Lichens, the extraterrestrial cousin of Jellies, are far more distinct biologically. Lichens are likened to amalgamations of cells, multiple cells pooling together their materials to form large, lethal, unicellular organisms. In their case, the cells are massive, and able to form thorns much like their gelatinal brethren. The fluid within a Lichen is susceptible to chemical change. It is entirely possible for the fluid to become more viscous, but doing so increases the overall density of a Lichen, which does not enable them to merge with others. Larger Lichens with dense oil or mercurial fluid collapse on themselves, their weight too heavy to contain. Oilers are a subspecies of Lichens, their natural alcoholic cell fluid replaced with thick oil. The oil coats the Oiler's outer membrane completely, making their internal organelles impossible to see. When an Oiler is ignited, the exterior layer of oil is set ablaze, and oil that burns off on the top of the creature is quickly replaced by waste secretions. The extreme heat of an ignited Oiler causes energy-based attacks to lose effectiveness, as the creature is shielded with a fire that energy attacks shrink in comparison to. However, they are still vulnerable to Shadow-based attacks, as Shadow energy is unaffected by fire. Any ignition source will set an Oiler on fire, but only the top burns. Due to the extreme density of the oil, Oilers ride on a slick of oil, which allows them to compensate for their weight with speed. Fire burns upwards, so the top remains ignited a majority of the time. The oil an Oiler produces is critical to its defense and survivability, so Oilers naturally produce large, excess amounts of oil. Mercurial fluid shares similar properties with oil, but poison actually thins fluid. An exacting amount of poison introduced into Oiler oil would, in theory, enable an Oiler to merge, but all Knight experiments with poison and Oilers have ended in the Oilers perishing.
HowStuffWorks thread
why don't gremlins use guns?
I mean, they're good with machines so they are able to make it, so why not?
Ranged Gremlin warfare is already handled by Gun Puppies, and Gremlins are not an invasive race, so they do not require mobile ranged options. I'll explain those.
Gun Puppies are sturdy turrets designed to propel small bolts of energy at anything not listed as friendly in its configuration programming. Gun Puppies are programmed via punch cards inserted into the back of the "head" which calibrates the Gun Puppy's target identification system to exclude targets with that configuration. Anything else is fired upon by the Gun Puppy. Gun Puppies contain a self-generating energy source which serves as its ammunition, located at the base. This source is continually operating, and what energy is not solidified into projectiles via the crystallization effect is used to operate the targeting systems and motors that allow it to rotate and fire. The actual component of a Gun Puppy that propels projectiles is located at the mouth, near the back of the "jaw" and is essentially a device that releases energy bolts with minimal propulsion. The energy bolts, being formless in essence, propel themselves, albeit rather slowly. Higher iterations of the Gun Puppy consist of upgrades to the device that allow it to fire off multiple projectiles at once: these multiple projectiles come from a stronger energy generation source, but the time taken to arm and propel the bolts slightly increases. Tier 3 Gun Puppies cannot discharge all five rounds in a spread at once due to physical limitations (five discharging would cause the device to implode), so instead they discharge five in a sweep. Modifying the energy generator and appropriately changing up the device to accept modified forms of energy is common practice amongst the Gremlins. Most Gremlin technology is based off punch-card programming, Mecha Knights are programmed via command-line programming due to their complex behavior. As a result, Knights fluent in programming, such as engineers, are able to modify the programming to have the Mecha operate against its creators. Free coat of paint optional.
How do Freeze inflicting objects succeed in freezing flying creatures (Silkwings, Greavers, etc.) in place when we can clearly see them flying in place above the "ice" when "frozen?"
Why do knight's weapons don't harm other knights when on the field, but in lockdown?
