Difference between revisions of "Darkness"

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(Page overhaul based on Tael's research)
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As one travels further and further from Boston, one finds the darkness. The magnitude of this darkness grows the further in one dares to venture, to the point where it begins draining one's humors. Food's regenerating effect slowly diminishes to the point where there is no countering this drain. Eventually, one is knocked out.
 
  
= Confirmed facts =
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:<font color=#D00000><b>This page is under construction.</b> Only few have explored the darkness and fewer still shared their findings. We will continue to update this page as more is revealed.</font>
  
Where available, a source will be quoted.
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----
  
 +
The further one ventures from Boston, the more untamed the wilderness; mountains spring forth, water pools in great lakes and forests sprawl miles wide. Eventually even light itself is quelled by the lack of civilization, and the land becomes gloomy. In this land that man's presence is despised by nature itself, and nature itself moves to snuff him.
  
'''Light counteracts the draining effect.'''<br>
+
The Darkness is also said to be home to unique biomes. Explorers have reported biomes they have "never seen before" whilst exploring the Darkness. Although the thoroughness of their exploration might be called into question, we know for a fact that certain biomes only appear far from Boston, so it follows that certain biomes would only appear <i>farther</i> from Boston.
Light sources such as torches, braziers and fires seem to slow, and even stop, the drain of the darkness. As the darkness becomes thicker the further one ventures in, more powerful light sources are needed to survive. This certainly makes for an interesting game mechanic!
 
  
Torches are viable for trips into the "lesser darkness". Early experimentation suggests that multiple people with a torch each can venture further than a lone explorer. Please see the ''For Science!'' section if you are planning an expedition!
 
  
 +
== Humour drain ==
  
'''The drain is more severe the thicker the darkness.'''<br>
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Far from Boston light levels begin to drop. At a certain distance from Boston<small>[1]</small> humour drain will begin, depending on the character's humour caps. For example, a character with stats of 25/35/34/29 will see the drain in their blood humour first, and closer to Boston. Even the weakest of characters will only see drain in areas with a visible gloominess. The further into the Darkness this character moves, the more extreme the humour drain, and the higher their humour cap will have to be to resist it. The factors that effect this drain are:
Darkness seems to have a consistent drain on all humors, though this is counteracted to a point by your humor's level and the aid of light sources. Weaker characters will see drain setting in much sooner than a stronger character. It is not known if humors can be leveled to the point where no drain is present.
 
  
This all means that some will report only one/two/three humor(s) being drained; their weakest. Please note if you find anything apart from this occurring.
 
  
 +
* <b>The current distance from Boston</b>
 +
: Most easily measured by thickness of the darkness, the drain will grow the further from civilization one travels
  
'''The darkness *will* sport unique item and creature spawns.'''<br>
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* <b>The character's humour caps</b>
I cannot recall where, but this was confirmed by a dev. on the forums. (Can anyone remember where? Please add it here)
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: A higher cap allows one to travel further before drain sets in.
  
= Theories =
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* <b>Food consumption</b>
 +
: If the healing rate of food eaten exceeds the drain of the darkness, the result will be a net gain. As such, food is only viable in lesser darkness or with the aid of:
  
'''Churches will push darkness back, as light does currently.'''<br>
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* <b>Light sources</b><br>
I heard this somewhere but was unable to find a source. If a reliable source can be found please quote it and move this to the "Confirmed facts" section.
+
: Although not able to stop drain completely, light will lessen it<small>[2]</small> (this will make healing with food easier)
 +
: One torch is more powerful than one wood pile, and can be used to quickly 'spam' wood piles in an emergency. Groups of players each with a torch will have less humour drain together than spread out.
  
  
'''The darkness acts as the [cleverly implemented] map edge.'''<br>
+
== In development ==
No one likes invisible walls, so the darkness is likely a clever way to keep people from seeing the map's edge. This doesn't mean the darkness won't be a fleshed out game mechanic, but it does mean there will be a point where it will be impenetrable by light or other means.
 
  
Server upgrades and map extensions may be justified by saying "''Civilization is flourishing in the new world, and the darkness is receding''" or similar, opening up an extended map. This may happen if the game world ever reaches a crowded state, yet is just speculation.
+
If no source is listed, please consider these merely rumors. Although I recall reading/hearing these from reliable sources you do not have to trust my memory! If anyone can provide a link to confirmation, please add it to the footnotes.
  
  
= For science! (needs testing) =
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* <b>Advancing 'civilization'</b>
 +
: Churches have been said to counteract the Darkness(source), although little is know as to how. We are not sure if this will be only inside churches, or a radius around them, or if they will not affect the drain and will only act as protection against:
  
Intrepid explorers gather! Leaving your families at your homestead and venturing into the unknown? Take this list with you, and contribute to Science. In any of your research please document your humor levels, as it seems much of the darkness' features hinges on these numbers.
+
* <b>Unique creatures</b>
 +
: It has been confirmed(source) that the darkness will be home to unique creatures that new players should not have to deal with. Development diaries (such as the one on witchcraft) often display creeping creatures in dark areas.
  
 +
* <b>Unique item spawns</b>
 +
: It is also confirmed(source) that unique items will spawn in the darkness, though we have no indication of what these might be.
  
