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Difference between revisions of "User:Zhukuram"
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* If there is ASC then keep water at 29+ (29 is ok) | * If there is ASC then keep water at 29+ (29 is ok) | ||
− | * If there is | + | * If there is PYR then keep oxygen from going past 89 |
'''Recipe: To STOP BIO''' | '''Recipe: To STOP BIO''' | ||
* ASC-> water water water | * ASC-> water water water | ||
− | * | + | * PYR-> if using oxy then don't get it over 89 |
==== Making CAR ==== | ==== Making CAR ==== | ||
Line 686: | Line 686: | ||
# PYR comes primarily from dung (NIT). If water is low and there is NIT (dung) then PYR is the result. | # PYR comes primarily from dung (NIT). If water is low and there is NIT (dung) then PYR is the result. | ||
− | # | + | # PYR can also come from CAR. If sun is >59 (daytime) then CAR can be converted into PYR |
− | # | + | # PYR can also come from a cascade conversion. NIA to FOL to PYR. |
#* If there is NIA and water is low <59 this will convert NIA to FOL | #* If there is NIA and water is low <59 this will convert NIA to FOL | ||
#* If there is FOL and oxygen is high >79 then this will convert FOL to PYR: | #* If there is FOL and oxygen is high >79 then this will convert FOL to PYR: | ||
#** WARNING: Watch that oxygen does NOT go past 80 as that will drop PYR into BIO | #** WARNING: Watch that oxygen does NOT go past 80 as that will drop PYR into BIO | ||
− | '''Recipe: To GET | + | '''Recipe: To GET PYR''' |
* CAR -> daytime sun >59 | * CAR -> daytime sun >59 |
Revision as of 05:05, 27 May 2016
English | Deutsch | français | magyar | Türkçe |
Zhukuram Rana and Kaa live in the world of Egypt Tale 7. We are here to have fun and play games and walkabout and generally just enjoy the game.
More to Come, More to See! It's EGYPT after all! Always just one more thing...
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Our Home Base is located in Old Egypt next to the U Harmony on the very end of the delta. Coords: 975,7625
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About Me
I am Zhukuram:
- Level 34
- Initiate of Six
- Prentice of Two
Rana is my spouse warp partner.
Items needing votes: None
TBD
Muses
The Old Ny-Al Song
- We got macros n mules and tools to use, down on the Old Ny-Al
- We dig all day, dirt and clay, and nary get our hands dirty
- So come and play at work all day and sing a song, down on the Old Ny-Al
Homage to Eastern Grounds
- Caravans of Tech Seekers passing though the sands
- Drinking deep at the wells of time
Mining Markers
- Little bonfires in the sand
- Endless running
Top
Useful Links
Tale 7 Links
Tale 6 Links
Tale 6 Wall of Passed Time |
Tale 6 Airship Flight Manual |
Tale 6 Egyptian Building Codes |
Tale 6 Cut Gem list |
Tale 3 Cut Gem Details |
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Thistle Links
Thistle_Guide | Thistle Conversions | Thistle Voids |
Egypt Thistle Calendar | Tale 4 Dresdor's Thistle Guide |
Tale 6 void list |
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Test Overview
Rank | Bonus | Initiate | Student | Prentice | Journeyman | Scribe | Master | Sage | Oracle | Extra |
---|---|---|---|---|---|---|---|---|---|---|
Architecture | P: Tent 2: Small House 4: Medium House +14 cells/level to CPs |
Done 09/14/2015 |
Test of the Obelisk Principles 10/26/2015 Metallic Obi Passed 02/03/2016 9 cubits |
Test of Life Principles 02/07/2016 |
Test of Octec's Ghost Principles 05/22/2016 |
- | - | - | - | |
Art | Q +NNN pts | Done 09/19/2015 |
Test of Khefre's Children Principles 03/15/2016 |
- | - | - | - | - | - | |
Body | "View Selected Coordinates" |
Done 09/14/2015 |