You may notice that Greavers and Silkwings don't fly over barricades or blocks, too. This is all part of their physiology, the amount of lift their wings produces cannot sustain itself over sudden drops in altitude. They can fly down stairs and ramps, but the change in altitude is slower than it is, say, over blocks. Due to that, it is quite easy, some would say comically easy, to disable a Greaver or Silkwing by shoving a sufficiently tall block under it. The flying creature will be unable to escape due to the large change in altitude required to do so, attempting to do so would cause a Greaver or Silkwing to collapse to the floor. Greavers and Silkwings are finely constructed to fly, their wings are optimized for movement, and tuned for stable hovering. Part of that hovering requires a constant air cushion below them at all times. Freeze attacks usually encase the lower half of a heat-emitting enemy in ice, inhibiting movement. Freezing a Greaver or Silkwing causes the air below it to turn into a platform, just high enough to cause it to destabilize. Greavers are not to be underestimated, however, their body shape allows them to cover large distances quickly and surround prey.
Phasers set to kill.
How do Grimalkin work? They can hurt us, but we can't hurt them, yet we can push them around with explosions. What's the difference between Grimalkin and Spookats?
Grimalkins are coated with a layer of living shadow, much like the Snarbolax. This living shadow has been observed with Swarm-infested enemies to a lesser degree, and many believe it is the massive well of dark energy within a Candlestick Keep that begets the dark energy. Grimalkins are some of the oldest Kats, and also the largest. The living shadow covers them and renders them impervious to harm, but their physical form is still intact, allowing Knights to affect them with knockback. Due to their advanced age, Grimalkin bites are incredibly dangerous, but thankfully Grimalkins retreat to rest, their age not without drawbacks. Grimalkins inflict pure shadow damage, refined enough to bypass shield barriers of any type. Candlelight causes their layer of shadow armor to recede, causing them to instinctively retreat when bathed in candlelight. Spookats usually remain the same size throughout their life, only the extremely old ones, the same ghosts of the ones that fought against the Owlites so long ago, stalk the halls. Grimalkins may seem slow, but their true speed is in their ability to stalk prey and appear at any given location, at any given time.
Grimalkins are coated with a layer of living shadow, much like the Snarbolax. This living shadow has been observed with Swarm-infested enemies to a lesser degree, and many believe it is the massive well of dark energy within a Candlestick Keep that begets the dark energy. Grimalkins are some of the oldest Kats, and also the largest. The living shadow covers them and renders them impervious to harm, but their physical form is still intact, allowing Knights to affect them with knockback. Due to their advanced age, Grimalkin bites are incredibly dangerous, but thankfully Grimalkins retreat to rest, their age not without drawbacks. Grimalkins inflict pure shadow damage, refined enough to bypass shield barriers of any type. Candlelight causes their layer of shadow armor to recede, causing them to instinctively retreat when bathed in candlelight. Spookats usually remain the same size throughout their life, only the extremely old ones, the same ghosts of the ones that fought against the Owlites so long ago, stalk the halls. Grimalkins may seem slow, but their true speed is in their ability to stalk prey and appear at any given location, at any given time.
How come elevators need energy to go down, but not up?
Elevators function fine the way they are, they take Knights up and down the levels of the Clockworks for free. However, these levels are not comprehensive and a single, unpaid elevator will not take you to the deepest depths without a price. Every level elevator is built with a blocking mechanism, installed byye Gremlins to prevent unnecessary deaths from overtly curious Tenderfoots. As a result, most elevators will freely take you up or down within a given set of levels, however, bypassing the safety lock temporarily with energy is necessary to descend to the lower depths.
Cradle's rotation is curious; the day cycle is equivalent to the year cycle. The planet spins counter to the rotation of the planet's path around the star, as a result, time of day never changes. However, the light seeps into the somewhat hollow world, and since all levels rotate around, all subterranean levels receive predictably changing levels of light. The few landmasses are rather barren, half of the world is bathed in eternal daylight, the other half in eternal night. Haven's location allows the area to enjoy a temperate climate year-round, making Haven and the temperate ring region popular for Stranger and Knight settlements.
