Difference between revisions of "Heat"

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(Updates to reflect changes as of release 2013-07-30)
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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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Every [[weapon]], [[shield]], [[helmet]], and [[armor|suit]] possesses an attribute called '''heat'''. When any of those items is used in battle in the [[Clockworks]], it gradually acquires more and more heat, and progresses from heat level 1 to heat level 10. Heat is required to fill an item's heat meter, but for it to level, a fire crystal is needed. These crystals correspond to tiers, for each new level about to be applied to the item, a higher level Fire Crystal would be needed.
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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==
 
==Acquiring Heat==
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[[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 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 [[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.
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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. Embers despawn after a certain period of time 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.
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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. Once heat has been applied to an item it cannot be lost.
  
 
[[Image:Heat_Levels.png|400px|thumb|left|Various levels of heat.]]
 
[[Image:Heat_Levels.png|400px|thumb|left|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 [[reviving|revived]] by another knight, then the lost heat is given to the reviver. This rule gives knights an incentive to revive each other.
 
  
 
{{clearall}}
 
{{clearall}}
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[[Image:Heat_Acquired-elevator.png|right|thumb|200px|Leveling up a 3-star helmet, 0-star armor, 5-star sword and 3-star bomb.]]
 
[[Image:Heat_Acquired-elevator.png|right|thumb|200px|Leveling up a 3-star helmet, 0-star armor, 5-star sword and 3-star bomb.]]
  
When a knight steps on the elevator at the end of the level, that knight's accumulated heat is distributed across all of the knight's items that is equipped and heatable. An animation shows the knight's heat draining into these items. Items that are already fully heated, items in costume slots, and trinkets are not heatable. The fastest way to heat a particular item is to ensure that no other equipped items are heatable.
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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 knight's items that are equipped and heatable. An animation shows the knight's heat draining into these items. Items that are already fully heated, items in costume slots, and trinkets are not heatable.  
  
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.
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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.  
  
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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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. However, 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 the [[reviving|emergency revive]].)
  
 
{{clearall}}
 
{{clearall}}
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== The Forge ==
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Items that acquire heat do not automatically level up when enough heat is required at the end of a level. When an item is ready to go to the next level, an item called [[Fire Crystals]] must be used within an interface called 'The Forge' in order to level up those items.
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The Forge can be accessed in town or at any [[arsenal station]]. When an item is ready to level up, open the Forge and select the item. The item will require a certain number of a specific fire crystal to level up. However, in some cases there is a chance the forge will not succeed and the fire crystals will be lost. No heat is ever lost due a failed forging.
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Additionally, players have the option to add more than the requisite fire crystals in order to improve the odds of a successful forge as well as the chance to gain a special bonus. These bonuses include:
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* Heat Bonus: +25% (one level of heat)
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* Double Level Up!
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* [[Forge Prize Box]] containing a random assortment of various [[rarity|rarities]] and other items (prize box and contents are bound)
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Fire crystals include:
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* ☆☆☆☆☆: Cracked Fire Crystal
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* ★☆☆☆☆: Dim Fire Crystal
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* ★★☆☆☆: Warm Fire Crystal
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* ★★★☆☆: Glowing Fire Crystal
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* ★★★★☆: Shining Fire Crystal
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* ★★★★★: Radiant Fire Crystal
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[[Image:Icon-forge.png|left]]
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Item level advancement happens when using the fire crystals in the forge interface. When an item is ready to be levelled, a notice will appear in the forge icon at the bottom right of the screen. Players can quickly access the forge by pressing the U key.
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=== Using The Forge ===
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After opening the forge, the interface will show three sections, the first one on the left contains the items in your arsenal that have acquired enough heat to be levelled up. The middle section shows the required Fire Crystal needed to level the selected item and the amount of crystals that it's possible to use for a chance of success (Minimal, Medium, Maximum). The section on the right contains the chance for success as well as a list of any enhancements or possible bonuses that particular forge will have.
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When a player confirms they wish to attempt an enhancement, they will get a confirmation pop up displaying their chance of success and warning them of the specific consequences for failure.
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{|
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|-
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|valign="top"|[[Image:Forge menus.png|thumb|700px|none|Items ready to be levelled (left), Fire Crystal interface (center), and chances of success (right).]]
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|valign="top"|[[Image:Forge result.png|thumb|150px|Confirmation popup displaying the result of the forge]]
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|}
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==Effects==
 
==Effects==
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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 upgrade. Upgraded items always begin at heat level 1.
 
