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>]]
 
[[File:Darkness02.png|frame|right|alt=|<center>A shot of a player in the darkness</center>]]
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=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 {{i|Darkness}}, also known as the "Lumberwoods".  The further one goes from Providence the darker and more dangerous the New World becomes.
  
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 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 she moves to snuff him.
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==Twilight==
 
 
 
 
__TOC__
 
== Humour drain ==
 
 
 
Far from Boston, light levels begin to drop. Venture far enough into the darkness and [[humour]]s will begin to drain. A pilgrim with stats of 25/35/34/29 will see the drain in their blood humour first, and closer to Boston. The weakest of explorers will see drain in areas with only 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 affect this drain are:
 
  
  <table width='100%' cellspacing=0>
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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.
  <tr valign='baseline'><td width=160>
 
*Distance from Boston
 
  </td><td>
 
This is most easily measured by thickness of the darkness<br>
 
The drain will be more severe the further from civilization one travels
 
  </td></tr>
 
  <tr valign='baseline'><td>
 
*[[Humour]] levels
 
  </td><td>
 
Humor drain begins immediately on entering darkness, but a higher humor level does allow less chance of darkness KO.<br>
 
  </td></tr>
 
  <tr valign='baseline'><td>
 
*Food consumption
 
  </td><td>
 
If the healing rate of food eaten exceeds the drain of the darkness, the result will be a net gain.<br>
 
  </td></tr>
 
  <tr valign='baseline'><td>
 
*Light sources
 
  </td><td>
 
Light sources have no effect on darkness drain<br>
 
</td></tr>
 
<tr valign='baseline'><td>
 
*Being Indoors
 
  </td><td>
 
Being inside a house or mine has no effect on darkness drain.<br>
 
</td></tr>
 
<tr valign='baseline'><td>
 
*Advancing civilization
 
</td><td>
 
[[Church|Churches]] counteract the Darkness by creating a radius of civilization approximately 400 tiles in every direction.<br>
 
Within the radius, the world behaves as it does near Boston, with no darkness spawns and no drain.<br>
 
</td></tr>
 
<tr valign='baseline'><td>
 
</table>
 
== Twilight ==
 
Between darkness and light, there is a middle ground called 'Twilight' inhabited by witches and pilgrims alike where the drains are not as severe but do occur for the both of them.
 
  
Rats make their habitat here frequently, chances of [[Rabbit]]s turning to [[March Hare]]s are slightly increased with [[Quetzalcoatl]]s seen to spawn at rare cases in [[Badlands]]. Should a pilgrim have the dare to live there, he shall do so with walls built around him as a source of safety from what lurks outside.
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==Darkness==
  
 +
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}}.
  
== In development ==
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===Advancing Civilization===
  
<table width='100%' cellspacing=0>
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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.
<tr valign='baseline'><td width=160>
 
  
*Unique creatures
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===Creatures===
</td><td>
 
It has been confirmed that the darkness will be home to unique creatures that new players should not have to deal with.<br>
 
Thus far, the [[Argopelter]], [[March Hare]], [[Rat]], [[Wishpoosh]], [[Hydrukey]], [[LumberLord]], [[Quetzalcoatl]], [[Furfur]], [[Darkenbear]] and [[Squonk]] have been added as darkness only creatures, with more said to be on the way.
 
</td></tr>
 
<tr valign='baseline'><td>
 
*Unique item spawns
 
</td><td>
 
It is rumored that unique items will spawn in the darkness.
 
</td></tr>
 
<tr valign='baseline'><td>
 
</td></tr>
 
</table>
 
  
[[Category:Content]]'''
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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
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{{!}}-
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{{!}} '''Creature'''
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{{!}} '''How Dark'''
 +
{{!}} '''Killing Blow?'''
 +
{{!}} '''Notes'''
 +
{{!}}-
 +
{{!}} {{i|Rat}}
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{{!}} Twilight
 +
{{!}} No
 +
{{!}} Transmits {{i|Disease}}
 +
{{!}}-
 +
{{!}} {{i|Argopelter}}
 +
{{!}} Early Dark
 +
{{!}} No
 +
{{!}}
 +
{{!}}-
 +
{{!}} {{i|Quetzalcoatl}}
 +
{{!}} Early Dark
 +
{{!}} No
 +
{{!}}
 +
{{!}}-
 +
{{!}} {{i|Hydrukey}}
 +
{{!}} Moderate Dark
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{{!}} '''YES'''
 +
{{!}}
 +
{{!}}-
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{{!}} {{i|Squonk}}
 +
{{!}} Moderate Dark
 +
{{!}} No
 +
{{!}} Non-Aggressive
 +
{{!}}-
 +
{{!}} {{i|Wishpoosh}}
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{{!}} Mid Dark
 +
{{!}} '''YES'''
 +
{{!}}
 +
{{!}}-
 +
{{!}} {{i|Furfur}}
 +
{{!}} Deep Dark
 +
{{!}} '''YES'''
 +
{{!}}
 +
{{!}}-
 +
{{!}} {{i|Darkenbear}}
 +
{{!}} Deep Dark
 +
{{!}} '''YES'''
 +
{{!}}
 +
{{!}}-
 +
{{!}} {{i|LumberLord}}
 +
{{!}} Chance increases with Darkness
 +
{{!}} '''YES'''
 +
{{!}} Found when Chopping {{i|Tree}}s
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{{!}}-
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{{!}} {{i|March Hare}}
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{{!}} Chance increases with Darkness
 +
{{!}} No
 +
{{!}} Found when attacking {{i|Rabbit}}s
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{{!}}-
 +
{{!}} {{i|Any Moth}}
 +
{{!}} Chance increases with Darkness
 +
{{!}} No
 +
{{!}} Non-aggressive
 +
{{!}}}

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