The majority of the rain takes place in Wolver Den levels, the same levels populated with huge amounts of plants and shrubs. Plants are grown for their crown-producing properties, a small part of the total crown amount. Gremlins looking to barter with Strangers irrigate Wolver Dens for the express purpose of raising these precious crown-producing plants, but oftentimes Knights will parade through the Den and cut down all of their precious crown crop.
About the day-night thing; little to no sunlight enters clockwork levels. If you look in the background of places like Aurora Isles and Jigsaw Valley, you can see an artifical sun on a giant clock hand.
Edit: I also have a question!
How come we can't bring the Lockdown shields and Blast Network bomb into the clockworks? Is Krogmo just a giant jerk or are there practical limitations to these equipment pieces?
Sunlight does indeed enter Clockwork levels: otherwise, how would the tunnels be illuminated? However, the level of sunlight decreases as you go deeper. That doesn't stop some sealed off domes to have their own sources of light and precipitation, however.
The three class mods utilized in Lockdown were themselves never used for anything short of a large-scale inter-knight war. A select few, highly trained Knights are allowed to use these mods, but they are not explorers like all others, rather, they are researchers and encampment defenders. Going through the process of becoming a Recon Knight or Guardian Knight takes a long time and imposes a heavy cut on your free time. Instead of freely exploring where you wish, HQ will instead assign you to specific areas. In fact, it is even discouraged to bring class mods into the Clockworks; while shields are easily mass-craftable, constructing a class mod is time and cost consuming.
How come you need the same amount of Nitronome blasts as tossed vases to break a chunk of mineral?
Crystal formations are naturally occuring solid masses of energy found in the Clockworks. These formations tend to absorb the energy around them, influenced by the particular type of energy surrounding the level. These formations grow in layers: they begin with energy coalescing around a stray fragment which roots itself, and ultimately increases in size at regular intervals. These layers are fragile, but highly impact-resistant: striking a sufficiently large crystal deposit will shatter a layer, but the layers beneath will be unscathed. After the layers are chipped away, preferably from the bottom, the top of the crystal will be liberated and able to carry on the back. However, crystal structures range in fragility: anywhere from a miniscule fragment to a massive chunk will emerge. We believe age is a factor in determining crystal stability, but some people say there's a method of extracting large crystals.
When you face the Roarmulus twins, why dont the gremlins unleash all of them on you so you have no chance of surviving? Are they stupid (in tactical terms) or is there a reason for this?
Also, why dont the gremlins mass-produce the Red Roarmulus twins instead of the regular ones? Isnt that like making tanks instead of atomic bombers?
What is that switch-puzzle room right before Roarmulus? I'm talking about the one with the respawning enemies where you have to hit switches to let rockets through, eventually hitting the ghost-blocks. Does the setup serve some kind of purpose?
The Roarmulus twins are extremely expensive and power-prohibitive to deploy. They are the first foray into powering a sufficiently large device without Gremlonium, which is known to be a radioactive, though highly energetic substance. As such, most of the Roarmulus twins' internal circuitry consists of power amplifiers and projectile firing mechanisms. After various calculations, it was deduced that two was the optimal amount to power at one time, producing the best trade off in terms of damage caused and power expended. Keep in mind that while some intrepid Knights are able to destroy a pair of Roarmulus turrets easily, some are less fortunate.
The Red Roarmulus Twins are the Gremlin's foray into actually using Gremlonium as a power source, pulling out all the stops to create an immensely lethal weapon. The result is as is, but the Red Roarmulus Twins are even more cost-prohibitive to produce, taking up large amounts of material that would otherwise be used in the manufacture of other machines, and also small amounts of expensive, rare material necessary to make them deadly.
The block room, that's just a stone block disposal area.
Why is there a bell in the cage of Snarbolax? Gremlins should have learned that it's his weakness and removed it, right?
Uh, it's been confirmed that Recon teams planted the bells to ensure travelers have a fighting chance when facing the Snarbolax. Gremlins could theoretically remove it, but that would only cause the Snarbolax to terrorize Tenderfoot Gremlins even more.
