Darkness

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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

Where available, a source will be quoted.


Different areas of darkness drains different humors. This is believed to be separated by whether you are mostly East, West, North or South, though the lack of thorough exploration and cartography cannot confirm this.


Light counteracts the draining effect. 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!


The darkness *will* sport unique item and creature spawns. I cannot recall where, but this was confirmed by a dev. on the forums. (Can anyone remember where? Please add it here)


Theories

Churches will push darkness back, as light does currently. 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.


The darkness acts as the [cleverly implemented] map edge. 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.