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	<id>https://atitd.wiki/tale11/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Sadvak</id>
	<title>A Wiki in the Desert - User contributions [en]</title>
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	<updated>2026-05-22T06:00:29Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.6</generator>
	<entry>
		<id>https://atitd.wiki/tale11/w/index.php?title=Charcoal_Brazier&amp;diff=254323</id>
		<title>Charcoal Brazier</title>
		<link rel="alternate" type="text/html" href="https://atitd.wiki/tale11/w/index.php?title=Charcoal_Brazier&amp;diff=254323"/>
		<updated>2026-04-30T00:52:49Z</updated>

		<summary type="html">&lt;p&gt;Sadvak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Building&lt;br /&gt;
| name         = Charcoal Brazier&lt;br /&gt;
| image        = Charcoal_Brazier_small.jpg&lt;br /&gt;
| location     = [[where::Compound]]&lt;br /&gt;
| size         = 29 x 11&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Used for making batches of 400 charcoal.&lt;br /&gt;
&lt;br /&gt;
== Basic Info ==&lt;br /&gt;
&lt;br /&gt;
The Charcoal Brazier runs automatically to turn [[wood]] into [[charcoal]].  It will display an animation similar to the [[Charcoal Oven]] or [[Charcoal Hearth]], but this is just for show. Once started, it will run on its own, with no further inputs or interaction needed.&lt;br /&gt;
&lt;br /&gt;
One batch costs 609 wood, and produces 400 charcoal.&lt;br /&gt;
&lt;br /&gt;
The Brazier can be tuned with [[Mechanics]] to run faster.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Requires {{RequireSkill | Pyrolysis | 4}} to use (available at the University of The Human Body).&lt;br /&gt;
&lt;br /&gt;
== Cost ==&lt;br /&gt;
*6000 [[requires::Firebricks]]&lt;br /&gt;
*4000 [[requires::Powdered Quartz]]&lt;br /&gt;
*500 [[requires::Leather]]&lt;br /&gt;
*8 [[requires::Pinch Roller]]&lt;br /&gt;
*400 [[requires::Glass Rods]]&lt;br /&gt;
*4 [[requires::Thermometer]]&lt;br /&gt;
*12 [[requires::Treated Metal Sheeting|Steel Sheeting: Insulative Stainless Hard Cobalt-Plated Purity 7+]]&lt;br /&gt;
*1 [[requires::Barometer|7000+ Quality Barometer]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{RequiredBy}}&lt;br /&gt;
&lt;br /&gt;
{{L|en}}&lt;/div&gt;</summary>
		<author><name>Sadvak</name></author>
	</entry>
	<entry>
		<id>https://atitd.wiki/tale11/w/index.php?title=Charcoal_Brazier&amp;diff=254322</id>
		<title>Charcoal Brazier</title>
		<link rel="alternate" type="text/html" href="https://atitd.wiki/tale11/w/index.php?title=Charcoal_Brazier&amp;diff=254322"/>
		<updated>2026-04-30T00:51:11Z</updated>

		<summary type="html">&lt;p&gt;Sadvak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Building&lt;br /&gt;
| name         = Charcoal Brazier&lt;br /&gt;
| image        = Charcoal_Brazier_small.jpg&lt;br /&gt;
| location     = [[where::Compound]]&lt;br /&gt;
| size         = 29 x 11&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Used for making batches of 400 charcoal.&lt;br /&gt;
&lt;br /&gt;
== Basic Info ==&lt;br /&gt;
&lt;br /&gt;
The Charcoal Brazier runs automatically to turn [[wood]] into [[charcoal]].  It will display an animation similar to the [[Charcoal Oven]] or [[Charcoal Hearth]], but this is just for show. Once started, it will run on its own, with no further inputs or interaction needed.&lt;br /&gt;
&lt;br /&gt;
One batch costs 609 wood, and produces 400 charcoal.&lt;br /&gt;
&lt;br /&gt;
The Brazier can be tuned with [[Mechanics]] to run faster.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Requires {{RequireSkill | Pyrolysis | 4}} to use (available at the University of The Human Body).&lt;br /&gt;
&lt;br /&gt;
== Cost ==&lt;br /&gt;
*6000 [[requires::Firebricks]]&lt;br /&gt;
*4000 [[requires::Powdered Quartz]]&lt;br /&gt;
*500 [[requires::Leather]]&lt;br /&gt;
*8 [[requires::Pinch Roller]]&lt;br /&gt;
*400 [[requires::Glass Rods]]&lt;br /&gt;
*4 [[requires::Thermometer]]&lt;br /&gt;
*12 [[requires::Treated Metal Sheeting|Steel Sheeting: Insulative Stainless Hard Cobalt-Plated Purity 7+]]&lt;br /&gt;
*1 [[requires::Barometer|7000+ Quality Barometer]]&lt;br /&gt;
&lt;br /&gt;
== Treated Metal Recipe for the sheeting ==&lt;br /&gt;
&lt;br /&gt;
Please notice that recipes are specific to each chemical bath, so you will have to make adjustments to the recipe. Try adding a little less and see if that gets the desired result, or add a little more if needed. This is a very hard treatment, so don't try it unless you know what you are doing.&lt;br /&gt;
&lt;br /&gt;
* 38 Salts of TBD&lt;br /&gt;
* 20 Cactus Sap&lt;br /&gt;
* 8 Salt&lt;br /&gt;
* 30 Coal&lt;br /&gt;
* 30 Arsenic&lt;br /&gt;
* 39 Salts of TBD&lt;br /&gt;
* 7 Saltpeter&lt;br /&gt;
* 40 Lime&lt;br /&gt;
* 50 Cactus Sap&lt;br /&gt;
* 10 Gravel&lt;br /&gt;
* 10 Potash&lt;br /&gt;
&lt;br /&gt;
(Not T10 treatment - T10 treatment is easy)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{RequiredBy}}&lt;br /&gt;
&lt;br /&gt;
{{L|en}}&lt;/div&gt;</summary>
		<author><name>Sadvak</name></author>
	</entry>
	<entry>
		<id>https://atitd.wiki/tale11/w/index.php?title=Charcoal_Brazier&amp;diff=254321</id>
		<title>Charcoal Brazier</title>
		<link rel="alternate" type="text/html" href="https://atitd.wiki/tale11/w/index.php?title=Charcoal_Brazier&amp;diff=254321"/>
		<updated>2026-04-30T00:50:33Z</updated>

		<summary type="html">&lt;p&gt;Sadvak: /* Basic Info */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Building&lt;br /&gt;
| name         = Charcoal Brazier&lt;br /&gt;
| image        = Charcoal_Brazier_small.jpg&lt;br /&gt;
| location     = [[where::Compound]]&lt;br /&gt;
| size         = 29 x 11&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Used for making batches of 400 charcoal.&lt;br /&gt;
&lt;br /&gt;
== Basic Info ==&lt;br /&gt;
&lt;br /&gt;
The Charcoal Brazier runs automatically to turn [[wood]] into [[charcoal]].  It will display an animation similar to the [[Charcoal Oven]] or [[Charcoal Hearth]], but this is just for show. Once started, it will run on its own, with no further inputs or interaction needed.&lt;br /&gt;
&lt;br /&gt;
One batch costs 609 wood, and produces 400 charcoal.&lt;br /&gt;
&lt;br /&gt;
The Brazier can be tuned with [[Mechanics]] to run faster.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Requires {{RequireSkill | Pyrolysis | 4}} to use (available at the University of The Human Body).&lt;br /&gt;
&lt;br /&gt;
== Cost ==&lt;br /&gt;
*6000 [[requires::Firebricks]]&lt;br /&gt;
*4000 [[requires::Powdered Quartz]]&lt;br /&gt;
*500 [[requires::Leather]]&lt;br /&gt;
*8 [[requires::Pinch Roller]]&lt;br /&gt;
*400 [[requires::Glass Rods]]&lt;br /&gt;
*4 [[requires::Thermometer]]&lt;br /&gt;
*12 [[requires::Treated Metal Sheeting|Steel Sheeting: Insulative Stainless Hard Cobalt-Plated Purity 7+]]&lt;br /&gt;
*1 [[requires::Barometer|7000+ Quality Barometer]]&lt;br /&gt;
&lt;br /&gt;
== Treated Metal Recipe for the sheeting ==&lt;br /&gt;
&lt;br /&gt;
Please notice that recipes are specific to each chemical bath, so you will have to make adjustments to the recipe. Try adding a little less and see if that gets the desired result, or add a little more if needed. This is a very hard treatment, so don't try it unless you know what you are doing.&lt;br /&gt;
&lt;br /&gt;
* 38 Salts of TBD&lt;br /&gt;
* 20 Cactus Sap&lt;br /&gt;
* 8 Salt&lt;br /&gt;
* 30 Coal&lt;br /&gt;
* 30 Arsenic&lt;br /&gt;
* 39 Salts of TBD&lt;br /&gt;
* 7 Saltpeter&lt;br /&gt;
* 40 Lime&lt;br /&gt;
* 50 Cactus Sap&lt;br /&gt;
* 10 Gravel&lt;br /&gt;
* 10 Potash&lt;br /&gt;
&lt;br /&gt;
(Not T10 treatment - T10 treatment is easy)&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
The Charcoal Brazier is used in the same way as the Charcoal Oven, it has the same interface. Start cost is 309 [[fuel::wood]], and the return is 400 [[produces::Charcoal]].  Requires Automatic Charcoal Production.&lt;br /&gt;
&lt;br /&gt;
* Permanent Focus 7 needed&lt;br /&gt;
&lt;br /&gt;
{{RequiredBy}}&lt;br /&gt;
&lt;br /&gt;
{{L|en}}&lt;/div&gt;</summary>
		<author><name>Sadvak</name></author>
	</entry>
	<entry>
		<id>https://atitd.wiki/tale11/w/index.php?title=Test_of_the_Covered_Cartouche&amp;diff=254274</id>
		<title>Test of the Covered Cartouche</title>
		<link rel="alternate" type="text/html" href="https://atitd.wiki/tale11/w/index.php?title=Test_of_the_Covered_Cartouche&amp;diff=254274"/>
		<updated>2026-04-19T17:16:26Z</updated>

		<summary type="html">&lt;p&gt;Sadvak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Test&lt;br /&gt;
| name          = The Test of the Covered Cartouche&lt;br /&gt;
| discipline    = Architecture&lt;br /&gt;
| image         = Leadership Test Icons_Covered Cartouche.png&lt;br /&gt;
| requirements  = &lt;br /&gt;
&lt;br /&gt;
| demonstration = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A leader can build alliances. Work with and against others in a series of building and voting rounds. Remain in the contest longer than others to advance.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Players are randomized into groups with 12 participants each. First, a [[Ceremonial Voting Booth]] has to be built. Players are eliminated one per day in building and voting rounds. When there are an even number of players left in the group, everybody builds a certain [[Cartouche|Cartouche building]], and the one building the smallest is eliminated; when there are an odd number of players left, everybody votes on somebody else, and the player with the most votes is eliminated. The last three players in a group will get certificates, to participate in the next higher level groups, or for level 3 groups, buy rare items (currently unknown for T11). The top three in a level 2 cartouche group will pass the test.&lt;br /&gt;
&lt;br /&gt;
== The task ==&lt;br /&gt;
&lt;br /&gt;
*Sign up for a contest&lt;br /&gt;
*Group: Build a Ceremonial Voting Booth&lt;br /&gt;
*Build a Covered Cartouche Project &amp;lt;Font Color=Green&amp;gt;(1 Talent Point)&amp;lt;/font&amp;gt;&lt;br /&gt;
*Enhance the Project &amp;lt;Font Color=Green&amp;gt;(1 Talent Point)&amp;lt;/font&amp;gt;&lt;br /&gt;
*Make it through 3 Build Rounds (1 Talent Point)&lt;br /&gt;
*Make it through 3 Voting Rounds (1 Talent Point)&lt;br /&gt;
*Pass the Test of the Covered Cartouche&lt;br /&gt;
&lt;br /&gt;
Note: the &amp;quot;make it through 3 rounds&amp;quot; are cumulative across contests.  Get eliminated after 2 rounds in one, and you will get a TP after the first round in the next contest.&lt;br /&gt;
&lt;br /&gt;
== The fine print ==&lt;br /&gt;
* Voting is done at the [[Ceremonial Voting Booth]]&lt;br /&gt;
* In each building or voting round, if there is a tie one person among the tie is chosen at random for elimination; this includes situations in which no one in the round builds a cartouche building at all.&lt;br /&gt;
* Someone must vote during the voting round or the group is over and no one passes.&lt;br /&gt;
* During a voting round, if there is a tie for the most votes, the group is given a warning&lt;br /&gt;
** &amp;lt;Font Color=Red&amp;gt;Voting deadlocked with # people receiving # votes each. Elimination will be by chance.&amp;lt;/font&amp;gt;&lt;br /&gt;
** &amp;lt;Font Color=Red&amp;gt;If the group deadlocks # more times, the Test will end.&amp;lt;/font&amp;gt;&lt;br /&gt;
* After three ties during a voting around, the group is over and no one passes.&lt;br /&gt;
* Rounds are at least 23h long, then extended a random, unknown, number of minutes, it's easy to miss a building round and get eliminated&lt;br /&gt;
* Eliminated players are still in the group and can read the chat, but cannot build, vote, nor join a new contest until this group has finished.&lt;br /&gt;
** Trying to sign up for a new contest: &amp;lt;Font Color=Blue&amp;gt;You are already participating in a contest.&amp;lt;/FONT&amp;gt;&lt;br /&gt;
* The top spot gets four certificates to level 2 for a level 1 group, the second spot gets two and the third gets one. (certificates can be found in one's inventory)&lt;br /&gt;
* One level 2 certificate is used to join a level 2 group&lt;br /&gt;
* The top three spots in a level 2 group receive a level 3 certificate in the same ratio, 4 for first, 2 for second, 1 for third&lt;br /&gt;
** To pass the test, you must read the level 3 certificate in your inventory&lt;br /&gt;
* Ties are randomized - if several players don't build, or build the same size, one of those is randomly eliminated, same for votes&lt;br /&gt;
* Size 1 buildings are quite cheap, then the cost increases exponentially, and more rare ingredients are used, as the size increases&lt;br /&gt;
* Test buildings can be salvaged afterwards, or kept as decoration&lt;br /&gt;
* Level 3 cartouche groups can possibly be formed if enough players pass level 2 during a telling. Winners of this may exchange their certificate for rare prizes at their Great Hall.  One certificate can be exchanged for a [[Geb's Silver Sickle]] or two [[Elixir of Travel]] (Crystal).&lt;br /&gt;
&lt;br /&gt;
{{L|en}}&lt;/div&gt;</summary>
		<author><name>Sadvak</name></author>
	</entry>
	<entry>
		<id>https://atitd.wiki/tale11/w/index.php?title=User:Sadvak&amp;diff=254210</id>
		<title>User:Sadvak</title>
		<link rel="alternate" type="text/html" href="https://atitd.wiki/tale11/w/index.php?title=User:Sadvak&amp;diff=254210"/>
		<updated>2026-04-03T21:06:55Z</updated>

		<summary type="html">&lt;p&gt;Sadvak: /* Getting started */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Beginner's Guide to [[Ecology]]==&lt;br /&gt;
(or, why won't my plants grow anymore?)&lt;br /&gt;
&lt;br /&gt;
==Basic explanation==&lt;br /&gt;
Whenever you hear someone talk about an area being polluted or the soil being depleted, or whenever your flax or veggies stop growing the way they used to, what's really happening is that one or more ecology factors are out of balance.  The good news is, you can test for this and even fix it, once you know how.&lt;br /&gt;
&lt;br /&gt;
===Baseline values===&lt;br /&gt;
There are eight different ecology factors, that represent things like soil nutrients, industrial pollution, etc. Each ecology factor can be raised or lowered by player actions or by naturally-occuring effects, but each has a baseline value that it will gradually return to when left alone.  Generally speaking, when a factor is too far away from its baseline in one direction or another it will start to cause problems, but the exact details will vary.  As a general rule, if you're having trouble growing and see that one or more ecology factors are far from their baseline, bringing them back in is likely to help with those problems.&lt;br /&gt;
&lt;br /&gt;
The baseline values can be found at [[Ecology#Single_Point_Tests]].&lt;br /&gt;
&lt;br /&gt;
==Getting started==&lt;br /&gt;
The most important thing to know when getting started in ecology is, test!  If you want to know what's going on, test ecology values first, and test regularly while making changes.  If you try fixing ecology problems without testing, you can end up making everything worse.  So, buy as many levels of [[Ecology]] as you can afford from the School of Body - the tuition is pretty cheap.  Once you're able to, make some ecology survey kits at a [[Chemistry Laboratory]] - you can do a detailed survey with one of those kits to test every ecology value at once.  This is a great first step when you're not sure what your problem is, just run a detailed survey and look to see what's off from the baseline.&lt;br /&gt;
&lt;br /&gt;
Once you've purchased the skill, you can test ecology values either by clicking on Ecology in your skills list or by clicking on the materials used for that test in your inventory.&lt;br /&gt;
&lt;br /&gt;
==Changing ecology==&lt;br /&gt;
&lt;br /&gt;
Once you've identified your ecology problem, the next step is to find a way to change that factor.&lt;br /&gt;
&lt;br /&gt;
There are a lot of different things that can change ecology, but one thing they tend to have in common is a random chance of taking effect.  For all the things listed below, there's only about a 5% to 10% chance that they'll actually do anything each time you do them, but if they do, the size of the effect is always the same.  This randomness is one reason why it's important to test frequently, as you can end up going a long time with no change, then very quickly overshoot your target by chance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Easy ones to change===&lt;br /&gt;
&lt;br /&gt;
There are two ecology values that are particularly easy to change:&lt;br /&gt;
&lt;br /&gt;
====Raising ground water====&lt;br /&gt;
To raise ground water, just dump out jugs of water.  If this has an effect, it will raise ground water by 0.0153 per jug.&lt;br /&gt;
So, if you know exactly how much you want to raise the ground water, divide that number by 0.0153 to get the number of jugs.  Fill that many jugs, then empty them all at once, then test ground water again.  It either won't have changed, or will be exactly what you want.  Repeat, testing each time, until the change happens.&lt;br /&gt;
&lt;br /&gt;
====Adjusting pH====&lt;br /&gt;
pH can be raised by dumping out salt water, or lowered by dumping sulphurous water.  Either way, it changes by 0.002 per jug (if at all); just follow the above procedure using that value.&lt;br /&gt;
&lt;br /&gt;
Note: doing this will also raise the ground water as above, so if ground water is already at an elevated level, using this method could raise it too high to grow vegetables.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Vegetables===&lt;br /&gt;
&lt;br /&gt;
Vegetables are the swiss army knife of ecology modification.  For any eco value that you want to change, there's a veggie that can do that for you.&lt;br /&gt;
&lt;br /&gt;
Check the ecology tables on the [[Vegetable]] page, and find one that changes the value you want in the direction you want - the more plusses or minuses, the faster it'll make that change.  If the symbols you want are in the Mature or Harvest rows, just grow that vegetable normally, testing that ecology value regularly as you do.  If it's in the Death row, plant that vegetable but don't water it, just let it die and pick up the seeds.  Again, test early and test often to avoid going too far with the changes.&lt;/div&gt;</summary>
		<author><name>Sadvak</name></author>
	</entry>
	<entry>
		<id>https://atitd.wiki/tale11/w/index.php?title=Explosives&amp;diff=253090</id>
		<title>Explosives</title>
		<link rel="alternate" type="text/html" href="https://atitd.wiki/tale11/w/index.php?title=Explosives&amp;diff=253090"/>
		<updated>2025-10-25T22:26:36Z</updated>

		<summary type="html">&lt;p&gt;Sadvak: /* Explosives Handling */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item&lt;br /&gt;
| name   = Explosives&lt;br /&gt;
| image  = explosives.jpg&lt;br /&gt;
| weight = 1&lt;br /&gt;
| bulk   = 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Sources==&lt;br /&gt;
'''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]] and {{RequireSkill | Chemistry | 2}}.&lt;br /&gt;
&lt;br /&gt;
'''Making explosives is extremely time and material intensive due to the resulting lab mishaps that will occur so be prepared for this.'''&lt;br /&gt;
&lt;br /&gt;
==Cost==&lt;br /&gt;
===Volatile Explosives===&lt;br /&gt;
*50 [[Gunpowder]]&lt;br /&gt;
*10 [[Aluminum Powder]]&lt;br /&gt;
*2 [[Set|Set's Compound Extract]]&lt;br /&gt;
&lt;br /&gt;
===Low Explosives===&lt;br /&gt;
*50 [[Gunpowder]]&lt;br /&gt;
*10 [[Aluminum Powder]]&lt;br /&gt;
*2 [[Osiris|Osiris's Compound Extract]]&lt;br /&gt;
&lt;br /&gt;
===High Explosives===&lt;br /&gt;
*50 [[Gunpowder]]&lt;br /&gt;
*10 [[Aluminum Powder]]&lt;br /&gt;
*2 [[Thoth|Thoth's Compound Extract]]&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
&lt;br /&gt;
*Making explosives starts a [[Constitution]] timer. (82 seconds at con 3, 58 seconds @ con 7)&lt;br /&gt;
&lt;br /&gt;
*Be prepared for lots of failed attempts (which will use up your mat's)!&lt;br /&gt;
&lt;br /&gt;
*Damage to surrounding structures, including the lab, and glassware will occur so have high [[Structure Repair]] and extra glassware available.&lt;br /&gt;
&lt;br /&gt;
*You are unable to remove explosives from the lab if it is damaged below a condition of GOOD.&lt;br /&gt;
&lt;br /&gt;
==Use==&lt;br /&gt;
Volatile explosives can detonate at any time. They can explode when standing still and doing nothing having it in your pocket. Malard has confirmed on Discord that using the Walking emote is safer than using the Running emote, but there is a timer which fires every 5 minutes to check whether the explosives should explode and this happens even if the avatar is not moving at all.&lt;br /&gt;
&lt;br /&gt;
Low explosives require an Explosives Handling skill of 3 or more and are needed for two types of constructions for [[Test of the Seven Phoenix]]&lt;br /&gt;
&lt;br /&gt;
Any type of explosive can be used in a [[Detonation Box]]:&lt;br /&gt;
*20 High Explosives + 100 Medium Stones = 1000+ Gravel scattered over a very wide area. There might have been more I just didn't find them.&lt;br /&gt;
*20 Low Explosives + 100 Medium Stones = 2500 Gravel stays in the box.  Minimum detonation is 8 low explosives, gravel field directly proportional to explosives used.&lt;br /&gt;
*20 Volatile Explosives + 100 Medium Stones = 2500+ Gravel scattered in 6-200+ piles over a wide area.  Minimum detonation is 2 volatile explosives.  Scatter area is based on the number of explosives used; a small blast will stay clustered close to the detonation box, a full blast will spread to about a 25 coord radius.&lt;br /&gt;
&lt;br /&gt;
When doing a partial detonation, it will use up 5 stones per unit of explosive used, but it still requires 100 stones loaded to be able to set off the detonation.&lt;br /&gt;
&lt;br /&gt;
==Research and Tuition==&lt;br /&gt;
*''200 Volatile explosives required for [[Detonation]] research''&lt;br /&gt;
*''100 Low explosives required for [[Detonation]] research''&lt;br /&gt;
*''50 High explosives required for [[Detonation]] research''&lt;br /&gt;
&lt;br /&gt;
== WARNING! ==&lt;br /&gt;
&lt;br /&gt;
'''VOLATILE EXPLOSIVES DETONATE AN AREA 50x50, NOT 15x15, CENTERED ON THE LOCATION OF THE DETONATION.  THE AREA AROUND YOUR EXPLOSIVES LAB AND DETONATION BOX SHOULD BE CLEAR OF ANY NEIGHBORS, ETC FOR AT LEAST 25 COORDINATES IN EVERY DIRECTION'''&lt;br /&gt;
&lt;br /&gt;
As a courtesy, label the Explosives Compound as such so that someone doesn't come along later and build nearby.&lt;br /&gt;
&lt;br /&gt;
==Suggestions==&lt;br /&gt;
&lt;br /&gt;
You need to build a separate compound for an explosive's chemistry lab with no other structures nearby.  Mishaps '''will''' happen frequently while creating explosives, causing damage to the lab and any other structures in the surrounding area. You DO NOT want this to happen in your regular compound! &lt;br /&gt;
&lt;br /&gt;
With a [[Cornerstone]] installed, no damage occurs to the compound after a lab mishap. (No damage will occur to the compound with or without a [[Cornerstone]] installed. -Silentdeth)&lt;br /&gt;
&lt;br /&gt;
As tempting as it is, don't build any storage at the explosives compound.  It will just get damaged, you won't be able to get anything out of it while damaged, and it will just be one more thing that requires repair - not worth it.&lt;br /&gt;
&lt;br /&gt;
You need to have [[Structure Repair]] 7 skill when trying to make explosives. (I was only able to successfully make 1, sometimes 2, repairs at level 2). &lt;br /&gt;
&lt;br /&gt;
Repairing an expedition site (and presumably chariots) takes the following base materials, each with a multiplier of N. 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.&lt;br /&gt;
&lt;br /&gt;
{| width=100% border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bricks!!Boards!!Rope!!Canvas!!Cut Stone!!Cable (Steel...Iron...?)&lt;br /&gt;
|-&lt;br /&gt;
| N * 222 || N * 120 || N * 115 || N * 55 || N * 13 || N * 7&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Explosives Handling==&lt;br /&gt;
The first time a player tries to make some volatile explosives in a chemistry lab, he or she gets the explosives handling skill.&lt;br /&gt;
* ''Volatile'' explosives can be made by anyone.&lt;br /&gt;
* ''Low'' explosives requires Explosives Handling 3 to make.&lt;br /&gt;
* ''High'' explosives requires Explosives Handling 5 to make.&lt;br /&gt;
&lt;br /&gt;
These numbers are from a chem lab without any calibration, just low q glassware.  (L2 calibration @ handling 5 still produces 2 low explosives on success—Lyo).&lt;br /&gt;
* At handling 1 and 2, 1 volatile explosive on success.&lt;br /&gt;
* At handling 3, 2 low or volatile explosives on success.&lt;br /&gt;
* At handling 4, 2 low or volatile explosives on success. (got 3 explosives with L3 calibration)&lt;br /&gt;
* At handling 5, 2 high or low or volatile explosives on success. (got 4 explosives with L3 calibration)&lt;br /&gt;
* At handling 6, 3 high or low or volatile explosives on success.&lt;br /&gt;
* At handling 7, 3 high or low or volatile explosives on success.&lt;br /&gt;
* At handling 8, 4 high or low or volatile explosives on success.&lt;br /&gt;
* At handling 9, 4 high or low or volatile explosives on success.&lt;br /&gt;
&lt;br /&gt;
At handling 1 and 2, the only think you can make is Volatile Explosives, and there are several possible outcomes from an attempt to make VE:&lt;br /&gt;
* A VE is made and handling is increased one step&lt;br /&gt;
* A VE is made, but handling stays the same&lt;br /&gt;
* No VE is made, handling stays the same, and no bad consequences&lt;br /&gt;
* No VE is made, handling stays the same, and an explosion occurs that damages all nearby buildings and might possibly destroy one or more glassware in the lab&lt;br /&gt;
Expect something like 30 attempts to get handling 2, meaning 60 Set's Compound Extract.&lt;br /&gt;
&lt;br /&gt;
At handling 1, most attempts will fail and result in an explosion with damage, so prepare to spend most of the time waiting for the one minute timer of Structure Repair. Having multiple avatars with repair nearby is a good idea.&lt;br /&gt;
&lt;br /&gt;
At handling 2, most attempts will silently fail to make any VE without any explosions, so expect to spend most of the time waiting for the constitution timer to make more VE. +CON food is a good idea.&lt;br /&gt;
&lt;br /&gt;
A calibrated lab will improve the yield of explosives and the chance of leveling up explosives handling, so it's worth considering if you can afford to risk the glassware.&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
From T7: [http://www.atitd.org/wiki/tale7/Jay%27s_Chemlab_guide Jay's Chemlab Guide]&lt;br /&gt;
&lt;br /&gt;
{{RequiredBy}}&lt;br /&gt;
{{ProducedBy}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Glossary]]&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Chemistry]]&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{L|en}}&lt;/div&gt;</summary>
		<author><name>Sadvak</name></author>
	</entry>
	<entry>
		<id>https://atitd.wiki/tale11/w/index.php?title=Explosives&amp;diff=253089</id>
		<title>Explosives</title>
		<link rel="alternate" type="text/html" href="https://atitd.wiki/tale11/w/index.php?title=Explosives&amp;diff=253089"/>
		<updated>2025-10-25T22:24:46Z</updated>

		<summary type="html">&lt;p&gt;Sadvak: /* Suggestions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item&lt;br /&gt;
| name   = Explosives&lt;br /&gt;
| image  = explosives.jpg&lt;br /&gt;
| weight = 1&lt;br /&gt;
| bulk   = 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Sources==&lt;br /&gt;
'''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]] and {{RequireSkill | Chemistry | 2}}.&lt;br /&gt;
&lt;br /&gt;
'''Making explosives is extremely time and material intensive due to the resulting lab mishaps that will occur so be prepared for this.'''&lt;br /&gt;
&lt;br /&gt;
==Cost==&lt;br /&gt;
===Volatile Explosives===&lt;br /&gt;
*50 [[Gunpowder]]&lt;br /&gt;
*10 [[Aluminum Powder]]&lt;br /&gt;
*2 [[Set|Set's Compound Extract]]&lt;br /&gt;
&lt;br /&gt;
===Low Explosives===&lt;br /&gt;
*50 [[Gunpowder]]&lt;br /&gt;
*10 [[Aluminum Powder]]&lt;br /&gt;
*2 [[Osiris|Osiris's Compound Extract]]&lt;br /&gt;
&lt;br /&gt;
===High Explosives===&lt;br /&gt;
*50 [[Gunpowder]]&lt;br /&gt;
*10 [[Aluminum Powder]]&lt;br /&gt;
*2 [[Thoth|Thoth's Compound Extract]]&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
&lt;br /&gt;
*Making explosives starts a [[Constitution]] timer. (82 seconds at con 3, 58 seconds @ con 7)&lt;br /&gt;
&lt;br /&gt;
*Be prepared for lots of failed attempts (which will use up your mat's)!&lt;br /&gt;
&lt;br /&gt;
*Damage to surrounding structures, including the lab, and glassware will occur so have high [[Structure Repair]] and extra glassware available.&lt;br /&gt;
&lt;br /&gt;
*You are unable to remove explosives from the lab if it is damaged below a condition of GOOD.&lt;br /&gt;
&lt;br /&gt;
==Use==&lt;br /&gt;
Volatile explosives can detonate at any time. They can explode when standing still and doing nothing having it in your pocket. Malard has confirmed on Discord that using the Walking emote is safer than using the Running emote, but there is a timer which fires every 5 minutes to check whether the explosives should explode and this happens even if the avatar is not moving at all.&lt;br /&gt;
&lt;br /&gt;
Low explosives require an Explosives Handling skill of 3 or more and are needed for two types of constructions for [[Test of the Seven Phoenix]]&lt;br /&gt;
&lt;br /&gt;
Any type of explosive can be used in a [[Detonation Box]]:&lt;br /&gt;
*20 High Explosives + 100 Medium Stones = 1000+ Gravel scattered over a very wide area. There might have been more I just didn't find them.&lt;br /&gt;
*20 Low Explosives + 100 Medium Stones = 2500 Gravel stays in the box.  Minimum detonation is 8 low explosives, gravel field directly proportional to explosives used.&lt;br /&gt;
*20 Volatile Explosives + 100 Medium Stones = 2500+ Gravel scattered in 6-200+ piles over a wide area.  Minimum detonation is 2 volatile explosives.  Scatter area is based on the number of explosives used; a small blast will stay clustered close to the detonation box, a full blast will spread to about a 25 coord radius.&lt;br /&gt;
&lt;br /&gt;
When doing a partial detonation, it will use up 5 stones per unit of explosive used, but it still requires 100 stones loaded to be able to set off the detonation.&lt;br /&gt;
&lt;br /&gt;
==Research and Tuition==&lt;br /&gt;
*''200 Volatile explosives required for [[Detonation]] research''&lt;br /&gt;
*''100 Low explosives required for [[Detonation]] research''&lt;br /&gt;
*''50 High explosives required for [[Detonation]] research''&lt;br /&gt;
&lt;br /&gt;
== WARNING! ==&lt;br /&gt;
&lt;br /&gt;
'''VOLATILE EXPLOSIVES DETONATE AN AREA 50x50, NOT 15x15, CENTERED ON THE LOCATION OF THE DETONATION.  THE AREA AROUND YOUR EXPLOSIVES LAB AND DETONATION BOX SHOULD BE CLEAR OF ANY NEIGHBORS, ETC FOR AT LEAST 25 COORDINATES IN EVERY DIRECTION'''&lt;br /&gt;
&lt;br /&gt;
As a courtesy, label the Explosives Compound as such so that someone doesn't come along later and build nearby.&lt;br /&gt;
&lt;br /&gt;
==Suggestions==&lt;br /&gt;
&lt;br /&gt;
You need to build a separate compound for an explosive's chemistry lab with no other structures nearby.  Mishaps '''will''' happen frequently while creating explosives, causing damage to the lab and any other structures in the surrounding area. You DO NOT want this to happen in your regular compound! &lt;br /&gt;
&lt;br /&gt;
With a [[Cornerstone]] installed, no damage occurs to the compound after a lab mishap. (No damage will occur to the compound with or without a [[Cornerstone]] installed. -Silentdeth)&lt;br /&gt;
&lt;br /&gt;
As tempting as it is, don't build any storage at the explosives compound.  It will just get damaged, you won't be able to get anything out of it while damaged, and it will just be one more thing that requires repair - not worth it.&lt;br /&gt;
&lt;br /&gt;
You need to have [[Structure Repair]] 7 skill when trying to make explosives. (I was only able to successfully make 1, sometimes 2, repairs at level 2). &lt;br /&gt;
&lt;br /&gt;
Repairing an expedition site (and presumably chariots) takes the following base materials, each with a multiplier of N. 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.&lt;br /&gt;
&lt;br /&gt;
{| width=100% border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bricks!!Boards!!Rope!!Canvas!!Cut Stone!!Cable (Steel...Iron...?)&lt;br /&gt;
|-&lt;br /&gt;
| N * 222 || N * 120 || N * 115 || N * 55 || N * 13 || N * 7&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Explosives Handling==&lt;br /&gt;
The first time a player tries to make some volatile explosives in a chemistry lab, he or she gets the explosives handling skill.&lt;br /&gt;
* ''Volatile'' explosives can be made by anyone.&lt;br /&gt;
* ''Low'' explosives requires Explosives Handling 3 to make.&lt;br /&gt;
* ''High'' explosives requires Explosives Handling 5 to make.&lt;br /&gt;
&lt;br /&gt;
These numbers are from a chem lab without any calibration, just low q glassware.  (L2 calibration @ handling 5 still produces 2 low explosives on success—Lyo).&lt;br /&gt;
* At handling 1 and 2, 1 volatile explosive on success.&lt;br /&gt;
* At handling 3, 2 low or volatile explosives on success.&lt;br /&gt;
* At handling 4, 2 low or volatile explosives on success.&lt;br /&gt;
* At handling 5, 2 high or low or volatile explosives on success.&lt;br /&gt;
* At handling 6, 3 high or low or volatile explosives on success.&lt;br /&gt;
* At handling 7, 3 high or low or volatile explosives on success.&lt;br /&gt;
* At handling 8, 4 high or low or volatile explosives on success.&lt;br /&gt;
* At handling 9, 4 high or low or volatile explosives on success.&lt;br /&gt;
&lt;br /&gt;
At handling 1 and 2, the only think you can make is Volatile Explosives, and there are several possible outcomes from an attempt to make VE:&lt;br /&gt;
* A VE is made and handling is increased one step&lt;br /&gt;
* A VE is made, but handling stays the same&lt;br /&gt;
* No VE is made, handling stays the same, and no bad consequences&lt;br /&gt;
* No VE is made, handling stays the same, and an explosion occurs that damages all nearby buildings and might possibly destroy one or more glassware in the lab&lt;br /&gt;
Expect something like 30 attempts to get handling 2, meaning 60 Set's Compound Extract.&lt;br /&gt;
&lt;br /&gt;
At handling 1, most attempts will fail and result in an explosion with damage, so prepare to spend most of the time waiting for the one minute timer of Structure Repair. Having multiple avatars with repair nearby is a good idea.&lt;br /&gt;
&lt;br /&gt;
At handling 2, most attempts will silently fail to make any VE without any explosions, so expect to spend most of the time waiting for the constitution timer to make more VE. +CON food is a good idea.&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
From T7: [http://www.atitd.org/wiki/tale7/Jay%27s_Chemlab_guide Jay's Chemlab Guide]&lt;br /&gt;
&lt;br /&gt;
{{RequiredBy}}&lt;br /&gt;
{{ProducedBy}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Glossary]]&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Chemistry]]&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{L|en}}&lt;/div&gt;</summary>
		<author><name>Sadvak</name></author>
	</entry>
	<entry>
		<id>https://atitd.wiki/tale11/w/index.php?title=Explosives&amp;diff=253088</id>
		<title>Explosives</title>
		<link rel="alternate" type="text/html" href="https://atitd.wiki/tale11/w/index.php?title=Explosives&amp;diff=253088"/>
		<updated>2025-10-25T22:23:46Z</updated>