'''Light levels.'''<br>
 
So we can compare and roughly measure darkness levels, please take screenshots of the points where:
 
  
- Your humors begin draining with no light source<br>
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== Bugs ==
- Your humors begin draining with a torch<br>
 
- Food no longer works<br>
 
- How deep you made it and how
 
  
 +
Over the Salem IRC channel:
  
'''Please also consider:'''
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: Tael: Also Loftar: I have found that being KO'ed as a result of drain in the darkness does Not cause you to lose any stats. Is this intended, or a bug?<br>
 +
: loftar: Hm, that is indeed not intended. I'll have to look into that, Tael.
  
- Whether or not multiple people with a torch each helps<br>
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- Whether spamming campfires helps*<br>
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== Further research ==
- Whether establishing a permanent base is possible (braziers are your best bet)<br>
+
 
- Whether anything else notable happens<br>
+
Since KO's in the darkness have no real penalty at the moment, now is the perfect time to gather some research. I have compiled a list of things I think this page needs. If you can provide any please find Rushmik on the IRC and we can chat. I try to give as much credit as possible in the footnotes!
 +
 
 +
 
 +
* Screenshots!
 +
** Various levels of darkness
 +
** Unique biomes
 +
** Stat drain points
 +
** A scared looking pilgrim clutching a torch in deep darkness, or something else worthy of this page's main image.
 +
 
 +
* Settlements; describe your success/failure at settling in this land.
 +
** Does the inside of a house negate all the drain outside?
 +
** How does respawning at a dark lean-to function? Do you KO again immediately?
 +
 
 +
* How far can you get? High-humour characters needed!
 +
 
 +
 
 +
== Footnotes ==
 +
 
 +
# The distance to the darkness is consistent North and South (confirmed by SkippyDippy) and assumed to also be East and West
 +
# Research by Tael confirms that light sources cannot completely stop the drain, but will slow it. Tael found the point at which his humours first started to drain, created a large amount of light and still found that his humours were draining, albeit very slowly. He also brought a low-humour friend and found the same to be true.

Revision as of 04:15, 7 May 2012

This page is under construction. Only few have explored the darkness and fewer still shared their findings. We will continue to update this page as more is revealed.

The further one ventures from Boston, the more untamed the wilderness; mountains spring forth, water pools in great lakes and forests sprawl miles wide. Eventually even light itself is quelled by the lack of civilization, and the land becomes gloomy. In this land that man's presence is despised by nature itself, and nature itself moves to snuff him.

The Darkness is also said to be home to unique biomes. Explorers have reported biomes they have "never seen before" whilst exploring the Darkness. Although the thoroughness of their exploration might be called into question, we know for a fact that certain biomes only appear far from Boston, so it follows that certain biomes would only appear farther from Boston.


Humour drain

Far from Boston light levels begin to drop. At a certain distance from Boston[1] humour drain will begin, depending on the character's humour caps. For example, a character with stats of 25/35/34/29 will see the drain in their blood humour first, and closer to Boston. Even the weakest of characters will only see drain in areas with a visible gloominess. The further into the Darkness this character moves, the more extreme the humour drain, and the higher their humour cap will have to be to resist it. The factors that effect this drain are:


  • The current distance from Boston
Most easily measured by thickness of the darkness, the drain will grow the further from civilization one travels
  • The character's humour caps
A higher cap allows one to travel further before drain sets in.
  • Food consumption
If the healing rate of food eaten exceeds the drain of the darkness, the result will be a net gain. As such, food is only viable in lesser darkness or with the aid of:
  • Light sources
Although not able to stop drain completely, light will lessen it[2] (this will make healing with food easier)
One torch is more powerful than one wood pile, and can be used to quickly 'spam' wood piles in an emergency. Groups of players each with a torch will have less humour drain together than spread out.


In development

If no source is listed, please consider these merely rumors. Although I recall reading/hearing these from reliable sources you do not have to trust my memory! If anyone can provide a link to confirmation, please add it to the footnotes.


  • Advancing 'civilization'
Churches have been said to counteract the Darkness(source), although little is know as to how. We are not sure if this will be only inside churches, or a radius around them, or if they will not affect the drain and will only act as protection against:
  • Unique creatures
It has been confirmed(source) that the darkness will be home to unique creatures that new players should not have to deal with. Development diaries (such as the one on witchcraft) often display creeping creatures in dark areas.
  • Unique item spawns
It is also confirmed(source) that unique items will spawn in the darkness, though we have no indication of what these might be.


Bugs

Over the Salem IRC channel:

Tael: Also Loftar: I have found that being KO'ed as a result of drain in the darkness does Not cause you to lose any stats. Is this intended, or a bug?
loftar: Hm, that is indeed not intended. I'll have to look into that, Tael.


Further research

Since KO's in the darkness have no real penalty at the moment, now is the perfect time to gather some research. I have compiled a list of things I think this page needs. If you can provide any please find Rushmik on the IRC and we can chat. I try to give as much credit as possible in the footnotes!


  • Screenshots!
    • Various levels of darkness
    • Unique biomes
    • Stat drain points
    • A scared looking pilgrim clutching a torch in deep darkness, or something else worthy of this page's main image.
  • Settlements; describe your success/failure at settling in this land.
    • Does the inside of a house negate all the drain outside?
    • How does respawning at a dark lean-to function? Do you KO again immediately?
  • How far can you get? High-humour characters needed!


Footnotes

  1. The distance to the darkness is consistent North and South (confirmed by SkippyDippy) and assumed to also be East and West
  2. Research by Tael confirms that light sources cannot completely stop the drain, but will slow it. Tael found the point at which his humours first started to drain, created a large amount of light and still found that his humours were draining, albeit very slowly. He also brought a low-humour friend and found the same to be true.