https://wiki.shartak.com/api.php?action=feedcontributions&user=Lint&feedformat=atomThe Shartak Wiki - User contributions [en]2024-03-29T11:56:38ZUser contributionsMediaWiki 1.33.0https://wiki.shartak.com/index.php?title=Talk:Terrain&diff=10493Talk:Terrain2006-10-03T23:40:39Z<p>Lint: /* Cave */</p>
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<div>==If Only I Had The Right Tools...==<br />
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"A large sandy expanse of beach with so much driftwood scattered around that you could probably build a boat from it if you had the right tools." Is this a normal description for a square of beach? I've only seen it in this one place. [-70.591,+26.507]. I gave it some searching, and came away with 4 pieces of driftwood. It appears to have a much higher rate for driftwood than any other beach I've seen, as the description would suggest.--[[User:Wifey|Wifey]] 02:31, 29 May 2006 (BST)<br />
:Amazing find! Log it as a separate location, and we'll try to work out the search odds. --[[User:Tycho44|Tycho44]] 03:36, 29 May 2006 (BST)<br />
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==Dunes==<br />
I'm pretty sure that I saw a screenshot that featured a terrain called "Dunes" somewhere in the forum, but I haven't been able to locate it again. Has anyone else come accross it? --[[User:Lint|Lint]] 03:51, 30 May 2006 (BST)<br />
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:The Dunes can be found on that huge beach west of Durham. As far as I can tell, they're the same as beach but with a different name. --[[User:Gitboy|Less Than Lethal]] 18:30, 14 September 2006 (UTC)<br />
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==Cave==<br />
It's not clear if the original editor was describing the "Dark Cave" by stating that there was a cave near Dalpok or if there is a third cave. --[[User:Lint|Lint]] 00:24, 1 June 2006 (BST)<br />
<br />
:My pirate, Patch, found a cave in Dalpok about 5 squares NE of Shubar. It leads into a short tunnel complex (which I have a complete map of). As possible discoverer, and possibly the first person to map the tunnel complex, can I name it Patch's Cave? I mean, I'm going to anyways, but it would be kinda cool if other people called it that too... :) --[[User:Gitboy|Less Than Lethal]] 18:30, 14 September 2006 (UTC)<br />
::Looks like I ran into this cave as well. The location appears to be {{GPS|70|429|26|449}}. --[[User:Lint|Lint]] 23:40, 3 October 2006 (UTC)<br />
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==Flavor text==<br />
'''Mountain Path'''<br />
:''There's a small path leading up the side of the mountain.''<br />
:''A narrow path leads up and down the mountainside from here.''<br />
:''A narrow path leads down the side of the mountain.''<br />
<br />
'''Dark Cave'''<br />
:''A dark cave leading into the mountain.''<br />
<br />
'''Small Cave'''<br />
:''A small cave that disappears into the mountain.''<br />
<br />
'''Tunnel'''<br />
:''A tunnel inside the mountain.''<br />
<br />
'''Waterfall'''<br />
:''Water pours down off the top of a cliff creating a huge waterfall which creates the start of a river running through the jungle.''<br />
:''Water pours down off the clifftop above into a pool below.''<br />
:''At the top of the waterfall, water pours off the edge into a pool far below.''<br />
<br />
==Movement costs with and without ''Trekking''==<br />
As we know, the game now allows all players, not just those with ''[[Trekking]]'', to travel over d0 jungle for 0.5 AP. ''Trekking'' previously sped movement over grassland and beach terrain, too. (It now benefits jungle travel on d1-d6 jungle alone.) Can all players move over beaches and grassland for 0.5 AP, or are trekkers the only ones with those specific benefits? &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 07:42, 6 June 2006 (BST)</div>Linthttps://wiki.shartak.com/index.php?title=Atok&diff=10492Atok2006-10-03T23:27:16Z<p>Lint: sighting</p>
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<div><noinclude><!--<br />
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[[Shaman]] uses this page as a template for Atok's current location. Please observe the <nowiki><noinclude></nowiki> tags closely, and do not change them unless you know what you are doing.<br />
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--><br />
'''Atok''' is a wandering [[shaman]] with no ties to any village.<br />
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==Current sighting==<br />
<!-- <br />
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To update the current sighting, cut and paste the existing row to "Previous sightings", removing the noinclude tags so that it looks like other previous sightings. Record the current GPS coordinates in the GPS template and record the date and time with <nowiki>~~~~~</nowiki> (5 tildes). <br />
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--><br />
* </noinclude>{{GPS|70|453|26|489}}<br />23:27, 3 October 2006 (UTC)<noinclude><br />
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==Previous sightings==<br />
<!-- New sightings belong at the TOP of this list --><br />
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* {{GPS|70|335|26|465}}<br />00:40, 24 May 2006 (BST)<br />
* {{GPS|70|362|26|518}}<br />00:31, 16 May 2006 (BST)<br />
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{{Shamansnav}}<br />
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[[Category:Shamans]]</noinclude></div>Linthttps://wiki.shartak.com/index.php?title=Talk:Antiaggression_Association_of_Shartak_Shamans&diff=9642Talk:Antiaggression Association of Shartak Shamans2006-08-26T20:29:31Z<p>Lint: removed violators of antiaggression, added new honoraries</p>
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<div>== Honorary A(2)SSes ==<br />
Players listed in the top 100 killers listing who have not killed another player, shaman, or trader.<br />
<br />
=== Natives ===<br />
* [http://www.shartak.com/profile.cgi?id=2115 Shysie]<br />
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=== Outsiders ===<br />
* [http://www.shartak.com/profile.cgi?id=576 Pooky Henry]<br />
* [http://www.shartak.com/profile.cgi?id=776 Sir James Frazer]<br />
* [http://www.shartak.com/profile.cgi?id=825 Dr Aisha al-Khalifa]<br />
* [http://www.shartak.com/profile.cgi?id=1247 Tibbalt]<br />
* [http://www.shartak.com/profile.cgi?id=1625 Prof. Paul Rodin]<br />
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* [http://www.shartak.com/profile.cgi?id=851 mrbloo] (inactive)</div>Linthttps://wiki.shartak.com/index.php?title=Igoban&diff=9488Igoban2006-08-17T23:08:08Z<p>Lint: sighted</p>
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<div><noinclude><!--<br />
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[[Shaman]] uses this page as a template for Igoban's current location. Please observe the <nowiki><noinclude></nowiki> tags closely, and do not change them unless you know what you are doing.<br />
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--><br />
'''Igoban''' is a wandering [[shaman]] with no ties to any village.<br />
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==Current sighting==<br />
<!-- <br />
<br />
To update the current sighting, cut and paste the existing row to "Previous sightings", removing the noinclude tags so that it looks like other previous sightings. Record the current GPS coordinates in the GPS template and record the date and time with <nowiki>~~~~~</nowiki> (5 tildes). <br />
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--><br />
* </noinclude>{{GPS|70|064|26|377}}<br />23:08, 17 August 2006 (UTC)<noinclude><br />
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==Previous sightings==<br />
<!-- New sightings belong at the TOP of this list --><br />
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* {{GPS|70|063|26|377}}<br />00:09, 11 August 2006 (UTC)<br />
* {{GPS|70|067|26|391}}<br />00:59, 3 August 2006 (UTC)<br />
* {{GPS|70|084|26|367}}<br />2006-07-14 00:39 (UTC)<br />
* {{GPS|70|085|26|385}}<br />23:51, 12 June 2006 (BST)<br />
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{{Shamansnav}}<br />
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[[Category:Shamans]]</noinclude></div>Linthttps://wiki.shartak.com/index.php?title=Igoban&diff=9416Igoban2006-08-11T00:09:46Z<p>Lint: sighted</p>
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<div><noinclude><!--<br />
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[[Shaman]] uses this page as a template for Igoban's current location. Please observe the <nowiki><noinclude></nowiki> tags closely, and do not change them unless you know what you are doing.<br />
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--><br />
'''Igoban''' is a wandering [[shaman]] with no ties to any village.<br />
<br />
==Current sighting==<br />
<!-- <br />
<br />
To update the current sighting, cut and paste the existing row to "Previous sightings", removing the noinclude tags so that it looks like other previous sightings. Record the current GPS coordinates in the GPS template and record the date and time with <nowiki>~~~~~</nowiki> (5 tildes). <br />
<br />
--><br />
* </noinclude>{{GPS|70|063|26|377}}<br />00:09, 11 August 2006 (UTC)<noinclude><br />
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==Previous sightings==<br />
<!-- New sightings belong at the TOP of this list --><br />
<br />
* {{GPS|70|067|26|391}}<br />00:59, 3 August 2006 (UTC)<br />
* {{GPS|70|084|26|367}}<br />2006-07-14 00:39 (UTC)<br />
* {{GPS|70|085|26|385}}<br />23:51, 12 June 2006 (BST)<br />
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{{Shamansnav}}<br />
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[[Category:Shamans]]</noinclude></div>Linthttps://wiki.shartak.com/index.php?title=Igoban&diff=9335Igoban2006-08-03T00:59:37Z<p>Lint: updated</p>
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<div><noinclude><!--<br />
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[[Shaman]] uses this page as a template for Igoban's current location. Please observe the <nowiki><noinclude></nowiki> tags closely, and do not change them unless you know what you are doing.<br />
<br />
--><br />
'''Igoban''' is a wandering [[shaman]] with no ties to any village.<br />
<br />
==Current sighting==<br />
<!-- <br />
<br />
To update the current sighting, cut and paste the existing row to "Previous sightings", removing the noinclude tags so that it looks like other previous sightings. Record the current GPS coordinates in the GPS template and record the date and time with <nowiki>~~~~~</nowiki> (5 tildes). <br />
<br />
--><br />
* </noinclude>{{GPS|70|067|26|391}}<br />00:59, 3 August 2006 (UTC)<noinclude><br />
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==Previous sightings==<br />
<!-- New sightings belong at the TOP of this list --><br />
<br />
* {{GPS|70|084|26|367}}<br />2006-07-14 00:39 (UTC)<br />
* {{GPS|70|085|26|385}}<br />23:51, 12 June 2006 (BST)<br />
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{{Shamansnav}}<br />
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[[Category:Shamans]]</noinclude></div>Linthttps://wiki.shartak.com/index.php?title=Category_talk:Delete&diff=9278Category talk:Delete2006-08-01T17:45:39Z<p>Lint: /* Royal Expedition talk archive */</p>
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<div>== Valid reasons for deletion ==<br />
Current policy is to only delete pages and files which have been tagged for deletion for at least one week (see [[Template:Delete]]) without being contested on this talk page. (Pages whose deletion requests have been contested may only be deleted if there is a consensus to do so.) Deletions and deletion requests are acceptable for articles, files, categories, and templates in the main [http://meta.wikimedia.org/wiki/namespace namespace] with:<br />
* '''No content''' or very little content (being under 1,024 bytes in size) ''(does not apply to categories and templates)'';<br />
* '''Inappropriate content''', which may include spam, illegal or vulgar content, or any content unrelated to the game; or<br />
* '''Redundant content''', being identical or nearly identical to an existing page that is more widely used.<br />
[[:Category:Redirects|Redirects]], [[Special:Categories|categories]] and [[:Category:Templates|templates]] are eligible for deletion if they are unused or virtually unused (according to Special:Whatlinkshere or, in the case of categories, the category listing) and have no apparent use or potential. Redirects for common misspellings, abbreviations, and synonyms are acceptable.<br />
<br />
User subpages and clan pages may be deleted at the request of the original author if no other users have made major edits to them.<br />
<br />
A talk page may be deleted without notice if its article doesn't exist and its content appears elsewhere on the wiki.<br />
<br />
== Talk page policy discussion ==<br />
I think it goes without saying that for any page that is deleted the accompanying talk page should be removed as well. It's a process that doesn't require tagging with the Delete template, though that helps point out to administrators that there is a talk page. --[[User:Lint|Lint]] 22:22, 18 June 2006 (BST)<br />
:Agreed; see my addition above. &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 16:53, 19 June 2006 (BST)<br />
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==Redirects==<br />
Due to the large volume of nominations, the redirect deletion nominations that occurred on 11 June 2006 will be discussed here. Please leave comments listed under the opening statement. Please leave your vote in the appropriate keep or kill list for better tabulation. --[[User:Lint|Lint]] 18:53, 11 June 2006 (BST)<br />
:This looks like the place for redirects that are deletion candidates. Is there another place for us to archive the "best of" redirects: Redirects that can be nominated as integral to the current structure of the wiki? For example, I would suggest that all of the '''skills''' (e.g. [[Scavenging]]), '''terrain types''', '''character classes''', and '''items''' in Shartak need at least one redirect, until such time as each term earns its own individual page. --[[User:Tycho44|Tycho44]] 22:00, 13 June 2006 (BST)<br />
::Perhaps note those on the ''Category talk:Redirects'' page? Is that visible enough? --[[User:Lint|Lint]] 22:19, 13 June 2006 (BST)<br />
<br>I dont know why this is an issue. There can never be too many redirects in my opinion. If someone editing an article writes "Advanced Tracking", better if it redirects to [[Tracking]] than having a red link. If someone directly enters an address into the url bar of their browser, e.g. if they go to [[Main Page]] and replace the words "Main Page" in the url with an alternate capitalization scheme or an alternate wording of an item or skill or group or anything else, better they get a redirect to the relevant thing than an empty page. If someone enters a word into the search box and hits enter, but what they enter isn't the precisely correct capitalization/phrasing/plural of the item or skill or whatever they are looking for, better they get redirected to the relevant article than to a blank page. E.g. If someone hears about the heavy sword in-game, and comes here, types "sword" into the search box, much better that they get redirect to [[Items]] (or melee weapons, if it is ever created) so they can read about heavy sword, rather than getting a page full of search results which includes suggestions pages, group pages, and other non-relevant pages. Clan pages should have any necessary redirects if there are variations in their name. e.g. Wicksick headhunters, Wicksick Headhunters, Wiksik headhunters, Wiksick headhunters etc. [[User:Arminius|Arminius]] 18:19, 14 June 2006 (BST)<br />
:First, if someone editing an article links to ''Advanced Tracking'', they miscapitalized the skill's name. Such errors should be corrected in the articles containing them, not accomodated by keeping and creating redirects for every typo we encounter. (That is, the redirect is only needed if the typo isn't fixed.) Second, if someone types in a URL for an article that doesn't exist, they shouldn't get anything; that's what the "Go" and "Search" buttons are for. Servers shouldn't be expected to accommodate URL guessing by users who can just as easily visit the main page and search for what they want. Third, we've already established that capitalization is irrelevant for the "Go" and "Search" functions. Also, I'm rather sure that the only plurals up for deletion are those that are wrongly capitalized, such as ''Poisonous Berries'' (which is unnecessary given the existence of ''Poisonous berries''). And finally, searches for phrases with words out of order (such as "york patriots order") are extremely likely to give the correct page (''Order of Patriots'') as the #1 hit , so redirects are unnecessary for the very few people who might enter such search terms. In short, we shouldn't use redirects for things the "Search" button was made to handle. &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 21:29, 16 June 2006 (BST)<br />
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I just deleted a whole bunch of these, as I had been planning to do in a day or three, at [[User:Tycho44|Tycho44]]'s [[User talk:Elembis#Delete-marked redirects|prompting]]. I don't think I deleted any we hadn't agreed on, but if I did, it's not a terribly difficult thing to fix. &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 14:59, 18 July 2006 (UTC)<br />
<br />
=== Uppercases ===<br />
:''Advanced Tracking, Expert Tracking, Firearms Training, First Aid, Natural Medicine''<br />
Not necessarily bad uppercases. Thery are common enough for use with the search bar and the "go" feature. (Note: Per example provided by Elembis, the author has removed their initial Keep vote.) --[[User:Lint|Lint]] 19:29, 11 June 2006 (BST))<br />
