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=Test of Isis' Bounty=
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== '''Test of Khonsu's  Light''' ==
The Test of Isis' Bounty challenges players to find pieces of that legendary ship named Isis Bounty in Egypt's waters. Pieces can be found while fishing from the shoreline, but the final pieces needed to pass will be found in the deep waters of the Mediterranean and Rea Seas. Players will have to learn to construct Small Sailboats. Small Sailboats are steerable but subject to prevailing currents and have a chance of breaking up at sea, depositing the player on a random shore. In order to learn to construct Small Sailboats, players will have to work together to research the Basic Shipbuilding technology. All ships are affected by currents and wind resulting in slow sea travel. <br><br>
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Proposed test for the Discipline of Worship
After passing the test, players will gain the ability to construct larger, sturdier, and more expensive ships, complete with cargo holds. In addition to finding pieces of Isis Bounty or other ships, other desirable and undesirable debris will be found. Players will also need to scour the seas for Treasure Caches, recovered with Winches, which may contain rare and plentiful booty. Players may continue to seek out even larger and rarer Treasure Caches once they have passed the test, using a Sturdy Winch installed upon their Master's Schooner.
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===Overview===
<br>
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This test is designed to be a competitive test. The idea is to have multiple people who are not in a group looking for the spirit of Khonsu at the same time. Do you as a player take the 5% favor or try for 12% favor? Are you a real risk taker and are you shooting for 25% favor? All of these decisions play into your actions.
===Principles===
 
  
*Find a piece of Ship Debris
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===Demonstration===
*Find a second piece of Ship Debris
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*7 Common Ground Dwelling Insects (to be identified by Pharaoh)
*Show a piece of Ship Debris to Scientists at SBody or UBody
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*7 Common Tree Dwelling Insects (to be identified by Pharaoh)
*Learn Basic Shipbuilding
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*7 Common Water Dwelling Insects (to be identified by Pharaoh)
*Construct a Small Sailboat
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*7 Common Thorn Dwelling Insects (to be identified by Pharaoh)
*Install a Light Winch
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*7 Common Herb Dwelling Insects (to be identified by Pharaoh)
*Salvage any Treasure Cache
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*7 Common Livestock Dwelling Insects (to be identified by Pharaoh)
*Find 1 Piece of Isis' Bounty
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*7 Common Crop Dwelling Insects (to be identified by Pharaoh)
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*10 wood
 +
*10 candles
 +
*10 royal jelly
  
===Passing the Test===
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===The Test Mechanics===
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The spirit of Khonsu arrives in Egypt at 6PM and departs at 6AM. Players build ceremonial bonfires at Humble priest altar locations (within 20 coords) while Khonsu is in Egypt. One Ceremonial bonfire per player per game night. Maximum of 2 Ceremonial bonfires per Humble Priest altar. Visually a Ceremonial Bonfire looks the same as a regular 25 wood bonfire. At any time during the night players may add as many herb types as desired. Maximum of 3 deben per herb is permitted. Prior to passing the test, a player cannot build a Ceremonial Bonfire outside the 20 coord radius of a Humble Priest altar and cannot light a Ceremonial Bonfire.
  
In order to pass the Test of Isis' Bounty, players must find:
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===The Herbs===
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The herbs hold a balance of sweetness which has been known to attract both insects and the spirit of Khonsu. For this reason, it is imperative for Egyptians to know the herbs and the manner in which each interacts with each other. Failure to understand the quality of herb added to a bonfire may cost an Egyptian the favor of Khonsu. Herb characteristics can be obtained by smoking the herb in a hookah.
  
