Difference between revisions of "Heat"

From SpiralKnights

Jump to: navigation, search
m (Heat and Defeat)
(add info about leveling items)
Line 15: Line 15:
  
 
=== Heat and Defeat ===
 
=== Heat and Defeat ===
A player that dies in a level will lose 30% of the heat they had collected so far. Should that player be [[reviving|revived]] by another player, the lost 30% will be given to the rescuer. Also if a player dies and their team goes to the elevator without them the heat will be lost.
+
A player that dies in a level will lose 30% of the heat they had collected so far. This heat will also be lost 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) Should a dead player be [[reviving|revived]] by another player, the lost 30% will be given to the rescuer.  
  
 
=== Using Heat ===
 
=== Using Heat ===
  
Upon successfully reaching the exit elevator of a level, your acquired heat is automatically applied to all of the equipment you are currently wearing.
+
Upon successfully reaching the exit elevator of a level, your acquired heat is automatically distributed and applied to all of the equipment you are currently wearing. 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.
  
 
== Effects of Leveling on Equipment ==
 
== Effects of Leveling on Equipment ==

Revision as of 00:11, 7 May 2011

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.

Embers

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.

  • Small Ember - Grants a small amount of heat to the party.
  • Medium Ember - Grants a moderate amount of heat to the party.
  • Large Ember - Grants a large amount of heat to the party.

Tracking Heat in the Clockworks

Accumulated heat.

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.

Various levels of heat.

Heat and Defeat

A player that dies in a level will lose 30% of the heat they had collected so far. This heat will also be lost 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) Should a dead player be revived by another player, the lost 30% will be given to the rescuer.

Using Heat

Upon successfully reaching the exit elevator of a level, your acquired heat is automatically distributed and applied to all of the equipment you are currently wearing. 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.

Effects of Leveling on Equipment

A level 3 Proto Sword about halfway to level 4.

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.

Stats

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

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.

Leveling effects occur on stats bars only when a new level is reached. The effects are not incremental.

The following stats types do not change with leveling: speed, status resists, and shield health.

Bonuses

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.

Equipment Level 1 Level 5 Level 10
All weapons No added bonus Charge Time Reduction: Low Charge Time Reduction: Medium
Armor or helmets with health bonuses* No added bonus Health Bonus +1 Same as at level 5

The Scarlet Shield's health bonus does not level.

  • The 0-star Vitasuit does not receive a level 5 bonus for its health bonus.

See Also

Personal tools