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By Weekly Loot Boost!

5 replies [Last post]
Sun, 09/27/2026 - 19:04
Cetta's picture
Cetta

This suggestion, in light of making the game less grindy, Consist in that dependending on the tier T1,T2 and T3, the drops of Crowns, Heat and Materials get heavily boosted to double or triple yearn for that specific tier, only acknowledging the Tier for that matter, meaning that from the towns to the station the loots are doubled and after that level is tripled.

This i meant to also stack whit the difficulty has well, making it more desirable to play in Elite all the time while exploring these levels.

For example, the by being by-weekly event, is that on a month and its four weeks, at the start of said week the boost in T1 takes place, and when reaching the middle of the week, that boost moves to T2. When starting the second week, it moves the boost to T3, and in the midle of the second week it restarts at T1. Meaning it rotates over time around the 3 layers of the world.

this would make more profitable every level and will entice more exploration of levels in search of rare monsters whit upgraded loots, like the Imposto cube Accesories or the Love puppy pendant for example, has well has making more profitable the FSC runs whenever it hits a T3 bonus.

This could also boost the amounts of boss tokens earned, simply by being in the affected tier as well.

---

This is a very good thing to test in the Preview Server, just to see how it will affects the game economy overall.

Sun, 09/27/2026 - 21:20
#1
Jenovasforumchar's picture
Jenovasforumchar
thoughts

Personally I would like to make a fundamental change in the approach of your suggestion:
Instead of setting the goal of ,,make stuff less grindy" have the goal be ,,make lesser used content more desireable".

If the goal is just ,,make it less grindy", then giving access to more crowns in general will also in return cause the prices to go up according to the increase, which essentially results in things not really becoming easier to access, aside from NPC-trades like recipies or crafting costs. So in the end to solve that incoming new arised issue of ,,prices still too high", it would demand to make things drop even more, effectively running on a tradmill with a carrot in front of you that you just barely never can reach.

My second thought is regarding the ,,depths between midway and the next big stop dropping triple their rewards". Or in other words, make the strata 2, 4 and 6 be affected more.
While I think that this really is a good suggestion to promote doing full Tier runs, I instantly have to ask one big question though:
Do you intent to have this apply to arcarde only or will this also affect the super-easy-to-access missions, too?

Since the currently most run mission to gain money is the well-known Firestorm Citadel with a certain fiery Duke waiting at its end, which conveniently covers the full entirety of Stratum 6.
So if this buff applies to missions, too, then people will have little incentive to actually go into the arcade, but just do the same old mission for the same old grind, since it is easiest to access while producing probably the highest yield in the same time.

This said...
If the goal was changed to ,,make less used content more", then this could be a big deal.
In return, certain levels would get a bigger buff than others, all across the clockworks. This is also a lot of work and would require more in-depth thought. But in my opinion, it would be a good thing to have multiple options for achieving the same thing.

Now.. while writing this, I also thought about another thing here, that I want to throw in:
What about making consecutive depths drop more loot in general?
This means, if you run depths 18-23 while startingin emberlight, you will gain the normal ratio, but when you start from depth 1 and ran all the way down and doing the same depth 18-23 floors, then those depth 18-23 floors alone will produce a significant higher yield because of a stacking multiplier.
This could be an event or it could be a permanent mechanic. Whatever it is shall be up to debate.

One more thing:
Let me also throw another thing in that just popped up in my mind:
Make danger rooms more rewarding.
While that would not necessarily promote longer and fuller runs, it is still the nature of danger rooms being exclusively inside the arcade, that makes Arcade runs more desireable in general. And in my opinion, having shift the focus away from missions and more into the ever-changing arcade for more randomness is a good thing to focus on.

Sun, 09/27/2026 - 22:44
#2
Cetta's picture
Cetta
Your view is really neat.

