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Explosives

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Revision as of 04:36, 16 July 2016 by Lilyoptra (talk | contribs) (→‎Use)
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Explosives.jpg
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Weight 1

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

Making explosives starts a Constitution timer. (82 seconds at con 3)

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. While a player tries to create explosives, mishaps will happen, 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 seconds timer.

Repairing an expedition site (and presumably chariot) takes the following materials:

N * 222 Bricks
N * 120 Boards
N * 115 Rope
N * 55 Canvas
N * 13 Cut Stone
N * 7 Cable

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.

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 is made on success.
At handling 3, 2 low or volatile explosives are made 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