		<summary type="html">&lt;p&gt;Sadvak: /* WARNING! */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item&lt;br /&gt;
| name   = Explosives&lt;br /&gt;
| image  = explosives.jpg&lt;br /&gt;
| weight = 1&lt;br /&gt;
| bulk   = 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Sources==&lt;br /&gt;
'''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]] and {{RequireSkill | Chemistry | 2}}.&lt;br /&gt;
&lt;br /&gt;
'''Making explosives is extremely time and material intensive due to the resulting lab mishaps that will occur so be prepared for this.'''&lt;br /&gt;
&lt;br /&gt;
==Cost==&lt;br /&gt;
===Volatile Explosives===&lt;br /&gt;
*50 [[Gunpowder]]&lt;br /&gt;
*10 [[Aluminum Powder]]&lt;br /&gt;
*2 [[Set|Set's Compound Extract]]&lt;br /&gt;
&lt;br /&gt;
===Low Explosives===&lt;br /&gt;
*50 [[Gunpowder]]&lt;br /&gt;
*10 [[Aluminum Powder]]&lt;br /&gt;
*2 [[Osiris|Osiris's Compound Extract]]&lt;br /&gt;
&lt;br /&gt;
===High Explosives===&lt;br /&gt;
*50 [[Gunpowder]]&lt;br /&gt;
*10 [[Aluminum Powder]]&lt;br /&gt;
*2 [[Thoth|Thoth's Compound Extract]]&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
&lt;br /&gt;
*Making explosives starts a [[Constitution]] timer. (82 seconds at con 3, 58 seconds @ con 7)&lt;br /&gt;
&lt;br /&gt;
*Be prepared for lots of failed attempts (which will use up your mat's)!&lt;br /&gt;
&lt;br /&gt;
*Damage to surrounding structures, including the lab, and glassware will occur so have high [[Structure Repair]] and extra glassware available.&lt;br /&gt;
&lt;br /&gt;
*You are unable to remove explosives from the lab if it is damaged below a condition of GOOD.&lt;br /&gt;
&lt;br /&gt;
==Use==&lt;br /&gt;
Volatile explosives can detonate at any time. They can explode when standing still and doing nothing having it in your pocket. Malard has confirmed on Discord that using the Walking emote is safer than using the Running emote, but there is a timer which fires every 5 minutes to check whether the explosives should explode and this happens even if the avatar is not moving at all.&lt;br /&gt;
&lt;br /&gt;
Low explosives require an Explosives Handling skill of 3 or more and are needed for two types of constructions for [[Test of the Seven Phoenix]]&lt;br /&gt;
&lt;br /&gt;
Any type of explosive can be used in a [[Detonation Box]]:&lt;br /&gt;
*20 High Explosives + 100 Medium Stones = 1000+ Gravel scattered over a very wide area. There might have been more I just didn't find them.&lt;br /&gt;
*20 Low Explosives + 100 Medium Stones = 2500 Gravel stays in the box.  Minimum detonation is 8 low explosives, gravel field directly proportional to explosives used.&lt;br /&gt;
*20 Volatile Explosives + 100 Medium Stones = 2500+ Gravel scattered in 6-200+ piles over a wide area.  Minimum detonation is 2 volatile explosives.  Scatter area is based on the number of explosives used; a small blast will stay clustered close to the detonation box, a full blast will spread to about a 25 coord radius.&lt;br /&gt;
&lt;br /&gt;
When doing a partial detonation, it will use up 5 stones per unit of explosive used, but it still requires 100 stones loaded to be able to set off the detonation.&lt;br /&gt;
&lt;br /&gt;
==Research and Tuition==&lt;br /&gt;
*''200 Volatile explosives required for [[Detonation]] research''&lt;br /&gt;
*''100 Low explosives required for [[Detonation]] research''&lt;br /&gt;
*''50 High explosives required for [[Detonation]] research''&lt;br /&gt;
&lt;br /&gt;
== WARNING! ==&lt;br /&gt;
&lt;br /&gt;
'''VOLATILE EXPLOSIVES DETONATE AN AREA 50x50, NOT 15x15, CENTERED ON THE LOCATION OF THE DETONATION.  THE AREA AROUND YOUR EXPLOSIVES LAB AND DETONATION BOX SHOULD BE CLEAR OF ANY NEIGHBORS, ETC FOR AT LEAST 25 COORDINATES IN EVERY DIRECTION'''&lt;br /&gt;
&lt;br /&gt;
As a courtesy, label the Explosives Compound as such so that someone doesn't come along later and build nearby.&lt;br /&gt;
&lt;br /&gt;
==Suggestions==&lt;br /&gt;
&lt;br /&gt;
You need to build a separate compound for an explosive's chemistry lab with no other structures nearby.  Mishaps '''will''' happen frequently while creating explosives, causing damage to the lab and any other structures in the surrounding area. You DO NOT want this to happen in your regular compound! &lt;br /&gt;
&lt;br /&gt;
With a [[Cornerstone]] installed, no damage occurs to the compound after a lab mishap. (No damage will occur to the compound with or without a [[Cornerstone]] installed. -Silentdeth)&lt;br /&gt;
&lt;br /&gt;
As tempting as it is, don't build any storage at the explosives compound.  It will just get damaged, you won't be able to get anything out of it while damaged, and it will just be one more thing that requires repair - not worth it.&lt;br /&gt;
&lt;br /&gt;
You need to have [[Structure Repair]] 7 skill when trying to make explosives. (I was only able to successfully make 1, sometimes 2, repairs at level 2). Unsuccessfully repairing a structure starts a 60-second rest  timer.  Note:  Even with Structure Repair 7, it can take many attempts to repair a structure even one level. Worst case, repairing just the lab after a major mishap can take dozens of attempts and an hour or two of time.&lt;br /&gt;
&lt;br /&gt;
If you are able (and willing) to use [[Macros]], the Simon macro on Automato can be useful for repairing the lab.  I set it to a large number of passes with a timer of 75k ms (to allow for lag and Pluri/Teppy [[Time]]) and have it running even when I am using the lab to continue to raise the condition.&lt;br /&gt;
&lt;br /&gt;
Repairing an expedition site (and presumably chariots) takes the following base materials, each with a multiplier of N. 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.&lt;br /&gt;
&lt;br /&gt;
{| width=100% border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bricks!!Boards!!Rope!!Canvas!!Cut Stone!!Cable (Steel...Iron...?)&lt;br /&gt;
|-&lt;br /&gt;
| N * 222 || N * 120 || N * 115 || N * 55 || N * 13 || N * 7&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Explosives Handling==&lt;br /&gt;
The first time a player tries to make some volatile explosives in a chemistry lab, he or she gets the explosives handling skill.&lt;br /&gt;
* ''Volatile'' explosives can be made by anyone.&lt;br /&gt;
* ''Low'' explosives requires Explosives Handling 3 to make.&lt;br /&gt;
* ''High'' explosives requires Explosives Handling 5 to make.&lt;br /&gt;
&lt;br /&gt;
These numbers are from a chem lab without any calibration, just low q glassware.  (L2 calibration @ handling 5 still produces 2 low explosives on success—Lyo).&lt;br /&gt;
* At handling 1 and 2, 1 volatile explosive on success.&lt;br /&gt;
* At handling 3, 2 low or volatile explosives on success.&lt;br /&gt;
* At handling 4, 2 low or volatile explosives on success.&lt;br /&gt;
* At handling 5, 2 high or low or volatile explosives on success.&lt;br /&gt;
* At handling 6, 3 high or low or volatile explosives on success.&lt;br /&gt;
* At handling 7, 3 high or low or volatile explosives on success.&lt;br /&gt;
* At handling 8, 4 high or low or volatile explosives on success.&lt;br /&gt;
* At handling 9, 4 high or low or volatile explosives on success.&lt;br /&gt;
&lt;br /&gt;
At handling 1 and 2, the only think you can make is Volatile Explosives, and there are several possible outcomes from an attempt to make VE:&lt;br /&gt;
* A VE is made and handling is increased one step&lt;br /&gt;
* A VE is made, but handling stays the same&lt;br /&gt;
* No VE is made, handling stays the same, and no bad consequences&lt;br /&gt;
* No VE is made, handling stays the same, and an explosion occurs that damages all nearby buildings and might possibly destroy one or more glassware in the lab&lt;br /&gt;
Expect something like 30 attempts to get handling 2, meaning 60 Set's Compound Extract.&lt;br /&gt;
&lt;br /&gt;
At handling 1, most attempts will fail and result in an explosion with damage, so prepare to spend most of the time waiting for the one minute timer of Structure Repair. Having multiple avatars with repair nearby is a good idea.&lt;br /&gt;
&lt;br /&gt;
At handling 2, most attempts will silently fail to make any VE without any explosions, so expect to spend most of the time waiting for the constitution timer to make more VE. +CON food is a good idea.&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
From T7: [http://www.atitd.org/wiki/tale7/Jay%27s_Chemlab_guide Jay's Chemlab Guide]&lt;br /&gt;
&lt;br /&gt;
{{RequiredBy}}&lt;br /&gt;
{{ProducedBy}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Glossary]]&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Chemistry]]&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{L|en}}&lt;/div&gt;</summary>
		<author><name>Sadvak</name></author>
	</entry>
	<entry>
		<id>https://atitd.wiki/tale11/w/index.php?title=Explosives&amp;diff=253087</id>
		<title>Explosives</title>
		<link rel="alternate" type="text/html" href="https://atitd.wiki/tale11/w/index.php?title=Explosives&amp;diff=253087"/>
		<updated>2025-10-25T22:23:03Z</updated>

		<summary type="html">&lt;p&gt;Sadvak: /* Use */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item&lt;br /&gt;
| name   = Explosives&lt;br /&gt;
| image  = explosives.jpg&lt;br /&gt;
| weight = 1&lt;br /&gt;
| bulk   = 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Sources==&lt;br /&gt;
'''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]] and {{RequireSkill | Chemistry | 2}}.&lt;br /&gt;
&lt;br /&gt;
'''Making explosives is extremely time and material intensive due to the resulting lab mishaps that will occur so be prepared for this.'''&lt;br /&gt;
&lt;br /&gt;
==Cost==&lt;br /&gt;
===Volatile Explosives===&lt;br /&gt;
*50 [[Gunpowder]]&lt;br /&gt;
*10 [[Aluminum Powder]]&lt;br /&gt;
*2 [[Set|Set's Compound Extract]]&lt;br /&gt;
&lt;br /&gt;
===Low Explosives===&lt;br /&gt;
*50 [[Gunpowder]]&lt;br /&gt;
*10 [[Aluminum Powder]]&lt;br /&gt;
*2 [[Osiris|Osiris's Compound Extract]]&lt;br /&gt;
&lt;br /&gt;
===High Explosives===&lt;br /&gt;
*50 [[Gunpowder]]&lt;br /&gt;
*10 [[Aluminum Powder]]&lt;br /&gt;
*2 [[Thoth|Thoth's Compound Extract]]&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
&lt;br /&gt;
*Making explosives starts a [[Constitution]] timer. (82 seconds at con 3, 58 seconds @ con 7)&lt;br /&gt;
&lt;br /&gt;
*Be prepared for lots of failed attempts (which will use up your mat's)!&lt;br /&gt;
&lt;br /&gt;
*Damage to surrounding structures, including the lab, and glassware will occur so have high [[Structure Repair]] and extra glassware available.&lt;br /&gt;
&lt;br /&gt;
*You are unable to remove explosives from the lab if it is damaged below a condition of GOOD.&lt;br /&gt;
&lt;br /&gt;
==Use==&lt;br /&gt;
Volatile explosives can detonate at any time. They can explode when standing still and doing nothing having it in your pocket. Malard has confirmed on Discord that using the Walking emote is safer than using the Running emote, but there is a timer which fires every 5 minutes to check whether the explosives should explode and this happens even if the avatar is not moving at all.&lt;br /&gt;
&lt;br /&gt;
Low explosives require an Explosives Handling skill of 3 or more and are needed for two types of constructions for [[Test of the Seven Phoenix]]&lt;br /&gt;
&lt;br /&gt;
Any type of explosive can be used in a [[Detonation Box]]:&lt;br /&gt;
*20 High Explosives + 100 Medium Stones = 1000+ Gravel scattered over a very wide area. There might have been more I just didn't find them.&lt;br /&gt;
*20 Low Explosives + 100 Medium Stones = 2500 Gravel stays in the box.  Minimum detonation is 8 low explosives, gravel field directly proportional to explosives used.&lt;br /&gt;
*20 Volatile Explosives + 100 Medium Stones = 2500+ Gravel scattered in 6-200+ piles over a wide area.  Minimum detonation is 2 volatile explosives.  Scatter area is based on the number of explosives used; a small blast will stay clustered close to the detonation box, a full blast will spread to about a 25 coord radius.&lt;br /&gt;
&lt;br /&gt;
When doing a partial detonation, it will use up 5 stones per unit of explosive used, but it still requires 100 stones loaded to be able to set off the detonation.&lt;br /&gt;
&lt;br /&gt;
==Research and Tuition==&lt;br /&gt;
*''200 Volatile explosives required for [[Detonation]] research''&lt;br /&gt;
*''100 Low explosives required for [[Detonation]] research''&lt;br /&gt;
*''50 High explosives required for [[Detonation]] research''&lt;br /&gt;
&lt;br /&gt;
== WARNING! ==&lt;br /&gt;
&lt;br /&gt;
'''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'''&lt;br /&gt;
&lt;br /&gt;
As a courtesy, label the Explosives Compound as such so that someone doesn't come along later and build nearby.&lt;br /&gt;
&lt;br /&gt;
==Suggestions==&lt;br /&gt;
&lt;br /&gt;
You need to build a separate compound for an explosive's chemistry lab with no other structures nearby.  Mishaps '''will''' happen frequently while creating explosives, causing damage to the lab and any other structures in the surrounding area. You DO NOT want this to happen in your regular compound! &lt;br /&gt;
&lt;br /&gt;
With a [[Cornerstone]] installed, no damage occurs to the compound after a lab mishap. (No damage will occur to the compound with or without a [[Cornerstone]] installed. -Silentdeth)&lt;br /&gt;
&lt;br /&gt;
As tempting as it is, don't build any storage at the explosives compound.  It will just get damaged, you won't be able to get anything out of it while damaged, and it will just be one more thing that requires repair - not worth it.&lt;br /&gt;
&lt;br /&gt;
You need to have [[Structure Repair]] 7 skill when trying to make explosives. (I was only able to successfully make 1, sometimes 2, repairs at level 2). Unsuccessfully repairing a structure starts a 60-second rest  timer.  Note:  Even with Structure Repair 7, it can take many attempts to repair a structure even one level. Worst case, repairing just the lab after a major mishap can take dozens of attempts and an hour or two of time.&lt;br /&gt;
&lt;br /&gt;
If you are able (and willing) to use [[Macros]], the Simon macro on Automato can be useful for repairing the lab.  I set it to a large number of passes with a timer of 75k ms (to allow for lag and Pluri/Teppy [[Time]]) and have it running even when I am using the lab to continue to raise the condition.&lt;br /&gt;
&lt;br /&gt;
Repairing an expedition site (and presumably chariots) takes the following base materials, each with a multiplier of N. 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.&lt;br /&gt;
&lt;br /&gt;
{| width=100% border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bricks!!Boards!!Rope!!Canvas!!Cut Stone!!Cable (Steel...Iron...?)&lt;br /&gt;
|-&lt;br /&gt;
| N * 222 || N * 120 || N * 115 || N * 55 || N * 13 || N * 7&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Explosives Handling==&lt;br /&gt;
The first time a player tries to make some volatile explosives in a chemistry lab, he or she gets the explosives handling skill.&lt;br /&gt;
* ''Volatile'' explosives can be made by anyone.&lt;br /&gt;
* ''Low'' explosives requires Explosives Handling 3 to make.&lt;br /&gt;
* ''High'' explosives requires Explosives Handling 5 to make.&lt;br /&gt;
&lt;br /&gt;
These numbers are from a chem lab without any calibration, just low q glassware.  (L2 calibration @ handling 5 still produces 2 low explosives on success—Lyo).&lt;br /&gt;
* At handling 1 and 2, 1 volatile explosive on success.&lt;br /&gt;
* At handling 3, 2 low or volatile explosives on success.&lt;br /&gt;
* At handling 4, 2 low or volatile explosives on success.&lt;br /&gt;
* At handling 5, 2 high or low or volatile explosives on success.&lt;br /&gt;
* At handling 6, 3 high or low or volatile explosives on success.&lt;br /&gt;
* At handling 7, 3 high or low or volatile explosives on success.&lt;br /&gt;
* At handling 8, 4 high or low or volatile explosives on success.&lt;br /&gt;
* At handling 9, 4 high or low or volatile explosives on success.&lt;br /&gt;
&lt;br /&gt;
At handling 1 and 2, the only think you can make is Volatile Explosives, and there are several possible outcomes from an attempt to make VE:&lt;br /&gt;
* A VE is made and handling is increased one step&lt;br /&gt;
* A VE is made, but handling stays the same&lt;br /&gt;
* No VE is made, handling stays the same, and no bad consequences&lt;br /&gt;
* No VE is made, handling stays the same, and an explosion occurs that damages all nearby buildings and might possibly destroy one or more glassware in the lab&lt;br /&gt;
Expect something like 30 attempts to get handling 2, meaning 60 Set's Compound Extract.&lt;br /&gt;
&lt;br /&gt;
At handling 1, most attempts will fail and result in an explosion with damage, so prepare to spend most of the time waiting for the one minute timer of Structure Repair. Having multiple avatars with repair nearby is a good idea.&lt;br /&gt;
&lt;br /&gt;
At handling 2, most attempts will silently fail to make any VE without any explosions, so expect to spend most of the time waiting for the constitution timer to make more VE. +CON food is a good idea.&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
From T7: [http://www.atitd.org/wiki/tale7/Jay%27s_Chemlab_guide Jay's Chemlab Guide]&lt;br /&gt;
&lt;br /&gt;
{{RequiredBy}}&lt;br /&gt;
{{ProducedBy}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Glossary]]&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Chemistry]]&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{L|en}}&lt;/div&gt;</summary>
		<author><name>Sadvak</name></author>
	</entry>
	<entry>
		<id>https://atitd.wiki/tale11/w/index.php?title=Engineer&amp;diff=253070</id>
		<title>Engineer</title>
		<link rel="alternate" type="text/html" href="https://atitd.wiki/tale11/w/index.php?title=Engineer&amp;diff=253070"/>
		<updated>2025-10-25T15:44:33Z</updated>

		<summary type="html">&lt;p&gt;Sadvak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specialization&lt;br /&gt;
  |name=Engineer&lt;br /&gt;
  |area=Chemistry and any complex mechanisms, machinery&lt;br /&gt;
  |primary=Constitution&lt;br /&gt;
  |secondary=Dexterity&lt;br /&gt;
  |tertiary=Focus&lt;br /&gt;
  |talent0=Like Clockwork&lt;br /&gt;
  |description0=Can add additional gears to gearboxes (33 gears, 18 shafts)&lt;br /&gt;
  |talent1=Metal Salt Mastery&lt;br /&gt;
  |description1=Increases the yield of metal salt creation (about 10%)&lt;br /&gt;
  |talent2=Gearhead&lt;br /&gt;
  |description2=Increases effective mechanics skill by 1 (once learned)&lt;br /&gt;
  |talent3=Just Wedge It In&lt;br /&gt;
  |description3=Doubles number of boards/metal in treatment tanks&lt;br /&gt;
  |talent4=Metal Salt Mastery&lt;br /&gt;
  |description4=Increases the yield of metal salt creation (about 10%)&lt;br /&gt;
  |talent5=Gearhead&lt;br /&gt;
  |description5=Increases effective mechanics skill by 1 (once learned)&lt;br /&gt;
  |talent6=Just Wedge It In&lt;br /&gt;
  |description6=Doubles number of boards/metal in treatment tanks&lt;br /&gt;
  |talent7=Junkyard Dog&lt;br /&gt;
  |description7=Increases effective salvage techniques skill by 1 (once learned)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{L|en}}&lt;/div&gt;</summary>
		<author><name>Sadvak</name></author>
	</entry>
	<entry>
		<id>https://atitd.wiki/tale11/w/index.php?title=Miraluna%5CProjects&amp;diff=252625</id>
		<title>Miraluna\Projects</title>
		<link rel="alternate" type="text/html" href="https://atitd.wiki/tale11/w/index.php?title=Miraluna%5CProjects&amp;diff=252625"/>
		<updated>2025-08-12T03:10:19Z</updated>

		<summary type="html">&lt;p&gt;Sadvak: /* Current Projects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:Miraluna}}&lt;br /&gt;
==== Current Projects ====&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&amp;lt;div align=center&amp;gt;&lt;br /&gt;
'''''Put donations in the Voting Booth WH at 989, 7021'''''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;TABLE cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
&amp;lt;TH&amp;gt;&amp;lt;/TH&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td valign=top&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{ProjectMats|Mats for 5 Ceremonial Voting Booths|&lt;br /&gt;
{{ProjectRes|Random Marble|0|150}}&lt;br /&gt;
{{ProjectRes|Random Marble|0|150}}&lt;br /&gt;
{{ProjectRes|Jade|0|5}}&lt;br /&gt;
{{ProjectRes|Cut Stone|7|500}}&lt;br /&gt;
{{ProjectRes|Sheet Glass|185|225}}&lt;br /&gt;
{{ProjectRes|Linen|300|800}}&lt;br /&gt;
{{ProjectRes|Twine|1800|1800}}&lt;br /&gt;
{{ProjectRes|Queen's Tomb Lapis|0|5}}&lt;br /&gt;
{{ProjectRes|Queen's Tomb Garnet|0|5}}&lt;br /&gt;
{{ProjectRes|Looking Glass Turquiose|4|5}}&lt;br /&gt;
{{ProjectRes|Looking Glass Garnet|0|5}}&lt;br /&gt;
{{ProjectRes|Looking Glass Amethyst|0|5}}&lt;br /&gt;
{{ProjectRes|Brown Paint|0|500}}&lt;br /&gt;
{{ProjectRes|Crimson Paint|0|500}}&lt;br /&gt;
{{ProjectRes|Any Greenish Paint|500|500}}&lt;br /&gt;
{{ProjectRes|Indian Red Paint|0|500}}&lt;br /&gt;
{{ProjectRes|Violet Red Paint|0|500}}&lt;br /&gt;
{{ProjectRes|Any Yellowish Paint|300|500}}&lt;br /&gt;
{{ProjectRes|Any Pinkish Paint|0|500}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/TABLE&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Sadvak</name></author>
	</entry>
	<entry>
		<id>https://atitd.wiki/tale11/w/index.php?title=Miraluna%5CProjects&amp;diff=252535</id>
		<title>Miraluna\Projects</title>
		<link rel="alternate" type="text/html" href="https://atitd.wiki/tale11/w/index.php?title=Miraluna%5CProjects&amp;diff=252535"/>
		<updated>2025-07-21T01:39:45Z</updated>

		<summary type="html">&lt;p&gt;Sadvak: /* Current Projects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:Miraluna}}&lt;br /&gt;
==== Current Projects ====&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&amp;lt;div align=center&amp;gt;&lt;br /&gt;
'''''Put donations in the Donations WH at 992, 7019'''''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;TABLE cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
&amp;lt;TH&amp;gt;&amp;lt;/TH&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;td valign=top&amp;gt;&lt;br /&gt;
{{ProjectMats|Research&amp;gt; UArch Pyramid Tech Level 2 of 2|&lt;br /&gt;
{{ProjectRes|Pincher Claws|0|40}}&lt;br /&gt;
{{ProjectRes|Pincher Axle|0|20}}&lt;br /&gt;
{{ProjectRes|Lubricating Oil|269|500}}&lt;br /&gt;
{{ProjectRes|Large Iron Gears|50|50}}&lt;br /&gt;
{{ProjectRes|Medium Iron Gears|25|25}}&lt;br /&gt;
{{ProjectRes|Thoth's Metal: Stainless Hard Nickel-Plated Purity 6+|100|100}}&lt;br /&gt;
{{ProjectRes|Octects Alloy Cable|250|250}}&lt;br /&gt;
{{ProjectRes|Water Metal Sheeting: Conductive Stainless Hard Cobalt-Plated Purity 5+|0|100}}&lt;br /&gt;
{{ProjectRes|Orichalcum Pellets|500|500}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{ProjectMats|Research Lab|&lt;br /&gt;
{{ProjectRes|Any Ambrosia|0|1}}&lt;br /&gt;
{{ProjectRes|Animal Bones|0|32}}&lt;br /&gt;
{{ProjectRes|Arsenic|0|7}}&lt;br /&gt;
{{ProjectRes|Boards|0|11155}}&lt;br /&gt;
{{ProjectRes|Brass|0|198}}&lt;br /&gt;
{{ProjectRes|Brass Pot|0|1}}&lt;br /&gt;
{{ProjectRes|Bricks|0|11158}}&lt;br /&gt;
{{ProjectRes|Camel Pheremone (Male)|0|4}}&lt;br /&gt;
{{ProjectRes|Chicken Meat|0|104}}&lt;br /&gt;
{{ProjectRes|Dead Ant|0|2}}&lt;br /&gt;
{{ProjectRes|Dowsing Rod (Wood)|0|21}}&lt;br /&gt;
{{ProjectRes|Electrum|0|173}}&lt;br /&gt;
{{ProjectRes|Gearbox Pattern (unknown)|0|1}}&lt;br /&gt;
{{ProjectRes|Lubricating Oil|0|1}}&lt;br /&gt;
{{ProjectRes|Heavy Lead Bowl|0|4}}&lt;br /&gt;
{{ProjectRes|Incense (unknown)|0|1}}&lt;br /&gt;
{{ProjectRes|Iron Pot|0|23}}&lt;br /&gt;
{{ProjectRes|Large Steam Engine|0|1}}&lt;br /&gt;
{{ProjectRes|Moss (unknown, 2 properties)|0|1}}&lt;br /&gt;
{{ProjectRes|(unknown) Paint|0|308}}&lt;br /&gt;
{{ProjectRes|Petroleum|0|71}}&lt;br /&gt;
{{ProjectRes|Platinum Ore|0|217}}&lt;br /&gt;
{{ProjectRes|Unknown Raeli Tiles|0|1}}&lt;br /&gt;
{{ProjectRes|Sledgehammer|0|27}}&lt;br /&gt;
{{ProjectRes|Steel|0|19}}&lt;br /&gt;
{{ProjectRes|Steel Blade|0|5}}&lt;br /&gt;
{{ProjectRes|(unknown) board|0|1}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td valign=top&amp;gt;&lt;br /&gt;
{{ProjectMats|Mats for 1 Large Steam Engine|&lt;br /&gt;
{{ProjectRes|Large Flywheel|0|1}}&lt;br /&gt;
{{ProjectRes|Leather|0|100}}&lt;br /&gt;
{{ProjectRes|Thermometer|0|10}}&lt;br /&gt;
{{ProjectRes|Iron Bars|0|30}}&lt;br /&gt;
{{ProjectRes|Bolt|0|100}}&lt;br /&gt;
{{ProjectRes|Washers|0|100}}&lt;br /&gt;
{{ProjectRes|Iron Medium Gears|0|15}}&lt;br /&gt;
{{ProjectRes|Brass Small Gears|0|30}}&lt;br /&gt;
{{ProjectRes|Copper Pipe|0|15}}&lt;br /&gt;
{{ProjectRes|Copper Sheeting - Stainless, Insulative|0|100}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/TABLE&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Sadvak</name></author>
	</entry>
	<entry>
		<id>https://atitd.wiki/tale11/w/index.php?title=Cartouche&amp;diff=252453</id>
		<title>Cartouche</title>
		<link rel="alternate" type="text/html" href="https://atitd.wiki/tale11/w/index.php?title=Cartouche&amp;diff=252453"/>
		<updated>2025-07-05T14:50:58Z</updated>

