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	<id>https://atitd.wiki/tale8/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Arrytek</id>
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	<updated>2026-05-16T23:15:31Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://atitd.wiki/tale8/w/index.php?title=Mushroom&amp;diff=6359</id>
		<title>Mushroom</title>
		<link rel="alternate" type="text/html" href="https://atitd.wiki/tale8/w/index.php?title=Mushroom&amp;diff=6359"/>
		<updated>2018-03-08T17:02:19Z</updated>

		<summary type="html">&lt;p&gt;Arrytek: /* Mushroom Varieties */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
Tale 8 has new mushrooms &amp;quot;to be discovered&amp;quot;&lt;br /&gt;
Any info added here must be from your own findings in Tale 8. There are suppose to be 14 new mushrooms this Tale. Please add them as you find them.&lt;br /&gt;
&lt;br /&gt;
- note from Manon: I have cleaned up the table below, and added in the edits people have made in the past few days. These should be correct for Tale 8! I have also added the information from the other mushrooms page.&lt;br /&gt;
&lt;br /&gt;
== What the Developers Say ==&lt;br /&gt;
* [they] will spawn at the same time every day, not changing constantly... I dont want to make it TOO hard&lt;br /&gt;
&lt;br /&gt;
== Mushroom Tracker ==&lt;br /&gt;
&lt;br /&gt;
Want the latest data?  Look and update this!&lt;br /&gt;
&lt;br /&gt;
http://atitd.sharpnetwork.net/mushrooms&lt;br /&gt;
&lt;br /&gt;
== Mushroom Varieties ==&lt;br /&gt;
&lt;br /&gt;
''Times below are in 24hr format (2:00 PM is 14:00)''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot; width=&amp;quot;10%&amp;quot; | '''Mushroom'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; width=&amp;quot;15%&amp;quot; class=&amp;quot;unsortable&amp;quot;| '''Terrain'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; width=&amp;quot;5%&amp;quot; | '''T8 Spawn'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; width=&amp;quot;5%&amp;quot; | '''T8 Despawn'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; width=&amp;quot;20%&amp;quot; class=&amp;quot;unsortable&amp;quot;| '''Sightings'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; width=&amp;quot;10%&amp;quot; | '''Pic'''&lt;br /&gt;
|-&lt;br /&gt;
| [[Acorn's Cap Mushroom]]  || flat, grass || before 2:54am || 3:30am || 903, -1765 small group of 5 || [[File:Acorncap.jpg|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Badger Badger]]  || sand, hillsides, grass || ? || ? || new to T8, area&amp;gt;200 || [[File:BadgerBadger.jpg|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Barley Bowl]]  || grass || before 2:16 || 3:36 || Huge (&amp;gt;200) on grass and up to 50 coords into the desert around)  || [[File:Barley_Bowl.png|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Beehive Mushroom]]  || ? || ? || ? || ? || [[File:Beehive.jpg|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Bleeding Hand Mushroom]]  || ? || ? || ? || ? || [[File:BleedingHand.jpg|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Brain Mushroom]]  || ? || ? || ? || ? || [[File:Brain.jpg|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Camel's Mane Mushroom]]  || sand hillsides || before 10:15am || ? || 3358, -1805 || [[File:CamelMane.jpg|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Campanella]]  || sand hillsides / Desert (flat, gentle hills) Also, grass, flat, gentle hills  || &amp;lt;8:15 || 10:36 || 1490, 1350 / Several small groups near each other  || [[File:Campanella.png|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Carrion Mushroom]]  || Top and bottom of rocky cliffs || before 13:26 || 15:30 || 1121, 1590 || [[File:Carrion.jpg|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Cat Nip Mushroom]]  || ? || ? || ? || ? || [[File:CatNip.jpg|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Cobra Hood Mushroom]]  || sand || before 21:22 || 21:31 || 3192, 403 || [[File:CobraHood.jpg|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Colt's Foot Mushroom]]  || Flat Grass, Sand Hills, close to mountain || before 5:33 || ? || 910, 1830 || [[File:Colt'sFoot.jpg|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Dead Tongue Mushroom]]  || flat grass near nile || before 12:35 || 13:31 || 879, 1059 - 5 shrooms / 554, 545 found 1 || [[File:DeadTongue.jpg|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Dueling Serpents Mushroom]]  || ? || ? || ? || ? || [[File:DuelingSerpents.jpg|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Dung Rot Mushroom]]  || ? || ? || ? || ? || [[File:DungRot.jpg|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Earth Light Mushroom]]  || ? || ? || ? || ? || [[File:EarthLight.jpg|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Eye of Osiris Mushroom]]  || ? || ? || ? || ? || [[File:EyeOfOsiris.jpg|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Falcon's Bait Mushroom]]  || Grass, flat || before 4:00 || 5:31  || ? || [[File:Falcons_Bait.png|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Fish Hook Mushroom]]  || Flat grassy (near nile?) || before 4:28 || after 5:13 || in pairs, several pairs sometimes || [[File:FishHook.jpg|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Fruit of Horus Mushroom]]  || Rocky hill || before 20:30 || after 20:30 || group of 3 || [[File:FruitOfHorus.jpg|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Golden Sun Mushroom]]  || ? || ? || ? || ? || [[File:GoldenSun.jpg|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Hairy Tooth Mushroom]]  || Grass (flat, near road, near nile)  || 22:15  || ? || small spread group of 3-4  || [[File:HairyTooth.jpg|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Heart of Ash Mushroom]]  || ? || ? || ? || ? || [[File:HeartOfAsh.jpg|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Heaven's Torrent Mushroom]]  || ? || ? || ? || ? || [[File:HeavensTorrent.jpg|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Iron Knot Mushroom]]  || low hills by Red Sea- dirt/stone, close to Red Sea near low hills 2885, 269 || before 9:10AM || 10:30 || mostly groups || [[File:IronKnot.jpg|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Limphonus Mushroom]]  || Near road, Grass || before 16:00 || ? || group of 5 || [[File:Limphonus.jpg|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Morel Mushroom]]  || sand || before 23:10 || after 23:22 || group of 2 || [[File:Morel.jpg|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Moses Basket Mushrooom]]  || flat sand, sand hills, grass, Open desert, sand hills and grass || before 16:02 || 18:36 || -2454, -520 / Massive 300+ spawn spreading Buhen and Kerma (-2261, -725), only 10 in Timna -- then large spawn nearby|| [[File:MosesBasket.PNG|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Nature's Jug Mushroom]]  || flat grass || &amp;lt;7:25 || 8:35 || ? || [[File:NaturesJug.jpg|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Nefertari's Crown Mushroom]]  || ? || ? || ? || ? || [[File:NefertarisCrown.jpg|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Nile Fire Mushroom]]  || ? || ? || ? || ? || [[File:NileFire.jpg|100px]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Orange Campanella]]  ||  || ? || ? || ?  || Upload a pic, please]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Peasant's Foot Mushroom]]  || ? || ? || ? || ? || [[File:PeasantsFoot.jpg|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Pool of Tranquility Mushroom]]  || ? || ? || ? || ? || [[File:PoolOfTranquility.jpg|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Ptah's Pimple Mushroom]]  || sand ||  ~14:01 || &amp;gt;15:58 || 1539m 2930, pairs || [[File:ptahspimple.jpg|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Ra's Awakening Mushroom]]  || Deep sand || ? || ? || Widely Scattered around 2895, -474 || [[File:RasAwakening.png|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Razor's Edge Mushroom]]  || ? || ? || ? || ? || [[File:RazorsEdge.jpg|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Salt Water Fungus]]  || ? || ? || ? || ? || [[File:SaltWaterFungus.jpg|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Sand Spore Mushroom]]  || ? || ? || ? || ? || [[File:SandSpore.jpg|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Scorpion's Brood Mushroom]]  || ? || ? || ? || ? || [[File:ScorpionsBrood.jpg|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Slave's Bread Mushroom]]  || ? || ? || ? || ? || [[File:SlavesBread.jpg|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Spiderling Mushroom]]  || ? || ? || ? || ? || [[File:Spiderling.jpg|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Sun Star Mushroom]]  || ? || ? || ? || ? || [[File:SunStar.jpg|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Toad Skin Mushroom]]  || Hills (BIG hills, desert)  || before 04:15 || 04:45 || groups || [[File:ToadSkin.jpg|100px]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Arrytek</name></author>
	</entry>
	<entry>
		<id>https://atitd.wiki/tale8/w/index.php?title=Mushroom&amp;diff=5562</id>
		<title>Mushroom</title>
		<link rel="alternate" type="text/html" href="https://atitd.wiki/tale8/w/index.php?title=Mushroom&amp;diff=5562"/>
		<updated>2018-03-06T05:37:29Z</updated>

		<summary type="html">&lt;p&gt;Arrytek: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&lt;br /&gt;
Post mushrooms you find here!&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name   !! Time   !! Location   !! added to shroomdar or Cegaiel's database?&lt;br /&gt;
|-&lt;br /&gt;
| Campanella Mushrooms  || 9:15am  || sand hillsides at 1490, 1350  || no&lt;br /&gt;
|-&lt;br /&gt;
| Camels Mane Mushrooms || 10:15am || sand hillsides 3358, -1805  || no&lt;br /&gt;
|-&lt;br /&gt;
| Ptah's Pimple || 3:58 PM|| Sand hillside at 1539m 2930, pairs|| no&lt;br /&gt;
|-&lt;br /&gt;
| Cobra Hood || 9:22 pm (gone 9:31 pm) || Sand at 3192, 403 || no&lt;br /&gt;
|-&lt;br /&gt;
| Moses Basket Mushroom  || 4:52pm  || flat sand, sand hills, grass -2454, -520  || no&lt;br /&gt;
|-&lt;br /&gt;
| Colts Foot  || 5:33am  || Flat Grass, Sand Hills (910, 1830)  || no&lt;br /&gt;
|-&lt;br /&gt;
| Carrion Mushroom|| 1:26PM|| Flat brown/gray ground 1121, 1590, close to mountain || no&lt;br /&gt;
|-&lt;br /&gt;
| name  || Time  || Location  || no/yes&lt;br /&gt;
|-&lt;br /&gt;
| name  || Time  || Location  || no/yes&lt;br /&gt;
|-&lt;br /&gt;
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| name  || Time  || Location  || no/yes&lt;br /&gt;
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| name  || Time  || Location  || no/yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This section was copied from Tale 7. There are suppose to be 14 new mushrooms this Tale. Please add them as you find them and we also need to update the spawn times again, as those have changed.&lt;br /&gt;
&lt;br /&gt;
== Mushroom Varieties ==&lt;br /&gt;
&lt;br /&gt;
''Times below are in 24hr format (2:00 PM is 14:00)''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot; width=&amp;quot;10%&amp;quot; | '''Mushroom'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; width=&amp;quot;15%&amp;quot; class=&amp;quot;unsortable&amp;quot;| '''Terrain'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; width=&amp;quot;5%&amp;quot; | '''T7 Spawn'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; width=&amp;quot;5%&amp;quot; | '''T7 Despawn'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; width=&amp;quot;5%&amp;quot; | '''T8 Spawn'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; width=&amp;quot;5%&amp;quot; | '''T8 Despawn'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; width=&amp;quot;20%&amp;quot; class=&amp;quot;unsortable&amp;quot;| '''Sightings'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; width=&amp;quot;10%&amp;quot; | '''Misc'''&lt;br /&gt;
|-&lt;br /&gt;