Test of the Oyster Catcher Principles 10/02/2015 Passed 03/28/2016 |
Test of the Singing Cicada Principles 01/10/2016 Passed 03/30/2016 |
Test of the Bedouin Principles 09/22/2015 |
Test of the Darkest Night Principles 10/01/2015 |
Test of the Acrobat Principles 11/02/2015 by Amuniet |
Test of the Safari Principles 12/31/2015 |
Test of the Ritual Tattoo Principles 04/28/2016 |
- |
Harmony | None | Done 10/25/2015 |
Test of Prophet Principles 12/21/2015 Passed 05/01/2016 86 pts |
Test of Marriage Principles 10/25/2015 Rana |
Test of the Freeman Principles 11/06/2015 |
Test of Chains Principles 12/13/2015 |
Test of Souls Principles 01/18/2016 |
Test of the Critic Principles 02/11/2016 |
Test Balance of Goods Principles 04/10/2016 |
Test Promotion Principles 05/08/2016 |
Leadership | 3 Petitions | Done 09/20/2015 |
Test of the Kingmaker Principles 12/03/2015 Passed 12/27/2015 445 pts |
Test of the Demi-Pharaoh Principles 10/05/2015 |
Test of the Bureaucrat Principles 12/21/2015 |
Test of the Retired Pirates Principles 02/2016 |
- | - | - | |
Thought | None | - | - | - | - | - | - | - | - | |
Worship | +30 Barley Yield | Done 11/02/2015 Rana |
Test of the Vigil Principles 11/07/2015 Passed 04/10/2016 2382pts |
Test Path of the Pilgrim Principles 04/21/2016 Passed 04/24/2016 1050pts |
- | - | - | - | - | |
Welcome to Egypt | - | Done Citizen |
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Test Details
Detailed test information at: More Test Details
- Darkest Night
- Safari
- Oyster Catcher
- Astrological Alignment
- Octet's Ghost
- Messenger
- Megalopolis
- Scarabs
- Tattoo
- Archaeology
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Stats
Standard Buffs
Str | +6 | Dex | +4 | End | +7 | Spd | +10 |
Con | +2 | Foc | +2 | Per | +2 |
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Speed Bumps
Speed Advances | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Herbs Buffs
The Herb Buffs have been moved to their own page here: Herb Buffs
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Skills
Notes on Mechanics Skill
In previous tales was "supposed" to allow you to tune automated machines to a faster rate. In practice because the skill is hashed based, attempting to level up a machine when you have a higher mechanics skill level had many more failures. Mechanics L1 "maybe" worth the price of the skill but beyond that it's not worth having. The rare times you are successful out weight the forfeited times you might have done "something" at Level 1.
Gastro 7
Grants a +1 permanent perception point.
Much thanks to Odis for offering up a panoply of 7 free Masterpiece Meals (MP) enabling Rana, Kaa and Zhukuram to get their +1 perception point.
Cooking | 3 | Gastro | 10 | Beer Tasting | 15 |
Desiccation | 3 | Fly Tying | 2 | Rhythmic Strength | 4 |
Fire building | 5 | Stone Blade Fab | 7/7 | Sheet Glass | 7/7 |
Carving | 5 | Fumeology | 0 | Pulse of the People | 0 |
Mechanics Body/Harm/Lead/Worship Rana: None |
0 | Salvage Art/Arch/Thought /Body/Harm /Lead /Wor Rana: None |
5 |
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Acquire
Botanist's Touch S Worship DONE
Allows uprooting of lilies and flowers. See the Flower Fertilizer Chart
- Flower Fertilizer: 50 Flower Fertilizer is made from 3 Rotten Fish (plus 5 water and 5 wood to start the Kettle)
- Sticky Sun Fertilizer: 49 Flower Fertilizer and 1 Cobra Skin
- 8 units 2 Hours = 2 fertilizations
- Liquid Sun Fertilizer 1-180 Flower Fertilizer and 1 Scorpion's Brood Mushroom
- Harvest Elixir 1-320 Flower Fertilizer and 1 Camels Mane Mushroom
- 80 units 8 Hours = 4 fertilizations
Generally, flowers require 48 fertilizations before they propagate.
