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Test of the Giving Fisherman

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Abstract

In the Test of the Giving Fisherman, you are tasked with making special gifts to give to other players. The thoughtful giver will be aware of the likes and dislikes of his recipient. Be the most generous and perceptive player in Egypt to pass this test!

A General Overview

  • 1. Catch a fish (Or trade/acquire a fresh fish)
  • 2. Fillet with a special knife (requires different levels of filleting skill)
  • 3. Generates delicate fish meat (this doesn't make fish scales, roe or oil like normal filleting)
  • 4. Acquire a fish scale and a citrus fruit
  • 5. Assemble a wrapped gift (fish meat wrapped in preserved fish scale, served with a citrus fruit)
  • 6. Present the gift to another player

A Detailed Overview

The Gift

To assemble a gift, you need: 1 Delicate fish meat, 1 fish scale, 1 citrus fruit, and 1 papyrus paper. Test of Giving Fisherman -> Assemble a gift. You can name the gift after assembly. The final gift is a complex item you must give to another player using the test menu when you click on them (similar to how you ask others to acro or compare achievements). They must accept your gift by choosing 'Yes'.

Scoring

Your gift is worth points based on how much a player likes (is compatible with) your gift. Each player has preferred fish meats, scale colors, and citrus fruits. You can receive up to 6 points if your gift perfectly matches a player's preferences. The amount of points you receive (or lose) is doubled if you give a gift to a player who has given you a gift before. Therefore, 12 points are possible from a single gift.

Preferences

There are 142 fish scale colors, 49 fish meats, and 104 citrus fruits in the game.

Each player has 14 favorite colors, 5 favorite fish, and 10 favorite citrus fruits. You cannot choose these, they are tied uniquely and are generated from your avatar name (or some other manner). If a player gives you one of your favorite colors, they receive 2 points, likewise for the fruit type and fish type.

You also have 28 'Liked' colors, 10 liked fish, and 20 liked citrus. A player giving you one of these receives 1 point instead.

You also have 56 'Disliked' colors, 20 disliked fish, and 40 disliked citrus. A player giving you one of these receives -2 points. It is not possible to have less than 0 points total in this test, but you can lose points if you give bad gifts.

All other types of fish, colors, and fruits are 'neutral' for you and result in no points being awarded to the giver.

When you give a gift, you receive a popup message telling you how many points you earned or lost. The player receiving the gift also gets a popup message telling them how much they enjoyed each part of the gift. Ideally, the giver and the recipient should communicate the results so the likes and dislikes of the recipient can be discovered and recorded for future gift givers to utilize.

You can give multiple gifts to the same person (one per day), but take care not to give them the identical gift. If you give a player a gift made up of exactly the same materials of a gift you have given them before, they will be offended and will dislike all aspects of it (giving you -6 or -12 points!)

An Example of a Gift Giving

kuupid has prepared a gift to give to Redshift. She used a Salmon fish scale, Delicate meat: Kingfish, and a Long Tangelo to make her gift. She gives the gift to Redshift, who accepts it. She gets a message telling her she received 2 points for giving the gift! Redshift receives a message stating that he loved the color of the gift, liked the fruit, and disliked the fish meat. kuupid also knows that Redshift had given her a gift a few weeks ago. From this, we can see how the points were calculated. (Favorite color (2) + liked fruit (1) + disliked fish (-2)) * Redshift gave kuupid a gift before (2) = 2 points!

Notes

You may not give a gift to a player if you have given them one already in the past 24 hours. Gifts may only be made to citizens of Egypt. Delicate fish meat is a complex item, named for the type of fish from which it came. You do not have to catch the fish yourself, but it must be a freshly caught fish. You must filet the fish yourself. If the delicate fish meat is given to another player, dropped, or placed into a storage container, it immediately spoils and cannot be used for gifts. It also spoils if left in your inventory for more than 24 hours. When delicate fish meat spoils, it becomes Rotten Fish.

Filleting

You must use special knife to fillet the fish. This is a special form of filleting and has a high chance of failure. If you have a ceremonial knife in your inventory, the option to use a ceremonial knife to fillet will be visible when choosing to fillet fish. You will automatically use the highest quality knife you have on you. You can only fillet one fish at a time, and doing so starts a long focus timer. The chance of success is greater with high levels of focus, filleting skill, and a good quality ceremonial knife. If you fail, the fish is destroyed and you must try again.

16 focus + 7 filleting + Platinum ceremonial knife = 100% chance of success.

The % chance of success is calculated as follows: square root of Focus + (Filleting skill * (Filleting skill + 1)) + Knife bonus. The Knife bonuses are noted below.

Ceremonial Knife (made on a master forge)

Iron, 10 minutes

  • 1 Knife:Iron
  • 10 Iron
  • 2 resin: feather tree

Bronze, 30 minutes requires Filleting 1 to forge

  • 1 Ceremonial Iron knife
  • 10 Bronze
  • 6 resin: hokkaido

Silver, 90 minutes requires Filleting 2 to forge

  • 1 Ceremonial Bronze knife
  • 10 Silver
  • 18 resin: Passam

Gold, 270 minutes requires Filleting 3 to forge

  • 1 Ceremonial Silver Knife
  • 10 Gold
  • 54 Tapacae Miralis resin

Platinum, 810 minutes requires Filleting 4 to forge

  • 1 Ceremonial Gold Knife
  • 10 Platinum
  • 162 resin: Bloodbark
  • 1 Template: Platinum Ceremonial Knife (Given out as an event prize)


These knives add 1, 5, 10, 20, and 40% to your chance to fillet delicate fish meat respectively. You do not need to make your own knife, you can get one from someone else to use.

Passing

After 777 gifts have been given in Egypt, passing begins weekly, with the highest scoring player passing each week. Runners up are shown, and passes can be retained in the event of a tie.