Making it an Only Arcade thing will give it more life to the mechanic, and making it stack the longer your exploration is, is genious! TOTALLY GENIOUS!, even if its permanent or activated each couple of days per week

Has for the danger rooms, if they´re not going to redo them entirely, at least they could specify the monsters lying beyond that gate like whit the screens on the mission "The Gauntlet". Unhappy are the moments i find fiend danger rooms without previous warning.

Also they could add exclusive prices for bigger loot stacks to make it more mouth watering. Even if those prices are exclusive tokens depending the monster type of a level, for a shop at Arcade managed by a SK HQ Clerk, whit new recipes or recipes not tied to other tokens from events or bosses, an exclusive accesory box for high yield of these tokens, exclusive decorative helm and armor (Maybe different sets themed around Explorers). Even other rare items but bounded, like Sparks of life and Fire Crystals. All while you are sitting on your pile of newly harvested crowns from the long travel to the core! And maybe a couple of options that uses Valestone and Moonstone has tokens aswell.

on pile of That, the bigger the expedition stack, the more probable is to find rare monsters, has for that, they should add more of these whit exclusive prices aswell, to make it even more equilibrated whit the other rare spawns, or it would get over encumbered whit love puppy pendants. Maybe adding a Tiny skull necklake accesory dropped by soul jellys?

Also if this does works, the devs surely will love to create new never seen before levels!, like cursed themed, or actually stun themed or even Monster type level for gremlings and construct! (That icon whit the monsters that depending it colors its the whole level theme)

On top of that, a Level editor whit "Price Box Suggest area" "Medicine Box Suggest area" and "Monster Spawn Suggest area", so players can show their own levels and the last parts are done by the GH team in calibrating other whereabouts that no player should abuse initially (Like making a whole level whit price boxes... that is not explicit a vault level).

Maybe adding more life to normal levels, i mean, clockwork tunnels where is more common a certain monster tipe, should have more visual cues alongside the clockworks theme, like for wolver adding more grass patch, some blocks are bushes, a couple of trees. For slime, the background has giant slime blobs across the scene and background, that match the level theme, like shock, having silver blobs on corners and alongside the rooms, has a cue of many quicksilvers living in the area. Or office tables and chairs, water dispensers, dried plants for devilitie clockwork levels (they´re expanding Underworld.Co´s work force). Patch of dirt and graves for haunted clockwork levels whit ghost type monsters.

And most of this could be done by reusing elements already present in the game or changing the colors to the correct ones and add other level elements for a bit more of cohesion in the levels theme.

Mon, 09/28/2026 - 22:55
#3
Jenovasforumchar's picture
Jenovasforumchar
good points

While dangers rooms already indicate what is inside with whatever is on the pilliar tops aside the energy gate, I personally would prefer a more direct indicator, too. But it could be a design choice to have it be rather ambiguous....?

-.-.-

Now.. ,,stun status theme" does actually exist already. It is the grey-ish one that kinda represents ,,no status". But stun is a status, too after all.
About a full curse theme... well, curse is a thing that vateran players might like, but that really screws with new players. And even amongst vaterans, it is not a status that you should take lightly, given that a player is for a veeeery long time practically unable to do anything.

A way how I can see a curse theme level work would be one with a goal of ,,not fighting" and ,,just avoiding". Which is actually the original concept of how Spiral Knight was supposed to be (instead of now when committing genocide is the go-to strat).
What I am thinking about would be a variant or a fusion between a Treasure Vault with a lot of traps and the void enemies that don't drop anything aside from hearts. And the actual loot would be at the very end of such a gauntlet.

But as for adding stun into a possible rotation like fire or freeze... I think this is a bad idea, given how powerful and restrictive curse actually is.

-.-.-

About Moonstone and Valestone... let me just throw this into the room:
A run could yield more loot as more moonstone/valestone you collected in the same run so far. This would also encourage playing with as many people as possible, given that crystals are shared.