| [[Acorn's Cap Mushroom]]  || Near water || 02:48 || 04:18 || ? || ? || Everywhere in Egypt; Common, usually small groups || [[File:Acorncap.jpg|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Beehive Mushroom]] || Grass / Sand || 07:30 || 10:00 || ? || ? ||Frequently spawns around -60, 300 DoS || [[File:Beehive.jpg|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Bleeding Hand Mushroom]] || Slopes of mountains, rocky outcrops || 03:24 || 04:54 || ? || ? || Common || [[File:BleedingHand.jpg|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Brain Mushroom]] || Found on Rocky or Dirt hills || 02:18 || 04:53 || ? || ? || Migrate.  CotS 4174, -370 near  U Art || [[File:Brain.jpg|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Camel's Mane Mushroom]] || Grass, hilly areas || 02:00 || 03:30 || ? || ? || Everywhere in Egypt, Common || [[File:CamelMane.jpg|100px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Campanella]] || Sand, Hillsides || NEW T8 || NEW T8 || 9:15AM ? || ? || [http://atitd.sharpnetwork.net/egypt.asp?loc=1490,1350 1490,1350] || [[File:Campanella.png|100px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Carrion Mushroom]] || Grass, Stone, Sand, Hills, Mountains, Plains  || 16:30 || 18:00 || ? || ? || Middle of Sinai (west of CS); Huge groups, plaster the whole landscape || [[File:Carrion.jpg|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Cat Nip Mushroom]] || Mountains, similar to Brain. esp on dirt near rock || 02:24 || 04:53 || ? || ? || Migrate. CCR N of CS -416 7083 in the rocky area. note: CCR spawns many types of shrooms within 50-100 cords of the CS. || [[File:CatNip.jpg|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Cobra Hood Mushroom]] || Mountains || 03:36 || 05:06 || ? || ? || EG near UArt; Common || [[File:CobraHood.jpg|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Colt's Foot Mushroom]] ||Rolling hills, usually grass|| 02:15 || 03:42 || ? || ? || Can always be found in the hills SW of 7L UArch|| [[File:Colt'sFoot.jpg|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Dead Tongue Mushroom]] || Always near water || 02:48 || 04:18 || ? || ? || Common || [[File:DeadTongue.jpg|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Dueling Serpents Mushroom]] || On sand || 02:26 || 03:54 || ? || ? || Migrate || [[File:DuelingSerpents.jpg|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Dung Rot Mushroom]] || Often alternating or shared spawns with Pool of Tranquility. Pollution-based? || 02:06 || 03:36 || ? || ? || in t7 they seem to despawn at 3;51am (blondie) || [[File:DungRot.jpg|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Earth Light Mushroom]] || Mountain rocks || 02:30 || 04:06 || ? || ? || Migrate || [[File:EarthLight.jpg|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Eye of Osiris Mushroom]] || Wide, flat grass areas || 04:00 || 05:30 || ? || ? || Either side of Nile usually in 7 Lakes ; SE South of CS around Lonely Mountain to North of the Acorn. &amp;lt;br /&amp;gt; Prefers less trafficked areas with not much build up or activity. Generally not along the roadway. Often in small hillocks and nooks. Spawns 1 in a location.  Est: 10 per night in SE || [[File:EyeOfOsiris.jpg|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Falcon's Bait Mushroom]] || Grass || 06:00 || 07:29 || &amp;lt; 4:00 (please update when exact spawn time is confirmed) || 5:31 || Common, spread over an extremely large area. Very likely to spawn in southern 7L. || [[File:Falcons_Bait.png|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Fish Hook Mushroom]] || Grass || 03:12 || 04:42 || ? || ? || Common || [[File:FishHook.jpg|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Golden Sun Mushroom]] || Can spawn on grass, rock and sand. Spawns near cliffs.&amp;lt;br /&amp;gt; || 15:06 || 16:35 || ? || ? || West of the DoS CS in the mountains @ -2320 2722. Spawn in 3's. DoS spawns est: 4 groups of 3. || [[File:GoldenSun.jpg|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Hairy Tooth Mushroom]] || On grass and near water || 03:12 || 04:42 || ? || ? || Common can spawn 100s in a wide area. CCR @50-100 cords of the CS. || [[File:HairyTooth.jpg|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Heart of Ash Mushroom]] || Grass plains || 03:48 || 05:18 || ? || ? || Spawn in 7s, Migrate || [[File:HeartOfAsh.jpg|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Heaven's Torrent Mushroom]] || Possibly requires stretches of water in many directions. Usually on peninsulas and islands on Red Sea or the Mediterranean, but rarely near other bodies of water too. Seems to follow same spawn pattern as Salt Water Fungus. || 02:30 || 04:05 || ? || ? || Migrate. CotS 4274, -16 on extreme edges of pennisula || [[File:HeavensTorrent.jpg|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Iron Knot Mushroom]] || Slopes of mountains/rocky terrain || 03:36 || 05:06 || ? || 10:30am || MV south of CS, OE near UBody, EG near UArt; Common || [[File:IronKnot.jpg|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Nature's Jug Mushroom]] || Open spaces and desert || 02:46 || 04:17 || ? || ? || Migrate can spawn 100s relatively close together || [[File:NaturesJug.jpg|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Moses Basket Mushrooom]] || Open desert, sand hills and grass || N/A || N/A || 4:52pm? || ? || Massive 300+ spawn spreading Buhen and Kerma (-2261, -725) || [[File:MosesBasket.PNG|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Nefertari's Crown Mushroom]] || Hilly, rocky or grass areas.  || 02:12 || 03:42 || ? || ? || Migrate. Several small spread out spawns. Often among other mushroom types. || [[File:NefertarisCrown.jpg|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Nile Fire Mushroom]] || Coastal || 10:30 || 12:00 || ? || ? || West of CS in RP along the nile and 2700, -3100 and 1700,-2000 7L West ULaed || [[File:NileFire.jpg|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Peasant's Foot Mushroom]] || Grass plains || 03:48 || 05:17 || ? || ? || Migrate. In SE south of CS on the plains.&amp;lt;br /&amp;gt; On flat or low rolling grass. Spawns 7 per location. || [[File:PeasantsFoot.jpg|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Pool of Tranquility Mushroom]] || Often alternating or shared spawns with Dung Rot. Pollution-based? || 02:06 || 04:06 || ? || ? ||  || [[File:PoolOfTranquility.jpg|100px]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Ptah's Pimple Mushroom]] || Sand || ??? || ??? || ? || ? || ???|| [[File:ptahspimple.jpg|100px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Ra's Awakening Mushroom]] || Sandy and grassy areas(rough terrain) || 03:00 || 04:30 || ? || ? ||VoK -1083, 6925. CCR N of CS -416 7083. Batches of 2 &amp;lt;br /&amp;gt; note: CCR spawns many types of shrooms within 50-100 cords of the CS.  || [[File:RasAwakening.png|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Razor's Edge Mushroom]] || Near cliffs. Possibly only smallish cliffs, based on shroomdar sightings. None found near the largest cliffs. || 02:42 || 04:17 || ? || ? || || [[File:RazorsEdge.jpg|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Salt Water Fungus]] || Possibly requires stretches of water in many directions. Usually on peninsulas and islands on Red Sea or the Mediterranean, but rarely near other bodies of water too. Seems to follow same spawn pattern as Heaven's Torrent. || 02:30 || 04:05 || ? || ? || CotS usually coastal islands or the land bridge || [[File:SaltWaterFungus.jpg|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Sand Spore Mushroom]] || Sand, deserts || 02:26 || 03:54 || ? || ? || CCR -700, 7950; Sinai 2892, 5556; Spawn in pairs || [[File:SandSpore.jpg|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Scorpion's Brood Mushroom]] || Mountains and rocky terrain || 02:36 || 04:06 || ? || ? || Common || [[File:ScorpionsBrood.jpg|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Slave's Bread Mushroom]] || Large Sandy Hills || 03:00 || 04:30 || ? || ? || 2600,6415, Always grows on the mountain S of 7L CS. DoS/Hinterlands 2312,6447 past the S Art.  || [[File:SlavesBread.jpg|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Spiderling Mushroom]] || Hilly terrain, typically on grass or rock, but occasionally on sand near rock; preferably near sandy areas || 18:00 || 20:35 || ? || ? || I found some at 8 pm game time - Xasis || [[File:Spiderling.jpg|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Sun Star Mushroom]] ||Sand||| 12:00 || 13:30 || ? || ? ||Memphis; Sinai 3300, 5700; Hinterlands(west) -2150, -2033 -- RP 822, 3572; Pairs (seen twice in this area) || [[File:SunStar.jpg|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Toad Skin Mushroom]] || Mountains and hills (Sand or Grass) || 02:00 || 03:30 || ? || ? || Common || [[File:ToadSkin.jpg|100px]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Arrytek</name></author>
	</entry>
	<entry>
		<id>https://atitd.wiki/tale8/w/index.php?title=Mushroom&amp;diff=5561</id>
		<title>Mushroom</title>
		<link rel="alternate" type="text/html" href="https://atitd.wiki/tale8/w/index.php?title=Mushroom&amp;diff=5561"/>
		<updated>2018-03-06T05:36:42Z</updated>

		<summary type="html">&lt;p&gt;Arrytek: Added carrion mushrooms&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&lt;br /&gt;
Post mushrooms you find here!&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name   !! Time   !! Location   !! added to shroomdar or Cegaiel's database?&lt;br /&gt;
|-&lt;br /&gt;
| Campanella Mushrooms  || 9:15am  || sand hillsides at 1490, 1350  || no&lt;br /&gt;
|-&lt;br /&gt;
| Camels Mane Mushrooms || 10:15am || sand hillsides 3358, -1805  || no&lt;br /&gt;
|-&lt;br /&gt;
| Ptah's Pimple || 3:58 PM|| Sand hillside at 1539m 2930, pairs|| no&lt;br /&gt;
|-&lt;br /&gt;
| Cobra Hood || 9:22 pm (gone 9:31 pm) || Sand at 3192, 403 || no&lt;br /&gt;
|-&lt;br /&gt;
| Moses Basket Mushroom  || 4:52pm  || flat sand, sand hills, grass -2454, -520  || no&lt;br /&gt;
|-&lt;br /&gt;
| Colts Foot  || 5:33am  || Flat Grass, Sand Hills (910, 1830)  || no&lt;br /&gt;
|-&lt;br /&gt;
| Carrion Mushroom|| 1:26PM|| Flat brown/gray ground 1121, 1590 || no/yes&lt;br /&gt;
|-&lt;br /&gt;
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|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This section was copied from Tale 7. There are suppose to be 14 new mushrooms this Tale. Please add them as you find them and we also need to update the spawn times again, as those have changed.&lt;br /&gt;
&lt;br /&gt;
== Mushroom Varieties ==&lt;br /&gt;
&lt;br /&gt;
''Times below are in 24hr format (2:00 PM is 14:00)''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot; width=&amp;quot;10%&amp;quot; | '''Mushroom'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; width=&amp;quot;15%&amp;quot; class=&amp;quot;unsortable&amp;quot;| '''Terrain'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; width=&amp;quot;5%&amp;quot; | '''T7 Spawn'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; width=&amp;quot;5%&amp;quot; | '''T7 Despawn'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; width=&amp;quot;5%&amp;quot; | '''T8 Spawn'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; width=&amp;quot;5%&amp;quot; | '''T8 Despawn'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; width=&amp;quot;20%&amp;quot; class=&amp;quot;unsortable&amp;quot;| '''Sightings'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; width=&amp;quot;10%&amp;quot; | '''Misc'''&lt;br /&gt;
|-&lt;br /&gt;