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Fly Tying 3 S Worship
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Cooking 4 S Worship
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Supplies and Resources
Gone Walkabout Mines
Quartz | Desert of Nomads | 1700,7303 | From SBody in OE go due east until you come to the road. When the road doglegs to the right the mine is just over the low hills on the south side of the road. |
Diamonds | Hinterlands | 2400,7303 | From SBody in OE go due east until you come to the road. Continue due east past the GWA quartz mine to the edge of the green/sand. The mine is a few cords into the sand portion. |
Ruby | Lake of Reeds | 3470,7303 | From SBody in OE go due east until you come to the road. Continue due east past the GWA quartz mine and past the GWA Diamond mine to sand ankh. The mine is a the tail end of the ankh. There is currently no access from the CS at Lake of Reeds because the CS has yet to be repaired. |
Topaz | Cat's Claw Ridge | -1,7100 | Go East from UArt in CCR. Also South West of OE Northern ALOE Iron Mine continue south west past the rectangular canal. |
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Gone Walkabout Quarries
Perception levels needed for each of Decorative Stone: Marble
There are 28 varieties of Decorative Stone: Marble, Alabaster, Travertine, Granite, Fire Rock, Jade, Onyx, Angel Stone, Blue Moon
Oyster Shell Marble 1 | Old Egypt | 1043,7569 | dead | near the limestone patch | collapsed |
Oyster Shell Marble 2 | Old Egypt | 1012,7572 | dead | near the limestone patch | collapsed |
Oyster Shell Marble 3 | Old Egypt | 992,7568 | dead | near the limestone patch | collapsed |
Cherry Travertine 1 | Old Egypt | 1088, 7657 | dead | half way to OE S Arch | collapsed |
Mud Granite 1 | Old Egypt | 1004,7238 | dead | near OE S Arch | collapsed |
Mud Granite 2 | Old Egypt | 1057,7268 | dead | near OE S Arch | collapsed |
White Travertine 1 | Old Egypt | 934, 7495 | dead | near UMB | collapsed |
White Travertine 2 | Old Egypt | 1052,7583 | dead | near the limestone patch | collapsed |
White Alabaster 1 | Old Egypt | 881,7446 | dead | S of Vaults | collapsed |
Yellow Alabaster 1 | Old Egypt | 920,7406 | dead | S of Vaults | collapsed |
Yellow Alabaster 2 | Old Egypt | 957, 7163 | dead | S Art | collapsed |
Canary Granite 1 | Old Egypt | 1001, 7571 | dead | near limestone patch | collapsed |
Night Granite 1 | Old Egypt | 1013, 7505 | dead | near limestone patch | collapsed |
Rose Alabaster 1 | Old Egypt | 1033, 7640 | dead | near OE U Harm | collapsed |
White Alabaster 2 | Old Egypt | 1003, 7578 H209-H242 Installed C483-C594 G57-G64 |
active | near beehives |
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Gone Walkabout Gearboxes
A | B | C | D | E | F | G | H | Installed |
---|---|---|---|---|---|---|---|---|
A83 | b | c | d | E36 | f | G43 | h | |
a | B18 | c | D22 | e | F36 | g | h | |
a | B144 | c | d | E173 | F288 | g | h | |
a | B231 | c | d | e | F463 | g | H167 | |
a | b | c | D30 | e | F25 | g | H42 | |
a | b | C60 | d | E22 | f | G18 | h | |
a | b | C231 | d | e | F139 | g | H139 | |
A333 | b | C200 | d | e | F400 | g | h | |
a | B60 | c | D333 | e | F333 | g | h | |
a | b | C463 | d | E463 | F463 | g | h | |
A463 | b | c | D278 | e | f | g | H100 | |
a | b | c | D278 | e | f | G556 | H556 | |
A278 | B278 | c | d | E278 | f | g | h | |
A463 | B463 | c | d | e | f | g | H463 | |
A60 | b | c | d | E60 | f | G60 | h | |
a | B278 | c | d | e | F278 | g | H278 | |
a | b | c | D386 | e | F463 | g | H463 | |
a | b | c | D400 | e | f | G480 | H480 | |
A278 | b | c | d | e | F556 | G556 | h | |
A278 | b | c | d | e | F333 | G333 | h | |
a | b | c | d | E120 | f | G120 | H240 | Old Egypt 1003, 7578 |
a | B463 | c | d | e | F463 | g | H772 | |
a | b | c | d | e | f | g | h |
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U Worship Supplies
U Worship MV | Zhukuram | Garlic | Apep's Crop | Heket's Reaping |
U Worship RP | Zhukuram | Leeks | Hapi's Harvest | Hours' Grain |
U Worship OE | Zhukuram | Leeks | Hapi's Harvest | Hours' Grain |
U Worship SE | Zhukuram | Cabbage | Bastet's Yielding | Mut's Fruition |
U Worship OE | Rana | Carrots | Green Leaf | Osiris' Orange |
U Worship MV | Rana | Leeks | Hapi's Harvest | Hours' Grain |
U Worship OE | Kaa | Onions | Amun's Bounty | Tears of Sinai |
U Worship MV | Kaa | Onions | Amun's Bounty | Tears of Sinai |
U Worship RP | Kaa | Carrots | Green Leaf | Osiris' Orange |
U Worship LoR | Zhukuram | Sea Lily | Blush |
See: Vegetables for details on variety features and growing extra seeds.
