Difference between revisions of "Heat"

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Using '''heat''', [[equipment]] can be further improved from their base stats. This process is called leveling, as it increases the level of the equipment. All equipment starts at level 1 and can reach a maximum level of 10. In some cases, it is only after a piece of equipment is at max level that a player can further modify it via crafting. The higher star rated the equipment is, the more heat it requires to level up.
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Every [[weapon]], [[shield]], [[helmet]], and [[armor|suit]] possesses an attribute called '''heat'''. When such an item is used in battle in the [[Clockworks]], it gradually acquires more and more heat, and progresses from heat level 1 to heat level 10. With each new heat level, the item's performance improves slightly. When the item reaches heat level 10, it is deemed '''complete''', and does not heat further. In addition to bringing slight improvements to an item, heat plays a role in the [[crafting]] process for high-star items. A [[heat amplifier]] increases the rate at which a knight earns heat.
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==Acquiring Heat==
  
== Embers ==
 
 
[[Image:Consumable-Embers.png|right|300px|thumb|Small, medium and large embers.]]
 
[[Image:Consumable-Embers.png|right|300px|thumb|Small, medium and large embers.]]
Heat is the resource that is used to level up equipment. It is acquired by collecting special [[consumables]] called '''embers'''. Embers are the small heat tokens that are found in The Clockworks by defeating monsters or exploring. Similar to [[crowns]], they come in various sizes and values. Any time one is picked up by a player, its value is given to each knight in that player's team. Note that embers will despawn in 120 seconds if not picked up.
 
  
* '''Small Ember''' - Grants a small amount of heat to the party.
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Heat is acquired in the Clockworks, when the knight picks up a special kind of [[consumable]] called an '''ember'''. Embers drop from defeated [[monster]]s and from [[treasure box]]es. Embers come in three sizes (small, medium, and large) indicating their heat content. Like [[crown]]s, embers are replicated across the [[party]] — whenever one knight picks up an ember, all knights get that ember. Embers despawn in 120 seconds if not picked up.
* '''Medium Ember''' -  Grants a moderate amount of heat to the party.
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* '''Large Ember''' - Grants a large amount of heat to the party.
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=== Tracking Heat in the Clockworks ===
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On any given Clockworks level, the heat that the knight has earned thus far is shown in the heat meter, which is located next to the health meter in the heads-up display (HUD). The heat meter appears as a tiny flame that intensifies as heat is acquired. There is no limit to the heat that a knight can earn on a level. Even when the heat meter is maxxed out, more heat can be acquired.
[[Image:Heat_Full.png|right|thumb|Accumulated heat.]]
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Your current heat is tracked on the heat meter, which is located on your HUD next to your health meter. The heat meter appears as a tiny flame that intensifies as heat is acquired. The size of the flame indicates how much heat the player has acquired on the current level.
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[[Image:Heat_Levels.png|400px|thumb|none|Various levels of heat.]]
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[[Image:Heat_Levels.png|400px|thumb|left|Various levels of heat.]]
  
'''Note:''' ''Your heat gained will still continue to increase even when the highest heat flame is shown. The graphic is only a representation, and there appears to be no actual maximum.''
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When a knight dies, he or she loses 30% of the heat collected thus far on the level. If the knight is [[reviving|revived]] by another knight, then the lost heat is given to the reviver. This rule gives knights an incentive to revive each other.
  
=== Heat and Defeat ===
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{{clearall}}
A player that dies in a level will lose 30% of the heat they had collected so far. Should a dead player be [[reviving|revived]] by another player, the lost 30% will be given to the rescuer.
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A dead player's heat will also be lost entirely if the party goes to the elevator without them, though the player will continue with the party and be revived at the next level automatically with 3 health bars.
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==Applying Heat==
  
=== Using Heat ===
 
 
[[Image:Heat_Acquired-elevator.png|right|thumb|200px|Leveling up a 5-star helmet, 3-star armor, 1-star sword and 5-star sword.]]
 
[[Image:Heat_Acquired-elevator.png|right|thumb|200px|Leveling up a 5-star helmet, 3-star armor, 1-star sword and 5-star sword.]]
Upon successfully reaching the exit elevator of a gate level, your acquired heat is automatically distributed and applied to all of the equipment you are currently wearing. Your collected heat will show up at the top of a list of all non-level 10 equipment that you have equipped.  An animation will show a bar decreasing along with the size of the heat meter shown as the equipment is leveled up.
 
