Below is a list of known colors and symbols. When a new gate is generated in the Arcade, it is randomly assigned a color and a symbol to give it a name. If they both rotate the same direction, then the closer they are to the same speed, the longer the knight will spend waiting for a specific level. If they both rotate opposite directions, the knight will quickly pass over every possibility on the lower gear(shorter wait times). This can be pictured as two overlapping gears(the two levels), from which the knight is about to drop from the top one to the bottom one(descending further into the clockworks). There seems to be tendency towards longer wait times if both rotate the same direction, and a tendency towards shorter times if they rotate in opposite directions. While as aforementioned, depths usually change every 3 to 7 minutes, the complete range of possibilities lies between about 1:45 and 20 minutes.Īdditionally, the rate at which levels change appears to be dependent upon the direction of rotation of the current depth, and the direction of the next. This mean that depths which have previously taken extended periods of time to rotate will probably take extended periods of time to rotate again. The next level is not locked in until all party members step on the lift the monitor may change while heat is being distributed, but the level has already been chosen.Įach individual depth usually takes the same amount of time to rotate one level. Levels continue to rotate even as you play through your current one, so you may wait an elevator for the desired level to appear. It is possible for the levels to move left/right and the line leading to the level to change at the same time, bypassing what should have been the "next" level entirely. The interval at which depths can change the path varies or may be random, although most of the time it changes around every 5 (3 to 7) minutes. With enough waiting, it is possible to take the most desirable route down, barring the randomized depths. Question marks mean that depth's next level is constantly changing, so the next level cannot be determined, and the line which usually indicates what the next level will be becomes a branch pointing to all possible levels. The arrows indicate which direction the levels at the next depth are rotating in. Each possible level is divided by arrows pointing left or right, or a question mark. On the Gate Map, there is a line leading from your current level (marked with a red circle and a "person" icon) to the next location. The current next level can be seen on the monitor at the lift to the next depth, and on the Gate Map of your current adventure, which is accessed from the Main Menu icon in the top left corner of the screen.Ī Gate Map showing both question mark and arrow depths. All levels end with an elevator allowing knights to either descend to the next floor, or return to Haven, however the elevators leading to a subtown or terminal will descend automatically.Īside from levels having multiple possible versions, the next depth's level changes in real time if there is more than one possible level for that depth. Players can enter the gate at the start of a tier or by joining an existing adventuring party. Between these strata lies a Clockwork Terminal, a safe floor where you can change equipment, heal yourself, buy recipes from Basil, and access the Supply Depot. Each tier is subdivided into two strata, each containing 3-5 floors populated with levels appropriate to the stratum's theme. Interacting with a gate console opens the mission UI with the appropriate gate selected.Įach gate contains three tiers of increasing difficulty separated by subtowns. To open a gate, go to the Control Panel and use the ATTACK key to access the options. However, the random generation prevents two themes from occupying the same tier. Gate themes are randomly generated and have different thematic levels. The Arcade features four active gates in rotation all the time and are open for exploration by knights. This monster was introduced with release.The Divine Avenger does not do as much damage, but it is still adequate to keep back the slimes because of the extended attack range. Dark Retribution, Shivermist Buster or Gran Faust are good options too. The best way to get rid of a pack of Glop Drops is with the charge of the Acheron. As they have no eyes or a head, it is really difficult to know that player is watching before attacking. Glop Drops will normally spawn in large colonies, and can very easily swarm you with their attack formations that lock on to players. Attacks more frequently in deeper Tiers.An electric blob of goo that prefers to attack in swarms.