<!-- comment above this line --><br />
<!-- # '''Keep''' - --[[User:Lint|Lint]] 18:53, 11 June 2006 (BST) --><br />
# '''Keep'''. [[User:Arminius|Arminius]] 18:19, 14 June 2006 (BST)<br />
<br />
# '''Kill'''. "Go" and "Search" appear to be case-insensitive. For example, [[Native knowledge]] doesn't exist, but typing "native knowledge" in the search box and hitting "Go" takes me to [[Native Knowledge]] (which redirects to [[Skills]]). Also, searches for "native knowledge" and "Native Knowledge" give identical results. &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 19:16, 11 June 2006 (BST)<br />
# '''Kill''' As noted, this redirect has no actual function. The wiki operates correctly without it (using lowercase redirect). --[[User:Tycho44|Tycho44]] 05:32, 18 July 2006 (UTC)<br />
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=== Plurals ===<br />
:''Clans, Herbs, Huts, Spirits''<br />
Not necessarily bad plurals. They are common terms useful when using the search bar and the "go" feature.<br />
<!-- comment above this line --><br />
# '''Keep'''. --[[User:Lint|Lint]] 18:53, 11 June 2006 (BST)<br />
# '''Keep'''. I made all of these deletion requests without "Go" in mind. Plurals are indeed useful enough to be worth keeping. &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 20:37, 11 June 2006 (BST)<br />
#'''Keep''' [[User:Arminius|Arminius]] 18:19, 14 June 2006 (BST)<br />
# '''Keep''' The term ''herbs'' is extremely common, far more likely than ''herb''. --[[User:Tycho44|Tycho44]] 05:16, 18 July 2006 (UTC)<br />
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# Kill<br />
<br />
=== Common ===<br />
:''Sword, Trading post''<br />
Ingame terms or conceivably common player-used alternatives.<br />
<!-- comment above this line --><br />
# '''Keep'''. --[[User:Lint|Lint]] 18:53, 11 June 2006 (BST)<br />
# '''Keep'''. The game itself says "It looks like this hut is some kind of native '''trading post'''", at least in Raktam, and "sword" is a close synonym for "heavy sword". However, I think we should be careful to only allow articles for terms that are actually used by the game or other players, rather than open the door for all terms players might use as synonyms ("shop", "market", "merchant's store", etc.). &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 00:49, 12 June 2006 (BST)<br />
# '''Keep''' [[User:Arminius|Arminius]] 18:19, 14 June 2006 (BST)<br />
# '''Keep''' Perhaps some obscure redirects might merit deletion, but only on a case-by-case basis. Any terms that are in common use (whether in-game or in forums) should be linked to their meaning. That's what the Shartak wiki is intended for! --[[User:Tycho44|Tycho44]] 05:38, 18 July 2006 (UTC)<br />
<br />
# Kill<br />
<br />
=== Clans 1 ===<br />
:''RE, Mercenarys Guild''<br />
Clan acronyms and workarounds to punctuation (periods, apostrophes and so forth) should be acceptible.<br />
<!-- comment above this line --><br />
# '''Strong Keep'''. --[[User:Lint|Lint]] 18:53, 11 June 2006 (BST)<br />
# '''Keep''' [[User:Arminius|Arminius]] 18:19, 14 June 2006 (BST)<br />
<br />
# Kill<br />
<br />
# '''Whatever'''. =) &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 00:49, 12 June 2006 (BST)<br />
# '''(no opinion)'''. --[[User:Tycho44|Tycho44]] 05:33, 18 July 2006 (UTC)<br />
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=== Clans 2 ===<br />
:''Order of York Patriots, The Order of Patriots, The south shartak trading company, The Wailers, York Patriots, ''<br />
A bit spammy perhaps, but they help mainly with use with the search bar and the "go" feature.<br />
<!-- comment above this line --><br />
# '''Keep'''. --[[User:Lint|Lint]] 18:53, 11 June 2006 (BST)<br />
#'''Keep''' [[User:Arminius|Arminius]] 18:19, 14 June 2006 (BST)<br />
<br />
# '''Split'''. Redirects consisting only of a clan's name prefixed by "The" are okay and likely to be searched for, so we should '''keep''' ''The Order of Patriots'' and ''The south shartak trading company'' (moving it to ''The South Shartak Trading Company''). However, we should '''kill''' greater deviations like ''Order of York Patriots'' because they are (1) probably searched for rarely, if at all, (2) extremely likely to give the correct page as the top hit in a search if the redirect doesn't exist (e.g., search for "order of patriots york" or "headhunters wiksik"), (3) likely to point people to the wrong clan page, or be contested, without a vagueness limit (e.g., does "york protectors" refer to the [[Colonial Police]] or the [[Order of Patriots]]?), and (4) likely to cause additional (if limited) article bloat as more clans are formed. &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 00:49, 12 June 2006 (BST)<br />
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# '''(no opinion)'''. --[[User:Tycho44|Tycho44]] 05:33, 18 July 2006 (UTC)<br />
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# Kill<br />
<br />
== Royal Expedition talk archive ==<br />
[[User:One of many doctors|One of many doctors]] nominated '''[[Talk:Royal Expedition/Archive]]''' for deletion on 02:12, 1 August 2006 (UTC) "because there is already a page for this" and explained on [[User talk:One of many doctors#Archiving the RE talk page]] that the page mentioned is an off-site one at the RE forums which requires registration to access. &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 02:25, 1 August 2006 (UTC)<br />
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# '''Keep'''. It's much easier to browse, search and link to other Shartak-related content if it is not removed from the wiki to external sites, much less external sites that require registration to access the content. Furthermore, a link to content which is accessible to everyone is preferable by far to a link to content with limited access, regardless of which link leads to an external site. There is no page on the wiki with the content of the page under discussion, and it contains useful information that should remain public in every sense of the word. &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 02:25, 1 August 2006 (UTC)<br />
#'''Delete'''. We can change the Archive on our page to public viewing if there is a request. Most of the so called "information" is infact just opinions and/or ranting. We don't feel a need for people to read these opinions since some a past issues that we're trying to work ahead of. For example the whole DCC issue we feel is over. We do not want people to read the past discussions and feel we still have bad blood between us. --[[User:One of many doctors|One of many doctors]] 02:56, 1 August 2006 (UTC)<br />
# '''Passively Indifferent/Keep'''. I see it as a simple issue of history. The RE has a rich history that should be preserved, but I'm not sure whether that warrants it's own specific page on the wiki. A simple link from the current talk page I think would be appropriate, since 'hiding' the information is pointless since its stored in the wiki archives anyways. I'm for keeping it at the moment but am open to other suggestions. --[[User:Gandhi|Gandhi]] ([[User talk:Gandhi|talk]]) 1 August 2006 (UTC)<br />
# '''Undecided''' Does the forum archive contain ''all'' these comments? When I was reworking the RE page I thought that they were a bit bulky, hard to browse, and mostly out of date, so I tried to sum up the important bits in the history section of the main page. I hadn't thought of creating a seperate page, but it is a nice way to keep everything a bit tidier without losing old comments. --[[User:Gitboy|Less Than Lethal]] 17:11, 1 August 2006 (UTC)<br />
# '''Undecided''' Technically, I think RE should get the final say on what stays or goes on their talk page. If they believe that the information presented on that page may be misinterpreted, then they should not be held to it. Upon rereading some of these comments, I see some of the earliest observations of the large islet, the first steps of diplomacy between clans, and a little friendly squabble. I think we have much more to gain by keeping it than by losing it, but that is probably best left to RE's decision. --[[User:Lint|Lint]] 17:45, 1 August 2006 (UTC)</div>Linthttps://wiki.shartak.com/index.php?title=Movak&diff=9006Movak2006-07-25T23:36:40Z<p>Lint: updated</p>
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<div><noinclude><!--<br />
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[[Shaman]] uses this page as a template for Movak's current location. Please observe the <nowiki><noinclude></nowiki> tags closely, and do not change them unless you know what you are doing.<br />
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--><br />
'''Movak''' is a wandering [[shaman]] with no ties to any village.<br />
<br />
==Current sighting==<br />
<!-- <br />
<br />
To update the current sighting, cut and paste the existing row to "Previous sightings", removing the noinclude tags so that it looks like other previous sightings. Record the current GPS coordinates in the GPS template and record the date and time with <nowiki>~~~~~</nowiki> (5 tildes). <br />
<br />
--><br />
* </noinclude>{{GPS|70|365|26|400}}<br />23:36, 25 July 2006 (UTC)<noinclude><br />
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==Previous sightings==<br />
<!-- New sightings belong at the TOP of this list --><br />
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* {{GPS|70|387|26|367}}<br />21:31, 12 July 2006 (UTC)<br />
* {{GPS|70|365|26|370}}<br />19:22, 10 July 2006 (UTC)<br />
* {{GPS|70|360|26|383}}<br />~04:00, 8 July 2006 (UTC)<br />
* {{GPS|70|366|26|413}}<br />23:25, 27 June 2006 (UTC<br />
* {{GPS|70|415|26|360}}<br />09:44, 8 June 2006 (BST)<br />
* {{GPS|70|431|26|357}}<br />12:55, 23 May 2006 (BST)<br />
* {{GPS|70|433|26|336}}<br />00:31, 16 May 2006 (BST)<br />
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{{Shamansnav}}<br />
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[[Category:Shamans]]</noinclude></div>Linthttps://wiki.shartak.com/index.php?title=Terrain&diff=8929Terrain2006-07-22T23:53:21Z<p>Lint: /* Boatyard */ added location</p>
<hr />
<div>Within the navigation map there are a number of different coloured areas which correspond to the different [[terrain]] types.<br />
<br />
Terrains are usually distinguished by the color of the map square. In addition, each map square has a terrain label (and the terrain label also leads off the description of your current location). Within a general class of terrain, there may be several zones that have different labels. For example, characters first arriving in Shartak commonly encounter village squares, which are labeled with the name of the village (such as "Dalpok") instead of being labeled as "Jungle". Other distinct zones exist: for example, there are Caves and Tunnels in mountain terrain, and there are Beaches and Dunes in beach terrain. <br />
<br />
Shartak also has a few special locations, such as Boatyards. These locations have the same terrain color and the same terrain label as normal terrain (such as Beach), and can only be discovered by carefully reading the location's unusual description text. <br />
<br />
Terrain squares can also contain a single detail, illustrated by an icon. These terrain details include huts (in ruins and villages), bushes or trees (in jungle), ruins -- and player-constructed signposts. (See [[Locations#Details]] for more information.) <br />
<br />
According to GPS calculations, each square of terrain is approximately 100 meters on a side.<br />
<br />
== Beach ==<br />
<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#ffebcd;font-family:Verdana;">Beach</div><br />
<br />
There is sand here, but you cannot build a sand castle. [[Driftwood]] can be found here, and is used for making [[signpost]]s. There are also [[crab]]s here, but unlike [[parrot]]s and [[rat]]s, you cannot murder the crabs for XP.<br />
*'''Movement cost:''' ''1 AP'' (''.5 AP'' with the ''[[Trekking]]'' skill)<br />
*'''Search cost:''' ''1 AP'' (with a chance of being pinched by a crab for 1 HP of damage)<br />
**'''Find rates (approximate) 8.8% (&plusmn;3.2%):''' piece of [[driftwood]] 5.5% (&plusmn;2.6%), [[gold coin]] 1.6% (&plusmn;1.4%), [[crab]] 1.3%, ''crab pinch 0.7%'', [[bottle of beer]] 0.3%.<br />
<!-- Data (see [[Search odds condensed]]) as of 10:04, 8 June 2006 (BST): 307 searches and finds of 17 pieces of driftwood, 5 gold coins, 4 crabs, 2 crab pinch, and 1 bottle of beer, all for players without scavenging. (Total search odds do not include those for crab pinches.) Error values are for the 95% confidence interval, as always (see [[Statistical analysis]]). --><br />
<br />
===Boatyard===<br />
:''A large sandy expanse of beach with so much driftwood scattered around that you could probably build a boat from it if you had the right tools.''<br />
This description of multiple squares of beach promises large quantities of driftwood. Search odds still require calculating, but appear to share the same profile as beach with a much higher overall success rate. It is rumored that there are many other boatyards around Shartak; please post their GPS coordinates here as you find them.<br />
<br />
* {{GPS|70|107|26|431}}, {{GPS|70|110|26|433}}, {{GPS|70|128|26|435}}, {{GPS|70|136|26|363}}, {{GPS|70|220|26|481}}, {{GPS|70|500|26|528}}, {{GPS|70|541|26|370}}, {{GPS|70|591|26|507}} (signpost), {{GPS|70|605|26|379}}, {{GPS|70|618|26|379}} (signpost), {{GPS|70|309|26|368}}<br />
<br />
*'''Approx find rates (apparently 20% or more overall):''' piece of [[driftwood]] (?), [[gold coin]] (?), [[bottle of beer]] (?), [[crab]] (?), crab bite (?)<br />
<br />
===Dunes===<br />
:''The dunes here at the western tip of the island are fairly small. Dotted across the sand you can see patches of vegetation.''<br />
Dunes can be found forming on the far western coast. It is uncertain at this point if this terrain is significantly different from the beach.<br />
<br />
== Grassland ==<br />
<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#e6f5b1;font-family:Verdana;">Grassland</div><br />
<br />
There is a swath of grassland cutting north-south, a few clicks west of Dalpok. Grassland can also be found by following the road north from Derby.<br />
*'''Movement cost:''' ''1 AP'' (''.5 AP'' with the ''[[Trekking]]'' skill)<br />
*'''Search cost:''' ''1 AP'' (with a chance of being bitten by a poisonous snake for 3 HP of damage)<br />
**'''Find rates (approximate) 14% (&plusmn;9.6%):''' [[poisonous snake]] 10% (&plusmn;8.3%), [[healing herbs]] 4%, ''snake bite 2%''.<br />
<!-- Data (see [[Search odds condensed]]) as of 10:04, 8 June 2006 (BST): 50 searches and finds of 5 poisonous snakes, 2 healing herbs, and 1 snake bite, all for players without scavenging. (Total search odds do not include those for snake bites.) Error values are for the 95% confidence interval, as always (see [[Statistical analysis]]). --><br />
<br />
== Jungle ==<br />
<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#337033;font-family:Verdana;">Jungle <small>(d10)</small></div><br />
<br />
Jungle is the dominant terrain type in Shartak. Jungle can be chopped by players with [[machete]]s or [[cutlass]]es, but it regrows slowly over time, even in squares with players or animals in them. Most [[animals]] on Shartak live in the jungle. Fruit trees and berry bushes are found in the jungle. Chopping the jungle also reveals abandoned huts and ancient ruins.<br />
<br />
Jungle never grows past density 10, a point at which it is too thick to pass through easily. A character wielding a machete or cutlass can chop the jungle location down to density 9 (with about a 10% chance of earning 1 [[XP]]), while characters without such weapons must try to push through it with a chance of success of roughly 20%.<br />
<br />
{|<br />
|<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#338033;font-family:Verdana;">Jungle <small>(d9)</small></div><br />
|<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#339033;font-family:Verdana;">Jungle <small>(d8)</small></div><br />
|<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#33a033;font-family:Verdana;">Jungle <small>(d7)</small></div><br />
|<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#33b033;font-family:Verdana;">Jungle <small>(d6)</small></div><br />
|<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#33c033;font-family:Verdana;">Jungle <small>(d5)</small></div><br />
|-<br />
|<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#33d033;font-family:Verdana;">Jungle <small>(d4)</small></div><br />
|<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#33d733;font-family:Verdana;">Jungle <small>(d3)</small></div><br />
|<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#33e033;font-family:Verdana;">Jungle <small>(d2)</small></div><br />
|<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#33f033;font-family:Verdana;">Jungle <small>(d1)</small></div><br />
|<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#aa8866;font-family:Verdana;">Jungle <small>(d0)</small></div><br />
|}<br />
<br />
At density 8, the tree cover is thin enough for a [[GPS unit]] to receive a signal. At density 4, the trees in the area are cut down, removing any [[Writing|carved messages]]. At jungle density 0, all that remains is weeds; vegetation cannot be chopped any further at this point.<br />
<br />
*'''Movement cost:''' ''.5 AP'' for d0, ''1 AP'' for d1-d10 (''.5 AP'' for d1-d6 with the ''[[Trekking]]'' skill)<br />
*'''Search cost:''' ''1 AP''<br />
