha knights, and other useful emplacements.
    • Energy gates in the Clockworks - 3 energy / gate
    • Danger rooms in the Clockworks - 3 energy / gate
    • Activating friendly Mecha Knights in deconstruction zone levels - 5 energy / knight
    • Activating stationary mecha turrets in some levels - 5 energy / turret
  • Starting a Guild: 500 energy must be expended to start a guild.
  • Unbinding: You can pay energy to Vise to unbind equipment.

Lore

Shortly after the Spiral Knights landed upon Cradle, scouting teams reported an intense energy signal coming from the planet's core, and now the knights have been tasked with investigating it in the hopes that this energy can be used to power their ship.

The Clockworks and nearly every machine the knights encounter run on energy, including the Spiral Knights' own power armor. Energy can be stored safely in large amounts in a knight's reserve tank because it does not decay. The Strangers that run Haven mine areas of the Clockworks for it. Like everything in their possession, it is available for sale.

Historical notes

  • Mist energy and crystal energy were merged into the more powerful form of energy known today on release 2013-07-30

Other links

External links

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