| [[Acorn's Cap Mushroom]]  || Near water || 02:48 || 04:18 || ? || ? || Everywhere in Egypt; Common, usually small groups || [[File:Acorncap.jpg|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Beehive Mushroom]] || Grass / Sand || 07:30 || 10:00 || ? || ? ||Frequently spawns around -60, 300 DoS || [[File:Beehive.jpg|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Bleeding Hand Mushroom]] || Slopes of mountains, rocky outcrops || 03:24 || 04:54 || ? || ? || Common || [[File:BleedingHand.jpg|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Brain Mushroom]] || Found on Rocky or Dirt hills || 02:18 || 04:53 || ? || ? || Migrate.  CotS 4174, -370 near  U Art || [[File:Brain.jpg|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Camel's Mane Mushroom]] || Grass, hilly areas || 02:00 || 03:30 || ? || ? || Everywhere in Egypt, Common || [[File:CamelMane.jpg|100px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Campanella]] || Sand, Hillsides || NEW T8 || NEW T8 || 9:15AM ? || ? || [http://atitd.sharpnetwork.net/egypt.asp?loc=1490,1350 1490,1350] || [[File:Campanella.png|100px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Carrion Mushroom]] || Grass, Stone, Sand, Hills, Mountains, Plains  || 16:30 || 18:00 || ? || ? || Middle of Sinai (west of CS); Huge groups, plaster the whole landscape || [[File:Carrion.jpg|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Cat Nip Mushroom]] || Mountains, similar to Brain. esp on dirt near rock || 02:24 || 04:53 || ? || ? || Migrate. CCR N of CS -416 7083 in the rocky area. note: CCR spawns many types of shrooms within 50-100 cords of the CS. || [[File:CatNip.jpg|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Cobra Hood Mushroom]] || Mountains || 03:36 || 05:06 || ? || ? || EG near UArt; Common || [[File:CobraHood.jpg|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Colt's Foot Mushroom]] ||Rolling hills, usually grass|| 02:15 || 03:42 || ? || ? || Can always be found in the hills SW of 7L UArch|| [[File:Colt'sFoot.jpg|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Dead Tongue Mushroom]] || Always near water || 02:48 || 04:18 || ? || ? || Common || [[File:DeadTongue.jpg|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Dueling Serpents Mushroom]] || On sand || 02:26 || 03:54 || ? || ? || Migrate || [[File:DuelingSerpents.jpg|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Dung Rot Mushroom]] || Often alternating or shared spawns with Pool of Tranquility. Pollution-based? || 02:06 || 03:36 || ? || ? || in t7 they seem to despawn at 3;51am (blondie) || [[File:DungRot.jpg|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Earth Light Mushroom]] || Mountain rocks || 02:30 || 04:06 || ? || ? || Migrate || [[File:EarthLight.jpg|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Eye of Osiris Mushroom]] || Wide, flat grass areas || 04:00 || 05:30 || ? || ? || Either side of Nile usually in 7 Lakes ; SE South of CS around Lonely Mountain to North of the Acorn. &amp;lt;br /&amp;gt; Prefers less trafficked areas with not much build up or activity. Generally not along the roadway. Often in small hillocks and nooks. Spawns 1 in a location.  Est: 10 per night in SE || [[File:EyeOfOsiris.jpg|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Falcon's Bait Mushroom]] || Grass || 06:00 || 07:29 || &amp;lt; 4:00 (please update when exact spawn time is confirmed) || 5:31 || Common, spread over an extremely large area. Very likely to spawn in southern 7L. || [[File:Falcons_Bait.png|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Fish Hook Mushroom]] || Grass || 03:12 || 04:42 || ? || ? || Common || [[File:FishHook.jpg|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Golden Sun Mushroom]] || Can spawn on grass, rock and sand. Spawns near cliffs.&amp;lt;br /&amp;gt; || 15:06 || 16:35 || ? || ? || West of the DoS CS in the mountains @ -2320 2722. Spawn in 3's. DoS spawns est: 4 groups of 3. || [[File:GoldenSun.jpg|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Hairy Tooth Mushroom]] || On grass and near water || 03:12 || 04:42 || ? || ? || Common can spawn 100s in a wide area. CCR @50-100 cords of the CS. || [[File:HairyTooth.jpg|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Heart of Ash Mushroom]] || Grass plains || 03:48 || 05:18 || ? || ? || Spawn in 7s, Migrate || [[File:HeartOfAsh.jpg|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Heaven's Torrent Mushroom]] || Possibly requires stretches of water in many directions. Usually on peninsulas and islands on Red Sea or the Mediterranean, but rarely near other bodies of water too. Seems to follow same spawn pattern as Salt Water Fungus. || 02:30 || 04:05 || ? || ? || Migrate. CotS 4274, -16 on extreme edges of pennisula || [[File:HeavensTorrent.jpg|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Iron Knot Mushroom]] || Slopes of mountains/rocky terrain || 03:36 || 05:06 || ? || 10:30am || MV south of CS, OE near UBody, EG near UArt; Common || [[File:IronKnot.jpg|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Nature's Jug Mushroom]] || Open spaces and desert || 02:46 || 04:17 || ? || ? || Migrate can spawn 100s relatively close together || [[File:NaturesJug.jpg|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Moses Basket Mushrooom]] || Open desert, sand hills and grass || N/A || N/A || 4:52pm? || ? || Massive 300+ spawn spreading Buhen and Kerma (-2261, -725) || [[File:MosesBasket.PNG|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Nefertari's Crown Mushroom]] || Hilly, rocky or grass areas.  || 02:12 || 03:42 || ? || ? || Migrate. Several small spread out spawns. Often among other mushroom types. || [[File:NefertarisCrown.jpg|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Nile Fire Mushroom]] || Coastal || 10:30 || 12:00 || ? || ? || West of CS in RP along the nile and 2700, -3100 and 1700,-2000 7L West ULaed || [[File:NileFire.jpg|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Peasant's Foot Mushroom]] || Grass plains || 03:48 || 05:17 || ? || ? || Migrate. In SE south of CS on the plains.&amp;lt;br /&amp;gt; On flat or low rolling grass. Spawns 7 per location. || [[File:PeasantsFoot.jpg|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Pool of Tranquility Mushroom]] || Often alternating or shared spawns with Dung Rot. Pollution-based? || 02:06 || 04:06 || ? || ? ||  || [[File:PoolOfTranquility.jpg|100px]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Ptah's Pimple Mushroom]] || Sand || ??? || ??? || ? || ? || ???|| [[File:ptahspimple.jpg|100px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Ra's Awakening Mushroom]] || Sandy and grassy areas(rough terrain) || 03:00 || 04:30 || ? || ? ||VoK -1083, 6925. CCR N of CS -416 7083. Batches of 2 &amp;lt;br /&amp;gt; note: CCR spawns many types of shrooms within 50-100 cords of the CS.  || [[File:RasAwakening.png|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Razor's Edge Mushroom]] || Near cliffs. Possibly only smallish cliffs, based on shroomdar sightings. None found near the largest cliffs. || 02:42 || 04:17 || ? || ? || || [[File:RazorsEdge.jpg|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Salt Water Fungus]] || Possibly requires stretches of water in many directions. Usually on peninsulas and islands on Red Sea or the Mediterranean, but rarely near other bodies of water too. Seems to follow same spawn pattern as Heaven's Torrent. || 02:30 || 04:05 || ? || ? || CotS usually coastal islands or the land bridge || [[File:SaltWaterFungus.jpg|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Sand Spore Mushroom]] || Sand, deserts || 02:26 || 03:54 || ? || ? || CCR -700, 7950; Sinai 2892, 5556; Spawn in pairs || [[File:SandSpore.jpg|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Scorpion's Brood Mushroom]] || Mountains and rocky terrain || 02:36 || 04:06 || ? || ? || Common || [[File:ScorpionsBrood.jpg|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Slave's Bread Mushroom]] || Large Sandy Hills || 03:00 || 04:30 || ? || ? || 2600,6415, Always grows on the mountain S of 7L CS. DoS/Hinterlands 2312,6447 past the S Art.  || [[File:SlavesBread.jpg|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Spiderling Mushroom]] || Hilly terrain, typically on grass or rock, but occasionally on sand near rock; preferably near sandy areas || 18:00 || 20:35 || ? || ? || I found some at 8 pm game time - Xasis || [[File:Spiderling.jpg|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Sun Star Mushroom]] ||Sand||| 12:00 || 13:30 || ? || ? ||Memphis; Sinai 3300, 5700; Hinterlands(west) -2150, -2033 -- RP 822, 3572; Pairs (seen twice in this area) || [[File:SunStar.jpg|100px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Toad Skin Mushroom]] || Mountains and hills (Sand or Grass) || 02:00 || 03:30 || ? || ? || Common || [[File:ToadSkin.jpg|100px]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Arrytek</name></author>
	</entry>
	<entry>
		<id>https://atitd.wiki/tale8/w/index.php?title=Factions&amp;diff=4537</id>
		<title>Factions</title>
		<link rel="alternate" type="text/html" href="https://atitd.wiki/tale8/w/index.php?title=Factions&amp;diff=4537"/>
		<updated>2018-03-02T04:27:02Z</updated>

		<summary type="html">&lt;p&gt;Arrytek: /* Technologies */ More cleaning and editing information that has been clarified through discord.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=FAQs=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Factions===&lt;br /&gt;
&lt;br /&gt;
'''''What are factions?'''''&amp;lt;br&amp;gt;&lt;br /&gt;
T8 introduces Factions. When you leave Welcome Island, you must decide which you belong to. This will affect where you start. The three factions are:&lt;br /&gt;
*Meshwesh in northern Egypt &lt;br /&gt;
*Hyksos in central Egypt&lt;br /&gt;
*Kush in southern Egypt&lt;br /&gt;
The fourth &amp;quot;faction&amp;quot; is Desert Nomad which is attained if a player has been removed from a faction.&lt;br /&gt;
&lt;br /&gt;
'''''Do I have to choose a faction or be involved in faction game-play?'''''&lt;br /&gt;
&amp;lt;br&amp;gt;Yes, you have to choose a faction to leave Welcome Island. No, you do not have to be involved in much of faction game-play. When you are not learning technologies, you will not interact with the faction system at all. If you are concerned about not having &amp;quot;region&amp;quot; chats, form a guild of your neighbors to get a neighborhood chat.&lt;br /&gt;
&lt;br /&gt;
'''''How does tech knowledge transfer when a faction earns the loyalty of a Uni that has a previously unknown tech? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;As in previous tales, techs are researched in specific universities and these unis have very strict security rules. If a faction earns the loyalty of a uni that has a tech the faction did not previously know, as long as the that uni is loyal to the faction, members of the faction can go to that uni and learn the tech. If the faction loses control of the uni, then members of the faction can no longer learn the tech at that uni. of course, they can share their knowledge with anyone on a one-on-one basis, and they can independently research the tech if they put in the required effort. &lt;br /&gt;
&lt;br /&gt;
'''''What does it mean to be kicked out of a faction? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;Elders can remove any player from a faction without cause, including other Elders. Once a player has been removed, that players becomes a Desert Nomad.&lt;br /&gt;
&lt;br /&gt;
'''''How do I change factions?'''''&lt;br /&gt;
&amp;lt;br&amp;gt;To change factions, a player must be invited by an Elder into a different faction.&lt;br /&gt;
&lt;br /&gt;
'''''Just to be clear, except for geographic position, any special things about the factions? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;Nothing relevant to normal play. This system is meant to augment how the tale works now. It is not altering every system, but this is designed to address the tech tree rush and the use of ET over regional chat, and create a meta game that can be played in the background. So, even if you don't want to be involved in donations for techs, you can help by earning the loyalty of regions for your faction. The regions really are just now used to denote factional territorial control.&lt;br /&gt;
&lt;br /&gt;
==Regions==&lt;br /&gt;
'''''What about regions? How do they interact with factions?'''''&lt;br /&gt;
&amp;lt;br&amp;gt;There are 50 regions, covering the entirety of Egypt. Each faction starts in a different part of the map. Each faction is based in 3 regions, aka their &amp;quot;home regions&amp;quot;. When your faction &amp;quot;controls&amp;quot; a region (including the first 3 that are always loyal to the faction), your factional chat extends to cover that region. If you are in that faction, and you're in a region that your faction controls, you get your chat tab. If you're not, its akin to Hinterlands.&lt;br /&gt;
&lt;br /&gt;
==Elders==&lt;br /&gt;
'''''Who are Elders and what can they do?'''''&lt;br /&gt;
&amp;lt;br&amp;gt;Test of the Demi-Pharaoh is replaced with Test of the Elder. Elders are elected by the factions and can:&lt;br /&gt;
*Kick anyone from a faction (including other Elders), making the kicked player a Nomad. &lt;br /&gt;
*Invite players from other factions, as well as Nomads. &lt;br /&gt;
*Use kick or invite a total of 8 times. An invite is used even if the invited player declines.&lt;br /&gt;
*Elders choose which &amp;quot;modifier&amp;quot; a faction will research each month.&lt;br /&gt;
&lt;br /&gt;
==Technologies==&lt;br /&gt;
&lt;br /&gt;
'''''Have the way universities work changed?'''''&amp;lt;br&amp;gt;&lt;br /&gt;
Yes and No. There are the same total number of universities available for each player as in T7. However, universities can be loyal to specific factions, and each faction has one complete set of Unis in its home regions which is eternally loyal to the faction. You cannot learn techs from universities which your faction does not control. &lt;br /&gt;
&lt;br /&gt;