**'''Find rates (approximate) 15% (&plusmn;2.6%):''' [[mango]] 5.3% (&plusmn;1.6%), [[banana]] 2.9% (&plusmn;1.2%), [[gourd of water]] 1.9% (&plusmn;1.0%), [[blunt machete]] 1.0% (&plusmn;0.7%), [[poisonous berries]] 1.0% (&plusmn;0.7%), [[tasty berries]] 0.8% (&plusmn;0.7%), [[healing herbs]] 0.7% (&plusmn;0.6%), [[gold coin]] 0.4%, bundle of 2-8 [[poison dart]]s 0.3%, partially loaded [[rifle]] 0.3%, [[berries]] 0.3%, [[first aid kit]] 0.3%, empty [[blowpipe]] 0.1%, loaded [[blowpipe]] 0.1%, [[bullet]] 0.1%, [[poison dart]] 0.1%. ('''Note:''' Find rates vary considerably and are believed to depend upon jungle density. Find rates also are different for jungle terrain located inside village territory. See [[Search odds condensed (results)]] for more information.)<br />
<!-- Data (see [[Search odds condensed]]) as of 10:04, 8 June 2006 (BST): 736 searches and finds of 39 mangos, 21 bananas, 14 gourds of water, 7 blunt machetes, 7 bunches of poisonous berries, 6 bunches of tasty berries, 5 healing herbs, 3 gold coins, 2 bundles of poison darts (holding a total of 13 darts), 2 partially loaded rifles, 2 bunches of berries, 2 first aid kits, 1 empty blowpipe, 1 loaded blowpipe, 1 bullet, and 1 poison dart. Error values are for the 95% confidence interval, as always (see [[Statistical analysis]]). --><br />
<br />
<br />
== Mountain ==<br />
<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#666666;font-family:Verdana;">Mountain</div><br />
<br />
An impassable mountain is located in the middle of Shartak.<br />
<br />
Also features impassable '''Mid-air''' and '''Solid Rock'''.<br />
<br />
=== Mountain Path ===<br />
There is a mountain pass that starts at {{GPS|70|364|26|432}}. A second entrance to the same path is at {{GPS|70|382|26|479}}. And a third entrance to the same path is at {{GPS|70|329|26|431}}.<br />
<br />
There are two types of mountain path found on the mountain. The first is passable, and allows for movement just as most other forms of terrain in the game. The second only allows for vertical movement ("Go Up" and "Go Down"). Either way returns you to a jungle square (going up puts you on a level jungle trail that winds around the mountain).<br />
<br />
*'''Movement cost:''' ''1 AP''<br />
*'''Search cost:''' ''1 AP''<br />
**'''Approx find rates (0%):''' broken knife (discarded) (3%)<br />
<br />
=== Dark Cave ===<br />
[[Cave]] spotted somewhere near Dalpok at {{GPS|70|368|26|442}} (up on the mountain path). It leads to a tunnel that leads deeper into the mountain.<br />
<br />
*'''Movement cost:''' ''1 AP''<br />
*'''Search cost:''' ''1 AP''<br />
**'''Approx find rates (0%):''' broken knife (discarded) (3%)<br />
<br />
=== Small Cave ===<br />
At the southwestern base of the mountain is a small cave at {{GPS|70|333|26|425}}. It leads to a tunnel that cuts through a section of the mountain.<br />
<br />
*'''Movement cost:''' ''1 AP''<br />
*'''Search cost:''' ''1 AP''<br />
**'''Approx find rates (0%):''' broken knife (discarded) (3%)<br />
<br />
=== Tunnel ===<br />
There are two types of tunnel found in the mountain. The first is passable, and allows for movement just as most other forms of terrain in the game. The second only allows for vertical movement ("Go Up" and "Go Down").<br />
<br />
One entrance at {{GPS|70|368|26|442}} (up on mountain path). Reportedly easy for one to get lost in. It seems to contain nothing but rats and other players who are lost.<br />
<br />
There is another tunnel through the mountain's southwest tip with ends at {{map|70|339|26|429}} and {{map|70|333|26|425}} and a single 45-degree turn at {{map|70|337|26|429}}.<br />
<br />
*'''Movement cost:''' ''1 AP'' (''.5 AP'' with the ''[[Trekking]]'' skill)<br />
*'''Search cost:''' ''1 AP''<br />
**'''Approx find rates (0%):''' broken knife (discarded) (3%)<br />
<br />
== Swamp ==<br />
<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#887722;font-family:Verdana;">Swamp</div><br />
<br />
Follow the river south of the mountain to find an [[alligator]]-infested swamp.<br />
*'''Movement cost:''' ''2 AP''<br />
*'''Search cost:''' ''3 AP''<br />
**'''Approx find rates (0%):''' (nothing)<br />
<br />
== Water ==<br />
<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#6666ff;font-family:Verdana;">Water</div><br />
<br />
Water surrounds the island and can be found in various rivers and lakes on the island. <br />
<br />
Water can be used to refill empty bottles and gourds. Clicking on an empty container at a River, Lake, Waterfall, or Pool produces a container of (fresh) water, which can be used to heal 2 hit points. Clicking on an empty container in sea water produces a container of salt water, which causes 2 hit points damage if consumed. <br />
<br />
*'''Movement cost:''' ''2 AP'' (''1 AP'' with the ''[[Swimming]]'' skill)<br />
*'''Search cost:''' ''1 AP''<br />
**'''Approx find rates (0%):''' broken knife (discarded) (8%)<br />
<br />
=== River ===<br />
<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#6666ff;font-family:Verdana;">River</div><br />
<br />
=== Lake ===<br />
<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#6666ff;font-family:Verdana;">Lake</div><br />
<br />
=== Pool ===<br />
<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#6666ff;font-family:Verdana;">Pool</div><br />
<br />
''A large pool of water has formed in a depression in the ground, probably from an underground source.'' <br />
<br />
The only known pool is located northwest of the mountain, between Dalpok and the shipwreck: {{GPS|70|485|26|503}}-{{GPS|70|485|26|504}}-{{GPS|70|486|26|503}}-{{GPS|70|486|26|504}}. The river continues north to the ocean. <br />
<br />
=== Waterfall ===<br />
<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#6666ff;font-family:Verdana;">Waterfall</div><br />
<br />
A waterfall {{GPS|70|351|26|429}} on the south side of the mountain forms a river leading south - climbing the waterfall takes you to a small ledge of jungle with no apparent features.<br />
<br />
== Water (deep) ==<br />
<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#4444af;font-family:Verdana;">Water</div><br />
<br />
Deeper water can be found further out.<br />
<br />
[[Shark]]s, which cannot be seen, attack in deep water. The attacks take 2 [[HP]] and leave the player wounded. The wound takes 1 HP per action (per mouse click, not per AP) and can only be healed by a [[first aid kit]] or [[healing herbs]].<br />
*'''Movement cost:''' ''3 AP'' (''2 AP'' with the ''[[Swimming]]'' skill)<br />
*'''Search cost:''' ''1 AP''<br />
**'''Approx find rates (0%):''' (speculative) broken knife (discarded) (8%)<br />
<br />
== Ocean ==<br />
<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#22228f;font-family:Verdana;">Ocean</div><br />
<br />
Ocean water is impassable, and forms the outer boundary of the map.<br />
<br />
[[Category:Glossary]]</div>Linthttps://wiki.shartak.com/index.php?title=Jidram&diff=8914Jidram2006-07-22T01:51:54Z<p>Lint: updated</p>
<hr />
<div><noinclude><!--<br />
<br />
[[Shaman]] uses this page as a template for Jidram's current location. Please observe the <nowiki><noinclude></nowiki> tags closely, and do not change them unless you know what you are doing.<br />
<br />
--><br />
'''Jidram''' is a wandering [[shaman]] with no ties to any village.<br />
<br />
==Current sighting==<br />
<!-- <br />
<br />
To update the current sighting, cut and paste the existing row to "Previous sightings", removing the noinclude tags so that it looks like other previous sightings. Record the current GPS coordinates in the GPS template and record the date and time with <nowiki>~~~~~</nowiki> (5 tildes). <br />
<br />
--><br />
* </noinclude>{{GPS|70|240|26|497}}<br />01:51, 22 July 2006 (UTC)<noinclude><br />
<br />
==Previous sightings==<br />
<!-- New sightings belong at the TOP of this list --><br />
<br />
* {{GPS|70|207|26|443}}<br />00:27, 21 June 2006 (UTC)<br />
* {{GPS|70|242|26|456}}<br />00:30, 10 June 2006 (BST)<br />
* ''Location unknown''<br />01:38, May 27, 2006 (BST)<br />
<br />
{{Shamansnav}}<br />
<br />
[[Category:Shamans]]</noinclude></div>Linthttps://wiki.shartak.com/index.php?title=Pabkim&diff=8904Pabkim2006-07-20T23:52:49Z<p>Lint: updated</p>
<hr />
<div><noinclude><!--<br />
<br />
[[Shaman]] uses this page as a template for Pabkim's current location. Please observe the <nowiki><noinclude></nowiki> tags closely, and do not change them unless you know what you are doing.<br />
<br />
--><br />
'''Pabkim''' is a wandering [[shaman]] with no ties to any village.<br />
<br />
==Current sighting==<br />
<!-- <br />
<br />
To update the current sighting, cut and paste the existing row to "Previous sightings", removing the noinclude tags so that it looks like other previous sightings. Record the current GPS coordinates in the GPS template and record the date and time with <nowiki>~~~~~</nowiki> (5 tildes). <br />
<br />
--><br />
<br />
* </noinclude>{{GPS|70|396|26|463}}<br />23:52, 20 July 2006 (UTC)</noinclude><br />
<br />
==Previous sightings==<br />
<!-- New sightings belong at the TOP of this list --><br />
<br />
* {{GPS|70|406|26|467}}<br />06:10, 16 July 2006 (UTC)<br />
* {{GPS|70|404|26|463}}<br />23:00, 15 July 2006 (UTC)<br />
* {{GPS|70|428|26|467}}<br />14:59, 10 July 2006 (UTC)<br />
* {{GPS|70|371|26|432}}<br />23:27, 27 June 2006 (UTC)<br />
* {{GPS|70|359|26|398}}<br />17:18, 10 June 2006 (BST)<br />
* {{GPS|70|375|26|385}}<br />06:00, 28 May 2006 (BST)<br />
* {{GPS|70|356|26|364}}<br />22:05, 24 May 2006 (BST)<br />
* {{GPS|70|360|26|370}}<br />11:22, 24 May 2006 (BST)<br />
* {{GPS|70|399|26|337}}<br />20:06, 17 May 2006 (BST)<br />
<br />
{{Shamansnav}}<br />
<br />
[[Category:Shamans]]</noinclude></div>Linthttps://wiki.shartak.com/index.php?title=Talk:Character_classes&diff=8887Talk:Character classes2006-07-20T05:54:15Z<p>Lint: /* Class skill chart */ no trailblazing for settler or pirate (per Chapman/Haddock)</p>
<hr />
<div>==Class skill chart==<br />
<br />
A &radic; mark means a class can have a skill, an X means they can't, and a question mark means it's unknown whether they can have the skill or not. Background colors are used for skills not known to be universal.<br />
<br />
When verifying that a class gets a skill, please include the ID of a player of that class with that skill <nowiki><!--in comment tags--></nowiki> next to the &radic; mark ("&amp;radic;"). For example, if you were confirming that scouts got ''trailblazing'', you would find a scout with it (preferably a high-level one, like {{profile|712|Qberry}}) and insert their ID next to the checkmark, like this: "&amp;radic;<nowiki><!--712--></nowiki>". This gives everyone an easy way of verifying that the information is true, and it will give us profiles to check quickly when new skills appear.<br />
<br />
Keep in mind that since it's impossible to prove publicly that a certain class ''can't'' have a skill (without giving away someone's login information), we should seek to prove that they ''can'' have it and, if such proof can't be found, assume that they can't.<br />
<br />
{| border="1" cellpadding="3" cellspacing="1" style="background-color: #f9f9f9; border: solid 1px #ccc; border-collapse: collapse; font-size: 90%; text-align: center" |<br />
|-bgcolor="#ddd" style="font-weight: bold" valign="top"<br />
| ||colspan=4| Natives ||colspan=5| Outsiders<br />
|-bgcolor="#ddd" style="font-weight: bold" valign="top"<br />
|&nbsp;<br />
|style="width:8%;"|Scout<br />
|style="width:8%;"|Warrior<br />
|style="width:8%;"|Villager<br />
|style="width:8%;"|Shaman<br />
|style="width:8%;"|Explorer<br />
|style="width:8%;"|Soldier<br />
|style="width:8%;"|Settler<br />
|style="width:8%;"|Scientist<br />
|style="width:8%;"|Pirate<br />
|-<br />
|Outs./nat. knowledge || &radic; || &radic; || &radic; || &radic; || &radic; || &radic; || &radic; || &radic; || &radic;<br />
|-<br />
|Basic language || &radic; || &radic; || &radic; || &radic; || &radic; || &radic; || &radic; || &radic; || &radic;<br />
|-<br />
|Advanced language || &radic; || &radic; || &radic; || &radic; || &radic; || &radic; || &radic; || &radic; || &radic;<br />
|-<br />
|Expert language || &radic; || &radic; || &radic; || &radic; || &radic; || &radic; || &radic; || &radic; || &radic;<br />
|-<br />
|Close quarter combat || &radic; || &radic; || &radic; || &radic; || &radic; || &radic; || &radic; || &radic; || &radic;<br />
|-<br />
|Advanced CQC || &radic; || &radic; || &radic; || &radic; || &radic; || &radic; || &radic; || &radic; || &radic;<br />
|-<br />
|Body building || &radic; || &radic; || &radic; || &radic; || &radic; || &radic; || &radic; || &radic; || &radic;<br />
|-<br />
|Stamina || &radic; || &radic; || &radic; || &radic; || &radic; || &radic; || &radic; || &radic; || &radic;<br />
|-<br />
|Ghostly whisper || &radic; || &radic; || &radic; || &radic; || &radic; || &radic; || &radic; || &radic; || &radic;<br />
|-<br />
|Haunting scream || &radic; || &radic; || &radic; || &radic; || &radic; || &radic; || &radic; || &radic; || &radic;<br />
|-<br />
|Shocking shriek || &radic; || &radic; || &radic; || &radic; || &radic; || &radic; || &radic; || &radic; || &radic;<br />
|-<br />
|Banshee wail || &radic; || &radic; || &radic; || &radic; || &radic; || &radic; || &radic; || &radic; || &radic;<br />
|-<br />
|Exploration || &radic; || &radic; || &radic; || &radic; || &radic; || &radic; || &radic; || &radic; || &radic;<br />
|-<br />
|Cartography || &radic; || &radic; || &radic; || &radic; || &radic; || &radic; || &radic; || &radic; || &radic;<br />
|-<br />
|Trekking || &radic; || &radic; || &radic; || &radic; || &radic; || &radic; || &radic; || &radic; || &radic;<br />
|-<br />
|Trailblazing ||bgcolor=LightGreen| &radic;<!--712--> ||bgcolor=MistyRose| X ||bgcolor=LemonChiffon| X? ||bgcolor=MistyRose| X ||bgcolor=LightGreen| &radic; ||bgcolor=LemonChiffon| X? ||bgcolor=MistyRose| X ||bgcolor=LemonChiffon| X? ||bgcolor=MistyRose| X<br />
|-<br />
|Swimming || &radic; || &radic; || &radic; || &radic; || &radic; || &radic; || &radic; || &radic; || &radic;<br />
|-<br />
|Basic tracking || &radic; || &radic; || &radic; || &radic; || &radic; || &radic; || &radic; || &radic; || &radic;<br />
|-<br />
|Advanced tracking || &radic; || &radic; || &radic; || &radic; || &radic; || &radic; || &radic; || &radic; || &radic;<br />
|-<br />
|Expert tracking || &radic; || &radic; || &radic; || &radic; || &radic; || &radic; || &radic; || &radic; || &radic;<br />
|-<br />
|Clan leadership || &radic; || &radic; || &radic; || &radic; || &radic; || &radic; || &radic; || &radic; || &radic; <br />
|-<br />
|Triage || &radic; || &radic; || &radic; || &radic; || &radic; || &radic; || &radic; || &radic; || &radic;<br />
|-<br />
|Nat. med. / first aid || &radic; || &radic; || &radic; || &radic; || &radic; || &radic; || &radic; || &radic; || &radic;<br />
|-<br />
|Sixth sense || &radic; || &radic; || &radic; || &radic; || &radic; || &radic; || &radic; || &radic; || &radic;<br />
|-<br />
|Psychic recognition || &radic;<!--712--> || &radic;<!--1093--> || &radic;<!--872--> || &radic;<!--842--> || &radic;<!--109--> || &radic;<!--364--> || &radic; || &radic;<!--33--> || &radic;<!--1571--><br />
|-<br />
|Seance ||bgcolor=LemonChiffon| X? ||bgcolor=LemonChiffon| X? ||bgcolor=LemonChiffon| &radic;? ||bgcolor=LightGreen| &radic;<!--842--> ||bgcolor=LemonChiffon| X? ||bgcolor=MistyRose| X ||bgcolor=LightGreen| &radic;<!--2240--> ||bgcolor=MistyRose| X ||bgcolor=MistyRose| X<br />
|-<br />
|Animal affinity ||bgcolor=MistyRose| X ||bgcolor=MistyRose| X ||bgcolor=LightGreen| &radic;<!--872--> ||bgcolor=MistyRose| X ||bgcolor=MistyRose| X ||bgcolor=MistyRose| X ||bgcolor=LightGreen| &radic; ||bgcolor=MistyRose| X ||bgcolor=MistyRose| X <br />
|-<br />
|Scavenging ||bgcolor=MistyRose| X ||bgcolor=MistyRose| X ||bgcolor=LightGreen| &radic;<!--872--> ||bgcolor=MistyRose| X ||bgcolor=MistyRose| X ||bgcolor=MistyRose| X ||bgcolor=LightGreen| &radic; ||bgcolor=MistyRose| X ||bgcolor=MistyRose| X <br />
|-<br />
|Firearms/blowpipe ... ||bgcolor=MistyRose| X ||bgcolor=LightGreen| &radic; ||bgcolor=MistyRose| X ||bgcolor=MistyRose| X ||bgcolor=MistyRose| X ||bgcolor=LightGreen| &radic;<!--364--> ||bgcolor=MistyRose| X ||bgcolor=MistyRose| X ||bgcolor=MistyRose| X<br />
|- bgcolor=MistyRose<br />
|bgcolor=WhiteSmoke| Advanced F/B ... || X ||bgcolor=LightGreen| &radic; || X || X || X ||bgcolor=LightGreen| &radic;<!--364--> || X || X || X<br />
|}<br />
<br />
====(Constructing the Skill Chart, February-May 2006)====<br />
<br />
Maybe we should have a page that says what skills each class can get, like a big table with the skills going down the side and the classes going across the top. So we can figure out what the differences are between the classes besides hp and starting items as it is starting to become clear not every class can use some skills. We will have to wait a bit to get the confirmation on some of the classes but we can already find out(mostly) what the scientist and warrior class get which is a good start. We don't even have to level a guy up of each class ourselves, the way the profiles and stats page are set up we could just copy down the skills that we see the highest level of each class has -- [[User:Daylan|Daylan]]<br />
<br />
:Here's a rough draft. I'm using '''X''' to represent a confirmed skill that is available on my skill page. I haven't listed any skills that I do not personally have. I think we need to level each class up rather than basing a chart on assumptions. For example, while the shamans receive "Natural Medicine" it hasn't been determined if outsiders receive it as well. I suspect that "Natural Medicine" doesn't fit with the scientist character, it would be more fitting to be listed as "Surgery" or something. --[[User:Lint|Lint]] 19:56, 24 February 2006 (GMT)<br />
<br />
::'''Nice going''', I was going to propose a "skill chart" just like this! I've added to the confirmed skills.--[[User:Jackel|Jackel]] 17:47, 25 February 2006 (GMT)<br />
<br />
Wow sweet, I'll add some and when we get it finished we can finally see what the differences are..... BTW a good source of info is the stats on kills page, that is where I got all the info that I added -- [[User:Daylan|Daylan]] 02:50, 26 February 2006 (GMT)<br />
