Difference between revisions of "Darkness"

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[[File:Darkness02.png|frame|right|alt=|<center>A shot of a player in the darkness</center>]]
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=About=
  
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Radiating from [[Providence]] in a large circle and encompassing approximately 1/3 of the New World is the area considered the Light. However, once one gets significantly far enough from Providence one will reach the {{i|Darkness}}, also known as the "Lumberwoods".  The further one goes from Providence the darker and more dangerous the New World becomes.
  
:<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>
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==Twilight==
  
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The early stages of Darkness are known as "Twilight" and are very similar to the Light with the exception of the abundance of {{i|Rat}}s found there.
  
----
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==Darkness==
[[File:Darkness02.png|200px|thumb|right|alt=|<center>A shot of a player in the darkness</center>]]
 
  
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Past the Twilight is the Darkness. All the biomes here are generally the same as in their Light counterparts with the exception that [[Creatures#Monsters|Monsters]] and Rats can be found alongside normal Creatures and the Foregables spawn less the darker it gets. As Twilight becomes Darkness God-fearing pilgrims will begin to take [[Humours|Damage]]. "Darkness Drain," as this is called, will continue to get worse the further into the Darkness they travel. This Drain will continue even inside a [[GameMenu/Build/Buildings & Structures/Houses & Buildings|Building]] or {{i|Mine Entrance}}.
  
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 man's presence is despised by nature itself, and nature itself moves to snuff him.
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===Advancing Civilization===
  
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 logically follows that certain biomes would only appear <i>farther</i> from Boston.
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Building a {{i|Town Church}} can counteract the Darkness by creating a radius of civilization approximately 400 tiles in every direction. Within this radius the land become Light, and no Monsters will spawn, and there will be no Darkness Drain.
  
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===Creatures===
  
== Humour drain ==
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[[Creatures]]of the Light often have Darkness counterparts, known as [[Creatures#Monsters|Monsters]], but these are stronger, more aggressive, and frequently are capable of {{i|Killing Blow}}. Generally the stronger the Monster the further into the Darkness one must travel to find it.
 
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{{{!}} class=wikitable
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:
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{{!}}-
 
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{{!}} '''Creature'''
 
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{{!}} '''How Dark'''
  <table width='100%' cellspacing=0>
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{{!}} '''Killing Blow?'''
  <tr valign='baseline' bgcolor='F3F3F3'><td width=160>
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{{!}} '''Notes'''
*Distance from Boston
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{{!}}-
  </td><td>
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{{!}} {{i|Rat}}
This is most easily measured by thickness of the darkness<br>
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{{!}} Twilight
The drain will be more severe the further from civilization one travels
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{{!}} No
  </td></tr>
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{{!}} Transmits {{i|Disease}}
  <tr valign='baseline'><td>
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{{!}}-
*Max [[humour]] levels
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{{!}} {{i|Argopelter}}
  </td><td>
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{{!}} Early Dark
A higher cap allows one to travel further before drain sets in.<br>
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{{!}} No
Humours caps must be balanced; one low humour will drain sooner and faster
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{{!}}
  </td></tr>
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{{!}}-
  <tr valign='baseline' bgcolor='F3F3F3'><td>
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{{!}} {{i|Quetzalcoatl}}
*Food consumption
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{{!}} Early Dark
  </td><td>
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{{!}} No
If the healing rate of food eaten exceeds the drain of the darkness, the result will be a net gain.<br>
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{{!}}
As such, food is only viable in lesser darkness or with the aid of:
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{{!}}-
  </td></tr>
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{{!}} {{i|Hydrukey}}
  <tr valign='baseline'><td>
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{{!}} Moderate Dark
*Light sources
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{{!}} '''YES'''
  </td><td>
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{{!}}
Although not able to stop drain completely, light will lessen it <small>[2]</small><br>
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{{!}}-
One [[torch]] is more powerful than one [[Pile_of_Wood|pile of wood]], and can be used to quickly 'spam' wood piles in an emergency.<br>
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{{!}} {{i|Squonk}}
Groups of players each with a torch will have less humour drain together than spread out.
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{{!}} Moderate Dark
  </td></tr>
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{{!}} No
  </table>
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{{!}} Non-Aggressive
 
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{{!}}-
 
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{{!}} {{i|Wishpoosh}}
== In development ==
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{{!}} Mid Dark
 
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{{!}} '''YES'''
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.
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{{!}}
 