		<summary type="html">&lt;p&gt;Sadvak: /* Inject of Thought */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOC left}}&lt;br /&gt;
This is a list of the various buildings you can be asked to build and expand during a building round of the [[Test of the Covered Cartouche]] as well as during a Cartouche Building Event.&lt;br /&gt;
&lt;br /&gt;
Each building is first built at size 1 in a [[Small Construction Site]] and then expanded to the desired size.&lt;br /&gt;
&lt;br /&gt;
The below tables list the cost of a size 1 building and a range of the costs to then enhance them to size X. One can of course expand to any size, and it should be noted that the tens are not necessarily where costs increase for the rarer/more difficult resources like [[Decorative Stone]] or [[Gearbox]]es.&lt;br /&gt;
&lt;br /&gt;
== Caress of Wind ==&lt;br /&gt;
{{Building&lt;br /&gt;
| name         = Caress of Wind&lt;br /&gt;
| image        = CaressofWind.png&lt;br /&gt;
| location     = [[where::Small Construction Site]]&lt;br /&gt;
}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Size !! [[requires::Bearings]] !! [[requires::Boards]] !! [[requires::Oil]] !! [[requires::Papyrus Paper|Papyrus&amp;lt;br/&amp;gt;Paper]] !! [[requires::Sail]] !! [[requires::Steel Wire]] &lt;br /&gt;
|-&lt;br /&gt;
| '''1 '''|| 1 || 30 || 22 || 3 || 3 || 4&lt;br /&gt;
|-&lt;br /&gt;
| '''10 '''|| 1 || 14 || 10 || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| '''20''' || 1 || 28 || 20 || 4 || 3 || 4&lt;br /&gt;
|-&lt;br /&gt;
| '''30''' || 2 || 57 || 41 || 7 || 6 || 8&lt;br /&gt;
|-&lt;br /&gt;
| '''40''' || 3 || 86 || 62 || 10 || 9 || 12&lt;br /&gt;
|-&lt;br /&gt;
| '''50''' || 5 || 144 || 104 || 17 || 15|| 20&lt;br /&gt;
|-&lt;br /&gt;
| '''60''' || 7 || 202 || 146 || 24 || 21 || 28&lt;br /&gt;
|-&lt;br /&gt;
| '''70''' ||  ||  ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| '''80''' ||  ||  ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| '''90''' ||  ||  ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| '''100''' || 31 || 898 || 652 || 105 || 93 || 124 &lt;br /&gt;
|-&lt;br /&gt;
| '''150''' ||  ||  ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| '''200''' || 1023 || 29666 || 21543 || 3438 || 3069 || 4092&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Charm of Flight ==&lt;br /&gt;
{{Building&lt;br /&gt;
| name         = Charm of Flight&lt;br /&gt;
| image        = CharmOfFlight.jpg&lt;br /&gt;
| location     = [[where::Small Construction Site]]&lt;br /&gt;
}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Size!! [[requires::Boards]] !! [[requires::Clay]] !! [[requires::Copper Strap]] !! [[requires::Cut Gems|Eyelet Cut Amethyst]] !! [[requires::Cut Gems|Lens Cut Garnet]] !! [[requires::Rope]]&lt;br /&gt;
|-&lt;br /&gt;
| '''1''' || 20 || 19 || 2 || 1 || 1 || 3 &lt;br /&gt;
|-&lt;br /&gt;
| '''10''' || 9 || 8 || 1 || 1 || 1 || 2 &lt;br /&gt;
|-&lt;br /&gt;
| '''20''' || 18 || 17 || 2 || 1 || 1 || 3&lt;br /&gt;
|-&lt;br /&gt;
| '''30''' || 37 || 35 || 4 || 2 || 2 || 6&lt;br /&gt;
|-&lt;br /&gt;
| '''40''' || 56 || 53 || 6 || 3 || 3 || 9 &lt;br /&gt;
|-&lt;br /&gt;
| '''50''' || 94 || 89 || 10 || 4 || 6 || 15&lt;br /&gt;
|-&lt;br /&gt;
| '''60''' || 132 || 125 || 14 || 6 || 8 || 21 &lt;br /&gt;
|-&lt;br /&gt;
| '''70''' || 208 || 197 || 22 || 10 || 12 || 33 &lt;br /&gt;
|-&lt;br /&gt;
| '''80''' || 284 || 269 || 30 || 13 || 17 || 45 &lt;br /&gt;
|-&lt;br /&gt;
| '''90''' || 436 || 413 || 46 || 21 || 25 || 69&lt;br /&gt;
|-&lt;br /&gt;
| '''100''' || 588 || 557 || 62 || 28 || 34 || 93 &lt;br /&gt;
|-&lt;br /&gt;
| '''150''' ||  ||  ||  ||  ||  ||  &lt;br /&gt;
|-&lt;br /&gt;
| '''200''' || 19436 || 18413 || 2046 || 921 || 1125 || 3069&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Churn of Earth ==&lt;br /&gt;
{{Building&lt;br /&gt;
| name         = Churn of Earth&lt;br /&gt;
| image        = ChurnOfEarth.png&lt;br /&gt;
| location     = [[where::Small Construction Site]]&lt;br /&gt;
}}&lt;br /&gt;
* 1 [[Medium Stone]]&lt;br /&gt;
* 1 [[Steel Wire]]&lt;br /&gt;
* 9 [[Paint|Orangeish Paint]]&lt;br /&gt;
* 5 [[Treated Boards|Soft Pliable Boards]]&lt;br /&gt;
&lt;br /&gt;
=== Upgrading ===&lt;br /&gt;
Once built, the Color of Water may be expanded. The costs from level 1 are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Size!! [[Canvas]] !! [[Linen]] !! [[Medium Stones]] !!  [[Steel Wire]] !! [[Paint|Orangeish Paint]] !! [[Treated Boards |Soft Pliable Boards]] !! [[Gearbox |random 2-output gearbox]]&lt;br /&gt;
|-&lt;br /&gt;
| '''20'''  ||  1  ||  1  ||  1  ||  1  ||  9  ||  6  ||  1 &lt;br /&gt;
|-&lt;br /&gt;
| '''50'''  ||  3  ||  3  ||  7  ||  5  ||  47  ||  28  ||  2&lt;br /&gt;
|-&lt;br /&gt;
| '''100'''  ||  18  ||  23  ||  44  ||  36  ||  291  ||  175  ||  5&lt;br /&gt;
|-&lt;br /&gt;
| '''150'''  ||  108  ||  138  ||  269  ||  221  ||  1791  ||  1075  ||  7&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Color of Water ==&lt;br /&gt;
{{Building&lt;br /&gt;
| name         = Color of Water&lt;br /&gt;
| image        = Color of Water.png&lt;br /&gt;
| location     = [[where::Small Construction Site]]&lt;br /&gt;
}}&lt;br /&gt;
* 6 [[Clay Bricks]]&lt;br /&gt;
* 3 [[Cut Stone]]&lt;br /&gt;
* 33 [[Full Water Container]]&lt;br /&gt;
* 1 [[Concrete]]&lt;br /&gt;
* 0 [[White Alabaster]]&lt;br /&gt;
&lt;br /&gt;
=== Upgrading ===&lt;br /&gt;
Once built, the Color of Water may be expanded. The costs from level 1 are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Size !! [[requires::Clay Bricks]] !! [[requires::Cut Stone]] !! [[requires::Full Water Container]] !! [[requires::Concrete]] !! [[requires::White Alabaster]] &lt;br /&gt;
|-&lt;br /&gt;
| '''10 '''|| 3 || 1 || 2 || 10 || 1&lt;br /&gt;
|-&lt;br /&gt;
| '''20''' || 6 || 2 || 3 || 32 || 1&lt;br /&gt;
|-&lt;br /&gt;
| '''30''' || 13 || 4 || 6 || 54 || 2&lt;br /&gt;
|-&lt;br /&gt;
| '''40''' || 19 || 5 || 9 || 98 || 2&lt;br /&gt;
|-&lt;br /&gt;
| '''50''' || 32 || 8 || 16 || 142 || 4&lt;br /&gt;
|-&lt;br /&gt;
| '''60''' || 44 || 12 || 22 || 230 || 5&lt;br /&gt;
|-&lt;br /&gt;
| '''70''' || 70 || 18 || 35 || 317 || 8&lt;br /&gt;
|-&lt;br /&gt;
| '''80''' || 95 || 25 || 47 || 492 || 10&lt;br /&gt;
|-&lt;br /&gt;
| '''90''' || 146 || 38 || 72 || 667 || 15&lt;br /&gt;
|-&lt;br /&gt;
| '''100''' || 197 || 52|| 97|| 1017|| 20&lt;br /&gt;
|-&lt;br /&gt;
| '''150''' || 1212 || 309 || 597 || 5567 || 120&lt;br /&gt;
|-&lt;br /&gt;
| '''200''' || 6490 || 1679 || 3197 || 33567 || 640&lt;br /&gt;
|}&lt;br /&gt;
'''Color of Water''' is new in T10 and unlike most other cartouche sculptures is not animated.&lt;br /&gt;
&lt;br /&gt;
== Distract of Sky ==&lt;br /&gt;
{{Building&lt;br /&gt;
| name         = Distract of Sky&lt;br /&gt;
| image        = DistractofSky.jpg&lt;br /&gt;
| location     = [[where::Small Construction Site]]&lt;br /&gt;
}}&lt;br /&gt;
* 7 [[Leather]]&lt;br /&gt;
* 2 [[Copper Wire]]&lt;br /&gt;
* 1 [[Raeli Tiles|Blueish Raeli Tiles]]&lt;br /&gt;
* 2 [[Paint|Violetish Paint]]&lt;br /&gt;
* 0 [[White Sand]]&lt;br /&gt;
* 3 [[Bearings]]&lt;br /&gt;
* 0 [[Quicksilver]]&lt;br /&gt;
&lt;br /&gt;
=== Upgrading ===&lt;br /&gt;
Once built, '''the Distract of Sky''' may be expanded. The costs from level 1 are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Size!! [[requires::Bearings]] !! [[requires::Copper Wire]] !! [[requires::Leather]] !! [[requires::Paint|Violetish Paint]] !! [[requires::Quicksilver]] !! [[requires::Raeli Tiles|Blueish Raeli Tiles]] !! [[requires::White Sand]]&lt;br /&gt;
|-&lt;br /&gt;
| 20 || 3 || 3 || 8 || 2 || &amp;amp;nbsp; || 1 || &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| 40 || 9 || 8 || 23 || 6 || &amp;amp;nbsp; || 4 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 60 || 22 || 19 || 53 || 15 || &amp;amp;nbsp; || 9 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 80 || 47 || 41 || 114 || 32 || 1 || 19 || 6&lt;br /&gt;
|-&lt;br /&gt;
| 100 || 97 || 85 || 236 || 66 || 3 || 40 || 12&lt;br /&gt;
|-&lt;br /&gt;
| 120 || 197 || 172 || 479 || 134 || 6 || 81 || 24&lt;br /&gt;
|-&lt;br /&gt;
| 140 || 397 || 346 || 965 || 270 || 12 || 163 || 48&lt;br /&gt;
|-&lt;br /&gt;
| 160 || 797 || 694 || 1937 || 542 || 24 || 327 || 96&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
 This building faces East/West&lt;br /&gt;
&lt;br /&gt;
== Fall of Balance ==&lt;br /&gt;
{{Building&lt;br /&gt;
| name         = Fall of Balance&lt;br /&gt;
| image        = Fall_Of_Balance.jpg‎&lt;br /&gt;
| location     = [[where::Small Construction Site]]&lt;br /&gt;
}}&lt;br /&gt;
* 1 [[Sheet Glass]]&lt;br /&gt;
* 7 [[Papyrus Paper]]&lt;br /&gt;
* 1 [[Bearings]]&lt;br /&gt;
* 26 [[Concrete]]&lt;br /&gt;
* 38 [[Boards]]&lt;br /&gt;
* 18 [[Beeswax]]&lt;br /&gt;
&lt;br /&gt;
=== Upgrading ===&lt;br /&gt;
Once built, the '''Fall of Balance''' may be expanded. The costs from level 1 are:&lt;br /&gt;
&lt;br /&gt;
{|  class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Size!! [[requires::Bearings]] !! [[requires::Beeswax]] !! [[requires::Boards]] !! [[requires::Concrete]] !! [[requires::Papyrus Paper]] !! [[requires::Sheet Glass]] !! [[requires::Gearbox]]&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 1 || 8 || 16 || 12 || 4 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 20 || 1 || 16 || 34 || 24 || 8  || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 22 || 1 || 19 || 41 || 29 || 10  || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 23 || 1 || 21 || 45 || 32 || 10  || 0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 30 || 2 || 33 || 70 || 49 || 15 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 40 || 3 || 50 || 106 || 74 || 23  || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 50 || 5 || 84 || 178 || 124 || 38 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 60 || 7 || 118 || 250 || 174 || 53 || 4 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 70 || 11 || 186 || 394 || 274 || 82 || 6 || 3 &lt;br /&gt;
|-&lt;br /&gt;
| 80 || 15 || 254 || 538 || 374 || 112 || 8 || 3 &lt;br /&gt;
|-&lt;br /&gt;
| 90 || 23 || 390 || 826 || 574 || 172 || 13 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 100 || 31 || 526 || 1114 || 774 || 231 || 18 || 4 &lt;br /&gt;
|-&lt;br /&gt;
| 200 || 1023 || 17390  || 38626 || 25574 || 7612 || 593 || 8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Float of Ghost ==&lt;br /&gt;
{{Building&lt;br /&gt;
| name         = Float of Ghost&lt;br /&gt;
| image        = FloatOfGhost.jpg‎&lt;br /&gt;
| location     = [[where::Small Construction Site]]&lt;br /&gt;
}}&lt;br /&gt;
* 0 [[Cut Gems|Dalessi cut Turquoise]]&lt;br /&gt;
* 0 [[Cut Gems|Amanti cut Garnet]]&lt;br /&gt;
* 11 [[Jugs of Water]]&lt;br /&gt;
* 1 [[Sheet Glass]]&lt;br /&gt;
* 3 [[Cut Stone]]&lt;br /&gt;
* 2 [[Small Diamond]]&lt;br /&gt;
* 14 [[Ink]]&lt;br /&gt;
&lt;br /&gt;
=== Upgrading ===&lt;br /&gt;
Once built, the Float Of Ghost may be expanded. The costs from level 1 are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Size!! [[requires::Cut Gems|Amanti Cut Garnet]] !! [[requires::Cut Stone]] !! [[requires::Cut Gems|Dalessi Cut&amp;lt;br&amp;gt; Turquoise]] !! [[requires::Ink]] !! [[requires::Sheet Glass]] !! [[requires::Small Diamond]] !! [[requires::Jugs of Water]]&lt;br /&gt;
|-&lt;br /&gt;
| 20 || 1 || 3 || 0 || 12 || 2 || 2 || 9&lt;br /&gt;
|-&lt;br /&gt;
| 40 || 2 || 9 || 0|| 38 || 5 || 6 || 29&lt;br /&gt;
|-&lt;br /&gt;
| 60 || 4 || 22 || 1 || 91 || 12 || 15 || 69&lt;br /&gt;
|-&lt;br /&gt;
| 80 || 8 || 48 || 3 || 197 || 25 || 33 || 150&lt;br /&gt;
|-&lt;br /&gt;
| 100 || 17 || 99 || 7 || 409 || 51 || 69 || 311&lt;br /&gt;
|-&lt;br /&gt;
| 120 || 34 || 201 || 14 || 832 || 103 || 140 || 633&lt;br /&gt;
|-&lt;br /&gt;
| 140 || 68 || 405 || 28 || 1678 || 207 || 282 || 1277&lt;br /&gt;
|-&lt;br /&gt;
| 160 || 136 || 813 || 56 || 3370 || 415 || 566 || 2565&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Glaze Of Light ==&lt;br /&gt;
{{Building&lt;br /&gt;
| name         = Glaze Of Light&lt;br /&gt;
| image        = Glaze_Of_Light.jpg&lt;br /&gt;
| location     = [[where::Small Construction Site]]&lt;br /&gt;
}}&lt;br /&gt;
* 0 Bearings&lt;br /&gt;
* 0 Fine Glass Rods&lt;br /&gt;
* 1 Medium Ruby&lt;br /&gt;
* 0 Quicksilver&lt;br /&gt;
* 1 Small Barrels&lt;br /&gt;
* 33 Jugs of Water&lt;br /&gt;
&lt;br /&gt;
=== Upgrading ===&lt;br /&gt;
Once built, the Glaze Of Light may be expanded. The costs from level 1 are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Size!! [[requires::Bearings]] !! [[requires::Fine Glass Rods]] !! [[requires::Medium Ruby]] !! [[requires::Quicksilver]] !! [[requires::Small Barrels]] !!  [[requires::Jugs of Water]]&lt;br /&gt;
|-&lt;br /&gt;
| 20 || 0 || 0|| 1 || 0 || 2 || 32 &lt;br /&gt;
|-&lt;br /&gt;
| 40 || 1 || 1 || 1|| 0 || 4 || 98&lt;br /&gt;
|-&lt;br /&gt;
| 60 || 2 || 3 || 9 || 1 || 13 || 229&lt;br /&gt;
|-&lt;br /&gt;
| 80 || 5 || 7 || 20 || 2|| 27 || 492&lt;br /&gt;
|-&lt;br /&gt;
| 100 || 10|| 15 || 42 || 4 || 56 || 1017 &lt;br /&gt;
|-&lt;br /&gt;
| 125 || 25 || 37 || 104 || 10 || 132 || 2417 &lt;br /&gt;
|-&lt;br /&gt;
| 150 || 60 || 90 || 244 || 24 || 303 || 5567&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Hatch of Steel ==&lt;br /&gt;
{{Building&lt;br /&gt;
| name         = Hatch of Steel&lt;br /&gt;
| image        = HatchofSteel.PNG&lt;br /&gt;
| location     = [[where::Small Construction Site]]&lt;br /&gt;
}}&lt;br /&gt;
* 20 [[Copper Wire]]&lt;br /&gt;
* 11 [[Slate]]&lt;br /&gt;
* 1 [[Iron Bar]]&lt;br /&gt;
* 1 [[Copper Sheeting]]&lt;br /&gt;
* 15 [[Oil]]&lt;br /&gt;
* 2 [[Cut Stone]]&lt;br /&gt;
&lt;br /&gt;
=== Upgrading ===&lt;br /&gt;
Once built, the Hatch of Steel may be expanded. The costs from level 1 are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Size!! [[requires::Copper Sheeting]] !! [[requires::Copper Wire]] !! [[requires::Cut Stone]]!! [[requires::Iron Bars]] !! [[requires::Oil]] !! [[requires::Slate]]&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 1 || 9 || 1 || 1 || 6|| 4&lt;br /&gt;
|-&lt;br /&gt;
| 20 || 1 || 18 || 2 || 1 || 13 || 9&lt;br /&gt;
|-&lt;br /&gt;
| 30 || 2 || 37 || 4 || 2 || 27 || 19&lt;br /&gt;
|-&lt;br /&gt;
| 40 || 3 || 56 || 6 || 3 || 41 || 29&lt;br /&gt;
|-&lt;br /&gt;
| 50 || 5 || 94 || 10 || 5 || 69 || 49&lt;br /&gt;
|-&lt;br /&gt;
| 60 || 7 || 132 || 14 || 7 || 97 || 69&lt;br /&gt;
|-&lt;br /&gt;
| 70 || 11 || 208 || 22 || 11 || 153 || 109&lt;br /&gt;
|-&lt;br /&gt;
| 80 || 15 || 284 || 30 || 15 || 209 || 149&lt;br /&gt;
|-&lt;br /&gt;
| 90 || 23 || 463 || 46 || 23 || 321 || 229&lt;br /&gt;
|-&lt;br /&gt;
| 100 || 31 || 588 || 62 || 31 || 433 || 309&lt;br /&gt;
|-&lt;br /&gt;
| 200 || 1023 || 19436 || 2046 || 1023 || 14321 || 10229&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Haunt of Beast ==&lt;br /&gt;
{{Building&lt;br /&gt;
| name         = Haunt of Beast&lt;br /&gt;
| image        = Haunt_of_Beast.jpg&lt;br /&gt;
| location     = [[where::Small Construction Site]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
* 12 [[Leather]]&lt;br /&gt;
* 3 [[Tar]]&lt;br /&gt;
* 2 [[Copper Wire]]&lt;br /&gt;
* 7 [[Paint|Greenish Paint]]&lt;br /&gt;
* 4 [[Paint|Blueish Paint]]&lt;br /&gt;
* 7 [[Paint|Reddish Paint]]&lt;br /&gt;
* 15 [[Paint|Violetish Paint]]&lt;br /&gt;
* 0 [[Gems|Large Sapphires]]&lt;br /&gt;
&lt;br /&gt;
=== Upgrading ===&lt;br /&gt;
Once built, the Hound of Beast may be expanded. The costs from level 1 are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Size!! Copper Wire !! Large Sapphire !! Leather !! Blueish Paint !! Greenish Paint !! Reddish Paint !! Violetish Paint !! Tar&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 1 || 0 || 5 || 3 || 4 || 4 || 6 || 2&lt;br /&gt;
|- &lt;br /&gt;
| 25 || 3 || 0 || 16 || 7 || 11 || 12 || 20 || 6&lt;br /&gt;
|- &lt;br /&gt;
| 50 || 12 || 0 || 56 || 24 || 35 || 40 || 69 || 20&lt;br /&gt;
|- &lt;br /&gt;
| 75 || 30 || 1 || 146 || 62 || 91 || 102 || 182 || 51&lt;br /&gt;
|- &lt;br /&gt;
| 100 || 73 || 2 || 348 || 146 || 218 || 243 || 435 || 122&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Inject of Thought ==&lt;br /&gt;
{{Building&lt;br /&gt;
| name         = Inject of Thought&lt;br /&gt;
| image        = InjectofThought.png&lt;br /&gt;
| location     = [[where::Small Construction Site]]&lt;br /&gt;
}}&lt;br /&gt;
* 1 [[requires::Small Quartz]]&lt;br /&gt;
* 29 [[requires::Treated Boards|Pliable Soft Glossy Boards]]&lt;br /&gt;
* 23 [[requires::Treated Boards|Non-toxic Termite-resistant Boards]]&lt;br /&gt;
&lt;br /&gt;
=== Upgrading ===&lt;br /&gt;
Once built, the Color of Water may be expanded. The costs from level 1 are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Size!! ? !! ? !! ? !! ? !! ? !! ? !! ?&lt;br /&gt;
|-&lt;br /&gt;
| 10  ||  ?  ||  ?  ||  ?  ||  ?  ||  ?  ||  ?  ||  ? &lt;br /&gt;
|-&lt;br /&gt;
| 20  ||  ?  ||  ?  ||  ?  ||  ?  ||  ?  ||  ?  ||  ? &lt;br /&gt;
|-&lt;br /&gt;
| 30  ||  ?  ||  ?  ||  ?  ||  ?  ||  ?  ||  ?  ||  ? &lt;br /&gt;
|-&lt;br /&gt;
| 40  ||  ?  ||  ?  ||  ?  ||  ?  ||  ?  ||  ?  ||  ? &lt;br /&gt;
|-&lt;br /&gt;
| 50  ||  ?  ||  ?  ||  ?  ||  ?  ||  ?  ||  ?  ||  ? &lt;br /&gt;
|-&lt;br /&gt;
| 60  ||  ?  ||  ?  ||  ?  ||  ?  ||  ?  ||  ?  ||  ? &lt;br /&gt;
|-&lt;br /&gt;
| 70  ||  ?  ||  ?  ||  ?  ||  ?  ||  ?  ||  ?  ||  ? &lt;br /&gt;
|-&lt;br /&gt;
| 80  ||  ?  ||  ?  ||  ?  ||  ?  ||  ?  ||  ?  ||  ? &lt;br /&gt;
|-&lt;br /&gt;
| 90  ||  ?  ||  ?  ||  ?  ||  ?  ||  ?  ||  ?  ||  ? &lt;br /&gt;
|-&lt;br /&gt;
| 100  ||  ?  ||  ?  ||  ?  ||  ?  ||  ?  ||  ?  ||  ?&lt;br /&gt;
|-&lt;br /&gt;
| 150  ||  ?  ||  ?  ||  ?  ||  ?  ||  ?  ||  ?  ||  ? &lt;br /&gt;
|-&lt;br /&gt;
| 200  ||  ?  ||  ?  ||  ?  ||  ?  ||  ?  ||  ?  ||  ?  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Light of Forest ==&lt;br /&gt;
{{Building&lt;br /&gt;
| name         = Light of Forest&lt;br /&gt;
| image        = Cartouche Light of Forest graphic.jpg&lt;br /&gt;
| location     = [[where::Small Construction Site]]&lt;br /&gt;
}}&lt;br /&gt;
*113 [[Boards]]&lt;br /&gt;
*21 [[Copper Wire]]&lt;br /&gt;
*1 [[Sheet Glass]]&lt;br /&gt;
*1 [[Paint| Forest Green Paint]]&lt;br /&gt;
*1 [[Glass Rods]]&lt;br /&gt;
*1 [[Paint| Saddle Brown Paint]] &lt;br /&gt;
&lt;br /&gt;
=== Upgrading ===&lt;br /&gt;
Once built, the Light of Forest may be expanded. The costs from level 1 are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Size!! [[requires::Boards]] !! [[requires::Copper Wire]] !! [[requires::Glass Rods]] !! [[requires::Paint|Forest Green Paint]] !! [[requires::Paint|Saddle Brown Paint]] !! [[requires::Sheet Glass]]&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 49 || 9 || 1 || 2 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 20 || 103 || 19 || 1 || 2 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 30 || 211 || 39 || 2 || 3 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 40 || 319 || 58 || 3 || 4 || 3 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 50 || 535 || 98 || 5 || 7 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 60 || 751 || 138 || 7 || 10 || 7 || 7&lt;br /&gt;
|-&lt;br /&gt;
| 70 || 1183 || 217 || 11 || 15 || 11 || 11&lt;br /&gt;
|-&lt;br /&gt;
| 80 || 1615 || 296 || 15 || 21 || 15 || 15&lt;br /&gt;
|-&lt;br /&gt;
| 90 || 2479 || 455 || 23 || 32 || 23 || 23&lt;br /&gt;
|-&lt;br /&gt;
| 100 || 3343 || 614 || 31 || 43 || 31 || 31&lt;br /&gt;
|-&lt;br /&gt;
| 150 || 20623 || 3788 || 191 || 262 || 191 || 191&lt;br /&gt;
|-&lt;br /&gt;
| 200 || 110479 || 20295 || 1023 || 1402 || 1023 || 1023&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Pierce of Heaven ==&lt;br /&gt;
{{Building&lt;br /&gt;
| name         = Pierce of Heaven&lt;br /&gt;
| image        = PierceOfHeaven.jpg‎&lt;br /&gt;
| location     = [[where::Small Construction Site]]&lt;br /&gt;
}}&lt;br /&gt;
* 0 [[requires::Medium Gears]]&lt;br /&gt;
* 0 [[requires::Small Gears]]&lt;br /&gt;
* 0 [[requires::Bearings]]&lt;br /&gt;
* 0 [[requires::Iron Strap]]&lt;br /&gt;
* 0 [[requires::Cut Stone]]&lt;br /&gt;
* 0 [[requires::Mandibular Glue]]&lt;br /&gt;
* 14 [[requires::Treated Boards|Pliable Blonde Boards]]&lt;br /&gt;
* 20 [[requires::Treated Boards|Black Rigid Boards]]&lt;br /&gt;
&lt;br /&gt;
=== Upgrading ===&lt;br /&gt;
Once built, the Point of Mind may be expanded. The costs from level 1 are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Size!! [[Bearings]] !! [[Cut Stone]] !! [[Iron Strap]] !!  [[Mandibular Glue]] !! [[Medium Gears]] !! [[Small Gears]] !! [[Treated Boards |Pliable Blonde Boards]] !! [[Treated Boards |Black Rigid Boards]]&lt;br /&gt;
|-&lt;br /&gt;
| 10  ||  1   ||     ||     ||   1  ||     ||     ||  6   || 9&lt;br /&gt;
|-&lt;br /&gt;
| 20  ||  1   ||     ||     ||   1  ||     ||     ||  12   ||  19&lt;br /&gt;
|-&lt;br /&gt;
| 40  ||  3   ||  1   ||     ||   2  ||     ||   1  ||   39  ||  58&lt;br /&gt;
|-&lt;br /&gt;
| 60  ||  7   ||   2  ||   1  ||  4   ||      ||   3  ||   92  ||  136&lt;br /&gt;
|-&lt;br /&gt;
| 80  ||  15   ||  5   ||   2  ||  9   ||  1   ||  7   ||  198   ||  292&lt;br /&gt;
|-&lt;br /&gt;
| 100 ||  30   || 10    ||  4   ||   18  ||  3   ||  15   ||  411   ||  605&lt;br /&gt;
|-&lt;br /&gt;
| 120 ||  60   ||  20   ||  8   ||   36  ||   6  ||  30   ||  836   ||  1230&lt;br /&gt;
|-&lt;br /&gt;
| 140 || 120    ||  40   ||  16   ||  72   ||  12   ||  60   ||  1686   ||  2480&lt;br /&gt;
|-&lt;br /&gt;
| 160 || 240    ||   80  ||  32   ||  144   ||  24   ||  120   ||  3386   ||  4980&lt;br /&gt;
|-&lt;br /&gt;
| 180 || 480    ||  160   ||   64  ||   288  ||  48   ||  240   ||  6786   ||  9980&lt;br /&gt;
|-&lt;br /&gt;
| 200 ||  960   ||  320   ||  128   || 576    ||  96   ||  480   || 13586    ||  19980&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Point of Mind ==&lt;br /&gt;
{{Building&lt;br /&gt;
| name         = Point of Mind&lt;br /&gt;
| image        = PointOfMind.png&lt;br /&gt;
| location     = [[where::Small Construction Site]]&lt;br /&gt;
}}&lt;br /&gt;
* 2 [[Boards]]&lt;br /&gt;
* 33 [[Honey]]&lt;br /&gt;
* 0 [[Sheet Glass]]&lt;br /&gt;
* 1 [[Small Ruby]]&lt;br /&gt;
* 0 [[Cuttable Gems|Cut Garnet Lens]]&lt;br /&gt;
&lt;br /&gt;
=== Upgrading ===&lt;br /&gt;
Once built, the Point of Mind may be expanded. The costs from level 1 are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Size!! [[requires::Boards]] !! [[requires::Gearbox]] !! [[requires::Honey]] !! [[requires::Sheet Glass]] !! [[requires::Small Ruby]] !! [[requires::Cut Gems|Cut Garnet Lens]]&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 0  || 0 || 10   || 0 || 1  || 0 &lt;br /&gt;
|-&lt;br /&gt;
| 20 || 1  || 1 || 32   || 0 || 2  || 0 &lt;br /&gt;
|-&lt;br /&gt;
| 30 || 2  || 1 || 54   || 1 || 3  || 0 &lt;br /&gt;
|-&lt;br /&gt;
| 40 || 5  || 2 || 98   || 1 || 4  || 0 &lt;br /&gt;
|-&lt;br /&gt;
| 50 || 7  || 2 || 142  || 2 || 6  || 1 &lt;br /&gt;
|-&lt;br /&gt;
| 60 || 12 || 3 || 230  || 3 || 9  || 1&lt;br /&gt;
|-&lt;br /&gt;
| 70 || 17 || 3 || 317  || 5 || 14  || 2 &lt;br /&gt;
|-&lt;br /&gt;
| 80 || 27 || 4 || 492  || 7 || 21  || 2 &lt;br /&gt;
|-&lt;br /&gt;
| 90 || 36 || 4 || 667  || 11 || 30 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 100 ||55 || 5 || 1017 || 15 || 43 || 4 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Puncture of Dark ==&lt;br /&gt;
{{Building&lt;br /&gt;
| name         = Puncture of Dark&lt;br /&gt;
| image        = Puncture_Of_Dark.JPG&lt;br /&gt;
| location     = [[where::Small Construction Site]]&lt;br /&gt;
}}&lt;br /&gt;
* 0 [[Large Diamond]]&lt;br /&gt;
* 0 [[Bearings]]&lt;br /&gt;
* 0 [[Steel Sheeting]]&lt;br /&gt;
* 0 [[Gold]]&lt;br /&gt;
* 6 [[Oil]]&lt;br /&gt;
* 11 [[Leather]]&lt;br /&gt;
* 3 [[Slate]]&lt;br /&gt;
&lt;br /&gt;
=== Upgrading ===&lt;br /&gt;
Once built, the Puncture of Dark may be expanded. The costs from level 1 are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Size 10 !! [[requires::Large Diamond]] !! [[requires::Bearings]] !! [[requires::Steel Sheeting]] !! [[requires::Gold]] !! [[requires::Oil]] !! [[requires::Leather]] !! [[requires::Slate]]&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 0 || 0 || 0 || 0 || 4 || 4 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 20 || 0 || 0 || 0 || 0 || 4 || 7 || 4&lt;br /&gt;
|-&lt;br /&gt;
| 30 || 0 || 1 || 1 || 0 || 14 || 20 || 8&lt;br /&gt;
|-&lt;br /&gt;
| 40 || 0 || 1 || 1 || 0 || 21 || 30 || 12&lt;br /&gt;
|-&lt;br /&gt;
| 50 || 0 || 2 || 2 || 1 || 35 || 51 || 20&lt;br /&gt;
|-&lt;br /&gt;
| 60 || 0 || 3 || 3 || 1 || 49 || 72 || 27&lt;br /&gt;
|-&lt;br /&gt;
| 100 || 2 || 13 || 12 || 6 || 216 || 322 || 117&lt;br /&gt;
|-&lt;br /&gt;
| 200 || 64 || 416 || 384 || 192 || 7098 || 10645 || 3837&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Pursuit of Soul ==&lt;br /&gt;
{{Building&lt;br /&gt;
| name         = Pursuit of Soul&lt;br /&gt;
| image        = Pursuit_of_Soul.png&lt;br /&gt;
| location     = [[where::Small Construction Site]]&lt;br /&gt;
}}&lt;br /&gt;
* 0 [[Quicksilver]]&lt;br /&gt;
* 7 [[Sulfurous Water]]&lt;br /&gt;
* 3 [[Oil]]&lt;br /&gt;
* 1 [[Glass Pipe]]&lt;br /&gt;
* 0 [[Small Sapphire]]&lt;br /&gt;
* 1 [[Small Topaz]]&lt;br /&gt;
* 2 [[Small Ruby]]&lt;br /&gt;
&lt;br /&gt;
=== Upgrading ===&lt;br /&gt;
Once built, the Pursuit of Soul may be expanded. The costs from level 1 are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Size !! [[requires::Quicksilver]] !! [[requires::Sulphurous Water]] !! [[requires::Oil]] !! [[requires::Glass Pipe]] !! [[requires::Small Sapphire]] !! [[requires::Small Topaz]] !! [[requires::Small Ruby]]&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 0 || 4 || 2 || 1 || 1 || 1 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 20 || 0 || 7 || 4 || 1 || 1 || 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 30 || 0 || 14 || 8 || 3 || 2 || 4 || 6&lt;br /&gt;
|-&lt;br /&gt;
| 40 || 0 || 21 || 12 || 4 || 3 || 5 || 8&lt;br /&gt;
|-&lt;br /&gt;
| 50 || 1 || 36 || 20 || 7 || 5 || 9 || 13&lt;br /&gt;
|-&lt;br /&gt;
| 60 || 1 || 50 || 28 || 9 || 6 || 12 || 18&lt;br /&gt;
|-&lt;br /&gt;
| 100 || 7 || 223 || 122 || 39 || 24 || 54 || 78&lt;br /&gt;
|-&lt;br /&gt;
| 200 || 224 || 7353 || 3997 || 1279 || 768 || 1759 || 2558&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Reflect of Orbit ==&lt;br /&gt;
{{Building&lt;br /&gt;
| name         = Reflect of Orbit&lt;br /&gt;
| image        = Reflection_of_Orbit.jpg&lt;br /&gt;
| location     = [[where::Small Construction Site]]&lt;br /&gt;
}}&lt;br /&gt;
* 0 [[Gold]]&lt;br /&gt;
* 0 [[Cut Gems|Eyelet cut Amethyst]]&lt;br /&gt;
* 0 [[Mud Granite]]&lt;br /&gt;
* 2 [[Bearings]]&lt;br /&gt;
* 4 [[Steel Sheeting]]&lt;br /&gt;
* 6 [[Raeli Tiles|Reddish Raeli Tiles]]&lt;br /&gt;
* 13 [[Oil]]&lt;br /&gt;
&lt;br /&gt;
=== Upgrading ===&lt;br /&gt;
Once built, the Reflect of Orbit may be expanded. The costs from level 1 are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Size!! [[requires::Bearings]] !! [[requires::Cut Gems|Eyelet Cut Ameythyst]] !! [[requires::Gold]] !! [[requires::Mud Granite]] !! [[requires::Oil]] !! [[requires::[Raeli Tiles|Reddish Raeli Tiles]] !! [[requires::Steel Sheeting]]&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 2 || 1 || 1 || &amp;amp;nbsp; || 5 || 4 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 20 || 3 || 1 || 1 || &amp;amp;nbsp; || 11 || 7 || 4&lt;br /&gt;
|-&lt;br /&gt;
| 30 || 6 || 2 || 2 || &amp;amp;nbsp; || 23 || 14 || 9&lt;br /&gt;
|-&lt;br /&gt;
| 40 || 9 || 3 || 2 || &amp;amp;nbsp; || 35 || 21 || 13&lt;br /&gt;
|-&lt;br /&gt;
| 50 || 15 || 5 || 3 || 1 || 60 || 35 || 22&lt;br /&gt;
|-&lt;br /&gt;
| 60 || 20 || 6 || 4 || 1 || 84 || 49 || 31&lt;br /&gt;
|-&lt;br /&gt;
| 70 || 32 || 9 || 7 || 2 || 133 || 77 || 49&lt;br /&gt;
|-&lt;br /&gt;
| 80 || 43 || 12 || 9 || 2 || 181 || 105 || 66&lt;br /&gt;
|-&lt;br /&gt;
| 90 || 66 || 18 || 14 || 3 || 278 || 161|| 101&lt;br /&gt;
|-&lt;br /&gt;
| 100 || 88 || 24 || 18 || 4|| 375 || 217 || 136&lt;br /&gt;
|-&lt;br /&gt;
| 200 || 2878 || 768 || 567 || 128 || 12403 || 7130 || 4467&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Repair of Life ==&lt;br /&gt;
{{Building&lt;br /&gt;
| name         = Repair of Life&lt;br /&gt;
| image        = RepairofLife.png&lt;br /&gt;
| location     = [[where::Small Construction Site]]&lt;br /&gt;
}}&lt;br /&gt;
* 0 Dawn of Ra Fertilizer&lt;br /&gt;
* 0 Any Sea Lily Bulb&lt;br /&gt;
* 0 Any Orchid Bulb&lt;br /&gt;
* 0 Any Rose of Ra Bulb&lt;br /&gt;
* 0 Any Sand Bloom Bulb&lt;br /&gt;
* 7 Sticky Sun Fertilizer&lt;br /&gt;
&lt;br /&gt;
=== Upgrading ===&lt;br /&gt;
Once built, the Repair of Life may be expanded. The costs from level 1 are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Size!! Dawn of Ra Fertilizer !! Any Sea Lily Bulb !! Any Orchid Bulb !! Any Rose of Ra Bulb !! Any Sand Bloom Bulb !! Sticky Sun Fertilizer&lt;br /&gt;
|-&lt;br /&gt;
| 10  ||  0  ||  0  ||  0  ||  0  ||  0  ||  4  &lt;br /&gt;
|-&lt;br /&gt;
| 20  ||  0  ||  0  ||  0  ||  0  ||  0  ||  7 &lt;br /&gt;
|-&lt;br /&gt;
| 30  ||  0  ||  1  ||  0  ||  1  ||  0  ||  14  &lt;br /&gt;
|-&lt;br /&gt;
| 40  ||  0  ||  1  ||  0  ||  1  ||  0  ||  21  &lt;br /&gt;
|-&lt;br /&gt;
| 50  ||  0  ||  2  ||  0  ||  2  ||  1  ||  35  &lt;br /&gt;
|-&lt;br /&gt;
| 60  ||  0  ||  3  ||  0  ||  3  ||  1  ||  49  &lt;br /&gt;
|-&lt;br /&gt;
| 70  ||  1  ||  5  ||  1  ||  5  ||  2  ||  77  &lt;br /&gt;
|-&lt;br /&gt;
| 80  ||  1  ||  6  ||  1  ||  6  ||  3  ||  105  &lt;br /&gt;
|-&lt;br /&gt;
| 90  ||  2  ||  10  ||  2  ||  9  ||  5  ||  162  &lt;br /&gt;
|-&lt;br /&gt;
| 100  ||  3  ||  13  ||  2  ||  12  ||  6  ||  218 &lt;br /&gt;
|-&lt;br /&gt;
| 150  ||  18  ||  78  ||  12  ||  72  ||  36  ||  1343&lt;br /&gt;
|-&lt;br /&gt;
| 200  ||  96  ||  416  ||  64  ||  384  ||  192  ||  7193  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Resign of Border ==&lt;br /&gt;
{{Building&lt;br /&gt;
| name         = Resign of Border&lt;br /&gt;
| image        = ResignOfBorder.png&lt;br /&gt;
| location     = [[where::Small Construction Site]]&lt;br /&gt;
}}&lt;br /&gt;
* 6 [[Clay Bricks]]&lt;br /&gt;
* 0 [[Cuttable Turquoise]]&lt;br /&gt;
* 0 [[Lead]]&lt;br /&gt;
* 0 [[Oyster Shell Marble]]&lt;br /&gt;
* 0 [[Small Sapphire]]&lt;br /&gt;
* 0 [[Steel]]&lt;br /&gt;
&lt;br /&gt;
=== Upgrading ===&lt;br /&gt;
Once built, the Color of Water may be expanded. The costs from level 1 are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Size!! Clay Bricks !! Cuttable Turquoise !! Lead !! Oyster Shell Marble !! Small Sapphire !! Steel !! Gearbox&lt;br /&gt;
|-&lt;br /&gt;
| 10  ||  3  ||  1  ||  1  ||  1  ||  1  ||  1  || 0&lt;br /&gt;
|-&lt;br /&gt;
| 20  ||  6  ||  1  ||  1  ||  1  ||  1  ||  1  || 0&lt;br /&gt;
|-&lt;br /&gt;
| 30  ||  13  ||  2  ||  2  ||  2  ||  2  ||  2  || 1&lt;br /&gt;
|-&lt;br /&gt;
| 40  ||  19  ||  3  ||  2  ||  2  ||  3  ||  2   || 1 &lt;br /&gt;
|-&lt;br /&gt;
| 50  ||  32  ||  5  ||  3  ||  4  ||  5  ||  4  || 2&lt;br /&gt;
|-&lt;br /&gt;
| 60  ||  44  ||  6  ||  4  ||  5  ||  7  ||  5  || 2&lt;br /&gt;
|-&lt;br /&gt;
| 70  ||  70  ||  10  ||  6  ||  8  ||  11  ||  8  || 3&lt;br /&gt;
|-&lt;br /&gt;
| 80  ||  95  ||  13  ||  8  ||  10  ||  15  ||  11  || 3&lt;br /&gt;
|-&lt;br /&gt;
| 90  ||  146  ||  20  ||  13  ||  15  ||  23  ||  17  || 3&lt;br /&gt;
|-&lt;br /&gt;
| 100  ||  197  ||  27  ||  17  ||  20  ||  31  ||  22  || 4&lt;br /&gt;
|-&lt;br /&gt;
| 150  ||  1212  ||  162  ||  102  ||  120  ||  186  ||  132  || 6&lt;br /&gt;
|-&lt;br /&gt;
| 200  ||  6490  ||  864  ||  544  ||  640  ||  992  ||  704  || 8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Retreat of Hypothesis ==&lt;br /&gt;
{{Building&lt;br /&gt;
| name         = Retreat of Hypothesis&lt;br /&gt;
| image        = RetreatofHypothesis.png&lt;br /&gt;
| location     = [[where::Small Construction Site]]&lt;br /&gt;
}}&lt;br /&gt;
* 0 [[Blue Pearl Marble]]&lt;br /&gt;
* '''1 [[Copper Sheeting]]'''&lt;br /&gt;
* 0 [[Fine Glass Pipe]]&lt;br /&gt;
* 0 [[Mineral Oil]]&lt;br /&gt;
* 0 [[Glass Pipe]]&lt;br /&gt;
* 0 [[Gold Foil]]&lt;br /&gt;
* '''1 [[Iron Bars]]'''&lt;br /&gt;
* 0 [[Paint | Reddish Paint]]&lt;br /&gt;
* 0 [[Paint | Yellowish Paint]]&lt;br /&gt;
* '''16 [[Water | Full Water Container]]'''&lt;br /&gt;
&lt;br /&gt;
=== Upgrading ===&lt;br /&gt;
Once built, the Retreat of Hypothesis may be expanded. The costs from level 1 are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Size !! [[requires::Blue Pearl Marble | Blue Pearl &amp;lt;br&amp;gt; Marble]] !! [[requires::Copper Sheeting | Copper &amp;lt;br&amp;gt; Sheeting]] !! [[requires::Fine Glass Pipe | Fine Glass &amp;lt;br&amp;gt; Pipe]] !! [[requires::Mineral Oil]] !! [[requires::Glass Pipe]] !! [[requires::Gold Foil]] !! [[requires::Iron Bars]] !! [[Paint | Reddish &amp;lt;br&amp;gt; Paint]] !! [[Paint | Yellowish &amp;lt;br&amp;gt; Paint]] !! [[requires::Water | Full Water &amp;lt;br&amp;gt; Container]]&lt;br /&gt;
|-&lt;br /&gt;
| '''10 '''||  || 1 ||  ||  ||  ||  || 1 ||  ||  || 4&lt;br /&gt;
|-&lt;br /&gt;
| '''20''' ||  || 2 ||  ||  ||  ||  || 1 ||  ||  || 12&lt;br /&gt;
|-&lt;br /&gt;
| '''30''' ||  || 3 ||  ||  || 1 ||  || 2 ||  ||  || 23&lt;br /&gt;
|-&lt;br /&gt;
| '''37''' ||  || 4 ||  ||  || 2 ||  || 3 ||  ||  || 37&lt;br /&gt;
|-&lt;br /&gt;
| '''38''' || 1 || 5 ||  ||  || 2 || 1 || 4 || 1 || 1 || 37&lt;br /&gt;
|-&lt;br /&gt;
| '''40''' || 1 || 5 ||  ||  || 2 || 1 || 4 || 1 || 1 || 40&lt;br /&gt;
|-&lt;br /&gt;
| '''50''' || 2 || 8 ||  || 1 || 4 || 1 || 7 || 2 || 1 || 75&lt;br /&gt;
|-&lt;br /&gt;
| '''60''' || 3 || 12 || 1 || 1 || 6 || 2 || 10 || 3 || 2 || 117&lt;br /&gt;
|-&lt;br /&gt;
| '''70''' || 6 || 21 || 2 || 2 || 10 || 4 || 17 || 6 || 4 || 200&lt;br /&gt;
|-&lt;br /&gt;
| '''80''' || 10 || 33 || 3 || 3 || 16 || 7 || 27 || 10 || 7 || 325&lt;br /&gt;
|-&lt;br /&gt;
| '''90''' ||  ||  ||  ||  ||  ||  ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| '''100''' || 25 || 83 || 8 || 8 || 42 || 17 || 67 || 25 || 17 || 825&lt;br /&gt;
|-&lt;br /&gt;
| '''150''' || 120 || 400 || 40 || 40 || 200 || 80 || 320 || 120 || 80 || 3992&lt;br /&gt;
|-&lt;br /&gt;
| '''200''' || 1280 || 4267 || 427 || 427 || 2133 || 853 || 3413 || 1280 || 853 || 42659&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Return of Promise ==&lt;br /&gt;
{{Building&lt;br /&gt;
| name         = Return of Promise&lt;br /&gt;
| image        = ReturnofPromise.png‎&lt;br /&gt;
| location     = [[where::Small Construction Site]]&lt;br /&gt;
}}&lt;br /&gt;
* 2 [[Cut Stone]]&lt;br /&gt;
* 1 [[Raeli Tiles|Black Raeli Tiles]]&lt;br /&gt;
* 0 [[Raeli Tiles|White Raeli Tiles]]&lt;br /&gt;
* 3 [[Raeli Tiles|Blueish Raeli Tiles]]&lt;br /&gt;
* 0 [[Raeli Tiles|Reddish Raeli Tiles]]&lt;br /&gt;
* 2 [[Raeli Tiles|Yellowish Raeli Tiles]]&lt;br /&gt;
* 0 [[Small Gears]]&lt;br /&gt;
* 1 [[Bearings]]&lt;br /&gt;
&lt;br /&gt;
=== Upgrading ===&lt;br /&gt;
Once built, the Return of Promise may be expanded. The costs from level 1 are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Size!! [[requires::Bearings]] !! [[requires::Cut Stone]] !! [[requires::Raeli Tiles|Blueish Tiles]]!! [[requires::Raeli Tiles|Reddish]] !! [[requires::Raeli Tiles|Yellowish]] !! [[requires::Raeli Tiles|Black]] !! [[requires::Raeli Tiles|White]] !! [[requires::Brass Small Gears]]&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 1 || 2 || 2 || 1 || 1|| 1|| 0|| 0&lt;br /&gt;
|-&lt;br /&gt;
| 20 || 1 || 3 || 3 || 1 || 2|| 1|| 0|| 0&lt;br /&gt;
|-&lt;br /&gt;
| 30 || 2 || 6 || 7 || 2 || 4|| 3|| 0 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 40 || 3 || 8 || 10 || 2 || 6 || 4|| 0|| 1&lt;br /&gt;
|-&lt;br /&gt;
| 50 || 5 || 13 || 17 || 4 || 11 || 7|| 1|| 2&lt;br /&gt;
|-&lt;br /&gt;
| 60 || 7 || 18 || 24 || 5 || 15 || 9 || 1 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 100 || 31 || 78 || 107 || 20 || 68 || 39|| 7 || 12&lt;br /&gt;
|-&lt;br /&gt;
| 200 || 1023 || 2558 || 3517 || 640 || 2238 || 1729 ||224 ||384&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Revolve of Time ==&lt;br /&gt;
{{Building&lt;br /&gt;
| name         = Revolve of Time&lt;br /&gt;
| image        = Revolve_of_time.JPG‎&lt;br /&gt;
| location     = [[where::Small Construction Site]]&lt;br /&gt;
}}&lt;br /&gt;
* 0 [[Bearings]]&lt;br /&gt;
* 1 [[Concrete]]&lt;br /&gt;
* 3 [[Cut Stone]]&lt;br /&gt;
* 0 [[Fine Glass Pipe]]&lt;br /&gt;
* 0 [[Gold]]&lt;br /&gt;
* 0 [[Mandibular Glue]]&lt;br /&gt;
* 0 [[Raeli Tiles|Greenish Raeli Tiles]]&lt;br /&gt;
* 33 [[Red Sand]]&lt;br /&gt;
&lt;br /&gt;
=== Upgrading ===&lt;br /&gt;
Once built, the Revolve of Time may be expanded. The costs from level 1 are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Size!! [[requires::Bearings]] !! [[requires::Concrete]] !! [[requires::Cut Stone]] !! [[requires::Fine Glass Pipe]] !! [[requires::Gold]] !! [[requires::Mandibular Glue]] !! [[requires::Raeli Tiles|Greenish Raeli Tiles]] !! [[requires::Red Sand]]&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 1 || 1 || 2 || 1 ||1 || 0 || 1 || 14&lt;br /&gt;
|-&lt;br /&gt;
| 20 || 1 || 2 || 3 || 1 || 1 || 0 || 1 || 29&lt;br /&gt;
|-&lt;br /&gt;
| 30 || 2 || 4 || 6 || 2 || 2 || 0 || 2 || 61&lt;br /&gt;
|-&lt;br /&gt;
| 40 || 3 || 5 || 9 || 2 || 2 || 1 || 3 || 92&lt;br /&gt;
|-&lt;br /&gt;
| 50 || 5 ||8 || 16 || 4 || 4 || 2 || 5 || 155&lt;br /&gt;
|-&lt;br /&gt;
| 60 || 6 || 11 || 22 || 5 || 5 || 2 || 6 || 217&lt;br /&gt;
|-&lt;br /&gt;
| 70 || 9 || 18 || 35 || 8 || 8 || 4 || 9 || 342&lt;br /&gt;
|-&lt;br /&gt;
| 80 || 12 || 24 || 47 || 10 || 10 || 5 || 12 || 467&lt;br /&gt;
|-&lt;br /&gt;
| 90 || 18 || 37 || 72 || 15 || 15 || 8 || 19|| 717&lt;br /&gt;
|-&lt;br /&gt;
| 100 || 24 || 49 || 97 || 20 || 20 || 10 || 25 || 967&lt;br /&gt;
|-&lt;br /&gt;
| 200 || 768 || 1599 || 3197 || 640 || 640 || 320 || 800 || 31967&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Sequence of Order ==&lt;br /&gt;
{{Building&lt;br /&gt;
| name         = Sequence of Order&lt;br /&gt;
| image        = SequenceOfOrder.jpg‎&lt;br /&gt;
| location     = [[where::Small Construction Site]]&lt;br /&gt;
}}&lt;br /&gt;
* 7 [[Dirt]]&lt;br /&gt;
* 2 [[Steel Wire]]&lt;br /&gt;
* 0 [[Cable]]&lt;br /&gt;
* 0 [[Marble|Grey Star Marble]]&lt;br /&gt;
* 0 [[Marble|Tiger's Eye Granite]]&lt;br /&gt;
* 4 [[Paint|Maroon Paint]]&lt;br /&gt;
&lt;br /&gt;
=== Upgrading ===&lt;br /&gt;
Once built, the Sequence of Order may be expanded. The costs from level 1 are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Size!! [[requires::Dirt]] !! [[requires::Steel Wire]] !! [[requires::Cable]] !! [[requires::Grey Star Marble]] !! [[requires::Tiger's Eye Granite]] !! [[requires::Paint|Maroon Paint]] !! 3-output [[requires::Gearbox]]&lt;br /&gt;
|-&lt;br /&gt;
| 20 || 8 || 3 || &amp;amp;nbsp; || &amp;amp;nbsp; || &amp;amp;nbsp; || 5 || &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| 40 || 24 || 9 || 1 || 1 || &amp;amp;nbsp; || 14 || &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| 60 || 55 || 21 || 3 || 2 || &amp;amp;nbsp; || 33 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 80 || 118 || 45 || 7 || 5 || 1 || 71 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 100 || 243 || 93 || 15 || 10 || 2 || 146 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 120 || 493 || 188 || 30 || 20 || 4 || 296 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 140 || 993 || 378 || 60 || 40 || 8 || 596 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 160 || 1993 || 758 || 120 || 80 || 16 || 1196 || 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Suspend of Green ==&lt;br /&gt;
{{Building&lt;br /&gt;
| name         = Suspend of Green&lt;br /&gt;
| image        = Suspend_of_Green.jpg&lt;br /&gt;
| location     = [[where::Small Construction Site]]&lt;br /&gt;
}}&lt;br /&gt;
* 0 [[Green Sun Marble]]&lt;br /&gt;
* 18 [[Clay]]&lt;br /&gt;
* 14 [[Raeli Tiles|Grayish Raeli Tiles]]&lt;br /&gt;
* 1 [[Canvas]]&lt;br /&gt;
* 4 [[White Sand]]&lt;br /&gt;
* 0 [[Bearings]]&lt;br /&gt;
&lt;br /&gt;
=== Upgrading ===&lt;br /&gt;
Once built, the Suspend of Green may be expanded. The costs from level 1 are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Size!! [[requires::Green Sun Marble]] !! [[requires::Clay]] !! [[requires::Raeli Tiles|Grayish Raeli Tiles]] !! [[requires::Canvas]] !! [[requires::White Sand]] !! [[requires::Bearings]] &lt;br /&gt;
|-&lt;br /&gt;
| 10 || 0 || 8 || 6 || 1 || 2 || 0 &lt;br /&gt;
|-&lt;br /&gt;
| 20 || 0 || 17 || 13 || 1 || 4 || 0 &lt;br /&gt;
|-&lt;br /&gt;
| 30 || 1 || 35 || 27 || 2 || 9 || 1 &lt;br /&gt;
|-&lt;br /&gt;
| 40 || 1 || 52 || 41 || 3 || 13 || 1 &lt;br /&gt;
|-&lt;br /&gt;
| 50 || 2 || 87 || 69 || 5 || 22 || 2 &lt;br /&gt;
|-&lt;br /&gt;
| 60 || 2 || 122 || 97 ||7 || 31 || 3 &lt;br /&gt;
|-&lt;br /&gt;
| 70 || 3 || 192 || 153 || 12 || 49 || 5 &lt;br /&gt;
|-&lt;br /&gt;
| 80 || 4 || 262 || 209 || 16 || 67 || 6 &lt;br /&gt;
|-&lt;br /&gt;
| 90 || 6 || 402 || 321 || 25 || 103 ||10 &lt;br /&gt;
|-&lt;br /&gt;
| 100 || 8 || 542 || 433 || 33 || 138 || 13 &lt;br /&gt;
|-&lt;br /&gt;
| 200 || 256 || 17,902 || 14,290 || 1,087 || 4,450 || 416 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tale of Journey ==&lt;br /&gt;
{{Building&lt;br /&gt;
| name         = Tale of Journey&lt;br /&gt;
| image        = Tale_Of_Journey.jpg‎&lt;br /&gt;
| location     = [[where::Small Construction Site]]&lt;br /&gt;
}}&lt;br /&gt;
* 2 [[Jugs of Water]]&lt;br /&gt;
* 3 [[Rope]]&lt;br /&gt;
* 95 [[Treated Boards|Rotproof Treated Boards]]&lt;br /&gt;
* 5  [[Canvas]]&lt;br /&gt;
* 17 [[Nails]]&lt;br /&gt;
* 1 [[Tar]]&lt;br /&gt;
* 0 [[Silk Cloth]]&lt;br /&gt;
&lt;br /&gt;
=== Upgrading ===&lt;br /&gt;
Once built, the Tale of Journey may be expanded. The costs from level 1 are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Size !! [[requires::Canvas]] !! [[requires::Nails]]!! [[requires::Rope]] !! [[requires::Silk Cloth]] !! [[requires::Tar]] !! [[requires::Treated Boards|Rotproof Treated Boards]] !! [[requires::Jugs of Water]]&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 2 || 7 || 2 || 0 || 0 || 40 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 20 || 4 || 15 || 3 || 0 || 0 || 85 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 30 || 9 || 31 || 6 || 0 || 1 || 175 || 4&lt;br /&gt;
|-&lt;br /&gt;
| 40 || 13 || 47 || 9 || 0 || 2 || 265 || 6&lt;br /&gt;
|-&lt;br /&gt;
| 43 || 16 || 57 || 11 || 1 || 2 || 319 || 7&lt;br /&gt;
|-&lt;br /&gt;
| 50 || 22 || 79 || 15 || 1 || 3 || 445 || 10&lt;br /&gt;
|-&lt;br /&gt;
| 60 || 31 || 111 || 21 || 1 || 4 || 625 || 14&lt;br /&gt;
|-&lt;br /&gt;
| 100 || 139 || 495 || 93 || 4 || 20 || 2785 || 62&lt;br /&gt;
|-&lt;br /&gt;
| 200 || 4603 || 16367 || 3069 || 113 || 665 || 92065 || 2046&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Twist of Study ==&lt;br /&gt;
{{Building&lt;br /&gt;
| name         = Twist of Study&lt;br /&gt;
| image        = Twist_of_Study.jpg&lt;br /&gt;
| location     = [[where::Small Construction Site]]&lt;br /&gt;
}}&lt;br /&gt;
*1 [[Tar]]&lt;br /&gt;
*9 [[Leather]]&lt;br /&gt;
*2 [[Oil]]&lt;br /&gt;
*1 [[Steel Wire]]&lt;br /&gt;
*41 [[Treated Boards|Glossy Hard Boards]]&lt;br /&gt;
*27 [[Treated Boards|Rigid Termite Resistant Boards]]&lt;br /&gt;
*0 [[Bearings]]&lt;br /&gt;
&lt;br /&gt;
=== Upgrading ===&lt;br /&gt;
Once built, the Twist of Study may be expanded. The costs from level 1 are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Size!! [[requires::Bearings]] !! [[requires::Leather]] !! [[requires::Oil]] !! [[requires::Steel Wire]] !! [[requires::Tar]] !! [[requires::Treated Boards|Glossy Hard Boards]] !! [[requires::Treated Boards|Rigid Termite Resistant Boards]]&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 0 || 5 || 1 || 1 || 1 ||18 ||13&lt;br /&gt;
|-&lt;br /&gt;
| 20 || 0 || 9 || 2 || 1 || 1 || 37||26&lt;br /&gt;
|-&lt;br /&gt;
| 30 || 1 || 18 || 4 || 2 || 2 || 77 ||53&lt;br /&gt;
|-&lt;br /&gt;
| 40 || 1 || 27 || 6 || 3 || 3 || 116 || 80&lt;br /&gt;
|-&lt;br /&gt;
| 50 || 2 || 45 || 10 || 5 || 5 || 195 || 134&lt;br /&gt;
|-&lt;br /&gt;
| 60 || 2 || 63 || 14 || 7 || 7 || 274 || 188&lt;br /&gt;
|-&lt;br /&gt;
| 70 || 4 || 100 || 22 ||12  || 11 || 432 ||296&lt;br /&gt;
|-&lt;br /&gt;
| 80 || 5 || 136 || 30 || 16 || 15 || 589 || 403&lt;br /&gt;
|-&lt;br /&gt;
| 90 || 8 || 209 || 47 || 25 || 24 || 904 ||618&lt;br /&gt;
|-&lt;br /&gt;
| 100 || 10|| 281 || 63 || 34 || 32 || 1219 || 833&lt;br /&gt;
|-&lt;br /&gt;
| 200 || 302 || 9271|| 2078 || 1119 || 1055 || 40279 ||27493&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Spire of Sun ==&lt;br /&gt;
{{Building&lt;br /&gt;
| name         = Spire of Sun&lt;br /&gt;
| image        = Spire_Of_Sun.jpg&lt;br /&gt;
| location     = [[where::Small Construction Site]]&lt;br /&gt;
}}&lt;br /&gt;
*8 [[Copper Wire]]&lt;br /&gt;
*1 [[Sheet Glass]]&lt;br /&gt;
*1 [[Small Emerald]]&lt;br /&gt;
*2 [[Small Ruby]]&lt;br /&gt;
*1 [[Small Sapphire]]&lt;br /&gt;
*2 [[Small Topaz]]&lt;br /&gt;
&lt;br /&gt;
=== Upgrading ===&lt;br /&gt;
Once built, the Spire of Sun may be expanded. The costs from level 1 are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Size!! [[requires::Copper Wire]] !! [[requires::Sheet Glass]] !! [[requires::Small Emerald]] !! [[requires::Small Ruby]] !! [[requires::Small Sapphire]] !! [[requires::Small Topaz]]&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 4 || 1 || 2 || 3 || 1 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 20 || 8 || 1 || 2 || 3 || 1 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 30 || 16 || 2 || 3 || 5 || 2 || 4&lt;br /&gt;
|-&lt;br /&gt;
| 40 || 24 || 3 || 4 || 7 || 3 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 50 || 40 || 5 || 7 || 12 || 5 || 9&lt;br /&gt;
|-&lt;br /&gt;
| 60 || 56 || 7 || 9 || 17 || 7 || 13&lt;br /&gt;
|-&lt;br /&gt;
| 70 || 88 || 11 || 15 || 26 || 11 || 20&lt;br /&gt;
|-&lt;br /&gt;
| 80 || 120 || 15 || 20 || 36 || 15 || 28&lt;br /&gt;
|-&lt;br /&gt;
| 90 || 184 || 23 || 30 || 54 || 23 || 42&lt;br /&gt;
|-&lt;br /&gt;
| 100 || 248 || 31 || 41 || 73 || 31 || 57&lt;br /&gt;
|-&lt;br /&gt;
| 200 || 8184 || 1023 || 1330 || 2404 || 1023 || 1892&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Cartouche]]&lt;br /&gt;
&lt;br /&gt;
{{L|en}}&lt;/div&gt;</summary>
		<author><name>Sadvak</name></author>
	</entry>
	<entry>
		<id>https://atitd.wiki/tale11/w/index.php?title=Gravel&amp;diff=252451</id>
		<title>Gravel</title>
		<link rel="alternate" type="text/html" href="https://atitd.wiki/tale11/w/index.php?title=Gravel&amp;diff=252451"/>
		<updated>2025-07-04T02:48:03Z</updated>