:NEW SKILL CONFIRMED!!!! SCIENTISTS GET FIRST AID(Murk has it from stats page)!!! You were right Lint,also updated the chart, turns out the class "warrior" is misleading they can't fight any better than anybody else! they do seem to get a lot of the other skills BUT from what I see they are exactly the same as a shaman(cept hp/starting item ) unless out of the blue there appears some crazy warrior-only melee skill-o-death. Also, Lint, your a shaman right? can you get languge skills next to confirm if there are any differences between warriors and shamans?(I can't see language skills being too different,well cept for shamans getting expert language and warriors not)-- [[User:Daylan|Daylan]] 02:10, 3 March 2006 (GMT)<br />
::Added. There's a dotted spot underneath it, presumably for Expert Language, but we'll know for sure in a couple days. :P --[[User:Lint|Lint]] 17:25, 3 March 2006 (GMT)<br />
<br />
: I have the swimming skill and I'm a Soldier. [http://www.shartak.com/profile.cgi?id=547 Urban Me]--[[User:One of many doctors|One of many doctors]] 23:03, 25 March 2006 (GMT)<br />
<br />
: I ,[http://www.shartak.com/profile.cgi?id=669 Jones Dye], have all the scientist skill except one. I updated the chart adding Haunting Scream .--[[User:JonesDye|JonesDye]] 09:32, 27 March 2006 (BST)<br />
<br />
: I am a soldier and have the basic tracking skill.--[[User:Gandhi|Gandhi]] 00:57, 31 March 2006 (BST)<br />
<br />
: I am a Settler and I posess swimming and basic tracking. Also, I have first-hand knowledge that Shamans and Pirates have access to basic tracking. By using profiles listed on the stats page, I have determined the following information: added Scout - haunting scream, added Scout - natural medicine, added Soldier - first aid, added Pirate - advanced language. --[[User:Lint|Lint]] 03:44, 31 March 2006 (BST)<br />
<br />
:: My shaman has Basic Tracking, and I can see Advanced Tracking and the dots for Expert Tracking on my skills page. Xs added.--[[User:Vtbassmatt|VTBassMatt]] 19:21, 5 April 2006 (BST)<br />
<br />
Proposal to move this chart to the article page now, rather than waiting to fill it up. People will never find it here... Comments? --[[User:Vtbassmatt|VTBassMatt]] 16:54, 6 April 2006 (BST)<br />
<br />
:Sure. I've been thinking about that as well. --[[User:Lint|Lint]] 17:55, 6 April 2006 (BST)<br />
<br />
:: Chart is almost complete. It doesn't look like there is a compelling reason to put it on the front page -- there aren't any surprises on it ... No exclusive skills except for the obvious ones. --[[User:Tycho44|Tycho44]] 03:52, 23 April 2006 (BST)<br />
<br />
:Completed Soldier skill set (I have Expert Lang.) --[[User:Gandhi|Gandhi]] 21:05, 30 April 2006 (BST)<br />
<br />
(The chart is currently complete.) --[[User:Tycho44|Tycho44]] 01:19, 2 June 2006 (BST)<br />
<br />
Psychic Recognition added. --[[User:Tycho44|Tycho44]] 02:48, 2 June 2006 (BST)<br />
<br />
Trailblazing added. --[[User:nine|nine]] 12:28, 19 July 2006 (BST)<br />
<br />
==Starting AP==<br />
Starting AP may be 175 for all types. --[[User:Lint|Lint]] 03:20, 10 March 2006 (GMT)</div>Linthttps://wiki.shartak.com/index.php?title=Category:Clans_for_outsiders&diff=8701Category:Clans for outsiders2006-07-17T18:18:37Z<p>Lint: </p>
<hr />
<div>'''Clans for outsiders''' do not allow natives as members. <br />
{{Clansnav}}<br />
<br />
[[Category:Clans]]</div>Linthttps://wiki.shartak.com/index.php?title=Predators_of_killer_island!&diff=8700Predators of killer island!2006-07-17T18:17:42Z<p>Lint: added Category:Clans for outiders</p>
<hr />
<div>{{Clanbox|<br />
clan_name=predators of killer island!|<br />
clan_image=|<br />
clan_abbrev=P.O.K.I.!.|<br />
clan_leaders=eminem1|<br />
clan_membership=1|<br />
clan_goals=just to defend our territory at killer island!|<br />
clan_recruit=join us or be hunted down!|<br />
clan_contact=riddick295@yahoo.com.au ,and soon some GPS co-ordinates!<br />
}}<br />
We are a pretty wild clan we will do what ever it takes to defend our island!,we do not want it taken over by clean Gentlemen do we Boys!<br />
==MEMBERS!==<br />
1. [[eminem]]<br />
<br />
no more YET....<br />
<br />
==Allies==<br />
* none yet....<br />
==Enemies==<br />
* All people whoare not in our clan!<br />
==Discussion==<br />
* what do you think would be a good way to recruit members? [[User:Eminem1|Eminem1]] 13:31, 17 July 2006 (UTC)<br />
==NEWS==<br />
'''17th July,2006:''' The clan Predators of killer island! is made!!!<br />
<br />
[[Category:Clans for outsiders]]</div>Linthttps://wiki.shartak.com/index.php?title=Talk:Items&diff=8203Talk:Items2006-07-11T02:21:09Z<p>Lint: /* Heavy Sword */</p>
<hr />
<div>Cheers to danheretic, Tanarchy, and Lint for adding more info to the Items page! --[[User:Meatiershower|Meatiershower]] 14:14, 13 February 2006 (GMT)<br />
<br />
* Thanks!<br>I'm a little curious as to what Simon's intentions with the wiki are. Should we be striving towards documenting every single detail or leaving things a little vague? --[[User:Lint|Lint]] 21:10, 13 February 2006 (GMT)<br />
<br />
* Make it as vague or as detailed as you want. Information about locations of useful stuff is likely to be of interest to plenty of people ;) --[[User:Simon|Simon]] 21:14, 13 February 2006 (GMT)<br />
<br />
* Great! Was interested in adding some stuff, and have, but not sure how much was too much. Driftwood was one example. Luckily, someone with more courage than myself posted it already, lol. =] --[[User:Meatiershower|Meatiershower]] 21:52, 14 February 2006 (GMT)<br />
<br />
== Item Details ==<br />
<br />
* I see that Knife is listed as unknown base level and and damage. I just signed up as a native (a warrior, I think). I found a knife. The hit percentage is 20% with a damage of 1. Is that what people mean by the base level? [[User:Shades of Grey|Shades of Grey]] 09:25, 15 February 2006 (GMT)<br />
::-Shades of Grey : I believe that is what should be listed. I found one and posted about the knife, but have not tried to use it yet. Post that info!--[[User:Meatiershower|Meatiershower]] 22:28, 15 February 2006 (GMT)<br />
<br />
=== GPS ===<br />
*Can someone who understands the GPS please explain exactly what the numbers mean? I have yet to make heads or tails from them...--[[User:Meatiershower|Meatiershower]] 22:28, 15 February 2006 (GMT)<br />
:: I've added some info to the [[Items]] page. --[[User:Dr. J|Dr. J]] 00:31, 16 February 2006 (GMT)<br />
::: Thanks, Doc! What is the '70' and '26' for on the GPS? Do they never change? --[[User:Meatiershower|Meatiershower]] 15:10, 16 February 2006 (GMT)<br />
:::: They are part of the coordinates. As to whether they change - that depends on how big Shartak is. --[[User:Dr. J|Dr. J]] 11:46, 17 February 2006 (GMT)<br />
:::: I assume they are the notional lattitude and longitude of the island. 70E 26S is in the Indian Ocean, 70W 26N is NE of the Caribbean (70E 26N is in NW India and 70W 26S is in South America). --[[User:Richard Hawke-Welch|Richard Hawke-Welch]] 08:39, 20 February 2006 (GMT)<br />
* Right, and exactly WHERE in the villages can you get one? --[[User:Motogrrl|Motogrrl ]] 02:16, 28 April 2006 (GMT)<br />
**Now you can find them in the Medical Huts (2%?) as well as on the ground in the outsider villages. Trading posts often have them, too. --[[User:Tycho44|Tycho44]] 01:54, 18 May 2006 (BST)<br />
<br />
=== Searching ===<br />
* I waded out into the Water with my Soldier and decided to search. Amid the multiple failed searches, I got one message: "You search and find a broken knife which you discard." Was that a potential item that required a certain skill to use or just junk? --[[User:Lint|Lint]] 03:59, 20 February 2006 (GMT)<br />
:* That appears to be a cue that nothing useful can be found in that terrain location. A bit less frustrating than clicking Search 75 times in a row to no avail. --[[User:Tycho44|Tycho44]] 19:16, 21 May 2006 (BST)<br />
<br />
=== Machetes ===<br />
* Anyone know if sharp machetes ever get dull? --[[User:Jackel|Jackel]] 19:46, 23 February 2006 (GMT)<br />
: I have had my machete since level 1 (now am level 8) and it hasn't gotten dull yet. --[[User:Daylan|Daylan]] 07:07, 28 March 2006 (BST)<br />
<br />
=== Dried Herbs ===<br />
* I have some "dried herbs". I don't find them in this wiki, and I haven't used them yet. Anyone know what they do? --[[User:Jackel|Jackel]] 20:36, 23 February 2006 (GMT) '''EDIT:''' Just tried using them got a message saying I didn't know how to use them. My guess is they are "healing herbs" and can only be used with the "Natural Medicine" skill--[[User:Jackel|Jackel]] 18:42, 24 February 2006 (GMT)<br />
:: Which character did you find them with? If you were an outsider, maybe it's the "Native Knowledge" skill you require rather than "Natural Medicine". I wonder what a first aid kit looks like to a native. --[[User:Lint|Lint]] 19:23, 24 February 2006 (GMT)<br />
:::My outsider scientist has these. --[[User:Jackel|Jackel]] 17:36, 25 February 2006 (GMT)<br />
::::"dried herbs" are the name for "healing herbs" when you don't have Native Knowledge. --[[User:Tycho44|Tycho44]] 01:55, 18 May 2006 (BST)<br />
<br />
=== Heavy Sword ===<br />
* Who added the heavy sword? We should all take some time to figure out where you can reliablly find them -- [[User:Daylan|Daylan]] 19:58, 24 February 2006 (GMT)<br />
:It was added by "Fitzcarraldo". --[[User:Jackel|Jackel]] 17:36, 25 February 2006 (GMT)<br />
::I am unfortunately not sure where I found it, it was found on the first day I tried shartak and I wasn't really paying attention, which is why I included the "(?)". Please feel free to add some data to [[Search Odds]] or [[Search Odds Condensed]] to help figure out where to find this item and others! -- [[User:Fitzcarraldo|Fitzcarraldo]] 10:13, 26 February 2006 (GMT)<br />
:Can someone post a screenshot of the heavy sword to verfiy its existence? Has anyone else found it? --[[User:Gandhi|Gandhi]] 04:23, 27 February 2006 (GMT)<br />
::wow, verification? ok, I understand. you can see it [[http://img211.imageshack.us/img211/5835/shrtkheavyswordscrnsht060303b0.jpg here]], just below the obfuscated gps coordinates. Again, I seriously have no idea where exactly it was I found it. It could have been in swamp or beach or jungle, or in town.. they were all in the vicinity, my best guess was jungle. :/ <br />
::As an aside, It makes me wonder what other little treasures there are hidden away that are not very probable!? The mechanism involved could be more complicated than UD's, couldn't it? Maybe there are only so many active per number of players, or maybe it is found in 1 specific square, or in a specific quadrant of the map, or maybe it is actually class specific (fitzcarraldo is an explorer, outsider), or maybe it just has a probability of 0.01%, or maybe those finding them don't look in the wiki, or?? I really don't know. -- [[User: fitzcarraldo|fitzcarraldo]]|<sup>[[User talk:fitzcarraldo|T]]</sup> 11:31, 3 March 2006 (GMT)<br />
<br />
:In case anyone was wondering - heavy swords do break. --[[User:Lint|Lint]] 23:25, 10 July 2006 (UTC)<br />
::I'm wondering: how do you know? --[[User:Tycho44|Tycho44]] 01:11, 11 July 2006 (UTC)<br />
:::/me whistles innocently. --[[User:Lint|Lint]] 02:21, 11 July 2006 (UTC)<br />
<br />
=== Other Stuff ===<br />
:I couldn't see too many crazy items being out there, and even if they were they would make everything else pointless I mean why use a rifle(thats 5 dam,60% hit,1.5ap/shot[2ap to shot 1 ap to load],search ammo= about 2dam/ap not counting searching ammo) or blowpipe (thats 4 dam,20% hit, 2ap/shot[I think you have to reload after every shot],search ammo=.8dam/ap!!! not counting search and even if they poison as the name implys they still suck) vs the heavy sword(5 dam,45% hit=2.25 dam/ap can you say "makes other items pointless) after citing the suggestion guidelines page in the urban dead wiki "just cause its really rare doesn't mean people won't find it". Now if you will excuse me I am going to make a suggestion on the item page to remove the heavy sword on the grounds that it makes the rifle, blowpipe and rifle skills absolutly useless(that ap you getting xp for those skills could have found you a uber sword of doom!) --[[User:Daylan|Daylan]] 23:20, 9 March 2006 (GMT)<br />
<br />
=== Breakage ===<br />
* Has anyone had a weapon besides the cutlass break while attacking with it? --[[User:Daylan|Daylan]] 07:07, 28 March 2006 (BST)<br />
<br />
** Sure, my machetes keep breaking. --[[User:Tycho44|Tycho44]] 04:21, 22 April 2006 (BST)<br />
<br />
=== Ideal Inventory? ===<br />
<br />
Just to throw out the question, what appears to be the ideal inventory for exploring the jungle?<br />
<br />
* 2 x Machete<br />
** Need 2 just in case the main one breaks mid-fight<br />
** If you're a Pirate, replace Machete with Cutlass<br />
* 1 x Sharpening stone<br />
** In case your machete blade becomes dull<br />
* 1 x Heavy Sword<br />
** If you can find one, since much better than Machete<br />
** No-one confirmed where these can be found yet, only 4 or 5 known to exist so far.<br />
* 7 x First Aid Kit<br />
** When combined with First Aid/Natural Medicine skill, 7 are enough to heal 70HP and bring you back from the point of dying to full health<br />
** Use Healing Herbs if native since Natural Medicine only seems to work with Herbs and not FAK.<br />
* GPS<br />
** So you don't get too lost, particularly if using Firefox + Greasemonkey scripts such as UBERmapper<br />
** If native, requires Outsider Knowledge skill.<br />
* As many Gold Coins as possible<br />
** They don't appear to use as much inventory space as everything else<br />
** You can use these to trade for extra supplies at camps<br />
* 3-4 x Rifle + many Rifle Bullets<br />
** If Soldier, can get skills to boost accuracy to 60% which may work better than machete<br />
** If native warrior, replace Rifle + Bullets with Blowpipe + Poison Darts, same reasoning<br />
** Multiple rifles/blowpipes mean you can avoid having to reload mid-fight<br />
** Each one can be loaded to allow extra ammunition to be carried since an empty rifle uses as much space as a loaded one.<br />
<br />
--[[User:Snarf|Snarf]] 09:12, 5 May 2006 (BST)<br />
<br />
:A rifle holding up to two bullets occupies the same space as two bullets, so simply replace all rifle bullets with fully loaded rifles. Since rifles' sole virtue is the initial barrage of bullets (damage/AP is inferior to ideal machete when factoring in reloads and searching for ammo), only bother carrying what one needs for killing the toughest possible enemy (a pirate with stamina) - about 15 rifles. The stones are unnecessary especially now that traders pay more for rare - that is, blunt - items; just use your spare blade. Carry a knife to write. That leaves about 35 slots open for FAKs or herbs, allowing one to stay out in the wilderness safely for very long periods of time, even if healing others along the way. --[[User:LouisB3|LouisB3]] 22:03, 30 May 2006 (BST)<br />
<br />
=== Gem ===<br />
I notice that the gem can be traded for three GPS units. Looking at the trade values for the two items ($1000 and $250, respectively), shouldn't it trade for four? If it trades for three, the trade value for the GPS unit is wrong. If it trades for four, then this page is wrong. Who should I believe? I'm so confused!--[[User:Wifey|Wifey]] 19:54, 15 May 2006 (BST)<br />
:No, trading downward in the Trading Post is not a free service -- you need to pay a markup cost of 1 unit. (Trading up is free, except for roundoff costs.) Read the text about the trader's markup costs (on the [[Trading]] page). When you want to '''buy''' a gem, you have to give up 4 GPS Units. When you want to '''sell''' a gem to buy GPS Units, offering a gem gives you 4-1 = 3 GPS Units, because the Trader has to make a profit. --[[User:Tycho44|Tycho44]] 21:09, 15 May 2006 (BST)<br />
:'''Note:''' If you sell the Gem for Poison Darts first, you'll get 100-1 = 99 Darts. If you have an extra Dart lying around, then 100 Darts can be used at 25-1 to buy 4 GPS Units! Check out the [[Talk:Trading]] page if you would like to see the actual trade transaction numbers, rather than having to work them out from prices. (Not speaking the trader's language makes trading very uneconomical.) --[[User:Tycho44|Tycho44]] 21:09, 15 May 2006 (BST)<br />
<br />
== Inventory Limit ==<br />
<br />
I finally hit an inventory limit. ''You're carrying too much to be able to search. You need to drop or use something first.''<br />
4 x banana, 1 x blunt machete, 2 x bottle of beer, 5 x bottle of water, 1 x crab, 4 x first aid kit, 2 x gold coin, 4 x gourd of water, 1 x gps unit [-70.376,26.301], 7 x knife, 14 x machete, 1 x mango, 4 x piece of driftwood, 1 x poison dart, 5 x rifle bullet, 8 x rifle (2), 1 x sharpening stone<br />
At the minimimum this would mean an inventory size of 65 for a level 0 Soldier. If we are to assume that rifles take up 2 spaces, the size would be 73 (which is a weird number). This also presents an interesting situation where your greed for gold may very well impede your survival (if in fact a coin takes up 1 space). --[[User:Lint|Lint]] 19:12, 23 February 2006 (GMT)<br />
:The (2) next to the rifle means that it is loaded with two bullets --[[User:Dr. J|Dr. J]]<br />
::I know :P. I was just putting forth the possibility that firearms would count as 2 units of inventory space like in Urban Dead. --[[User:Lint|Lint]] 19:11, 26 February 2006 (GMT)<br />