'''''I am interested in unlocking technologies and making sure my regional guild has ALL technologies unlocked. How can I help? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;In previous tales, to get access to technologies--someone has to unlock the tech at a University. In T8, there is an additional way: your faction can earn the loyalty of the scientists at a university, by giving tribute to the region. If your faction is successful at earning the loyalty of the scientists, then all members of your faction will have access to techs that university has seen unlocked. Members of the faction that previously had the loyalty of the university will lose access to the tech unless THEY were the ones to originally unlock the tech (and so have access to the tech at their home region universities) or they can earn back the loyalty of the scientists.&lt;br /&gt;
&lt;br /&gt;
'''''If other factions unlock techs, how can I learn those techs?'''''&lt;br /&gt;
&amp;lt;br&amp;gt;You can either learn the techs from someone who has made the run to learn that tech (and belongs to the faction that controls the region the university is in), or you can wait until those who like unlocking technologies in your faction unlock the tech. If you like unlocking technologies, you are welcome to put in the effort. The more universities a faction controls, the cheaper research becomes. There are 13 capture-able universities across the map for each discipline (worship, art, leadership, etc). Universities retain knowledge they have learned. By capturing another faction's University with techs which haven't been unlocked by the capturing faction, players can learn it from the captured University. &lt;br /&gt;
&lt;br /&gt;
'''''How does tech knowledge transfer when a faction earns the loyalty of a University that has a previously unknown tech? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;As in previous tales, techs are researched in specific universities and these unis have very strict security rules. If a faction earns the loyalty of a uni that has a tech the faction did not previously know, as long as the that uni is loyal to the faction, members of the faction can go to that uni and learn the tech. If the faction loses control of the Uni, then members of the faction can no longer learn the tech at that uni. of course, they can share their knowledge with anyone on a one-on-one basis, and they can independently research the tech if they put in the required effort. If the faction researches a tech while in possession of the uni, then the uni &amp;quot;learns&amp;quot; that tech and any factions that subsequently control that uni will be able to access the tech.&lt;br /&gt;
&lt;br /&gt;
''''' Will all Unis in a faction know everything that faction knows, and therefore if any Uni changes hands, the faction which gets the Uni will know at least as much as the one it captures the U from? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;Correct. Consider that Unis are one-way stores of knowledge. They won't propagate the knowledge to other Unis, but when a tech unlocks for a faction, all Unis controlled at that moment get a copy of the tech. A Uni will resync its tech, so if the faction researches a technology that the Uni does not know, the uni will acquire that technology and retain it. But if the uni flip flops between a couple of factions, it will slowly accumulate a mixture of the techs that both factions have researched while in possession of the uni. &lt;br /&gt;
&lt;br /&gt;
''''' What happens when a faction loses all Unis which know about a given tech? ''''' &lt;br /&gt;
&amp;lt;br&amp;gt;Each faction will always have universities in it's home area, which cannot be captured. If a faction researches a tech, it will never lose access to that tech.&lt;br /&gt;
&lt;br /&gt;
'''''Is information about who contributes to tributes (that is, earning loyalty of unis for your faction) public? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;No, you can not see who gave what. You can only see a number for how much a regional guild has put into convincing the scientists. &lt;br /&gt;
&lt;br /&gt;
'''''How often can Universities change hands? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;Weekly. Tributes are calculated once per earth week.&lt;br /&gt;
&lt;br /&gt;
==Tributes==&lt;br /&gt;
'''''What are tributes? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;Tributes are donations to a region in an attempt to gain the loyalty of the unis in that region. Each (earth) week, tributes reset (CONFIRM?) and players in each faction have the opportunity to donate to earn loyalty for the region they want control of. What is the difference between a faction gaining control of a region and earning the loyalty of a uni? No difference. These are two different ways of saying the same thing: a faction offers tribute to gain control/loyalty of a region's universities. The tribute required by region A will be different than the one required by region B.  The tributes will also change between week one and two.&lt;br /&gt;
==Miscellaneous Information==&lt;br /&gt;
'''''What are faction-specific &amp;quot;modifiers&amp;quot;? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;In previous tales, each Egypt region had to unlock techs by progressing down a tech tree that was identical for all regions. In Tale 8, each faction has its own tech tree. These trees are identical but in two ways. &lt;br /&gt;
*1) The tech trees are almost identical, how you unlock the techs in the tree might vary from faction to faction. These will be the same techs we are used to unlocking through research.&lt;br /&gt;
*2) as the techs become more advance, you get a few faction-specific modifiers. Note these modifiers are not as big in scope as techs. These modifiers are &amp;quot;minor perks ... they are not meant to cripple you if you dont have them&amp;quot;--Malard (Discord). This is seperate and new from the techs that we have been used to.&lt;br /&gt;
An example might be the following. Tech: Viticulture tech unlocks buildings and access to growing vines for wine. Faction-specific modifiers: Grapes grow 1% faster. There is more than just the normal Unis. There is a faction-specific Uni, with faction specific modifications or mods.  Elders decide which mod you can work on each month, and over the course of the game, each faction will become more diverse.  The mods will need to be donated to and unlocked, like techs.  So for example, chariot frequency is a tiered mod.  You can only advance it once per month, at the exclusion of other mods.  So you could end up pushing hard and having a faction that is really efficient at using chariot stops.  But another faction is really good at test unlock speed,  i.e. the time between when the timer starts and ends.  Those are not learned--you inherit them for being in the faction.  Make sure your elders pick wisely :smiley: consider there are 18 possible advancements in the faction tree.  These are minor modifications.  They are not meant to cripple you if you don't have them.  The mod trees are identical, but how you unlock them is not.  Also, it is not possible for one faction to unlock all of them.  The Elders must choose wisely. If you're slow about it, you could lose an unlock period. If it takes you 2 months to unlock, then you've lost one of your mods. They will range from raft sailing distance, to chariot speed, to slightly better quality of items produced on an anvil.&lt;br /&gt;
&amp;lt;br&amp;gt;'''''The only thing I CANNOT do in another faction's region is learn their techs? And hear the faction chat?''''' &lt;br /&gt;
&amp;lt;br&amp;gt;Correct. Well, depends what laws you pass, as a faction. 90% of this mechanic change is a layer on top of the existing game. Faction selection is important, but no different than if you were in LoR or OE. Guilds still exist. You could have a guild across factions. More Elders can be elected, but how often is not yet disclosed.&lt;br /&gt;
&amp;lt;br&amp;gt;''''' Tell me more about Chat channels''''' &lt;br /&gt;
&amp;lt;br&amp;gt;If your faction controls the region you are standing in, you will see your faction chat channel.  If you want to guarantee that your faction chat never goes away when you're at home, there is one obvious way to make it happen.  (Live in one of the three areas permanently controlled by your faction)&lt;br /&gt;
&amp;lt;br&amp;gt;''''' Tell me more about earning the loyalty of a region.'''''&lt;br /&gt;
&amp;lt;br&amp;gt;Tributes are calculated once a week (seven earth days), and tributes change once a week.  Tributes are different per region as well.  If the region is not contested, you could win it by adding just 1 resource to the scales.  If there is a tie, the defender wins the tie. A Uni loyal to your faction can teach you anything your faction has researched plus any additional techs it picked up while in other factions &lt;br /&gt;
*So, here is the big twist I guess: the more regions you control, the harder it is to capture additional regions.  To hold all 41 regions in one faction, would be very difficult and expensive, as your donations are valued less.  if you control no regions, your donations are more valuable.  &lt;br /&gt;
'''''What happens if a Uni changes factions when some donations have been made to it?'''''&lt;br /&gt;
&amp;lt;br&amp;gt;The (faction's) home region Uni holds ALL donations. All other Unis are proxies.  You can donate into any Uni (that you control) and it syncs it with the master donation list.  You do not need to set up a camp around a specific Uni if you don't want to.&lt;br /&gt;
&amp;lt;br&amp;gt;'''''Is it safe to assume that an Invite is not a steal, and the Invited party needs to accept to join a different faction? Also, assuming it has to be accepted, is the Invite &amp;quot;lost&amp;quot; if the invited player rejects the invitation? Obviously a Kick is a unilateral decision on the part of an Elder'''''  &lt;br /&gt;
&amp;lt;br&amp;gt;Correct, an invite is just that, however it is considered USED even if it is not accepted&lt;br /&gt;
&amp;lt;br&amp;gt;'''''if you're in another faction's controlled area, do you see their chat? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;No. That would defeat the whole purpose of faction wide chat.&lt;br /&gt;
&amp;lt;br&amp;gt;'''''Can you learn, get kicked, join a new faction and teach those techs? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;You don't need to leave to teach someone else, but your faction's rating will go down, more on that later. You can only learn from Unis that are in your faction. So if you are a Nomad, that's an end to your tech learning ability. Being a Nomad is effectively being kicked from the game. (It only applies to Unis. Schools are neutral.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;'''''How do laws work with factions?'''''&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[5:45 AM] Malard: a law is applied to the citizens of a faction&lt;br /&gt;
&lt;br /&gt;
[5:46 AM] Malard: and/or the regions under the control of that faction&lt;br /&gt;
&lt;br /&gt;
[5:46 AM] Malard: so for example, if the kush made a law that said all Kush citizens may take other peoples straw from flax hammocks&lt;br /&gt;
&lt;br /&gt;
[5:46 AM] Malard: it would only apply inside the regions under Kush control at any given moment and would be a privilege of Kush citizens(edited)&lt;br /&gt;
&lt;br /&gt;
[5:47 AM] Malard: if the law said, All citizens&lt;br /&gt;
&lt;br /&gt;
[5:47 AM] Malard: then anyone who is in Kush territory could do it&lt;br /&gt;
&lt;br /&gt;
[5:47 AM] Malard: however a kush citizen could not do this in neutral or hyksos/meshwesh territory&lt;br /&gt;
&lt;br /&gt;
--Malard, Discord: #general. 2018/02/26.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;/div&gt;</summary>
		<author><name>Arrytek</name></author>
	</entry>
	<entry>
		<id>https://atitd.wiki/tale8/w/index.php?title=Factions&amp;diff=4536</id>
		<title>Factions</title>
		<link rel="alternate" type="text/html" href="https://atitd.wiki/tale8/w/index.php?title=Factions&amp;diff=4536"/>
		<updated>2018-03-02T04:13:26Z</updated>

		<summary type="html">&lt;p&gt;Arrytek: /* Factions */ some minor editing since people are still using this info.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=FAQs=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Factions===&lt;br /&gt;
&lt;br /&gt;
'''''What are factions?'''''&amp;lt;br&amp;gt;&lt;br /&gt;
T8 introduces Factions. When you leave Welcome Island, you must decide which you belong to. This will affect where you start. The three factions are:&lt;br /&gt;
