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User:Zhukuram
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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 72
- Initiate of Seven
- Student of Seven
- Prentice of Seven
- Journeyman of Seven
- Scribe of Seven
- Master of Seven
- Sage of Four
- Pharaoh's Oracle of Architecture
- Pharaoh's Oracle of Harmony
- Pharaoh's Oracle of Harmony + Extra 2
- Pharaoh's Oracle of Two
- Snow Flolicker (a rare typo from the Snow Event)
- Pyramid of Heaven +1 level bonus
Rana is my spouse warp partner.
Top
Items needing votes
Open for voting:
- Set's Ladder RP 888,3606
Coming Soon:
Venery
Completed:
- Dancing Waters 1000, 6815 behind the CS on the hill
- Formal Garden OE 1003, 6829
- Formal Garden OE 1030, 6846
- Mosaic "Designs of Egypt" OE Art Complex 1031, 6904 near the CS
- Constellations near OE CS 960, 6940 Zhukuram
- Constellations near OE CS 962, 6940 Rana
- Tomb of the Immortal near OE CS 955, 6940
- Hexaglyph OE Art Complex 1039, 6906
- Bijou Table OE Art Complex 1033, 6914
- Tomb of the Immortal at RP CS 1490, 2829 Rana
- Prismatic Opticon OE CS 1061, 6918
- Pathmaker OE CS 1055, 6925
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Muses
Why is the Moon always Full?
When the sands of Egypt were new and the sky above was clear,
the gods looked upon the lands they saw that it was empty.
So they placed the rivers and trees and oasis.
They placed the fennecs, ibis and gazelles.
When the gods looked upon the lands they saw that it was empty.
They checked on the lands and they were there.
They checked on the trees and they were there.
They checked on the water and it was there.
They checked on the animals and they were there.
They checked on the sky and it was there but the sky was empty.
So the gods placed the stars in the heavens and
they created the sun which brought light to the lands.
But the sun light hid the diamonds of the night.
So the gods bade the sun to shine only half the time so the diamonds of the night could be seen.
But with only the light from the sky diamonds the lands and waters and animals were still in darkness.
So the gods created a night mirror: the moon
and bade it to reflect the light of the sun so that all the lands and animals and creations of Egypt could be seen.
And that is why the Moon is always full:
- so that we may see the creations by the light of day and the light of night.
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The Story of Why Egypt?
In the days when sand was new
In the days when only the sun and wind crossed the sky
In the days when creatures of the earth knew no humans
The mystery of egypt unfolded
The mountains rose and rains fell
The oasis and date palms formed
The plants and trees spread across the lands
The mystery of egypt grew
The gods arose to see the new lands
They marveled at the beauty and peace
They marveled at the solitude
The mystery of egypt arose
They saw mountains tall as the sky
They saw rivers as wide as the sea
They saw the waters clear and the rains pure
The mystery of egypt awoke
The animals had no fear
The lands were untainted
The mountains stood strong
The mystery of egypt that was
The gods bade the animals to live in peace
They blessed the waters and the rains
They blessed the lands with herbs and grains
The mystery of egypt became
Then the sands blew harder
Then the wind swirled with anger
Then the mountains collapsed and lands failed
The mystery of egypt faltered
The gods looked to the lands
They looked to the mountains and fields
They looked to the waters and lakes
The mystery of egypt halted
The gods asked the lands and winds
They asked the rivers and creatures
They asked what more was needed?
The mystery of egypt lost
The lands and rivers replied: Love
The creatures and fish replied: Love
The mountains and lake replied: Love
The mystery of egypt renewed
So the god sent humans to tend the lands
they send humans to guard the animals
they send humans to bring the waters to life
The mystery of egypt restored
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Why are some fish big and why are some fish small?
Zhukuram:
Time for another Egyptian Myth.
- The "finicky cat" asked the "wise ibis", "Why are some fish big and some fish small?"
- The "wise ibis" eyed the "finicky cat" but said nothing.
- The "finicky cat" meowed and complained, "I only catch 1db fish! Why can't I get BIG fish?"
- The "wise ibis" eyed the "finicky cat" but still said nothing.