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{{!}}-
 
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{{!}} {{i|Furfur}}
<table width='100%' cellspacing=0>
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{{!}} Deep Dark
<tr valign='baseline' bgcolor='F3F3F3'><td width=160>
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{{!}} '''YES'''
*Advancing civilization
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{{!}}
</td><td>
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{{!}}-
[[Church|Churches]] have been said to counteract the Darkness(source), although in what way they do this is not known.<br>
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{{!}} {{i|Darkenbear}}
We are not sure if the effect 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 hostile mobs.<br>
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{{!}} Deep Dark
It has also been rumored that advancing server-wide civilization will push back the darkness boundary server wide. This is only speculation.
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{{!}} '''YES'''
</td></tr>
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{{!}}
<tr valign='baseline'><td>
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{{!}}-
*Unique creatures
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{{!}} {{i|LumberLord}}
</td><td>
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{{!}} Chance increases with Darkness
It has been confirmed(source) that the darkness will be home to unique creatures that new players should not have to deal with.<br>
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{{!}} '''YES'''
Development diaries (such as the one on witchcraft) often display creeping creatures in dark areas.
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{{!}} Found when Chopping {{i|Tree}}s
</td></tr>
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{{!}}-
<tr valign='baseline' bgcolor='F3F3F3'><td>
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{{!}} {{i|March Hare}}
*Unique item spawns
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{{!}} Chance increases with Darkness
</td><td>
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{{!}} No
It is also confirmed(source) that unique items will spawn in the darkness, though we have no indication of what these might be.
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{{!}} Found when attacking {{i|Rabbit}}s
</td></tr>
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{{!}}-
</table>
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{{!}} {{i|Any Moth}}
 
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{{!}} Chance increases with Darkness
 
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{{!}} No
== Bugs ==
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{{!}} Non-aggressive
 
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{{!}}}
* Being KO'd by darkness drain will not penalize your stats
 
: <small>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.</small>
 
 
 
* <font color=#D00000>Setting your homestead in a humour draining area is a bad idea</font>
 
: <small>When respawning at a lean-to in a humour draining area, you will immediately be KO'd again. You will then be presented with an option to respawn in Boston.</small>
 
 
 
 
 
== 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!
 
 
 
* How far can you get, and what was your strategy?
 
* 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?
 
** <s>How does respawning at a dark lean-to function? Do you KO again immediately?</s> Thanks again [[Tael]]
 
 
 
 
 
== 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.
 

Latest revision as of 04:15, 11 October 2020

A shot of a player in the darkness

About

Radiating from Providence in a large circle and encompassing approximately 1/3 of the New World is the area considered the Light. However, once one gets significantly far enough from Providence one will reach the Darkness icon.png Darkness, also known as the "Lumberwoods". The further one goes from Providence the darker and more dangerous the New World becomes.

Twilight

The early stages of Darkness are known as "Twilight" and are very similar to the Light with the exception of the abundance of Rat icon.png Rats found there.

Darkness

Past the Twilight is the Darkness. All the biomes here are generally the same as in their Light counterparts with the exception that Monsters and Rats can be found alongside normal Creatures and the Foregables spawn less the darker it gets. As Twilight becomes Darkness God-fearing pilgrims will begin to take Damage. "Darkness Drain," as this is called, will continue to get worse the further into the Darkness they travel. This Drain will continue even inside a Building or Mine Entrance icon.png Mine Entrance.

Advancing Civilization

Building a Town Church icon.png Town Church can counteract the Darkness by creating a radius of civilization approximately 400 tiles in every direction. Within this radius the land become Light, and no Monsters will spawn, and there will be no Darkness Drain.

Creatures

Creaturesof the Light often have Darkness counterparts, known as Monsters, but these are stronger, more aggressive, and frequently are capable of Killing Blow icon.png Killing Blow. Generally the stronger the Monster the further into the Darkness one must travel to find it.

Creature How Dark Killing Blow? Notes
Rat icon.png Rat Twilight No Transmits Disease icon.png Disease
Argopelter icon.png Argopelter Early Dark No
Quetzalcoatl icon.png Quetzalcoatl Early Dark No
Hydrukey icon.png Hydrukey Moderate Dark YES
Squonk icon.png Squonk Moderate Dark No Non-Aggressive
Wishpoosh icon.png Wishpoosh Mid Dark YES
Furfur icon.png Furfur Deep Dark YES
Darkenbear icon.png Darkenbear Deep Dark YES
LumberLord icon.png LumberLord Chance increases with Darkness YES Found when Chopping Tree icon.png Trees
March Hare icon.png March Hare Chance increases with Darkness No Found when attacking Rabbit icon.png Rabbits
Any Moth icon.png Any Moth Chance increases with Darkness No Non-aggressive