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Guilds/Amigos/Useful info

From A Wiki in the Desert

Tips for Tale 11.

  • after leaving Welcoming Island run to Great Hall and click on Test/ test of the elder/ petition for new election and at the voting booth change your voting stance to participate in the next elections. We need Elder in first week to respond to House challenges. Threshold to start election was lowered to 20% of population in T11, we will want at least 10 Elders elected in Hyksos.
  • in first 24h everyone have 21 free teleports to a friend - right click center top of the screen / Navigation / teleport to a friend / type a name. Check after you are done with starter island, maybe you don't have to run to your favored CS.
  • if you are planning to use devices at Amigos I recommend building within 1000 coordinates from most Central CS or Koptos if chariots don't change.
  • there will be a lot of people building close to any CS - if you want more space build 500 coordinates+ away from CS. Koptos is always most busy, if you prefer less neighbors Bernike or Red Sea are good choices.
  • when you are find spot for your camp don't wait - drop cart and pull 100 boards and 200 bricks to build compound. Camps are on first come/build bases so if you see compound on your favored spot move on to another location.
  • place your camp at minimum 50 coordinates (100 is much better) of other players camp - you will need space for farms, animals and art.
  • you can't load back items to your cart, you can only remove it. Think there you place your cart - you can upgrade it to 50000 db camp/storage by finishing Task "Crafting Makes Perfect"

https://atitd.wiki/tale10/Crafting_Makes_Perfect

  • we can travel between Chariot Stops within a House even when Chariots are broken. Maximum waiting time I saw was 24min. Koptos in Upper Egypt, Sharuhen in Bernike and Avaris in Red Sea were part of the House in T11 beta. I suspect Kerma in Dukki Gel (West of Koptos) will be also part of Hyksos House.
  • Talents, press P - I recommend to start with Laborer for extra carry. Hover mouse over test icon, you can see there many details like for example you Darkest Night shroom list.
  • Skills, press S - hover mouse over skills to see what you will able to make or build after finishing that level or in most cases how to raise that skill.
  • Map of the area is F3, stretch it and move around screen. Exchange maps with others often to learn location of Unis ( click on other avatar/ special/ offer exchange of maps). F4 shows arrow always pointing North.
  • Regional chat is permanent and visible to ALL factions. House chat is visible only to members of your House.
  • All Schools are at every Chariot Stops.
  • follow Tasks - second icon from the left, top menu - tasks are mini tutorials with rewards. Weekly Tasks - Every week up to 2 talent points are now available for completing simple tasks. There are many really good rewards like 20 papyrus seeds for gathering 400 Grass. I recommend checking link below

https://atitd.wiki/tale10/Tasks

  • Research - is now global, once finished every University will have it unless it's a House only research like Guilds. Every House starts one technology at University, please don't start research unless asked for in our House chat.
  • Pollution - very important, sheep pens, kilns and firepit pollute the area. Chat with your neighbors and set one location for firepits and animal pens otherwise you wont be able to grow flax or veggies and wood respawn on trees will be seriously hindered. Please think about others before you start polluting. While planning your camp think about pollution - animals usually affect flax/veggie growth (not Ranches) and forges/casting boxes/glaziers/charcoal devices affect flax/veggies/wood. I also recommend using our mining complex and furnaces to smelt all, smelting creates tons of pollution which is making gathering wood in the area of 100 coordinates very hard (extremely long wood respawn). Pollution is very complex part of the Tale and can be used to for example duplicate veggie seeds.
  • At Amigos - Please don't build in the Guild Hall area - no flimsy brick moulds or woodplanes. We need space for 7 Cp's 7*20 and more for art display. This will be also location for Megalopolis, Sphinx and probably Throne of the Pharaoh.
  • Dual login - we don't copy files anymore, run second eclient (not the launcher).
  • Flax growing - Symphony Ridge Gold seeds require 3 x weed and no watering (2 flax, 1 seed, no pollution) and are good at the start of the Tale until jugs are available, after jugs Old Dog gives best yield.
  • significant changes to wood gathering - we can gather from bunch of trees with 1 click, no matter which tree you click.
  • First easy Talent points from Test Principles:

Architecture - build compound to 16 (total cost for basic compond upgrade to 16: 50 boards, 25 straw, 25 flax, 50 wood, 135 bricks, 90 boards, 45 tow, 180 mud) Natural Philosophy - inspect any plant - inspect 25 plants in 25 min Body - Exploration task - discover 3 Universities not marked on your map, discover a Tribute Post, pick a mushroom, inspect herb, catch a fish, walk 100,000 feet. Art - make 1 linen to see task, then right click on the ground - decorative - sculpture. Build sculpture in high trafic area to get 21 positive votes or tear it down to pass. Thought - build Night sky table in high traffic area or tear it down to pass. Worship - Offering followed by Marriage (we have to wait for Mines).

  • learning fly tying SWorship (25 Thorns, 100 Thread) now gives 5-6 lvl 1 lures.
  • Vigil is again a Test - you can donate part of your score as a bonus for for entire Egypt (donating uses points from your score so wait until you pass).
  • Fields - Grass no longer grows in greenhouses, now we have grass fields (no seeds required)
  • Papyrus planting was fixed and so most of dead planting spots.
  • Horse + Chariot - 4 speeds and very cool looking.
  • Vegetables planted by hand give 5 to 9 veggies per harvest - takes 10 min to grow 120 onions for your sheep pen with 2 seeds.
  • I might be forced to change or adjust guild name - in Tale 10 Meshwesh researched Guilds tech (Guilds is a regional tech and every House needs to do it). An alt was created there and that alt created hidden guilds for FoA and also Amigos. I was able to convince Malard to transfer Amigos guildhall to me in T10 because it was new approach to research but in T11 it will be first come / first get's a name.
  • Very useful link to Shroomdar, herbs harvesting methods, Oyster catcher mini game, Safari: Falcon finder and more - please pin it on your desktop.

https://catitd.com/