*Meshwesh in northern Egypt &lt;br /&gt;
*Hyksos in central Egypt&lt;br /&gt;
*Kush in southern Egypt&lt;br /&gt;
The fourth &amp;quot;faction&amp;quot; is Desert Nomad which is attained if a player has been removed from a faction.&lt;br /&gt;
&lt;br /&gt;
'''''Do I have to choose a faction or be involved in faction game-play?'''''&lt;br /&gt;
&amp;lt;br&amp;gt;Yes, you have to choose a faction to leave Welcome Island. No, you do not have to be involved in much of faction game-play. When you are not learning technologies, you will not interact with the faction system at all. If you are concerned about not having &amp;quot;region&amp;quot; chats, form a guild of your neighbors to get a neighborhood chat.&lt;br /&gt;
&lt;br /&gt;
'''''How does tech knowledge transfer when a faction earns the loyalty of a Uni that has a previously unknown tech? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;As in previous tales, techs are researched in specific universities and these unis have very strict security rules. If a faction earns the loyalty of a uni that has a tech the faction did not previously know, as long as the that uni is loyal to the faction, members of the faction can go to that uni and learn the tech. If the faction loses control of the uni, then members of the faction can no longer learn the tech at that uni. of course, they can share their knowledge with anyone on a one-on-one basis, and they can independently research the tech if they put in the required effort. &lt;br /&gt;
&lt;br /&gt;
'''''What does it mean to be kicked out of a faction? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;Elders can remove any player from a faction without cause, including other Elders. Once a player has been removed, that players becomes a Desert Nomad.&lt;br /&gt;
&lt;br /&gt;
'''''How do I change factions?'''''&lt;br /&gt;
&amp;lt;br&amp;gt;To change factions, a player must be invited by an Elder into a different faction.&lt;br /&gt;
&lt;br /&gt;
'''''Just to be clear, except for geographic position, any special things about the factions? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;Nothing relevant to normal play. This system is meant to augment how the tale works now. It is not altering every system, but this is designed to address the tech tree rush and the use of ET over regional chat, and create a meta game that can be played in the background. So, even if you don't want to be involved in donations for techs, you can help by earning the loyalty of regions for your faction. The regions really are just now used to denote factional territorial control.&lt;br /&gt;
&lt;br /&gt;
==Regions==&lt;br /&gt;
'''''What about regions? How do they interact with factions?'''''&lt;br /&gt;
&amp;lt;br&amp;gt;There are 50 regions, covering the entirety of Egypt. Each faction starts in a different part of the map. Each faction is based in 3 regions, aka their &amp;quot;home regions&amp;quot;. When your faction &amp;quot;controls&amp;quot; a region (including the first 3 that are always loyal to the faction), your factional chat extends to cover that region. If you are in that faction, and you're in a region that your faction controls, you get your chat tab. If you're not, its akin to Hinterlands.&lt;br /&gt;
&lt;br /&gt;
==Elders==&lt;br /&gt;
'''''Who are Elders and what can they do?'''''&lt;br /&gt;
&amp;lt;br&amp;gt;Test of the Demi-Pharaoh is replaced with Test of the Elder. Elders are elected by the factions and can:&lt;br /&gt;
*Kick anyone from a faction (including other Elders), making the kicked player a Nomad. &lt;br /&gt;
*Invite players from other factions, as well as Nomads. &lt;br /&gt;
*Use kick or invite a total of 8 times. An invite is used even if the invited player declines.&lt;br /&gt;
*Elders choose which &amp;quot;modifier&amp;quot; a faction will research each month.&lt;br /&gt;
&lt;br /&gt;
==Technologies==&lt;br /&gt;
&lt;br /&gt;
'''''Have the way universities work changed?'''''&amp;lt;br&amp;gt;&lt;br /&gt;
Yes and No. There are the same total number of universities available for each player as in T7. However, universities are loyal to specific factions, and each faction has one complete set of Unis in its home regions which is eternally loyal to the faction. You cannot learn techs from universities which your faction does not control. &lt;br /&gt;
&amp;lt;br&amp;gt;'''''I am interested in unlocking technologies and making sure my regional guild has ALL technologies unlocked. How can I help? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;Usually, there is only one way to get access to technologies--someone has to unlock the tech at a University. In T8, there is an additional way: your regional guild, that is, your faction can earn the loyalty of the scientists at a university, compelling the scientists to stop working with a different regional guild. If your faction is successful at earning the loyalty of the scientists, then all members of that regional guild will have access to techs previously unlocked at that university--and members of the regional guild that originally unlocked the tech, will lose access unless THEY can earn back the loyalty of the scientists. If you just want to learn techs and get on with your life, ignore this paragraph and read the example in the first section above. If other regional guilds unlock techs, how can I learn those techs? You can either learn the techs from someone who has made the run to learn that tech (and belongs to the regional guild that controls the region the university is in), or you can wait until those who like unlocking technologies in your regional guild unlock the tech. If you like unlocking technologies, you are welcome to put in the effort. The more universities a faction controls, the cheaper research becomes. There are 13 capture-able universities across the map for each discipline (worship, art, leadership, etc). Universities retain knowledge they have learned. By capturing another faction's University with techs which haven't been unlocked by the capturing faction, players can learn it from the captured University. &lt;br /&gt;
&amp;lt;br&amp;gt;'''''How does tech knowledge transfer when a faction earns the loyalty of a University that has a previously unknown tech? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;As in previous tales, techs are researched in specific universities and these unis have very strict security rules. If a faction earns the loyalty of a uni that has a tech the faction did not previously know, as long as the that uni is loyal to the faction, members of the faction can go to that uni and learn the tech. If the faction loses control of the Uni, then members of the faction can no longer learn the tech at that uni. of course, they can share their knowledge with anyone on a one-on-one basis, and they can independently research the tech if they put in the required effort. &lt;br /&gt;
&amp;lt;br&amp;gt;''''' Will all Unis in a faction know everything that faction knows, and therefore if any Uni changes hands, the faction which gets the Uni will know at least as much as the one it captures the U from? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;Correct. Consider that Unis are one-way stores of knowledge. They won't propagate the knowledge to other Unis, but when a tech unlocks for a faction, all Unis controlled at that moment get a copy of the tech. A Uni will resync its tech, so if the faction knows something that the Uni does not know, it will get updated at that time also. But if it flip flops between a couple of factions, it will slowly have a mixture of the techs that both factions know. So the factions can cycle one Uni of each type, then that will keep the faction's tech trees synched. But only for that Uni. &lt;br /&gt;
&amp;lt;br&amp;gt;''''' What happens when a faction loses all Unis which know about a given tech? ''''' &lt;br /&gt;
&amp;lt;br&amp;gt;This scenario cannot happen. Each faction will always have universities in it's home area, which cannot be captured.&lt;br /&gt;
&amp;lt;br&amp;gt;'''''Is information about who contributes to tributes (that is, earning loyalty of unis for your faction) public? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;No, you can not see who gave what. You can only see a number for how much a regional guild has put into convincing the scientists. &lt;br /&gt;
&amp;lt;br&amp;gt;'''''How often can Universities change hands? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;Weekly. Tributes are calculated once per earth week.&lt;br /&gt;
==Tributes==&lt;br /&gt;
'''''What are tributes? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;Tributes are donations to a region in an attempt to gain the loyalty of the unis in that region. Each (earth) week, tributes reset (CONFIRM?) and players in each faction have the opportunity to donate to earn loyalty for the region they want control of. What is the difference between a faction gaining control of a region and earning the loyalty of a uni? No difference. These are two different ways of saying the same thing: a faction offers tribute to gain control/loyalty of a region's universities. The tribute required by region A will be different than the one required by region B.  The tributes will also change between week one and two.&lt;br /&gt;
==Miscellaneous Information==&lt;br /&gt;
'''''What are faction-specific &amp;quot;modifiers&amp;quot;? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;In previous tales, each Egypt region had to unlock techs by progressing down a tech tree that was identical for all regions. In Tale 8, each faction has its own tech tree. These trees are identical but in two ways. &lt;br /&gt;
*1) The tech trees are almost identical, how you unlock the techs in the tree might vary from faction to faction. These will be the same techs we are used to unlocking through research.&lt;br /&gt;
*2) as the techs become more advance, you get a few faction-specific modifiers. Note these modifiers are not as big in scope as techs. These modifiers are &amp;quot;minor perks ... they are not meant to cripple you if you dont have them&amp;quot;--Malard (Discord). This is seperate and new from the techs that we have been used to.&lt;br /&gt;
An example might be the following. Tech: Viticulture tech unlocks buildings and access to growing vines for wine. Faction-specific modifiers: Grapes grow 1% faster. There is more than just the normal Unis. There is a faction-specific Uni, with faction specific modifications or mods.  Elders decide which mod you can work on each month, and over the course of the game, each faction will become more diverse.  The mods will need to be donated to and unlocked, like techs.  So for example, chariot frequency is a tiered mod.  You can only advance it once per month, at the exclusion of other mods.  So you could end up pushing hard and having a faction that is really efficient at using chariot stops.  But another faction is really good at test unlock speed,  i.e. the time between when the timer starts and ends.  Those are not learned--you inherit them for being in the faction.  Make sure your elders pick wisely :smiley: consider there are 18 possible advancements in the faction tree.  These are minor modifications.  They are not meant to cripple you if you don't have them.  The mod trees are identical, but how you unlock them is not.  Also, it is not possible for one faction to unlock all of them.  The Elders must choose wisely. If you're slow about it, you could lose an unlock period. If it takes you 2 months to unlock, then you've lost one of your mods. They will range from raft sailing distance, to chariot speed, to slightly better quality of items produced on an anvil.&lt;br /&gt;
&amp;lt;br&amp;gt;'''''The only thing I CANNOT do in another faction's region is learn their techs? And hear the faction chat?''''' &lt;br /&gt;
&amp;lt;br&amp;gt;Correct. Well, depends what laws you pass, as a faction. 90% of this mechanic change is a layer on top of the existing game. Faction selection is important, but no different than if you were in LoR or OE. Guilds still exist. You could have a guild across factions. More Elders can be elected, but how often is not yet disclosed.&lt;br /&gt;
&amp;lt;br&amp;gt;''''' Tell me more about Chat channels''''' &lt;br /&gt;
