Difference between revisions of "Reviving"

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When fighting [[monsters]] in the [[Clockworks]], if a knight's health bar reaches empty, the knight will be defeated, and will not be able to fight until revived.  A defeated knight will lose 30% of the [[heat]] they had collected so far. Should that player be revived by another player, the lost 30% will be given to the rescuer.  Defeated knights are indicated by this icon [[Image:Icon-dead.png]] in the party listing.
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[[File:Icon-raise.png|70px|left]]
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The practice of '''reviving''' allows a knight or party to continue on through the [[Clockworks]] even after a defeat. Knights will automatically leave the Clockworks if all members of the party are defeated and do not revive within three minutes. Reviving is not meant to be a substitute for good equipment and skilful play, however.
  
There are several methods to revive yourself and other party members.
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== Reviving ==
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While fighting their way through the Clockworks, knights will lose health when they take damage from [[monsters]] and other hazards. If a knight's [[health]] bar reaches empty, the knight will be defeated, and will not be able to fight until revived.  All knights have one free revive per dungeon level. Additional revives may be purchased as [[Spark of Life]]. If you do not want to use a Spark to revive, you can click to return to [[Haven]]. Reviving is coupled with a [[#Revive_Blast|Revive Blast]].  
  
 
== Methods of Reviving ==
 
== Methods of Reviving ==
  
=== Living Party Member Shares Health to Revive You ===
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=== Emergency Revive ===
[[Image:Revive Attack.png|thumb|right|Use ATTACK to give a defeated player half of your health.]]
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[[Image:Revive Emergency_spark.png|thumb|right|Emergency revive in action.]]
A knight can give half their [[health]] to a defeated party member.  Run to the defeated player and use ATTACK to make the transfer which you see the raise icon [[Image: Icon-raise.png]]. The defeated player will need to use ATTACK to accept the health and return to the fight. A knight must have at least 1 health bar in order to make the transfer. Please note that the health display may show a full bar of health, when it fact, it is only 3/4 full.  If this is the case, a knight will not be able to revive a fellow knight using this method.
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All knights have an 'Emergency Revive' ([[Image:Icon-Emergency Revive.png|25px]]) that automatically activates upon death. It's used once per dungeon level. A small light on the knight's portrait indicates the existence of the emergency revive. If lit, the player has one, if not, the player must use or purchase a Spark of Life to revive. The emergency revive is replenished at the start of every dungeon level.  
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=== Paying Energy to Revive Yourself ===
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=== Additional Revives ===
[[Image:Revive Self.png|thumb|right|Pay energy to revive yourself or everyone in the party who is currently defeated.]]
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If lacking an Emergency Revive, players who wish to revive may use a [[Spark of Life]] from their arsenal, purchasable from the [[Supply Depot]] in a pack of ten or individually in a popup presented to them in the dungeons. Sparks of Life can also be found as loot drops in the Clockworks
When a knight is defeated, a menu will appear with the option to pay [[energy]] to revive and continue the fight. If more than one knight in the party is defeated, there is an option to pay to revive everyone.  If you do not want to pay energy to revive, you can click to return to [[Haven]]. Reviving with crystal energy is coupled with an [[Energy Revive Blast]]. This is not available to non-energy revives.
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==== Another Party Member Paying Energy to Revive You ====
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Reviving with a Spark consumes one Spark of Life, revives the player to full health and creates a large energy blast. Heat is not lost during this process.
[[Image:Revive Party Menu.png|thumb|right|Left click on defeated knight in the party menu to use energy to revive.]]
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A knight can use energy to revive another party member who is defeated.  Click on the defeated knight in the party menu and choose to revive with energy.
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=== Living Party Members Reach the Elevator ===
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The option to use or purchase the Spark is only present if the player is out of free revives for that level. If a knight doesn't have any Sparks in their arsenal, they can purchase one on the spot for 50 [[energy]], each revive will use a single Spark. Prudent knights will benefit using the option to buy Spark packages in the Supply Depot.
If all the living party members reach the elevator, they may elect to go down and all dead players will be revived with 3 bars upon reaching the next level.
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== Cost of Reviving ==
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{|
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|[[Image:Revive Self_spark.png|thumb|left|Use a Spark from your [[arsenal]] to revive.]]
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|[[Image:Revive Buy_spark.png|thumb|left|Buy a Spark to revive.]]
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|}
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{{clear}}
  
Reviving is not meant to be a substitute for good equipment and skillful play; as a result, the energy cost to revive increases steeply each time that this feature is used during a single journey into the clockworks. The cost of the first revival depends on the tier you are in: 2 energy for tier 1, 5 energy for tier 2, and 10 energy for tier 3. Each subsequent revival during an adventure costs twice as much as the previous revival, shown by the expression 2<sup>n-1</sup>*(base cost) energy, where n is the number of revives, with a maximum cost of 1,000 energy per revive. Refer to the table below:
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=== Player Revive ===
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[[Image:Revive member.png|thumb|right|Use a Spark to revive a defeated party member at full health.]]
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A knight can use a Spark of Life to revive a defeated party member. To grant a Spark to someone in the party, click on their portrait and choose the option 'Revive using a Spark of Life'.
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{{Cost of revival}}
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=== Automatically Join Party ===
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If all the living party members reach the elevator, they may elect to go down and all dead players will be revived upon reaching the next level. If a player was dead before proceeding to the next floor in the previous level, the emergency revive is considered spent at the start of the level.
  