  
The higher star rated the equipment is, the more heat it requires to level up. Each successive level requires more heat to reach the next level, so a level 1 piece of equipment will take less heat to get to level 2 than it will take to get from level 9 to level 10 and a level 1 3-star sword will take less heat to get to level 2 than a 5-star sword.
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When a knight steps on the elevator at the end of the level, that knight's accumulated heat is distributed across all of the equipment that the knight is wearing, excluding items that are already at heat level 10, items in costume slots, and trinkets (which are never heated). An animation shows the knight's heat draining into these items.
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If a knight leaves the level before the elevator (by returning to [[Haven]] or logging off), then the knight's heat is lost without being applied to the knight's equipment. Similarly, if a knight is left dead while the party boards the elevator, then the heat is lost. (However, the knight automatically descends to the next level with the party, and is revived with three bars of [[health]].)
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Higher-star items require more heat to gain a heat level than low-star items do. High-heat items require more heat to gain a heat level than low-heat items do. For example, in a single Clockworks level, a 3-star item at heat level 1 may shoot up to heat level 3, while a 5-star item at heat level 8 may make scant progress toward heat level 9. The fastest way to heat a particular item is to ensure that other non-costume items are already fully heated.
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{{clearall}}
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==Effects==
  
Items that are already at level 10 do not gain heat; nor do items in costume slots. Therefore, the fastest way to level a single item is to ensure that all other equipped items are already at level 10.
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[[Image:Heat-equipment level.png|thumb|left|A level 3 Proto Sword about halfway to level 4.]]
{{clearright}}
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== Effects of Leveling on Equipment ==
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A player can inspect an item's heat by hovering the mouse over the item in the knight's [[Arsenal]]. The displayed graphic shows the item's heat level and progress toward the next heat level.
[[Image:Heat-equipment level.png|thumb|A level 3 Proto Sword about halfway to level 4.]]
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The mouseover information for equipment in your [[arsenal]] will show the level of your equipment. The level bar also tracks your progress in gathering heat to reach the next equipment level.
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{{clearright}}
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=== Stats ===
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[[Image:Stats-closeup.png|thumb|Looking carefully at an item's stats, you can see a darker blue bar.]]
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When a piece of equipment is at level 1, some of its stats will show a darker blue bar beyond the light blue bar showing the current stats.  This dark blue bar represents how high the stats will go when the item is completely leveled.
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Leveling effects occur on stats bars only when a new level is reached.  The effects are not incremental.
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[[Image:Stats-closeup.png|thumb|right|Looking carefully at an item's stats, you can see a darker blue bar.]]
  
The following stats types do not change with leveling: speed, status resists, and shield health.
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The statistics bars displayed on an item show the current stats in light blue, and the potential stats, to be fulfilled at heat level 10, in darker blue. These stats improve incrementally, when each new heat level is attained. They do not improve gradually within a single heat level, however. Weapon speed, status resistances, and shield health are never improved by heating.
{{clearright}}
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=== Bonuses ===
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When weapons reach a certain level, an added bonus is given.  Leveling also affects the health bonus of equipment.  Leveling does not directly affect any other equipment bonuses.
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{| cellpadding="5" cellspacing="2" style="background-color: transparent; margin: 10px 0px 10px 0px;"
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At certain heat levels, weapons and armor receive special bonuses. At heat level 5, a weapon automatically receives [[Abilities|Charge Time Reduction: Low]]. At heat level 10, a weapon automatically receives CTR: Medium. At heat level 5, most helmets and armor suits receive a +1 health bonus. (The health bonuses on [[Scarlet Shield]] and the 0-star [[Vitasuit]] do not level.)
|-
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! bgcolor="#93add4" align="left" | Equipment
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! bgcolor="#93add4" align="left" | Level 1
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! bgcolor="#93add4" align="left" | Level 5
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! bgcolor="#93add4" align="left" | Level 10
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|-
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| bgcolor="#f5f5ff" | All weapons
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| bgcolor="#f5f5ff" | No added bonus
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| bgcolor="#f5f5ff" | Charge Time Reduction: Low
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| bgcolor="#f5f5ff" | Charge Time Reduction: Medium
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|-
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| bgcolor="#f5f5ff" | Armor or helmets with health bonuses*
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| bgcolor="#f5f5ff" | No added bonus
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| bgcolor="#f5f5ff" | Health Bonus +1
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| bgcolor="#f5f5ff" | Same as at level 5
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|}
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<nowiki>*</nowiki>The [[Scarlet Shield]]'s health bonus does not level, and the 0-star [[Vitasuit]] health bonus does not level.
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Heat affects the [[crafting]] of high-star items as follows. A 3-star item must attain heat level 5 before it can be upgraded to 4 stars. A 4-star item must attain heat level 10 before it can be upgraded to 5 stars. Other than these minimum requirements, heat has no effect on the quality of the quality of the upgrade. Upgraded items always begin at heat level 1.
  
