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Difference between revisions of "Explosives"
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===Explosives=== | ===Explosives=== | ||
− | Explosives | + | Requires [[Chemistry Recipe - Explosives]] |
− | Explosives are made in an upgraded chemistry lab. It does not need to have a macerator or an alcohol lamp | + | |
− | It is a good idea to build a separate compound for | + | * Volatile Explosives require 50 [[requires::Gunpowder]], 10 [[requires::Aluminum Powder]] and 2 Set's [[requires::Compound Extract]]. Volatile explosives can detonate while running or warping or using the chariot. The only safe way to transport volatile explosives is to set Emote - Gait: Walking. |
+ | |||
+ | * Low Explosives require 50 [[requires::Gunpowder]], 10 [[requires::Aluminum Powder]] and 2 Osiris's [[requires::Compound Extract]]. Low explosives require an Explosives Handling skill of 3 or more. | ||
+ | |||
+ | * High Explosives require 50 [[requires::Gunpowder]], 10 [[requires::Aluminum Powder]] and 2 Thoth's [[requires::Compound Extract]] | ||
+ | |||
+ | Explosives are made in an upgraded [[chemistry lab]]. It does not need to have a macerator or an alcohol lamp, but it needs to have all glassware installed. It is recommended to make some q1 glassware to use for making explosives.<br> | ||
+ | It is a good idea to build a separate compound for an explosives chemistry lab. While a player tries to create explosives, mishaps will happen, causing damage to the lab and the surrounding area. It is a good idea to have a high [[Structure Repair]] skill when trying to make explosives. Unsuccessfully repairing a building starts a 60 seconds timer.<br> | ||
Making explosives starts a constitution timer. (82 seconds at con 3) | Making explosives starts a constitution timer. (82 seconds at con 3) | ||
====Explosives handling==== | ====Explosives handling==== | ||
− | + | The first time a player tries to make some volatile explosives in a chemistry lab, he or she gets the explosives handling skill.<br> | |
− | Volatile | + | "Volatile explosives" can be made by anyone.<br> |
− | Low | + | "Low explosives" requires explosives handling 3 to make.<br> |
− | High | + | "High explosives" requires explosives handling 5 to make.<br> |
+ | |||
+ | These numbers are from a chem lab without any calibration, just low q glassware.<br> | ||
+ | At handling 1 and 2, 1 volatile explosive is made on success.<br> | ||
+ | At handling 3, 2 volatile explosives are made on success.<br> | ||
+ | At handling 4, 2 low or volatile explosives on success.<br> | ||
+ | At handling 5, 2 high or low or volatile explosives on success.<br> | ||
+ | At handling 6, 3 high or low or volatile explosives on success.<br> | ||
+ | At handling 7, 3 high or low or volatile explosives on success.<br> | ||
+ | At handling 8, 4 high or low or volatile explosives on success.<br> | ||
+ | At handling 9, 4 high or low or volatile explosives on success.<br> | ||
+ | |||
+ | ====Usage==== | ||
+ | In a Detonation Box:<br> | ||
+ | 100 Medium Stones + 100 High Explosives = +1000 Gravel scattered over a very wide area. There might have been more I just didn't find them.<br> | ||
+ | 100 Medium Stones + 100 Low Explosives = 2500 Gravel stays in the box.<br> | ||
+ | 100 Medium Stones + 100 Volatile Explosives = +2500 Gravel scattered in 6-200+ piles over a wide area.<br> | ||
− | + | [[Category:Resources]] | |
− | + | <noinclude>[[Category:Chemistry]]</noinclude> | |
− | |||
− |
Latest revision as of 07:43, 22 June 2010
Explosives
Requires Chemistry Recipe - Explosives
- Volatile Explosives require 50 Gunpowder, 10 Aluminum Powder and 2 Set's Compound Extract. Volatile explosives can detonate while running or warping or using the chariot. The only safe way to transport volatile explosives is to set Emote - Gait: Walking.
- Low Explosives require 50 Gunpowder, 10 Aluminum Powder and 2 Osiris's Compound Extract. Low explosives require an Explosives Handling skill of 3 or more.
- High Explosives require 50 Gunpowder, 10 Aluminum Powder and 2 Thoth's Compound Extract
Explosives are made in an upgraded chemistry lab. It does not need to have a macerator or an alcohol lamp, but it needs to have all glassware installed. It is recommended to make some q1 glassware to use for making explosives.
It is a good idea to build a separate compound for an explosives chemistry lab. While a player tries to create explosives, mishaps will happen, causing damage to the lab and the surrounding area. It is a good idea to have a high Structure Repair skill when trying to make explosives. Unsuccessfully repairing a building starts a 60 seconds timer.
Making explosives starts a constitution timer. (82 seconds at con 3)
Explosives handling
The first time a player tries to make some volatile explosives in a chemistry lab, he or she gets the explosives handling skill.
"Volatile explosives" can be made by anyone.
"Low explosives" requires explosives handling 3 to make.
"High explosives" requires explosives handling 5 to make.
These numbers are from a chem lab without any calibration, just low q glassware.
At handling 1 and 2, 1 volatile explosive is made on success.
At handling 3, 2 volatile explosives are made on success.
At handling 4, 2 low or volatile explosives on success.
At handling 5, 2 high or low or volatile explosives on success.
At handling 6, 3 high or low or volatile explosives on success.
At handling 7, 3 high or low or volatile explosives on success.
At handling 8, 4 high or low or volatile explosives on success.
At handling 9, 4 high or low or volatile explosives on success.
Usage
In a Detonation Box:
100 Medium Stones + 100 High Explosives = +1000 Gravel scattered over a very wide area. There might have been more I just didn't find them.
100 Medium Stones + 100 Low Explosives = 2500 Gravel stays in the box.
100 Medium Stones + 100 Volatile Explosives = +2500 Gravel scattered in 6-200+ piles over a wide area.