&amp;lt;br&amp;gt;If your faction controls the region you are standing in, you will see your faction chat channel.  If you want to guarantee that your faction chat never goes away when you're at home, there is one obvious way to make it happen.  (Live in one of the three areas permanently controlled by your faction)&lt;br /&gt;
&amp;lt;br&amp;gt;''''' Tell me more about earning the loyalty of a region.'''''&lt;br /&gt;
&amp;lt;br&amp;gt;Tributes are calculated once a week (seven earth days), and tributes change once a week.  Tributes are different per region as well.  If the region is not contested, you could win it by adding just 1 resource to the scales.  If there is a tie, the defender wins the tie. A Uni loyal to your faction can teach you anything your faction has researched plus any additional techs it picked up while in other factions &lt;br /&gt;
*So, here is the big twist I guess: the more regions you control, the harder it is to capture additional regions.  To hold all 41 regions in one faction, would be very difficult and expensive, as your donations are valued less.  if you control no regions, your donations are more valuable.  &lt;br /&gt;
'''''What happens if a Uni changes factions when some donations have been made to it?'''''&lt;br /&gt;
&amp;lt;br&amp;gt;The (faction's) home region Uni holds ALL donations. All other Unis are proxies.  You can donate into any Uni (that you control) and it syncs it with the master donation list.  You do not need to set up a camp around a specific Uni if you don't want to.&lt;br /&gt;
&amp;lt;br&amp;gt;'''''Is it safe to assume that an Invite is not a steal, and the Invited party needs to accept to join a different faction? Also, assuming it has to be accepted, is the Invite &amp;quot;lost&amp;quot; if the invited player rejects the invitation? Obviously a Kick is a unilateral decision on the part of an Elder'''''  &lt;br /&gt;
&amp;lt;br&amp;gt;Correct, an invite is just that, however it is considered USED even if it is not accepted&lt;br /&gt;
&amp;lt;br&amp;gt;'''''if you're in another faction's controlled area, do you see their chat? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;No. That would defeat the whole purpose of faction wide chat.&lt;br /&gt;
&amp;lt;br&amp;gt;'''''Can you learn, get kicked, join a new faction and teach those techs? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;You don't need to leave to teach someone else, but your faction's rating will go down, more on that later. You can only learn from Unis that are in your faction. So if you are a Nomad, that's an end to your tech learning ability. Being a Nomad is effectively being kicked from the game. (It only applies to Unis. Schools are neutral.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;'''''How do laws work with factions?'''''&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[5:45 AM] Malard: a law is applied to the citizens of a faction&lt;br /&gt;
&lt;br /&gt;
[5:46 AM] Malard: and/or the regions under the control of that faction&lt;br /&gt;
&lt;br /&gt;
[5:46 AM] Malard: so for example, if the kush made a law that said all Kush citizens may take other peoples straw from flax hammocks&lt;br /&gt;
&lt;br /&gt;
[5:46 AM] Malard: it would only apply inside the regions under Kush control at any given moment and would be a privilege of Kush citizens(edited)&lt;br /&gt;
&lt;br /&gt;
[5:47 AM] Malard: if the law said, All citizens&lt;br /&gt;
&lt;br /&gt;
[5:47 AM] Malard: then anyone who is in Kush territory could do it&lt;br /&gt;
&lt;br /&gt;
[5:47 AM] Malard: however a kush citizen could not do this in neutral or hyksos/meshwesh territory&lt;br /&gt;
&lt;br /&gt;
--Malard, Discord: #general. 2018/02/26.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;/div&gt;</summary>
		<author><name>Arrytek</name></author>
	</entry>
	<entry>
		<id>https://atitd.wiki/tale8/w/index.php?title=Factions&amp;diff=3475</id>
		<title>Factions</title>
		<link rel="alternate" type="text/html" href="https://atitd.wiki/tale8/w/index.php?title=Factions&amp;diff=3475"/>
		<updated>2018-02-26T23:22:54Z</updated>

		<summary type="html">&lt;p&gt;Arrytek: Added source for quote from Malard&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=FAQs=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Factions===&lt;br /&gt;
&lt;br /&gt;
'''''What are factions?'''''&amp;lt;br&amp;gt;&lt;br /&gt;
T8 introduces Factions. When you leave Welcome Island, you must decide which you belong to. This will affect where you start. The three factions are:&lt;br /&gt;
*Meshwesh in northern Egypt &lt;br /&gt;
*Hyksos in central Egypt&lt;br /&gt;
*Kush in southern Egypt&lt;br /&gt;
The fourth &amp;quot;faction&amp;quot; is Desert Nomad which is attained if a player has been removed from a faction.&lt;br /&gt;
&lt;br /&gt;
'''''Do I have to choose a faction or be involved in faction game-play?'''''&lt;br /&gt;
&amp;lt;br&amp;gt;Yes, you have to choose a faction to leave Welcome Island. No, you do not have to be involved in faction game-play beyond the above &amp;quot;super simple explanation&amp;quot; above. When you are not learning technologies, you will not interact with the faction system at all. If you are concerned about not having &amp;quot;region&amp;quot; chats, form a guild of your neighbors to get a neighborhood chat.&lt;br /&gt;
&lt;br /&gt;
'''''How does tech knowledge transfer when a faction earns the loyalty of a Uni that has a previously unknown tech? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;As in previous tales, techs are researched in specific universities and these unis have very strict security rules. If a faction earns the loyalty of a uni that has a tech the faction did not previously know, as long as the that uni is loyal to the faction, members of the faction can go to that uni and learn the tech. If the faction loses control of the Uni, then members of the faction can no longer learn the tech at that uni. of course, they can share their knowledge with anyone on a one-on-one basis, and they can independently research the tech if they put in the required effort. &lt;br /&gt;
&amp;lt;br&amp;gt;'''''What does it mean to be kicked out of a faction? '''''&amp;lt;br&amp;gt;&lt;br /&gt;
Elders can remove any player from a faction without cause, including other Elders. Once a player has been removed, that players becomes a Desert Nomad.&lt;br /&gt;
&amp;lt;br&amp;gt;'''''How do I change factions?'''''&amp;lt;br&amp;gt;&lt;br /&gt;
To change factions, a player must be invited by an Elder into a different faction.&lt;br /&gt;
&amp;lt;br&amp;gt;'''''Just to be clear, except for geographic position, any special things about the factions? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;Nothing relevant to normal play. This system is meant to augment how Tale works now. It is not altering every system, but this is designed to address the tech tree rush and the use of ET over regional chat, and create a meta game that can be played in the background. So, even if you don't want to be involved in donations for techs, you can help by earning the loyalty of regions for your faction. The regions really are just now used to denote factional territorial control.&lt;br /&gt;
&lt;br /&gt;
==Regions==&lt;br /&gt;
'''''What about regions? How do they interact with factions?'''''&lt;br /&gt;
&amp;lt;br&amp;gt;There are 50 regions, covering the entirety of Egypt. Each faction starts in a different part of the map. Each faction is based in 3 regions, aka their &amp;quot;home regions&amp;quot;. When your faction &amp;quot;controls&amp;quot; a region (including the first 3 that are always loyal to the faction), your factional chat extends to cover that region. If you are in that faction, and you're in a region that your faction controls, you get your chat tab. If you're not, its akin to Hinterlands.&lt;br /&gt;
&lt;br /&gt;
==Elders==&lt;br /&gt;
'''''Who are Elders and what can they do?'''''&lt;br /&gt;
&amp;lt;br&amp;gt;Test of the Demi-Pharaoh is replaced with Test of the Elder. Elders are elected by the factions and can:&lt;br /&gt;
*Kick anyone from a faction (including other Elders), making the kicked player a Nomad. &lt;br /&gt;
*Invite players from other factions, as well as Nomads. &lt;br /&gt;
*Use kick or invite a total of 8 times. An invite is used even if the invited player declines.&lt;br /&gt;
*Elders choose which &amp;quot;modifier&amp;quot; a faction will research each month.&lt;br /&gt;
&lt;br /&gt;
==Technologies==&lt;br /&gt;
&lt;br /&gt;
'''''Have the way universities work changed?'''''&amp;lt;br&amp;gt;&lt;br /&gt;
Yes and No. There are the same total number of universities available for each player as in T7. However, universities are loyal to specific factions, and each faction has one complete set of Unis in its home regions which is eternally loyal to the faction. You cannot learn techs from universities which your faction does not control. &lt;br /&gt;
&amp;lt;br&amp;gt;'''''I am interested in unlocking technologies and making sure my regional guild has ALL technologies unlocked. How can I help? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;Usually, there is only one way to get access to technologies--someone has to unlock the tech at a University. In T8, there is an additional way: your regional guild, that is, your faction can earn the loyalty of the scientists at a university, compelling the scientists to stop working with a different regional guild. If your faction is successful at earning the loyalty of the scientists, then all members of that regional guild will have access to techs previously unlocked at that university--and members of the regional guild that originally unlocked the tech, will lose access unless THEY can earn back the loyalty of the scientists. If you just want to learn techs and get on with your life, ignore this paragraph and read the example in the first section above. If other regional guilds unlock techs, how can I learn those techs? You can either learn the techs from someone who has made the run to learn that tech (and belongs to the regional guild that controls the region the university is in), or you can wait until those who like unlocking technologies in your regional guild unlock the tech. If you like unlocking technologies, you are welcome to put in the effort. The more universities a faction controls, the cheaper research becomes. There are 13 capture-able universities across the map for each discipline (worship, art, leadership, etc). Universities retain knowledge they have learned. By capturing another faction's University with techs which haven't been unlocked by the capturing faction, players can learn it from the captured University. &lt;br /&gt;
&amp;lt;br&amp;gt;'''''How does tech knowledge transfer when a faction earns the loyalty of a University that has a previously unknown tech? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;As in previous tales, techs are researched in specific universities and these unis have very strict security rules. If a faction earns the loyalty of a uni that has a tech the faction did not previously know, as long as the that uni is loyal to the faction, members of the faction can go to that uni and learn the tech. If the faction loses control of the Uni, then members of the faction can no longer learn the tech at that uni. of course, they can share their knowledge with anyone on a one-on-one basis, and they can independently research the tech if they put in the required effort. &lt;br /&gt;
&amp;lt;br&amp;gt;''''' Will all Unis in a faction know everything that faction knows, and therefore if any Uni changes hands, the faction which gets the Uni will know at least as much as the one it captures the U from? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;Correct. Consider that Unis are one-way stores of knowledge. They won't propagate the knowledge to other Unis, but when a tech unlocks for a faction, all Unis controlled at that moment get a copy of the tech. A Uni will resync its tech, so if the faction knows something that the Uni does not know, it will get updated at that time also. But if it flip flops between a couple of factions, it will slowly have a mixture of the techs that both factions know. So the factions can cycle one Uni of each type, then that will keep the faction's tech trees synched. But only for that Uni. &lt;br /&gt;
&amp;lt;br&amp;gt;''''' What happens when a faction loses all Unis which know about a given tech? ''''' &lt;br /&gt;
&amp;lt;br&amp;gt;This scenario cannot happen. Each faction will always have universities in it's home area, which cannot be captured.&lt;br /&gt;