Monster families tend to ignore each other for the most part due to various reasons which can usually be simmered down to ignorance or apathy. Beasts are more or less indifferent to each other, exceptions granted to Chromalisks and Jelly Cubes, which the Chromalisk preys upon. Beasts tend to have less intelligence than other creatures and are glad just ignoring other monsters.
Fiends are, by contrast, honorbound not to attack anyone who does not interfere willingly. Gremlins who accidentally wander into a ritual will be kindly told to leave, and considering the fear the Gremlins hold over the Fiends, they usually will. Fiends only attack when provoked, which is usually in the company of Knights. Silkwings are oddities that heal anything that moves out of sheer desire to help.
Constructs are programmed for a singular purpose, and do not need to expend additional energy to attack something that does not threaten them. However, if it threatens their creators, the Gremlins, they will attack.
Jellies do not have enough sentience to realize what is and is not worth attacking, much like Beasts. However, they are even more insentient, and view the world as obstacles and food. Knights fall into the latter.
Gremlins are apathetic towards the Beasts and Jelly Cubes, and fear the Undead and Fiends. However, Menders will comply and heal any family due to their oath.
Undead are reanimated with a single purpose, and that purpose is to attack living creatures on sight. They do have a semblance of honor even in death, and will not attack other medics.
Love Puppies are designed to be aid stations for Gremlins, but they still retain standard turret programming, which causes them to "attack" Knights with healing projectiles.
Oh, how I do love jargon! Let's see...
I have my own personal take on this, and explore it to a certain extent in my fanfic, but I'd like to hear your opinion. My question is...
What are the mechanics involved in weapon binding?
My take on weapon binding takes a bit from the pages of Clockwork Expeditions by Guyinshinyarmor, as a note if the ideas sound similar.
All binding is caused by a piece of equipment attuning its properties with the wielder to ensure maximal performance and security. I'll break it down per equipment type.
Weapons are stored in a temporal compressed space located on the Knight's belt: at the push of a button, a weapon can be absorbed into the slot and another one forming in response. Knights are equipped with two of these compressed space slots on their belts, which are powered by excess collected energy. Additional slots can be opened, but those require a fuel source, commonly Crystal Energy. Once inside the hyperspace, they remain unchanged until called up again. However, inserting them into the hyperspace requires a Knight to be bound to the weapon: the slots in a Knight's belt are an extension of his or her bioelectric signal, and a weapon must be tuned to that signal to facilitate storage. In the case of handguns and bombs, which can be taken from a Knight, additional safety measures are implemented to ensure a bomb never arms or a handgun never discharges when used by someone other than the owner. Swordsmen tend not to drop their weapons, and those who do deserve the fate coming to them.
Armor and helmets are similar, in order for an armor to operate effectively, it must be calibrated to match the wearer's biochemical signals. The easiest way to calibrate is to simply equip and allow the armor to adjust itself to fit the wearer's needs, and modifying itself slightly to suit those needs.
Shields are similar, but the wiring is purely in the handle: one shield customized and calibrated to a shieldbearer will not fit another well, much less operate.
Trinkets are the odd case. The option for cosmetics is not available in most armor, as that is equivalent to a weakness in the defense. Trinkets are actually in-built modifications to existing armor sets, slotted in and interchangeable. These slots, like weapons, require fuel sources to stay active, and once utilized, enable an existing armor to be upgraded with various benefits, such as adding defense or calibrating a specific part of the set to provide bonuses, or increasing the effectiveness of the medical unit. However, like with all items, they must be attuned to a Knight in order for them to operate.
The process of wiring a piece of equipment is simple, but reversing that process is less so. It is possible to purge and reset a piece of equipment's configuration, but the process of doing so takes up large amounts of energy. Currently, the only known Gremlin with the knowledge is Vise, and he isn't stealing your energy, the process of manually reconfiguring anything is incredibly prohibitive, and only becomes more so when an item becomes stronger.
Why is it that we can destroy cages from the outside when rescuing captive knights, but the knights inside the cage can't break themselves out? Please explain the logic behind these cages.