*1 Fragment of the Foredeck of Isis' Bounty
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===Scoring===
*1 Fragment of the Aft Deck
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At 6AM Khonsu lights all bonfires (including regular bonfires) with 20 coords of all Humble Priest altar and tallies the score. The scoring is a follows: for every "positive" attribute (example: scent of lavender) 2 points are awarded. For every "negative" attribute (example: Taste of Camel dung) 1 point is deducted. The top 3 players with the highest score advances.
*1 Fragment of the Mainmast
 
*1 Fragment of the Inner Hull
 
*1 Fragment of the Cargo Hold
 
*1 Fragment of the Cabin
 
*1 Fragment of the Gilded Outer Hull
 
  
Once a player has all these in his/her possession, they should be shown to the scientists at University of the Human Body for the zap. All seven fragments will be removed from the player's inventory when they do so.
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===Ceremonial Bonfires===
Note: For a Fragment to count toward passing, it must have been recovered by the player trying to pass.
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Ceremonial Bonfires resemble a regular 25 wood bonfire and are built through the test menu. The ceremonial bonfire will burn like normal 25 wood bonfires but won't produce charcoal until the player has passed the test. The cost to build a Ceremonial Bonfires is:
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*10 wood
 +
*50 royal jelly
 +
*2 insects
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After the Ceremonial Bonfires are built. Players may add herbs to the bonfire to increase (or decrease) the attention of the spirit of Khonsu.
  
===Items found while fishing===  
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===Rewards===
Unconfirmed rumors have been circling that possible desirable items include:  
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Players may build and light a Ceremonial Bonfire after passing the test. Burning a Ceremonial Bonfire will give the player insects equal to the number of permanent perception plus three. Permanent perception points can be obtained from any source. After the Ceremonial bonfire has burnt, it will leave behind a pail of charcoal. The player has the option of taking the charcoal or taking the insects. The type of insects attracted will be dependent on the terrain in the immediate area. Ceremonial bonfires built in areas without flora will attract ground dwelling insects. Ceremonial bonfires built near water will attract water dwelling insects. The priority of insects attracted is:
*Silk Cloth
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*Herb
*Linen Cloth/Sails
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*Crop
*Gold Foil
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*Livestock
*Mirrors
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*Thorn
*Rope
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*Tree
*Boards
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*Water
*Ship Debris
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*Ground
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Players will receive 1 perception point per advance. Herbs or herb combinations with a 2:1 positive to negative ration attract twice as many insects as other bonfires.
  
Unconfirmed rumors have been circling that undesirable items include:
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===Passing the Test===
*Torn Bandages
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To pass the test, players must obtain 100% favor with Khonsu. It is possible to obtain 700% favor with Khonsu.
*Decayed Cadavers
 
*Rotten Leather
 
*Broken Chariot Wheels
 
=====More Item Information=====
 
 
 
Pieces of ship debris may be brought to Schools or Universities of the Human Body for identification. The scientists there will take the piece of Debris and return either: a piece of Ordinary Ship Debris (item name), or a piece of Isis' Bounty. If it is a piece of Isis' Bounty, it will be labeled with the part of that ship that the debris came from -- so, for instance, the item returned might be named, "A Fragment of the Foredeck of Isis' Bounty". The odds of any given piece of ship debris being from the Isis' Bounty depend on where and how it was found:
 
 
 
*A piece of Ship Debris fished up from shore has a very low chance of being from Isis' Bounty. Only fragments of the Gilded Outer Hull can be fished up from shore.
 
*A piece of Ship Debris fished up from offshore has a decent chance of being from Isis' Bounty. Only pieces of the Gilded Outer Hull, Foredeck, Aft Deck, and Mainmast can be fished up at sea.
 
*A piece of Ship Debris found along with a Small Treasure Cache is likely to be from Isis' Bounty. Any part of the ship can be found in Small Treasure Caches, but there is a greater chance that the piece will be from either the Cabin, Inner Hull, or Cargo Hold than the other types.
 
*A piece of Ship Debris found along with an Ancient Treasure Cache is guaranteed to be from Isis' Bounty. Any part can be found in Ancient Treasure Caches, but there is a greater chance of the fragment being from either the Cabin, Inner Hull, or Cargo Hold.
 