&amp;lt;br&amp;gt;'''''Is information about who contributes to tributes (that is, earning loyalty of unis for your faction) public? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;No, you can not see who gave what. You can only see a number for how much a regional guild has put into convincing the scientists. &lt;br /&gt;
&amp;lt;br&amp;gt;'''''How often can Universities change hands? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;Weekly. Tributes are calculated once per earth week.&lt;br /&gt;
==Tributes==&lt;br /&gt;
'''''What are tributes? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;Tributes are donations to a region in an attempt to gain the loyalty of the unis in that region. Each (earth) week, tributes reset (CONFIRM?) and players in each faction have the opportunity to donate to earn loyalty for the region they want control of. What is the difference between a faction gaining control of a region and earning the loyalty of a uni? No difference. These are two different ways of saying the same thing: a faction offers tribute to gain control/loyalty of a region's universities. The tribute required by region A will be different than the one required by region B.  The tributes will also change between week one and two.&lt;br /&gt;
==Miscellaneous Information==&lt;br /&gt;
'''''What are faction-specific &amp;quot;modifiers&amp;quot;? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;In previous tales, each Egypt region had to unlock techs by progressing down a tech tree that was identical for all regions. In Tale 8, each faction has its own tech tree. These trees are identical but in two ways. &lt;br /&gt;
*1) The tech trees are almost identical, how you unlock the techs in the tree might vary from faction to faction. These will be the same techs we are used to unlocking through research.&lt;br /&gt;
*2) as the techs become more advance, you get a few faction-specific modifiers. Note these modifiers are not as big in scope as techs. These modifiers are &amp;quot;minor perks ... they are not meant to cripple you if you dont have them&amp;quot;--Malard (Discord). This is seperate and new from the techs that we have been used to.&lt;br /&gt;
An example might be the following. Tech: Viticulture tech unlocks buildings and access to growing vines for wine. Faction-specific modifiers: Grapes grow 1% faster. There is more than just the normal Unis. There is a faction-specific Uni, with faction specific modifications or mods.  Elders decide which mod you can work on each month, and over the course of the game, each faction will become more diverse.  The mods will need to be donated to and unlocked, like techs.  So for example, chariot frequency is a tiered mod.  You can only advance it once per month, at the exclusion of other mods.  So you could end up pushing hard and having a faction that is really efficient at using chariot stops.  But another faction is really good at test unlock speed,  i.e. the time between when the timer starts and ends.  Those are not learned--you inherit them for being in the faction.  Make sure your elders pick wisely :smiley: consider there are 18 possible advancements in the faction tree.  These are minor modifications.  They are not meant to cripple you if you don't have them.  The mod trees are identical, but how you unlock them is not.  Also, it is not possible for one faction to unlock all of them.  The Elders must choose wisely. If you're slow about it, you could lose an unlock period. If it takes you 2 months to unlock, then you've lost one of your mods. They will range from raft sailing distance, to chariot speed, to slightly better quality of items produced on an anvil.&lt;br /&gt;
&amp;lt;br&amp;gt;'''''The only thing I CANNOT do in another faction's region is learn their techs? And hear the faction chat?''''' &lt;br /&gt;
&amp;lt;br&amp;gt;Correct. Well, depends what laws you pass, as a faction. 90% of this mechanic change is a layer on top of the existing game. Faction selection is important, but no different than if you were in LoR or OE. Guilds still exist. You could have a guild across factions. More Elders can be elected, but how often is not yet disclosed.&lt;br /&gt;
&amp;lt;br&amp;gt;''''' Tell me more about Chat channels''''' &lt;br /&gt;
&amp;lt;br&amp;gt;If your faction controls the region you are standing in, you will see your faction chat channel.  If you want to guarantee that your faction chat never goes away when you're at home, there is one obvious way to make it happen.  (Live in one of the three areas permanently controlled by your faction)&lt;br /&gt;
&amp;lt;br&amp;gt;''''' Tell me more about earning the loyalty of a region.'''''&lt;br /&gt;
&amp;lt;br&amp;gt;Tributes are calculated once a week (seven earth days), and tributes change once a week.  Tributes are different per region as well.  If the region is not contested, you could win it by adding just 1 resource to the scales.  If there is a tie, the defender wins the tie. A Uni loyal to your faction can teach you anything your faction has researched plus any additional techs it picked up while in other factions &lt;br /&gt;
*So, here is the big twist I guess: the more regions you control, the harder it is to capture additional regions.  To hold all 41 regions in one faction, would be very difficult and expensive, as your donations are valued less.  if you control no regions, your donations are more valuable.  &lt;br /&gt;
'''''What happens if a Uni changes factions when some donations have been made to it?'''''&lt;br /&gt;
&amp;lt;br&amp;gt;The (faction's) home region Uni holds ALL donations. All other Unis are proxies.  You can donate into any Uni (that you control) and it syncs it with the master donation list.  You do not need to set up a camp around a specific Uni if you don't want to.&lt;br /&gt;
&amp;lt;br&amp;gt;'''''Is it safe to assume that an Invite is not a steal, and the Invited party needs to accept to join a different faction? Also, assuming it has to be accepted, is the Invite &amp;quot;lost&amp;quot; if the invited player rejects the invitation? Obviously a Kick is a unilateral decision on the part of an Elder'''''  &lt;br /&gt;
&amp;lt;br&amp;gt;Correct, an invite is just that, however it is considered USED even if it is not accepted&lt;br /&gt;
&amp;lt;br&amp;gt;'''''if you're in another faction's controlled area, do you see their chat? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;No. That would defeat the whole purpose of faction wide chat.&lt;br /&gt;
&amp;lt;br&amp;gt;'''''Can you learn, get kicked, join a new faction and teach those techs? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;You don't need to leave to teach someone else, but your faction's rating will go down, more on that later. You can only learn from Unis that are in your faction. So if you are a Nomad, that's an end to your tech learning ability. Being a Nomad is effectively being kicked from the game. (It only applies to Unis. Schools are neutral.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;'''''How do laws work with factions?'''''&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[5:45 AM] Malard: a law is applied to the citizens of a faction&lt;br /&gt;
&lt;br /&gt;
[5:46 AM] Malard: and/or the regions under the control of that faction&lt;br /&gt;
&lt;br /&gt;
[5:46 AM] Malard: so for example, if the kush made a law that said all Kush citizens may take other peoples straw from flax hammocks&lt;br /&gt;
&lt;br /&gt;
[5:46 AM] Malard: it would only apply inside the regions under Kush control at any given moment and would be a privilege of Kush citizens(edited)&lt;br /&gt;
&lt;br /&gt;
[5:47 AM] Malard: if the law said, All citizens&lt;br /&gt;
&lt;br /&gt;
[5:47 AM] Malard: then anyone who is in Kush territory could do it&lt;br /&gt;
&lt;br /&gt;
[5:47 AM] Malard: however a kush citizen could not do this in neutral or hyksos/meshwesh territory&lt;br /&gt;
&lt;br /&gt;
--Malard, Discord: #general. 2018/02/26.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;/div&gt;</summary>
		<author><name>Arrytek</name></author>
	</entry>
	<entry>
		<id>https://atitd.wiki/tale8/w/index.php?title=Factions&amp;diff=3474</id>
		<title>Factions</title>
		<link rel="alternate" type="text/html" href="https://atitd.wiki/tale8/w/index.php?title=Factions&amp;diff=3474"/>
		<updated>2018-02-26T23:20:10Z</updated>

		<summary type="html">&lt;p&gt;Arrytek: /* Miscellaneous Information */  Added discord quote from Malard on how laws work with factions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=FAQs=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Factions===&lt;br /&gt;
&lt;br /&gt;
'''''What are factions?'''''&amp;lt;br&amp;gt;&lt;br /&gt;
T8 introduces Factions. When you leave Welcome Island, you must decide which you belong to. This will affect where you start. The three factions are:&lt;br /&gt;
*Meshwesh in northern Egypt &lt;br /&gt;
*Hyksos in central Egypt&lt;br /&gt;
*Kush in southern Egypt&lt;br /&gt;
The fourth &amp;quot;faction&amp;quot; is Desert Nomad which is attained if a player has been removed from a faction.&lt;br /&gt;
&lt;br /&gt;
'''''Do I have to choose a faction or be involved in faction game-play?'''''&lt;br /&gt;
&amp;lt;br&amp;gt;Yes, you have to choose a faction to leave Welcome Island. No, you do not have to be involved in faction game-play beyond the above &amp;quot;super simple explanation&amp;quot; above. When you are not learning technologies, you will not interact with the faction system at all. If you are concerned about not having &amp;quot;region&amp;quot; chats, form a guild of your neighbors to get a neighborhood chat.&lt;br /&gt;
&lt;br /&gt;
'''''How does tech knowledge transfer when a faction earns the loyalty of a Uni that has a previously unknown tech? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;As in previous tales, techs are researched in specific universities and these unis have very strict security rules. If a faction earns the loyalty of a uni that has a tech the faction did not previously know, as long as the that uni is loyal to the faction, members of the faction can go to that uni and learn the tech. If the faction loses control of the Uni, then members of the faction can no longer learn the tech at that uni. of course, they can share their knowledge with anyone on a one-on-one basis, and they can independently research the tech if they put in the required effort. &lt;br /&gt;
&amp;lt;br&amp;gt;'''''What does it mean to be kicked out of a faction? '''''&amp;lt;br&amp;gt;&lt;br /&gt;
Elders can remove any player from a faction without cause, including other Elders. Once a player has been removed, that players becomes a Desert Nomad.&lt;br /&gt;
&amp;lt;br&amp;gt;'''''How do I change factions?'''''&amp;lt;br&amp;gt;&lt;br /&gt;
To change factions, a player must be invited by an Elder into a different faction.&lt;br /&gt;
&amp;lt;br&amp;gt;'''''Just to be clear, except for geographic position, any special things about the factions? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;Nothing relevant to normal play. This system is meant to augment how Tale works now. It is not altering every system, but this is designed to address the tech tree rush and the use of ET over regional chat, and create a meta game that can be played in the background. So, even if you don't want to be involved in donations for techs, you can help by earning the loyalty of regions for your faction. The regions really are just now used to denote factional territorial control.&lt;br /&gt;
&lt;br /&gt;
==Regions==&lt;br /&gt;
'''''What about regions? How do they interact with factions?'''''&lt;br /&gt;
&amp;lt;br&amp;gt;There are 50 regions, covering the entirety of Egypt. Each faction starts in a different part of the map. Each faction is based in 3 regions, aka their &amp;quot;home regions&amp;quot;. When your faction &amp;quot;controls&amp;quot; a region (including the first 3 that are always loyal to the faction), your factional chat extends to cover that region. If you are in that faction, and you're in a region that your faction controls, you get your chat tab. If you're not, its akin to Hinterlands.&lt;br /&gt;
&lt;br /&gt;
==Elders==&lt;br /&gt;
'''''Who are Elders and what can they do?'''''&lt;br /&gt;
&amp;lt;br&amp;gt;Test of the Demi-Pharaoh is replaced with Test of the Elder. Elders are elected by the factions and can:&lt;br /&gt;
*Kick anyone from a faction (including other Elders), making the kicked player a Nomad. &lt;br /&gt;