Some players are able to grow NNN extra seeds. It may be that all those extra seeds will have a future use.
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Seed Varieties
Flax Type | Pollution Type | Marker |
---|---|---|
Symphony Ridge Gold | Wood Planes | No Harvest |
Constitution Peak | ? | No Harvest |
Sinai Sage | ? | No Harvest |
Sunset Pond | ? | No Harvest |
See: Flax Seeds for details on variety features but there is a pollution effect.
- Flax is based on pollution. There are many types of pollution and at least two diffrent types react with flax.
Growing one flax raises pollution A while lowering pollution B. while another might lower A and raise B
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Thistle Growing
Thistles: complex and stupid at the same time.
Voids are what cannot be grown during that period. The void list appears to be unchanged between tales and the T6 link has nearly a full listing of all voids and historical info.
Tale 6 void list
Most players grow thistles by macro as controlling the reactions by hand is not only tedious and boring a mis-click can alter the final outputs. When growing by hand, try to grow as many variations as possible. It doesn't matter a lot what you get because the requirements change and if you are "lucky" you will have some of the new request on hand. If you grow on a macro, you may be able to reproduce the exact requirement perfectly.
Theoretically, you can grow nearly every requirement by using water and oxygen but in practice it is pretty hard to do, unless you get lucky with a "repeatable" recipe. Even with a good recipe if you mess up during the last ticks and the recipe will be less than you expected (eg you get average ~ instead of +).
- The good news is: If you can find a recipe that you can repeat, it should be repeatable for each time those voids are in effect.
- The bad news is: As most players do this on a macro, there aren't any recipes like for cooking.
Beginner Stuff:
Try to push one item up to 99 and then get it to overflow into other components. There is a complex cascade effect. Try to use the cascade to advantage.
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Recipe Basics
Thistle Conversion Graphic
Preventing BIO
BIO - a dead end product. Mostly you do not want this as it sucks values from other components. If it gets to 99, then it pretty much stops sucking up other stuff. So, zero or low or 99.
- If there is ASC then keep water at 29+ (29 is ok)
- If there is PYR then keep oxygen from going past 89
Recipe: To STOP BIO
- ASC-> water water water
- PYR-> if using oxy then don't get it over 89
Making CAR
CAR - comes from saltpeter (POT) but don't bother using it. Wait for a period when CAR will come from an overflow of another component.
- From THI: There is a feedback option with CAR the conversion can go both directions.
- FROM CAR to THI: If oxygen is low <49 then CAR will convert to THI
- FROM THI to CAR: If water is low < 39 then THI will convert to CAR
- From ASC: There is a feedback option with ASC the conversion can go both directions.
- FROM CAR to ASC: Sun must be >79 (daytime only) then CAR will convert to ASC
- FROM ASC to CAR: If oxygen is low <49 then ASC will convert to CAR
- CAR can also come from a cascade conversion. CAR to ASC to THI.
- If there is ASC and sun is low <40 (night or covered) this will convert ASC to THI
- If there is THI and water is low <39 then this will convert THI to CAR:
Recipe: To GET CAR
- ASC-> let oxygen fall
- THI-> let water fall below 39
- warning: if there is PYR do not let water go below 29 or the PYR will convert to BIO
Making PYR
There are 3 paths to making PYR.
- PYR comes primarily from dung (NIT). If water is low and there is NIT (dung) then PYR is the result.
- PYR can also come from CAR. If sun is >59 (daytime) then CAR can be converted into PYR
- PYR can also come from a cascade conversion. NIA to FOL to PYR.
- If there is NIA and water is low <59 this will convert NIA to FOL
- If there is FOL and oxygen is high >79 then this will convert FOL to PYR:
- WARNING: Watch that oxygen does NOT go past 80 as that will drop PYR into BIO
Recipe: To GET PYR
- CAR -> daytime sun >59
- FOL -> oxygen > 79
- warning: if there is FOL and PYR do not let oxygen go >89 or it will dump the PYR to BIO.
Making NIA
NIA can come from 3 cascade conversions. You cannot make NIA directly.
