The Wiki for Tale 6 is in read-only mode and is available for archival and reference purposes only. Please visit the current Tale 11 Wiki in the meantime.
If you have any issues with this Wiki, please post in #wiki-editing on Discord or contact Brad in-game.
Notes
GM Features we all have
F1 will toggle the GM warp feature. When GM warp is on where you click is where you will jump to, rather than run. This is particularly handy to move around the game quickly in the local area you are in.
On the F3 map, anywhere you click you will immediately warp to, this is a quick and easy way to get to all of the schools and universities.
The Cheat menu, press esc and you will see a menu option you normally do not see. Cheat allows you to increase any or all of your attributes. Most of us are running around with straight 512 attributes.
Many of the "/" slash commands can be found at /help some of the more useful ones are /warpto name_of_player - /warpxy xxxx, yyyy - /warplist item_name (mushrooms, raelioven, stone quarry, copper mine, no spaces in the names) - /warp set location (like setting waypoints) - /warp location (to go to a point you have set) - /warp list (shows the names of the warp points you have set)
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Herbs & Foraging
Grab a Gebs Silver Sickle from the Warehouse; you might never have had one in the real tale.
Use /warplist oasis0 brings up a list of plant groupings that you can warp to. Items that are part of an oasis (oasis = plant grouping) are not individually warplist-able, so you cannot warp list a particular herb or tree. There are 6 kinds of oasis's oasis0 to oasis5. If you only go to oasis0's you will not get the herbs from the other 5 kinds of oases. With the warp list you can quickly shuttle from one location to the next. Most oases spawn herbs, BUT not every oasis will have an herb every time. The herb spawns are usually within 1 coordinate of the warp point, using the F5 camera, zoomed out just a little works well. Herbs are one area that we have little control over and something we need for techs and skills.
Use the foraging page to record your results. We will need to knew to ID herbs for tattoo as well.
http://www.atitd.org/wiki/tale6/Tale7/Foraging
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The Guild
The Guildhall is located in Old Egypt 1116, 7195. Please join; everyone in Alpha is a member.
Guild materials are located at 1107, 1176. There are several Warehouses there where everything we have is stored. Please leave at least one of each resource in the Warehouses for duplication. If you come across anything new, which at this point will probably be a herbal or an insect, please make 10 duplicates of it and put it in the appropriate Warehouse. If any item seems to be low in the containers just duplicate a couple more to replenish the Warehouse, thank you.
Next to the Warehouses is a Cornucopia. The Cornucopia allows you to duplicate any item you have in inventory. Just click on the cornucopia select duplicate, then the item you wish to duplicate and then the number of that item that you need.
Everything in the Warehouses are things that we are able to make. Since this is an Alpha the goal here is the test things not to do GRINDING. So anything that we can make one of we can use the cornucopia to duplicate more of.
All of the all of the materials for every principle you're going to want to do are available in one of these Warehouses. Just grab what you need and then use the cornucopia to duplicate enough of what you need for the project you wish to complete.
One Warehouse contains complex items that have the some submenus.
If there is anything the Pluribus does NOT want us to duplicate, it will be in a Warehouse that is labeled DO NOT DUPLICATE.
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Low population problems
Several of the early initiations are hard to do with the lack of population... Harmony and Leadership, you need to get started and then Pluribus with force pass you.
Art and Thought you can build and tear down for the in it pass Body you can GM warp with F1 or the F3 map to get around real fast. Worship you will need to get a partner. And Arch is easy just build a CP. The build and tear down will also work for many other tests. PLEASE rebuilt after tearing down so that we have things to judge for Critic and Reason.
Some additional Test Demonstrations and Principle can not be done due to the low population, just let Pluribus know and he will force things to work.
Alpha is NOT competitive. Pluribus will run passes more than once a week. Do NOT make impossible Thought Puzzles. Do NOT outbuild an unpassed Obelisk.
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Translations
If you notice anything which seems not translated, please add to the wiki
http://www.atitd.org/wiki/tale6/Tale7/translations
Game instruction
Ante / bet: Starting a new game of Set's Ladder requires an ante from the player, the type and amount of the ante being specified by the designer. Most Set's Ladders are built more for fun than profit, and since they are always located on sand, sand is a very common ante.
Objective: At the start of the game, some (or all) blocks of the pyramid hosts a color piece "ark". Arks can be red, orange, yellow, or green.
The player starts with a supply of colored tokens; these tokens can also be red, orange, yellow, or green.
The objective of Set's Ladder is to use the tokens to destroy the arks, and so clear a path to the top of the pyramid.
Destroying the ark at the top earns the player a jackpot.
Higher jackpots can be won by clearing one or more entire sides of the pyramid.
The game ends when the player has used up the supply of tokens.
Playing: To play, the player stands at the base of the pyramid, in front of the block where the token shall start. and chooses a token from her supply. Whichever block the player is standing nearest to is the one that is "attacked" first. The token will always begin at the bottom tier of the pyramid and work its way up to the top block (the 3rd tier), providing it is not blocked and destroyed.
Anytime a token lands on a block that has an ark on it, either the ark or the token will be destroyed. Which piece "wins" depends on their respective colors, and on the rules set by the puzzle's designer. For example, the designer might design his puzzle so that a red piece beats a green piece 75% of the time, or 100% of the time, or 0% of the time. The only unalterable rule is that a token will always lose against an ark of the same color.
The designer may explain his puzzle's rules in the instructions, or he may choose to let you work them out on your own through trial and error. Ultimately, the goal is to ascertain which colors work best against which colors, and to use that knowledge to "plan your attack" on the pyramid.
Instructions on Set's ladder can't be very long, so keep it short !
For a step by step example, go to Asnath puzzle 2602 7316 and solve it reading what follows
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Rule : Green wins over red
(Ark = color boxes)
Understanding:
Move to corner where a red "Ark" is
Play green token:removes red "Ark" on 1st step
Play green again:nothing happens:on 2d step of pyramid, only a green "Ark" and I have no rules for destroying green Ark
Play red token:nothing happens:on 2d step of pyramid, only a green "Ark" and in the rules I defined, red does not destroy green
Move to a side of the pyramid (middle block)
play a green token.
If you're lucky(when token has a choice of where to go, choice is random), it will climb up 2 steps up to the top and destroy red Ark
If you're not lucky, move to an empty corner block and play a green token
Watch how the scores are given
Play all your left tokens to finish the game (you won't be able to destroy the green Ark)