		<summary type="html">&lt;p&gt;Sadvak: /* Sources */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item&lt;br /&gt;
| name   = Gravel&lt;br /&gt;
| image  = Gravel.png&lt;br /&gt;
| weight = 1&lt;br /&gt;
| bulk   = 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Sources==&lt;br /&gt;
Made by smashing [[Medium Stones]] with a [[Sledgehammer]].  Can also be made with [[Explosives]] in a [[Detonation Box]], or collected from a [[Mining Camp]].&lt;br /&gt;
&lt;br /&gt;
==Cost==&lt;br /&gt;
*1 [[Smashed Stone]]&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
* 250 Gravel used to make a batch of 250 [[Concrete]] in a [[Clinker Vat]].&lt;br /&gt;
&lt;br /&gt;
{{RequireTable | All}}&lt;br /&gt;
&lt;br /&gt;
==Research and Tuition==&lt;br /&gt;
*''5000 required to research [[Metal Treatment]]''&lt;br /&gt;
*''4800 needed to research [[Masonry]]''&lt;br /&gt;
&lt;br /&gt;
{{RequiredBy}}&lt;br /&gt;
{{ProducedBy}}&lt;br /&gt;
&lt;br /&gt;
==How to Make==&lt;br /&gt;
[[File:Stones.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
The [[Medium Stones]] must first be dropped on the ground before being smashed (hot key S to smash, or click on the stone to bring up a menu option). As smashed stones roll around a fair bit, plenty of space is advised.&lt;br /&gt;
&lt;br /&gt;
:* [[Medium Stones]]&lt;br /&gt;
:* [[Cracked Stone]]&lt;br /&gt;
:* [[Broken Stone]]&lt;br /&gt;
:* [[Split Stone]]&lt;br /&gt;
:* [[Smashed Stone]]&lt;br /&gt;
:* Gravel&lt;br /&gt;
&lt;br /&gt;
Medium Stones -&amp;gt; cracked stones -&amp;gt; broken stones -&amp;gt; split stones -&amp;gt; smashed stone -&amp;gt; Gravel. Continue smashing the byproducts until everything is broken into gravel. &lt;br /&gt;
&lt;br /&gt;
One medium stone can produce as little as one gravel, but usually over 100 gravel. The splitting is random, so there is no way to tell how much you will get. Smashing a large number of stones will even out the random part though, and about 50-60 gravel per medium stone is reasonable.&lt;br /&gt;
:* 12 Medium gave 716 gravel (T7), which is roughly 60 gravel per [[Medium Stones|medium stone]]&lt;br /&gt;
:* 50 Medium gave 2896 gravel (T7), which is roughly 58 gravel per [[Medium Stones|medium stone]] ~ Balthazarr&lt;br /&gt;
&lt;br /&gt;
* When smashing stones, there are two basic things that happen when you smash the stone:&lt;br /&gt;
1) A &amp;quot;chip&amp;quot; of 1 gravel stays at your feet and the stone rolls away with no change in size, it can be &amp;quot;scooped&amp;quot; very quickly without any animation! &amp;lt;br&amp;gt;&lt;br /&gt;
2) The stone splits into 1 to 3 stones one size smaller than the original &amp;lt;br&amp;gt;&lt;br /&gt;
(if the new sized of stone is gravel, each will be 1 to 3 gravel and have to be picked up normally) &lt;br /&gt;
*Warning: When you choose to smash a stone (either hotkey or menu) and while your avatar is running towards the stone, if you right click before the stone is smashed, the stone will still display but will disappear next time you click on it and you will have lost that stone! - Zotep&lt;br /&gt;
&lt;br /&gt;
[[Category:Resources]]&lt;br /&gt;
&lt;br /&gt;
{{L|en}}&lt;/div&gt;</summary>
		<author><name>Sadvak</name></author>
	</entry>
	<entry>
		<id>https://atitd.wiki/tale11/w/index.php?title=Miraluna%5CProjects&amp;diff=252447</id>
		<title>Miraluna\Projects</title>
		<link rel="alternate" type="text/html" href="https://atitd.wiki/tale11/w/index.php?title=Miraluna%5CProjects&amp;diff=252447"/>
		<updated>2025-07-04T00:18:09Z</updated>

		<summary type="html">&lt;p&gt;Sadvak: /* Current Projects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:Miraluna}}&lt;br /&gt;
==== Current Projects ====&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&amp;lt;div align=center&amp;gt;&lt;br /&gt;
'''''Put donations in the Donations WH at 992, 7019'''''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;TABLE cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
&amp;lt;TH&amp;gt;&amp;lt;/TH&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;td valign=top&amp;gt;&lt;br /&gt;
{{ProjectMats|Research&amp;gt; UArch Pyramid Tech Level 2 of 2|&lt;br /&gt;
{{ProjectRes|Pincher Claws|0|40}}&lt;br /&gt;
{{ProjectRes|Pincher Axle|0|20}}&lt;br /&gt;
{{ProjectRes|Lubricating Oil|167|500}}&lt;br /&gt;
{{ProjectRes|Large Iron Gears|50|50}}&lt;br /&gt;
{{ProjectRes|Medium Iron Gears|25|25}}&lt;br /&gt;
{{ProjectRes|Thoth's Metal: Stainless Hard Nickel-Plated Purity 6+|0|100}}&lt;br /&gt;
{{ProjectRes|Octects Alloy Cable|250|250}}&lt;br /&gt;
{{ProjectRes|Water Metal Sheeting: Conductive Stainless Hard Cobalt-Plated Purity 5+|0|100}}&lt;br /&gt;
{{ProjectRes|Orichalcum Pellets|0|500}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{ProjectMats|Research Lab|&lt;br /&gt;
{{ProjectRes|Any Ambrosia|0|1}}&lt;br /&gt;
{{ProjectRes|Animal Bones|0|32}}&lt;br /&gt;
{{ProjectRes|Arsenic|0|7}}&lt;br /&gt;
{{ProjectRes|Boards|0|11155}}&lt;br /&gt;
{{ProjectRes|Brass|0|198}}&lt;br /&gt;
{{ProjectRes|Brass Pot|0|1}}&lt;br /&gt;
{{ProjectRes|Bricks|0|11158}}&lt;br /&gt;
{{ProjectRes|Camel Pheremone (Male)|0|4}}&lt;br /&gt;
{{ProjectRes|Chicken Meat|0|104}}&lt;br /&gt;
{{ProjectRes|Dead Ant|0|2}}&lt;br /&gt;
{{ProjectRes|Dowsing Rod (Wood)|0|21}}&lt;br /&gt;
{{ProjectRes|Electrum|0|173}}&lt;br /&gt;
{{ProjectRes|Gearbox Pattern (unknown)|0|1}}&lt;br /&gt;
{{ProjectRes|Lubricating Oil|0|1}}&lt;br /&gt;
{{ProjectRes|Heavy Lead Bowl|0|4}}&lt;br /&gt;
{{ProjectRes|Incense (unknown)|0|1}}&lt;br /&gt;
{{ProjectRes|Iron Pot|0|23}}&lt;br /&gt;
{{ProjectRes|Large Steam Engine|0|1}}&lt;br /&gt;
{{ProjectRes|Moss (unknown, 2 properties)|0|1}}&lt;br /&gt;
{{ProjectRes|(unknown) Paint|0|308}}&lt;br /&gt;
{{ProjectRes|Petroleum|0|71}}&lt;br /&gt;
{{ProjectRes|Platinum Ore|0|217}}&lt;br /&gt;
{{ProjectRes|Unknown Raeli Tiles|0|1}}&lt;br /&gt;
{{ProjectRes|Sledgehammer|0|27}}&lt;br /&gt;
{{ProjectRes|Steel|0|19}}&lt;br /&gt;
{{ProjectRes|Steel Blade|0|5}}&lt;br /&gt;
{{ProjectRes|(unknown) board|0|1}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td valign=top&amp;gt;&lt;br /&gt;
{{ProjectMats|Mats for 1 Large Steam Engine|&lt;br /&gt;
{{ProjectRes|Large Flywheel|0|1}}&lt;br /&gt;
{{ProjectRes|Leather|0|100}}&lt;br /&gt;
{{ProjectRes|Thermometer|0|10}}&lt;br /&gt;
{{ProjectRes|Iron Bars|0|30}}&lt;br /&gt;
{{ProjectRes|Bolt|0|100}}&lt;br /&gt;
{{ProjectRes|Washers|0|100}}&lt;br /&gt;
{{ProjectRes|Iron Medium Gears|0|15}}&lt;br /&gt;
{{ProjectRes|Brass Small Gears|0|30}}&lt;br /&gt;
{{ProjectRes|Copper Pipe|0|15}}&lt;br /&gt;
{{ProjectRes|Copper Sheeting - Stainless, Insulative|0|100}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/TABLE&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Sadvak</name></author>
	</entry>
	<entry>
		<id>https://atitd.wiki/tale11/w/index.php?title=Miraluna%5CProjects&amp;diff=252244</id>
		<title>Miraluna\Projects</title>
		<link rel="alternate" type="text/html" href="https://atitd.wiki/tale11/w/index.php?title=Miraluna%5CProjects&amp;diff=252244"/>
		<updated>2025-06-05T02:03:38Z</updated>

		<summary type="html">&lt;p&gt;Sadvak: /* Current Projects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:Miraluna}}&lt;br /&gt;
==== Current Projects ====&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&amp;lt;div align=center&amp;gt;&lt;br /&gt;
'''''Put donations in the Donations WH at 992, 7019'''''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;TABLE cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
&amp;lt;TH&amp;gt;&amp;lt;/TH&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;td valign=top&amp;gt;&lt;br /&gt;
{{ProjectMats|Research&amp;gt; UArch Pyramid Tech Level 2 of 2|&lt;br /&gt;
{{ProjectRes|Pincher Claws|0|40}}&lt;br /&gt;
{{ProjectRes|Pincher Axle|0|20}}&lt;br /&gt;
{{ProjectRes|Lubricating Oil|0|500}}&lt;br /&gt;
{{ProjectRes|Large Iron Gears|0|50}}&lt;br /&gt;
{{ProjectRes|Medium Iron Gears|5|25}}&lt;br /&gt;
{{ProjectRes|Thoth's Metal: Stainless Hard Nickel-Plated Purity 6+|0|100}}&lt;br /&gt;
{{ProjectRes|Octects Alloy Cable|10|250}}&lt;br /&gt;
{{ProjectRes|Water Metal Sheeting: Conductive Stainless Hard Cobalt-Plated Purity 5+|0|100}}&lt;br /&gt;
{{ProjectRes|Orichalcum Pellets|0|500}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/TABLE&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Sadvak</name></author>
	</entry>
	<entry>
		<id>https://atitd.wiki/tale11/w/index.php?title=Chemistry_Laboratory&amp;diff=252242</id>
		<title>Chemistry Laboratory</title>
		<link rel="alternate" type="text/html" href="https://atitd.wiki/tale11/w/index.php?title=Chemistry_Laboratory&amp;diff=252242"/>
		<updated>2025-06-04T03:08:05Z</updated>

		<summary type="html">&lt;p&gt;Sadvak: /* Products */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Building&lt;br /&gt;
| name         = Chemistry Laboratory&lt;br /&gt;
| image        = SL_Chemlab.png&lt;br /&gt;
| location     = [[requires::Compound]]&lt;br /&gt;
| size         = {{Area | 15 | 13}}&lt;br /&gt;
| requirements = &lt;br /&gt;
* [[requires::Chemistry 1]]&lt;br /&gt;
| material1    = [[requires::Glass Jars]]&lt;br /&gt;
| qty1         = 50&lt;br /&gt;
| material2    = [[requires::Glass Rods]]&lt;br /&gt;
| qty2         = 20&lt;br /&gt;
| material3    = [[requires::Boards]]&lt;br /&gt;
| qty3         = 900&lt;br /&gt;
| material4    = [[requires::Nails]]&lt;br /&gt;
| qty4         = 214&lt;br /&gt;
| material5    = [[requires::Rope]]&lt;br /&gt;
| qty5         = 19&lt;br /&gt;
| material6    = [[requires::Wooden Peg]]&lt;br /&gt;
| qty6         = 10&lt;br /&gt;
| material7    = [[requires::Copper Sheeting]]&lt;br /&gt;
| qty7         = 5&lt;br /&gt;
| material8    = [[requires::Wooden Pestle]]&lt;br /&gt;
| qty8         = 1&lt;br /&gt;
| material9    = [[requires::Clay Mortars]]&lt;br /&gt;
| qty9         = 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Sources ==&lt;br /&gt;
This building becomes available after you have learned the {{RequireSkill | Chemistry | 0}} skill.&lt;br /&gt;
&lt;br /&gt;
Note:  If a lab will be used for making explosives it should be built in a separate compound far from other buildings. The [[Explosives]] page has further details.&lt;br /&gt;
&lt;br /&gt;
== Cost ==&lt;br /&gt;
* {{Require | 50 | Glass Jars|verified=true}}&lt;br /&gt;
* {{Require | 20 | Glass Rods|verified=true}}&lt;br /&gt;
* {{Require | 900 | Boards|verified=true}}&lt;br /&gt;
* {{Require | 214 | Nails|verified=true}}&lt;br /&gt;
* {{Require | 19 | Rope|verified=true}}&lt;br /&gt;
* {{Require | 10 | Wooden Peg|verified=true}}&lt;br /&gt;
* {{Require | 5 | Copper Sheeting|verified=true}}&lt;br /&gt;
* {{Require | 1 | Wooden Pestle|verified=true}}&lt;br /&gt;
* {{Require | 1 | Clay Mortars|verified=true}}&lt;br /&gt;
&lt;br /&gt;
Built in a [[Compound]]. Uses 13x15 cells.&lt;br /&gt;
&lt;br /&gt;
(Lets you make [[produces::Arsenic]], [[produces::Gunpowder]] and [[produces::Ink]])&lt;br /&gt;
&lt;br /&gt;
=== Upgrades ===&lt;br /&gt;
&lt;br /&gt;
==== Level 1 ====&lt;br /&gt;
The upgrade is only visible if you have {{RequireSkill | Chemistry | 3}}.&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;Upgrade this bench to allow advanced reactions&amp;quot;''&lt;br /&gt;
* 1 [[requires::Brass Plate]]&lt;br /&gt;
* 20 [[requires::Glass Jars]]&lt;br /&gt;
* 1 [[requires::Thermometer]]&lt;br /&gt;
* 4 [[requires::Bolt]]&lt;br /&gt;
* 8 [[requires::Washer]]&lt;br /&gt;
* 4 [[requires::Magnesium Wire]]&lt;br /&gt;
* 20 [[requires::Steel Wire]]&lt;br /&gt;
* 1 [[requires::Stainless Steel Pot]]&lt;br /&gt;
&lt;br /&gt;
(Lets you make [[Papyrus Strips]])&amp;lt;br&amp;gt;&lt;br /&gt;
(Add Glassware (which lets you calibrate it) to make [[Gear Oil]], [[Potash Ointment]], [[Lime Emulsion]], [[Acid Extract]], [[Gem Glue]] and [[Explosives]])&lt;br /&gt;
&lt;br /&gt;
==== Level 2 ====&lt;br /&gt;
This upgrade is only visible if you have an Essential Macerator in your inventory&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;Upgrade this bench to allow essence creation&amp;quot;''&lt;br /&gt;
* 1 [[requires::Essential Macerator]]&lt;br /&gt;
**Requires:&lt;br /&gt;
**1 [[requires::Marble Mortar]]&lt;br /&gt;
**4 [[requires::Linen]]&lt;br /&gt;
**1 [[requires::Reagent Bottle]]&lt;br /&gt;
**1 [[requires::Thermometer]]&lt;br /&gt;
**1 [[requires::Thoth's Metal Sheeting]]&lt;br /&gt;
**2 [[requires::Bolt]]&lt;br /&gt;
**2 [[requires::Washer]]&lt;br /&gt;
* 10 [[requires::Glass Pipe]]&lt;br /&gt;
* 4 [[requires::Tin Sheeting]]&lt;br /&gt;
* 4 [[requires::Bolt]]&lt;br /&gt;
* 8 [[requires::Washer]]&lt;br /&gt;
* 20 [[requires::Steel Wire]]&lt;br /&gt;
* 20 [[requires::Gold Wire]]&lt;br /&gt;
&lt;br /&gt;
==== Alcohol Lamp ====&lt;br /&gt;
The [[Alcohol Lamp]] must first be assembled using a [[Crafting Bench]]. It requires:&lt;br /&gt;
*1 [[requires::Reagent Bottle]]&lt;br /&gt;
*1 [[requires::Brass Small Gear]]&lt;br /&gt;
*1 [[requires::Gold Wire]]&lt;br /&gt;
*1 [[requires::Rope]]&lt;br /&gt;
&lt;br /&gt;
==== Glassware ====&lt;br /&gt;
Install one each of the following:&lt;br /&gt;
* [[requires::Thistle Tube]]&lt;br /&gt;
* [[requires::Test Tube]]&lt;br /&gt;
* [[requires::Distillation Coil]]&lt;br /&gt;
* [[requires::Beaker]]&lt;br /&gt;
* [[requires::Florence Flask]]&lt;br /&gt;
&lt;br /&gt;
Chemistry Labs require a level 1 upgrade to be able to install glassware.&lt;br /&gt;
&lt;br /&gt;
'''Labs used to make [[produces::Explosives]] do not need high quality glassware.  A quality of 1 is sufficient.'''&lt;br /&gt;
&lt;br /&gt;
Glassware of specific quality will allow for the lab to be calibrated.  Calibrated labs give increased powdered gem yield, increased litmus strip solution, and require fewer essences per essential compound.&lt;br /&gt;
&lt;br /&gt;
Calibration level 1 requires the glassware to have an average quality exactly divisible by 100 (rounded down), and an average quality above 7000.   &lt;br /&gt;
&lt;br /&gt;
For calibration level 2 the average quality of the glassware must be exactly 7000, rounded down. (The sum of the glassware quality must be between 35000 and 35004).  It reduces the cost of an essential compound from 70 debens to 40 debens.&lt;br /&gt;
&lt;br /&gt;
For calibration level 3 the average quality of the glassware must be exactly 8000 or 9000, rounded down. (The sum of the glassware quality must be between 40000 and 40004, or 45000 and 45004).  It reduces the cost of an essential compound from 70 debens to 35 debens&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=magenta&amp;gt;'''It is STRONGLY recommended that if you are going to calibrate a lab, you calibrate it to level 3.  The amount of time and resources saved for a level 3 lab vs a level 2 or level 1 lab is well worth the potential extra outlay costs.'''&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Additional Information====&lt;br /&gt;
You will not get any upgrade stuff back when you salvage an upgraded Chem Lab at salvage level 7.&lt;br /&gt;
&lt;br /&gt;
== Use ==&lt;br /&gt;
=== Products ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Product !! Qty Made !! Recipe !! Upgrades Reqd !! Timer&lt;br /&gt;
|-&lt;br /&gt;
| [[produces::Arsenic]] || 1 || 1 [[Compound Extract|Set's Compound Extract]], 100 [[Lead Ore]], 1 [[Sulfuric Acid]] || None || None&lt;br /&gt;
|-&lt;br /&gt;
| [[produces::Bonemeal]] || 3 || 1 [[Animal Bones]] || Wooden Pestle || None&lt;br /&gt;
|-&lt;br /&gt;
| [[produces::Gunpowder]] || 10 || 1 [[Charcoal]], 1 [[Sulfur]], 10 [[Saltpeter]] || None || [[Constitution]]: 12 sec&lt;br /&gt;
|-&lt;br /&gt;
| [[produces::Ink]] || 20 || 5 [[Metal Salts|Salts of Iron]], 5 [[Charcoal]], 20 [[Oil]] || None || [[Constitution]]: 7 sec&lt;br /&gt;
|-&lt;br /&gt;
| [[produces::Papyrus Strips]] || 8 || 1 [[Papyrus Paper]] || Level 1 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[produces::Reaction Flux]] || 6 || 25 [[Bonemeal]], 3 [[Sulfuric Acid]], 5 [[Compound Extract]] (Set, Thoth, or Ra's Brilliant) || ? || ?&lt;br /&gt;
|- &lt;br /&gt;
| [[produces::Gear Oil]] || 6 || 100 [[Oil]], 50 [[Petroleum]], 5 [[Compound Extract]] (Maat, Set, or Osiris) || Level 1 + Glassware || None&lt;br /&gt;
|-&lt;br /&gt;
| [[produces::Potash Ointment]] || 6 || 50 [[Water]], 25 [[Sulfuric Acid]], 5 [[Compound Extract]] (Geb, Maat, or Set) || Level 1 + Glassware || None&lt;br /&gt;
|-&lt;br /&gt;
| [[produces::Lime Emulsion]] || 6 || 50 [[Water]], 10 [[Bauxite]], 5 [[Compound Extract]] (Maat, Set, or Osiris) || Level 1 + Glassware || None&lt;br /&gt;
|-&lt;br /&gt;
| [[produces::Acid Extract]] || 6 || 25 [[Water]], 10 [[Glass Jars]], 2 [[Glass Pipe]], 5 [[Compound Extract]] (Osiris, Thoth, or Ra) || Level 1 + Glassware || None&lt;br /&gt;
|-&lt;br /&gt;
| [[produces::Gem Glue]] || 1 || 10 [[Water]], 25 [[Gypsum]], 10 [[Mandibular Glue]] 5 [[Compound Extract]] (Set, Osiris or Thoth) || Level 1 + Glassware || None&lt;br /&gt;
|-&lt;br /&gt;
| [[produces::Explosives]] ||  || 50 [[Gunpowder]], 10 [[Aluminum Powder]], 2 [[Compound Extract]] (Set, Osiris, or Thoth) || Level 1 + Glassware || [[Constitution]]&lt;br /&gt;
|-&lt;br /&gt;
| [[produces::Essences]] || varies || Varies || Level 2 + Alcohol Lamp || 2 teppyminutes&lt;br /&gt;
|-&lt;br /&gt;
| [[produces::Essential Compound]] || 1 || 5 unique [[Essences]] || Level 2 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[produces::Compound Extract]] || 3 || 1 [[Essential Compound]] with specific properties || Level 2 || None&lt;br /&gt;
|-&lt;br /&gt;
| [[produces::Litmus Test]] || 22 drops || Powdered Gems and other stuff, see [[Litmus Test]] || Level 2 || Complicated&lt;br /&gt;
|-&lt;br /&gt;
| [[produces::Ecology Survey Kits]] || 5 Kits || 10 Charcoal, 10 Cactus Sap, 2 Sulphurous Water, 10 Dried Flax, 10 Copper Wire, 5 Cabbage Juice, 10 Buttermilk, 5 Salt Water, 10 Board, 5 Glass Jars || None || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[produces::Silkworm Unguent]] || 1 || 100 [[Compost]], 10 [[Arsenic]], 2 [[Compound Extract|Ra's Compound Extract]] || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
| [[produces::Elixir of Travel (Milky)]] || 1 || 1 [[Cobra Blood]], 1 [[Powdered Aqua Pearl]], 5 [[Oil]] || None || 1 hour travel time&lt;br /&gt;
|-&lt;br /&gt;
| [[produces::Mushroom Lab]] || 1 || 1 [[Revelation Solvent]] (Cloudy), 1 [[Jar of Spores]] || None || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Powdered Gems ===&lt;br /&gt;
&lt;br /&gt;
Used for [[Test of the Ritual Tattoo]] and certain [[Essences]].&lt;br /&gt;
&lt;br /&gt;
''You must have the gems in your inventory in order to see the option on the lab.''&lt;br /&gt;
&lt;br /&gt;
[[produces::Powdered gem]] yield (and experience) is multiplied by (1 + the precise calibration level of the lab).  At calibration 3 (maximum known), yields are multiplied by 4.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Gem Size !! Quantity Made&lt;br /&gt;
|-&lt;br /&gt;
| Huge || 7&lt;br /&gt;
|-&lt;br /&gt;
| Large || 4&lt;br /&gt;
|-&lt;br /&gt;
| Medium || 2&lt;br /&gt;
|-&lt;br /&gt;
| Small || 1&lt;br /&gt;
|-&lt;br /&gt;
| Cuttable || 1&lt;br /&gt;
|-&lt;br /&gt;
| Cut Gem (Any Cut) || 1&lt;br /&gt;
|}&lt;br /&gt;
The [[requires::Wooden Pestle|wooden pestle]] breaks after some number of powderings (around 25) and has to be replaced.&lt;br /&gt;
&lt;br /&gt;
Note: A [[Gem Cutting Table]] installed with a [[Gem Shearing Chisel]] can turn any gem into an average of 3.5 (1-7) gems of the next smaller size.  Breaking down bigger gems into small will yield more powder than powdering them directly.  Be aware that fracturing and pulverizing only a single gem increases the probability of a lower (or higher) than average yield&lt;br /&gt;
&lt;br /&gt;
For example, using 1 huge gem in a lab with calibration 3:&lt;br /&gt;
&lt;br /&gt;
Unfractured&lt;br /&gt;
* 1 Huge * 7 * 4 = 28 gem powder&lt;br /&gt;
&lt;br /&gt;
After fracturing and pulverizing (average yield):&lt;br /&gt;
* 1 huge * 3.5 = 3.5 large gems&lt;br /&gt;
* 3.5 * 3.5 = 12.25 med gems&lt;br /&gt;
* 12.25 * 3.5 = 42.87 small gems&lt;br /&gt;
* 42.87 * 4 = 171.5 gem powder&lt;br /&gt;
&lt;br /&gt;
[[Category:Buildings]]&lt;br /&gt;
{{BuildingsNav}}&lt;br /&gt;
&lt;br /&gt;
{{L|en}}&lt;/div&gt;</summary>
		<author><name>Sadvak</name></author>
	</entry>
	<entry>
		<id>https://atitd.wiki/tale11/w/index.php?title=Miraluna%5CProjects&amp;diff=252222</id>
		<title>Miraluna\Projects</title>
		<link rel="alternate" type="text/html" href="https://atitd.wiki/tale11/w/index.php?title=Miraluna%5CProjects&amp;diff=252222"/>
		<updated>2025-05-28T01:55:58Z</updated>

		<summary type="html">&lt;p&gt;Sadvak: /* Current Projects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:Miraluna}}&lt;br /&gt;
==== Current Projects ====&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&amp;lt;div align=center&amp;gt;&lt;br /&gt;
'''''Put donations in the Research Lab Donations WH at 992, 7019'''''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;TABLE cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
&amp;lt;TH&amp;gt;&amp;lt;/TH&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;td valign=top&amp;gt;&lt;br /&gt;
{{ProjectMats|Research|&lt;br /&gt;
{{ProjectRes|Any Ambrosia|0|1}}&lt;br /&gt;
{{ProjectRes|Animal Bones|0|32}}&lt;br /&gt;
{{ProjectRes|Arsenic|0|7}}&lt;br /&gt;
{{ProjectRes|Boards|0|11155}}&lt;br /&gt;
{{ProjectRes|Brass|0|198}}&lt;br /&gt;
{{ProjectRes|Brass Pot|0|1}}&lt;br /&gt;
{{ProjectRes|Bricks|0|11158}}&lt;br /&gt;
{{ProjectRes|Camel Pheremone (Male)|0|4}}&lt;br /&gt;
{{ProjectRes|Chicken Meat|0|104}}&lt;br /&gt;
{{ProjectRes|Dead Ant|0|2}}&lt;br /&gt;
{{ProjectRes|Dowsing Rod (Wood)|0|21}}&lt;br /&gt;
{{ProjectRes|Electrum|0|173}}&lt;br /&gt;
{{ProjectRes|Gearbox Pattern (unknown)|0|1}}&lt;br /&gt;
{{ProjectRes|Lubricating Oil|0|1}}&lt;br /&gt;
{{ProjectRes|Heavy Lead Bowl|0|4}}&lt;br /&gt;
{{ProjectRes|Incense (unknown)|0|1}}&lt;br /&gt;
{{ProjectRes|Iron Pot|0|23}}&lt;br /&gt;
{{ProjectRes|Large Steam Engine|0|1}}&lt;br /&gt;
{{ProjectRes|Moss (unknown, 2 properties)|0|1}}&lt;br /&gt;
{{ProjectRes|(unknown) Paint|0|308}}&lt;br /&gt;
{{ProjectRes|Petroleum|0|71}}&lt;br /&gt;
{{ProjectRes|Platinum Ore|0|217}}&lt;br /&gt;
{{ProjectRes|Unknown Raeli Tiles|0|1}}&lt;br /&gt;
{{ProjectRes|Sledgehammer|0|27}}&lt;br /&gt;
{{ProjectRes|Steel|0|19}}&lt;br /&gt;
{{ProjectRes|Steel Blade|0|5}}&lt;br /&gt;
{{ProjectRes|(unknown) board|0|1}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td valign=top&amp;gt;&lt;br /&gt;
{{ProjectMats|Mats for 1 Large Steam Engine|&lt;br /&gt;
{{ProjectRes|Large Flywheel|0|1}}&lt;br /&gt;
{{ProjectRes|Leather|0|100}}&lt;br /&gt;
{{ProjectRes|Thermometer|0|10}}&lt;br /&gt;
{{ProjectRes|Iron Bars|0|30}}&lt;br /&gt;
{{ProjectRes|Bolt|0|100}}&lt;br /&gt;
{{ProjectRes|Washers|0|100}}&lt;br /&gt;
{{ProjectRes|Iron Medium Gears|0|15}}&lt;br /&gt;
{{ProjectRes|Brass Small Gears|0|30}}&lt;br /&gt;
{{ProjectRes|Copper Pipe|0|15}}&lt;br /&gt;
{{ProjectRes|Copper Sheeting - Stainless, Insulative|0|100}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/TABLE&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Sadvak</name></author>
	</entry>
	<entry>
		<id>https://atitd.wiki/tale11/w/index.php?title=Fish_Oil&amp;diff=252199</id>
		<title>Fish Oil</title>
		<link rel="alternate" type="text/html" href="https://atitd.wiki/tale11/w/index.php?title=Fish_Oil&amp;diff=252199"/>
		<updated>2025-05-25T21:58:55Z</updated>