For example, a player who revives five times in tier 3 can expect to pay 160 energy for the fifth revive, and the cumulative cost of revives 1-5 will be 310 energy. (As costs become high, the total price paid for all revivals in that adventure will be roughly twice the cost of the last single revive, and far more than the cost of starting a new adventure from the last subtown)
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== Revive Blast ==
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[[image:Energy Revive Blast.png|thumb|right]]
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When a player revives using energy, it will be coupled with a ''Revive Blast''. This is a vicious pulse that springs from the heavens, dealing severe stun and a considerable amount of damage to all monsters in range, shortly before knocking them back to the very far corners of the room.
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{{clear}}
  
The base revival cost resets when a knight returns to [[Haven]], or reaches a [[subtown]]. If you attempt to rejoin the same party at the same depth, the cost of revivals will not reset. Furthermore, if you are dead when you leave a party, you will be dead when you rejoin the same party at the same level.
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== Historical notes ==
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* Sparks of Life and the emergency revive were added to the game on {{release|2013-07-30}}.
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* The material formerly known as Spark of Life was changed to [[Storm Chaser]].
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* Defeated knights would lose 30% of the [[heat]] they had collected so far. Should that player be revived by another player, the lost 30% will be given to the rescuer. If the player revived themselves, they will regain the 30%. When reviving others, only half their health was given. Knights could use energy to revive another party member who was defeated by clicking on the defeated knight in the party menu and choose to revive with energy. Both the health and heat sharing were removed with the advent of revives using the Spark of Life item.
  
Knights will automatically leave the Clockworks if all members of the party are dead and do not revive within three minutes.
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==See also==
  
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*[[Damage]]
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*[[Energy]]
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*[[Health]]
 
[[Category:Combat]]
 
[[Category:Combat]]

Latest revision as of 20:02, 2 July 2015

Icon-raise.png

The practice of reviving allows a knight or party to continue on through the Clockworks even after a defeat. Knights will automatically leave the Clockworks if all members of the party are defeated and do not revive within three minutes. Reviving is not meant to be a substitute for good equipment and skilful play, however.

Reviving

While fighting their way through the Clockworks, knights will lose health when they take damage from monsters and other hazards. If a knight's health bar reaches empty, the knight will be defeated, and will not be able to fight until revived. All knights have one free revive per dungeon level. Additional revives may be purchased as Spark of Life. If you do not want to use a Spark to revive, you can click to return to Haven. Reviving is coupled with a Revive Blast.

Methods of Reviving

Emergency Revive

Emergency revive in action.

All knights have an 'Emergency Revive' (Icon-Emergency Revive.png) that automatically activates upon death. It's used once per dungeon level. A small light on the knight's portrait indicates the existence of the emergency revive. If lit, the player has one, if not, the player must use or purchase a Spark of Life to revive. The emergency revive is replenished at the start of every dungeon level.

Additional Revives

If lacking an Emergency Revive, players who wish to revive may use a Spark of Life from their arsenal, purchasable from the Supply Depot in a pack of ten or individually in a popup presented to them in the dungeons. Sparks of Life can also be found as loot drops in the Clockworks

Reviving with a Spark consumes one Spark of Life, revives the player to full health and creates a large energy blast. Heat is not lost during this process.

The option to use or purchase the Spark is only present if the player is out of free revives for that level. If a knight doesn't have any Sparks in their arsenal, they can purchase one on the spot for 50 energy, each revive will use a single Spark. Prudent knights will benefit using the option to buy Spark packages in the Supply Depot.

Use a Spark from your arsenal to revive.
Buy a Spark to revive.

Player Revive

Use a Spark to revive a defeated party member at full health.

A knight can use a Spark of Life to revive a defeated party member. To grant a Spark to someone in the party, click on their portrait and choose the option 'Revive using a Spark of Life'.

Automatically Join Party

If all the living party members reach the elevator, they may elect to go down and all dead players will be revived upon reaching the next level. If a player was dead before proceeding to the next floor in the previous level, the emergency revive is considered spent at the start of the level.

Revive Blast

Energy Revive Blast.png

When a player revives using energy, it will be coupled with a Revive Blast. This is a vicious pulse that springs from the heavens, dealing severe stun and a considerable amount of damage to all monsters in range, shortly before knocking them back to the very far corners of the room.

Historical notes

  • Sparks of Life and the emergency revive were added to the game on release 2013-07-30.
  • The material formerly known as Spark of Life was changed to Storm Chaser.
  • Defeated knights would lose 30% of the heat they had collected so far. Should that player be revived by another player, the lost 30% will be given to the rescuer. If the player revived themselves, they will regain the 30%. When reviving others, only half their health was given. Knights could use energy to revive another party member who was defeated by clicking on the defeated knight in the party menu and choose to revive with energy. Both the health and heat sharing were removed with the advent of revives using the Spark of Life item.

See also

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