<br>
 
The use of pieces of Isis' Bounty is detailed below. Pieces of Ordinary Ship Debris have the following uses:
 
 
 
*777 pieces of Ordinary Ship Debris are needed to unlock Basic Shipbuilding at University of the Human Body. Once the tech has been unlocked, any player can learn Basic Shipbuilding 1.
 
**Once a player has learned Basic Shipbuilding 1, pieces of Ordinary Ship Debris can be turned in at the University of the Human Body where the tech is opened in exchange for knowledge. The scientists will examine the piece of ship debris and offer to instruct the player further on building simple ships -- each time the player does so, his/her Basic Shipbuilding skill will raise by 1, up to a maximum of 49.
 
<br>
 
Ordinary Ship Debris has no further uses.
 
 
 
===Small Sailboats===
 
 
 
Once a player has learned Basic Shipbuilding (see Ship Debris section above), they can construct Small Sailboats. Small Sailboats are built water-side from the following materials:
 
 
 
    400 Boards
 
    3 Linen Sails
 
    30 Rope
 
    10 Tar
 
    100 Nails
 
    50 Iron (for the anchor)
 
 
 
Unlike ferries, sailboats cannot be disassembled and moved: once they are placed, the only way to move them to a new location is to sail them there. Also unlike ferries, sailboats can be steered. Some points of order on how sailboats are steered and handled:
 
 
 
    Sailboats cannot go in reverse.
 
    Sailboats traverse water of all depths.
 
    Steerage is precise -- unlike airships, direction is easily specified, but like airships, sailboats' speed is slow
 
    Sailboats can be anchored, and should automatically anchor when a player exits one or logs off aboard one.
 
    Sailboats should be able to be boarded from a few coords away from shore by clicking upon them.
 
    Waypoint/Expedition Travel/Spouse warp should not be allowed to/from ships.
 
    Fishing should be allowed from ships. Ideally, ships should not stop moving for a cast -- it should be possible to trawl from a moving boat.
 
 
 
Small Sailboats are somewhat flimsily constructed. This means that there is a chance that a small sailboat may come apart at sea. If this happens, the ship, and winch (if installed, see Winches and Treasure Caches section below) are lost, and the player is deposited on a random shore.
 
 
 
The quality of a Small Sailboat is determined by the Basic Shipbuilding skill level of the builder. At higher quality levels:
 
 
 
    Ships have a significantly lower chance of coming apart at sea.
 
    Ships last longer. The lifespan in days should be equal to the builder's Basic Shipbuilding skill, up to a maximum of 21 days. At Basic Shipbuilding 1, a Small Sailboat will disintegrate after 1 day. At Basic Shipbuilding 21 and above, a small sailboat will last for three weeks. This lifespan can be prolonged indefinitely with maintenance: selecting "Maintain this Sailboat" from the ship's menu will refresh the ship's timer. This will also update the ship's other properties to the player's new/current level of Basic Shipbuilding.
 
   
 
The Master's Schooner and Advanced Shipbuilding
 
 
 
Once a player has passed the Test of Isis' Bounty, he/she will learn the skill Advanced Shipbuilding 1. This will allow said player to construct Master's Schooners. The cost of building a Master's Schooner is:
 
 
 
    1000 Boards
 
    1000 Glossy, Rotproof Boards
 
    50 Linen Sails
 
    200 Rope
 
    100 Tar
 
    1000 Nails
 
    10 Pulleys
 
    100 Gold Foil
 
    50 Bronze Straps
 
    500 Iron (for the Anchor)
 
    5 Steel Cable (for the Anchor Chain)
 
 
 
Master's Schooners obey the same mechanics as Small Sailboats (above), with a few exceptions:
 
 
 
    Master's Schooners never come apart at sea.
 
    Master's Schooners do not decay.
 
    .
 
    Master's Schooners may be fitted with Sturdy Winches (see Winches and Treasure Caches section).
 
    Master's Schooners have cargo holds.
 
