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Difference between revisions of "Explosives"

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===Explosives===
 
===Explosives===
  
Explosives are made using 50 [[Required::Gunpowder]], 10 [[Required::Aluminum Powder]] and 2 of either Set, Osiris or Thoth Compound Extract.<br>
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Explosives are made using 50 [[Required::Gunpowder]], 10 [[Required::Aluminum Powder]] and 2 of either Set, Osiris or Thoth compound extract.<br>
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>
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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 you explosives chemistry lab. Because while you try to create explosives, mishaps will happen, causing damage to your lab, and the surrounding area. So it is a good idea to have a high Structure Repair skill when trying to make explosives. Unsuccesfully repairing a building starts a 60 seconds timer.<br>
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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====
First time you try to make some volatile explosives in a Chemistry Lab, you get the explosives handling skill.<br>
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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 Explosives can be made by anyone.<br>
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"Volatile explosives" can be made by anyone.<br>
Low Explosives requires explosives handling 3 to make.<br>
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"Low explosives" requires explosives handling 3 to make.<br>
High Explosives requires explosives handling 5 to make.<br>
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"High explosives" requires explosives handling 5 to make.<br>
  
At handling 1 and 2, you make 1 volatile on successes.<br>
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At handling 1 and 2, 1 volatile explosive is made on success.<br>
At handling 3, you make 2 volatile on successes.<br>
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At handling 3, 2 volatile explosives are made on success.<br>
At handling 4, you make 2 low on successes.<br>
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At handling 4, 2 low explosives on success.<br>
At handling 5, you make 2 high or 2 low on successes.<br>
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At handling 5, 2 high or 2 explosives can be made on success.<br>

Revision as of 19:32, 26 November 2009

Explosives

Explosives are made using 50 Gunpowder, 10 Aluminum Powder and 2 of either Set, Osiris or Thoth 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.

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 explosives on success.
At handling 5, 2 high or 2 explosives can be made on success.