- The "finicky cat" howled in frustration.
- MEOW! MEOW! YOWL! YOWL! YOWL!
- The "finicky cat" wanted everyone to know her frustration at not catching big fish.
- At last the "wise ibis" spoke. The clacking of her bill made the words difficult to understand.
- "Beccccccausssseyyyyyyouarrrrrennnnnotttttonnnnnssssslllllatttte."
- And flew away because it was 6pm.
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Why when you need an herb or plant you cannot find it?
Zhukuram:
hmmm its too quiet - time to make up new myths about Egypt.
The myth of the evening is: Why when you need an herb or plant you cannot find it.
- The wise desert rat said:
- Herbs are plants and plants are MY food. You cannot have any. So when ever I see sandals
- (because I cannot see anything as Im only foot prints)
- I run and grab all the plants and herbs!
- The wise falcon said:
- when I see a nice rabbit I have to take all the herbs for cooking it into a nice stew for my young.
- As Im flying at 10,000 feet I sometimes mistake plants for herbs and herbs for plants.
- But no matter the rabbit tastes delicious just the same
- The quick antelope said:
- I am faster than you. I need many plants to eat to stay in shape so I do not get winded.
- I eat all the strength herbs to keep me strong and all the dex herbs to keep me fast as I run on the sands.
- I leave all the garbage ones that no one wants like discorea and glechoma.
- I only eat The Best of the Best
- When new plants are herbs are needed the wise animals of Egypt gobble them up.
- And that's the reason, said the Tortoise in the Valley of the Kings, that there are never any that you need.
- It is well known, said the Tortoise
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Why Marble Tub Upgrades are 150 water and 100 dung?
Zhukuram Said:
I think we need to invent an Egyptian Myth of why upgraded Marble Tubs are 150/100.
- Hmmm how about: Once upon a time, long long ago.. (hmm that opening has been used I think...)
- There were 2 Egyptian Gods: SCHU and SETISH.
- SCHU wanted everyone to be Happy Happy Happy and Dance All Night Long...
- SETISH wanted people to have blisters and corns and pulled tendons and achy feet
- SCHU decided it would make Egypt Happy if they could process saltpeter which was a rather handy resource, faster by giving Tubs more water capacity
- SETISH decided - Not So Fast Through The Pass There Pilgrim and so he restricted the bottom of the tub so that no more than 100 dung would fit
- This way no matter how much water SCHU gave the people of Egypt they would not benefit as much and have to make and haul more water -> giving more corns, blisters and tired feets
- And THAT's the reason why, said the IBIS Flamingo, that Tubs are 150/100
Zhukuram Said:
And this is Very Well Known
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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
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Homage to Eastern Grounds
- Caravans of Tech Seekers passing though the sands
- Drinking deep at the wells of time
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Mining Markers
- Little bonfires in the sand
- Endless running
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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 1 | Extra 2 | Extra 3 |
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Architecture | P: Tent 2: Small House 4: Medium House 6: Large House +14 cells/level to CPs for each test |
Done 09/14/2015 |
Test of the Obelisk Principles 10/26/2015 Metallic Obi Passed 02/03/2016 9 cubits |
Test of Towers Principles 06/02/2016 Passed 08/18/2016 |
Test of the Megalopolis Passed 09/21/2016 |
Test of Octec's Ghost Principles 05/22/2016 Passed 12/31/2016 |
Test of the People's Pyramid Passed 01/07/2017 |
Test of Life Principles 02/07/2016 Passed 02/26/2017 24896 pts |
Test of Funerary Temple Principles 11/09/2016 Passed 04/03/2017 62178 pts 162 colors |
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Art | Q +NNN pts | Done 09/19/2015 |
Test of Flight (Partial) Principles 08/16/2016 Passed 08/22/2016 |
