HowStuffWorks thread

Prize wheels are a relatively new feature installed in elevator button consoles. Simply stepping on an elevator activates one, though they are strangely absent from terminal level elevators. The Prize Wheel is a dumb-waiter type mechanism installed within the railing of an elevator that randomly dispenses an item to a Knight. We believe this Prize Wheel was funded by Bechamel, as an investment to entice Knights to open Lockboxes, which only are available through the Prize Wheel. Spiral HQ has picked up on this and began to issue Mirrored Lockboxes, again found in Prize Wheels, that also contain several more cosmetic alteration items.
Devilites are constantly cursed with the heavy burden of work and bureaucracy. When Pit Bosses cannot chastise Devilites for throwing supplies around, they leave other, higher powers to punish off-task Devilites. One of these powers happens to be the spirit that controls Curse. Devilites instinctively know this, and consciously attempt to avoid sources of curse. Being the creatures they are, they still offer worship to the Curse entity, but the Curse entity does not distinguish between worshipers and slackers.

and the Silent Legion leaves me alot of questions....but they all share the same topic:
How does a Spiral Knight become a Trojan?

Requirements for becoming a new Trojan (not one ported from the other dimension) are twofold: strength and the right mindset. The right mindset is of more importance, as strength can simply be fed to a Knight, but even a moment's hesitation can result in irreversible deformities. Due to their natural strength and proneness to going crazy due to losing squadmates they were entrusted to protect, Guardian Knights are susceptible to becoming Trojans. The closest analogue to the mindset necessary for Trojan conversion is giving in to the dark side in the Star Wars universe; take a minor incident, magnify it until it completely consumes someone. After that point, strength and darkness flow into a Knight easily, imbuing him or her with unnatural strength, culminating in a layer of stone armor and a permanently fused horse head. Trojans who live long enough may eventually come to terms with their pasts, but Knights still do not distinguish friendly Trojans from the millions of hostile, angry ones.

This was asked earlier, but you didn't answer beacuse he was spamming questions:
How does Dark Retribution work?

Capitalizing on the Knight-engineered Graviton Vortex, Gremlins began to reverse-engineer the bomb to create an entirely new weapon. The new weapon they created incorporated the gravitational attraction mechanic of the Graviton Vortex, calibrating it instead to a tether system, holding small orbs of Shadow Energy in a perpetual orbit around a central source. The actual Dark Reprisal bomb consists of a single tether loop, the blast expelling small bursts of shadow energy that quickly form around a number of small shards of Dark Matter which disintegrate, leaving the mass self-sustaining. A temporary gravity well is created at the center of the bomb, tethering the orbs of shadow energy for a fixed rotation. As the energy has no physical form, it passes through foes, striking them several times. The exact tethering mechanic is loosely based on the Graviton Vortex, manipulating gravity into a series of strings which temporarily attach to Dark Matter shards. Once Shadow energy wraps around and absorbs the Dark Matter, the tethers fade away, leaving the orbs to propel themselves in a circular manner. The Dark Retribution involves a complex multilayered tethering system that produces tethers of various size, leading to multiple layers of rotating Shadow orbs. Due to the high energy status of each orb, no more than three can occupy a single rotational path, otherwise the loop destabilizes and the orbs detonate harmlessly. The bomb itself was designed to shred apart rogue Gremlins, and has fallen into the hands of the Spiral Knights, who intend to use it to shred apart any Gremlin.

How come nearly every monster comes in poison, fire, shock and freeze-varieties except Gremlins?

Knockers come in elemental varieties. Most Gremlin construction workers have little need to adjust themselves accordingly with a given level's atmosphere, part of their philosophy of being able to work anywhere. Therefore, to maximize efficiency throughout the Clockworks, they do not outfit themselves with gear for any given area. Any problem, they believe, can be fixed with enough applications of wrench, hammer, or blowtorch: fancier tools are unnecessary. Knockers, however, were created with the express purpose of outputting elemental type damage, or solving small problems that required specialized tools. To the average adult Gremlin, the tools he or she has on hand is all that is necessary.