- From PYR: If there is PYR and water is > 69 this will convert PYR to NIA
- From ASC: If sun is less than 20 (nighttime or covered) this will convert the ASC to NIA
- From THI: There is a feedback option with THI the conversion can go both directions.
- FROM NIA to THI: If water is low < 49 then NIA will convert to THI
- FROM THI to NIA: If oxygen is low <39 then THI will convert to NIA
Recipe: To GET NIA
- PYR-> water water water
- ASC-> keep nighttime or cover <20
- warning: if there is ASC do not let water go below 29 or it will dump the ASC to BIO.
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Wood Treatment
Zhu's Wood Treatment Guessipe Recipes for the following items:
There are no recipes because it's all hunt and peck.... just go back and forth until you get something.
It appears that some multi-combos are mutually exclusive: You can get A+B, A+C, B+C but not A+B+C
Generically:
- Find the 2 or 3 treatments that will peg the desired board attributes (all/nothing).
- Use the cheapest treatment to peg first, then start backtracking to get the others.
- Expect multiple rounds to re-peg the attributes.
- Try to rotate these so that they move different values otherwise you get in a (A-B)->(B-A) cycle.
- Try for (A-C)->(B-A) to get close and then dink until you get what you want.
- Use the "Abort Treatment" to stop at any time or once you get the reaction you are looking for.
Wood Treatment Recipes
Treatment | Qty | Duration |
---|---|---|
Ash | 14 | 140 seconds |
Saltpeter | 8 | 80 seconds |
Lime | 6 | 60 seconds |
Ash | 1 | 10 seconds |
Clean up | Lime 5 seconds <> Ash 5 seconds |
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Treated Wood Stock on Hand
Board Attributes | Qty on Hand |
---|---|
Fireproof Termite-prone Nontoxic White | 269 |
Hard Rotproof White | 441 |
Pliable Fireproof Blonde | 100 |
Pliable Rotproof Nontoxic Blonde | 250 |
Rotproof Termite-Resistant Nontoxic | 25 |
Rigid Hard Fireproof Rotproof Termite-Prone | 200 |
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Treated Woods Usage List
Building | Amt Needed | Hard/Soft | White/Blonde | Nontoxic | Rot-proof | Termite | Fireproof | Rigid/Pliable |
---|---|---|---|---|---|---|---|---|
Modern Sheep Farm | 250 | Hard | White | 3 | 4 | 5 | 6 | 7 |
Modern Sheep Farm | 250 | 1 | White | Nontoxic | 4 | 5 | 6 | 7 |
Thistle Garden | 250 | 1 | 2 | 3 | Rot-proof | Resistant | 6 | 7 |
Thistle Garden | 250 | 1 | 2 | Nontoxic | Rot-proof | 5 | 6 | 7 |
Airship | 600 | 1 | Blonde | 3 | 4 | 5 | Fireproof | Pliable |
Ant Colony | 75 | 1 | 2 | Nontoxic | 4 | Resistant | 6 | 7 |
Long Range Ferry | 50 | 1 | 2 | 3 | Rot-proof | 5 | 6 | Rigid |
Long Range Ferry | 50 | 1 | 2 | 3 | Rot-proof | 5 | 6 | Pliable |
Improved Hackling Rake | 18 | Hard | 2 | 3 | Rot-proof | 5 | 6 | 7 |
Chemical Bath | 300 | Hard | 2 | 3 | Rot-proof | 5 | Fireproof | 7 |
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GWA Chicken Coop
Chicken Coop Slat Settings
The effect of the slat settings changes with time of day. But the only time of day that matters is 6am.
If you set the slats in the AM (game time) you will get the following messages:
Slats Closed: During the day this keeps the chickens cool Slats Open: During the day this warms the chickens
If you set the slats in the PM (game time) you will get a different message:
Slats Closed: During the night this retains warmth Slats Open: During the night this lets the cool air in
So, it's Egypt and the messages are confusing. Especially as the temperature shown on the coop may not match the message about the current effect of the slats.
The guiding temperature is 80-100F for eggs and hatching. The coop needs to be in this temperature range at 6am.
You can check the temperature during the night (game) to verify the temperatures. The effects of the slats change during the day they act one direction for heat and reverse at night.
Generally: set the slats to MOSTLY CLOSED.