:After some trial and error (and baseless assumptions), I think that rifles and blowpipes (whether fully, partially or not loaded) take up 2 units of space. If this is true, the maximum inventory space is 75. Though the number of items I had when I could no longer search varied from 67 to 68, by following this rule, the values always added to 75. It also appears that there is not a check set in place to make sure that you don't exceed this limit with a new item you find. I dropped a rifle and was able to perform two more searches. I found a knife and a loaded blowpipe, presumably putting me 1 unit of space over the maximum. If one were to find a bundle of darts or a box of bullets, they could have well over the inventory limit. I'm not sure how I came to the number 73 before, but I may have accidentally missed recording an item. --[[User:Lint|Lint]] 19:08, 2 March 2006 (GMT)<br />
:: Have we verified weather gold coins take up item spaces? My outsider can't drop his coins...--[[User:Grigoriy|Grigoriy]] 00:21, 3 March 2006 (GMT)<br />
:: I seem to be able to drop coins now, and they do not take up any inventory space. --[[User:Grigoriy|Grigoriy]] 03:36, 7 March 2006 (GMT)<br />
::: If that's the case, my recoded inventory sizes all come out to 71, I believe. --[[User:Lint|Lint]] 03:58, 7 March 2006 (GMT)<br />
:::: Same here. --[[User:Grigoriy|Grigoriy]] 02:38, 13 March 2006 (GMT)<br />
::::: The dust has cleared but Simon hasn't given us an (x/y) inventory indicator. Any chance of putting together a greasemonkey script to indicate current inventory? --[[User:Tycho44|Tycho44]] 19:20, 21 May 2006 (BST)<br />
::::::Such a script has now been written. See ''[[The Shartak Wiki:Community Portal#Greasemonkey scripts]]''. &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 22:55, 30 May 2006 (BST)<br />
<br />
== Character class and search odds ==<br />
I be a crazy sea dog or does character class has an effect on search/find rates? --[[User:El Pirata Cofresi|El Pirata Cofresi]] 18:04, 19 March 2006 (GMT)<br />
:Maybe both. Yarrr! --[[User:Tycho44|Tycho44]] 19:20, 21 May 2006 (BST)<br />
<br />
== Style Guidelines ==<br />
<br />
* Removed AP costs from the item information. Unless it costs more than 1 AP to use an item, it probably isn't noteworthy. --[[User:Lint|Lint]] 01:34, 17 February 2006 (GMT)<br />
<br />
* Proposal to remove the names of classes that start with a specific item. This information is already available on the Character Classes page. --[[User:Lint|Lint]] 21:12, 19 February 2006 (GMT)<br />
<br />
* Removing the lists of what gold coins and gems are worth; belongs in [[Trade]]. --[[User:LouisB3|LouisB3]] 19:29, 19 May 2006 (BST)<br />
<br />
==Splitting this page up?==<br />
Since linking directly to items does not work, and since this page is fairly long anyway, maybe it should be split into 4 pages? One for each of the four sections (ranged weapons, non-ranged weapons, healing, miscellaneous). That way if someone searches for "first aid kit" in the search box on the left of the page, they would end up on a page where they would instantly see the entry on First aid kit within the larger group of healing items, rather than this very long page. In principle I dont like theis idea myself, but it would seem to work better. [[User:Arminius|Arminius]] 01:36, 18 May 2006 (BST)<br />
:Sure, although the page names are worth some effort to get right. Perhaps just "Weapons", "Healing Items", and "Other Items"? Ranged Weapons and Melee Weapons would also work, although Ranged Weapons is just Rifle+Bullet & Blowpipe+Dart at the moment, whereas Healing presumably includes Mangos, Bananas, Beer, Rum, Tasty Berries, FAKs, Herbs, Water, and even Poisonberries. Another possibility is to give each item its own page, so that the Items page limits itself to a sentence or two of crucial info. (The "Locations" page also needs this type of meta-attention.) --[[User:Tycho44|Tycho44]] 02:03, 18 May 2006 (BST)<br />
::Those three pages - "Weapons", "Healing Items", and "Other Items" - sound like they'll get the job done. I'm not completely sold on splitting up the Ranged and Melee Weapons, but that can work as well. --[[User:Lint|Lint]] 02:38, 18 May 2006 (BST)<br />
<br />
Another option is to combine items like Knife/Dagger and simply adding a note for the differences between the items (mostly locations), since they're nearly identical. --[[User:LouisB3|LouisB3]] 19:27, 19 May 2006 (BST)<br />
:I'd say not to combine them, since supposedly paired items have some quirky unlinkings already. For example, the Outsider Medical Hut has first aid kits and knives, while the Native Medical Hut has healing herbs and ... knives. Daggers appear to be are reserved for some future sacrificial altar usage. --[[User:Tycho44|Tycho44]] 19:23, 21 May 2006 (BST)<br />
<br />
Anyone up to the task? Or is there more discussion necessary? :) --[[User:Lint|Lint]] 17:18, 22 May 2006 (BST)<br />
:I may do it soon. I recommend moving some of the page to ''Weapons'', some to ''Healing items'', and some to ''Miscellaneous items'' (note the lowercase; I like Wikipedia's capitalization standards, if you haven't noticed). [[Items]] could then be moved to ''Item'' (since it wouldn't be a list any more) and become a brief description of inventory size and search odds, pointing users to the three "items" pages. &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 21:36, 25 May 2006 (BST)<br />
<br />
<br />
<br />
== Tiger Tooth Amulet ==<br />
<br />
Has anybody been able to confirm that these do anything or for that matter any other amulets? Are they sort of random loot like a gem? --[[User:Icommunsim|Icommunsim]] 17:20, 25 June 2006 (UTC)</div>Linthttps://wiki.shartak.com/index.php?title=Talk:Items&diff=8198Talk:Items2006-07-10T23:25:38Z<p>Lint: /* Heavy Sword */</p>
<hr />
<div>Cheers to danheretic, Tanarchy, and Lint for adding more info to the Items page! --[[User:Meatiershower|Meatiershower]] 14:14, 13 February 2006 (GMT)<br />
<br />
* Thanks!<br>I'm a little curious as to what Simon's intentions with the wiki are. Should we be striving towards documenting every single detail or leaving things a little vague? --[[User:Lint|Lint]] 21:10, 13 February 2006 (GMT)<br />
<br />
* Make it as vague or as detailed as you want. Information about locations of useful stuff is likely to be of interest to plenty of people ;) --[[User:Simon|Simon]] 21:14, 13 February 2006 (GMT)<br />
<br />
* Great! Was interested in adding some stuff, and have, but not sure how much was too much. Driftwood was one example. Luckily, someone with more courage than myself posted it already, lol. =] --[[User:Meatiershower|Meatiershower]] 21:52, 14 February 2006 (GMT)<br />
<br />
== Item Details ==<br />
<br />
* I see that Knife is listed as unknown base level and and damage. I just signed up as a native (a warrior, I think). I found a knife. The hit percentage is 20% with a damage of 1. Is that what people mean by the base level? [[User:Shades of Grey|Shades of Grey]] 09:25, 15 February 2006 (GMT)<br />
::-Shades of Grey : I believe that is what should be listed. I found one and posted about the knife, but have not tried to use it yet. Post that info!--[[User:Meatiershower|Meatiershower]] 22:28, 15 February 2006 (GMT)<br />
<br />
=== GPS ===<br />
*Can someone who understands the GPS please explain exactly what the numbers mean? I have yet to make heads or tails from them...--[[User:Meatiershower|Meatiershower]] 22:28, 15 February 2006 (GMT)<br />
:: I've added some info to the [[Items]] page. --[[User:Dr. J|Dr. J]] 00:31, 16 February 2006 (GMT)<br />
::: Thanks, Doc! What is the '70' and '26' for on the GPS? Do they never change? --[[User:Meatiershower|Meatiershower]] 15:10, 16 February 2006 (GMT)<br />
:::: They are part of the coordinates. As to whether they change - that depends on how big Shartak is. --[[User:Dr. J|Dr. J]] 11:46, 17 February 2006 (GMT)<br />
:::: I assume they are the notional lattitude and longitude of the island. 70E 26S is in the Indian Ocean, 70W 26N is NE of the Caribbean (70E 26N is in NW India and 70W 26S is in South America). --[[User:Richard Hawke-Welch|Richard Hawke-Welch]] 08:39, 20 February 2006 (GMT)<br />
* Right, and exactly WHERE in the villages can you get one? --[[User:Motogrrl|Motogrrl ]] 02:16, 28 April 2006 (GMT)<br />
**Now you can find them in the Medical Huts (2%?) as well as on the ground in the outsider villages. Trading posts often have them, too. --[[User:Tycho44|Tycho44]] 01:54, 18 May 2006 (BST)<br />
<br />
=== Searching ===<br />
* I waded out into the Water with my Soldier and decided to search. Amid the multiple failed searches, I got one message: "You search and find a broken knife which you discard." Was that a potential item that required a certain skill to use or just junk? --[[User:Lint|Lint]] 03:59, 20 February 2006 (GMT)<br />
:* That appears to be a cue that nothing useful can be found in that terrain location. A bit less frustrating than clicking Search 75 times in a row to no avail. --[[User:Tycho44|Tycho44]] 19:16, 21 May 2006 (BST)<br />
<br />
=== Machetes ===<br />
* Anyone know if sharp machetes ever get dull? --[[User:Jackel|Jackel]] 19:46, 23 February 2006 (GMT)<br />
: I have had my machete since level 1 (now am level 8) and it hasn't gotten dull yet. --[[User:Daylan|Daylan]] 07:07, 28 March 2006 (BST)<br />
<br />
=== Dried Herbs ===<br />
* I have some "dried herbs". I don't find them in this wiki, and I haven't used them yet. Anyone know what they do? --[[User:Jackel|Jackel]] 20:36, 23 February 2006 (GMT) '''EDIT:''' Just tried using them got a message saying I didn't know how to use them. My guess is they are "healing herbs" and can only be used with the "Natural Medicine" skill--[[User:Jackel|Jackel]] 18:42, 24 February 2006 (GMT)<br />
:: Which character did you find them with? If you were an outsider, maybe it's the "Native Knowledge" skill you require rather than "Natural Medicine". I wonder what a first aid kit looks like to a native. --[[User:Lint|Lint]] 19:23, 24 February 2006 (GMT)<br />
:::My outsider scientist has these. --[[User:Jackel|Jackel]] 17:36, 25 February 2006 (GMT)<br />
::::"dried herbs" are the name for "healing herbs" when you don't have Native Knowledge. --[[User:Tycho44|Tycho44]] 01:55, 18 May 2006 (BST)<br />
<br />
=== Heavy Sword ===<br />
* Who added the heavy sword? We should all take some time to figure out where you can reliablly find them -- [[User:Daylan|Daylan]] 19:58, 24 February 2006 (GMT)<br />
:It was added by "Fitzcarraldo". --[[User:Jackel|Jackel]] 17:36, 25 February 2006 (GMT)<br />
::I am unfortunately not sure where I found it, it was found on the first day I tried shartak and I wasn't really paying attention, which is why I included the "(?)". Please feel free to add some data to [[Search Odds]] or [[Search Odds Condensed]] to help figure out where to find this item and others! -- [[User:Fitzcarraldo|Fitzcarraldo]] 10:13, 26 February 2006 (GMT)<br />
:Can someone post a screenshot of the heavy sword to verfiy its existence? Has anyone else found it? --[[User:Gandhi|Gandhi]] 04:23, 27 February 2006 (GMT)<br />
::wow, verification? ok, I understand. you can see it [[http://img211.imageshack.us/img211/5835/shrtkheavyswordscrnsht060303b0.jpg here]], just below the obfuscated gps coordinates. Again, I seriously have no idea where exactly it was I found it. It could have been in swamp or beach or jungle, or in town.. they were all in the vicinity, my best guess was jungle. :/ <br />
::As an aside, It makes me wonder what other little treasures there are hidden away that are not very probable!? The mechanism involved could be more complicated than UD's, couldn't it? Maybe there are only so many active per number of players, or maybe it is found in 1 specific square, or in a specific quadrant of the map, or maybe it is actually class specific (fitzcarraldo is an explorer, outsider), or maybe it just has a probability of 0.01%, or maybe those finding them don't look in the wiki, or?? I really don't know. -- [[User: fitzcarraldo|fitzcarraldo]]|<sup>[[User talk:fitzcarraldo|T]]</sup> 11:31, 3 March 2006 (GMT)<br />
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:In case anyone was wondering - heavy swords do break. --[[User:Lint|Lint]] 23:25, 10 July 2006 (UTC)<br />
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=== Other Stuff ===<br />
:I couldn't see too many crazy items being out there, and even if they were they would make everything else pointless I mean why use a rifle(thats 5 dam,60% hit,1.5ap/shot[2ap to shot 1 ap to load],search ammo= about 2dam/ap not counting searching ammo) or blowpipe (thats 4 dam,20% hit, 2ap/shot[I think you have to reload after every shot],search ammo=.8dam/ap!!! not counting search and even if they poison as the name implys they still suck) vs the heavy sword(5 dam,45% hit=2.25 dam/ap can you say "makes other items pointless) after citing the suggestion guidelines page in the urban dead wiki "just cause its really rare doesn't mean people won't find it". Now if you will excuse me I am going to make a suggestion on the item page to remove the heavy sword on the grounds that it makes the rifle, blowpipe and rifle skills absolutly useless(that ap you getting xp for those skills could have found you a uber sword of doom!) --[[User:Daylan|Daylan]] 23:20, 9 March 2006 (GMT)<br />
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=== Breakage ===<br />
* Has anyone had a weapon besides the cutlass break while attacking with it? --[[User:Daylan|Daylan]] 07:07, 28 March 2006 (BST)<br />
<br />
** Sure, my machetes keep breaking. --[[User:Tycho44|Tycho44]] 04:21, 22 April 2006 (BST)<br />
<br />
=== Ideal Inventory? ===<br />
<br />
Just to throw out the question, what appears to be the ideal inventory for exploring the jungle?<br />
<br />
* 2 x Machete<br />
** Need 2 just in case the main one breaks mid-fight<br />
** If you're a Pirate, replace Machete with Cutlass<br />
* 1 x Sharpening stone<br />
** In case your machete blade becomes dull<br />
* 1 x Heavy Sword<br />
** If you can find one, since much better than Machete<br />
** No-one confirmed where these can be found yet, only 4 or 5 known to exist so far.<br />
* 7 x First Aid Kit<br />
** When combined with First Aid/Natural Medicine skill, 7 are enough to heal 70HP and bring you back from the point of dying to full health<br />
** Use Healing Herbs if native since Natural Medicine only seems to work with Herbs and not FAK.<br />
* GPS<br />
** So you don't get too lost, particularly if using Firefox + Greasemonkey scripts such as UBERmapper<br />
** If native, requires Outsider Knowledge skill.<br />
* As many Gold Coins as possible<br />
** They don't appear to use as much inventory space as everything else<br />
** You can use these to trade for extra supplies at camps<br />
* 3-4 x Rifle + many Rifle Bullets<br />
** If Soldier, can get skills to boost accuracy to 60% which may work better than machete<br />
** If native warrior, replace Rifle + Bullets with Blowpipe + Poison Darts, same reasoning<br />
** Multiple rifles/blowpipes mean you can avoid having to reload mid-fight<br />
** Each one can be loaded to allow extra ammunition to be carried since an empty rifle uses as much space as a loaded one.<br />
<br />
--[[User:Snarf|Snarf]] 09:12, 5 May 2006 (BST)<br />
<br />
:A rifle holding up to two bullets occupies the same space as two bullets, so simply replace all rifle bullets with fully loaded rifles. Since rifles' sole virtue is the initial barrage of bullets (damage/AP is inferior to ideal machete when factoring in reloads and searching for ammo), only bother carrying what one needs for killing the toughest possible enemy (a pirate with stamina) - about 15 rifles. The stones are unnecessary especially now that traders pay more for rare - that is, blunt - items; just use your spare blade. Carry a knife to write. That leaves about 35 slots open for FAKs or herbs, allowing one to stay out in the wilderness safely for very long periods of time, even if healing others along the way. --[[User:LouisB3|LouisB3]] 22:03, 30 May 2006 (BST)<br />
<br />
=== Gem ===<br />
I notice that the gem can be traded for three GPS units. Looking at the trade values for the two items ($1000 and $250, respectively), shouldn't it trade for four? If it trades for three, the trade value for the GPS unit is wrong. If it trades for four, then this page is wrong. Who should I believe? I'm so confused!--[[User:Wifey|Wifey]] 19:54, 15 May 2006 (BST)<br />
:No, trading downward in the Trading Post is not a free service -- you need to pay a markup cost of 1 unit. (Trading up is free, except for roundoff costs.) Read the text about the trader's markup costs (on the [[Trading]] page). When you want to '''buy''' a gem, you have to give up 4 GPS Units. When you want to '''sell''' a gem to buy GPS Units, offering a gem gives you 4-1 = 3 GPS Units, because the Trader has to make a profit. --[[User:Tycho44|Tycho44]] 21:09, 15 May 2006 (BST)<br />
:'''Note:''' If you sell the Gem for Poison Darts first, you'll get 100-1 = 99 Darts. If you have an extra Dart lying around, then 100 Darts can be used at 25-1 to buy 4 GPS Units! Check out the [[Talk:Trading]] page if you would like to see the actual trade transaction numbers, rather than having to work them out from prices. (Not speaking the trader's language makes trading very uneconomical.) --[[User:Tycho44|Tycho44]] 21:09, 15 May 2006 (BST)<br />
<br />
== Inventory Limit ==<br />
<br />
I finally hit an inventory limit. ''You're carrying too much to be able to search. You need to drop or use something first.''<br />
4 x banana, 1 x blunt machete, 2 x bottle of beer, 5 x bottle of water, 1 x crab, 4 x first aid kit, 2 x gold coin, 4 x gourd of water, 1 x gps unit [-70.376,26.301], 7 x knife, 14 x machete, 1 x mango, 4 x piece of driftwood, 1 x poison dart, 5 x rifle bullet, 8 x rifle (2), 1 x sharpening stone<br />
At the minimimum this would mean an inventory size of 65 for a level 0 Soldier. If we are to assume that rifles take up 2 spaces, the size would be 73 (which is a weird number). This also presents an interesting situation where your greed for gold may very well impede your survival (if in fact a coin takes up 1 space). --[[User:Lint|Lint]] 19:12, 23 February 2006 (GMT)<br />