Knockers aren't really 'varieties' so much as 'the same creature but holding a differently-flavoured tool'. The other creatures in the clockwors are physically mutated with immunities and natural status-infliction. Why is that? Why aren't gremlins affected?

Most Clockwork creatures are simply denizens that occupy the many levels under the world. Gremlins are those that maintain, create, and destroy those levels in which they live. As such, they are a transient, nomadic group, while most Gremlins are located in the Great Colony, smaller groups of Gremlins travel from level to level, fixing and repairing and deconstructing levels as required by the Great Colony's orders. These groups of nomads do not wander aimlessly, they receive orders from the Great Colony to deconstruct or construct where needed, any other levels they stop in, they stop in only temporarily. This fact, coupled with their superior resistance to the elements, causes them to not develop long-term mutations seen in other types of Clockworks creatures.

What ARE knights? Are they mechanical? Biomechanical? Something else?

Since this is a broad topic subject to speculation, I will stick with what I interpret from what I have written on this thread.
Knights are an advanced spacefaring civilization, predominantly biological, but with relatively advanced, yet simple augmentations to their system. Each Knight is placed into a specialized environmental suit that changes and adapts as they grow, and can be improved and modified with armor, helmets, and trinkets. These bodysuits conform to the shape of a Knight, humanoid in shape, but developing long appendages, a small body, and a large head. This bodyshape gives Knights lots of brainpower and allows them to easily maneuver on cramped areas such as ships, but outside the bodysuit, they are somewhat frail and weak. A bodysuit is an option for the Knight; they can survive without it, some choose to, but the bodysuit is low-maintenance and extremely helpful, boasting a suite of machine-interface tools and a built in heads up display, as well as providing additional defense. Direct mechanical modifications to a Knight's body have never been attempted, as Knights see no point in doing so.

I have one question:
http://i2.kym-cdn.com/photos/images/original/000/046/123/magnets.jpg
But seriously:
How did knights build armor before they landed on Cradle? What materials are used to make Cobalt armor/Calibur blades?

Knights aboard the Skylark were issued standard weapons and armor as per their protocol of arming colony ships. In addition to the supplies, they also brought with them schematics on how to construct and maintain these weapons, ensuring future generations of Knights could construct their own weaponry out of what they find. Despite the difference in material quality between factory-grade weapons and armor and that crafted with salvaged parts, they nonetheless still function equally effectively.

How come enemies are carrying coins usable by us? Are strangers and knights using gremlin currency? Do monsters eat money or something?

Crowns are universal Clockwork currency: Strangers mint Crowns, which are used as a unit of trade between them and Clockworks denizens, particularly the Gremlins. Since the Strangers control all of the sunlit areas of the Clockworks, they possess massive amounts of farmland, which the Gremlins are eager to trade for machines and labor. However, crowns have found themselves into other Clockworks creatures.
Crowns within Constructs are either a careless by-product of Gremlin engineering, or the constructs themselves were designed to be currency deportation apparati. With results inconclusive, either theory is a solid grab at best.
Fiends and Undead, the only other sentient beings on Cradle, recognize the value of the crown, and hoard amounts of it to trade with the Strangers.They benefit from Stranger supplies, and often deport office labor (in the form of Devilites) and manual labor (in the form of Zombies) in exchange for goods.
Beasts and Jellies assimilate crowns within them for reasons unknown. Jellies absorb anything with sufficient metal content inside themselves for nutrition; unlike metal though, crowns are indestructible. Beasts seem to be attracted to the sheen of the crown, and carry them around in the gaps between fur and scale. Chromalisks display an unusual attraction to crowns: this is either a result of their Dragon heritage, or because Jellies also carry around coins within them, making them easy to spot.

