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Explosives

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Explosives.jpg
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Source

Explosives are made in an upgraded Chemistry Laboratory. 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. Requires Chemistry Recipe - Explosives

Cost

Volatile Explosives

Low Explosives

High Explosives


Notes:

  • Making explosives starts a Constitution timer. (82 seconds at con 3)
  • Be prepared to waste multiple batches of materials on attempts.
  • Damage to surrounding structures, including the lab and glassware, is very likely to occur so have high Structure Repair and extra glassware available.
  • You are unable to remove explosives from the lab if it is damaged so take out the explosives each time you are succcesful.

Use

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.

Low explosives require an Explosives Handling skill of 3 or more and are needed for two types of constructions for Test of Seven Phoenix

Any type of explosive can be used in a Detonation Box:

  • 100 High Explosives + 100 Medium Stones = 1000+ Gravel scattered over a very wide area. There might have been more I just didn't find them.
  • 100 Low Explosives + 100 Medium Stones = 2500 Gravel stays in the box.
  • 100 Volatile Explosives + 100 Medium Stones = 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)

Research and Tuition

  • 200 Volatile explosives required for Detonation research
  • 100 Low explosives required for Detonation research
  • 50 High explosives required for Detonation research

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

Suggestions

It is a good idea to build a separate compound for an explosives chemistry lab with a minimum of other equipment. Mishaps will happen while creating explosives, 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-second rest timer. Note: Even with Structure Repair 7, it can take many attempts to repair a structure even one level.

Repairing an expedition site (and presumably chariots) takes the following base materials, each with a multiplier of N. 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.

Bricks Boards Rope Canvas Cut Stone Cable (Steel...Iron...?)
N * 222 N * 120 N * 115 N * 55 N * 13 N * 7

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 on success.
  • At handling 3, 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 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.

Required By

Detonation, Test of Seven Phoenix

Produced By

Chemistry Laboratory, Guilds/Bennu Rising/Chem Lab, Jay's Chemlab guide