Test of the Formal Garden Principles ~09/15/2016 Passed 09/18/2016 |
Test of Dancing Waters Principles 12/15/2016 Passed 12/18/2016 |
Test of the Raeli Mosaic Principles 02/10/2017 Passed 03/05/2017 |
Test of the Prismatic Opticon Passed 08/07/2017 |
Test of Khefre's Children Principles 03/15/2016 R1 02/27/2017 |
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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 Safari Principles 12/31/2015 Passed 08/14/2016 |
Test of the Archaeologist Principles 08/19/2016 Passed 12/04/2016 1814 pts |
Test of the Bedouin Principles 09/22/2015 Passed 02/07/2017 |
Test of the Ritual Tattoo Principles 04/28/2016 Passed 02/09/2017 |
Test of the Darkest Night Principles 10/01/2015 |
Test of the Acrobat Principles 11/02/2015 by Amuniet |
The Test of the Fisherman Principles 06/15/2017 | |
Harmony | None | Done 10/25/2015 |
Test of Prophet Principles 12/21/2015 Passed 05/01/2016 86 pts |
Test of Souls Principles 01/18/2016 Passed 06/27/2016 17377 pts |
Test Promotion Principles 05/08/2016 Passed 10/10/2016 223 pts |
Test of the Freeman Principles 11/06/2015 Passed 10/30/2016 115 pts |
Test of Chains Principles 12/13/2015 Passed 12/25/2016 48 pts |
Test of Marriage Principles 10/25/2015 Rana Passed 01/08/2017 990 pts |
Test of the Critic Principles 02/11/2016 Passed 01/08/2017 822 pts |
Test Balance of Goods Principles 04/10/2016 Passed 01/08/2017 32582 pts |
The Test of Reason Passed 07/30/2017 656 pts |
The Test of the Giving Fisherman Principles 06/23/2017 |
Leadership | 3 Petitions | Done 09/20/2015 |
Test of the Kingmaker Principles 12/03/2015 Passed 12/27/2015 445 pts |
Test of the Hegemon Passed 09/26/2016 |
Test of the Coalition Principles 11/24/2016 Passed 12/15/2016 7108 pts |
Test of the Plantation Passed 04/03/2017 |
Test of Patronage Principles 01/29/2017 Passed 04/20/2017 107 pts |
Test of the Retired Pirates Principles 02/2016 Passed 06/11/2017 6610 pts |
Test of the Demi-Pharaoh Principles 10/05/2015 |
Test of the Bureaucrat Principles 12/21/2015 |
Test of the Covered Cartouche Principles 11/08/2016 |
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Thought | None | Done 02/12/2017 |
Test of the Constellation Principles 03/21/2017 Passed 04/03/2017 |
Test Tomb of the Immortal Principles 02/25/2017 Passed 04/09/2017 |
Test of Hexaglyphs Principles 02/20/2017 Passed 04/09/2017 |
Test of the Bijou Passed 04/17/2017 |
Test of the Pathmaker Principles 02/20/2017 Passed 08/27/2017 |
Test of Empty Hand Principles 03/01/2017 |
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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 |
Test of the Messenger Principles 11/27/2016 Passed 03/09/2017 |
Test of Visions Passed 03/13/2017 |
Test of Leavened Bread Principles 03/25/2014 Passed 03/26/2017 1pt |
Test of the Astrological Alignment Principles 10/24/2016 |
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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
- Focus: Arch +7 / Arch Bonus +7 / Tattoo +6
- Perception:
- You receive a permanent point of Perception at 7 Gastronomy, 49 Gastronomy, and 243 Gastronomy.
- Every completed wine notebook gives you a point of Perception
- You receive a permanent point of Perception at Beer Tasting 49 and possibly Beer Tasting 243.
- Fumeology 49 grants one point of perception. A second point of perception at 243 Fumeology.
Str | +7 | Dex | +13 | End | +7 | Spd | +15 |
Con | +6 | Foc | +21 | Per | +4 |
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Speed Bumps
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Speed 12 Bumps
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Speed 13 Bumps
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- Speed 14 (Total Advances 134)
- Speed 15 (Total Advances 262)
- Speed 16 (Total Advances 518)
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Herbs Buffs
The Herb Buffs have been moved to their own page here: Herb Buffs
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Skills and Buffs
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.
