Difference between revisions of "Treasure Trove"
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The closer the player is the more detailed the message, ranging from "on grass" to "on grass, Close to water next to 4 trees", much like the messages to find the face of god for test of visions. To narrow down the area with the buried chest works much as the same way as marble prospecting, two avatars get different messages and combined they speed up finding the site, the amount of coins will be affected when they take their coins from the chest. To make this affect the chest content to a lesser degree the puzzle is not a set design (since this is not a thought test), the pieces is generated randomly when the player chose the option of unlocking the box.<br> | The closer the player is the more detailed the message, ranging from "on grass" to "on grass, Close to water next to 4 trees", much like the messages to find the face of god for test of visions. To narrow down the area with the buried chest works much as the same way as marble prospecting, two avatars get different messages and combined they speed up finding the site, the amount of coins will be affected when they take their coins from the chest. To make this affect the chest content to a lesser degree the puzzle is not a set design (since this is not a thought test), the pieces is generated randomly when the player chose the option of unlocking the box.<br> | ||
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+ | === Score and advance === | ||
+ | The highest score each week reward a test advance, this must happen atleast 4 times for the player to pass the test. Each advance reward the top three players each week with double amount of points for the first chest they find after scoring resets (on weekly reset). <br> | ||
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+ | A minimum number of points is required to advance, this use the same formula and type of system as university of body use for calculating number of cicadas needed to build a cage. |
Revision as of 12:18, 25 October 2024
Test of the Treasure Trove
In this test player one create a treasure chest that concist of items created and assembled together, after which the chest is painted with the requested paint. Once the chest is made and the pieces assembled the player fills the chest with coins, amount depending on the size of the chest (made using the minting technology) and hides the chest in a location where they believe other people will have trouble finding it. Using the archeology shovels "survey area" option players can search for and dig up the treasure troves to take one of the coins. The more coins still in the chest when they find it the higher the score for the coin (amount of coins x time buried)
Players who buried the chest is rewarded points by 1: amount of coins left in the chest at the weekly judgement 2: amount of coins they themselves found in other players treasures
Puzzle
The chest will be locked using a simple lockbox (from venery) and the lock will be shown as a small block-puzzle game, (the same design as tetris pieces but in the shape of an ordinary puzzle, as the tabletop version seen in the image but of course with an egyptian flair)
To get a coin the player that find the chest must complete this puzzle to unlock the content of the chest.
There will also be the option of using a damaged crowbar to break into the chest but that means 2/3 of the coins will get damaged and not add to the pool of points recived by the player damaging it. (To avoid losing points from this damage the creator of the chest have the option of repairing it, the need to repair will be shown as a small notification so the player don't have to constantly go back to check the condition.)
Building the treasure chest
Assembled at the crafting bench using:
Inner frame: iron bars and straps with pewter filler wire added to create the basic framework for the chest
Outer frame: copper straps and wire to create the straps and handles that is used to hold the chest together (and look like a pirate treasure!)
Once these items is assembled they must be forged in the master forge for a total of 4h, (independent of size) to melt the wire and fuse the pieces together
Simple lockbox (same as the assenmbly needed for the old venery test)
Hinges and shackles is made using 100 copper and 50 beeswax (total 300 copper, 150 beeswax) in a student casting box, each take 15 minutes to cast
Once the individual pieces are created the player must return to the crafting bench and assmble the inner chest using the forged items and x amount of broken mirrors. To finish this step the item must be heated in a vault kiln (1h) and covered in silver foil.
After the new frame cool off again treated boards (amount depending on size) is added and the outer frame, hinges and shackles are added on an anvil. A random paint color is requested after this step and adding this last piece finish the treasure chest, which can now be filled with the proper amount of coins for the size chosen.
The amounts needed for the chests size dependent parts use the same formula as the Light of forest cartouche and requested items will multiply in the same way (altho using the items for the chest, of course). (broken mirror = sheetglass; Iron bar = glass pipe; etc.)
Prospecting for treasure
Using a combination of the marble prospecting, survey area from archeologist shovel give hints on nearby treasure where the area being searches use the same distance as when using a ship fragment for isis Bounty treasure cache.
Prospecting for treasure is however done using a gem tipped dowsing rod created roughly the same way as the wooden dowsing rod but using 2 mandibular glue a copper pipe and 2 small gems (of any type).
The closer the player is the more detailed the message, ranging from "on grass" to "on grass, Close to water next to 4 trees", much like the messages to find the face of god for test of visions. To narrow down the area with the buried chest works much as the same way as marble prospecting, two avatars get different messages and combined they speed up finding the site, the amount of coins will be affected when they take their coins from the chest. To make this affect the chest content to a lesser degree the puzzle is not a set design (since this is not a thought test), the pieces is generated randomly when the player chose the option of unlocking the box.
Score and advance
The highest score each week reward a test advance, this must happen atleast 4 times for the player to pass the test. Each advance reward the top three players each week with double amount of points for the first chest they find after scoring resets (on weekly reset).
A minimum number of points is required to advance, this use the same formula and type of system as university of body use for calculating number of cicadas needed to build a cage.