		<summary type="html">&lt;p&gt;Sadvak: /* Season */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item&lt;br /&gt;
| name   = Fish Oil&lt;br /&gt;
| image  = fish_oil.png&lt;br /&gt;
| weight = 1&lt;br /&gt;
| bulk   = 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Fish oil''' is produced from filleting fresh [[fish]], either at a [[Kitchen]] or with the [[Filleting]] skill.&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
Fish oil is used as an ingredient in [[Cooking]].&lt;br /&gt;
&lt;br /&gt;
{{ProducedBy}}&lt;br /&gt;
&lt;br /&gt;
==Season==&lt;br /&gt;
Each season, a different set of fish will provide fish oil. Please add more fish if you know more.&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#FFDEAD&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Season !! Fish !! Lures !! Notes&lt;br /&gt;
|-&lt;br /&gt;
|| Akhet I   || [[Horned Pigfish]], [[Ayu]], [[Rainbow Cod]] ||  (Horned Pigfish [[Grass Slug]], [[Glass Worm]], [[leafhopper]], [[Clay Slug]]) (Ayu [[Blister Beetle]], skinlicker) (Rainbow Cod [[Glass Worm]]) ||&lt;br /&gt;
|-&lt;br /&gt;
|| Akhet II  || Amur Pike; Horned Pigfish; Ayu; [[Lima Chub]]|| Woodmoth, red cricket, clearwing, glass worm, white sawfly || 2am&lt;br /&gt;
|-&lt;br /&gt;
|| Akhet III || Ivory Knifefish; Razorfin, Ayu || Horned hookworm, mud asp, pickle slug, skinlicker, slime moth || 11 pm&lt;br /&gt;
|-&lt;br /&gt;
|| Akhet IV  || Ivory Knifefish; Great Knucklefish; River Crab; Razorfin, Ribbonfish || Ivory Knifefish (Bristleworm) Clearwing; Great Knucklefish (Golden Asp); Razorfin (Golden Asp, Pickle Slug) ||&lt;br /&gt;
|-&lt;br /&gt;
|| Peret I   || Great Knucklefish, Ivory Knifefish, Camelfish ||  ||&lt;br /&gt;
|-&lt;br /&gt;
|| Peret II  || Medusafish || Medusafish: stone fly || &lt;br /&gt;
|-&lt;br /&gt;
|| Peret III || Great Knucklefish, Ivory Knifefish, Medusafish, Orange Spongefish||  ||&lt;br /&gt;
|-&lt;br /&gt;
|| Peret IV  || Singing Lamprey, Spiny Dogfish ||  ||&lt;br /&gt;
|-&lt;br /&gt;
|| Shemu I   || Serpentfish, Singing Lamprey ||  || &lt;br /&gt;
|-&lt;br /&gt;
|| Shemu II  || Queen Lionfish, Yellowfin Snapper || Bloodworm, corn maggot ||&lt;br /&gt;
|-&lt;br /&gt;
|| Shemu III || Horned Pigfish, Sea Urchin || clay slug skinlicker|| 3am&lt;br /&gt;
|-&lt;br /&gt;
|| Shemu IV  || Horned Pigfish ||  || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{RequiredBy}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Resources]]&lt;br /&gt;
&lt;br /&gt;
{{L|en}}&lt;/div&gt;</summary>
		<author><name>Sadvak</name></author>
	</entry>
	<entry>
		<id>https://atitd.wiki/tale11/w/index.php?title=Miraluna%5CProjects&amp;diff=252198</id>
		<title>Miraluna\Projects</title>
		<link rel="alternate" type="text/html" href="https://atitd.wiki/tale11/w/index.php?title=Miraluna%5CProjects&amp;diff=252198"/>
		<updated>2025-05-25T21:46:11Z</updated>

		<summary type="html">&lt;p&gt;Sadvak: /* Current Projects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:Miraluna}}&lt;br /&gt;
==== Current Projects ====&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&amp;lt;div align=center&amp;gt;&lt;br /&gt;
'''''Put donations in the Research Lab Donations WH at 992, 7019'''''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;TABLE cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
&amp;lt;TH&amp;gt;&amp;lt;/TH&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;td valign=top&amp;gt;&lt;br /&gt;
{{ProjectMats|Research Lab Upgrade|&lt;br /&gt;
{{ProjectRes|Animal Bones|175|175}}&lt;br /&gt;
{{ProjectRes|Arsenic|84|156}}&lt;br /&gt;
{{ProjectRes|Beef|1196|1196}}&lt;br /&gt;
{{ProjectRes|Beeswax|0|1312}}&lt;br /&gt;
{{ProjectRes|Carrots|1138|1138}}&lt;br /&gt;
{{ProjectRes|Charcoal|0|897}}&lt;br /&gt;
{{ProjectRes|Crushed Egg Shells|82|82}}&lt;br /&gt;
{{ProjectRes|Cut Turquoise: Khufu's Ship|2|2}}&lt;br /&gt;
{{ProjectRes|Cut Stone|0|1323}}&lt;br /&gt;
{{ProjectRes|Dead Ant|8|8}}&lt;br /&gt;
{{ProjectRes|Dowsing Rod (Wood)|5|190}}&lt;br /&gt;
{{ProjectRes|Gearbox C886-C1099 G693-G852|0|2}}&lt;br /&gt;
{{ProjectRes|Gearbox Pattern C499-C564 G807-G1001|0|3}}&lt;br /&gt;
{{ProjectRes|Ham|712|712}}&lt;br /&gt;
{{ProjectRes|Honey|1168|1168}}&lt;br /&gt;
{{ProjectRes|Large Steam Engine|0|1}}&lt;br /&gt;
{{ProjectRes|Elixir of Travel (Milky)|2|2}}&lt;br /&gt;
{{ProjectRes|Paper (Papyrus)|146|146}}&lt;br /&gt;
{{ProjectRes|Petroleum|1269|1269}}&lt;br /&gt;
{{ProjectRes|Pewter|0|1043}}&lt;br /&gt;
{{ProjectRes|Pipe Segment|31|41}}&lt;br /&gt;
{{ProjectRes|Bisque Raeli Tiles|0|2}}&lt;br /&gt;
{{ProjectRes|Light Coral ribbon|0|2}}&lt;br /&gt;
{{ProjectRes|Pliable, Nontoxic board|3|3}}&lt;br /&gt;
{{ProjectRes|Antimony Sheeting: Ductile Shiny|0|2}}&lt;br /&gt;
{{ProjectRes|Medium Steam Engine|0|2}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td valign=top&amp;gt;&lt;br /&gt;
{{ProjectMats|Total for 2 Medium Steam Engines|&lt;br /&gt;
{{ProjectRes|Medium Flywheel|0|2}}&lt;br /&gt;
{{ProjectRes|Leather|100|100}}&lt;br /&gt;
{{ProjectRes|Thermometer|0|10}}&lt;br /&gt;
{{ProjectRes|Iron Bars|30|30}}&lt;br /&gt;
{{ProjectRes|Bolt|0|100}}&lt;br /&gt;
{{ProjectRes|Washers|0|100}}&lt;br /&gt;
{{ProjectRes|Iron Medium Gears|0|16}}&lt;br /&gt;
{{ProjectRes|Brass Small Gears|0|30}}&lt;br /&gt;
{{ProjectRes|Copper Pipe|16|16}}&lt;br /&gt;
{{ProjectRes|Copper Sheeting - Stainless, Insulative|0|100}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td valign=top&amp;gt;&lt;br /&gt;
{{ProjectMats|Mats for 1 Large Steam Engine|&lt;br /&gt;
{{ProjectRes|Large Flywheel|0|1}}&lt;br /&gt;
{{ProjectRes|Leather|100|100}}&lt;br /&gt;
{{ProjectRes|Thermometer|0|10}}&lt;br /&gt;
{{ProjectRes|Iron Bars|30|30}}&lt;br /&gt;
{{ProjectRes|Bolt|0|100}}&lt;br /&gt;
{{ProjectRes|Washers|0|100}}&lt;br /&gt;
{{ProjectRes|Iron Medium Gears|0|15}}&lt;br /&gt;
{{ProjectRes|Brass Small Gears|0|30}}&lt;br /&gt;
{{ProjectRes|Copper Pipe|15|15}}&lt;br /&gt;
{{ProjectRes|Copper Sheeting - Stainless, Insulative|0|100}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/TABLE&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Sadvak</name></author>
	</entry>
	<entry>
		<id>https://atitd.wiki/tale11/w/index.php?title=Ranch&amp;diff=252170</id>
		<title>Ranch</title>
		<link rel="alternate" type="text/html" href="https://atitd.wiki/tale11/w/index.php?title=Ranch&amp;diff=252170"/>
		<updated>2025-05-18T00:30:35Z</updated>

		<summary type="html">&lt;p&gt;Sadvak: /* Bulls, Cows, Calves &amp;amp; Milk */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Building&lt;br /&gt;
| name         = Ranch&lt;br /&gt;
| image        = Ranch.png&lt;br /&gt;
| location     = &lt;br /&gt;
| size         = &lt;br /&gt;
| requirements = &lt;br /&gt;
* {{RequireTechnology | Ranching| 1}}&lt;br /&gt;
* {{RequireSkill | Animal Husbandry | 1}}&lt;br /&gt;
}}&lt;br /&gt;
{{GivesXP | Add Pepper | Animal Husbandry | 1}}&lt;br /&gt;
&lt;br /&gt;
==Building a Ranch==&lt;br /&gt;
''Right-click the ground -&amp;gt; Farming... -&amp;gt; Ranch''&lt;br /&gt;
* {{Require | 50 | Boards | verified=true}}&lt;br /&gt;
* {{Require | 200 | Wood | verified=true}}&lt;br /&gt;
* {{Require | 30 | Rope | verified=true}}&lt;br /&gt;
&lt;br /&gt;
**Not in a construction site.&lt;br /&gt;
&lt;br /&gt;
===Upgrades===&lt;br /&gt;
====Food Trough====&lt;br /&gt;
* {{Require | 100 | Boards | verified = true}}&lt;br /&gt;
* {{Require | 100 | Straw | verified = true}}&lt;br /&gt;
* {{Require | 20 | Nails | verified = true}}&lt;br /&gt;
&lt;br /&gt;
====Water Trough (Holds max of 500 water)====&lt;br /&gt;
* {{Require | 100 | Boards | verified = true}}&lt;br /&gt;
* {{Require | 10 | Tar | verified = true}}&lt;br /&gt;
* {{Require | 1 | Tin Sheeting | verified = true}}&lt;br /&gt;
* {{Require | 20 | Nails | verified = true}}&lt;br /&gt;
&lt;br /&gt;
====Water Trough (Holds max of 1000 water)====&lt;br /&gt;
* {{Require | 20 | Treated Boards | Black, Termite-resistant, Nontoxic Boards | verified = true}}&lt;br /&gt;
&lt;br /&gt;
====Market Upgrade====&lt;br /&gt;
''Allows selling pigs/cattle:''&lt;br /&gt;
* {{RequireTechnology | Trading | 2}}&lt;br /&gt;
* {{Require | 2 | Small Barrels | verified = true}}&lt;br /&gt;
* {{Require | 300 | Boards | verified = true}}&lt;br /&gt;
* {{Require | 20 | Rope | verified = true}}&lt;br /&gt;
* {{Require | 50 | Linen | verified = true}}&lt;br /&gt;
&lt;br /&gt;
====Water Well====&lt;br /&gt;
Click Utility-&amp;gt;Connect to a nearby water source on the Ranch. Needs a Water Well within 256ft of the ranch. Needs [[Pipe Segments]] to connect the Ranch to the Well, with more Pipe Segments needed the further away the Well is from the Ranch. Multiple Ranches can be connected to the same Well.&lt;br /&gt;
&lt;br /&gt;
==Bulls, Cows, Calves &amp;amp; Milk==&lt;br /&gt;
{{Gallery&lt;br /&gt;
|width=130 | height=100&lt;br /&gt;
|align=center&lt;br /&gt;
|captionstyle=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|File:bull.png&lt;br /&gt;
 |[[Bull]]&lt;br /&gt;
|File:cow.png&lt;br /&gt;
 |[[Cow]]&lt;br /&gt;
|File:calf.png&lt;br /&gt;
 |[[Calf]]&lt;br /&gt;
}}&lt;br /&gt;
'''All Wild Cattle'''&lt;br /&gt;
* Can be whipped to move them if you have a [[Stockwhip]] in inventory.  See below for tips on moving cattle.&lt;br /&gt;
* Can be added to a nearby ranch if you havea [[Lasso]] in inventory.&lt;br /&gt;
&lt;br /&gt;
'''Wild Bull:''' &lt;br /&gt;
* Can be fed a pepper and might give a Cattle Dung (appears below the bull).  The Cattle Dung can be dried on a Flax Hammock to make Dried Cattle Dung.  After putting the Cattle Dung in your Inventory, click Self -&amp;gt; Skills -&amp;gt; Search Cattle Dung for Pepper Seeds. Perception ''might be'' needed to find the pepper seeds.  Grilled carrots and certain cheeses give Perception.&lt;br /&gt;
&lt;br /&gt;
'''Wild Cow:'''&lt;br /&gt;
* Can be Milked if you have empty Jugs or Canvas Bags in your Inventory. The first time you milk a cow, you will acquire the {{RequireSkill | Milking Techniques | 0}}.&lt;br /&gt;
* If no milk is given then the cow had not given birth recently and the udders are dry.&lt;br /&gt;
&lt;br /&gt;
'''Wild Heifer:'''&lt;br /&gt;
* A heifer is a cow that has never given birth. ''You can milk a wild heifer, but it vanishes after milking.''&lt;br /&gt;
&lt;br /&gt;
'''Wild Calf:'''&lt;br /&gt;
* Calves don't spawn in the wild. Results from tearing down a ranch with a calf in it.&lt;br /&gt;
* Can be whipped to move like a regular cow/bull and can be added to the ranch with a lasso.&lt;br /&gt;
&lt;br /&gt;
'''Bull in a Ranch:''' &lt;br /&gt;
* Eats peppers from a Food Trough at the rate of ? peppers per hour per bull.  Does not give Cattle Dung. &lt;br /&gt;
* Drinks water from a Water Trough at the rate of ? water per hour per bull. &lt;br /&gt;
* You can use the option Remove from Ranch to revert to wild status if you have a Lasso in Inventory. &lt;br /&gt;
* Use Remove from Ranch option then Whip option to move to another Ranch.&lt;br /&gt;
**'''Note if a plough is attached, the plough will fall to the ground.  This needs to be picked up or it will be taken by the sweeper'''&lt;br /&gt;
* Can be used for [[Ploughing]] to grow [[Vegetables]]&lt;br /&gt;
** The position of ''the bull'' in the ranch seems to be used when calculating distance to the location you try to plow.  So you can try to move it closer to the edge of the ranch to plough further away.&lt;br /&gt;
&lt;br /&gt;
'''Cow or Heifer in a Ranch:''' &lt;br /&gt;
* Eats peppers from a Food Trough at the rate of 1 pepper per hour per cow. &lt;br /&gt;
* Drinks water from a Water Trough at the rate of 1.5 water per hour per cow. &lt;br /&gt;
* Cows give birth after 10 cycles (recently pregnant cows do not give birth right away again).  After doing so, they can be milked in a consistent time interval of 6 ducky hours. &lt;br /&gt;
* After being milked for a certain period, they dry up as in real life. &amp;quot;The udders have no milk.&amp;quot; &lt;br /&gt;
* Milking Technique can be learned from a cow in a Ranch or in the wild. &lt;br /&gt;
* Higher Milking Techniques skill increases milk yield. &lt;br /&gt;
* You can use the option Remove from Ranch to revert to wild status if you have a Lasso in Inventory. &lt;br /&gt;
* Use Remove from Ranch option, then Whip option to move cattle.&lt;br /&gt;
&lt;br /&gt;
'''Calves''' &lt;br /&gt;
* Chance of being born after 10 feeding cycles. &lt;br /&gt;
* Calves can be Slaughtered. They give [[Calfskin]] rather than Leather.&lt;br /&gt;
* Calves cannot be removed from ranches. The only way to remove a calf is to tear down the ranch or wait for it to grow up.&lt;br /&gt;
&lt;br /&gt;
'''Milk''' &lt;br /&gt;
* Higher levels of Milking Tech increases the average amount of milk per milking.&lt;br /&gt;
* According to Malard (Discord, #general, Nov 15 2018), milk will sour in approximately three days real time. [[User:Spatulus|Spatulus]] ([[User talk:Spatulus|talk]]) 21:09, 15 November 2018 (UTC) [Unknown if same for T9]&lt;br /&gt;
* Not all milk sours at the same time.&lt;br /&gt;
&lt;br /&gt;
==Ownership==&lt;br /&gt;
Cattle placed in a privately owned ranch will keep ownership of the owning user when transferring ownership to a guild or person. This is to facilitate loaning cattle to bootstrap other ranches. If the cattle is to be owned by the receiving guild or person, the cattle should be added after transferring ownership; or, if ownership is already transferred, the cattle should be removed from the ranch and added back in.&lt;br /&gt;
&lt;br /&gt;
==Ranching Tips==&lt;br /&gt;
&lt;br /&gt;
'''Getting Cattle Dung'''&lt;br /&gt;
* Have a lasso / stock whip and pepper in inventory&lt;br /&gt;
* Using a lasso remove an excess bull from the ranch&lt;br /&gt;
:* If the bull exits onto terrain that's difficult use the stock whip to move it to a flatter area&lt;br /&gt;
* Once the bull has exited the ranch there will be an option to Feed a Pepper&lt;br /&gt;
* After the bull eats the pepper there is a chance it will drop &amp;quot;cattle dung&amp;quot;.  The bull may also &amp;quot;seem to enjoy the pepper&amp;quot; but not consume it.&lt;br /&gt;
* After being offered a pepper, the bull will disappear.&lt;br /&gt;
&lt;br /&gt;
'''Getting a Pepper Seed from Cattle Dung'''&lt;br /&gt;
* Dry the Cattle Dung in a Flax Hammock.  It will take 2–3 days to dry.&lt;br /&gt;
:* There is no option to dry Cattle Dung on a Drying Rack.&lt;br /&gt;
:* After it dries it is called: [[Dried Cattle Dung]]&lt;br /&gt;
* When held in your inventory, the Dried Cattle Dung has an option to check for a seed.&lt;br /&gt;
:* Self / Skills / Look for Seeds in Dried Dung&lt;br /&gt;
:* If successful you get the message: ''You found an odd seed in the dung'' &amp;lt;br /&amp;gt;along with one of the [[pepper]] seed types in your inventory&lt;br /&gt;
&lt;br /&gt;
'''Slaughter'''&lt;br /&gt;
* Slaughter requires a Flint knife or better, and causes significant knife wear.&lt;br /&gt;
&lt;br /&gt;
'''Population Control'''&lt;br /&gt;
* The maximum is 10 cattle per ranch. Cattle will continue to consume any feed in their feed troughs.&lt;br /&gt;
* You can move excess cattle between ranches with a lasso and a stock whip.&lt;br /&gt;
* Cattle in ranch require both food and water to reproduce.&lt;br /&gt;
* Cattle in ranch will never die from lack of food or water.&lt;br /&gt;
* Note: You cannot remove peppers once they are added to the feed bin (they become Cattle Feed, which you can remove).&lt;br /&gt;
&lt;br /&gt;
'''Moving Cattle'''&lt;br /&gt;
* When moving cattle, avoid carrying equipped knives, peppers (for bulls), or empty jugs (for cows).&lt;br /&gt;
* The farther you are away from the cow when you whip it, the farther it will move.&lt;br /&gt;
* If you whip a cow again while it's still moving, the game will act as if it had already gotten to the spot that it's walking to, when deciding where it should move next.  With practice, you can learn to guess where the cow will end up, and not have to wait for it to walk there.&lt;br /&gt;
* When whipping repeatedly, if the distance between the cow's animation and its destination gets too far, the cow will teleport there.&lt;br /&gt;
* Be careful of adding cattle to ranches if you are near another persons ranch, you may lose your bull/cow to the other player.&lt;br /&gt;
&lt;br /&gt;
==Production==&lt;br /&gt;
* {{See|Cow Milk|Butter|Buttermilk|Cheese}}&lt;br /&gt;
&lt;br /&gt;
{{L|en}}&lt;/div&gt;</summary>
		<author><name>Sadvak</name></author>
	</entry>
	<entry>
		<id>https://atitd.wiki/tale11/w/index.php?title=Student%27s_Casting_Box&amp;diff=251733</id>
		<title>Student's Casting Box</title>
		<link rel="alternate" type="text/html" href="https://atitd.wiki/tale11/w/index.php?title=Student%27s_Casting_Box&amp;diff=251733"/>
		<updated>2025-03-15T21:41:03Z</updated>

		<summary type="html">&lt;p&gt;Sadvak: /* Use */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;NOINCLUDE&amp;gt;&lt;br /&gt;
{{Building&lt;br /&gt;
| name         = Student's Casting Box&lt;br /&gt;
| image        = Students_Casting_Box.png&lt;br /&gt;
| location     = [[requires::Compound]]&lt;br /&gt;
| size         = {{Area | 16 | 14}}&lt;br /&gt;
| requirements = &lt;br /&gt;
* [[requires::Casting]]&lt;br /&gt;
* [[requires::Pyrolysis]]&lt;br /&gt;
| material1    = [[requires::Boards]]&lt;br /&gt;
| qty1         = 24&lt;br /&gt;
| material2    = [[requires::Firebricks]]&lt;br /&gt;
| qty2         = 200&lt;br /&gt;
| material3    = [[requires::Bricks]]&lt;br /&gt;
| qty3         = 400&lt;br /&gt;
| material4    = [[requires::Sand]]&lt;br /&gt;
| qty4         = 1200&lt;br /&gt;
| material5    = [[requires::Clay Steeped Wool Cloth]]&lt;br /&gt;
| qty5         = 4&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Sources ==&lt;br /&gt;
This building becomes available once you have learned the {{RequireSkill | Casting | 0}} skill. 14x16 cells&lt;br /&gt;
&lt;br /&gt;
== Use ==&lt;br /&gt;
Requires 100 [[Charcoal]] to fire, consumes 80 immediately once lit, 1 per minute thereafter.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/NOINCLUDE&amp;gt;{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;background-color:#FFF0CC&amp;quot;&lt;br /&gt;
! Name 	!! Metal !! Beeswax !! Cooling Time !! Notes &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot; | '''[[Bars|Bars...]]'''&lt;br /&gt;
|-&lt;br /&gt;
|[[produces::Aluminum Bars]]&lt;br /&gt;
|10 [[Aluminum]]&lt;br /&gt;
|10&lt;br /&gt;
|&amp;lt;uv /&amp;gt;9 minutes &lt;br /&gt;
|Under Bars&lt;br /&gt;
|-&lt;br /&gt;
|[[produces::Antimony Bars]]&lt;br /&gt;
|6 [[Antimony]]&lt;br /&gt;
|6&lt;br /&gt;
|&amp;lt;uv /&amp;gt;10 minutes&lt;br /&gt;
|Under Bars&lt;br /&gt;
|-&lt;br /&gt;
|[[produces::Brass Bars]]&lt;br /&gt;
|8 [[Brass]]&lt;br /&gt;
|8&lt;br /&gt;
|&amp;lt;uv /&amp;gt;15 minutes&lt;br /&gt;
|Under Bars&lt;br /&gt;
|-&lt;br /&gt;
|[[produces::Bronze Bars]]&lt;br /&gt;
|6 [[Bronze]]&lt;br /&gt;
|6&lt;br /&gt;
|&amp;lt;uv /&amp;gt;15 minutes&lt;br /&gt;
|Under Bars&lt;br /&gt;
|-&lt;br /&gt;
|[[produces::Copper Bars]]&lt;br /&gt;
|7 [[Copper]]&lt;br /&gt;
|7&lt;br /&gt;
|&amp;lt;uv /&amp;gt;15 minutes&lt;br /&gt;
|Under Bars&lt;br /&gt;
|- Requires [[Blacksmithing]] 1.&lt;br /&gt;
|[[produces::Electrum Bars]]&lt;br /&gt;
|5 [[Electrum]]&lt;br /&gt;
|5&lt;br /&gt;
|&amp;lt;uv /&amp;gt;10 minutes&lt;br /&gt;
|Under Bars&lt;br /&gt;
|-&lt;br /&gt;
|[[produces::Gold Bars]]&lt;br /&gt;
|15 [[Gold]]&lt;br /&gt;
|15&lt;br /&gt;
|&amp;lt;uv /&amp;gt;5 minutes&lt;br /&gt;
|Under Bars&lt;br /&gt;
|-&lt;br /&gt;
|[[produces::Iron Bars]]&lt;br /&gt;
|2 [[Iron]]&lt;br /&gt;
|2&lt;br /&gt;
|&amp;lt;v /&amp;gt;15 minutes&lt;br /&gt;
|Under Bars&lt;br /&gt;
|-&lt;br /&gt;
|[[produces::Lead Bars]]&lt;br /&gt;
|2 [[Lead]]&lt;br /&gt;
|2&lt;br /&gt;
|&amp;lt;uv /&amp;gt;5 minutes&lt;br /&gt;
|Under Bars&lt;br /&gt;
|-&lt;br /&gt;
|[[produces::Magnesium Bars]]&lt;br /&gt;
|5 [[Magnesium]]&lt;br /&gt;
|5&lt;br /&gt;
|&amp;lt;uv /&amp;gt;15 minutes&lt;br /&gt;
|Under Bars&lt;br /&gt;
|-&lt;br /&gt;
|[[produces::Metal Blue Bars]]&lt;br /&gt;
|5 [[Metal Blue]]&lt;br /&gt;
|5&lt;br /&gt;
|&amp;lt;uv /&amp;gt;15 minutes&lt;br /&gt;
|Under Bars&lt;br /&gt;
|-&lt;br /&gt;
|[[produces::Moon Steel Bars]]&lt;br /&gt;
|6 [[Moon Steel]]&lt;br /&gt;
|6&lt;br /&gt;
|&amp;lt;uv /&amp;gt;20 minutes&lt;br /&gt;
|Under Bars&lt;br /&gt;
|-&lt;br /&gt;
|[[produces::Octec's Alloy Bars]]&lt;br /&gt;
|8 [[Octec's Alloy]]&lt;br /&gt;
|8&lt;br /&gt;
|&amp;lt;uv /&amp;gt;20 minutes&lt;br /&gt;
|Under Bars&lt;br /&gt;
|-&lt;br /&gt;
|[[produces::Pewter Bars]]&lt;br /&gt;
|10 [[Pewter]]&lt;br /&gt;
|10&lt;br /&gt;
|&amp;lt;uv /&amp;gt;2 minutes&lt;br /&gt;
|Under Bars&lt;br /&gt;
|-&lt;br /&gt;
|[[produces::Platinum Bars]]&lt;br /&gt;
|20 [[Platinum]]&lt;br /&gt;
|20&lt;br /&gt;
|&amp;lt;uv /&amp;gt;3 minutes&lt;br /&gt;
|Under Bars&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[produces::Silver Bars]]&lt;br /&gt;
|20 [[Silver]]&lt;br /&gt;
|20&lt;br /&gt;
|&amp;lt;uv /&amp;gt;10 minutes&lt;br /&gt;
|Under Bars&lt;br /&gt;
|-&lt;br /&gt;
|[[produces::Steel Bars]]&lt;br /&gt;
|5 [[Steel]]&lt;br /&gt;
|5&lt;br /&gt;
|&amp;lt;uv /&amp;gt;15 minutes&lt;br /&gt;
|Under Bars&lt;br /&gt;
|-&lt;br /&gt;
|[[produces::Sun Steel Bars]]&lt;br /&gt;
|5 [[Sun Steel]]&lt;br /&gt;
|5&lt;br /&gt;
|&amp;lt;uv /&amp;gt;20 minutes&lt;br /&gt;
|Under Bars&lt;br /&gt;
|-&lt;br /&gt;
|[[produces::Thoth's Metal Bars]]&lt;br /&gt;
|10 [[Thoth's Metal]]&lt;br /&gt;
|10&lt;br /&gt;
|&amp;lt;uv /&amp;gt;15 minutes&lt;br /&gt;
|Under Bars&lt;br /&gt;
|-&lt;br /&gt;
|[[produces::Tin Bars]]&lt;br /&gt;
|2 [[Tin]]&lt;br /&gt;
|2&lt;br /&gt;
|&amp;lt;uv /&amp;gt;5 minutes&lt;br /&gt;
|Under Bars&lt;br /&gt;
|-&lt;br /&gt;
|[[produces::Water Metal Bars]]&lt;br /&gt;
|5 [[Water Metal]]&lt;br /&gt;
|5&lt;br /&gt;
|&amp;lt;uv /&amp;gt;10 minutes&lt;br /&gt;
|Under Bars&lt;br /&gt;
|-&lt;br /&gt;
|[[produces::Zinc Bars]]&lt;br /&gt;
|3 [[Zinc]]&lt;br /&gt;
|3&lt;br /&gt;
|&amp;lt;uv /&amp;gt;2 minutes&lt;br /&gt;
|Under Bars&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot; | '''[[Pots|Pots...]]'''&lt;br /&gt;
|-&lt;br /&gt;
|[[produces::Copper Pot]]&lt;br /&gt;
|20 [[Copper]]&lt;br /&gt;
|20 &lt;br /&gt;
|&amp;lt;v /&amp;gt;20 minute&lt;br /&gt;
|-&lt;br /&gt;
|[[produces::Iron Pot]]&lt;br /&gt;
|10 [[Iron]]&lt;br /&gt;
|10 &lt;br /&gt;
|&amp;lt;v /&amp;gt;5 minute&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot; | '''[[Hardware|Hardware...]]'''&lt;br /&gt;
|-&lt;br /&gt;
|[[produces::Bearings|Bearing]]&lt;br /&gt;
|2 [[Bronze]]&lt;br /&gt;
|1 &lt;br /&gt;
|&amp;lt;uv /&amp;gt;2 minute&lt;br /&gt;
| Under Hardware. Requires [[Casting 2]].&lt;br /&gt;
|-&lt;br /&gt;
|4 [[produces::Bolts]]&lt;br /&gt;
|1 [[Iron]]&lt;br /&gt;
|4 &lt;br /&gt;
|&amp;lt;uv /&amp;gt;2 minutes&lt;br /&gt;
| Under Hardware. Requires [[Casting 2]].&lt;br /&gt;
|-&lt;br /&gt;
|12 [[produces::Washers]]&lt;br /&gt;
|1 [[Iron]]&lt;br /&gt;
|4 &lt;br /&gt;
|&amp;lt;uv /&amp;gt;2 minutes&lt;br /&gt;
| Under Hardware. Requires [[Casting 2]].&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot; | '''[[Tools|Tools...]]'''&lt;br /&gt;
|-&lt;br /&gt;
|[[produces::Ball Peen Hammer]]&lt;br /&gt;
|1 [[Iron]]&lt;br /&gt;
|1&lt;br /&gt;
|5 Minutes&lt;br /&gt;
|Under Tools. Requires [[Blacksmithing 2]].&lt;br /&gt;
|-&lt;br /&gt;
| [[produces::Blank Coinage Striking Plate]]&lt;br /&gt;
| 6 [[Iron]]&lt;br /&gt;
| 6&lt;br /&gt;
| 1 minute&lt;br /&gt;
| Under Tools. Requires [[Blacksmithing 2]] and [[Minting]]&lt;br /&gt;
|-&lt;br /&gt;
|[[produces::Heavy Mallet Head]]&lt;br /&gt;
|4 [[Lead]]&lt;br /&gt;
|none&lt;br /&gt;
|10 minutes&lt;br /&gt;
|Under Tools.  Requires [[Stonework]] 2.&lt;br /&gt;
|-&lt;br /&gt;
|[[produces::Lead Mallet]]&lt;br /&gt;
|8 [[Lead]]&lt;br /&gt;
|8&lt;br /&gt;
|5 minutes&lt;br /&gt;
|Under Tools. &lt;br /&gt;
|-&lt;br /&gt;
|[[produces::Monkey Wrench]]&lt;br /&gt;
|8 [[Steel]]&lt;br /&gt;
|8&lt;br /&gt;
|4 minutes&lt;br /&gt;
|&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|[[produces::Round Hammer]]&lt;br /&gt;
|2 [[Iron]]&lt;br /&gt;
|2&lt;br /&gt;
|5 Minutes&lt;br /&gt;
|Under Tools. Requires [[Blacksmithing 2]].&lt;br /&gt;
|-&lt;br /&gt;
|[[produces::Shaping Mallet]]&lt;br /&gt;
|2 [[Lead]]&lt;br /&gt;
|2&lt;br /&gt;
|5 Minutes&lt;br /&gt;
|Under Tools. Requires [[Blacksmithing 2]].&lt;br /&gt;
|-&lt;br /&gt;
|[[produces::Wide Cobalt Chisel]]&lt;br /&gt;
|2 [[Cobalt]]&lt;br /&gt;
|2&lt;br /&gt;
|5 Minutes&lt;br /&gt;
|Under Tools. Requires [[Blacksmithing 2]].&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot; | '''Root Menu'''&lt;br /&gt;
|-&lt;br /&gt;
|Make a [[produces::Heavy Lead Bowl]]&lt;br /&gt;
|20 [[Lead]]&lt;br /&gt;
|20&lt;br /&gt;
|10 Minutes&lt;br /&gt;
|&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|Make a [[produces::Silver Bowl]]&lt;br /&gt;
|2 [[Silver]]&lt;br /&gt;
|2&lt;br /&gt;
|15 Minutes&lt;br /&gt;
|&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|Make an [[produces::Anvil Bed]]&lt;br /&gt;
|8 [[Iron]]&lt;br /&gt;
|8&lt;br /&gt;
|15 Minutes&lt;br /&gt;
|&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot; | '''[[Gears|Gearwork...]]'''&lt;br /&gt;
|-&lt;br /&gt;
|1 [[produces::Small Gears]]&lt;br /&gt;
|2 Metal&lt;br /&gt;
|2 &lt;br /&gt;
|1 Minute&lt;br /&gt;
|Under Gearwork. Requires [[Casting 2]] and varying levels of [[Gear_Casting]].&lt;br /&gt;
|-&lt;br /&gt;
|10 [[produces::Small Gears]]&lt;br /&gt;
|20 Metal&lt;br /&gt;
|20&lt;br /&gt;
|2 Minute&lt;br /&gt;
|Under Gearwork. Requires [[Casting 3]] and varying levels of [[Gear_Casting]].&lt;br /&gt;
|-&lt;br /&gt;
|[[produces::Medium Gears]]&lt;br /&gt;
|15 Metal&lt;br /&gt;
|15&lt;br /&gt;
|&amp;lt;uv /&amp;gt;10 Minutes&lt;br /&gt;
|Under Gearwork &amp;gt; Medium Gear. Requires [[Casting 1]] and varying levels of [[Gear_Casting]]&lt;br /&gt;
|-&lt;br /&gt;
|[[produces:: 10 Medium Gears]]&lt;br /&gt;
|150 Metal&lt;br /&gt;
|150&lt;br /&gt;
|&amp;lt;uv /&amp;gt;10 Minutes&lt;br /&gt;
|Under Gearwork &amp;gt; 10 Medium Gear. Requires [[Casting 1]] and varying levels of [[Gear_Casting]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot; | '''Cogs'''&lt;br /&gt;
|-&lt;br /&gt;
|1 [[produces::Fragile Cog]]&lt;br /&gt;
|12 [[Tin]], 2 [[Gold]]&lt;br /&gt;
|14 &lt;br /&gt;
|30 Minutes&lt;br /&gt;
|Under Cogs... Requirement unknown.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&amp;lt;NOINCLUDE&amp;gt;&lt;br /&gt;
See also [[Casting Box]]&lt;br /&gt;
&lt;br /&gt;
{{RequiredBy}}&lt;br /&gt;
&lt;br /&gt;
==Requires==&lt;br /&gt;
[[Casting]]&lt;br /&gt;
&lt;br /&gt;
{{MetalworkNav | Buildings}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Buildings]]&lt;br /&gt;
&lt;br /&gt;
{{L|en}}&lt;br /&gt;
&amp;lt;/NOINCLUDE&amp;gt;&lt;/div&gt;</summary>
		<author><name>Sadvak</name></author>
	</entry>
	<entry>
		<id>https://atitd.wiki/tale11/w/index.php?title=Gears&amp;diff=251732</id>
		<title>Gears</title>
		<link rel="alternate" type="text/html" href="https://atitd.wiki/tale11/w/index.php?title=Gears&amp;diff=251732"/>
		<updated>2025-03-15T21:39:06Z</updated>

		<summary type="html">&lt;p&gt;Sadvak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*[[Small Gears]]&lt;br /&gt;
*[[Medium Gears]]&lt;br /&gt;
*[[Large Gears]]&lt;br /&gt;
Made in a [[Casting Box]], though some require use of the [[Master's Casting Box]]. Creating gears requires [[Casting 2]] and varying levels of [[Gear_Casting]] depending on the type of metal used.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{L|en}}&lt;/div&gt;</summary>
		<author><name>Sadvak</name></author>
	</entry>
	<entry>
		<id>https://atitd.wiki/tale11/w/index.php?title=Camels&amp;diff=251727</id>
		<title>Camels</title>
		<link rel="alternate" type="text/html" href="https://atitd.wiki/tale11/w/index.php?title=Camels&amp;diff=251727"/>
		<updated>2025-03-12T19:20:47Z</updated>