Gastronomy | 40 | Beer Tasting | 45 | Fumeology | 0 |
Fly Fishing | 3 | Fly Tying | 5 | Rhythmic Strength | 4 |
Carving | 5 | Cooking | 7 | Desiccation | 3 |
Fire building | 7 | Stone Blade Fab | 7/7 | Sheet Glass | 7/7 |
Mechanics Body/Harm/Lead/Worship Rana: None |
0 | Salvage Art/Arch/Thought /Body/Harm /Lead /Wor Rana: None |
6 |
Get notebooks at no cost from a School of Body. Once you've completed a notebook, you gain a Perception point.
Beginner | Complete | +1 Per |
Enthusiast | Complete | +1 Per |
Oenophile | ||
Sommalier | ||
Mondial |
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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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Cooking Recipes
Public Recipes
Sinker: Cooking 1
4 honey/3 camel meat or 400 camel meat/399 honey
Limestone Boring: Cooking 5
Base(s) | Additive(s) | STR | DEX | END | SPD | CON | FOC | PER | Duration | Creator | Servings | Masterpiece |
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6 Tagatese. 6 Sweetgrass. 6 Indigo Damia. 6 Morpha. 6 Pale Russet. | 1 Pale ochoa. 1 Jugwort. 1 Allbright. 1 Gokhru. 1 Anansi | 8 | 6 | -27 | -19 | -13 | 16 (20) | 26 (31) | 1:53 (2h 12m) | Styx - Metal dowsing and limestone-boring food (with carry). +26 perception detects every metal, and prevents glass-rod breakage for limestone hunting. High focus allows more checks in less time for both metal and limestone. Use whatever number of each base you want (2+) to change the number of servings up or down. It shouldn't change the stats too much. | 5 | (Yes Zhukuram 19:44, 4 January 2017 (EST)) |
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Supplies and Resources
GWA Corner Stone Locations
Class | Item | Required | Qty on Hand | |
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1 | Rana | Old Egypt | 916 7618 | Really UMB |
2 | Rana | Old Egypt | 926 7590 | UMB |
3 | Rana | Old Egypt | 1028 6923 | Tipsy Camel OE CS |
4 | Rana | Old Egypt | 971 7640 | Rana Party Palace |
5 | Rana | Old Egypt | 936 7621 | Forge Complex |
6 | Rana | Maxed Out | ||
No | ID | Loc | Coords | Desc |
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Gone Walkabout Mines
Quartz | DoN | 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 | Hinter | 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 | LoR | 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 | CCR | -1,7100 | Go East from UArt in CCR. Also South West of OE Northern ALOE Iron Mine continue south west past the rectangular canal. |
Iron | VoK | -2734,4390 | West along the long canal from SHarm. On the plateau near the western end of the solo mountain. |
Clay | CotS Hinter |
3161,532 2937,746 |
Long clay patch 600 cords N of U Thought along the water. No the paddle outcrop bonfire marker? |
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Gone Walkabout Quarries
The quarry information and gearbox listings are too big. Moved to: My Quarry Page
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
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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 |
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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. FOL to ASC to THI to CAR.
- If there is FOL and sun is greater than 69 (daytime) this will convert FOL to ASC
- 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
- If there is CAR and sun is >79 (daytime) then CAR will convert to ASC
Recipe: To GET CAR
- ASC-> let sun <40 (close the lid)
- THI-> let water fall <39
- warning: if there is PYR do not let water go below 29 or the PYR will convert to BIO
- Preventing CAR from converting back to ASC keep sun <79 (night or covered)
Making PYR
There are 3 paths to making PYR.
PYR comes primarily from dung (NIT). Like CAR, you don't have to use any to get PYR just wait for a period when PYR will come from an overflow of another component.
- 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 89 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 <20 (night time 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-> make at night time or cover so sun is <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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Making FOL
FOL comes from NIA and in a cascade conversion.
- To push the 3 way conversion PYR -> NIA -> FOL
- PYR -> NIA -> FOL keep water levels 59 <> 79
- FOL -> PRY oxygen 79 <> 89
- warning: if there is PYR do not let oxygen go >89 or it will dump the PYR to BIO.
- FOL is also a path to ASC. It can only be done in the daytime sun >69
- FOL -> ASC sun > 69 (daytime)
- warning: if there is ASC do not let water go below 29 or it will dump the ASC to BIO.
