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Travel

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Egypt is a large place, and there are a number of different ways to get around:

On foot

The simplest (if not fastest) way to get around is on foot. Your base travel speed is approximately 16 feet per second off-road; travel on roads is slightly faster at 20 feet per second. Running speed may be increased by increasing certain attributes: Higher dexterity allows you to run faster off-road, and higher speed allows you to run faster on-road. At 7 points of dexterity, off-road travel speed is the same as on-road speed.

Steep slopes or deep water will block foot travel. Ferry Boats can be constructed to cross narrow rivers, and Long-Range Ferries have been available in some tales and used to cross larger bodies of water. Once you start the Test of the Oyster Catcher you can swim anywhere a ferry would take you.

Chariots

Chariots provide a rapid, inexpensive means of traveling between regions (See Chariot Routes). There is a Chariot Stop located in every region. Each chariot stop provides connections to the stops located in several neighboring regions.

Chariots may be used in two ways:

  • At specific times for free - Most routes are available for free travel once every 10-20 minutes.
  • At any other time at a cost of offline travel time (see next section) - The cost is five times the time it would take to cover the same distance on foot.

The cost of offline travel time required, or the time remaining until free travel is available, may be checked at the chariot stop.

Travel Time

Travel time accumulates while you're logged off as one of the Offline Chores. You can see how much Travel Time you have available at the top of the Self > Navigation window.

Accumulating travel time allows you to travel any time, instead of waiting for a chariot to become available. (See Chariots above for details.)

While you have a Free Trial account you are not able to travel with certain items like sheep and seeds in your inventory.

Exploration travel

Every city center is surrounded by several expedition sites (see the expedition site map). They are usually located along every road leading away from a city center.

The Exploration Travel skill, available at a cost of 2 leather from any School of Harmony, allows you to designate any one expedition site as your personal expedition site. (You must visit the site to select it.)

Once you have selected a personal expedition site, any subsequent changes to will take two hours to take effect. You will not be able to use expedition travel for these two hours.

Exploration travel lets you instantly move from your current location to your personal expedition site. It costs offline travel time proportionate to the distance of the journey. Exploration travel costs 160% as much as chariot travel (8 times the time it would take to walk) subject to a minimum cost of 30 minutes time. There are no restrictions on how often you may use it.

Exploration travel may not be used when within 150 coordinates of a chariot stop.

Waypoints

The School of Harmony teaches the Navigation skill. This skill comes in various ranks, and each rank increases the number of waypoints you can use by one. Details on the level and tuition requirements for the different ranks are available on the Navigation skill page.

You may place waypoints at any location you want, using the appropriate option under your navigation menu. Waypoints may be moved at any time, and changes take effect immediately (unlike changes to your home location or personal expedition site).

The farther you or your waypoint is from home, the more it costs to use a waypoint. Using waypoints to get around camp is cheap; using waypoints to travel between regions is very expensive.

You may not use a chariot for ten minutes after using waypoint travel.

Spousewarp

Married characters gain the ability to warp instantly to their spouse's location (or, if they are not online, to their location when they logged off). This costs no travel time. Spousewarp is extremely useful, but be sure to read the Test of Marriage article for the potential risks of being married.

Home

You can set your Home location under the navigation menu.

If you select "Pray for leadership home", a small fire ball will be summoned and move an initial 5 coordinates in the direction of your home, then dissipate.

If you have learned Exploration Travel 1st degree, you may select "Go Home" at your chosen Expedition Site to travel there. If you have learned 2nd degree, you may travel home from any Expedition Site.

In previous tales, Home worked a little different. See Tale 4 for more information.

Comparative cost calculations

Note: Some of this is very old information. Feel free to update it.

The following table summarizes the cost in offline travel of using various forms of travel. Costs are given in relation to Tale 1 waypoint travel costs. Tale 1 waypoints cost ten seconds for each coordinate of distance travelled.

Travel mode Relative cost Seconds/Coordinate Distance you can go by spending one hour
Tale 1 waypoints 100% 10 360
Chariots (at scheduled times) 0% 0 (infinite)
Chariots (outside scheduled times) 50% 5 720
To/from expedition stops 80% 8 450
Waypoints (near home) 60% 6 600
Waypoints (away from home) 300% 30 120

Approximation: 1 coordinate = 16 feet = about 5 meters.

For the most curious ones, chariots travel at 2 coordinates per in-game seconds (aka 21.8 miles/hour or 35.1 kilometers/hour). But please note it takes a constant, stops-dependent, amount of time to prepare the chariot for his trip back. ;)

You may instantly jump from your current location to any of your waypoints, at a cost in offline travel time. When traveling near home (both start and destination are within 600 coordinates of your home location), waypoint travel costs 75% as much as expedition travel over an equivalent distance (6 times as much as on foot). When traveling far from home (either start or destination is 3000 or more coordinates from your home location), waypoint travel costs 375% as much as expedition travel (30 times as much as on foot). For intermediate distances from home, the cost scales linearly.

Test of the Ritual Tattoo

One of the requirements for the Test of the Ritual Tattoo is to be Near a Travel Facility. A Chariot Stop and an Expedition Chariot both count towards this requirement. The following can be found:

Region Coords Terrain Elev Schl Univ Road Sulf Flora Cacti Hill Cliff LStn Bridge Statue Altar Trav Papy T7 Verified
Memphis CS -2682,-6368 Sand 0.Up to 100 feet No No No No flora No No No stone No No No Yes No T7ok small.gif
CotS Exp West 2925,-1006 Sand 2.200 to 300 feet No No road No No cacti No No No No No No Yes No T7ok small.gif
CotS Exp West (Nearby) 2935,-1019 Sand 3.300 to 400 feet No No road No No cacti No No No No No No Yes No T7ok small.gif
SE Exp West 26,-7037 Grass 1.100 to 200 feet school No road No flora No No No No No No No Yes No T7ok small.gif
7L Exp CS 1395,-1134 Dirt Grass Sand 0.Up to 100 feet No No road No No No No No No No No No Yes No T7ok small.gif
7L Exp North 1225,-249 Dirt Grass Sand 0.Up to 100 feet No No road No No No No No No No No No Yes No T7ok small.gif
7L Exp North (Nearby) 1213,-256 Sand 0.Up to 100 feet No No road No flora No No No No No No No Yes No T7ok small.gif
7L Exp East 2008,-1290 Dirt Grass Sand 1.100 to 200 feet No No road No flora No No No No No No No Yes No T7ok small.gif
7L Exp East (Nearby) 1995,-1300 Sand 1.100 to 200 feet No uni road No flora No No No No No No No Yes No T7ok small.gif
7L Exp South 1534,-1988 Rock Sand 0.Up to 100 feet No No road No flora cacti No No No No No No Yes No T7ok small.gif
7L Exp South (Nearby) 1521,-1973 Rock 1.100 to 200 feet No No No No flora cacti No cliff No No No No Yes No T7ok small.gif
7L Exp West 812,-1058 Dirt Grass Rock Sand 0.Up to 100 feet No No road No No No No No No No No No Yes No T7ok small.gif
7L Exp West (Nearby) 824,-1072 Rock 0.Up to 100 feet No No road No No No hill No No No No No Yes No T7ok small.gif