Do knights have a (physical, not cultural) gender? If so, how do they reproduce?
Also, are Almirians related to knights? Because the zombie proportions and the Almirian Ghosts seem to suggest so.

Waited for the official statement. For now, what Knights are is up in the air.
Your other question, unfortunately, is a speculation-based question with multiple plausible answers. I'm here to explain how, not what. I can give a good paragraph or two on the operation and nature of the life force that flows through the Undead, but I cannot offer my personal opinion on their origins.

Artifice I need some quality help over here! And you seem to be just the right guy for this!
I'm making an animation where a knight uses bombs.
I need detailed description of the mechanical working and explosive material (mist related judging by bomb color?) of the bomb.
Basically there should be something happen for the charging motion (some sort of windup/release of a mechanism), then some timer mechanism going down (the time between bomb placed and explosion) which ultimately ends in detonation when the countdown mechanism makes contact with the explosive material or so.
The current models (which is quite similar to Nitronome but in bomb bandolier colors) is as follows: http://fav.me/d5g11vn
It can be modified if needed.
If you can do a drawing with arrows and descriptions and such it would be awesome, but a detailed description is good too. If you can't think of anything suitable, thanks for reading anyways.

Unless the model contains additional rigged moving parts, fully animating a bomb's detonation will require several additional models. Since I am unaware of the full view of your current model, I will present an explanation on how the bomb you modeled will operate.
Assuming the texture is still WIP (great detail on those back curls by the way) the bomb seems equivalent to a three-star weapon. Operation of the bomb will be fairly simple. You tout it as a Nitronome derivative, I'll present my explanation of how the Blast bombs work for you to base it off.
Arming the Nitronome, as I envision it, involves depressing and twisting the top, with adjustments to the sides for calibrating fuse and blast radius. The screwheads on the side seem workable as adjustment knobs, and the top, you could say, was salvaged from components of a Blast bomb, giving it a Blast bomb arming system with salvaged calibration components. Once the button on top is depressed and twisted, if possible, the blue interior, which I assume is the payload, should briefly flash a brighter color, indicative of the bomb's arming. These flashes should continue, at intervals reducing in time (tick tick tickticktickticticticBOOM) until detonation. This should involve about three rigged parts and minor texture modification, respond with your opinion.

Sounds solid, but probably not "cool" enough.
Adding more detail to the model is not an issue, detail as much as you want, that model was made in my spare time during one single day, it's not really a state of the art thing that can't be edited. It's actually pretty boring as it looks now.
I actually expected some ideas for extra "rigged moving parts", since well, the more stuff that is moving around the more interesting and mechanical the animation will look.
Also here is a shot of the current (pretty empty) interior + top/bottom http://sta.sh/0p104xt0g2w
Any ideas you come up with and sound like will look cool I'll get into implementing.
PS: Thanks for the reply!
PS2: I'm actually taking a minimalist shadeless approach to texturing/materials to save time and rendering. Some stuff looks better than others depending on the amount of pieces and such, I try to stay true to the game items main colors and such.

I am curious, though. How do elevator passes get around the 10 energy cost?

As stated before in this thread, elevators are build with a safety lock function that would prevent tenderfoots from leaving their optimal floors. This lock would be temporary unlocked via a little amount of energy. However, an elevator pass directly hacks into this locking system, which tricks the locking function into believing that energy has been inputted, despite the contrary. As for why elevator passes expire, each pass is given a unique code that would allow the card the hacking abilities, and this code is hard coded into a base or "master" elevator. After a month, the elevator system updates itself, and the code is rendered void.

how does heating equipment work?
how does the snarbolax change its fur color?
how does ce/normal reviving work?
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Why can devilites be cursed by a Faust or Gran Faust?
(Not sure if this applies to other fiends, but I saw someone curse a devilite many months ago. The wiki says that all fiends are immune to curse except greavers and silkwings, so maybe things have changed...)
EDIT: Yay! 3 pages now!!