Cages are too small to allow one to effectively swing a sword in. Setting off a bomb, you probably have a deathwish. Attempting to shoot the lock, contrary to popular belief, will only cause sparks to fly back and harm you, the only safe way is to shoot out the hinges, which are located on the exterior of a cage.
Knights are still unsure about what curse is, only that it originated from some fiend, and the Devilites worship the Curse Eye symbol. Whatever its origins are, Biotechs have been able to study Curse and quantify it scientifically. We know that Shadow energy is sentient, Curse is simply an extension of that. Curse consists of a somewhat altered form of Shadow Energy that floods a victim with Shadow Energy that tears out their life force with even greater ferocity than normal Shadow energy. However, and this links back to the sentience, the Curse appears to be capable of being completely benign if the victim does not attack. This observation leads some Biotechs and historians to believe the Curse is an extension of the energy of a Greater Fiend, some form of judge. The Shadow energy inflicted by curse lingers in the body of a victim, after a given period of time, the energy simply siphons away. However, if a victim were to attempt to attack something, the energy would tear the victim apart from the inside. Certain forms of holy armor have been known to decrease the extensiveness of the Curse affliction, but cannot prevent it entirely. Conversely, the Fallen Armor set is highly susceptible to the effects of Curse, not because of the unholy aspect of it, but because the armor is naturally self-destructive.
Can you explain monsters double-attacking when stunned?
If this game was you basic RPG, if there was summons, how could it fit into the game?
Could Owlites use summons?
What would be an example of a SK Summon?
"Setting off a bomb, you probably have a deathwish."
Not if the bomb's attuned to you and you arm it right, right? ;)
Great thread. Here's my question:
It is apparent that the incredible dodging abilities of certain monsters are such that they could dodge almost any attack if they so chose. Why do they use this ability mainly against projectiles? Do they like standing in bomb explosions or tanking GF swings?
So far, the only documented enemies that attack twice when stun is inflicted are Trojans, Lumbers, some Gun Puppies, and Lord Vanaduke. While Gun puppies can be easily explained, as stun overloads their attack programming and forces them to attack again, the other large slow attackers are slightly more complex. Stun does not immediately immobilize and slow an enemy, it usually employs ( in vial form) flash pellets that react with air and explode in brilliant light, or from otherwise massive impacts. It is in this case that the bulkiness of Plate Armor is quite handy: while it restricts eyesight and movement, the plates layer on top of one another to form impenetrable blocks, and the reduced eyesight assists in nullifying the effects of flashy stun. When an enemy is struck by a Stun Vial, they are temporarily blinded: most enemies usually take a second to find their bearing, but enemies in the heat of executing an attack are known to swing wildly when stunned. Great caution must be exerted when utilizing Stun inflicting weapons.
This is a "How" thread, not a "What if" thread. The only known summoners are Devilites, and the majority of what they summon are donuts for snacking purposes, though a few intrepid enough Devilites have been able to call entire demons from their plane.
Bombs can be calibrated, but the shockwave caused from the blast reverberating aren't.
The largest issue with what causes a particular enemy to dodge an attack is how lethal an attack looks, not how dangerous it is. Wolvers and Devilites are the most erratic, paranoid dodgers, followed closely by Gremlins. Their natural instincts automatically associate any high-velocity, usually shiny projectile with imminent doom, which they are quick to avoid in the interests of self-preservation. Some swords, while sufficiently shiny, do not move fast enough to warrant a credible threat-until they are swung at the enemy in range, at which any attempt at dodging is rendered null. Bombs may be shiny, but the blast wave travels far too fast for an enemy to avoid, and an armed bomb is nothing to them until it detonates. Handguns almost universally produce large, fast moving, noticeable projectiles an enemy avoids, but the speed of the projectile is slow enough to allow them to dodge. The exception is the Magnus series, specifically calibrated to discharge large, stunning rounds at velocities that enemies cannot avoid.