		<summary type="html">&lt;p&gt;Sadvak: /* Attracting Camels */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item&lt;br /&gt;
| name   = Camels&lt;br /&gt;
| image  = Camel.png&lt;br /&gt;
| weight = &lt;br /&gt;
| bulk   = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Sources==&lt;br /&gt;
'''Camels''' are a form of livestock kept in [[Dromedary Pen]]s.  They are acquired through luring them from the wild by leaving [[straw]] in a pen. &lt;br /&gt;
&lt;br /&gt;
==Cost==&lt;br /&gt;
* [[requires::Straw]]&lt;br /&gt;
&lt;br /&gt;
==Use==&lt;br /&gt;
Camels produce:&lt;br /&gt;
*[[produces::Dung]] - 1 for every 10 straw consumed&lt;br /&gt;
*[[produces::Camel Milk]] - from Female Camels after giving birth if fed [[Honey]]&lt;br /&gt;
*[[produces::Camel Pheromone]] - 1 every four Egyptian days when your pen has 10 of the same gender (all 10 are male or all 10 are female)&lt;br /&gt;
&lt;br /&gt;
You can slaughter a camel to receive:&lt;br /&gt;
* 6  [[produces::leather]]&lt;br /&gt;
* 10 [[produces::oil]] for males, 50 [[produces::oil]] for females&lt;br /&gt;
* 30 [[produces::Camel Meat]]&lt;br /&gt;
* Occasionally produces [[produces::Animal Bone]] depending on your [[Dexterity]] skill&lt;br /&gt;
* Occasionally produces one type of insect, [[Skinlicker]]s, [[White Sawfly|White Sawflies]], [[Toad Sawfly|Toad Sawflies]], [[Bat Mite]]s, [[Stone Fly|Stone Flies]], [[Hairy Slug]]s or [[Rose Mite]]s in quantities depending on your [[Arthropodology]] skill level &amp;lt;NOWIKI&amp;gt;[&amp;lt;/NOWIKI&amp;gt;Insects are placed directly into your inventory&amp;lt;NOWIKI&amp;gt;]&amp;lt;/NOWIKI&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Attracting Camels ==&lt;br /&gt;
Elusive beasts for their size, camels are not catch-able in the wild (unlike [[Sheep]]).  The only way to attract one is to leave a good quantity of straw in a [[Dromedary Pen]], leave the door open, and wait for a hungry camel to move in.&lt;br /&gt;
&lt;br /&gt;
Egypt is divided into 16 camel sections, in a 4x4 grid.  Each section is 2,048 coords wide and 4,096 tall; the boundaries are at X coords -1024, 1024, and 3072; and at Y coords 4096, 0, and -4096.&lt;br /&gt;
&lt;br /&gt;
Every day at midnight (Egypt time), in each section of Egypt, a single camel will move into the Dromedary Pen that contains the most straw and whose pen door is open.  The sex of the camel appears to be randomly determined.  Upon moving in, the camel will eat all of the straw in the pen.&lt;br /&gt;
&lt;br /&gt;
Once a camel moves into a pen, it will not run away, so it is safe to leave the pen door open.  However, leaving the door open means that a new camel might move in, devouring your entire feed stock.  Thus, in general, it is a good idea to keep your door closed unless you are specifically trying to attract a camel.&lt;br /&gt;
&lt;br /&gt;
If you maintain a pen of 10 all male or all females, they will produce [[Camel Pheromone]]s which are used in [[Essences]].&lt;br /&gt;
&lt;br /&gt;
==Feeding==&lt;br /&gt;
A Camel eats 120 [[Straw]] per Egyptian day. All the camels in a pen eat 10 straw at the same time. Note that if there is not enough straw to feed all the camels, none of them will eat. Camels will eventually die if left without food for long enough.&lt;br /&gt;
&lt;br /&gt;
In T4, it appeared that camels could survive for at least 10 real-time days without feeding. In T5 you will get a message that the camels look &amp;quot;emaciated&amp;quot; after 5-7 Egyptian days without feeding. After that, you will get a message that your camels are &amp;quot;starving&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
It appears that camels now eat on a random schedule. Sometimes on or near the Egyptian hour, and sometimes on or near the half-hour. &lt;br /&gt;
 &lt;br /&gt;
Camels in a pen occasionally reproduce. I have found 11 camels in a pen, where one had been attracted in and one was born.&lt;br /&gt;
&lt;br /&gt;
== Other Interest ==&lt;br /&gt;
&lt;br /&gt;
You are able to request a camel as a camp decoration.&lt;br /&gt;
&lt;br /&gt;
Camels as &amp;quot;Event Sculptures&amp;quot; can be found in people's compounds, or outside Memphis in the sand.&lt;br /&gt;
&lt;br /&gt;
{{RequiredBy}}&lt;br /&gt;
{{ProducedBy}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Glossary]] [[Category:Animals]][[Category:Resources]]&lt;br /&gt;
&lt;br /&gt;
{{L|en}}&lt;/div&gt;</summary>
		<author><name>Sadvak</name></author>
	</entry>
	<entry>
		<id>https://atitd.wiki/tale11/w/index.php?title=Miraluna%5CProjects&amp;diff=250871</id>
		<title>Miraluna\Projects</title>
		<link rel="alternate" type="text/html" href="https://atitd.wiki/tale11/w/index.php?title=Miraluna%5CProjects&amp;diff=250871"/>
		<updated>2024-11-11T01:02:44Z</updated>

		<summary type="html">&lt;p&gt;Sadvak: /* Current Projects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:Miraluna}}&lt;br /&gt;
==== Current Projects ====&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&amp;lt;div align=center&amp;gt;&lt;br /&gt;
'''''Put donations in the &amp;quot;Guild Projects&amp;quot; WH at 1013, 7321'''''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;TABLE cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
&amp;lt;TH&amp;gt;&amp;lt;/TH&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;td valign=top&amp;gt;&lt;br /&gt;
{{ProjectMats|Research Lab|&lt;br /&gt;
{{ProjectRes|Animal Bones|40|32}}&lt;br /&gt;
{{ProjectRes|Arsenic|7|7}}&lt;br /&gt;
{{ProjectRes|Boards|10770|10770}}&lt;br /&gt;
{{ProjectRes|Brass|198|198}}&lt;br /&gt;
{{ProjectRes|Brass Pot|1|1}}&lt;br /&gt;
{{ProjectRes|Bricks|10734|10734}}&lt;br /&gt;
{{ProjectRes|Camel Pheromone Male|4|4}}&lt;br /&gt;
{{ProjectRes|Chicken Meat|104|104}}&lt;br /&gt;
{{ProjectRes|Dead Ant|2|2}}&lt;br /&gt;
{{ProjectRes|Dowsing Rod Wood|0|21}}&lt;br /&gt;
{{ProjectRes|Electrum|173|173}}&lt;br /&gt;
{{ProjectRes|Gearbox Pattern D449-D503 H834-H1026|0|1}}&lt;br /&gt;
{{ProjectRes|Lubricating Oil|1|1}}&lt;br /&gt;
{{ProjectRes|Heavy Lead Bowl|4|4}}&lt;br /&gt;
{{ProjectRes|fragility inducing, 629+ quality Incense|0|1}}&lt;br /&gt;
{{ProjectRes|Iron Pot|23|23}}&lt;br /&gt;
{{ProjectRes|Large Steam Engine|1|1}}&lt;br /&gt;
{{ProjectRes|Yellow Paint|308|308}}&lt;br /&gt;
{{ProjectRes|Petroleum|71|71}}&lt;br /&gt;
{{ProjectRes|Platinum Ore|217|217}}&lt;br /&gt;
{{ProjectRes|Blaze Orange Raeli Tiles|0|1}}&lt;br /&gt;
{{ProjectRes|Sledgehammer|10|27}}&lt;br /&gt;
{{ProjectRes|Steel|19|19}}&lt;br /&gt;
{{ProjectRes|Glossy Termite-prone board|0|1}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/TABLE&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Sadvak</name></author>
	</entry>
	<entry>
		<id>https://atitd.wiki/tale11/w/index.php?title=Miraluna%5CProjects&amp;diff=250850</id>
		<title>Miraluna\Projects</title>
		<link rel="alternate" type="text/html" href="https://atitd.wiki/tale11/w/index.php?title=Miraluna%5CProjects&amp;diff=250850"/>
		<updated>2024-11-10T22:17:00Z</updated>

		<summary type="html">&lt;p&gt;Sadvak: /* Current Projects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:Miraluna}}&lt;br /&gt;
==== Current Projects ====&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&amp;lt;div align=center&amp;gt;&lt;br /&gt;
'''''Put donations in the &amp;quot;Guild Projects&amp;quot; WH at 1013, 7321'''''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;TABLE cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
&amp;lt;TH&amp;gt;&amp;lt;/TH&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;td valign=top&amp;gt;&lt;br /&gt;
{{ProjectMats|Research Lab|&lt;br /&gt;
{{ProjectRes|Animal Bones|40|32}}&lt;br /&gt;
{{ProjectRes|Arsenic|7|7}}&lt;br /&gt;
{{ProjectRes|Boards|2093|10770}}&lt;br /&gt;
{{ProjectRes|Brass|0|198}}&lt;br /&gt;
{{ProjectRes|Brass Pot|1|1}}&lt;br /&gt;
{{ProjectRes|Bricks|10734|10734}}&lt;br /&gt;
{{ProjectRes|Camel Pheromone Male|4|4}}&lt;br /&gt;
{{ProjectRes|Chicken Meat|104|104}}&lt;br /&gt;
{{ProjectRes|Dead Ant|2|2}}&lt;br /&gt;
{{ProjectRes|Dowsing Rod Wood|0|21}}&lt;br /&gt;
{{ProjectRes|Electrum|71|173}}&lt;br /&gt;
{{ProjectRes|Gearbox Pattern D449-D503 H834-H1026|0|1}}&lt;br /&gt;
{{ProjectRes|Lubricating Oil|1|1}}&lt;br /&gt;
{{ProjectRes|Heavy Lead Bowl|4|4}}&lt;br /&gt;
{{ProjectRes|fragility inducing, 629+ quality Incense|0|1}}&lt;br /&gt;
{{ProjectRes|Iron Pot|23|23}}&lt;br /&gt;
{{ProjectRes|Large Steam Engine|1|1}}&lt;br /&gt;
{{ProjectRes|Yellow Paint|308|308}}&lt;br /&gt;
{{ProjectRes|Petroleum|71|71}}&lt;br /&gt;
{{ProjectRes|Platinum Ore|217|217}}&lt;br /&gt;
{{ProjectRes|Blaze Orange Raeli Tiles|0|1}}&lt;br /&gt;
{{ProjectRes|Sledgehammer|10|27}}&lt;br /&gt;
{{ProjectRes|Steel|0|19}}&lt;br /&gt;
{{ProjectRes|Glossy Termite-prone board|0|1}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/TABLE&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Sadvak</name></author>
	</entry>
	<entry>
		<id>https://atitd.wiki/tale11/w/index.php?title=Miraluna%5CProjects&amp;diff=250777</id>
		<title>Miraluna\Projects</title>
		<link rel="alternate" type="text/html" href="https://atitd.wiki/tale11/w/index.php?title=Miraluna%5CProjects&amp;diff=250777"/>
		<updated>2024-11-10T02:29:58Z</updated>

		<summary type="html">&lt;p&gt;Sadvak: /* Current Projects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:Miraluna}}&lt;br /&gt;
==== Current Projects ====&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&amp;lt;div align=center&amp;gt;&lt;br /&gt;
'''''Put donations in the &amp;quot;Guild Projects&amp;quot; WH at 1013, 7321'''''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;TABLE cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
&amp;lt;TH&amp;gt;&amp;lt;/TH&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;td valign=top&amp;gt;&lt;br /&gt;
{{ProjectMats|Research Lab|&lt;br /&gt;
{{ProjectRes|Animal Bones|40|32}}&lt;br /&gt;
{{ProjectRes|Arsenic|7|7}}&lt;br /&gt;
{{ProjectRes|Boards|0|10770}}&lt;br /&gt;
{{ProjectRes|Brass|0|198}}&lt;br /&gt;
{{ProjectRes|Brass Pot|0|1}}&lt;br /&gt;
{{ProjectRes|Bricks|5000|10734}}&lt;br /&gt;
{{ProjectRes|Camel Pheromone Male|0|4}}&lt;br /&gt;
{{ProjectRes|Chicken Meat|104|104}}&lt;br /&gt;
{{ProjectRes|Dead Ant|2|2}}&lt;br /&gt;
{{ProjectRes|Dowsing Rod Wood|0|21}}&lt;br /&gt;
{{ProjectRes|Electrum|71|173}}&lt;br /&gt;
{{ProjectRes|Gearbox Pattern D449-D503 H834-H1026|0|1}}&lt;br /&gt;
{{ProjectRes|Lubricating Oil|1|1}}&lt;br /&gt;
{{ProjectRes|Heavy Lead Bowl|0|4}}&lt;br /&gt;
{{ProjectRes|fragility inducing, 629+ quality Incense|0|1}}&lt;br /&gt;
{{ProjectRes|Iron Pot|0|23}}&lt;br /&gt;
{{ProjectRes|Large Steam Engine|0|1}}&lt;br /&gt;
{{ProjectRes|Yellow Paint|308|308}}&lt;br /&gt;
{{ProjectRes|Petroleum|0|71}}&lt;br /&gt;
{{ProjectRes|Platinum Ore|0|217}}&lt;br /&gt;
{{ProjectRes|Blaze Orange Raeli Tiles|0|1}}&lt;br /&gt;
{{ProjectRes|Sledgehammer|0|27}}&lt;br /&gt;
{{ProjectRes|Steel|0|19}}&lt;br /&gt;
{{ProjectRes|Glossy Termite-prone board|0|1}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/TABLE&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Sadvak</name></author>
	</entry>
	<entry>
		<id>https://atitd.wiki/tale11/w/index.php?title=Test_of_Visions&amp;diff=250667</id>
		<title>Test of Visions</title>
		<link rel="alternate" type="text/html" href="https://atitd.wiki/tale11/w/index.php?title=Test_of_Visions&amp;diff=250667"/>
		<updated>2024-11-02T03:26:01Z</updated>

		<summary type="html">&lt;p&gt;Sadvak: /* Solving the Riddle */ - removing info about dead tracker site&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
&lt;br /&gt;
{{Test&lt;br /&gt;
| name          = The Test of Visions&lt;br /&gt;
| discipline    = Worship&lt;br /&gt;
| image         = Worship Test Icons_Visions.png&lt;br /&gt;
| requirements  = &lt;br /&gt;
* Knowing [[Fungiculture]] 3&lt;br /&gt;
* 28 [[requires::Brain Mushroom]]&lt;br /&gt;
* 28 [[requires::Cat Nip Mushroom]]&lt;br /&gt;
* 28 [[requires::Razor's Edge Mushroom]]&lt;br /&gt;
| demonstration = &lt;br /&gt;
| verified = false&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Sensitize your mind to know Egypt's gods, by use of meditation and mind-altering brews. By discussing your visions with others, the true Face of God can be discerned.&lt;br /&gt;
&lt;br /&gt;
== Test Description ==&lt;br /&gt;
By carefully ingesting precise quantities of [[Eye of God Serum]], it is possible to see visions of the Gods! Visions can be deceiving, however, and it is only by comparing your visions with those of fellow spiritualists, that you can truly know the Face of God. When you are sure you have identified the spot that the God is inhabiting, consume a final dose of the serum. This time, the vision will be clear.&lt;br /&gt;
&lt;br /&gt;
== Principles ==&lt;br /&gt;
Principles of Visions requires finding the components for [[Eye of God Serum]], successfully brewing a batch, and ingesting the dangerous brew.&lt;br /&gt;
* Collect one [[Brain Mushroom]]&lt;br /&gt;
* Collect one [[Catnip Mushroom]]&lt;br /&gt;
* Collect one [[Razor's Edge Mushroom]]&lt;br /&gt;
* Brew [[Eye of God Serum]] in a [[Toxin Kitchen]]&lt;br /&gt;
* Ingest [[Eye of God Serum]]&lt;br /&gt;
&lt;br /&gt;
== Instructions ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* The Test menu (Tests &amp;gt; Test of Visions) has an option ''Ingest Eye of God Serum''. With [[Eye of God Serum]] in your inventory, click this to get a vision.&lt;br /&gt;
* Your screen will darken, before a pop-up tells you ''A vision may come to you within the next 20 minutes.''&lt;br /&gt;
* After 10–22 minutes, you will get another pop-up with a vision saying ''You see the face of (God) in: a (Building Type) owned by (Building Owner) built by (Builders Name) on (Game Date), resting on (terrain), (Number) feet above sea level, (Number) feet from water, (more location info).''&lt;br /&gt;
* Some visions may miss one or two pieces of information. 10% of visions have been seen to miss the build timestamp, and about 1% of visions have been seen without builders or recipients name&lt;br /&gt;
* Some visions may tell you something very strange, such as ancestors built the building, or the building is a large stone.&lt;br /&gt;
* After ingesting serum, the same person can drink a second serum at the same spot, and receive a slightly different vision relating to the same god.&lt;br /&gt;
* When you think you have found the right location, ingest some serum. If it's the right location (within 2 coords of the building identified), a dialog box will tell you that you have found the face of god. (Sorry, no fanfare!) Your Test of Visions menu will tell you how many times you have located the face of god.&lt;br /&gt;
* A spot will become &amp;quot;used up&amp;quot; once seven people ingest serum at that location. Any further people taking the serum at the right location will get a message ''You, like many others, see the face of god.'' There is no credit for any further attempts at this location.&lt;br /&gt;
* After 5–10 minutes, the location of the face will be reset, and the hunt may begin again.&lt;br /&gt;
* Do not drink right after a face is exhausted - you will get a popup saying, &amp;quot;Your vision fades and your head clears.&amp;quot;&lt;br /&gt;
* At any one time, there appears to be a face of god present in each quadrant of the Egyptian coordinate system, roughly divided on the zero lines. So one for northwest (-coord,+coord), one for northeast (+coord,+coord), one for southwest (-coord,-coord) and one for southeast (+coord,-coord).&lt;br /&gt;
* Only the first seven people to consume the serum at the right location will progress in the Test.&lt;br /&gt;
* &amp;lt;s&amp;gt;Botanical Identification&amp;lt;/s&amp;gt; Fungiculture level 2 is required to make the serum, but it is not needed to drink the Serum.&lt;br /&gt;
&lt;br /&gt;
== Solving the Riddle ==&lt;br /&gt;
&lt;br /&gt;
You need to work out which parts are true and which parts are not true. After drinking the serum a half dozen times (either by yourself, or with friends) you can begin to deduce what is true and what isn't.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example from T7 Wiki:'''&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
! God !! Building !! Owner !! Builder !! Date !! Terrain !! Sea-Level !! Vein !! Water !! Ground&lt;br /&gt;
|- &lt;br /&gt;
| Set &lt;br /&gt;
| '''Carpentry Shop''' &lt;br /&gt;
| vampotep &lt;br /&gt;
| '''Jaclyn''' &lt;br /&gt;
| '''Year 1, Akhet IV-13, 10:11AM''' &lt;br /&gt;
| sandy terrain &lt;br /&gt;
| 0 feet above sea level &lt;br /&gt;
| '''on a vein of Sand''' &lt;br /&gt;
|  &lt;br /&gt;
| '''On even ground'''&lt;br /&gt;
|-&lt;br /&gt;
| Set &lt;br /&gt;
| Small Distaff &lt;br /&gt;
| '''One Crazy Lady''' &lt;br /&gt;
| Vital77 &lt;br /&gt;
| Year 1, Akhet I-16, 7:41AM &lt;br /&gt;
| '''grass''' &lt;br /&gt;
| 9 feet above sea level &lt;br /&gt;
| '''on a vein of Sand''' &lt;br /&gt;
| 832 feet from water &lt;br /&gt;
| '''On even ground'''&lt;br /&gt;
|-&lt;br /&gt;
| Set &lt;br /&gt;
| '''Carpentry Shop''' &lt;br /&gt;
| Ebasgerdur &lt;br /&gt;
| TreekaSu &lt;br /&gt;
| '''Year 1, Akhet IV-13, 10:11AM''' &lt;br /&gt;
| '''grass''' &lt;br /&gt;
| 0 feet above sea level &lt;br /&gt;
| '''on a vein of sand''' &lt;br /&gt;
| 48 feet from water &lt;br /&gt;
| '''On even ground'''&lt;br /&gt;
|-&lt;br /&gt;
| Set &lt;br /&gt;
| Anvil &lt;br /&gt;
| Antilia &lt;br /&gt;
| Umbrashae &lt;br /&gt;
| '''Year 1, Akhet IV-13, 10:11AM''' &lt;br /&gt;
| patch of dirt &lt;br /&gt;
| 9 feet above sea level &lt;br /&gt;
| '''on a vein of Sand''' &lt;br /&gt;
| 2592 feet from water &lt;br /&gt;
| '''On even ground'''&lt;br /&gt;
|-&lt;br /&gt;
| Set &lt;br /&gt;
| '''Carpentry Shop''' &lt;br /&gt;
| '''One Crazy Lady''' &lt;br /&gt;
| '''Jaclyn''' &lt;br /&gt;
| '''Year 1, Akhet IV-13, 10:11AM''' &lt;br /&gt;
| '''grass''' &lt;br /&gt;
| 9 feet above sea level &lt;br /&gt;
| '''on a vein of Sand''' &lt;br /&gt;
| 1712 feet from water &lt;br /&gt;
| '''On even ground'''&lt;br /&gt;
|-&lt;br /&gt;
| Set &lt;br /&gt;
| '''Carpentry Shop''' &lt;br /&gt;
| Green Valley Falls &lt;br /&gt;
| Aghor &lt;br /&gt;
| '''Year 1, Akhet IV-13, 10:11AM''' &lt;br /&gt;
| sandy terrain &lt;br /&gt;
| 4 feet above sea level &lt;br /&gt;
| '''on a vein of sand''' &lt;br /&gt;
| 816 feet from water &lt;br /&gt;
| '''On even ground'''&lt;br /&gt;
|-&lt;br /&gt;
| Set &lt;br /&gt;
| Rock Saw &lt;br /&gt;
| '''One Crazy Lady''' &lt;br /&gt;
| '''Jaclyn''' &lt;br /&gt;
| '''Year 1, Akhet IV-13, 10:11AM''' &lt;br /&gt;
| patch of clay &lt;br /&gt;
| 28 feet above sea level &lt;br /&gt;
| '''on a vein of sand''' &lt;br /&gt;
| 208 feet from water &lt;br /&gt;
| '''On even ground'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
First off, some obvious ones to rule out. Aghor isn't a member of Green Valley Falls, so it would be unlikely he would build for them. One Crazy Lady is a private guild for Jaclyn and JM, so again it would be unlikely Vital77 would build for One Crazy Lady. In the same token, Jaclyn and vampotep don't associate with each other's guilds, so the likelihood Jaclyn would build a carpentry shop and reassign it to vampotep is unlikely.&lt;br /&gt;
&lt;br /&gt;
The Carpentry Shop showed up in repeated visions, so did the guild One Crazy Lady, and the builder Jaclyn and the majority of visions had the timestamp of Year 1, Akhet IV-13, 10:11AM (no other time-stamp repeated itself). There happened to be a Carpentry Shop at 1498, 3370 that was built by Jaclyn, guilded to One Crazy Lady, and built at Year 1, Akhet IV-13, 10:11AM. This turned out to be the location.&lt;br /&gt;
&lt;br /&gt;
Drinking the [[Eye of God Serum]] at this location then produces a success message if you are one of the first seven people to do so&lt;br /&gt;
&lt;br /&gt;
Your test menu will also show an increase of one. Do it 7 times to pass the test.&lt;br /&gt;
&lt;br /&gt;
{{L|en}}&lt;/div&gt;</summary>
		<author><name>Sadvak</name></author>
	</entry>
	<entry>
		<id>https://atitd.wiki/tale11/w/index.php?title=User:Sadvak&amp;diff=250148</id>
		<title>User:Sadvak</title>
		<link rel="alternate" type="text/html" href="https://atitd.wiki/tale11/w/index.php?title=User:Sadvak&amp;diff=250148"/>
		<updated>2024-10-05T15:01:15Z</updated>

		<summary type="html">&lt;p&gt;Sadvak: /* Vegetables */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Beginner's Guide to [[Ecology]]==&lt;br /&gt;
(or, why won't my plants grow anymore?)&lt;br /&gt;
&lt;br /&gt;
==Basic explanation==&lt;br /&gt;
Whenever you hear someone talk about an area being polluted or the soil being depleted, or whenever your flax or veggies stop growing the way they used to, what's really happening is that one or more ecology factors are out of balance.  The good news is, you can test for this and even fix it, once you know how.&lt;br /&gt;
&lt;br /&gt;
===Baseline values===&lt;br /&gt;
There are eight different ecology factors, that represent things like soil nutrients, industrial pollution, etc. Each ecology factor can be raised or lowered by player actions or by naturally-occuring effects, but each has a baseline value that it will gradually return to when left alone.  Generally speaking, when a factor is too far away from its baseline in one direction or another it will start to cause problems, but the exact details will vary.  As a general rule, if you're having trouble growing and see that one or more ecology factors are far from their baseline, bringing them back in is likely to help with those problems.&lt;br /&gt;
&lt;br /&gt;
The baseline values can be found at [[Ecology#Single_Point_Tests]].&lt;br /&gt;
&lt;br /&gt;
==Getting started==&lt;br /&gt;
The most important thing to know when getting started in ecology is, test!  If you want to know what's going on, test ecology values first, and test regularly while making changes.  If you try fixing ecology problems without testing, you can end up just making everything worse.  So, buy as many levels of [[Ecology]] as you can afford from the School of Body - the tuition is pretty cheap.  Once you're able to, make some ecology survey kits at a [[Chemistry Laboratory]] - you can do a detailed survey with one of those kits to test every ecology value at once.  This is a great first step when you're not sure what your problem is, just run a detailed survey and look to see what's off from the baseline.&lt;br /&gt;
&lt;br /&gt;
Once you've purchased the skill, you can test ecology values either by clicking on Ecology in your skills list or by clicking on the materials used for that test in your inventory.&lt;br /&gt;
&lt;br /&gt;
==Changing ecology==&lt;br /&gt;
&lt;br /&gt;
Once you've identified your ecology problem, the next step is to find a way to change that factor.&lt;br /&gt;
&lt;br /&gt;
There are a lot of different things that can change ecology, but one thing they tend to have in common is a random chance of taking effect.  For all the things listed below, there's only about a 5% to 10% chance that they'll actually do anything each time you do them, but if they do, the size of the effect is always the same.  This randomness is one reason why it's important to test frequently, as you can end up going a long time with no change, then very quickly overshoot your target by chance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Easy ones to change===&lt;br /&gt;
&lt;br /&gt;
There are two ecology values that are particularly easy to change:&lt;br /&gt;
&lt;br /&gt;
====Raising ground water====&lt;br /&gt;
To raise ground water, just dump out jugs of water.  If this has an effect, it will raise ground water by 0.0153 per jug.&lt;br /&gt;
So, if you know exactly how much you want to raise the ground water, divide that number by 0.0153 to get the number of jugs.  Fill that many jugs, then empty them all at once, then test ground water again.  It either won't have changed, or will be exactly what you want.  Repeat, testing each time, until the change happens.&lt;br /&gt;
&lt;br /&gt;
====Adjusting pH====&lt;br /&gt;
pH can be raised by dumping out salt water, or lowered by dumping sulphurous water.  Either way, it changes by 0.002 per jug (if at all); just follow the above procedure using that value.&lt;br /&gt;
&lt;br /&gt;
Note: doing this will also raise the ground water as above, so if ground water is already at an elevated level, using this method could raise it too high to grow vegetables.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Vegetables===&lt;br /&gt;
&lt;br /&gt;
Vegetables are the swiss army knife of ecology modification.  For any eco value that you want to change, there's a veggie that can do that for you.&lt;br /&gt;
&lt;br /&gt;
Check the ecology tables on the [[Vegetable]] page, and find one that changes the value you want in the direction you want - the more plusses or minuses, the faster it'll make that change.  If the symbols you want are in the Mature or Harvest rows, just grow that vegetable normally, testing that ecology value regularly as you do.  If it's in the Death row, plant that vegetable but don't water it, just let it die and pick up the seeds.  Again, test early and test often to avoid going too far with the changes.&lt;/div&gt;</summary>
		<author><name>Sadvak</name></author>
	</entry>
	<entry>
		<id>https://atitd.wiki/tale11/w/index.php?title=User:Sadvak&amp;diff=250147</id>
		<title>User:Sadvak</title>
		<link rel="alternate" type="text/html" href="https://atitd.wiki/tale11/w/index.php?title=User:Sadvak&amp;diff=250147"/>
		<updated>2024-10-05T15:00:05Z</updated>

		<summary type="html">&lt;p&gt;Sadvak: /* Baseline values */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Beginner's Guide to [[Ecology]]==&lt;br /&gt;
(or, why won't my plants grow anymore?)&lt;br /&gt;
&lt;br /&gt;
==Basic explanation==&lt;br /&gt;
Whenever you hear someone talk about an area being polluted or the soil being depleted, or whenever your flax or veggies stop growing the way they used to, what's really happening is that one or more ecology factors are out of balance.  The good news is, you can test for this and even fix it, once you know how.&lt;br /&gt;
&lt;br /&gt;
===Baseline values===&lt;br /&gt;
There are eight different ecology factors, that represent things like soil nutrients, industrial pollution, etc. Each ecology factor can be raised or lowered by player actions or by naturally-occuring effects, but each has a baseline value that it will gradually return to when left alone.  Generally speaking, when a factor is too far away from its baseline in one direction or another it will start to cause problems, but the exact details will vary.  As a general rule, if you're having trouble growing and see that one or more ecology factors are far from their baseline, bringing them back in is likely to help with those problems.&lt;br /&gt;
&lt;br /&gt;
The baseline values can be found at [[Ecology#Single_Point_Tests]].&lt;br /&gt;
&lt;br /&gt;
==Getting started==&lt;br /&gt;
The most important thing to know when getting started in ecology is, test!  If you want to know what's going on, test ecology values first, and test regularly while making changes.  If you try fixing ecology problems without testing, you can end up just making everything worse.  So, buy as many levels of [[Ecology]] as you can afford from the School of Body - the tuition is pretty cheap.  Once you're able to, make some ecology survey kits at a [[Chemistry Laboratory]] - you can do a detailed survey with one of those kits to test every ecology value at once.  This is a great first step when you're not sure what your problem is, just run a detailed survey and look to see what's off from the baseline.&lt;br /&gt;
&lt;br /&gt;
Once you've purchased the skill, you can test ecology values either by clicking on Ecology in your skills list or by clicking on the materials used for that test in your inventory.&lt;br /&gt;
&lt;br /&gt;
==Changing ecology==&lt;br /&gt;
&lt;br /&gt;
Once you've identified your ecology problem, the next step is to find a way to change that factor.&lt;br /&gt;
&lt;br /&gt;
There are a lot of different things that can change ecology, but one thing they tend to have in common is a random chance of taking effect.  For all the things listed below, there's only about a 5% to 10% chance that they'll actually do anything each time you do them, but if they do, the size of the effect is always the same.  This randomness is one reason why it's important to test frequently, as you can end up going a long time with no change, then very quickly overshoot your target by chance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Easy ones to change===&lt;br /&gt;
&lt;br /&gt;
There are two ecology values that are particularly easy to change:&lt;br /&gt;
&lt;br /&gt;
====Raising ground water====&lt;br /&gt;
To raise ground water, just dump out jugs of water.  If this has an effect, it will raise ground water by 0.0153 per jug.&lt;br /&gt;
So, if you know exactly how much you want to raise the ground water, divide that number by 0.0153 to get the number of jugs.  Fill that many jugs, then empty them all at once, then test ground water again.  It either won't have changed, or will be exactly what you want.  Repeat, testing each time, until the change happens.&lt;br /&gt;
&lt;br /&gt;
====Adjusting pH====&lt;br /&gt;
pH can be raised by dumping out salt water, or lowered by dumping sulphurous water.  Either way, it changes by 0.002 per jug (if at all); just follow the above procedure using that value.&lt;br /&gt;
&lt;br /&gt;
Note: doing this will also raise the ground water as above, so if ground water is already at an elevated level, using this method could raise it too high to grow vegetables.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Vegetables===&lt;br /&gt;
&lt;br /&gt;
Vegetables are the swiss army knife of ecology modification.  For any eco value that you want to change, there's a veggie that can do that for you.&lt;br /&gt;
&lt;br /&gt;
Check the ecology tables on the [[Vegetable]] page, and find one that changes the value you want in the direction you want - the more plusses or minuses, the faster it'll make that change.  If the symbols you want are in the Mature or Harvest rows, just grow that vegetable normally, testing that ecology value regularly as you do.  If it's in the Death row, plant that vegetable but don't water it, just let it die and pick up the seeds.&lt;/div&gt;</summary>
		<author><name>Sadvak</name></author>
	</entry>
	<entry>
		<id>https://atitd.wiki/tale11/w/index.php?title=User:Sadvak&amp;diff=250146</id>
		<title>User:Sadvak</title>
		<link rel="alternate" type="text/html" href="https://atitd.wiki/tale11/w/index.php?title=User:Sadvak&amp;diff=250146"/>
		<updated>2024-10-05T14:57:30Z</updated>

		<summary type="html">&lt;p&gt;Sadvak: /* Getting started */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Beginner's Guide to [[Ecology]]==&lt;br /&gt;
(or, why won't my plants grow anymore?)&lt;br /&gt;
&lt;br /&gt;
==Basic explanation==&lt;br /&gt;
Whenever you hear someone talk about an area being polluted or the soil being depleted, or whenever your flax or veggies stop growing the way they used to, what's really happening is that one or more ecology factors are out of balance.  The good news is, you can test for this and even fix it, once you know how.&lt;br /&gt;
&lt;br /&gt;
===Baseline values===&lt;br /&gt;
Each ecology factor can be raised or lowered by player actions or by naturally-occuring effects, but each has a baseline value that it will gradually return to when left alone.  Generally speaking, when a factor is too far away from its baseline in one direction or another it will start to cause problems, but the exact details will vary.  As a general rule, if you're having trouble growing and see that one or more ecology factors are far from their baseline, bringing them back in is likely to help with those problems.&lt;br /&gt;
&lt;br /&gt;
The baseline values can be found at [[Ecology#Single_Point_Tests]].&lt;br /&gt;
&lt;br /&gt;
==Getting started==&lt;br /&gt;
The most important thing to know when getting started in ecology is, test!  If you want to know what's going on, test ecology values first, and test regularly while making changes.  If you try fixing ecology problems without testing, you can end up just making everything worse.  So, buy as many levels of [[Ecology]] as you can afford from the School of Body - the tuition is pretty cheap.  Once you're able to, make some ecology survey kits at a [[Chemistry Laboratory]] - you can do a detailed survey with one of those kits to test every ecology value at once.  This is a great first step when you're not sure what your problem is, just run a detailed survey and look to see what's off from the baseline.&lt;br /&gt;
&lt;br /&gt;
Once you've purchased the skill, you can test ecology values either by clicking on Ecology in your skills list or by clicking on the materials used for that test in your inventory.&lt;br /&gt;
&lt;br /&gt;
==Changing ecology==&lt;br /&gt;
&lt;br /&gt;
Once you've identified your ecology problem, the next step is to find a way to change that factor.&lt;br /&gt;
&lt;br /&gt;
There are a lot of different things that can change ecology, but one thing they tend to have in common is a random chance of taking effect.  For all the things listed below, there's only about a 5% to 10% chance that they'll actually do anything each time you do them, but if they do, the size of the effect is always the same.  This randomness is one reason why it's important to test frequently, as you can end up going a long time with no change, then very quickly overshoot your target by chance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Easy ones to change===&lt;br /&gt;
&lt;br /&gt;
There are two ecology values that are particularly easy to change:&lt;br /&gt;
&lt;br /&gt;
====Raising ground water====&lt;br /&gt;
To raise ground water, just dump out jugs of water.  If this has an effect, it will raise ground water by 0.0153 per jug.&lt;br /&gt;
So, if you know exactly how much you want to raise the ground water, divide that number by 0.0153 to get the number of jugs.  Fill that many jugs, then empty them all at once, then test ground water again.  It either won't have changed, or will be exactly what you want.  Repeat, testing each time, until the change happens.&lt;br /&gt;
&lt;br /&gt;
====Adjusting pH====&lt;br /&gt;
pH can be raised by dumping out salt water, or lowered by dumping sulphurous water.  Either way, it changes by 0.002 per jug (if at all); just follow the above procedure using that value.&lt;br /&gt;
&lt;br /&gt;
Note: doing this will also raise the ground water as above, so if ground water is already at an elevated level, using this method could raise it too high to grow vegetables.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Vegetables===&lt;br /&gt;
&lt;br /&gt;
Vegetables are the swiss army knife of ecology modification.  For any eco value that you want to change, there's a veggie that can do that for you.&lt;br /&gt;
&lt;br /&gt;
Check the ecology tables on the [[Vegetable]] page, and find one that changes the value you want in the direction you want - the more plusses or minuses, the faster it'll make that change.  If the symbols you want are in the Mature or Harvest rows, just grow that vegetable normally, testing that ecology value regularly as you do.  If it's in the Death row, plant that vegetable but don't water it, just let it die and pick up the seeds.&lt;/div&gt;</summary>
		<author><name>Sadvak</name></author>
	</entry>
	<entry>
		<id>https://atitd.wiki/tale11/w/index.php?title=User:Sadvak&amp;diff=250049</id>
		<title>User:Sadvak</title>
		<link rel="alternate" type="text/html" href="https://atitd.wiki/tale11/w/index.php?title=User:Sadvak&amp;diff=250049"/>
		<updated>2024-10-02T01:14:08Z</updated>

		<summary type="html">&lt;p&gt;Sadvak: /* Changing ecology */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Beginner's Guide to [[Ecology]]==&lt;br /&gt;
(or, why won't my plants grow anymore?)&lt;br /&gt;
&lt;br /&gt;
==Basic explanation==&lt;br /&gt;
Whenever you hear someone talk about an area being polluted or the soil being depleted, or whenever your flax or veggies stop growing the way they used to, what's really happening is that one or more ecology factors are out of balance.  The good news is, you can test for this and even fix it, once you know how.&lt;br /&gt;
&lt;br /&gt;
===Baseline values===&lt;br /&gt;
Each ecology factor can be raised or lowered by player actions or by naturally-occuring effects, but each has a baseline value that it will gradually return to when left alone.  Generally speaking, when a factor is too far away from its baseline in one direction or another it will start to cause problems, but the exact details will vary.  As a general rule, if you're having trouble growing and see that one or more ecology factors are far from their baseline, bringing them back in is likely to help with those problems.&lt;br /&gt;
&lt;br /&gt;
The baseline values can be found at [[Ecology#Single_Point_Tests]].&lt;br /&gt;
&lt;br /&gt;
==Getting started==&lt;br /&gt;
The most important thing to know when getting started in ecology is, test!  If you want to know what's going on, test ecology values first, and test regularly while making changes.  If you try fixing ecology problems without testing, you can end up just making everything worse.  So, buy as many levels of [[Ecology]] as you can afford from the School of Body - the tuition is pretty cheap.  Once you're able to, make some ecology survey kits at a [[Chemistry Laboratory]] - you can do a detailed survey with one of those kits to test every ecology value at once.  This is a great first step when you're not sure what your problem is, just run a detailed survey and look to see what's off from the baseline.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Changing ecology==&lt;br /&gt;
&lt;br /&gt;
Once you've identified your ecology problem, the next step is to find a way to change that factor.&lt;br /&gt;
&lt;br /&gt;
There are a lot of different things that can change ecology, but one thing they tend to have in common is a random chance of taking effect.  For all the things listed below, there's only about a 5% to 10% chance that they'll actually do anything each time you do them, but if they do, the size of the effect is always the same.  This randomness is one reason why it's important to test frequently, as you can end up going a long time with no change, then very quickly overshoot your target by chance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Easy ones to change===&lt;br /&gt;
&lt;br /&gt;
There are two ecology values that are particularly easy to change:&lt;br /&gt;
&lt;br /&gt;
====Raising ground water====&lt;br /&gt;
To raise ground water, just dump out jugs of water.  If this has an effect, it will raise ground water by 0.0153 per jug.&lt;br /&gt;
So, if you know exactly how much you want to raise the ground water, divide that number by 0.0153 to get the number of jugs.  Fill that many jugs, then empty them all at once, then test ground water again.  It either won't have changed, or will be exactly what you want.  Repeat, testing each time, until the change happens.&lt;br /&gt;
&lt;br /&gt;
====Adjusting pH====&lt;br /&gt;
pH can be raised by dumping out salt water, or lowered by dumping sulphurous water.  Either way, it changes by 0.002 per jug (if at all); just follow the above procedure using that value.&lt;br /&gt;
&lt;br /&gt;
Note: doing this will also raise the ground water as above, so if ground water is already at an elevated level, using this method could raise it too high to grow vegetables.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Vegetables===&lt;br /&gt;
&lt;br /&gt;
Vegetables are the swiss army knife of ecology modification.  For any eco value that you want to change, there's a veggie that can do that for you.&lt;br /&gt;
&lt;br /&gt;
Check the ecology tables on the [[Vegetable]] page, and find one that changes the value you want in the direction you want - the more plusses or minuses, the faster it'll make that change.  If the symbols you want are in the Mature or Harvest rows, just grow that vegetable normally, testing that ecology value regularly as you do.  If it's in the Death row, plant that vegetable but don't water it, just let it die and pick up the seeds.&lt;/div&gt;</summary>
		<author><name>Sadvak</name></author>
	</entry>
	<entry>
		<id>https://atitd.wiki/tale11/w/index.php?title=User:Sadvak&amp;diff=250048</id>
		<title>User:Sadvak</title>
		<link rel="alternate" type="text/html" href="https://atitd.wiki/tale11/w/index.php?title=User:Sadvak&amp;diff=250048"/>
		<updated>2024-10-02T01:12:48Z</updated>