- FOL -> ASC sun > 69 (daytime)
Recipe: To GET FOL
- NIA -> water <59
- 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
Recipe Pliable Fireproof Blonde
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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Recipe Rotproof Termite-Resistant
Treatment | Qty | Duration |
---|---|---|
Beeswax | 13 | 130 seconds |
Petroleum | 20 | 200 seconds |
Volatile Rotproof Termite-Resistant Black |
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Recipe Rotproof Nontoxic
Treatment | Qty | Duration |
---|---|---|
Oil | 10 | 100 seconds |
Water | 12 | 120 seconds |
Oil | 3 | 30 seconds * |
Water | 1 | 10 seconds * |
Beeswax | 2 | 20 seconds |
* Oil 20 seconds may skip the extra water |
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Recipe White Glossy
Treatment | Qty | Duration |
---|---|---|
Oil | 18 | 180 seconds |
Beeswax | 18 | 180 seconds |
Water | 3 | 30 seconds |
Saltpeter | 2 | 20 seconds |
Lime | 3 | 30 seconds |
Beeswax | 2 | 20 seconds |
Lime | 2 | 20 seconds |
Potash | 1 | 10 seconds |
Rotproof Termite-prone White Glossy |
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Recipe Black Glossy
Treatment | Qty | Duration |
---|---|---|
Oil | 18 | 180 seconds |
Beeswax | 18 | 180 seconds |
Petroleum | 2 | 20 seconds |
Oil | 3 | 30 seconds |
Petroleum | 1 | 10 seconds |
Beeswax | 2 | 20 seconds |
Petroleum | 1 | 10 seconds * try skipping this repeat |
Beeswax | 2 | 20 seconds * try skipping this repeat |
Lead | 1 | 10 seconds |
Rotproof Black Glossy |
Treatment | Qty | Duration |
---|---|---|
Oil | 34 | 340 seconds |
Lead | 2 | 20 seconds |
Clean up | Oil 1 seconds <> Lead 1 seconds | |
Black Glossy |
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Recipe Blonde Glossy
Treatment | Qty | Duration |
---|---|---|
Water | 10 | 100 seconds |
Oil | 6 | 60 seconds |
Beeswax | 12 | 120 seconds |
Water | 2 | 20 seconds |
Lime | 4 | 40 seconds |
Oil | 1 | 10 seconds |
Saltpeter | 2 | 20 seconds |
Beeswax | 2 | 20 seconds |
Blonde Glossy |
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Recipe Volatile White
Treatment | Qty | Duration |
---|---|---|
Water | 3 | 30 seconds |
Sulfur | 3 | 30 seconds |
Saltpeter | 3 | 30 seconds |
Oil | 3 | 30 seconds |
Sulfur | 3 | 30 seconds |
Petroleum | 1 | 10 seconds |
Lime | 2 | 20 seconds |
Potash | 2 | 20 seconds |
Volatile White |
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Recipe Soft Rotproof Fireproof
Treatment | Qty | Duration |
---|---|---|
Beeswax | 9 | 90 seconds |
Oil | 4 | 40 seconds |
Beeswax | 3 | 30 seconds |
Potash | 6 | 60 seconds |
Beeswax | 1 | 5 seconds |
Potash | 2 | 20 seconds |
Saltpeter | 1 | 5 seconds |
Lime | 1 | 10 seconds |
Soft Fireproof Rotproof Blonde |
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Recipe Rigid Hard Fireproof Black
Treatment | Qty | Duration |
---|---|---|
Lead | 10 | 100 seconds |
Petroleum | 2 | 20 seconds |
Lead | 1 | 10 seconds |
Sulfur | 1 | 10 seconds |
Lime | 3 | 30 seconds |
Ash | 1 | 15 seconds |
Rigid Hard Fireproof Black |