 
== See Also ==
 
== See Also ==
* [[Crafting]]
 
 
* [[Equipment]]
 
* [[Equipment]]
 
* [[List of alchemy paths]]
 
* [[List of alchemy paths]]
  
 
[[Category:Terminology]]
 
[[Category:Terminology]]

Revision as of 23:35, 4 November 2012

Every weapon, shield, helmet, and suit possesses an attribute called heat. When such an item is used in battle in the Clockworks, it gradually acquires more and more heat, and progresses from heat level 1 to heat level 10. With each new heat level, the item's performance improves slightly. When the item reaches heat level 10, it is deemed complete, and does not heat further. In addition to bringing slight improvements to an item, heat plays a role in the crafting process for high-star items. A heat amplifier increases the rate at which a knight earns heat.

Acquiring Heat

Small, medium and large embers.

Heat is acquired in the Clockworks, when the knight picks up a special kind of consumable called an ember. Embers drop from defeated monsters and from treasure boxes. Embers come in three sizes (small, medium, and large) indicating their heat content. Like crowns, embers are replicated across the party — whenever one knight picks up an ember, all knights get that ember. Embers despawn in 120 seconds if not picked up.

On any given Clockworks level, the heat that the knight has earned thus far is shown in the heat meter, which is located next to the health meter in the heads-up display (HUD). The heat meter appears as a tiny flame that intensifies as heat is acquired. There is no limit to the heat that a knight can earn on a level. Even when the heat meter is maxxed out, more heat can be acquired.

Various levels of heat.

When a knight dies, he or she loses 30% of the heat collected thus far on the level. If the knight is revived by another knight, then the lost heat is given to the reviver. This rule gives knights an incentive to revive each other.


Applying Heat

Leveling up a 5-star helmet, 3-star armor, 1-star sword and 5-star sword.

When a knight steps on the elevator at the end of the level, that knight's accumulated heat is distributed across all of the equipment that the knight is wearing, excluding items that are already at heat level 10, items in costume slots, and trinkets (which are never heated). An animation shows the knight's heat draining into these items.

If a knight leaves the level before the elevator (by returning to Haven or logging off), then the knight's heat is lost without being applied to the knight's equipment. Similarly, if a knight is left dead while the party boards the elevator, then the heat is lost. (However, the knight automatically descends to the next level with the party, and is revived with three bars of health.)

Higher-star items require more heat to gain a heat level than low-star items do. High-heat items require more heat to gain a heat level than low-heat items do. For example, in a single Clockworks level, a 3-star item at heat level 1 may shoot up to heat level 3, while a 5-star item at heat level 8 may make scant progress toward heat level 9. The fastest way to heat a particular item is to ensure that other non-costume items are already fully heated.


Effects

A level 3 Proto Sword about halfway to level 4.

A player can inspect an item's heat by hovering the mouse over the item in the knight's Arsenal. The displayed graphic shows the item's heat level and progress toward the next heat level.

Looking carefully at an item's stats, you can see a darker blue bar.

The statistics bars displayed on an item show the current stats in light blue, and the potential stats, to be fulfilled at heat level 10, in darker blue. These stats improve incrementally, when each new heat level is attained. They do not improve gradually within a single heat level, however. Weapon speed, status resistances, and shield health are never improved by heating.

At certain heat levels, weapons and armor receive special bonuses. At heat level 5, a weapon automatically receives Charge Time Reduction: Low. At heat level 10, a weapon automatically receives CTR: Medium. At heat level 5, most helmets and armor suits receive a +1 health bonus. (The health bonuses on Scarlet Shield and the 0-star Vitasuit do not level.)

Heat affects the crafting of high-star items as follows. A 3-star item must attain heat level 5 before it can be upgraded to 4 stars. A 4-star item must attain heat level 10 before it can be upgraded to 5 stars. Other than these minimum requirements, heat has no effect on the quality of the quality of the upgrade. Upgraded items always begin at heat level 1.

See Also

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