		<summary type="html">&lt;p&gt;Sadvak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Beginner's Guide to [[Ecology]]==&lt;br /&gt;
(or, why won't my plants grow anymore?)&lt;br /&gt;
&lt;br /&gt;
==Basic explanation==&lt;br /&gt;
Whenever you hear someone talk about an area being polluted or the soil being depleted, or whenever your flax or veggies stop growing the way they used to, what's really happening is that one or more ecology factors are out of balance.  The good news is, you can test for this and even fix it, once you know how.&lt;br /&gt;
&lt;br /&gt;
===Baseline values===&lt;br /&gt;
Each ecology factor can be raised or lowered by player actions or by naturally-occuring effects, but each has a baseline value that it will gradually return to when left alone.  Generally speaking, when a factor is too far away from its baseline in one direction or another it will start to cause problems, but the exact details will vary.  As a general rule, if you're having trouble growing and see that one or more ecology factors are far from their baseline, bringing them back in is likely to help with those problems.&lt;br /&gt;
&lt;br /&gt;
The baseline values can be found at [[Ecology#Single_Point_Tests]].&lt;br /&gt;
&lt;br /&gt;
==Getting started==&lt;br /&gt;
The most important thing to know when getting started in ecology is, test!  If you want to know what's going on, test ecology values first, and test regularly while making changes.  If you try fixing ecology problems without testing, you can end up just making everything worse.  So, buy as many levels of [[Ecology]] as you can afford from the School of Body - the tuition is pretty cheap.  Once you're able to, make some ecology survey kits at a [[Chemistry Laboratory]] - you can do a detailed survey with one of those kits to test every ecology value at once.  This is a great first step when you're not sure what your problem is, just run a detailed survey and look to see what's off from the baseline.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Changing ecology==&lt;br /&gt;
&lt;br /&gt;
There are a lot of different things that can change ecology, but one thing they tend to have in common is a random chance of taking effect.  For all the things listed below, there's only about a 5% to 10% chance that they'll actually do anything each time you do them, but if they do, the size of the effect is always the same.  This randomness is one reason why it's important to test frequently, as you can end up going a long time with no change, then very quickly overshoot your target by chance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Easy ones to change===&lt;br /&gt;
&lt;br /&gt;
There are two ecology values that are particularly easy to change:&lt;br /&gt;
&lt;br /&gt;
====Raising ground water====&lt;br /&gt;
To raise ground water, just dump out jugs of water.  If this has an effect, it will raise ground water by 0.0153 per jug.&lt;br /&gt;
So, if you know exactly how much you want to raise the ground water, divide that number by 0.0153 to get the number of jugs.  Fill that many jugs, then empty them all at once, then test ground water again.  It either won't have changed, or will be exactly what you want.  Repeat, testing each time, until the change happens.&lt;br /&gt;
&lt;br /&gt;
====Adjusting pH====&lt;br /&gt;
pH can be raised by dumping out salt water, or lowered by dumping sulphurous water.  Either way, it changes by 0.002 per jug (if at all); just follow the above procedure using that value.&lt;br /&gt;
&lt;br /&gt;
Note: doing this will also raise the ground water as above, so if ground water is already at an elevated level, using this method could raise it too high to grow vegetables.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Vegetables===&lt;br /&gt;
&lt;br /&gt;
Vegetables are the swiss army knife of ecology modification.  For any eco value that you want to change, there's a veggie that can do that for you.&lt;br /&gt;
&lt;br /&gt;
Check the ecology tables on the [[Vegetable]] page, and find one that changes the value you want in the direction you want - the more plusses or minuses, the faster it'll make that change.  If the symbols you want are in the Mature or Harvest rows, just grow that vegetable normally, testing that ecology value regularly as you do.  If it's in the Death row, plant that vegetable but don't water it, just let it die and pick up the seeds.&lt;/div&gt;</summary>
		<author><name>Sadvak</name></author>
	</entry>
	<entry>
		<id>https://atitd.wiki/tale11/w/index.php?title=User:Sadvak&amp;diff=250047</id>
		<title>User:Sadvak</title>
		<link rel="alternate" type="text/html" href="https://atitd.wiki/tale11/w/index.php?title=User:Sadvak&amp;diff=250047"/>
		<updated>2024-10-02T00:38:54Z</updated>

		<summary type="html">&lt;p&gt;Sadvak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Beginner's Guide to [[Ecology]]==&lt;br /&gt;
(or, why won't my plants grow anymore?)&lt;br /&gt;
&lt;br /&gt;
==Basic explanation==&lt;br /&gt;
Whenever you hear someone talk about an area being polluted or the soil being depleted, or whenever your flax or veggies stop growing the way they used to, what's really happening is that one or more ecology factors are out of balance.  The good news is, you can test for this and even fix it, once you know how.&lt;br /&gt;
&lt;br /&gt;
==Getting started==&lt;br /&gt;
The most important thing to know when getting started in ecology is, test!  If you want to know what's going on, test ecology values first, and test regularly while making changes.  If you try fixing eco problems without testing, you can end up just making everything worse.  So, buy as many levels of ecology as you can (they're pretty cheap), and make some ecology survey kits - the detailed survey that you can do with those is great for initial testing to see what's going on.&lt;br /&gt;
&lt;br /&gt;
==Baseline values==&lt;br /&gt;
Each ecology factor can be raised or lowered by player actions or by naturally-occuring effects, but each has a baseline value that it will gradually return to when left alone.  Generally speaking, when a factor is too far away from its baseline in one direction or another it will start to cause problems, but the exact details will vary.  As a general rule, if you're having trouble growing and see that one or more ecology factors are far from their baseline, bringing them back in is likely to help with those problems.&lt;br /&gt;
&lt;br /&gt;
The baseline values can be found at [[Ecology#Single_Point_Tests]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Changing ecology==&lt;br /&gt;
&lt;br /&gt;
There are a lot of different things that can change ecology, but one thing they tend to have in common is a random chance of taking effect.  For all the things listed below, there's only about a 5% to 10% chance that they'll actually do anything each time you do them, but if they do, the size of the effect is always the same.  This randomness is one reason why it's important to test frequently, as you can end up going a long time with no change, then very quickly overshoot your target by chance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Easy ones to change===&lt;br /&gt;
&lt;br /&gt;
There are two ecology values that are particularly easy to change:&lt;br /&gt;
&lt;br /&gt;
====Raising ground water====&lt;br /&gt;
To raise ground water, just dump out jugs of water.  If this has an effect, it will raise ground water by 0.0153 per jug.&lt;br /&gt;
So, if you know exactly how much you want to raise the ground water, divide that number by 0.0153 to get the number of jugs.  Fill that many jugs, then empty them all at once, then test ground water again.  It either won't have changed, or will be exactly what you want.  Repeat, testing each time, until the change happens.&lt;br /&gt;
&lt;br /&gt;
====Adjusting pH====&lt;br /&gt;
pH can be raised by dumping out salt water, or lowered by dumping sulphurous water.  Either way, it changes by 0.002 per jug (if at all); just follow the above procedure using that value.&lt;br /&gt;
&lt;br /&gt;
Note: doing this will also raise the ground water as above, so if ground water is already at an elevated level, using this method could raise it too high to grow vegetables.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Vegetables===&lt;br /&gt;
&lt;br /&gt;
Vegetables are the swiss army knife of ecology modification.  For any eco value that you want to change, there's a veggie that can do that for you.&lt;br /&gt;
&lt;br /&gt;
Check the ecology tables on the [[Vegetable]] page, and find one that changes the value you want in the direction you want - the more plusses or minuses, the faster it'll make that change.  If the symbols you want are in the Mature or Harvest rows, just grow that vegetable normally, testing that ecology value regularly as you do.  If it's in the Death row, plant that vegetable but don't water it, just let it die and pick up the seeds.&lt;/div&gt;</summary>
		<author><name>Sadvak</name></author>
	</entry>
	<entry>
		<id>https://atitd.wiki/tale11/w/index.php?title=User:Sadvak&amp;diff=250046</id>
		<title>User:Sadvak</title>
		<link rel="alternate" type="text/html" href="https://atitd.wiki/tale11/w/index.php?title=User:Sadvak&amp;diff=250046"/>
		<updated>2024-10-02T00:38:03Z</updated>

		<summary type="html">&lt;p&gt;Sadvak: Created page with &amp;quot;Beginner's Guide to Ecology (or, why won't my plants grow anymore?)  ==Basic explanation== Whenever you hear someone talk about an area being polluted or the soil being de...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Beginner's Guide to [[Ecology]]&lt;br /&gt;
(or, why won't my plants grow anymore?)&lt;br /&gt;
&lt;br /&gt;
==Basic explanation==&lt;br /&gt;
Whenever you hear someone talk about an area being polluted or the soil being depleted, or whenever your flax or veggies stop growing the way they used to, what's really happening is that one or more ecology factors are out of balance.  The good news is, you can test for this and even fix it, once you know how.&lt;br /&gt;
&lt;br /&gt;
==Getting started==&lt;br /&gt;
The most important thing to know when getting started in ecology is, test!  If you want to know what's going on, test ecology values first, and test regularly while making changes.  If you try fixing eco problems without testing, you can end up just making everything worse.  So, buy as many levels of ecology as you can (they're pretty cheap), and make some ecology survey kits - the detailed survey that you can do with those is great for initial testing to see what's going on.&lt;br /&gt;
&lt;br /&gt;
==Baseline values==&lt;br /&gt;
Each ecology factor can be raised or lowered by player actions or by naturally-occuring effects, but each has a baseline value that it will gradually return to when left alone.  Generally speaking, when a factor is too far away from its baseline in one direction or another it will start to cause problems, but the exact details will vary.  As a general rule, if you're having trouble growing and see that one or more ecology factors are far from their baseline, bringing them back in is likely to help with those problems.&lt;br /&gt;
&lt;br /&gt;
The baseline values can be found at [[Ecology#Single_Point_Tests]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Changing ecology==&lt;br /&gt;
&lt;br /&gt;
There are a lot of different things that can change ecology, but one thing they tend to have in common is a random chance of taking effect.  For all the things listed below, there's only about a 5% to 10% chance that they'll actually do anything each time you do them, but if they do, the size of the effect is always the same.  This randomness is one reason why it's important to test frequently, as you can end up going a long time with no change, then very quickly overshoot your target by chance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Easy ones to change===&lt;br /&gt;
&lt;br /&gt;
There are two ecology values that are particularly easy to change:&lt;br /&gt;
&lt;br /&gt;
====Raising ground water====&lt;br /&gt;
To raise ground water, just dump out jugs of water.  If this has an effect, it will raise ground water by 0.0153 per jug.&lt;br /&gt;
So, if you know exactly how much you want to raise the ground water, divide that number by 0.0153 to get the number of jugs.  Fill that many jugs, then empty them all at once, then test ground water again.  It either won't have changed, or will be exactly what you want.  Repeat, testing each time, until the change happens.&lt;br /&gt;
&lt;br /&gt;
====Adjusting pH====&lt;br /&gt;
pH can be raised by dumping out salt water, or lowered by dumping sulphurous water.  Either way, it changes by 0.002 per jug (if at all); just follow the above procedure using that value.&lt;br /&gt;
&lt;br /&gt;
Note: doing this will also raise the ground water as above, so if ground water is already at an elevated level, using this method could raise it too high to grow vegetables.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Vegetables===&lt;br /&gt;
&lt;br /&gt;
Vegetables are the swiss army knife of ecology modification.  For any eco value that you want to change, there's a veggie that can do that for you.&lt;br /&gt;
&lt;br /&gt;
Check the ecology tables on the [[Vegetable]] page, and find one that changes the value you want in the direction you want - the more plusses or minuses, the faster it'll make that change.  If the symbols you want are in the Mature or Harvest rows, just grow that vegetable normally, testing that ecology value regularly as you do.  If it's in the Death row, plant that vegetable but don't water it, just let it die and pick up the seeds.&lt;/div&gt;</summary>
		<author><name>Sadvak</name></author>
	</entry>
	<entry>
		<id>https://atitd.wiki/tale11/w/index.php?title=Swimming&amp;diff=249169</id>
		<title>Swimming</title>
		<link rel="alternate" type="text/html" href="https://atitd.wiki/tale11/w/index.php?title=Swimming&amp;diff=249169"/>
		<updated>2024-08-29T22:00:14Z</updated>

		<summary type="html">&lt;p&gt;Sadvak: /* Uses */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Skill&lt;br /&gt;
| name         = Swimming&lt;br /&gt;
| discipline   = The Human Body&lt;br /&gt;
| source       = [[School of The Human Body]]&lt;br /&gt;
| requirements = &lt;br /&gt;
| tuition1     = [[Linen]]&lt;br /&gt;
| qty1         = 10&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Uses ==&lt;br /&gt;
* You enter the water by walking straight up into it. &lt;br /&gt;
* Swimming is done similarly to running in that left-clicking somewhere will swim you there (but right-clicking won't stop you). Terrain steepness is a factor in determining where you can and cannot move. If you're swimming in rivers or lakes, this should not be a big deal. However, this means you can't go too far out into the Red Sea or Mediterranean Sea. &lt;br /&gt;
* To get out of the water, click on dry land, or select the Stop Swimming option from your Special menu. Be careful: it is possible to leave the water in places where you can't get back in.&lt;br /&gt;
* Stats may affect the areas you can swim in.  It seems that with a negative strength you can only swim in very shallow waters.&lt;br /&gt;
* To Dive: RIGHT CLICK on the water where you wish to dive&lt;br /&gt;
&lt;br /&gt;
{{RequiredBy}}&lt;br /&gt;
&lt;br /&gt;
{{L|en}}&lt;/div&gt;</summary>
		<author><name>Sadvak</name></author>
	</entry>
	<entry>
		<id>https://atitd.wiki/tale11/w/index.php?title=Miraluna/Hor-em-akhet&amp;diff=249128</id>
		<title>Miraluna/Hor-em-akhet</title>
		<link rel="alternate" type="text/html" href="https://atitd.wiki/tale11/w/index.php?title=Miraluna/Hor-em-akhet&amp;diff=249128"/>
		<updated>2024-08-26T02:04:42Z</updated>

		<summary type="html">&lt;p&gt;Sadvak: /* Welcome to the Craziness! */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:Miraluna}}&lt;br /&gt;
=== Welcome to the Craziness! ===&lt;br /&gt;
&lt;br /&gt;
The Guild Hall is @ 990 7017 and the 2 rows of WH's right behind as labeled for stashing. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[https://atitd.wiki/tale11/Test_of_Hor-em-akhet Test of Hor-em-akhet Wiki Page]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Please check your fishing &amp;quot;junk&amp;quot; for suitable paints or cut gems, every little bit helps! :)&lt;br /&gt;
&lt;br /&gt;
Extra mats needed: clay, lime, sulphur, carrots, cabbage juice, red sand for paint; 292 Fine Glass Rods for chimes;&lt;br /&gt;
&lt;br /&gt;
BTW&amp;gt;&amp;gt; 10 clay should be a reactionless recipe for Saddle Brown Paint for everyone :)&lt;br /&gt;
&lt;br /&gt;
===== Block sites: =====&lt;br /&gt;
[https://catitd.com/egypt.asp?loc=2493,-6043%0D%0A1560,-6000,(BoatLanding)%0D%0A3938,3513%0D%0A%0D%0A '''Site Map''']&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Silicified 2490 -6030 (#1 on map)&lt;br /&gt;
** Please follow the route to the boat landing (#2 on map) marked by statues&lt;br /&gt;
&lt;br /&gt;
* Anhydrite 3940 3510 (#3 on map)&lt;br /&gt;
** Boat Landing is right at the block site&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;TABLE cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
&amp;lt;TH&amp;gt;&amp;lt;/TH&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;td valign=top&amp;gt;&lt;br /&gt;
{{ProjectMats|Hor-em-akhet|&lt;br /&gt;
{{ProjectRes|Low Relief Carvings (Carved from 4 wood, each)| 2472 |2470}}&lt;br /&gt;
{{ProjectRes|High Relief Carvings|413 |413}}&lt;br /&gt;
{{ProjectRes|Sunken Relief Carvings|506|506}}&lt;br /&gt;
&lt;br /&gt;
{{ProjectRes|Bricks|259533|256435}}&lt;br /&gt;
{{ProjectRes|Straw|177519|155421}}&lt;br /&gt;
{{ProjectRes|Clay|33500|33331}}&lt;br /&gt;
{{ProjectRes|Silt|31013|31013}}&lt;br /&gt;
{{ProjectRes|Slate|1500|1117}}&lt;br /&gt;
{{ProjectRes|Cut Stone|8553|8553}}&lt;br /&gt;
&lt;br /&gt;
{{ProjectRes|Gold Foil|1550|1490}}&lt;br /&gt;
{{ProjectRes|Thoth's Metal Cables|208|214}}&lt;br /&gt;
{{ProjectRes|Steel Sheeting: Hard Stainless Shiny|153|153}}&lt;br /&gt;
{{ProjectRes|Brass Medium Gears|81|77}}&lt;br /&gt;
{{ProjectRes|Iron Medium Gears|61|61}}&lt;br /&gt;
{{ProjectRes|Iron Large Gears|52|49}}&lt;br /&gt;
&lt;br /&gt;
{{ProjectRes|Black Paint|7673|7673}}&lt;br /&gt;
{{ProjectRes|Light Coral Paint|6550|6529}}&lt;br /&gt;
{{ProjectRes|Pale Golden Rod Paint|5851|5851 }}&lt;br /&gt;
{{ProjectRes|Sea Green Paint|4532|4523}}&lt;br /&gt;
{{ProjectRes|Violet Red Paint|4910|3307}}&lt;br /&gt;
{{ProjectRes|Saddle Brown Paint|2301|2129}}&lt;br /&gt;
&lt;br /&gt;
{{ProjectRes|Black Raeli Tiles|799|799}}&lt;br /&gt;
{{ProjectRes|Silver Raeli Tiles|451|451}}&lt;br /&gt;
{{ProjectRes|Gold Raeli Tiles|221|221}}&lt;br /&gt;
&lt;br /&gt;
{{ProjectRes|Bastet Gem of Any Type|23|23}}&lt;br /&gt;
{{ProjectRes|Unity Gem of Any Type|23|23}}&lt;br /&gt;
{{ProjectRes|Hexas Plate Gem of Any Type|23|23}}&lt;br /&gt;
{{ProjectRes|Cat's Eye Gem of Any Type|23|23}}&lt;br /&gt;
{{ProjectRes|Dragyn's Eye Sunstone|1|1}}&lt;br /&gt;
{{ProjectRes|Dragyn's Eye Gem of any type|1|1}}&lt;br /&gt;
{{ProjectRes|Hile's Chevron Sunstone|1|1}}&lt;br /&gt;
{{ProjectRes|Hile's Chevron Gem of any type|1|1}}&lt;br /&gt;
{{ProjectRes|Full Aidenn Mask Sunstone|1|1}}&lt;br /&gt;
{{ProjectRes|Full Aidenn Mask Gem of any type|1|1}}&lt;br /&gt;
&lt;br /&gt;
{{ProjectRes|Pure Chime: Floating Warbler|37|37}}&lt;br /&gt;
{{ProjectRes|Pure Chime: Gliding Crane|31|31}}&lt;br /&gt;
{{ProjectRes|Pure Chime: Diving Sparrow|28|28}}&lt;br /&gt;
&lt;br /&gt;
{{ProjectRes|Pure Chime: Gliding Osprey|28|28}}&lt;br /&gt;
{{ProjectRes|Pure Chime: Soaring Gull|28|28}}&lt;br /&gt;
{{ProjectRes|Pure Chime: Floating Osprey |28|28}}&lt;br /&gt;
{{ProjectRes|Pure Chime: Hovering Pheasant|28|28}}&lt;br /&gt;
{{ProjectRes|Pure Chime: Soaring Owl|28|28}}&lt;br /&gt;
{{ProjectRes|Pure Chime: Gliding Parrot|28|28}}&lt;br /&gt;
{{ProjectRes|Pure Chime: Floating Buzzard|28|28}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/TABLE&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Sadvak</name></author>
	</entry>
	<entry>
		<id>https://atitd.wiki/tale11/w/index.php?title=Structure_Repair&amp;diff=247513</id>
		<title>Structure Repair</title>
		<link rel="alternate" type="text/html" href="https://atitd.wiki/tale11/w/index.php?title=Structure_Repair&amp;diff=247513"/>
		<updated>2024-07-04T17:12:13Z</updated>

		<summary type="html">&lt;p&gt;Sadvak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:School.png|right|250px]]&lt;br /&gt;
&lt;br /&gt;
== Source and Cost ==&lt;br /&gt;
'''Structure Repair''' is a multi-school skill. You may pay the tuitions in any order.&lt;br /&gt;
&lt;br /&gt;
* [[School of Architecture]] - 14 [[Pulley]]&lt;br /&gt;
* [[School of Art &amp;amp; Music]] - 60 [[Linen]]&lt;br /&gt;
* [[School of Body]] - 200 [[Cut Stone]], 200 [[Beeswax]], 200 [[Charcoal]]&lt;br /&gt;
* [[School of Natural Philosophy]] - 300 [[Papyrus Paper]], 300 [[Flint]]&lt;br /&gt;
* [[School of Thought]] - 2 [[Oyster Shell Marble]], 20 [[Cuttable Jade]], 200 [[Bricks]]&lt;br /&gt;
* [[School of Worship]] - 1 [[Huge Emerald]], 1 [[Large Topaz]], 1 [[Medium Ruby]], 1 [[Small Sapphire]]&lt;br /&gt;
&lt;br /&gt;
==Use==&lt;br /&gt;
&lt;br /&gt;
Used to fix structures that have been damaged due to &lt;br /&gt;
*being in an unprotected [[Compound]] (where maintenance has reached 0%)&lt;br /&gt;
*being built outside&lt;br /&gt;
*near an explosion.&lt;br /&gt;
&lt;br /&gt;
Structure Repair does not help with maintaining Compounds.  For that, the [[Structure Maintenance]] skill is used.&lt;br /&gt;
&lt;br /&gt;
=== Structure Conditions ===&lt;br /&gt;
&lt;br /&gt;
From best to worst:&lt;br /&gt;
&lt;br /&gt;
USABLE:&lt;br /&gt;
* *no message*&lt;br /&gt;
* Near Perfect&lt;br /&gt;
* Good&lt;br /&gt;
&lt;br /&gt;
NOT USABLE and cannot remove items from structure:&lt;br /&gt;
* Almost Serviceable &lt;br /&gt;
* Badly Worn&lt;br /&gt;
* Cracking &lt;br /&gt;
* Crumbling&lt;br /&gt;
* Rotting&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Found under the structure's Utility menu is the option to &amp;quot;Attempt to repair this &amp;lt;structure name&amp;gt;&amp;quot;. &lt;br /&gt;
*You will either succeed on the first try, or be completely unable to repair that structure at your current skill.&lt;br /&gt;
*If you succeed, the structure's condition will improve one level. &lt;br /&gt;
*Whether you succeed or fail, you will trigger a 60-second rest timer.&lt;br /&gt;
&lt;br /&gt;
* Repairing requires NO materials at all, just the skill.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
&lt;br /&gt;
{{L|en}}&lt;/div&gt;</summary>
		<author><name>Sadvak</name></author>
	</entry>
	<entry>
		<id>https://atitd.wiki/tale11/w/index.php?title=Miraluna%5CProjects&amp;diff=247408</id>
		<title>Miraluna\Projects</title>
		<link rel="alternate" type="text/html" href="https://atitd.wiki/tale11/w/index.php?title=Miraluna%5CProjects&amp;diff=247408"/>
		<updated>2024-06-30T00:23:49Z</updated>

		<summary type="html">&lt;p&gt;Sadvak: /* Current Projects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:Miraluna}}&lt;br /&gt;
==== Current Projects ====&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&amp;lt;div align=center&amp;gt;&lt;br /&gt;
'''''Put donations in the &amp;quot;Guild Projects&amp;quot; WH at 1013, 7321'''''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;TABLE cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
&amp;lt;TH&amp;gt;&amp;lt;/TH&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;td valign=top&amp;gt;&lt;br /&gt;
{{ProjectMats|Common Altar|&lt;br /&gt;
{{ProjectRes|Small Stone Blocks|30|30}}&lt;br /&gt;
{{ProjectRes|Cut Stone|100|100}}&lt;br /&gt;
{{ProjectRes|Sheet Glass|40|40}}&lt;br /&gt;
{{ProjectRes|Gold Foil|0|1000}}&lt;br /&gt;
{{ProjectRes|Silver Foil|0|700}}&lt;br /&gt;
{{ProjectRes|Medium Spring Green Paint|90|90}}&lt;br /&gt;
{{ProjectRes|Light Slate Blue Paint|90|90}}&lt;br /&gt;
{{ProjectRes|White Alabaster Marble|30|30}}&lt;br /&gt;
{{ProjectRes|White Travertine|6|6}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/TABLE&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Sadvak</name></author>
	</entry>
	<entry>
		<id>https://atitd.wiki/tale11/w/index.php?title=Miraluna/Hor-em-akhet&amp;diff=247376</id>
		<title>Miraluna/Hor-em-akhet</title>
		<link rel="alternate" type="text/html" href="https://atitd.wiki/tale11/w/index.php?title=Miraluna/Hor-em-akhet&amp;diff=247376"/>
		<updated>2024-06-29T18:47:46Z</updated>

		<summary type="html">&lt;p&gt;Sadvak: /* Block sites: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:Miraluna}}&lt;br /&gt;
=== Welcome to the Craziness! ===&lt;br /&gt;
&lt;br /&gt;
The Guild Hall is @ 990 7017 and the 2 rows of WH's right behind as labeled for stashing. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[https://atitd.wiki/tale11/Test_of_Hor-em-akhet Test of Hor-em-akhet Wiki Page]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Please check your fishing &amp;quot;junk&amp;quot; for suitable paints or cut gems, every little bit helps! :)&lt;br /&gt;
&lt;br /&gt;
Extra mats needed: clay, lime, sulphur, carrots, cabbage juice, red sand for paint; 292 Fine Glass Rods for chimes;&lt;br /&gt;
&lt;br /&gt;
BTW&amp;gt;&amp;gt; 10 clay should be a reactionless recipe for Saddle Brown Paint for everyone :)&lt;br /&gt;
&lt;br /&gt;
===== Block sites: =====&lt;br /&gt;
[https://catitd.com/egypt.asp?loc=2493,-6043%0D%0A1560,-6000,(BoatLanding)%0D%0A3938,3513%0D%0A%0D%0A '''Site Map''']&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Silicified 2490 -6030 (#1 on map)&lt;br /&gt;
** Please follow the route to the boat landing (#2 on map) marked by statues&lt;br /&gt;
&lt;br /&gt;
* Anhydrite 3940 3510 (#3 on map)&lt;br /&gt;
** Boat Landing is right at the block site&lt;br /&gt;
&lt;br /&gt;
'''If you're hauling statues, please leave the easternmost rows at each site in place, to make it easier to keep finding more blocks'''.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;TABLE cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
&amp;lt;TH&amp;gt;&amp;lt;/TH&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;td valign=top&amp;gt;&lt;br /&gt;
{{ProjectMats|Hor-em-akhet|&lt;br /&gt;
{{ProjectRes|Low Relief Carvings (Carved from 4 wood, each)| 2472 |2470}}&lt;br /&gt;
{{ProjectRes|High Relief Carvings| 347 |413}}&lt;br /&gt;
{{ProjectRes|Sunken Relief Carvings|243|506}}&lt;br /&gt;
&lt;br /&gt;
{{ProjectRes|Bricks|259533|256435}}&lt;br /&gt;
{{ProjectRes|Straw|177519|155421}}&lt;br /&gt;
{{ProjectRes|Clay|33500|33331}}&lt;br /&gt;
{{ProjectRes|Silt|31013|31013}}&lt;br /&gt;
{{ProjectRes|Slate|1500|1117}}&lt;br /&gt;
{{ProjectRes|Cut Stone|8374|8553}}&lt;br /&gt;
&lt;br /&gt;
{{ProjectRes|Gold Foil|1550|1490}}&lt;br /&gt;
{{ProjectRes|Thoth's Metal Cables|116|214}}&lt;br /&gt;
{{ProjectRes|Steel Sheeting: Hard Stainless Shiny|0|153}}&lt;br /&gt;
{{ProjectRes|Brass Medium Gears|81|77}}&lt;br /&gt;
{{ProjectRes|Iron Medium Gears|61|61}}&lt;br /&gt;
{{ProjectRes|Iron Large Gears|52|49}}&lt;br /&gt;
&lt;br /&gt;
{{ProjectRes|Black Paint|7673|7673}}&lt;br /&gt;
{{ProjectRes|Light Coral Paint|6550|6529}}&lt;br /&gt;
{{ProjectRes|Pale Golden Rod Paint|5851|5851 }}&lt;br /&gt;
{{ProjectRes|Sea Green Paint|4532|4523}}&lt;br /&gt;
{{ProjectRes|Violet Red Paint|4910|3307}}&lt;br /&gt;
{{ProjectRes|Saddle Brown Paint|2301|2129}}&lt;br /&gt;
&lt;br /&gt;
{{ProjectRes|Black Raeli Tiles|799|799}}&lt;br /&gt;
{{ProjectRes|Silver Raeli Tiles|451|451}}&lt;br /&gt;
{{ProjectRes|Gold Raeli Tiles|221|221}}&lt;br /&gt;
&lt;br /&gt;
{{ProjectRes|Bastet Gem of Any Type|23|23}}&lt;br /&gt;
{{ProjectRes|Unity Gem of Any Type|5|23}}&lt;br /&gt;
{{ProjectRes|Hexas Plate Gem of Any Type|7|23}}&lt;br /&gt;
{{ProjectRes|Cat's Eye Gem of Any Type|4|23}}&lt;br /&gt;
{{ProjectRes|Dragyn's Eye Sunstone|1|1}}&lt;br /&gt;
{{ProjectRes|Dragyn's Eye Gem of any type|1|1}}&lt;br /&gt;
{{ProjectRes|Hile's Chevron Sunstone|1|1}}&lt;br /&gt;
{{ProjectRes|Hile's Chevron Gem of any type|1|1}}&lt;br /&gt;
{{ProjectRes|Full Aidenn Mask Sunstone|0|1}}&lt;br /&gt;
{{ProjectRes|Full Aidenn Mask Gem of any type|1|1}}&lt;br /&gt;
&lt;br /&gt;
{{ProjectRes|Pure Chime: Floating Warbler|37|37}}&lt;br /&gt;
{{ProjectRes|Pure Chime: Gliding Crane|31|31}}&lt;br /&gt;
{{ProjectRes|Pure Chime: Diving Sparrow|28|28}}&lt;br /&gt;
&lt;br /&gt;
{{ProjectRes|Pure Chime: Gliding Osprey|28|28}}&lt;br /&gt;
{{ProjectRes|Pure Chime: Soaring Gull|28|28}}&lt;br /&gt;
{{ProjectRes|Pure Chime: Floating Osprey |28|28}}&lt;br /&gt;
{{ProjectRes|Pure Chime: Hovering Pheasant|28|28}}&lt;br /&gt;
{{ProjectRes|Pure Chime: Soaring Owl|28|28}}&lt;br /&gt;
{{ProjectRes|Pure Chime: Gliding Parrot|28|28}}&lt;br /&gt;
{{ProjectRes|Pure Chime: Floating Buzzard|28|28}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/TABLE&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Sadvak</name></author>
	</entry>
	<entry>
		<id>https://atitd.wiki/tale11/w/index.php?title=Miraluna/Hor-em-akhet&amp;diff=247375</id>
		<title>Miraluna/Hor-em-akhet</title>
		<link rel="alternate" type="text/html" href="https://atitd.wiki/tale11/w/index.php?title=Miraluna/Hor-em-akhet&amp;diff=247375"/>
		<updated>2024-06-29T18:46:44Z</updated>

		<summary type="html">&lt;p&gt;Sadvak: /* Welcome to the Craziness! */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:Miraluna}}&lt;br /&gt;
=== Welcome to the Craziness! ===&lt;br /&gt;
&lt;br /&gt;
The Guild Hall is @ 990 7017 and the 2 rows of WH's right behind as labeled for stashing. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[https://atitd.wiki/tale11/Test_of_Hor-em-akhet Test of Hor-em-akhet Wiki Page]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Please check your fishing &amp;quot;junk&amp;quot; for suitable paints or cut gems, every little bit helps! :)&lt;br /&gt;
&lt;br /&gt;
Extra mats needed: clay, lime, sulphur, carrots, cabbage juice, red sand for paint; 292 Fine Glass Rods for chimes;&lt;br /&gt;
&lt;br /&gt;
BTW&amp;gt;&amp;gt; 10 clay should be a reactionless recipe for Saddle Brown Paint for everyone :)&lt;br /&gt;
&lt;br /&gt;
===== Block sites: =====&lt;br /&gt;
[https://catitd.com/egypt.asp?loc=2493,-6043%0D%0A1560,-6000,(BoatLanding)%0D%0A3938,3513%0D%0A%0D%0A '''Site Map''']&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Silicified 2490 -6030 (#1 on map)&lt;br /&gt;
** Please follow the route to the boat landing (#2 on map) marked by statues&lt;br /&gt;
&lt;br /&gt;
* Anhydrite 3940 3510 (#3 on map)&lt;br /&gt;
** Boat Landing is right at the block site&lt;br /&gt;
&lt;br /&gt;
'''If you're hauling statues, please leave the easternmost rows at each site in place, to make it easier to keep finding more blocks'''.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;TABLE cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
&amp;lt;TH&amp;gt;&amp;lt;/TH&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;td valign=top&amp;gt;&lt;br /&gt;
{{ProjectMats|Hor-em-akhet|&lt;br /&gt;
{{ProjectRes|Low Relief Carvings (Carved from 4 wood, each)| 2472 |2470}}&lt;br /&gt;
{{ProjectRes|High Relief Carvings| 347 |413}}&lt;br /&gt;
{{ProjectRes|Sunken Relief Carvings|243|506}}&lt;br /&gt;
&lt;br /&gt;
{{ProjectRes|Bricks|259533|256435}}&lt;br /&gt;
{{ProjectRes|Straw|177519|155421}}&lt;br /&gt;
{{ProjectRes|Clay|33500|33331}}&lt;br /&gt;
{{ProjectRes|Silt|31013|31013}}&lt;br /&gt;
{{ProjectRes|Slate|1500|1117}}&lt;br /&gt;
{{ProjectRes|Cut Stone|8374|8553}}&lt;br /&gt;
&lt;br /&gt;
{{ProjectRes|Gold Foil|1550|1490}}&lt;br /&gt;
{{ProjectRes|Thoth's Metal Cables|116|214}}&lt;br /&gt;
{{ProjectRes|Steel Sheeting: Hard Stainless Shiny|0|153}}&lt;br /&gt;
{{ProjectRes|Brass Medium Gears|81|77}}&lt;br /&gt;
{{ProjectRes|Iron Medium Gears|61|61}}&lt;br /&gt;
{{ProjectRes|Iron Large Gears|52|49}}&lt;br /&gt;
&lt;br /&gt;
{{ProjectRes|Black Paint|7673|7673}}&lt;br /&gt;
{{ProjectRes|Light Coral Paint|6550|6529}}&lt;br /&gt;
{{ProjectRes|Pale Golden Rod Paint|5851|5851 }}&lt;br /&gt;
{{ProjectRes|Sea Green Paint|4532|4523}}&lt;br /&gt;
{{ProjectRes|Violet Red Paint|4910|3307}}&lt;br /&gt;
{{ProjectRes|Saddle Brown Paint|2301|2129}}&lt;br /&gt;
&lt;br /&gt;
{{ProjectRes|Black Raeli Tiles|799|799}}&lt;br /&gt;
{{ProjectRes|Silver Raeli Tiles|451|451}}&lt;br /&gt;
{{ProjectRes|Gold Raeli Tiles|221|221}}&lt;br /&gt;
&lt;br /&gt;
{{ProjectRes|Bastet Gem of Any Type|23|23}}&lt;br /&gt;
{{ProjectRes|Unity Gem of Any Type|1|23}}&lt;br /&gt;
{{ProjectRes|Hexas Plate Gem of Any Type|4|23}}&lt;br /&gt;
{{ProjectRes|Cat's Eye Gem of Any Type|2|23}}&lt;br /&gt;
{{ProjectRes|Dragyn's Eye Sunstone|1|1}}&lt;br /&gt;
{{ProjectRes|Dragyn's Eye Gem of any type|1|1}}&lt;br /&gt;
{{ProjectRes|Hile's Chevron Sunstone|1|1}}&lt;br /&gt;
{{ProjectRes|Hile's Chevron Gem of any type|1|1}}&lt;br /&gt;
{{ProjectRes|Full Aidenn Mask Sunstone|0|1}}&lt;br /&gt;
{{ProjectRes|Full Aidenn Mask Gem of any type|1|1}}&lt;br /&gt;
&lt;br /&gt;
{{ProjectRes|Pure Chime: Floating Warbler|37|37}}&lt;br /&gt;
{{ProjectRes|Pure Chime: Gliding Crane|31|31}}&lt;br /&gt;
{{ProjectRes|Pure Chime: Diving Sparrow|28|28}}&lt;br /&gt;
&lt;br /&gt;
{{ProjectRes|Pure Chime: Gliding Osprey|28|28}}&lt;br /&gt;
{{ProjectRes|Pure Chime: Soaring Gull|28|28}}&lt;br /&gt;
{{ProjectRes|Pure Chime: Floating Osprey |28|28}}&lt;br /&gt;
{{ProjectRes|Pure Chime: Hovering Pheasant|28|28}}&lt;br /&gt;
{{ProjectRes|Pure Chime: Soaring Owl|28|28}}&lt;br /&gt;
{{ProjectRes|Pure Chime: Gliding Parrot|28|28}}&lt;br /&gt;
{{ProjectRes|Pure Chime: Floating Buzzard|28|28}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/TABLE&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Sadvak</name></author>
	</entry>
	<entry>
		<id>https://atitd.wiki/tale11/w/index.php?title=Tanis_Trading_Post_and_General_Store&amp;diff=246243</id>
		<title>Tanis Trading Post and General Store</title>
		<link rel="alternate" type="text/html" href="https://atitd.wiki/tale11/w/index.php?title=Tanis_Trading_Post_and_General_Store&amp;diff=246243"/>
		<updated>2024-05-28T02:42:41Z</updated>