*Invite players from other factions, as well as Nomads. &lt;br /&gt;
*Use kick or invite a total of 8 times. An invite is used even if the invited player declines.&lt;br /&gt;
*Elders choose which &amp;quot;modifier&amp;quot; a faction will research each month.&lt;br /&gt;
&lt;br /&gt;
==Technologies==&lt;br /&gt;
&lt;br /&gt;
'''''Have the way universities work changed?'''''&amp;lt;br&amp;gt;&lt;br /&gt;
Yes and No. There are the same total number of universities available for each player as in T7. However, universities are loyal to specific factions, and each faction has one complete set of Unis in its home regions which is eternally loyal to the faction. You cannot learn techs from universities which your faction does not control. &lt;br /&gt;
&amp;lt;br&amp;gt;'''''I am interested in unlocking technologies and making sure my regional guild has ALL technologies unlocked. How can I help? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;Usually, there is only one way to get access to technologies--someone has to unlock the tech at a University. In T8, there is an additional way: your regional guild, that is, your faction can earn the loyalty of the scientists at a university, compelling the scientists to stop working with a different regional guild. If your faction is successful at earning the loyalty of the scientists, then all members of that regional guild will have access to techs previously unlocked at that university--and members of the regional guild that originally unlocked the tech, will lose access unless THEY can earn back the loyalty of the scientists. If you just want to learn techs and get on with your life, ignore this paragraph and read the example in the first section above. If other regional guilds unlock techs, how can I learn those techs? You can either learn the techs from someone who has made the run to learn that tech (and belongs to the regional guild that controls the region the university is in), or you can wait until those who like unlocking technologies in your regional guild unlock the tech. If you like unlocking technologies, you are welcome to put in the effort. The more universities a faction controls, the cheaper research becomes. There are 13 capture-able universities across the map for each discipline (worship, art, leadership, etc). Universities retain knowledge they have learned. By capturing another faction's University with techs which haven't been unlocked by the capturing faction, players can learn it from the captured University. &lt;br /&gt;
&amp;lt;br&amp;gt;'''''How does tech knowledge transfer when a faction earns the loyalty of a University that has a previously unknown tech? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;As in previous tales, techs are researched in specific universities and these unis have very strict security rules. If a faction earns the loyalty of a uni that has a tech the faction did not previously know, as long as the that uni is loyal to the faction, members of the faction can go to that uni and learn the tech. If the faction loses control of the Uni, then members of the faction can no longer learn the tech at that uni. of course, they can share their knowledge with anyone on a one-on-one basis, and they can independently research the tech if they put in the required effort. &lt;br /&gt;
&amp;lt;br&amp;gt;''''' Will all Unis in a faction know everything that faction knows, and therefore if any Uni changes hands, the faction which gets the Uni will know at least as much as the one it captures the U from? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;Correct. Consider that Unis are one-way stores of knowledge. They won't propagate the knowledge to other Unis, but when a tech unlocks for a faction, all Unis controlled at that moment get a copy of the tech. A Uni will resync its tech, so if the faction knows something that the Uni does not know, it will get updated at that time also. But if it flip flops between a couple of factions, it will slowly have a mixture of the techs that both factions know. So the factions can cycle one Uni of each type, then that will keep the faction's tech trees synched. But only for that Uni. &lt;br /&gt;
&amp;lt;br&amp;gt;''''' What happens when a faction loses all Unis which know about a given tech? ''''' &lt;br /&gt;
&amp;lt;br&amp;gt;This scenario cannot happen. Each faction will always have universities in it's home area, which cannot be captured.&lt;br /&gt;
&amp;lt;br&amp;gt;'''''Is information about who contributes to tributes (that is, earning loyalty of unis for your faction) public? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;No, you can not see who gave what. You can only see a number for how much a regional guild has put into convincing the scientists. &lt;br /&gt;
&amp;lt;br&amp;gt;'''''How often can Universities change hands? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;Weekly. Tributes are calculated once per earth week.&lt;br /&gt;
==Tributes==&lt;br /&gt;
'''''What are tributes? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;Tributes are donations to a region in an attempt to gain the loyalty of the unis in that region. Each (earth) week, tributes reset (CONFIRM?) and players in each faction have the opportunity to donate to earn loyalty for the region they want control of. What is the difference between a faction gaining control of a region and earning the loyalty of a uni? No difference. These are two different ways of saying the same thing: a faction offers tribute to gain control/loyalty of a region's universities. The tribute required by region A will be different than the one required by region B.  The tributes will also change between week one and two.&lt;br /&gt;
==Miscellaneous Information==&lt;br /&gt;
'''''What are faction-specific &amp;quot;modifiers&amp;quot;? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;In previous tales, each Egypt region had to unlock techs by progressing down a tech tree that was identical for all regions. In Tale 8, each faction has its own tech tree. These trees are identical but in two ways. &lt;br /&gt;
*1) The tech trees are almost identical, how you unlock the techs in the tree might vary from faction to faction. These will be the same techs we are used to unlocking through research.&lt;br /&gt;
*2) as the techs become more advance, you get a few faction-specific modifiers. Note these modifiers are not as big in scope as techs. These modifiers are &amp;quot;minor perks ... they are not meant to cripple you if you dont have them&amp;quot;--Malard (Discord). This is seperate and new from the techs that we have been used to.&lt;br /&gt;
An example might be the following. Tech: Viticulture tech unlocks buildings and access to growing vines for wine. Faction-specific modifiers: Grapes grow 1% faster. There is more than just the normal Unis. There is a faction-specific Uni, with faction specific modifications or mods.  Elders decide which mod you can work on each month, and over the course of the game, each faction will become more diverse.  The mods will need to be donated to and unlocked, like techs.  So for example, chariot frequency is a tiered mod.  You can only advance it once per month, at the exclusion of other mods.  So you could end up pushing hard and having a faction that is really efficient at using chariot stops.  But another faction is really good at test unlock speed,  i.e. the time between when the timer starts and ends.  Those are not learned--you inherit them for being in the faction.  Make sure your elders pick wisely :smiley: consider there are 18 possible advancements in the faction tree.  These are minor modifications.  They are not meant to cripple you if you don't have them.  The mod trees are identical, but how you unlock them is not.  Also, it is not possible for one faction to unlock all of them.  The Elders must choose wisely. If you're slow about it, you could lose an unlock period. If it takes you 2 months to unlock, then you've lost one of your mods. They will range from raft sailing distance, to chariot speed, to slightly better quality of items produced on an anvil.&lt;br /&gt;
&amp;lt;br&amp;gt;'''''The only thing I CANNOT do in another faction's region is learn their techs? And hear the faction chat?''''' &lt;br /&gt;
&amp;lt;br&amp;gt;Correct. Well, depends what laws you pass, as a faction. 90% of this mechanic change is a layer on top of the existing game. Faction selection is important, but no different than if you were in LoR or OE. Guilds still exist. You could have a guild across factions. More Elders can be elected, but how often is not yet disclosed.&lt;br /&gt;
&amp;lt;br&amp;gt;''''' Tell me more about Chat channels''''' &lt;br /&gt;
&amp;lt;br&amp;gt;If your faction controls the region you are standing in, you will see your faction chat channel.  If you want to guarantee that your faction chat never goes away when you're at home, there is one obvious way to make it happen.  (Live in one of the three areas permanently controlled by your faction)&lt;br /&gt;
&amp;lt;br&amp;gt;''''' Tell me more about earning the loyalty of a region.'''''&lt;br /&gt;
&amp;lt;br&amp;gt;Tributes are calculated once a week (seven earth days), and tributes change once a week.  Tributes are different per region as well.  If the region is not contested, you could win it by adding just 1 resource to the scales.  If there is a tie, the defender wins the tie. A Uni loyal to your faction can teach you anything your faction has researched plus any additional techs it picked up while in other factions &lt;br /&gt;
*So, here is the big twist I guess: the more regions you control, the harder it is to capture additional regions.  To hold all 41 regions in one faction, would be very difficult and expensive, as your donations are valued less.  if you control no regions, your donations are more valuable.  &lt;br /&gt;
'''''What happens if a Uni changes factions when some donations have been made to it?'''''&lt;br /&gt;
&amp;lt;br&amp;gt;The (faction's) home region Uni holds ALL donations. All other Unis are proxies.  You can donate into any Uni (that you control) and it syncs it with the master donation list.  You do not need to set up a camp around a specific Uni if you don't want to.&lt;br /&gt;
&amp;lt;br&amp;gt;'''''Is it safe to assume that an Invite is not a steal, and the Invited party needs to accept to join a different faction? Also, assuming it has to be accepted, is the Invite &amp;quot;lost&amp;quot; if the invited player rejects the invitation? Obviously a Kick is a unilateral decision on the part of an Elder'''''  &lt;br /&gt;
&amp;lt;br&amp;gt;Correct, an invite is just that, however it is considered USED even if it is not accepted&lt;br /&gt;
&amp;lt;br&amp;gt;'''''if you're in another faction's controlled area, do you see their chat? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;No. That would defeat the whole purpose of faction wide chat.&lt;br /&gt;
&amp;lt;br&amp;gt;'''''Can you learn, get kicked, join a new faction and teach those techs? '''''&lt;br /&gt;
&amp;lt;br&amp;gt;You don't need to leave to teach someone else, but your faction's rating will go down, more on that later. You can only learn from Unis that are in your faction. So if you are a Nomad, that's an end to your tech learning ability. Being a Nomad is effectively being kicked from the game. (It only applies to Unis. Schools are neutral.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;'''''How do laws work with factions?'''''&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[5:45 AM] Malard: a law is applied to the citizens of a faction&lt;br /&gt;
&lt;br /&gt;
[5:46 AM] Malard: and/or the regions under the control of that faction&lt;br /&gt;
&lt;br /&gt;
[5:46 AM] Malard: so for example, if the kush made a law that said all Kush citizens may take other peoples straw from flax hammocks&lt;br /&gt;
&lt;br /&gt;
[5:46 AM] Malard: it would only apply inside the regions under Kush control at any given moment and would be a privilege of Kush citizens(edited)&lt;br /&gt;
&lt;br /&gt;
[5:47 AM] Malard: if the law said, All citizens&lt;br /&gt;
&lt;br /&gt;
[5:47 AM] Malard: then anyone who is in Kush territory could do it&lt;br /&gt;
&lt;br /&gt;
[5:47 AM] Malard: however a kush citizen could not do this in neutral or hyksos/meshwesh territory&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;/div&gt;</summary>
		<author><name>Arrytek</name></author>
	</entry>
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