:The (2) next to the rifle means that it is loaded with two bullets --[[User:Dr. J|Dr. J]]<br />
::I know :P. I was just putting forth the possibility that firearms would count as 2 units of inventory space like in Urban Dead. --[[User:Lint|Lint]] 19:11, 26 February 2006 (GMT)<br />
:After some trial and error (and baseless assumptions), I think that rifles and blowpipes (whether fully, partially or not loaded) take up 2 units of space. If this is true, the maximum inventory space is 75. Though the number of items I had when I could no longer search varied from 67 to 68, by following this rule, the values always added to 75. It also appears that there is not a check set in place to make sure that you don't exceed this limit with a new item you find. I dropped a rifle and was able to perform two more searches. I found a knife and a loaded blowpipe, presumably putting me 1 unit of space over the maximum. If one were to find a bundle of darts or a box of bullets, they could have well over the inventory limit. I'm not sure how I came to the number 73 before, but I may have accidentally missed recording an item. --[[User:Lint|Lint]] 19:08, 2 March 2006 (GMT)<br />
:: Have we verified weather gold coins take up item spaces? My outsider can't drop his coins...--[[User:Grigoriy|Grigoriy]] 00:21, 3 March 2006 (GMT)<br />
:: I seem to be able to drop coins now, and they do not take up any inventory space. --[[User:Grigoriy|Grigoriy]] 03:36, 7 March 2006 (GMT)<br />
::: If that's the case, my recoded inventory sizes all come out to 71, I believe. --[[User:Lint|Lint]] 03:58, 7 March 2006 (GMT)<br />
:::: Same here. --[[User:Grigoriy|Grigoriy]] 02:38, 13 March 2006 (GMT)<br />
::::: The dust has cleared but Simon hasn't given us an (x/y) inventory indicator. Any chance of putting together a greasemonkey script to indicate current inventory? --[[User:Tycho44|Tycho44]] 19:20, 21 May 2006 (BST)<br />
::::::Such a script has now been written. See ''[[The Shartak Wiki:Community Portal#Greasemonkey scripts]]''. &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 22:55, 30 May 2006 (BST)<br />
<br />
== Character class and search odds ==<br />
I be a crazy sea dog or does character class has an effect on search/find rates? --[[User:El Pirata Cofresi|El Pirata Cofresi]] 18:04, 19 March 2006 (GMT)<br />
:Maybe both. Yarrr! --[[User:Tycho44|Tycho44]] 19:20, 21 May 2006 (BST)<br />
<br />
== Style Guidelines ==<br />
<br />
* Removed AP costs from the item information. Unless it costs more than 1 AP to use an item, it probably isn't noteworthy. --[[User:Lint|Lint]] 01:34, 17 February 2006 (GMT)<br />
<br />
* Proposal to remove the names of classes that start with a specific item. This information is already available on the Character Classes page. --[[User:Lint|Lint]] 21:12, 19 February 2006 (GMT)<br />
<br />
* Removing the lists of what gold coins and gems are worth; belongs in [[Trade]]. --[[User:LouisB3|LouisB3]] 19:29, 19 May 2006 (BST)<br />
<br />
==Splitting this page up?==<br />
Since linking directly to items does not work, and since this page is fairly long anyway, maybe it should be split into 4 pages? One for each of the four sections (ranged weapons, non-ranged weapons, healing, miscellaneous). That way if someone searches for "first aid kit" in the search box on the left of the page, they would end up on a page where they would instantly see the entry on First aid kit within the larger group of healing items, rather than this very long page. In principle I dont like theis idea myself, but it would seem to work better. [[User:Arminius|Arminius]] 01:36, 18 May 2006 (BST)<br />
:Sure, although the page names are worth some effort to get right. Perhaps just "Weapons", "Healing Items", and "Other Items"? Ranged Weapons and Melee Weapons would also work, although Ranged Weapons is just Rifle+Bullet & Blowpipe+Dart at the moment, whereas Healing presumably includes Mangos, Bananas, Beer, Rum, Tasty Berries, FAKs, Herbs, Water, and even Poisonberries. Another possibility is to give each item its own page, so that the Items page limits itself to a sentence or two of crucial info. (The "Locations" page also needs this type of meta-attention.) --[[User:Tycho44|Tycho44]] 02:03, 18 May 2006 (BST)<br />
::Those three pages - "Weapons", "Healing Items", and "Other Items" - sound like they'll get the job done. I'm not completely sold on splitting up the Ranged and Melee Weapons, but that can work as well. --[[User:Lint|Lint]] 02:38, 18 May 2006 (BST)<br />
<br />
Another option is to combine items like Knife/Dagger and simply adding a note for the differences between the items (mostly locations), since they're nearly identical. --[[User:LouisB3|LouisB3]] 19:27, 19 May 2006 (BST)<br />
:I'd say not to combine them, since supposedly paired items have some quirky unlinkings already. For example, the Outsider Medical Hut has first aid kits and knives, while the Native Medical Hut has healing herbs and ... knives. Daggers appear to be are reserved for some future sacrificial altar usage. --[[User:Tycho44|Tycho44]] 19:23, 21 May 2006 (BST)<br />
<br />
Anyone up to the task? Or is there more discussion necessary? :) --[[User:Lint|Lint]] 17:18, 22 May 2006 (BST)<br />
:I may do it soon. I recommend moving some of the page to ''Weapons'', some to ''Healing items'', and some to ''Miscellaneous items'' (note the lowercase; I like Wikipedia's capitalization standards, if you haven't noticed). [[Items]] could then be moved to ''Item'' (since it wouldn't be a list any more) and become a brief description of inventory size and search odds, pointing users to the three "items" pages. &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 21:36, 25 May 2006 (BST)<br />
<br />
<br />
<br />
== Tiger Tooth Amulet ==<br />
<br />
Has anybody been able to confirm that these do anything or for that matter any other amulets? Are they sort of random loot like a gem? --[[User:Icommunsim|Icommunsim]] 17:20, 25 June 2006 (UTC)</div>Linthttps://wiki.shartak.com/index.php?title=Suggestions:Game_mechanics&diff=8179Suggestions:Game mechanics2006-07-10T00:02:28Z<p>Lint: /* Living countermeasures against spirits */</p>
<hr />
<div>{{Suggestions header|page_type=Game Mechanics}}<br />
<br />
== Game Mechanics ==<br />
<br />
=== Conversion ===<br />
When an Outsider/Native dies they are reborn as a Native (don't really understand the spirit thing too well). The Outsiders then get a new class/skill, "Religious Conversion" that requires a "Holy Scripture". This allows a "Priest" to convert one native into a Outsider". The converted native would most likely start off as a Settler. --[[User:One of many doctors|One of many doctors]] 23:22, 16 February 2006 (GMT)<br />
<br />
''Comments''<br />
* I believe that Natives are reborn as Natives and Outsiders are reborn as Outsiders, but I could be wrong. From a game balance perspective, I am not in favor of type-swapping skills unless Natives are presented with an ability to counter or convert Outsiders as well. It does fit nicely with the theme though. --[[User:Lint|Lint]] 23:41, 16 February 2006 (GMT)<br />
<br />
* That would probably be the shamans job, however it may have worked for Urban Dead but I don't think it will work in this game as whichever group has the most players to begin with will, once conflicts begin to arise, dominate by switching people from the side they are on the side the priest/"whatever the natives use" side making you able to graph one groups population by looking at the graph pop=(1/2)^x. Also since there wouldn't seem to be a way, short of finding a converter player to switch you back, to go back to playing as you once did would make the amount of people on one side quickly die off (even though thats what would happen in real life, favouring the outsiders) it would be a very unfun aspect of the game. And really these are HOSTILE natives, or so it seems, why would they let some devilman outsider tell it how it is? They wouldn't, they would simply spear them and laugh! In short all the converting ideas suck, I know I wouldn't want to log on to find I'm playing for the wrong side. -- [[User:Daylan|Daylan]] 10:55, 17 February 2006 (GMT)<br />
<br />
* So that means if my soldier dies, he's reborn as a native? Not only that, but to become an outsider again, first I would have to find a priest (which would be next to impossible with such a small number of players), and then he could convert me into a settler. That means I'll never be able to be a soldier again, which is a real punch in the throat for RPers. -- Grigoriy<br />
<br />
*All valid points. I guess this wouldn't really work we have the same number of players as Urban Dead. But this would be a great way to balance out the sides later on. Say there are too many natives, you just drop more "conversion items" and balance out the sides. Too many Outsiders? Just drop the number of conversion items. Doubt it would catch on though. --[[User:One of many doctors|One of many doctors]] 02:44, 19 February 2006 (GMT)<br />
<br />
*Conversion doesn't have to be forced. It could require action on both sides, like a native doning a religious item and an outsider using the skill on that native. After all, conversion isn't real without true faith. The native counter to this could be similar, requiring an outsider to die holding a packet of that headshrinking powder while a shaman uses the Zombification (ala Haitian witchcraft) skill. -- frisco<br />
<br />
*You don't change class or anything when you die. --[[User:Murk|Murk]] 12:31, 4 March 2006 (GMT)<br />
<br />
*I gave a response t othis idea under "Holy Scriptures," I think, offering another idea for it that may piss a lot less people off. *points over there*--[[User:Wifey|Wifey]] 07:15, 29 March 2006 (BST)<br />
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<br />
=== Capturing villages ===<br />
Since this is like some war between Outsiders and Natives I thought this appropriate. If all the (say) Outsiders are killed in York and there are none left, then it becomes a Native village and vice versa. Probably needs harder requirements to capture settlements though. Maybe each side could have one permanent place that can never change hands? --[[User:One of many doctors|One of many doctors]] 03:41, 1 March 2006 (GMT)<br />
<br />
''Comments''<br />
:Not sure about this - what about all the idle players within the village? They might "wake up" after a couple of weeks to find they're in enemy territory. --[[User:Simon|Simon]] 11:00, 1 March 2006 (GMT)<br />
<br />
:You could have it so idle players goto the nearest friendly village-- [[User:Daylan|Daylan]] 02:58, 3 March 2006 (GMT)<br />
<br />
:Turf control in a limited AP browser game like this just invites lame zerging behavior. I don't like it. --[[User:Jackel|Jackel]] 00:00, 4 March 2006 (GMT)<br />
<br />
:Not villages, perhaps 3x3 square 'forts'? --[[User:Grigoriy|Grigoriy]] 01:10, 4 March 2006 (GMT)<br />
<br />
:I do like the idea, but I think Jackel's observation hits a key point. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)<br />
<br />
:Agreed with Jackel and Lint and Simon. --[[User:Berry|Berry]] 13:32, 7 March 2006 (GMT) Additionally:<br />
::* Please don't impose your assumption that Shartak is at heart a "war between Outsiders and Natives" on the rest of us. That is not the only possible direction in which this game can go. For example, an Outsider village might turn out to be populated by a trading company that views the other Outsider villages as competitors whose extermination would be good for business, but it could just as easily develop into a peaceful scientific outpost, a pirate haven of drunken debauchery, or a missionary settlement devoted to finding the Natives and learning their language (gotta spread that old time religion). I believe it would be better to keep the objectives more freeform, and let the players create the course of history. --[[User:Berry|Berry]] 13:32, 7 March 2006 (GMT)<br />
::* On a hopefully more helpful and positive note, one could simulate/approximate capturing a village by amassing an army of suitable size, carving messages of ownership all over the territory of the village in question, killing all members of the village, and repeatedly killing the village shaman so they can't get back as easily. (Ouch. I hope no armchair megalomaniacs out there have been taking notes.) --[[User:Berry|Berry]] 13:32, 7 March 2006 (GMT)<br />
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<br />
=== Unique skills ===<br />
I think that each class should start off with one unique skill that the others may never aquire. That way it stops all the classes from becoming too generic. For example Settlers could have a "farming" skill, Soldiers could have a "bravery" skill, etc. Or mabey they could just have a attribute like Soldiers have an extra 10% chance of striking the target, Warriors have an extra 10% chance of finding animals, Settlers have an extra 10% chance of finding an item, Scouts have a 3% chance of recovering 1 HP per AP spent, etc. --[[User:One of many doctors|One of many doctors]] 02:34, 5 March 2006 (GMT)<br />
<br />
''Comments''<br />
:I am in favor of this (if it is not in effect currently). We'd have to work out the details to make sure each class is getting their fair share, but something that encourages players to try other classes or team up with other players using different classes for a better playing experience sounds good to me. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)<br />
:I am in favor of each class being able to acquire (but not necessarily starting off with) a unique skill or attribute that the others may never acquire. Sounds to me like the kind of thing that would be unlocked as one's reward for a rite of passage, rather than granted as a right of birth. --[[User:Berry|Berry]] 12:53, 7 March 2006 (GMT)<br />
:Perhaps a Research skill of some kind for the Scientist, maybe allowing them an advantage when doing things with dead animals (would need something to do with dead animals, obviously!).[[User:MorkaisChosen|MorkaisChosen]] 16:09, 16 March 2006 (GMT)<br />
:Pirates should have a skill to steal their fallen enemies' gold coins. Arr. Would probably result in a lot of outsider in-fighting, though, and outsiders are currently outnumbered.--[[User:Wifey|Wifey]] 07:18, 29 March 2006 (BST)<br />
:I agree with this as well. It seems Shartak is on the way to giving each class their own benefits (Soldiers/Warriors with gun skills, Settlers/Villagers with animal affinity etc.), but so far only a few have been made unique. At present there is really no point to being a scientist. He starts with 10 gold coins... what the? So I'm pushing for each class to have at least one unique skill they can purchase with XP. --[[User:Rip Purr|Rip Purr]] 11:50, 3 June 2006 (BST)<br />
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<br />
=== Pet System ===<br />
{{suggestion|<br />
suggest_type=Game mechanics|<br />
suggest_scope=All classes|<br />
suggest_description=I will combine aspects of the '''Animal''' and '''Pirate''' suggestions and propose a pet system that allows you to tame one of the animals on the island. First, you have to weaken the animal. Then you throw a sphere device at it and shout "SHARTAK SPHERE! GO!" for 1 AP. There's a slight chance that you have captured and tamed the animal. The more powerful the animal, the less success chance. You earn no XP for taming an animal. Players can only have 1 pet at a time. They can release a pet whenever they want. If the owner dies, the pet runs away. Pets have fixed HP, attack, and accuracy based on the type of animal they are (ie. they do not level up or heal, just to keep it simple to design). They follow the player around and only attack when the player attacks. It would be nice if they attacked while you were not playing, but auto-defense mechanisms are unnecessary. Enemy animals randomly determine whether they are attacking the owner or the pet. Other players will have an option for targeting the owner or pet. There is no XP gained for attacking or killing a pet to deter any attempts at farming pet killing (I can't believe we even have to consider preventing such a thing). For added flavor, owners can name their pets.|<br />
suggest_time=08:40, 5 March 2006 (GMT)|<br />
suggest_author=[[User:Lint|Lint]]|<br />
suggest_comments=<br />
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*ROTFL. Sounds a bit like Pokemon or Yu-Gi-Oh (don't worry, I'm not a fan, I have kids that were!). Perhaps instead of spheres, you could keep the monkeys on a leash, heal a tiger or elephant to make it less likely to attack you, tame deer by feeding them, etc. Some animals like the wild boar would have to be pretty difficult to tame. --[[User:Simon|Simon]] 15:14, 5 March 2006 (GMT)<br />
*I was with you right up until you got to the "sphere device" bit, and I rejoined you afterwards. ;) The rest of your suggestion otherwise seems to be pretty well thought out. Personally, I'd prefer to attempt to tame the animal into becoming a pet purely by offering it food, rather than "weakening" it by other means. Especially since food is scarce enough that offering it to an animal would be a real sacrifice and therefore an interesting decision for the player to make. --[[User:Berry|Berry]] 14:49, 7 March 2006 (GMT)<br />