		<summary type="html">&lt;p&gt;Sadvak: /* Chit Exchange Rates */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Guilds]] {{DEFAULTSORT:Tanis Trading Post and General Store}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Welcome! ==&lt;br /&gt;
The shop is always open for your shopping convenience, @ 923 6829 ... just southwest of the Tanis Chariot Stop. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Chit Exchange Rates ===&lt;br /&gt;
The shop goods have been valued in ''Chit:Sadvak''. You can exchange a variety of basic goods for chits, then use the chits to make your purchases. If you want to sell rare items or anything else that isn't listed here, /chat Sadvak to make a deal.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| 5 Ash || 1 Chit&lt;br /&gt;
|-&lt;br /&gt;
| 5 Potash || 1 Chit &lt;br /&gt;
|-&lt;br /&gt;
| 10 Lime || 1 Chit&lt;br /&gt;
|-&lt;br /&gt;
| 1 Glass Jar || 1 Chits&lt;br /&gt;
|-&lt;br /&gt;
| 1 Fine Glass Rod || 1 Chit&lt;br /&gt;
|-&lt;br /&gt;
| 2 Glass Rods || 1 Chit&lt;br /&gt;
|-&lt;br /&gt;
| 50 Charcoal || 1 Chit&lt;br /&gt;
|-&lt;br /&gt;
| 10 Gravel || 1 Chit&lt;br /&gt;
|-&lt;br /&gt;
| 50 Papyrus (Fertile) || 1 Chit&lt;br /&gt;
|-&lt;br /&gt;
| 1 Crystal Hieroglyph || 50 Chits&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Current Stock ==&lt;br /&gt;
I am still working on building out my inventory, so hopefully more to come soon. Please /chat Sadvak for details, re-stocking requests, questions ... Thanks&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Veggie Seeds !! Price in Chits &lt;br /&gt;
|-&lt;br /&gt;
| 1 Cabbage Seed: Qwu #259 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 1 Carrot Seed: Sobek's Teeth || 3&lt;br /&gt;
|-&lt;br /&gt;
| 1 Garlic Seed: Geb's Growth || 3&lt;br /&gt;
|-&lt;br /&gt;
| 1 Onion Seed: Taste of Tempests || 3&lt;br /&gt;
|-&lt;br /&gt;
| 1 Pepper Seed: Qwu #222 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 1 Eggplant Seed: Isis's Soil || 1&lt;br /&gt;
|-&lt;br /&gt;
| 1 Cucumber Seed: Prid of Memphis || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Smithed Tools!! Price in Chits&lt;br /&gt;
|-&lt;br /&gt;
| Shovel 9k+ || Check shop&lt;br /&gt;
|-&lt;br /&gt;
| Hachet 9k+ || Check shop&lt;br /&gt;
|-&lt;br /&gt;
| Scythe Blade 9k+ || Check shop&lt;br /&gt;
|-&lt;br /&gt;
| Arch. Shovel 9k+ || Check shop&lt;br /&gt;
|-&lt;br /&gt;
| Sharp Edged Blade 9k+ || 12&lt;br /&gt;
|-&lt;br /&gt;
| Chisel 9.8k+ || 8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Metals !! Price in Chits &lt;br /&gt;
|-&lt;br /&gt;
| 15 Iron || 1&lt;br /&gt;
|-&lt;br /&gt;
| 15 Copper || 1&lt;br /&gt;
|-&lt;br /&gt;
| 15 Tin || 1&lt;br /&gt;
|-&lt;br /&gt;
| 5 Steel || 1&lt;br /&gt;
|-&lt;br /&gt;
| 5 Brass || 1&lt;br /&gt;
|-&lt;br /&gt;
| 5 Bronze || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Misc. Needs !! Price in Chits&lt;br /&gt;
|-&lt;br /&gt;
| 1 Pinch Roller || 6&lt;br /&gt;
|-&lt;br /&gt;
| 15 Cement || 15&lt;br /&gt;
|-&lt;br /&gt;
| 1 Sheet Glass || 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
=== Custom Crafted Items ===&lt;br /&gt;
&lt;br /&gt;
High-quality tools are priced individually and not always in stock.  Check the shop for what's currently available, or /chat Sadvak for special orders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Created Items ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Metal Products !! Price in Chits &lt;br /&gt;
|-&lt;br /&gt;
| 1 Extrusion Plate || 12 (NS)&lt;br /&gt;
|-&lt;br /&gt;
| 1 Pinch Roller || 9 (NS)&lt;br /&gt;
|-&lt;br /&gt;
| 1 Lead Sheeting || 3&lt;br /&gt;
|-&lt;br /&gt;
| 1 Tin Sheeting || 6&lt;br /&gt;
|-&lt;br /&gt;
| 5 Steel Sheeting || 4&lt;br /&gt;
|-&lt;br /&gt;
| Bearings || NS&lt;br /&gt;
|-&lt;br /&gt;
| Iron Pot || 6&lt;br /&gt;
|-&lt;br /&gt;
| 2 Iron Cook Pots || 3 (NS)&lt;br /&gt;
|-&lt;br /&gt;
| 20 Nails || 1&lt;br /&gt;
|-&lt;br /&gt;
| 1 Mouldboard || 12 (NS)&lt;br /&gt;
|-&lt;br /&gt;
| 1 Lead Chisel || 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Everyday Essentials ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Herbs !! Price in Chits&lt;br /&gt;
|-&lt;br /&gt;
| 20 Thyme || 2&lt;br /&gt;
|-&lt;br /&gt;
| 20 Common Sage || 2&lt;br /&gt;
|-&lt;br /&gt;
| 20 Common Rosemary || 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Misc. Needs !! Price in Chits&lt;br /&gt;
|-&lt;br /&gt;
| 20 Termite-resistant Non-toxic Black Boards || 9 (NS)&lt;br /&gt;
|-&lt;br /&gt;
| 25 Fireproof Non-toxic || 1 (NS)&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| 1 Butter || 1&lt;br /&gt;
|-&lt;br /&gt;
| 40 Rotten Flax || 1&lt;br /&gt;
|-&lt;br /&gt;
| 2 Cuttable Stone || 1&lt;br /&gt;
|-&lt;br /&gt;
| 1 Medium Stone || 1&lt;br /&gt;
|-&lt;br /&gt;
| 1 Bauxite || 1 (NS)&lt;br /&gt;
|-&lt;br /&gt;
| 1 Gypsum || 1 (NS)&lt;br /&gt;
|-&lt;br /&gt;
| 1 Lime || 1&lt;br /&gt;
|-&lt;br /&gt;
| 2 Linen || 3&lt;br /&gt;
|-&lt;br /&gt;
| 2 Canvas || 3&lt;br /&gt;
|-&lt;br /&gt;
| 20 Slate || 1&lt;br /&gt;
|}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{L|en}}&lt;/div&gt;</summary>
		<author><name>Sadvak</name></author>
	</entry>
	<entry>
		<id>https://atitd.wiki/tale11/w/index.php?title=Test_of_the_Singing_Cicada&amp;diff=246187</id>
		<title>Test of the Singing Cicada</title>
		<link rel="alternate" type="text/html" href="https://atitd.wiki/tale11/w/index.php?title=Test_of_the_Singing_Cicada&amp;diff=246187"/>
		<updated>2024-05-26T19:18:16Z</updated>

		<summary type="html">&lt;p&gt;Sadvak: /* Finding Cages */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Merge|Task/Test of the Singing Cicada}}&lt;br /&gt;
Sound file for cicada's: [https://www.atitd.org/wiki/t4w/images/7/7a/Cicadas.mp3 Cicadas.mp3]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://cdn.discordapp.com/attachments/419105530888323072/617560525177356298/Cicadas.mp3 click here](backup file just in case)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Test&lt;br /&gt;
| name          = The Test of the Singing Cicada&lt;br /&gt;
| discipline    = The Human Body&lt;br /&gt;
| image         = Human Body Test Icons_Cicada.png&lt;br /&gt;
| level         = &lt;br /&gt;
| requirements  = &lt;br /&gt;
| demonstration = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Use your eyes and ears to locate elaborate and beautiful cicada cages hidden by other explorers. You may take a single animal from each cage, and when you have collected enough, build a colony of your own.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Cicada_Cage.jpg|200px]]&lt;br /&gt;
|| [[File:Cicada_Cage_Options.jpg|300px]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Test Description ==&lt;br /&gt;
In the Test of the Singing Cicada, you'll be honing your skills by quickly finding an ever-changing collection of Singing Cicadas hidden in cages across the land. Score points each time you find a Cicada cage, and automatically spend them when you advance to gain Talent Points by having the highest score in Egypt.  When you find enough Cicadas, place a cage of your own for an effortless and continuous stream of points.&lt;br /&gt;
&lt;br /&gt;
== Task ==&lt;br /&gt;
[[Task/Test of the Singing Cicada|Test of the Singing Cicada (task)]]&lt;br /&gt;
&lt;br /&gt;
== Additional Information ==&lt;br /&gt;
The '''Test of the Singing Cicada''' is a [[Tests|test]] in the discipline of the Human [[Body]]. The test focuses on exploration, particularly of remote or hard-to-reach areas in Egypt.&lt;br /&gt;
&lt;br /&gt;
You must go to a University of Body and hand over a certain amount of cicadas you have found for the scientists to give you a cage to build.  Usually it takes 7 cicadas to do this, but the number can change based on how many cicadas are out in the wild.  All Universities of Body can give you a cage, regardless of what faction they are supporting.&lt;br /&gt;
&lt;br /&gt;
You cannot carry more than 21 cicadas on yourself. If you do carry 21 of them, you will be told you have to go to a university of Body to fashion a cage.&lt;br /&gt;
&lt;br /&gt;
'''A cage costs 1 [[Linen]] and 4 [[Boards]] to build in addition to the cage you get from the University.'''  You cannot build near steep terrain. &lt;br /&gt;
&lt;br /&gt;
You have the above options for cages.  Sometimes two or more cages are built on top of each other so it is good policy to &amp;quot;Move the Nearby Cage.&amp;quot; under Self -&amp;gt; Tests -&amp;gt; Test of the Singing Cicada. Note that Stranger placed cages cannot be moved.&lt;br /&gt;
&lt;br /&gt;
== Finding Cages ==&lt;br /&gt;
At the start of tale, there are seed cages placed by The Stranger.&lt;br /&gt;
&lt;br /&gt;
Cages can be found in every region. In t10 there appears to be no restrictions on which faction's lands you can place cages.&lt;br /&gt;
&lt;br /&gt;
Cicada Cage sounds are attached to Test Sounds. If you wish to find cicada cages, ensure that your have Test Sounds enabled. Cicada cages are audible from 64 coords away, although at that distance the sound is very quiet.&lt;br /&gt;
&lt;br /&gt;
== Passing the Principle ==&lt;br /&gt;
Hidden across the Egyptian landscape are dozens of [[Cicada Cage]]s, detectable mainly through the continuous chirping sounds they emit. A player who comes across a cicada cage is allowed to take a cicada from it (provided the player has signed up for the Cicada test). When a player has collected enough cicadas, he may build and place a cicada cage of his own. Cages crumble and are gone after 7 players have discovered them and removed a cicada.&lt;br /&gt;
&lt;br /&gt;
Cicada points are earned both by finding other players' cages (a single bonus for each cage found) and by building your own (points earned continuously for as long as your cages survive). Every 3 Egypt days, the 21 players with the highest scores receive a Talent Point. They then all lose cicada points equal to the 21st player's score.  (In effect, the 21st player's score determines how much it &amp;quot;costs&amp;quot; to &amp;quot;buy&amp;quot; a Talent Point that day.) Players complete the test when they have received 7 Talent Points.&lt;br /&gt;
&lt;br /&gt;
NOTE:  Talent points replaced speed points.&lt;br /&gt;
&lt;br /&gt;
== Silenced Cicada Chirps ==&lt;br /&gt;
&lt;br /&gt;
Part way through Tale 8 a method of silencing the continuous cicada chirp was introduced as part of the T8 Cheese System.  [[Cheese|Baramily]] cheese when applied to a cicada cage silences the chirp. &lt;br /&gt;
&lt;br /&gt;
There are a number of unknowns about the effects of giving cheese to insects.&lt;br /&gt;
&lt;br /&gt;
#Duration of the silence&lt;br /&gt;
#Application to your own cages&lt;br /&gt;
#Application to another player's cages&lt;br /&gt;
#How the age (potency) of the cheese affects the silence&lt;br /&gt;
#Any negative effects from applying the cheese to the cage&lt;br /&gt;
#Offsets to the increased difficulty in finding silenced cages&lt;br /&gt;
#Why someone would ever go to so much work to do such a thing as this&lt;br /&gt;
&lt;br /&gt;
== Talent Points ==&lt;br /&gt;
&lt;br /&gt;
[[Talent Points]] are allocated depending on the number of advances you achieve. '''Confirmation of how many points you receive and when goes here'''&lt;br /&gt;
&lt;br /&gt;
It is possible to receive more than one advance in a day. &lt;br /&gt;
* For example, if you have 15,000 points and the advances cost 5,000 points then you will gain three advances.&lt;br /&gt;
* For example, if you have 460,000 points and the advances cost 20,800 points each, then you will gain 22 advances (457,600 points) and keep 2,400 points for the next round of advancements. It is verified that you can get more than 21 advances in a single go.&lt;br /&gt;
&lt;br /&gt;
Passing scores each day are posted here: https://www.desert-nomad.com/Tests/Cicada&lt;br /&gt;
&lt;br /&gt;
== The Ultimate Challenge ==&lt;br /&gt;
&lt;br /&gt;
Advancing 100 times is one of the Stranger's Ultimate Challenges. Should you achieve this, your deed will be announced and you will gain all of the rights, privileges, and bragging rights that this entails!&lt;br /&gt;
&lt;br /&gt;
Apparently there is a separate 'Ultimate Challenge' for finding a cage worth over 150k.&lt;br /&gt;
&lt;br /&gt;
== Accessibility ==&lt;br /&gt;
&lt;br /&gt;
If you have a hearing impairment that causes you problems with detecting and triangulating the cicadas, the following software may help you:&lt;br /&gt;
* [https://windows-vu-meter.software.informer.com/download/ Windows VU Meter]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Related Pages ==&lt;br /&gt;
* [https://www.desert-nomad.com/Tests/Cicada Daily results]&lt;br /&gt;
* [[Cage Costs]]&lt;br /&gt;
&lt;br /&gt;
{{L|en}}&lt;/div&gt;</summary>
		<author><name>Sadvak</name></author>
	</entry>
	<entry>
		<id>https://atitd.wiki/tale11/w/index.php?title=Miraluna%5CProjects&amp;diff=245604</id>
		<title>Miraluna\Projects</title>
		<link rel="alternate" type="text/html" href="https://atitd.wiki/tale11/w/index.php?title=Miraluna%5CProjects&amp;diff=245604"/>
		<updated>2024-05-10T23:18:29Z</updated>

		<summary type="html">&lt;p&gt;Sadvak: /* Current Projects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:Miraluna}}&lt;br /&gt;
==== Current Projects ====&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&amp;lt;div align=center&amp;gt;&lt;br /&gt;
'''''Put donations in the &amp;quot;Guild Projects&amp;quot; WH at 1013, 7321'''''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;TABLE cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
&amp;lt;TH&amp;gt;&amp;lt;/TH&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;td valign=top&amp;gt;&lt;br /&gt;
{{ProjectMats|Steam Shovel|&lt;br /&gt;
{{ProjectRes|Iron Bars|25|25}}&lt;br /&gt;
{{ProjectRes|Iron Medium Gears|15|15}}&lt;br /&gt;
{{ProjectRes|Large Steam Engine|1|1}}&lt;br /&gt;
{{ProjectRes|Lubricating Oil|10|10}}&lt;br /&gt;
{{ProjectRes|Screw Gears|1|1}}&lt;br /&gt;
{{ProjectRes|Brass Small Gears|50|50}}&lt;br /&gt;
{{ProjectRes|Steel Wire|250|250}}&lt;br /&gt;
{{ProjectRes|Thermometers|5|5}}&lt;br /&gt;
{{ProjectRes|Hard, Rotproof Treated Boards|0|1500}}&lt;br /&gt;
{{ProjectRes|Cobalt Sheeting: Hard, Corrosion Resistant|200|200}}&lt;br /&gt;
{{ProjectRes|Copper Sheeting:Stainless|100|100}}&lt;br /&gt;
{{ProjectRes|Washers|100|100}}&lt;br /&gt;
{{ProjectRes|Water|0|500}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/TABLE&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Sadvak</name></author>
	</entry>
	<entry>
		<id>https://atitd.wiki/tale11/w/index.php?title=Miraluna/Hor-em-akhet&amp;diff=245598</id>
		<title>Miraluna/Hor-em-akhet</title>
		<link rel="alternate" type="text/html" href="https://atitd.wiki/tale11/w/index.php?title=Miraluna/Hor-em-akhet&amp;diff=245598"/>
		<updated>2024-05-10T18:52:37Z</updated>

		<summary type="html">&lt;p&gt;Sadvak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:Miraluna}}&lt;br /&gt;
=== Welcome to the Craziness! ===&lt;br /&gt;
&lt;br /&gt;
The Guild Hall is @ 990 7017 and the 2 rows of WH's right behind as labeled for stashing. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[https://atitd.wiki/tale11/Test_of_Hor-em-akhet Test of Hor-em-akhet Wiki Page]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Please check your fishing &amp;quot;junk&amp;quot; for suitable paints or cut gems, every little bit helps! :)&lt;br /&gt;
&lt;br /&gt;
Extra mats needed: clay, lime, sulphur, carrots, cabbage juice, red sand for paint; 292 Fine Glass Rods for chimes;&lt;br /&gt;
&lt;br /&gt;
BTW&amp;gt;&amp;gt; 10 clay should be a reactionless recipe for Saddle Brown Paint for everyone :)&lt;br /&gt;
&lt;br /&gt;
Block sites:&lt;br /&gt;
Silicified 2490 -6030&lt;br /&gt;
Anhydrite 3940 3510&lt;br /&gt;
If you're hauling statues, please leave the eastermost rows at each site in place, to make it easier to keep finding more blocks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;TABLE cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
&amp;lt;TH&amp;gt;&amp;lt;/TH&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;td valign=top&amp;gt;&lt;br /&gt;
{{ProjectMats|Hor-em-akhet|&lt;br /&gt;
{{ProjectRes|Low Relief Carvings (Carved from 4 wood, each)| 2472 |2470}}&lt;br /&gt;
{{ProjectRes|High Relief Carvings| 151 |413}}&lt;br /&gt;
{{ProjectRes|Sunken Relief Carvings|135|506}}&lt;br /&gt;
&lt;br /&gt;
{{ProjectRes|Bricks|215533|256435}}&lt;br /&gt;
{{ProjectRes|Straw|127519|155421}}&lt;br /&gt;
{{ProjectRes|Clay|33500|33331}}&lt;br /&gt;
{{ProjectRes|Silt|31013|31013}}&lt;br /&gt;
{{ProjectRes|Slate|1500|1117}}&lt;br /&gt;
{{ProjectRes|Cut Stone|2071|8553}}&lt;br /&gt;
&lt;br /&gt;
{{ProjectRes|Gold Foil|1550|1490}}&lt;br /&gt;
{{ProjectRes|Thoth's Metal Cables|62|214}}&lt;br /&gt;
{{ProjectRes|Steel Sheeting: Hard Stainless Shiny|0|153}}&lt;br /&gt;
{{ProjectRes|Brass Medium Gears|81|77}}&lt;br /&gt;
{{ProjectRes|Iron Medium Gears|61|61}}&lt;br /&gt;
{{ProjectRes|Iron Large Gears|52|49}}&lt;br /&gt;
&lt;br /&gt;
{{ProjectRes|Black Paint|0|7673}}&lt;br /&gt;
{{ProjectRes|Light Coral Paint|6550|6529}}&lt;br /&gt;
{{ProjectRes|Pale Golden Rod Paint|4500|5851 }}&lt;br /&gt;
{{ProjectRes|Sea Green Paint|4532|4523}}&lt;br /&gt;
{{ProjectRes|Violet Red Paint|4910|3307}}&lt;br /&gt;
{{ProjectRes|Saddle Brown Paint|2301|2129}}&lt;br /&gt;
&lt;br /&gt;
{{ProjectRes|Black Raeli Tiles|799|799}}&lt;br /&gt;
{{ProjectRes|Silver Raeli Tiles|451|451}}&lt;br /&gt;
{{ProjectRes|Gold Raeli Tiles|221|221}}&lt;br /&gt;
&lt;br /&gt;
{{ProjectRes|Bastet Gem of Any Type|23|23}}&lt;br /&gt;
{{ProjectRes|Unity Gem of Any Type|0|23}}&lt;br /&gt;
{{ProjectRes|Hexas Plate Gem of Any Type|4|23}}&lt;br /&gt;
{{ProjectRes|Cat's Eye Gem of Any Type|0|23}}&lt;br /&gt;
{{ProjectRes|Dragyn's Eye Sunstone|1|1}}&lt;br /&gt;
{{ProjectRes|Dragyn's Eye Gem of any type|1|1}}&lt;br /&gt;
{{ProjectRes|Hile's Chevron Sunstone|1|1}}&lt;br /&gt;
{{ProjectRes|Hile's Chevron Gem of any type|1|1}}&lt;br /&gt;
{{ProjectRes|Full Aidenn Mask Sunstone|1|1}}&lt;br /&gt;
{{ProjectRes|Full Aidenn Mask Gem of any type|1|1}}&lt;br /&gt;
&lt;br /&gt;
{{ProjectRes|Pure Chime: Floating Warbler|37|37}}&lt;br /&gt;
{{ProjectRes|Pure Chime: Gliding Crane|31|31}}&lt;br /&gt;
{{ProjectRes|Pure Chime: Diving Sparrow|28|28}}&lt;br /&gt;
&lt;br /&gt;
{{ProjectRes|Pure Chime: Gliding Osprey|0|28}}&lt;br /&gt;
{{ProjectRes|Pure Chime: Soaring Gull|0|28}}&lt;br /&gt;
{{ProjectRes|Pure Chime: Floating Osprey|0|28}}&lt;br /&gt;
{{ProjectRes|Pure Chime: Hovering Pheasant|0|28}}&lt;br /&gt;
{{ProjectRes|Pure Chime: Soaring Owl|0|28}}&lt;br /&gt;
{{ProjectRes|Pure Chime: Gliding Parrot|0|28}}&lt;br /&gt;
{{ProjectRes|Pure Chime: Floating Buzzard|0|28}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/TABLE&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Sadvak</name></author>
	</entry>
	<entry>
		<id>https://atitd.wiki/tale11/w/index.php?title=Miraluna%5CProjects&amp;diff=245557</id>
		<title>Miraluna\Projects</title>
		<link rel="alternate" type="text/html" href="https://atitd.wiki/tale11/w/index.php?title=Miraluna%5CProjects&amp;diff=245557"/>
		<updated>2024-05-10T03:42:16Z</updated>

		<summary type="html">&lt;p&gt;Sadvak: /* Current Projects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:Miraluna}}&lt;br /&gt;
==== Current Projects ====&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&amp;lt;div align=center&amp;gt;&lt;br /&gt;
'''''Put donations in the &amp;quot;Guild Projects&amp;quot; WH at 1013, 7321'''''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;TABLE cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
&amp;lt;TH&amp;gt;&amp;lt;/TH&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;td valign=top&amp;gt;&lt;br /&gt;
{{ProjectMats|Steam Shovel|&lt;br /&gt;
{{ProjectRes|Iron Bars|25|25}}&lt;br /&gt;
{{ProjectRes|Iron Medium Gears|15|15}}&lt;br /&gt;
{{ProjectRes|Large Steam Engine|0|1}}&lt;br /&gt;
{{ProjectRes|Lubricating Oil|10|10}}&lt;br /&gt;
{{ProjectRes|Screw Gears|0|1}}&lt;br /&gt;
{{ProjectRes|Brass Small Gears|50|50}}&lt;br /&gt;
{{ProjectRes|Steel Wire|0|250}}&lt;br /&gt;
{{ProjectRes|Thermometers|5|5}}&lt;br /&gt;
{{ProjectRes|Hard, Rotproof Treated Boards|0|1500}}&lt;br /&gt;
{{ProjectRes|Cobalt Sheeting: Hard, Corrosion Resistant|0|200}}&lt;br /&gt;
{{ProjectRes|Copper Sheeting:Stainless|0|100}}&lt;br /&gt;
{{ProjectRes|Washers|100|100}}&lt;br /&gt;
{{ProjectRes|Water|0|500}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/TABLE&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Sadvak</name></author>
	</entry>
	<entry>
		<id>https://atitd.wiki/tale11/w/index.php?title=Miraluna/Hor-em-akhet&amp;diff=244985</id>
		<title>Miraluna/Hor-em-akhet</title>
		<link rel="alternate" type="text/html" href="https://atitd.wiki/tale11/w/index.php?title=Miraluna/Hor-em-akhet&amp;diff=244985"/>
		<updated>2024-04-28T01:38:25Z</updated>

		<summary type="html">&lt;p&gt;Sadvak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Welcome to the Craziness! ===&lt;br /&gt;
&lt;br /&gt;
The Guild Hall is @ 990 7017 and the row of WH's right behind as labeled for stashing. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[https://atitd.wiki/tale11/Test_of_Hor-em-akhet Test of Hor-em-akhet Wiki Page]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Please check your fishing &amp;quot;junk&amp;quot; for suitable paints or cut gems, every little bit helps! :)&lt;br /&gt;
&lt;br /&gt;
Extra mats needed: clay, lime, sulphur, carrots, cabbage juice, red sand for paint; 292 Fine Glass Rods for chimes;&lt;br /&gt;
&lt;br /&gt;
BTW&amp;gt;&amp;gt; 10 clay should be a reactionless recipe for Saddle Brown Paint for everyone :)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;TABLE cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
&amp;lt;TH&amp;gt;&amp;lt;/TH&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;td valign=top&amp;gt;&lt;br /&gt;
{{ProjectMats|Hor-em-akhet|&lt;br /&gt;
{{ProjectRes|Low Relief Carvings (Carved from 4 wood, each)| 1000 |2470}}&lt;br /&gt;
{{ProjectRes|High Relief Carvings| 0 |413}}&lt;br /&gt;
{{ProjectRes|Sunken Relief Carvings|0|506}}&lt;br /&gt;
&lt;br /&gt;
{{ProjectRes|Bricks|70838|256435}}&lt;br /&gt;
{{ProjectRes|Straw|34000|155421}}&lt;br /&gt;
{{ProjectRes|Clay|7500|33331}}&lt;br /&gt;
{{ProjectRes|Silt|31013|31013}}&lt;br /&gt;
{{ProjectRes|Slate|1500|1117}}&lt;br /&gt;
{{ProjectRes|Cut Stone|0|8553}}&lt;br /&gt;
&lt;br /&gt;
{{ProjectRes|Gold Foil|1050|1490}}&lt;br /&gt;
{{ProjectRes|Thoth's Metal Cables|0|214}}&lt;br /&gt;
{{ProjectRes|Steel Sheeting: Hard Stainless Shiny|0|153}}&lt;br /&gt;
{{ProjectRes|Brass Medium Gears|0|77}}&lt;br /&gt;
{{ProjectRes|Iron Medium Gears|61|61}}&lt;br /&gt;
{{ProjectRes|Iron Large Gears|0|49}}&lt;br /&gt;
&lt;br /&gt;
{{ProjectRes|Black Paint|0|7673}}&lt;br /&gt;
{{ProjectRes|Light Coral Paint|0|6529}}&lt;br /&gt;
{{ProjectRes|Pale Golden Rod Paint|0|5851 }}&lt;br /&gt;
{{ProjectRes|Sea Green Paint|0|4523}}&lt;br /&gt;
{{ProjectRes|Violet Red Paint|0|3307}}&lt;br /&gt;
{{ProjectRes|Saddle Brown Paint|0|2129}}&lt;br /&gt;
&lt;br /&gt;
{{ProjectRes|Black Raeli Tiles|0|799}}&lt;br /&gt;
{{ProjectRes|Silver Raeli Tiles|0|451}}&lt;br /&gt;
{{ProjectRes|Gold Raeli Tiles|0|221}}&lt;br /&gt;
&lt;br /&gt;
{{ProjectRes|Bastet Gem of Any Type|7|23}}&lt;br /&gt;
{{ProjectRes|Unity Gem of Any Type|0|23}}&lt;br /&gt;
{{ProjectRes|Hexas Plate Gem of Any Type|4|23}}&lt;br /&gt;
{{ProjectRes|Cat's Eye Gem of Any Type|0|23}}&lt;br /&gt;
{{ProjectRes|Dragyn's Eye Sunstone|1|1}}&lt;br /&gt;
{{ProjectRes|Dragyn's Eye Gem of any type|1|1}}&lt;br /&gt;
{{ProjectRes|Hile's Chevron Sunstone|1|1}}&lt;br /&gt;
{{ProjectRes|Hile's Chevron Gem of any type|1|1}}&lt;br /&gt;
{{ProjectRes|Full Aidenn Mask Sunstone|1|1}}&lt;br /&gt;
{{ProjectRes|Full Aidenn Mask Gem of any type|1|1}}&lt;br /&gt;
&lt;br /&gt;
{{ProjectRes|Pure Chime: Floating Warbler|0|37}}&lt;br /&gt;
{{ProjectRes|Pure Chime: Gliding Crane|0|31}}&lt;br /&gt;
{{ProjectRes|Pure Chime: Diving Sparrow|0|28}}&lt;br /&gt;
&lt;br /&gt;
{{ProjectRes|Pure Chime: Random|0|28}}&lt;br /&gt;
{{ProjectRes|Pure Chime: Random|0|28}}&lt;br /&gt;
{{ProjectRes|Pure Chime: Random|0|28}}&lt;br /&gt;
{{ProjectRes|Pure Chime: Random|0|28}}&lt;br /&gt;
{{ProjectRes|Pure Chime: Random|0|28}}&lt;br /&gt;
{{ProjectRes|Pure Chime: Random|0|28}}&lt;br /&gt;
{{ProjectRes|Pure Chime: Random|0|28}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/TABLE&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Sadvak</name></author>
	</entry>
	<entry>
		<id>https://atitd.wiki/tale11/w/index.php?title=Miraluna/Hor-em-akhet&amp;diff=244765</id>
		<title>Miraluna/Hor-em-akhet</title>
		<link rel="alternate" type="text/html" href="https://atitd.wiki/tale11/w/index.php?title=Miraluna/Hor-em-akhet&amp;diff=244765"/>
		<updated>2024-04-24T00:53:31Z</updated>

		<summary type="html">&lt;p&gt;Sadvak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&amp;lt;TABLE cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
&amp;lt;TH&amp;gt;&amp;lt;/TH&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;td valign=top&amp;gt;&lt;br /&gt;
{{ProjectMats|Hor-em-akhet|&lt;br /&gt;
{{ProjectRes|Low Relief Carvings (Carved from 4 wood, each)| 0 |2470}}&lt;br /&gt;
{{ProjectRes|High Relief Carvings (each block creating 3 carvings)| 0 |413}}&lt;br /&gt;
{{ProjectRes|Sunken Relief Carvings|0|506}}&lt;br /&gt;
&lt;br /&gt;
{{ProjectRes|Bricks|0|256435}}&lt;br /&gt;
{{ProjectRes|Straw|0|155421}}&lt;br /&gt;
{{ProjectRes|Clay|0|33331}}&lt;br /&gt;
{{ProjectRes|Silt|0|31013}}&lt;br /&gt;
{{ProjectRes|Slate|0|1117}}&lt;br /&gt;
{{ProjectRes|Cut Stone|0|8553}}&lt;br /&gt;
&lt;br /&gt;
{{ProjectRes|Gold Foil|0|1490}}&lt;br /&gt;
{{ProjectRes|Thoth's Metal Cables|0|214}}&lt;br /&gt;
{{ProjectRes|Steel Sheeting: Hard Stainless Shiny|0|153}}&lt;br /&gt;
{{ProjectRes|Brass Medium Gears|0|77}}&lt;br /&gt;
{{ProjectRes|Iron Medium Gears|0|61}}&lt;br /&gt;
{{ProjectRes|Iron Large Gears|0|49}}&lt;br /&gt;
&lt;br /&gt;
{{ProjectRes|Black Paint|0|7673}}&lt;br /&gt;
{{ProjectRes|Light Coral Paint|0|6529}}&lt;br /&gt;
{{ProjectRes|Pale Golden Rod Paint|0|5851 }}&lt;br /&gt;
{{ProjectRes|Sea Green Paint|0|4523}}&lt;br /&gt;
{{ProjectRes|Violet Red Paint|0|3307}}&lt;br /&gt;
{{ProjectRes|Saddle Brown Paint|0|2129}}&lt;br /&gt;
&lt;br /&gt;
{{ProjectRes|Black Raeli Tiles|0|799}}&lt;br /&gt;
{{ProjectRes|Silver Raeli Tiles|0|451}}&lt;br /&gt;
{{ProjectRes|Gold Raeli Tiles|0|221}}&lt;br /&gt;
&lt;br /&gt;
{{ProjectRes|Bastet Gem of Any Type|0|23}}&lt;br /&gt;
{{ProjectRes|Unity Gem of Any Type|0|23}}&lt;br /&gt;
{{ProjectRes|Hexas Plate Gem of Any Type|0|23}}&lt;br /&gt;
{{ProjectRes|Cat's Eye Gem of Any Type|0|23}}&lt;br /&gt;
{{ProjectRes|Dragyn's Eye Sunstone|0|1}}&lt;br /&gt;
{{ProjectRes|Dragyn's Eye Gem of any type|0|1}}&lt;br /&gt;
{{ProjectRes|Hile's Chevron Sunstone|0|1}}&lt;br /&gt;
{{ProjectRes|Hile's Chevron Gem of any type|0|1}}&lt;br /&gt;
{{ProjectRes|Full Aidenn Mask Sunstone|0|1}}&lt;br /&gt;
{{ProjectRes|Full Aidenn Mask Gem of any type|0|1}}&lt;br /&gt;
&lt;br /&gt;
{{ProjectRes|Pure Chime: Floating Warbler|0|37}}&lt;br /&gt;
{{ProjectRes|Pure Chime: Gliding Crane|0|31}}&lt;br /&gt;
{{ProjectRes|Pure Chime: Diving Sparrow|0|28}}&lt;br /&gt;
&lt;br /&gt;
{{ProjectRes|Pure Chime: Random|0|28}}&lt;br /&gt;
{{ProjectRes|Pure Chime: Random|0|28}}&lt;br /&gt;
{{ProjectRes|Pure Chime: Random|0|28}}&lt;br /&gt;
{{ProjectRes|Pure Chime: Random|0|28}}&lt;br /&gt;
{{ProjectRes|Pure Chime: Random|0|28}}&lt;br /&gt;
{{ProjectRes|Pure Chime: Random|0|28}}&lt;br /&gt;
{{ProjectRes|Pure Chime: Random|0|28}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/TABLE&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Sadvak</name></author>
	</entry>
	<entry>
		<id>https://atitd.wiki/tale11/w/index.php?title=Miraluna%5CQuarries&amp;diff=244613</id>
		<title>Miraluna\Quarries</title>
		<link rel="alternate" type="text/html" href="https://atitd.wiki/tale11/w/index.php?title=Miraluna%5CQuarries&amp;diff=244613"/>
		<updated>2024-04-19T02:43:03Z</updated>

		<summary type="html">&lt;p&gt;Sadvak: /* Quarries */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:Miraluna}}&lt;br /&gt;
==== Quarries ====&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-table; vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;margin-left: auto; margin-right: auto; border: none; vertical-align: top;&amp;quot;&lt;br /&gt;
|+ Available Stone Quarries&lt;br /&gt;
|-&lt;br /&gt;
! Marble type !! Location !! Gearbox 1 || Gearbox 2&lt;br /&gt;
|-&lt;br /&gt;
| Mud Granite || 1083, 7477 || H104-H114 || B828-B960 F393-F440&lt;br /&gt;
|-&lt;br /&gt;
| Canary Granite* || 912, 7451 || G397-G437 ||&lt;br /&gt;
|-&lt;br /&gt;
| Yellow Alabaster || 923, 7481 || G12-G14 ||&lt;br /&gt;
|-&lt;br /&gt;
| Hornets Wing Granite* || 1012, 7654 || C107-C123 || D484-D581 G826-G991&lt;br /&gt;
|-&lt;br /&gt;
| Oyster Shell Marble || 1020, 7029 || ||&lt;br /&gt;
|-&lt;br /&gt;
| Grey Star Marble || 817, 6292 || F395-F466 ||&lt;br /&gt;
|-&lt;br /&gt;
| Grey Star Marble || 768, 6463 || G97-G112 ||&lt;br /&gt;
|-&lt;br /&gt;
| Oyster Shell Marble || 1331, 7232 || B168-B193 || A817-A940 H811-H925&lt;br /&gt;
|-&lt;br /&gt;
| Oyster Shell Marble || 1306, 7228 || H445-H494 || B223-B256 F852-F1056&lt;br /&gt;
|-&lt;br /&gt;
| Serpentine Marble || 1683, 7266 || E467-E514 || C225-C272 F568-F682&lt;br /&gt;
|-&lt;br /&gt;
| Serpentine Marble || 1564, 7237 || F129-F150 || B514-B622 F320-F384&lt;br /&gt;
|-&lt;br /&gt;
| *partially worked || || ||&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Sadvak</name></author>
	</entry>
	<entry>
		<id>https://atitd.wiki/tale11/w/index.php?title=Miraluna%5CQuarries&amp;diff=244607</id>
		<title>Miraluna\Quarries</title>
		<link rel="alternate" type="text/html" href="https://atitd.wiki/tale11/w/index.php?title=Miraluna%5CQuarries&amp;diff=244607"/>
		<updated>2024-04-19T00:21:10Z</updated>

		<summary type="html">&lt;p&gt;Sadvak: /* Quarries */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:Miraluna}}&lt;br /&gt;
==== Quarries ====&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-table; vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;margin-left: auto; margin-right: auto; border: none; vertical-align: top;&amp;quot;&lt;br /&gt;
|+ Available Stone Quarries&lt;br /&gt;
|-&lt;br /&gt;
! Marble type !! Location !! Gearbox 1 || Gearbox 2&lt;br /&gt;
|-&lt;br /&gt;
| Mud Granite || 1083, 7477 || H104-H114 || B828-B960 F393-F440&lt;br /&gt;
|-&lt;br /&gt;
| Canary Granite* || 912, 7451 || G397-G437 ||&lt;br /&gt;
|-&lt;br /&gt;
| Yellow Alabaster || 923, 7481 || G12-G14 ||&lt;br /&gt;
|-&lt;br /&gt;
| Hornets Wing Granite* || 1012, 7654 || C107-C123 || D484-D581 G826-G991&lt;br /&gt;
|-&lt;br /&gt;
| Oyster Shell Marble || 1020, 7029 || ||&lt;br /&gt;
|-&lt;br /&gt;
| Grey Star Marble || 817, 6292 || F395-F466 ||&lt;br /&gt;
|-&lt;br /&gt;
| Grey Star Marble || 768, 6463 || G97-G112 ||&lt;br /&gt;
|-&lt;br /&gt;
| Oyster Shell Marble || 1331, 7232 || B168-B193 || A817-A940 H811-H925&lt;br /&gt;
|-&lt;br /&gt;
| Oyster Shell Marble || 1306, 7228 || H445-H494 || B223-B256 F852-F1056&lt;br /&gt;
|-&lt;br /&gt;
| Serpentine Marble || 1606, 7257 || C355-C401 || B379-B447 F524-F629&lt;br /&gt;
|-&lt;br /&gt;
| Serpentine Marble || 1683, 7266 || E467-E514 || C225-C272 F568-F682&lt;br /&gt;
|-&lt;br /&gt;
| Serpentine Marble || 1564, 7237 || F129-F150 || B514-B622 F320-F384&lt;br /&gt;
|-&lt;br /&gt;
| *partially worked || || ||&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Sadvak</name></author>
	</entry>
</feed>