    Either Advanced Shipbuilding (any level) or Basic Shipbuilding 21+ is required to operate a Master's Schooner.
 
 
 
The base capacity of a Master's Schooner's cargo hold is 25000 Deben. This can be upgraded by a player with a high level of Advanced Shipbuilding. Advanced Shipbuilding 7 is required to upgrade the Schooner's cargo hold to 50000 Deben, and Advanced Shipbuilding 49 is required to upgrade the Schooner's cargo hold to 100000 Deben capacity. A nominal material cost may be associated with the first upgrade (to be determined). The final cargo hold upgrade should have a substantial material cost (also to be determined).
 
 
 
Higher levels of Advanced Shipbuilding can be learned by turning pieces of Isis' Bounty in to University of the Human Body after the test has been completed.
 
 
 
Winches and Treasure Caches
 
 
 
Both Small Sailboats and Master's Schooners can be fitted with Light Winches. Only Master's Schooners can be fitted with Sturdy Winches.
 
 
 
The cost to build a Light Winch is:
 
 
 
    2 Pulleys
 
    30 Rope
 
    5 iron (for the hook)
 
    1 1-output Gearbox, determined by the Sailboat
 
 
 
The cost to build a Sturdy Winch is:
 
 
 
    5 Pulleys
 
    5 Steel Cable
 
    1 Large Gear
 
    10 steel (for the hook)
 
    1 3-output Gearbox, determined by the Schooner
 
 
 
Winches allow the recovery of Treasure Caches. Treasure caches are spotted while at sea and appear as a shimmering surrounding a dark spot and have a relatively short visible range of around 10 coords. There are a couple of methods of finding Treasure Caches; the most straightforward is just to happen upon one. It is also possible, however, to narrow down the location of a Treasure Cache using an already-found Fragment of Isis' Bounty.
 
 
 
A player with a fragment of Isis' Bounty in their possession may examine it at any time. It will display one of three messages:
 
 
 
    "A rare artifact to be sure." In this case, there is no cache nearby.
 
    "The fragment shines even more gaudily than usual." In this case, there is a cache within 75 coordinates.
 
    "You get an uneasy feeling from this relic, as if it wanted something. Creepy." In this case, there is a cache within 25 coordinates.
 
 
 
There are two types of Treasure Caches. An "ordinary" Treasure Cache can be fished up with either a Light Winch or a Sturdy Winch, and consists of an assortment of the following:
 
 
 
    1 Piece of Ship Debris
 
    An assortment of any of: Mirrors, Silk Cloth, Gems of any size, Cuttable/Cut Gems, Gold/silver/alloys (either raw, bars, foil, sheeting, or wire), very old wine (10+ vintages, rare flavors possible), spirits (rare types possible), paints, high-quality blacksmith/glass blown items (8k hatchets, 6k distillation coils, etc.), raeli tiles (rare types possible), incense (higher qualities possible).
 
 
 
The other type of Treasure Cache is the Ancient Treasure Cache. These should be substantially rarer and are only salvageable using a Sturdy Winch. If a player tries to recover an Ancient Treasure Cache using a Light Winch, they will receive a message that the cache is just too heavy to haul up using their winch. Ancient Treasure Caches consist of the following:
 
 
 
    1 Piece of Ship Debris (guaranteed to be from Isis' Bounty)
 
    Any of the treasure types found above, in greater quantities and slanted toward the rarer types (older vintages and rarer flavors of wine, more likely to have huge gems, rarer raeli tiles, rarer gem cuts, etc.).
 
    1 Rare Item
 
 
 
Some suggestions for Rare Items found in Ancient Treasure Caches: very high-quality blacksmith/glass blown items (9500+ hatchets, 9000+ wineglasses, and so on), rare flax/wheat seeds with high yields, high quality knife templates, wings of Horus, rare flower bulb strains, portable cornerstones, lightboxes, and so on. The relative probabilities of each of these items should be carefully balanced so as to not disrupt the economy of Egypt. This would also be a good spot for placement of story items.
 

