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Difference between revisions of "Explosives"

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Requires [[Chemistry Recipe - Explosives]]
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{{Languages}}
*Volatile Explosives require 50 [[Gunpowder]], 10 [[Aluminum Powder]] and 2 [[Chemistry/Extracts/Set]]. 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.
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<br>
*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.
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*High Explosives require 50 [[Gunpowder]], 10 [[Aluminum Powder]] and 2 [[Thoth's Compound Extract]]
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{{Template:ItemInfo|weight=1|bulk=1|image=explosives.jpg|description=Big Badda Boom.}}
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Requires [[Chemistry_Recipe_-_Explosives/Amunet|Chemistry Recipe - Explosives]]
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*Volatile Explosives require 50 [[Gunpowder]], 10 [[Aluminum Powder]] and 2 [[Chemistry/Extracts/Set|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. Also it can explode when standing still and doing nothing having it in your pocket.
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*Low Explosives require 50 [[Gunpowder]], 10 [[Aluminum Powder]] and 2 [[Chemistry/Extracts/Osiris|Osiris's Compound Extract]]. Low explosives require an Explosives Handling skill of 3 or more.
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*High Explosives require 50 [[Gunpowder]], 10 [[Aluminum Powder]] and 2 [[Chemistry/Extracts/Thoth|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.
 
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.
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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.
  Making explosives starts a constitution timer. (82 seconds at con 3)  
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  Making explosives starts a constitution timer. (82 seconds at con 3)
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== WARNING! ==
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'''VOLATILE EXPLOSIVES DETONATE AN AREA 50x50, NOT 15x15, CENTERED ON THE LOCATION OF THE DETONATION.  THE AREA AROUND YOUR EXPLOSIVES LAB SHOULD BE CLEAR OF ANY NEIGHBORS, ETC FOR AT LEAST 25 COORDINATES IN EVERY DIRECTION'''
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----
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Repairing an expedition site (and presumably chariot) takes the following materials:
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<pre>
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N * 222 Bricks
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N * 120 Boards
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N * 115 Rope
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N * 55 Canvas
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N * 13 Cut Stone
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N * 7 Cable
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</pre>
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It's currently unknown how N is calculated, but seems to be a non-linear function of the amount of explosives used to blow up the expedition site.
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==Explosives handling==
 
==Explosives handling==
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These numbers are from a chem lab without any calibration, just low q glassware.
 
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 1 and 2, 1 volatile explosive is made on success.
  At handling 3, 2 volatile explosives are made on success.
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  At handling 3, 2 low or volatile explosives are made on success.
 
  At handling 4, 2 low or volatile explosives 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 5, 2 high or low or volatile explosives on success.
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  At handling 8, 4 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.
 
  At handling 9, 4 high or low or volatile explosives on success.
 
  
 
==Usage==
 
==Usage==
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Low explosives are needed for two types of constructions for [[Test of Seven Phoenix]]
 
   
 
   
In a Detonation Box:
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Any type of explosive can be used 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 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 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.
 
  100 Medium Stones + 100 Volatile Explosives = +2500 Gravel scattered in 6-200+ piles over a wide area.
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* can use a minimum of 40 explosives for a proportional amount of gravel/medium stones

Latest revision as of 00:47, 27 March 2015

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Explosives.jpg
Bulk 1
Weight 1


Requires Chemistry Recipe - Explosives

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)

WARNING!

VOLATILE EXPLOSIVES DETONATE AN AREA 50x50, NOT 15x15, CENTERED ON THE LOCATION OF THE DETONATION. THE AREA AROUND YOUR EXPLOSIVES LAB SHOULD BE CLEAR OF ANY NEIGHBORS, ETC FOR AT LEAST 25 COORDINATES IN EVERY DIRECTION


Repairing an expedition site (and presumably chariot) takes the following materials:

N * 222 Bricks
N * 120 Boards
N * 115 Rope
N * 55 Canvas
N * 13 Cut Stone
N * 7 Cable

It's currently unknown how N is calculated, but seems to be a non-linear function of the amount of explosives used to blow up the expedition site.


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 low or 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

Low explosives are needed for two types of constructions for Test of Seven Phoenix

Any type of explosive can be used 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.
  • can use a minimum of 40 explosives for a proportional amount of gravel/medium stones