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Recipe Rigid Termite-Resistant
Treatment | Qty | Duration |
---|---|---|
Petroleum | 4 | 40 seconds |
Lead | 18 | 180 seconds |
Rigid Hard Termite-Resistant Black |
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Recipe Rigid Fireproof
Treatment | Qty | Duration |
---|---|---|
Lime | 6 | 60 seconds |
Lead | 3 | 30 seconds |
Lime | 3 | 30 seconds |
Rigid Fireproof Termite-prone |
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Recipe Rigid Rotproof 1
Treatment | Qty | Duration |
---|---|---|
Petroleum | 6 | 60 seconds |
Lime | 6 | 60 seconds |
Sulfur | 3 | 30 seconds |
Lime | 3 | 30 seconds |
Petroleum | 3 | 30 seconds |
Rigid Rotproof Termite-prone |
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Recipe Rigid Rotproof 2
Treatment | Qty | Duration |
---|---|---|
Lime | 6 | 60 seconds |
Sulfur | 3 | 30 seconds |
Lime | 3 | 30 seconds |
Petroleum | 3 | 30 seconds |
Rigid Rotproof Termite-prone Blonde |
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Recipe Rigid Rotproof Fireproof
Treatment | Qty | Duration |
---|---|---|
Lime | 6 | 60 seconds |
Sulfur | 3 | 30 seconds |
Lime | 3 | 60 seconds |
Petroleum | 3 | 30 seconds |
Rigid Fireproof Rotproof Termite-prone White |
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Recipe Hard Black Glossy
Treatment | Qty | Duration |
---|---|---|
Oil | 36 | 340 seconds |
Petroleum | 3 | 30 seconds |
Lead | 2 | 20 seconds |
Oil | 3 | 30 seconds (?20 seconds) |
Clean up | sulfur / oil / lead | |
Hard Black Glossy |
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Treated Wood Stock on Hand
Board Attributes | Qty on Hand |
---|---|
Black Glossy | 500 |
Blonde Glossy | 500 |
Fireproof Termite-prone Nontoxic White | 265 |
Hard Rotproof White | 397 |
Hard Volatile Glossy | 406 |
Pliable Fireproof Blonde | 220 |
Pliable Soft Fireproof Blonde | 239 |
Pliable Soft Fireproof Rotproof | 160 |
Rigid Fireproof Termite-Prone | 100 |
Rigid Hard Fireproof Black | 420 |
Rigid Hard Fireproof Rotproof Termite-Prone | 50 |
Rigid Hard Rotproof Black | 200 |
Rigid Hard Termite-Resistant | 424 |
Rigid Hard Termite-Resistant Black | 100 |
Rotproof Black Glossy | 100 |
Rotproof Blonde | 487 |
Rotproof Nontoxic | 476 |
Rotproof Termite-prone White Glossy | 99 |
Rotproof Termite-Resistant Nontoxic | 225 |
Soft Fireproof Rotproof Blonde | 140 |
Soft Fireproof Rotproof White | 156 |
Volatile White | 495 |
Volatile Rotproof Termite-Resistant Black | 250 |
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Treated Woods Usage List
Building | Amt Needed | Hard/Soft | White/Blonde | Nontoxic | Rot-proof | Termite | Fireproof | Rigid/Pliable | Glossy/Normal |
---|---|---|---|---|---|---|---|---|---|
Modern Sheep Farm | 250 | Hard | White | 3 | 4 | 5 | 6 | 7 | 8 |
Modern Sheep Farm | 250 | 1 | White | Nontoxic | 4 | 5 | 6 | 7 | 8 |
Thistle Garden | 250 | 1 | 2 | 3 | Rot-proof | Resistant | 6 | 7 | 8 |
Thistle Garden | 250 | 1 | 2 | Nontoxic | Rot-proof | 5 | 6 | 7 | 8 |
Airship | 600 | 1 | Blonde | 3 | 4 | 5 | Fireproof | Pliable | 8 |
Ant Colony | 75 | 1 | 2 | Nontoxic | 4 | Resistant | 6 | 7 | 8 |