Latest revision as of 22:37, 27 January 2018

Test of Khonsu's Light

Proposed test for the Discipline of Worship

Overview

This test is designed to be a competitive test. The idea is to have multiple people who are not in a group looking for the spirit of Khonsu at the same time. Do you as a player take the 5% favor or try for 12% favor? Are you a real risk taker and are you shooting for 25% favor? All of these decisions play into your actions.

Demonstration

  • 7 Common Ground Dwelling Insects (to be identified by Pharaoh)
  • 7 Common Tree Dwelling Insects (to be identified by Pharaoh)
  • 7 Common Water Dwelling Insects (to be identified by Pharaoh)
  • 7 Common Thorn Dwelling Insects (to be identified by Pharaoh)
  • 7 Common Herb Dwelling Insects (to be identified by Pharaoh)
  • 7 Common Livestock Dwelling Insects (to be identified by Pharaoh)
  • 7 Common Crop Dwelling Insects (to be identified by Pharaoh)
  • 10 wood
  • 10 candles
  • 10 royal jelly

The Test Mechanics

The spirit of Khonsu arrives in Egypt at 6PM and departs at 6AM. Players build ceremonial bonfires at Humble priest altar locations (within 20 coords) while Khonsu is in Egypt. One Ceremonial bonfire per player per game night. Maximum of 2 Ceremonial bonfires per Humble Priest altar. Visually a Ceremonial Bonfire looks the same as a regular 25 wood bonfire. At any time during the night players may add as many herb types as desired. Maximum of 3 deben per herb is permitted. Prior to passing the test, a player cannot build a Ceremonial Bonfire outside the 20 coord radius of a Humble Priest altar and cannot light a Ceremonial Bonfire.

The Herbs

The herbs hold a balance of sweetness which has been known to attract both insects and the spirit of Khonsu. For this reason, it is imperative for Egyptians to know the herbs and the manner in which each interacts with each other. Failure to understand the quality of herb added to a bonfire may cost an Egyptian the favor of Khonsu. Herb characteristics can be obtained by smoking the herb in a hookah.

Scoring

At 6AM Khonsu lights all bonfires (including regular bonfires) with 20 coords of all Humble Priest altar and tallies the score. The scoring is a follows: for every "positive" attribute (example: scent of lavender) 2 points are awarded. For every "negative" attribute (example: Taste of Camel dung) 1 point is deducted. The top 3 players with the highest score advances.

Ceremonial Bonfires

Ceremonial Bonfires resemble a regular 25 wood bonfire and are built through the test menu. The ceremonial bonfire will burn like normal 25 wood bonfires but won't produce charcoal until the player has passed the test. The cost to build a Ceremonial Bonfires is:

  • 10 wood
  • 50 royal jelly
  • 2 insects

After the Ceremonial Bonfires are built. Players may add herbs to the bonfire to increase (or decrease) the attention of the spirit of Khonsu.

Rewards

Players may build and light a Ceremonial Bonfire after passing the test. Burning a Ceremonial Bonfire will give the player insects equal to the number of permanent perception plus three. Permanent perception points can be obtained from any source. After the Ceremonial bonfire has burnt, it will leave behind a pail of charcoal. The player has the option of taking the charcoal or taking the insects. The type of insects attracted will be dependent on the terrain in the immediate area. Ceremonial bonfires built in areas without flora will attract ground dwelling insects. Ceremonial bonfires built near water will attract water dwelling insects. The priority of insects attracted is:

  • Herb
  • Crop
  • Livestock
  • Thorn
  • Tree
  • Water
  • Ground

Players will receive 1 perception point per advance. Herbs or herb combinations with a 2:1 positive to negative ration attract twice as many insects as other bonfires.

Passing the Test

To pass the test, players must obtain 100% favor with Khonsu. It is possible to obtain 700% favor with Khonsu.