On their homeplanet, why not simply use it to warp back there?
How does the Devilite workplace hire system work?
How does a Devilite consume food?
Not bad! I've also been double-attacked by zombies, alpha wolvers, kats and all turret types. A lot.
How do the two types of barriers work?
Two types of barriers, assuming you mean the 1-way Arsenal Station barrier and the Object barrier.
Most barriers operate on a similar principle, a current of air is redirected between two pillars, so when the pillars emit a temporary energy surge, the air temporarily crystallizes into an impassable barricade. These pillars are extremely thin and protected by their own personal layer of solid, immovable energy, ensuring they cannot be broken down. An air-crystal field is selectively permeable, depending on the frequency of the target, they can or cannot pass through the crystals. Arsenal Station barriers direct the crystals to point outward, so one can easily exit by passing through and having the crystals be pushed away, while those who attempt to enter will face a lattice of energy preventing them. Object barriers are modified to have the air-crystals react to sources of energy, such as Knights in armor and weapons. However, statues emit no energy, and thus can not pass. These barriers, in addition, do not accomodate Clockworks monsters in any way, shape, or form; as these gates were installed by the Knights themselves, the selective modifications ensure a Knight fights fairly, according to the code of honor while maintaining the status of safe haven for barrier enclosed areas.
Asdf, I love this thread to death. So, I think I'll post some questions. :D
How does personal color work? And how does it change when the knight goes into PvP?
How do Knights warp to one another, and deep down into the Clockworks to join their friends?
and oneeeee more...
How do accessories not break even after the knight is beaten to a pulp?
Personal color is a chromatic representation of a Knight's internal energy, not the kind that can be bottled up and sold, but the life-force that runs through them. This personal coloration is a signal of a Knight's health, and aside from powering a Knight, it also creates the light source behind a Knight's usually dark-adjusted eyes. The personal color is evident on items that are an extent of a Knight's energy, such as suits of armor and helmets, and bits of the armor are temporarily adjusted to the Knight's personal color. Usually. Cobalt-issue armor is designed as a mass produced, hardy armor, and that mass production came with cut-backs on chromatic armor areas. Altering a personal color permanently requires the purchase of a rather expensive color crystal, embedded surgically behind the Knight's eyes. This color crystal is responsible for actually creating the color, but it can be temporarily modified via electrical current to change coloration, as seen in Lockdown games.
Shadow weapons aren't the only things we've taken from the Fiends. Through clever manipulation of instances and rift technology, Knights can actually send their entire person to the energy signature of another Knight. The position is determined through rift technology taken from the Fiends, and time determined by our own developed instance technology. Teleporting to another Knight usually does not take up any energy, but the only areas with sufficient free energy are Haven, Lobbies, and Terminals. Once teleported to one of those free energy areas, the device, instead of siphoning the energy to prime the next teleport from the mist or reserve tank, saps it from the air. Interestingly, crown fees are not circumventable with the teleportation device, it appears that our crowns can disappear even when going around the pay area.
Accessories of any kind, whether it be glasses, flowers, or side blades, are all constructed with the same material, a mysterious, heat proof, synthetic material called "plastic". This "plastic" appears to be virtually unbreakable, but despite that, it provides virtually no defense. Wearing a plastic helmet offers about the same amount of defense as not wearing any helmet, but the plastic helmet will not break. This plastic seems different than our industrially produced polymer materials employed for use in lightweight armor and weapons; while that is constructed of polymer strands, this "plastic" is highly malleable and flexible, but never loses its form. Subjecting "plastic" to extreme heats has been known to cause cases of poisoning in Knights, but otherwise, the extreme flexibility of "plastic", along with the many different forms it can take, has made it very popular to use in accessories. Research is still underway to create a plastic set of armor that allows attacks to simply be shrugged off, but as of now, the accessory market is highly lucrative.
Thanks for the support so far.
Let's hear some technobabble jargon about Winmillion and its windy projectiles. Bonus points for explaining why there is not a 5* variant of it.