Long Range Ferry | 50 | 1 | 2 | 3 | Rot-proof | 5 | 6 | Rigid | 8 |
Long Range Ferry | 50 | 1 | 2 | 3 | Rot-proof | 5 | 6 | Pliable | 8 |
Improved Hackling Rake | 18 | Hard | 2 | 3 | Rot-proof | 5 | 6 | 7 | 8 |
Chemical Bath | 300 | Hard | 2 | 3 | Rot-proof | 5 | Fireproof | 7 | 8 |
Gazebo | 600 | 1 | 2 | Nontoxic | Rot-proof | Termite Resistant | 6 | 7 | 8 |
Gazebo | 300 | 1 | White | 3 | 4 | 5 | 6 | 7 | Glossy |
Gazebo | 300 | 1 | Black | 3 | 4 | 5 | 6 | 7 | Glossy |
Gazebo | 150 | Hard | 2 | 3 | Rot-proof | 5 | 6 | Rigid | 8 |
Phoenix Being Born | 260 | Soft | 2 | 3 | Rot-proof | 5 | Fireproof | 7 | 8 |
Phoenix Taking Shelter | 260 | 1 | Blonde | 3 | 4 | 5 | Fireproof | Pliable | 8 |
Phoenix in His Prime | 260 | Hard | 2 | 3 | 4 | 5 | Fireproof | Rigid | 8 |
Phoenix on the Hunt | 260 | Hard | Black | 3 | 4 | 5 | Fireproof | 7 | 8 |
z Building | Amt Needed | 1 Hard/Soft | 2 White/Blonde/Blk | 3 Nontoxic | 4 Rot-proof | 5 Termite | 6 Fireproof | 7 Rigid/Pliable | 8 Glossy/Normal |
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Chemical Bath Metal Treatment
Zhu's Metal 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.
- WARNING: Chemical Baths have NO Abort Treatment option. You cannot stop once the reaction starts.
Chemical Treatment Recipes
Treatment | Qty | Duration |
---|---|---|
Cactus | 11 | 110 seconds (Hard ~90) |
Arsenic | 2 | 20 seconds |
Potash | 3 | 30 seconds (Stainless ~25) |
Treatment | Qty | Duration |
---|---|---|
Cactus | 10 | 100 seconds |
Potash | 2 | 20 seconds |
Arsenic | 2 | 20 seconds |
Cactus | 4 | 40 seconds |
Coal | 1 | 10 seconds |
Gravel | 1 | 10 seconds |
Potash | 3 | 30 seconds |
Cactus | 2 | 20 seconds |
Arsenic | 1 | 10 seconds |
Potash | 1 | 10 seconds |
Gravel | 1 | 10 seconds |
Arsenic | 1 | 10 seconds |
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Treated Metal Stock on Hand
Metal | Metal Attributes | Purity | Qty on Hand |
---|---|---|---|
Steel | Stainless Insulative | - | 40 |
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Treated Metals Usage List
Building | Metal | Amt Needed | Hard/Soft | Stainless/ | Insulative | Rot-proof | Fireproof | X | Purity |
---|---|---|---|---|---|---|---|---|---|
Reactory 4x Hopper | Titanium | 300 | Hard | Stainless | 3 | 4 | 5 | 6 | - |
Reactory 7x Hopper | Sun Steel | 200 | Hard | Stainless | Insulative | 4 | 5 | 6 | - |
Thistle 50x Garden Hopper | Steel | 20 | 1 | Stainless | 3 | 4 | 5 | 6 | +4 |
Building | Metal | Qty | 1 | 2 | 3 | 4 | 5 | 6 | Purity |
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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.
---
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
- Kettle
- Flower Fertilizer: 50 Flower Fertilizer is made from 3 Rotten Fish (plus 5 water and 5 wood to start the Kettle)
- Kitchen -> Enriched Fertilizer
- 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
- Enhanced Flower Fertilizer can be stored in the kitchen.
- Sticky Sun : 49 Flower Fertilizer and 1 Cobra Skin
- Generally, flowers require 48 fertilizations before they propagate.