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My T6 Chicken Coop Notes
Slats 1/2 open = mostly eggs No hens or roosters are needed to hatch eggs Hens or rooster in the coop inpede hatching Rooster are only needed for research. Hens and roosters can hatch at the same time but hens are more common. Roosters used for Herpatology (snakes) at U Thought but can only be donated if Advance Animal Husbandry has been opened in that region Rooster can be fed to snakes if not donated or killed. Hot Temps = eggs Cool Temps = hatching
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Flowers
Flower experiments and other interesting stuffs...
- How to do crossbreeding: Crossbreeding Hints
- How to make Nut's Essence: Nut's_Essence
- (needs 3 hairy tooth shrooms for 1 Nut's Essence)
- Gory details on plant Genomes
- Sea Lilies
- Orchids
- See the Flower Fertilizer Chart
- Flower Fertilizer: 50 Flower Fertilizer is made from 3 Rotten Fish (plus 5 water and 5 wood to start the Kettle)
- Sticky Sun : 49 Flower Fertilizer and 1 Cobra Skin
- Can use more often. Smaller batch = 6 servings
- 8 units 2 Hours = 2 fertilizations
- Liquid Sun: 180 Flower Fertilizer and 1 Scorpion's Brood Mushroom
- Can use more often. Bigger batch = 9 servings
- 20 2 Hours - Equivalent to 2 fertilizations
- Harvest Elixir: 320 Flower Fertilizer and 1 Camels Mane Mushroom
- Longer lasting. Small batch = 4 servings
- 80 units 8 Hours = 4 fertilizations
- Generally, flowers require 48 fertilizations before they propagate.
Flower Trials: Orchids
Trial | Variety | Name | B Crown | B Petal | B Tongue | B Leaf | B Size | Splint(L/R) | Results | R Crown | R Petal | R Tongue | R Leaf | R Size |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1 | Orchid | Masquerade | violet | pink | teal | green | N | Right | Rana#1 | light blue | light pink | teal | green | N |
1 | Orchid | Sabretooth | yellow | yellow | gray | green | N | Left | Rana#1 | light blue | light pink | teal | green | N |
2 | Orchid | Sabretooth | yellow | yellow | gray | green | N | Right | Zhukuram#1 | violet | pink | teal | tan | N |
2 | Orchid | Masquerade | violet | pink | teal | green | N | Left | Zhukuram#1 | violet | pink | teal | tan | N |
3 | Orchid | Rana #1 | light blue | light pink | teal | green | N | Right | Rana#2 | blue | pink | teal | green | N |
3 | Orchid | Masquerade | violet | pink | teal | green | N | Left | Rana#2 | blue | pink | teal | green | N |
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Flower Trials: Lilies
Trial | Variety | Name | B Outer P | B Inner P | B Outer Sta | B Mid Sta | B Inner Sta | B Size | Splint(L/R) | Results | R Outer P | R Inner P | R Outer Sta | R Mid Sta | R Inner Sta | R Size |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1 | Lilly | Blush | mag | white mag | mag | mag | maga | N | Right | Kaa#1 | white mag | yellow mag | mag | mag | mag | N |
1 | Lilly | Energy | yellow | yellow | white | white | white | N | Left | Kaa#1 | white mag | yellow mag | mag | mag | mag | N |
2 | Lilly | Energy | yellow | yellow | white | white | white | N | Right | Zhukuram#2 | white orange | white yellow | white | white | white | N |
2 | Lilly | Binny#10 | white mag | white | mag | mag | white | N | Left | Zhukuram#2 | white orange | white yellow | white | white | white | N |
3 | Lilly | Blush | mag | white mag | mag | mag | mag | N | Right | Zhukuram#3 | white | white | mag | mag | mag | N |
3 | Lilly | Silken | white | white | white | white | white | N | Left | Zhukuram#3 | white | white | mag | mag | mag | N |
4 | Lilly | Vampire | white | white | red | red | white | N | Right | Zhukuram#4 | yellow | white yellow | pale pink | pale pink | white | N |
4 | Lilly | Energy | yellow | yellow | white | white | white | N | Left | Zhukuram#4 | yellow | white yellow | pale pink | pale pink | white | N |
5 | Lilly | Kaa#1 | white mag | yellow mag | mag | mag | mag | N | Right | Rana#3 | white mag | yellow mag | dark mag | dark mag | mag | N |
5 | Lilly | Zhukuram#2 | white orange | white yellow | white | white | white | N | Left | Rana#3 | white mag | yellow mag | dark mag | dark mag | mag | N |
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