Spiral Knights Research has discovered a new way to use heat! They have provided us with a new slot in our Character UI to bring powerful new items into battle! They've discovered In-Game Heat Powerups. They can be used in many ways in battle, but too deadly for King Krogmo's Colosseum. We don't want to injure our own TOO much, do we?
What I mean by heat powerups is that when you're in the clockworks, you can buy powerups with the heat you find. You can chose a module to put in your Heat Powerup slot before delving into the clockworks. If you have others with you, you will not be targeted unless said otherwise. These MAY NOT be used on boss floors. Powerups do not acquire heat and work similarly to trinkets, instantly able to be upgraded. Every additional star level the module gets, it will cost 5 heat cheaper. ALL powerups do Normal Damage. Cooldown of 60 seconds.
Heat will be converted from the animation of it to a number instead ranging from 1 per orb to 100 per orb with a max of 1000.
--The Railgun--
You stop where you are when activated and have one chance to shoot. The railgun will be destroyed once shot. You MUST have a gun to use. Selects the user's best Gun for damage. Requires Gun Damage Trinkets for the 4* and 5* Modules needed. Costs 300 Heat
1* Module - Does 1.5x damage of Gun and hits up to 3 enemies in a straight line. 4 Seconds to shoot before destroyed.
2* Module - Does 2x damage of Gun and hits up to 4 enemies in a straight line. 5 Seconds to shoot before destroyed.
3* Module - Does 2.5x damage of Gun and hits up to 5 enemies in a straight line. 6 Seconds to shoot before destroyed.
4* Module - Does 3x damage of Gun and hits up to 5 enemies in a straight line. 8 Seconds to shoot before destroyed.
5* Module - Kills anything in the gun's path and hits up to 6 enemies in a straight line. 10 Seconds to shoot before destroyed.
--Stasis Shield--
You stop where you are when activated and every enemy targets you. You are invulnerable to attacks. Anything that attacks you takes small amount of damage. When time runs out, everything will be launched away from you. Requires Ancient Shield for 5* Module Costs 400 Heat
1* Module - 3 Seconds 5% of damage returned.
2* Module - 5 Seconds 10% of damage returned.
3* Module - 10 Seconds 15% of damage returned
4* Module - 15 Seconds 20% of damage returned
5* Module - 15 Seconds 30% of damage returned.
--Power Swing--
You take one large swing (180 degrees from where you're facing.) and hurt anything within your range. User MUST have a sword. Selects the users best Sword for damage. Requires Sword Damage Modules for 4* and 5* Modules. Costs 400 Heat
1* Module - Does 0.5x damage of the user's Sword. Range is half a tile. Knocks enemies back 3 tiles.
2* Module - Does 1x damage of the user's Sword. Range is 1 full tile. Knocks enemies back 3 tiles.
3* Module - Does 1.5x damage of the user's Sword. Range is 1 full tile. Knocks enemies back 4 tiles.
4* Module - Does 2x damage of the user's Sword. Range is 1.5 tiles. Knocks enemies back 5 tiles.
5* Module - Does 3x damage of the user's Sword. Range is 2 tiles. Knocks enemies back 5 tiles.
--Cluster Bomb--
You stop where you are when activated and place a cluster bomb down. Initial bomb placement takes 4 seconds to explode. You MUST have a bomb. Damage of bombs do 1.2x the damage of the user's best Bomb. Bombs launched from it's parent bomb does 0.5x damage. Requires Bomb Damage Trinkets for 4* and 5* Modules Costs 300 Heat
1* Module - 3 Bombs fly from initial bomb.
2* Module - 4 Bombs fly from initial bomb.
3* Module - 5 Bombs fly from initial bomb.
4* Module - 4 Bombs fly from initial bomb. 2 fly from 2 of those bombs.
5* Module - 5 Bombs fly from initial bomb. 2 fly from every bomb.
--Medical Attention--
You stop where you are and revive/heal everyone within your radius. Submodules for this make them take 20% less damage from the submodule effect for 10 seconds. Requires 4* and 5* Health Trinkets for 4* and 5* Modules. Costs 600 Heat
1* Module - Heals all alive people 3 bars. 4 tile range.
2* Module - Heals all alive people 4 bars. 5 tile range.
3* Module - Heals all alive people 5 bars. 5 tile range.
4* Module - Heals all alive people to full health. 6 tile range.
5* Module - Heals all alive players to full health and revives dead people to 5 bars. 6 tile range.
--Power Rage--
You stop where you are and influence your entire team by increasing their abilities. Everyone within your glorious aura will gain boosts for a time. Submodules for this will add the effect to your attacks. Costs 600 Heat.
1* Module - Increases attack damage for 10 seconds. 4 tile range.
2* Module - Increases attack damage for 15 seconds. Increases defense for 10 seconds. 5 tile range.
3* Module - Increases attack damage for 20 seconds. Increases defense for 20 seconds. Increases movement speed for 10 seconds. 6 tile range.
4* Module - Increases attack damage for 30 seconds. Increases defense for 30 seconds. Increases movement speed for 25 seconds. 7 tile range.
5* Module - Increases attack damage for 40 seconds. Increases defense for 40 seconds. Increases movement speed for 40 seconds. 7 tile range.
--Chaos--
You stop where you are and cause the enemies to attack their own as well as you. Submodules for this give the enemies the status while they are affected. Lasts 5 seconds. Costs 800 Heat
1* Module - 20% of their original damage when hitting their own. 2 tile range.
2* Module - 30% of their original damage when hitting their own. 3 tile range.
3* Module - 40% of their original damage when hitting their own. 4 tile range.
4* Module - 45% of their original damage when hitting their own. 5 tile range.
5* Module - 50% of their original damage when hitting their own. 5 tile range.
*-SubModules-*
SubModules are Modules that you put on Modules to improve them. Each Module has two SubModule Slots. Each of them must be unlocked the same way trinket and weapon slots are. They last for one month. You can only have one status and one damage type on each Module. Once added, they can be removed. All statuses and all damage types are available other than normal due to that being the standard effect. Note that Medical Attention can not have SubModules.
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