-.-.-

And you also mentioned the level editor!
While I don't believe that this topic belongs here, it is not a statement that I can ignore, since it is a thing that I wanted to have in the game for years already. And by that I mean ,,officially supported inside the game" and not personally launching the level editor and have fun creating all sorts of things while it is not completely intended that players access it.
(I want to finish my Zelda level sooo bad, but with the Crucible editor update, the normal editor no longer works... q.q)

As for checks... I believe that what players provide should already be as close as perfect, but need to get a quality check and have the ultimate confirmation if it can go live completely in the hands or Grey Havens (for very obvious reasons).

As for what players could create, this could be either...
- ...a full level (like the first floor of vanaduke ALWAYS look exactly the same)
- ...or a single ,,module", a possible jigsaw piece that can be generated inside a certain clockwork tunnel (clockwork tunnels consist of different ,,modules" and pathes connecting various modules)

So even if a player were to submit a (decently and restrictively made) box room, it could for example just appear instead of one of the currently existing box rooms that we can already encounter inside clockwrok tunnels.
And other modules can have their own twist, whatever players can come up with.

Rating and testing would happen pretty much like the current crucible is handled (you don't get rewards for testing crucible levels, but you can check up what peopl did cook up).

TL;DR:
I really would love seeing an integrated Level Editor for levels and modules.

Fri, 10/09/2026 - 00:06
#4
Cetta's picture
Cetta
Main Goal, Rework Arcade and Arcade Only content

Now i think well, the Arcade needs and update/rework of the level of mission´s introduction to the game.

Wheter it be tokens based on monster family, debuff theme of the level or exangin minerals for tokens of their color, shop where to use them, bonus for further travel the clockworks, more variety of levels. Like adding Cursed and True Stun levels into the mistery elevators instead of freely roam around (True stun monsters are inmune to stun).

New recipes for new equipment, this could easily tied to other suggestions around the forum. Like Deluxe Vitasuit upgrade whit deviaton whit other defense focus, Gram, new elemental cutter, New variety for already existing weapons. Other forms of pure split defense has example Zomber Raider set that protects Piercing Shadow, maybe having a fire or ice variation. Scarlet Shield upgrade, maybe split upgrade whit a Charge Attack Bonus and other whit move speed upgrade. Maybe a Bosspit armor whit double bonus against Gremling and Fiends. who knows.

Possibly an Accesory Alchemy machine that will use new and old materials alongside exclusive Arcade shop materials, Accesory and costume boxes in favor of these new tokens.

Possibly the addition of a New bonus type and their UVs, that reduce damage taken from specific monster families.

More immersion to all levels, in example, the normal fiend clockwork corridors has a purple fiendish shine, maybe adding details to other level theme mixed whit the debuff theme? like a blast furnace for ghost tipe, will have the background darker yet the subtle lights of the machines in the distance has it is haunted the whole level. Or adding more details to the corresponding main monster family of the level, like adding colorfull blobs for clockwork slime levels (whit matching color for the debuff), Adding desktops, chairs and other office stuff for fiend clockwork levels, Tombstones and dirt sections on haunted clockworks levels, more plants and trees in wild paths. Gremling and Construct are the ones that will keep the usual style for their clockwork levels. And we can think of more additions.

New monsters to be added into the game, wheter they´re the much needed new beast monsters or for more bigger monster families, there are ideas around.

More Themed levels, like, why there is no third city type level? we have the dark city and the concrete jungle, what about one where automatons are mantaining it still working despite the lack of life? Or what about a level themed around where Lumbers are born? abandoned place where ancient magic and tech grow lumbers from a big tree matriach. (some ideas are repeated but still)

A much needed use for Moonstone and Valestone just like you say, can be used to augment the loot bonus, there is my take, at the end of every level next to the elevator, there is a mineral cruncher that pays in mineral tokens, using it not only grants the tokens, but has well, boost the level below, this can be used to boost your way into more riches and to get more tokens of the other kinds (mosnter token and theme token) has well, and of course... has a fact of matter, i want that the Moonstone and Valestone Tokens, to have really good prices in their shop.