Oh wow, that's very awesome!
I hope you don't mind if I ask more. (Feel free to tell me to stop asking lol)
Anyways, Like I said, I love this threads to pieces.
How do Mechaknight kits assemble them selves?
How do vials appear in the Clockworks?
How does a Wild Hunting Blade work? (With the bites of the Wolvers and such.)
How does the Sudaruska/Triglav stay 'whole'?
How does elevators work in levels that are not mechanical? (Like the magma in FSC, or the crumbling castle of Scarlet Fortress.)
and finally,
How is Arctifice so good at this?
The Spur line was the first attempt to actually try and utilize airborne energy in its attacks. The curved blade is plenty sharp on its own, but the addition of motors, fueled by airborne energy, allow the weapon to be swung with great speed and force. This unique design allows a Knight to easily close in on a target, but each strike will cause a mover to fly forward, regardless of how much they resist. The Arc Razor is a refinement on the design, employing sharpened blades and a stronger motor that outputs greater amounts of force. The Winmillion further improves the blade and motor, redesigning the blade itself to be able to focus some of the energy used to propel the blade and user into small projectiles. Focusing energy into a Spur instead causes a massive amount of air to flow through the blade, which takes the form of a larger projectile. However, due to its unique nature of constantly using wind energy as the principal force behind its attacks, weaponsmiths have not yet been able to refine this system into a flawless iteration for two reasons. One, most blades have a form of energy running through the center of the weapon, but the Spur series is vastly different from this construction. Two, most weaponsmiths who have attempted it have lost fingers, and in one tragic case, a leg from accidentally overcharging the motor.
Mecha-Knight kits employ a unique design of stuffing the majority of the parts in hyperspace until activated. These small hyperspace pockets are located in the central processing unit (head) of the Mecha-Knight, and once activated, the parts are teleported and fixed onto their appropriate joints. We believe the central processing unit is programmed to direct these parts, as that is how repairs are run on Mecha-Knights. Due to power limitations and ethics standards, repurposed Spiral Order Mecha-Knights do not possess the cool features that Tier 3 Mecha-Knights do, such as projecting energy orbs or mines on charge attack. They still function remarkably well, however.
Most Clockwork creatures are naturally attracted to shiny objects, such as capsules, pills, and remedy capsules. An intrepid Knight businessman noticed this, and offered to trade out the Order's supply of somewhat useless status inflicting vials for the large sum of crowns select monsters possessed. As a result, that Knight businessman is now on a wanted list, and vials and supplies are, unfortunately, in short supply. On the flipside, beating up monsters now yield supplies, and some petition to remove the businessman from the wanted list due to being able to acquire supplies from monsters, still more petition because they dislike receiving supplies from monsters.
Most weapons have a technological explanation behind them. The Wild Hunting Blade, however, appears to function with sentient energy, something commonly referred to as "magic". Considering how the rest of the Cutter line operates, this is not surprising, but the sentience is. Like the Barbarous Thorn Blade, the Wild Hunting Blade embodies a powerful wolver's spirit within the blade, which is present in the Hunting Blade, but not as powerful. Its presence in the Wild Hunting Blade implies that spirits are able to be trapped within weapons, opening up potential for an entire new weapon line. In design, the Wild Hunting Blade operates similarly to the Cutter series; the air cleaved by the initial strike causes a second slice of air to strike a target. Successive upgrades show that this second slice of air may in fact be the work of another supernatural entity. While the Dread Venom Striker disproves the theory, the Wild Hunting Blade proves it. Each strike of the Wild Hunting Blade causes the spirit within to lash out at the enemy, eviscerating beasts at lightning speeds.