*I will confess that I had a lot of fun with the references. The problem I have with using an existing item to tame a pet is how to implement it. The player can't click on the fruit, because that will just heal themselves. And I think it is unecessary to redesign fruits like First Aid Kits and Medical Herbs, just so they can feed it to an animal. And a database check to see if the player possesses a fruit before providing a "tame" command seems awkward. Perhaps there is just one item called "animal bait" (from the Trade Hut most likely). It works much like a FAK or Herb, but can only be applied to animals (though there will be a "Yourself" option by default for those players that decide they enjoy the taste). Animals will then have a value called "tame count" in the database. For each successful feeding, this number is incremented. When a specific number is reached, the monster is successfully tamed. If a monster is killed, the number is reset to 0. Acquiring a pet should not reduce the population of animals on the island (ie. one should respawn to take its place). Furthermore, those with '''Animal Affinity''' should have a better taming success rate. (This is another attempt to give Villagers and Settlers a little boost.) --[[User:Lint|Lint]] 17:32, 7 March 2006 (GMT)<br />
*This idea, while somewhat interesting, is not very realitic. The animals of the island are wild. In reality, tigers, elephants, deer, "WILD boars" etc can only be made LESS WILD by extensive and careful training and handling when they are young, not be tamable by any means, certainly not enough to follow a person around and fight on their behalf. Maybe it would be possible with parrots and monkeys, but if Simon is going to implement changes, I'd rather see some of the more believable ones first. I do agree with Lint that it would give more value to '''Animal Affinity'''. Animal attacks, even from a tiger or elephant (which would realistically be very dangerous) are hardly to be feared, making this skill currently seem pretty useless.<br />
<br />
<br />
* ''The following is a Pet suggestion made by [[User:Richard Rose|Richard Rose]] on 21:47, 24 March 2006:''<br />
<br />
as the name reades, simply have "pets" as a survivor living in the jungle, my first instinct would be to find support, in this case we could add a "tame animal" button, which would be clicked to tame an animal, the starting catching % would be something like 10% and could be improved the more the animal is damaged, like at 1hp, if full health was 10hp then you'd have 55% of catching it, (i added 5% for every 10% missing from the creature's health)<br />
this could also be improved with new skills such as<br />
<br />
+Amateur Catching Skills (adds 10%)<br />
+Catching Skills (adds 15%, doesnt stack)<br />
+Taming Skills (adds 30%)<br />
<br />
+Net (adds 10%, does stack)<br />
<br />
certain animals could be ridden, other would do funny things or find objects for you, ex:<br />
Mr. Bobo the monkey finds a bottle of rum in your pocket "gee i didnt know i had that"<br />
<br />
elephants, large stags, and tigers could be ridden, small stags would haveto grow up before being ridden, after like, 10 days, or 20 kills they would mature, its all just theory...<br />
<br />
parrots could become like flares, ex: Mr. TweetTweet flies towards you and drops a message "help, im at X, Y and there's a native village!"<br />
<br />
the parrot could also say messages randomly, players (upon catching a parrot) would be given 10 slots and would type things into them, the parrots would randomly say one, ex:<br />
you attack elephant, Mr. TweetTweet says "polly want a cracker"<br />
<br />
animals could also act like extra space, like a backpack, if you will.<br />
animals are named upon capture.<br />
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<br />
=== Profile Effect Items ===<br />
{{suggestion|<br />
suggest_type=Game mechanics|<br />
suggest_scope=Inventory and profiles|<br />
suggest_description=These are useless baubles that take up 1 unit of a player's inventory space, but if anyone views their profile they will see that the players possesses the item. Using the item won't accomplish anything and merely produce flavor text. However, if a player is in the presence of another player, using the item would show it off. As with all items, there's no way to trade them with other players. We can have eyepatches and peglegs. We can have tribal masks and warpaint. Maybe some clans would require a certain dress code. Maybe they need 30 pieces of flair. I think it provides an outlet for the less serious gamers. Problems: Serious gamers might be plagued with finding such items and dropping them, wasting (in their opinion) AP and Page Hits. Also, arguing over what items fit with the theme of Shartak will be a headache-inducing process.|<br />
suggest_time=08:40, 5 March 2006 (GMT)|<br />
suggest_author=[[User:Lint|Lint]]|<br />
suggest_comments=<br />
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* I like this suggestion. How about finding the pieces of the masks and making your own - combine the baubles with mini-quests? --[[User:Simon|Simon]] 11:18, 8 March 2006 (GMT)<br />
:For example, to make the sacred warrior mask of Raktam, you must find 5 parrot feathers, a tiger tooth, some berries and a piece of driftwood that can be carved into the appropriate shape with a knife or dagger. Once you have all those items, you get a "create mask" option which then removes the required items and the mask appears in your inventory (and profile).<br />
::Having the database check to see if they have all the ingredients seems a bit unwieldly. After every action or inventory use it might have to run the check to verify that they are alive, still have the items, etc. I'd just settle for having them take the items to a specific NPC. But yes, a mixing quest would be fun. --[[User:Lint|Lint]] 18:02, 8 March 2006 (GMT)<br />
***No, you could easily set it up so that no demands were placed on the server. For example, a recipe that required 5 parrot feathers, berries, driftwood, knife/dagger, and a tiger tooth might only activate upon clicking a tiger tooth amulet: "You try to assemble your Tiger Fetish, but you are missing 3 parrot feathers." In my opinion, there should be hidden flags for characters as well, "visited cave-in", "visited oasis", and so on, so that players would have to discover the Tiger Fetish recipe / assembly process first: by visiting some secret tunnel network, "Engraved on the stone walls is an elaborate recipe for assembling a Tiger Fetish, requiring ..." (if you are fluent at reading Native). --[[User:Tycho44|Tycho44]] 13:59, 23 June 2006 (UTC)<br />
<br />
* I just hope that this idea motivates players to try new things ("I'm going to join a clan that wears such-and-such a mask and attack the others! Yarr!") and not feel that the game is just about collecting items ("Well, I got all the masks. I guess I'm done with the game."). --[[User:Lint|Lint]] 18:02, 8 March 2006 (GMT)<br />
<br />
*Maybe the different masks have different effects, from some simple ones (attracting/scaring animals, making them less likely to attack or easier to hit) to the downright blatavt video game reference that turns you into a huge brown rocky guy who can punch boulders apart. OK, maybe not the second one. [[User:MorkaisChosen|MorkaisChosen]] 20:53, 9 March 2006 (GMT)<br />
:I think that's something to be worked on in a separate suggestion. The point of this suggestion is to make useless "fancy hats" that neither add or take away from the established gameplay. However, in the eyes of certain players, they may be invaluable because of how they can incorperate such items into their goals and roleplaying. --[[User:Lint|Lint]] 23:52, 9 March 2006 (GMT)<br />
::Bumping this good suggestion. Let's have some cowrie shells! (And The_Conch(tm), see next suggestion.) The barren ruins and huts seem so sad and pathetic right now, they need some wacky useless trinkets to tide us over... Maybe we need shovels to dig for treasure, too. Yarr! --[[User:Tycho44|Tycho44]] 06:06, 10 May 2006 (BST)<br />
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}}<br />
<br />
=== Conch Shell Hunt ===<br />
{{suggestion|<br />
suggest_type=Game mechanics, minigame|<br />
suggest_scope=Event|<br />
suggest_description=''Capture the Flag''-ish minigame. Somewhere on the island is a single conch shell item. It can be found by searching anywhere. It takes 1 inventory space and appears when anyone views their profile. When the conch holder is in the presence of other players, flavor text is added to the area description to inform the others that the conch holder is in the area. If the person in possession of the conch drops it, dies, or is idle for more than 5 days, the conch returns to the system. The person who holds the conch the longest gets recognized in the statistics. Killing the conch holder earns special bonus XP. Adept conch holder killers may also be recognized in the statistics. Problems: Someone with multiple characters could take advantage of having the conch on one character and reap the XP and fame with another. There will be a point where a race condition will occur and might result in multiple conches and a broken game.|<br />
suggest_time=08:40, 5 March 2006 (GMT)|<br />
suggest_author=[[User:Lint|Lint]]|<br />
suggest_comments=<br />
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* This kind of thing has been on my ideas list, although this is much more detailed version than the one-liner I had. --[[User:Simon|Simon]] 15:05, 5 March 2006 (GMT)<br />
*''I'' have the conch! I'm allowed to speak! *ahem* I mean, um... >.>--[[User:Wifey|Wifey]] 07:21, 29 March 2006 (BST)<br />
** Suggestions: (1) Skip bonus for the conch-killer and you remove incentive to zerg. (2) Have the conch break when the conch-bearer dies (respawns on a random beach) and you remove the race condition. (3) Give the conch-bearer an action to blow into the Conch. (You hear the booming echo of a conch being sounded to the south-east.) Maybe 50% chance of 1xp each time you blow the conch, just to give you incentive to attract attention to yourself. --[[User:Tycho44|Tycho44]] 02:31, 23 April 2006 (BST)<br />
<br />
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}}<br />
<br />
=== Know your foes ===<br />
As a native, I get killed a lot by outsiders, but I just can't strike back when I come back to life, as nothing allows me to identify my agressors amongst the outsiders I meet. I expected some basic language skill to give me access to clickable outsiders profiles, but it doesn't. So. I don't like much the fact that, in this game, the only alternative you have is "attack random outsiders" or "attack none". I'd like to be able to protect myself without being too unfair to peaceful outsiders (and being part of some snowball effect).<br />
<br />
This would be partly solved by some profile access (allowing to check people's amount of human kills), or some limited displayed info on the present players (it would make -almost- sense for natives to automatically carry visible scalps or shrunken head of their victims, but I'm not sure how to justify the kills display in the case of outsiders, despite of the fact white men were actually quite fond of indian scalps at some time). Another useful tool would be some urban-dead-like contact list.<br />
<br />
Of course, ideally (but absurdly) the most useful stat to be able to see would be the number of kills of people without human kills at the moment of their death, but... -- Leaf<br />
<br />
''Comments''<br />
Perhaps seeing the profile of someone on the opposite side if you or they have the advanced language skill would be good, it would be cool to hang around with some natives without worrying about aggressors. --[[User:Grigoriy|Grigoriy]] 21:30, 18 March 2006 (GMT)<br />
<br />
If you had a contact list and some way to target individuals on your list ala Urban Dead, I'm guessing that would probably help. Not so sure about the scalp display approach. --[[User:Simon|Simon]] 23:36, 18 March 2006 (GMT)<br />
<br />
A contact list would be quite useful in Shartak. But also being able to read profiles, maybe through an "observe" button and scroll-down menu. For the moment, people just hit each other once, hoping to miss, in order to get a link to the other guy's profile. There must be a more rationnal way to quench this curiosity. -- Gone 13:36, 10 May 2006 (GMT+1)<br />
<br />
* Basic contact list functionality added. --[[User:Simon|Simon]] 15:08, 23 June 2006 (UTC)<br />
:* Can now edit the comments and change the type of the contact from friend to enemy or neutral. --[[User:Simon|Simon]] 11:17, 9 July 2006 (UTC)<br />
----<br />
<br />
=== Forest Fire ===<br />
{{suggestion|<br />
suggest_type=Game mechanics, natural disasters|<br />
suggest_scope=Terrain|<br />
suggest_description=This is a potential temporary minigame that will either lead to players to band together and save the island or perhaps just lead to all-out chaos. A fire script is created which designates one block as fire (it is identified by a little fire.gif in the background). Every 20 minutes the fire script will check if there is <del>Grassland or</del> Jungle nearby with density from 1-10. If there is, it spreads to the next block. It will not spread to any other terrain (including villages and ruins). Thus, the best way to prevent the spread of the fire is by chopping vegetation down to 0. The initial fires will be placed randomly around the island. Actions performed in a fire occupied space deal 2 damage. For this event to be more devious, there should be a means to quickly restore vegetation (dropping driftwood, planting fruit, watering with gourds).|<br />
suggest_time=03:58, 17 March 2006 (GMT)|<br />
suggest_author=[[User:Lint|Lint]]|<br />
suggest_comments=<br />
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*I like some things about this suggestion, I think it could work really nicely if there was also a rain algorithingamajig, so that maybe, if some part of the island dried out, wildfires could break out, or if it rained too much villages could flood and get swamped. Its a neat idea. -[[User:BananaBear|BananaBear]] 04:55, 17 March 2006 (GMT)<br />
* I like the idea of rain and fire, however there's no telling if the server would handle the database access/calculations required when the number of players gets into the range that Urban Dead has. --[[User:Simon|Simon]] 11:17, 17 March 2006 (GMT)<br />
** I thought it might be a bit much. Ah well. --[[User:Lint|Lint]] 19:32, 17 March 2006 (GMT)<br />
** Not the idea of fire itself, that may well be quite feasible. I meant having rain causing flooding, or not enough rain leading to fires might be a bit awkward.. unless I can think of some way to reduce the work that needs to be done regularly. --[[User:Simon|Simon]] 23:38, 18 March 2006 (GMT)<br />
* Maybe fires could also destroy huts, and then there could be a skill to rebuild them. Maybe even give people the ability to start their own fires. It might make for interesting tribal wars. -[[User:BananaBear|BananaBear]] 18:22, 20 March 2006 (GMT)<br />
** Imagine what would happen if an ammo hut caught on fire!--[[User:Darkferret|Darkferret]] 04:32, 1 April 2006 (BST)<br />
** I kind of wanted to restrict fires to the Jungle (removed my Grasslands comment from the original suggestion) since a lot of Huts provide resources for starting players and players that have just been revived. I think it would be unfair to prevent them with the opportunity to gather supplies. As a tactic, it may also be unfair. Native villages appear to be completely surrounded by burnable Jungle, while Outsider villages are bordered by the Beach. --[[User:Lint|Lint]] 19:46, 20 March 2006 (GMT)<br />
** Good point. The pirates would be completely free of burning too. I still think a way to temporarily damage structures could be fun -[[User:BananaBear|BananaBear]] 19:59, 20 March 2006 (GMT)<br />
** As a general rule, real world jungles don't burn terribly well, although there are a few notable exceptions (such as the Indonesian forest fires in 1997-98). Grasslands, however, burn quite regularly, and in fact such fires are necessary for the good health of the grass. Fire kills off sapling trees in the area which would otherwise grow to the point that they overshadowed and killed the grass. I don't know whether the game has any grasslands large enough to make this kind of thing interesting, though. --[[User:Jackdaw|Jackdaw]] 15:55, 25 March 2006 (GMT)<br />
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}}<br />
<br />
=== The Ghost Elephant ===<br />
{{suggestion|<br />
suggest_type=Game mechanics, miniboss|<br />
suggest_scope=Event|<br />
suggest_description=Somewhere on the island is an animal that exists purely as a temporary event. The Legendary Ghost Elephant - in reality, an aggressive albino pachyderm of incredible size - is said to roam the island of Shartak. Some Natives revere it, others desire to be recorded as the one who slayed it. Some Outsiders wish to study it, others desire to have it as a trophy. It behaves much like any other elephant on Shartak. However, it has a different label, an unfathomable amount of HP, and deals horrific damage. If you heal the Ghost Elephant with a FAK or Herbs, you receive double XP. And to further serve a challenge, don't place an HP cap on the Ghost Elephant, just give it a starting amount. If possible, a log of all actions performed on the Ghost Elephant should be kept by the server and revealed in the event that it dies.|<br />
suggest_time=03:58, 17 March 2006 (GMT)|<br />
suggest_author=[[User:Lint|Lint]]|<br />
suggest_comments=<br />
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*Ha! I like this one, Lint, and simple to implement. It should really have a boatload of HP, as I think few will consider expending valuable healing items on it, when its far easier (and more rewarding) to hack away at it for 40 AP then make a run for it! --[[User:Jackel|Jackel]] 16:42, 17 March 2006 (GMT)<br />
<br />
*Arr! I would ride that ghost beast like a horse jus' fer fun, then slay 't t' sell its tusks t' them outsiders an' th' meat t' them natives. --[[User:El Pirata Cofresi|El Pirata Cofresi]] 17:46, 17 March 2006 (GMT)<br />
<br />