There is already space for a new shop in the arcade. Has well a 2 spaces for new gates! One could be for testing user made levels, no loot, price boxes are empty, this place is for testing the dificulty of a level from T1,T2 and T3 and possible module testing. The enemy spawns would look like "Suggestion Tiles" and we could choose the level themes to define what kind of monster spawn has well, has for GH they would use this skeleton of a level to apply them almost freely, to a clockword level, or a monster themed modules. And a fourth gate, where these levels gather so we could try them in variying order, before they´re fully tested by everyone, so we can add them to the main gates.

And im totally open to more suggestions, modifications, we have to MAKE ARCADE GREAT AGAIN!!

Sat, 10/10/2026 - 05:17
#5
Cetta's picture
Cetta
On other toughs and balances in my last suggestion

The Mineral Crusher next to elevators (Exclusive to Arcade), are one serve per knight, and reset into the next level after giving the loot and spawn rate boost, meaning it transform your current cristal into its corresponding mineral token + quantity based on size (Size of mineral does not affect the boost). This somehow makes it disconnected from the pet´s system, wich needs to move the minerals to your inventory. However it would be possible that for all Moonstone and Valestone sitting on inventories, that there is also a repurposed mineral crusher next to the token shop, that gives you crowns in exchange for minerals like in old times, but only the crowns. The minerals are send to the SK HQ to be used.

Some enemies also needs some elemental variants for making up to the Theme token system fill better in place, like for example, variations of Pit Boss, Yes Men, Trojan, Silkwing, Thwacker, Menders... Even if that does no mean it inflicts the debuff their themed around, its more defensively applied and for the corresponding tokens to drop when defeated. (Like, an hypothetical Radon Trojan could drop the Poison Token has well has the Exorciser Token [Took from the mission crest accessory and pet bonus])

For the True Stun levels, Cursed level and new Sleep themed levels (That are not the isles), could be added to some mistery elevators. On thougs for the True Stun, this only means, enemies that are inmune to it that sometimes inflicts it. Has for Cursed themed levels, it would have to be a combo of normal monsters alongside a couple of cursed themed ones, for example in a haunted and cursed theme, we should be able to witness Dust Zombies and the fearsome Carnavon (I know its T3 Exclusive, but this would mean there could be T1 and T2 variants for example). Ho Sleep Levels... the same idea, Normal enemies alongside a couple of sleep themed ones (Please add some Gunslinger options for the Quilted Archetype as well). Of course, at least 2 of these 3 places are very undesirable to deal whit, has for Sleep and Curse are extremely annoying to deal whit.

On top of all, Arcade Exclusive Hunting Objetives! "AEHOs", where upon choosing a mission (are single objetives whit prices each one)
Examples : Defeat 5 Trojans. Freeze 30 Enemies. Hunt 20 Ghost monsters. Open 10 Price Boxes. Open 10 Red price boxes. Defeat Snarbolax (The price is one single extra token from the boss alongside the tokens of Predator and Stun) Travel 5 levels (Excluding the Terminals). Pass a level without being damaged. ETC...

These missions will change in being Daily and Weekly. Some really hard missions could more grindy than just what your usual travel could gather, like defeating 50 Slimes or missions that encourage the player to traverse from strata 1 to the core having achieved something specific alongside the route. this could definitively be play tested in the test servers.

And if anyone is interested, giving back the power to the players to affect what levels come next, but using the mineral tokens (on a Mineral Grinder for said purpose like old-school) Levels came randomly has now, but now the players can choose to alter them whit their mineral tokens

and if the Arcade has to be reworked whit all of this, a top on the cherry would be the addition of one or 2 new bosses whit their levels and maybe one or two exclusive enemies or bring back from old school has mini boss alongside the level layout. I mean, Vanaduke is nor fiend or ghost technically, so, there is room for 2 bosses around these if they want to not do an Arcade gremling boss.

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