Troika series weapons look rather innocuous and low-tech, at most they're just a large bit of stone and wood used to whack around enemies. But, however, it is patterned after traditional swords, and energy does indeed flow through it. The Sudaruska came into existence when plans that detailed proper application of Volcanic Iron would, in theory, strengthen it past what was perceived as a physical maximum, but anything worth doing is worth doing. The blacksmith who applied the Iron, as a test, saw no noticeable difference other than a loud, incessant humming; he then picked the weapon up, and it promptly shattered, its iron-solid fragments suspended by the energy core within. Like most swords, the Sudaruska contains a core of energy running through the blade, we believe the application of Iron amplified the energy to the point of breakage, yet the energy is still somehow not only stable, but actually holding fragments of the blade in the beam. The Triglav operates similarly, energy amplification provided by Volcanic Iron is substituted by the application of an Everfrost, and the end result is no less deadly. As energy has no mass, the blade still requires the fragments to function, but the weapon's charge attacks seem to directly channel the core of the weapon into each strike, making the charge attacks extremely hazardous.
As mentioned before, elevators are not of Knight or Gremlin origin, Gremlins only installed safety overrides to prevent workplace accidents. The true origin of the elevators are not known, though lore suggests that another race before the Gremlins, or an older race of the Gremlins themselves, used the elevators in their construction of the world. It does explain why applying brakes to elevator rails was so easy for current Gremlins, perhaps the design was familiar, used before. Unlike modern Gremlin machines, these ancient elevators appeared to be designed for sturdiness, nothing breaks them, and nothing can circumvent them, only energy can. The elevators are indeed sized to house a Gremlin, if proportioned correctly. If so, these ancient transportation systems provide us with unique insight on the history of the planet, at the very least, a convenient means to move about the world.
I spend a lot of time thinking.
How does the recon mod work? Please include how people on the same team can see you, but no one else.
I already posted a paragraph dealing with how the Recon mod works. The only addendum that I will add is that the cloak contains a refractory modifier that changes the visibility of the cloak to allow teammates operation on the same frequency as you to view your Knight behind the cloak field.
How do each of the family bonuses that come with equipment work? I'm talking about
-The undead bonus for Cold Iron Carver/Vanquisher
-Beast bonus in Hunting Blades.
-Slime/Beast bonus in Chroma amours and Dragon Scale
-Fiend bonus in Sun Shards
-Rock Salt and Cautery Sword's slime bonuses is pretty obvious, but feel free to mention it anyway.
-Fiend bonus in Valkyrie mail
-Construct bonus in Deconstructor
-Fiend bonus that's for some reason only present in Divine Veil and not Mantle
-Undead bonus in Deadshot
-Construct bonus in Punch and Pummel Gun (Why isn't this present in Iron Slug?)
-Undead and Gremlin bonuses in Sentetza and Peacemaker
-Beast Basher, Robo Wrecker, Slime Slasher, Thwack Hammer, Wrench Wand
Inherent bonuses in weapons function much like weapon UV bonuses, that a certain effect against a particular family was actively worked towards. Due to the degree of precision in crafting these weapons towards a specific purpose, the bonus is significant. For example, the Hunting Blade features a specially forged edge designed to cut right through beast hide, Sun Shards refract light in a specific way to scorch fiends from the inside out, and various weapons are tailored to very weak forms of specific enemies. While most of these abilities are technological, there are some yet unexplained bonuses, such as that of the Antigua series. If the history behind the weapons are correct, the upgraded forms of the Antigua contain shreds of vengeful spirits within them, which lash out violently against certain enemy types. A breakdown per weapon would take too long, but if you wish to know a particular one, please leave a message stating so.
Bonuses granted via armor are somewhat easier to quantify. Most enemies associate a given silhouette with something, and that affects how adequately they prepare themselves. As such, Fiends that catch the blinding holiness of Valkyrie Armor or the Divine Veil (due to a design oversight, the Mantle lacks adequate shininess), associate it with their fear, and let their defense down. Chromalisks, being the natural predator of Slimes, cause a similar effect with Chroma Armor, and by extension, beasts and Drake Scale sets. The Undead know and fear the Deadshot Set's appearance, and its very existence causes them to lose morale, and by extension, defense.
How do oilers work? Shouldn't fire be killing them extra efficiently?