Flower Trials: Orchids
Trial | Variety | Name | B Crown | B Petal | B Tongue | B Beard | B Leaf | B Size | Splint(L/R) | Results | R Crown | R Petal | R Tongue | B Beard | R Leaf | R Size |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1 | Orchid | Masquerade | violet | pink | teal | XXX | green | N | Right | Rana#1 | light blue | light pink | teal | XXX | green | N |
1 | Orchid | Sabretooth | yellow | yellow | gray | XXX | green | N | Left | Rana#1 | light blue | light pink | teal | XXX | green | N |
2 | Orchid | Sabretooth | yellow | yellow | gray | XXX | green | N | Right | Zhukuram#1 | violet | pink | teal | XXX | tan | N |
2 | Orchid | Masquerade | violet | pink | teal | XXX | green | N | Left | Zhukuram#1 | violet | pink | teal | XXX | tan | N |
3 | Orchid | Rana #1 | light blue | light pink | teal | XXX | green | N | Right | Rana#2 | blue | pink | teal | XXX | green | N |
3 | Orchid | Masquerade | violet | pink | teal | XXX | green | N | Left | Rana#2 | blue | pink | teal | teal | green | N |
4 | Orchid | Shangri-La | blue | pink | grey | teal | green | N | Right | Zhukuram#5 | peach | peach | gold | pale violet | light green | N |
4 | Orchid | Sabretooth | yellow | yellow | gray | XXX | green | N | Left | Zhukuram#5 | peach | peach | gold | pale violet | light green | N |
5 | Orchid | Masquerade | violet | pink | teal | XXX | green | N | Right | Zhukuram#6 | light teal | pink | teal | XXX | light green | N |
5 | Orchid | Shangri-La | blue | pink | grey | teal | green | N | Left | Zhukuram#6 | light teal | pink | teal | XXX | light green | N |
6 | Orchid | Sabretooth | yellow | yellow | gray | XXX | green | N | Right | Rana#4 | light blue | light pink | teal | XXX | tan | N |
6 | Orchid | Rana #1 | light blue | light pink | teal | XXX | green | N | Left | Rana#4 | light blue | light pink | teal | XXX | tan | N |
7 | Orchid | Zhukuram#1 | violet | pink | teal | XXX | tan | N | Right | Zhukuram#7 | violet | bright pink | teal | XXX | brown | N |
7 | Orchid | Rana#2 | blue | pink | teal | teal | green | N | Left | Zhukuram#7 | violet | bright pink | teal | XXX | brown | N |
8 | Orchid | Masquerade | violet | pink | teal | XXX | green | N | Right | Rana#5 | blue | pink | teal | XXX | light green | N |
8 | Orchid | Rana #1 | light blue | light pink | teal | XXX | green | N | Left | Rana#5 | blue | pink | teal | XXX | light green | N |
9 | Orchid | Rana#2 | blue | pink | teal | XXX | green | N | Right | Zhukuram#8 | violet | bright pink | teal | XXX | green | N |
9 | Orchid | Zhukuram#1 | violet | pink | teal | XXX | tan | N | Left | Zhukuram#8 | violet | bright pink | teal | XXX | green | N |
10 | Orchid | Anulikah#6 | green | yellow | pink | teal | green | 2G | Right | Zhukuram#9 | light green | yellow | white | gold | green | 1G |
10 | Orchid | Zhukuram#5 | peach | peach | gold | pale violet | light green | N | Left | Zhukuram#9 | light green | yellow | white | gold | green | 1G |
11 | Orchid | Zhukuram#5 | peach | peach | gold | pale violet | light green | N | Right | Zhukuram#10 | green | pink | pink | light green | brown | 2G |
11 | Orchid | Anulikah#6 | green | yellow | pink | teal | green | 2G | Left | Zhukuram#10 | green | pink | pink | light green | brown | 2G |
12 | Orchid | Rana#2 | blue | pink | teal | teal | green | N | Right | Zhukuram#11 | teal | white | grey | white | green | N |
12 | Orchid | Shangri-La | blue | pink | grey | teal | green | N | Left | Zhukuram#11 | teal | white | grey | white | green | N |
13 | Orchid | Shangri-La | blue | pink | grey | teal | green | N | Right | Zhukuram#12 | violet | pink | teal | white | pink | N |
13 | Orchid | Rana#2 | blue | pink | teal | teal | green | N | Left | Zhukuram#12 | violet | pink | teal | white | pink | 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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