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 upgrade. Upgraded items always begin at heat level 1.
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== Historical Notes ==
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* Fire Crystals and The Forge were implemented in game on {{release|2013-07-30}}
  
 
== See Also ==
 
== See Also ==
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* [[Crafting]]
 
* [[Equipment]]
 
* [[Equipment]]
 
* [[List of alchemy paths]]
 
* [[List of alchemy paths]]
  
 
[[Category:Terminology]]
 
[[Category:Terminology]]

Revision as of 19:32, 30 July 2013

Every weapon, shield, helmet, and suit possesses an attribute called heat. When any of those items is used in battle in the Clockworks, it gradually acquires more and more heat, and progresses from heat level 1 to heat level 10. Heat is required to fill an item's heat meter, but for it to level, a fire crystal is needed. These crystals correspond to tiers, for each new level about to be applied to the item, a higher level Fire Crystal would be needed.

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. Embers despawn after a certain period of time 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. Once heat has been applied to an item it cannot be lost.

Various levels of heat.


Applying Heat

Leveling up a 3-star helmet, 0-star armor, 5-star sword and 3-star bomb.

When a knight steps on the elevator at the end of the level, that knight's accumulated heat is distributed across all of the knight's items that are equipped and heatable. An animation shows the knight's heat draining into these items. Items that are already fully heated, items in costume slots, and trinkets are not heatable.

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.

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. However, 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 the emergency revive.)



The Forge

Items that acquire heat do not automatically level up when enough heat is required at the end of a level. When an item is ready to go to the next level, an item called Fire Crystals must be used within an interface called 'The Forge' in order to level up those items.

The Forge can be accessed in town or at any arsenal station. When an item is ready to level up, open the Forge and select the item. The item will require a certain number of a specific fire crystal to level up. However, in some cases there is a chance the forge will not succeed and the fire crystals will be lost. No heat is ever lost due a failed forging.

Additionally, players have the option to add more than the requisite fire crystals in order to improve the odds of a successful forge as well as the chance to gain a special bonus. These bonuses include:

  • Heat Bonus: +25% (one level of heat)
  • Double Level Up!
  • Forge Prize Box containing a random assortment of various rarities and other items (prize box and contents are bound)

Fire crystals include:

  • ☆☆☆☆☆: Cracked Fire Crystal
  • ★☆☆☆☆: Dim Fire Crystal
  • ★★☆☆☆: Warm Fire Crystal
  • ★★★☆☆: Glowing Fire Crystal
  • ★★★★☆: Shining Fire Crystal
  • ★★★★★: Radiant Fire Crystal
Icon-forge.png

Item level advancement happens when using the fire crystals in the forge interface. When an item is ready to be levelled, a notice will appear in the forge icon at the bottom right of the screen. Players can quickly access the forge by pressing the U key.

Using The Forge

After opening the forge, the interface will show three sections, the first one on the left contains the items in your arsenal that have acquired enough heat to be levelled up. The middle section shows the required Fire Crystal needed to level the selected item and the amount of crystals that it's possible to use for a chance of success (Minimal, Medium, Maximum). The section on the right contains the chance for success as well as a list of any enhancements or possible bonuses that particular forge will have.

When a player confirms they wish to attempt an enhancement, they will get a confirmation pop up displaying their chance of success and warning them of the specific consequences for failure.

Items ready to be levelled (left), Fire Crystal interface (center), and chances of success (right).
Confirmation popup displaying the result of the forge


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 upgrade. Upgraded items always begin at heat level 1.

Historical Notes

See Also

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