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Glenbard Resources

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Revision as of 19:21, 17 December 2012 by Dendii (talk | contribs)
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Shared Buildings

There are TWO major compound areas with guild resources...lots of useful buildings!


-2350,4115 Original Guild Compound Area - Lots of kilns, pottery wheels, brick racks, forges, casting boxes, glass benches, charcoal ovens, rock saws, mason's benches, reactory, gearbox assembly table, anvils, gem cutting table, tasting table, thistle gardens, kettles, Pigment Laboratory, glory hole and more.

-2275,4130 Flax Gin, Marble Tub, Large Distaff, Chemical Bath, Wood Treatment Tank, Fleet Furnace, Papyrus Tank, Acid Bath, Paper Press, Barrel Vise, Crematory, Brick Machine


Feel free to use any building you are able to...if someone has left finished materials, please leave them in the building.

EXCEPTION: There are nine Greenhouse near the camel pen for everyone's use. To keep it stocked, please hit "harvest" every time you run by...it will only grow 100 at a time but will store unlimited amounts.

There should be straw in the racks, just take what you need and replenish from the greenhouses...that way there is always straw ready to go!

Also ==> /chat any Kinsman to request any materials from the animal pens, we have plenty of oil, leather, etc.

Mines & Quarries

Iron Mines -2437,4023 and -2440,4220

Copper Mine -2362,4101

Tin Mine -1980,3720

Zinc Mine -2218,4044

Sand Mine, Emeralds -2450,4210

Sand Mine, Diamonds -2435,4055

Sand Mine, Rubys -2435,3995

Guides/Mining

There is an Oyster Shell Marble quarry just beyond the Guild Hall at -2460, 4160

NEW! Limestone Auger ==> -2055,3950

NEW! Deep Well ==> -2335,4175

Misc

Dendii went on a Thanksgiving Day 2012 salvage raid of a huge guild that had gone dormant, scored 4 warehouses full of goodies. Among the items...5K camel meat, 7K honey, 14K oil, 4K wool, 5K mutton and much more. /chat Dendii is you need any large quantities for a special project.


It Takes A Village

There is sooooo much to do in Egypt, no one Egyptian can do it all. After achieving Citizenship, performing the dreaded "University Run" and starting to progress up the levels, what's next?

There are some challenging and fun skills to hone that could benefit your guild mates...here are a few suggestions, but there are many more:


Cooking is an art and a science. A great recipe can reduce the number of players needed for group activities like a dig, and greatly increase the recovery rate of your END, FOCUS, etc timers.


Chemistry & Paints are needed for many exotic uses.


Herbs, Mining, Fishing, Mushrooms If you like to go on "walkabouts", these are great things to master...helping the guild with cooking supplies and metal ore.


Alloys, Blacksmithing, Glass Making, Gearboxes Everyone has that one thing (or three!) that they just don't "get"...if you are a master at these things people will talk about you in hushed, reverent tones.


Beer, Wine, Pyrotechnics Who doesn't like to drink and watch fireworks???


There is much, much more...be sure to read the wiki on those long desert runs!


Guild Levels

Initiate - Brand-new Immigrant

Associate - Achieve Citizenship

Member - Pull out Credit-Ra Card for Paid Membership

Kinsman - Level 10 or Higher, Actively Recruits Arriving Immigrants

Fellow - 100+ Days in Egypt

Patriarch - Friend IRL

Elder - Dendii



GLENBARD MISSION STATEMENT: A Tale In The Desert is structured into a series of "tales" which last over a real-time year or longer...periodically the goals of Pharaoh are met and a new telling begins and all players start with just the clothes on their back. Technologies are needed to be researched before the universities can offer the knowledge, civilization starts from scratch. The current "tale" is a bit past the halfway point...we are hoping to get a strong group of players together THIS telling so we can be an influential guild NEXT telling :)