*In the Congo they refer to it as Mokele Mbembe - he who stops the flow of rivers - and it is rumoured to be a lost dinosaur. The island could do with some cryptozoology. Would this creature be able to disappear or hide or move incredibly fast? If not, then once one person finds it, they can just call everyone over to the same square. This kind of defeats the mythical aspect as well as adding potential server problems. --[[User:Frisco|Frisco]] 18:24, 17 March 2006 (GMT)<br />
<br />
*I should make the animals attack back in near-realtime first (as in you attack them and they may or may not get an attack in).. just to add a bit of interest to it and stop people running up to the creature and hacking and then running away. Making an animal with an almost unlimited number of HP would be possible.. I guess probably start it with at least double a normal elephant and max of about a thousand HP to prevent people healing it to the point where it'd be impossible to kill. --[[User:Simon|Simon]] 18:37, 17 March 2006 (GMT)<br />
<br />
*It could be cool, especially if it moved around in a way that made tracking it possible, maybe by destroying the foliage, or moving in a pattern. Also having it move might help keep people from all winding up in one square beating it up. -[[User:BananaBear|BananaBear]] 18:41, 17 March 2006 (GMT)<br />
**I've tried to offset the game's focus on combat by encouraging healing (double XP may be too much of a reward, so I'm willing to remove that), but that alone will most likely be not enough to counter the horde of blood-thirsty savages!<br>Healing with the Herbs and FAKs may actually be seen as healing the Ghost Elephant spiritually rather than merely physically, which is why it's health can grow high. I don't see a problem if it became near-unkillable. I like keeping some myths and legends around.<br>I thought that it would be best if it traveled like an elephant, but it is true that it limits the people that are able to participate in the event. Perhaps it should "teleport", after a certain amount of time in an area - "A wall of fog sweeps in through jungle. When it fades, you see that the Ghost Elephant has vanished as well."<br>I requested for a log of actions to determine who killed it, who attacked it the most, who healed it the most, and who got hurt the most. Also, rather than a recurring animal, I thought it would be best to release it as an event that occurs every now and then. Or maybe only once! --[[User:Lint|Lint]] 19:32, 17 March 2006 (GMT)<br />
***Hmm, when the elephant reappears, it should give a loud trumpet which can be heard over a certain radius to increase the chance of players coming across it. Unless of course players would prefer that it were more stealthy. --[[User:Lint|Lint]] 23:25, 4 April 2006 (BST)<br />
<br />
*I like it. And of course, you needn't stick to land animals; a mysterious sea creature that patrols the island waters and is reported to be 30ft long could prompt more people to vernture into the waters for a glimpse/trophy etc. Sharks will also be a problem for those searching! --[[User:Malphas|Malphas]] 15:52, 19 March 2006 (GMT)<br />
<br />
*I ''love'' this idea.--[[User:Wifey|Wifey]] 07:08, 28 March 2006 (BST)<br />
<br />
*Great idea!--[[User:Paradox244|Paradox244]] 21:04, 24 May 2006 (BST)<br />
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}}<br />
<br />
=== Auto Attack ===<br />
I've never liked the fact that while I am away from the game, things can happen to my character, like being chewed on by a tiger or slashed with a machette. How about a setting where you can turn your character on to auto attack anything that hits you. It should, of course, be user selected. This would change the game mechanics a bit, as you could no longer move in on a target and attack it withough fear of a counter-strike. To me this is far more realistic, in that even if you are sleeping, when somebody hits you, you're going to wake up and do something about it with whatever engery you have left. <br />
<br />
An alternative selectable action might be an auto-run. You can pre-specify the direction you want to run and how many squares upon being hit. A character with trekking could stay alive just by running a few square whenever they are hit.<br />
--[[User:Qberry|Qberry]] 02:34, 20 March 2006 (GMT)<br />
<br />
''Comments''<br />
* The main problem with this is that players will be discouraged from attacking other players, as this will become extremely dangerous, and the native warrior who wants the outsiderts out will effectively be penalised.[[User:MorkaisChosen|MorkaisChosen]] 15:47, 20 March 2006 (GMT)<br />
* Sorry, but I don't like this. I feel that that this will lead to interactions with players that are no different than interacting with an NPC. Could someone theoretically max themselves out by just leaving this option on and checking in every now and then to make sure they haven't become a spirit? --[[User:Lint|Lint]] 17:28, 20 March 2006 (GMT)<br />
* Yeah, I'm not a fan of being able to do something by not doing something, such as fighting or running without being there to fight or run. Also, would it be free of AP and IP hits, or would it be possible to come back and have no AP or hits left? It seems like these problems would wreck any sort of auto action. I can understand not enjoying being macheted while away, but I don't see any way around this. -[[User:BananaBear|BananaBear]] 18:20, 20 March 2006 (GMT)<br />
* I must admit that I don't like the idea all that much, but if it was implemented it would probably be something that was user configurable. I don't think running away would make sense, but fighting back does. For example, no more than X AP to be used fighting back until you next log back in, and they wouldn't be used unless you had more than Y AP left. This way you could set X to 10 and Y to 6 and if you ran out of AP, set those values, it would be 2 hours (6 x 20m) before you were likely to attack, and it would use no more than 10 AP fighting back. Because the values are configurable, it would be hard to know who would fight back and who wouldn't. Setting X to 0 would disable the feature. I think probably the attacks would gain XP if successful, same as normal, but because you wouldn't be able to set the number of AP to use to more than your max AP value, it would be impossible to level up a character by simply leaving them alone (not to mention you would disappear from the map after being idle for a bit). --[[User:Simon|Simon]] 21:01, 20 March 2006 (GMT)<br />
* i like the idea of counterattack , but with some limits. You have only a % of counterattacking someone (25%?) , you don't consume AP , you don't get XP. But , whit wich weapon do you attack?--[[User:JonesDye|JonesDye]] 10:05, 27 March 2006 (BST)<br />
* The impetus behind auto-attack is to lessen the chance and impact of Badness happening to your character while you're away, but auto-attack isn't the proper solution to this. Shartak's appropriate skill would be jungle hiding, though a construction skill would work too, if we want to be more like that other game. --[[User:Frisco|Frisco]] 13:51, 4 April 2006 (BST)<br />
* What the animals are doing now is basically what I was saying should be an option for players. In fact, now that the animals counter-attack, it's become far more safe to attack a high-level soldier than it is to attack a parrot. All the more reason to implement this feature. It will also introduce more strategy into gameplay, such as how many AP to reserve for counter attacks, etc. It could be as simple as: enable auto-attack (toggle), if enabled, select weapon (pull-down menu), select AP to stop self-defense (pull-down?). If you select 0, you'd attack until exhausted or they left. If you select some non-zero, you'd attack until you were down to that amount. I kill a lot of other players, but I still say this would be very good for game mechanics, especially considering the new animal behavior. --[[User:Qberry|Qberry]] 06:00, 1 June 2006 (GMT)<br />
** I would only agree with that one if it was only against animals. I don't think auto-defense was a good idea ''at all'', but now that it's in, I think that ours should only work against NPCs.--[[User:Wifey|Wifey]] 20:11, 1 June 2006 (BST)<br />
*** Unfortunately this could only exacerbate the Banshee Wailing Spam problems. An auto-defense option is worthless against spirits, and Banshee Wails could easily be the leading cause of damage and death in Shartak (during May 2006). Implement Exorcism before worrying about AP-costs and pull-down-menus for melee parry defense systems. --20:48, 1 June 2006 (BST)<br />
**** Exactly. Actually, I've been thinking more on this. It's really a good thing that the animals are so dangerous now. The focus should be more on the struggle between natives and outsiders. Plus, it makes Animal Affinity that much better, which gives a good reason to play a villager or a settler.--[[User:Wifey|Wifey]] 23:48, 1 June 2006 (BST)<br />
*I support this idea in theory, but of course it must be approached carefully. I like JonesDye's idea of not gaining XP for counter-attacks, and there are so many other factors to consider. QBerry-- you should start a thread about this in the forums to get all sides of the debate and get discussion going. This could be a great feature if implemented correctly. [[User:Arminius|Arminius]] 00:47, 4 June 2006 (BST)<br />
----<br />
<br />
===Flavor Text===<br />
<br />
this section is where "users" add "flavor" to the game, im just suggesting that every few steps the computer say a message depending on location, here ill give a few examples:<br />
<br />
*'''grasslands'''<br />
**the grassy field sways under the wind's rush as you take a step.|<br />
**something far off squaks and makes a strange throaty bellow.|<br />
<br />
*'''water'''<br />
**a wave crashes calmly in the distance|<br />
**a spalsh can be heard from far off|<br />
<br />
*'''jungle'''<br />
**a parrot's call can be heard distantly|<br />
**the bushes nearby are rustling from the small wildlife in them|<br />
<br />
*'''village (outsider)'''<br />
**the smell of gunpowder wafts into your lungs|<br />
**the smoke comming from a nearby hut smells of fresh turkey|<br />
<br />
*'''village (native)'''<br />
**the shaman's voice can be heard traveling through the village|<br />
**you step on the bones of what appears to be a rattlesnake|<br />
<br />
*'''beach'''<br />
**the hot sand burns your feet, yet feels wonderfully different|<br />
**several sea shells catch your eye from far off|<br />
<br />
<br />
please feel free to update these with more, as they are just a list (if simon decides to) that will be used for flavor.<br />
i want to do this because the game gets kinda boring simply traversing through square after square<br />
<br />
''Comments''<br />
* One of the noticeable, distinct aspects of that other game are the different messages for each building; i really like this idea. A criticism, though - i'd refrain from mentioning living animals/people or useful items in the descriptions, they could be confusing to newbies. In other words, "a parrot's call can be heard distantly" isn't appropriate, and "the shaman's voice can be heard traveling through the village" might not be appropriate if the shaman is currently dead. The following could substitute: "You see a large ant colony busily rebuilding their hive" (an animal that has no game impact) and "The spirit of Shubar is felt all around you" (doesn't matter if Shubar is alive or dead). --[[User:Frisco|Frisco]] 14:05, 4 April 2006 (BST)<br />
* I sort of feel like this is something that could easily be put together with a Greasemonkey script. It would be nice, but it isn't really necessary. --[[User:Lint|Lint]] 05:35, 5 April 2006 (BST)<br />
:* See the end of the list at [[The Shartak Wiki:Community Portal#Greasemonkey scripts]]. &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 23:31, 11 June 2006 (BST)<br />
----<br />
<br />
===slots/ new inventory===<br />
slots and inventory could be implemented where, a picture of a silhouette was shown, with names of equiped items in slotted areas, ex: you skin a goat, find some sharp rocks and fashion yourself some claws, you then put them on, giving you +1 damage to all melee attacks<br />
[[Suggestions:Items#animal wearings|animal wearings]]<br />
<br />
"Comments below"<br />
<br />
Making Claws? and not "all melee attacks" but only punch attacks --[[User:Slith|Slith]] 06:45, 29 March 2006 (BST)<br />
<br />
I don't see why you need item slots for this. Having a pair of claws in the inventory would just improve punch damage by 1. That said, I don't like the idea of making oneself claws. Seems a little silly, when you have actual weapons around. Seems a little silly, either way, really. Perhaps that's just my sense of aesthetics, though, and not that of the majority of the players.--[[User:Wifey|Wifey]] 06:37, 4 April 2006 (BST)<br />
----<br />
<br />
===Boat Construction===<br />
Boats wouldn't be able to go into The very deep water people can't go into because the tides would rip them apart but could go move in all water for only 1 AP and it also prevents sharks from biting you. Multipule people could get into a boat based on how much wood is used, like <br />
n*.001 x 1 = People Where n = The amount of wood used.<br />
<br />
'''Edit'''<br />
<br />
When Boats are being boarded each player may vote on who they decide should be the captain. The captian may move boat, call the boat any non vulgar name and anyone may jump off the boat at any time except the captain. Boats could only be built on a beach and automaticly once built move the person who constructed it into the nearest water square. Players may board the baot at any time by moving into the same square as it and selecting enter. When the captain moves the boat onto a land square the boat is destroyed and all people who boarded are thrown onto the beach. Players may change the captain at any time by changing there vote. Natives can not board Outsider boats and outsiders can not board native boats. What the boat looks like and is called depends on the size of it.<br />
<br />
1 person: Raft<br />
<br />
2 people: Large raft<br />
<br />
3-4: Small boat<br />
<br />
5-6: Boat<br />
<br />
7-9: Large Boat <br />
<br />
10-24: Huge Boat<br />
<br />
25 and up: Gigantic Boat<br />
<br />
--[[User:Slith|Slith]] 06:42, 29 March 2006 (BST)<br />
<br />
''Comments''<br />
*check out the skills section, i already suggested something like that.... anyway, check it out --[[User:Richard Rose|Richard Rose]]<br />
*While the huts are handled in Richard's suggestion, I am interested in the boat aspect. I think that placing multiple players on a boat will be troublesome. Who decides where the boat goes - the server? the first player on the boat?<br>It's also important to keep in mind that we already are offered a skill to help with moving in water - '''Swimming'''. If we are to introduce rafts, there should be some mechanics set in place to minimize their usefulness.<br>Perhaps carrying a raft through non-water terrain doubles movement cost to discourage players from carrying one everywhere. Perhaps the raft only has a limited amount of moves in deep water before breaking up. --[[User:Lint|Lint]] 22:44, 29 March 2006 (BST)<br />
** Yeah I changed the suggestion based on your suggestion's :) --[[User:Slith|Slith]] 04:40, 30 March 2006 (BST)<br />
*"Welcome to the Shartak ferry sevice. Please pay the captain your fee of 3 coins. We will be departing for the pirate ship in 3 hours. The captain has locked the destination coordinates and will not change directions unless the boat's integrity is threatend. We will arive in 50 AP + 10 AP per passenger + 5 per day due to drift. You are encouraged to help paddle the boat as this will help us arive sooner. If you decide to leave the boat at any time we will not refund you or allow you to reboard. Please do not pull out any corks or kick any boards as the boat is fragile and will sink if badly damaged."--[[User:Darkferret|Darkferret]] 05:06, 1 April 2006 (BST)<br />
** Yeah ^^ That too --[[User:Slith|Slith]] 00:48, 3 April 2006 (BST)<br />
* Boats sound cool. There are a lot of different ways to implement boats that aren't that complicated. Here's one example: suppose that a boat can hold 4 people. Anyone who wants to control the boat spends 4 AP to move the boat one square (larger boats move more slowly). Thus the boat could wander back and forth depending on who currently has the helm, but is unlikely to travel faster than a swimmer. Anyone (native or outsider) can dive overboard or climb onboard at any time, and the boat can be chopped up and destroyed by enough effort. ... The way I envision it, a boat never leaves the water -- the boat gets constructed on a beach square and then can only be moved onto water. It is never an inventory item. --[[User:Tycho44|Tycho44]] 09:31, 2 June 2006 (BST)<br />
**That's a good idea. I would go so far, though, as to say that it has to be constructed in shallow water.It would just make it easier. I would propose that the boat require four pieces of driftwood, plus two for every extra person. Thus a 1-man raft would be 4 pieces, a 2-man raft would be 6, a 3-man would be 8, and so on.--[[User:Wifey|Wifey]] 18:26, 2 June 2006 (BST)<br />
***Although there's no reason not to require, umm, a boatload of wood for construction, rather than just 2 + 2 per person. If the boat has any advantages at all over swimming, you could easily require huge quantities of wood without game imbalance. The original suggester had 1000 pieces per person, that's over the top, but why not 18 wood per person or something. That means N sailors could build an N-person boat in a single day searching at Shartak's [[Boatyard]]. Although construction might require another day of additional AP, and a hammer... --[[User:Tycho44|Tycho44]] 23:07, 2 June 2006 (BST)<br />
::::I'd be in favor of boat construction, but it should be ''significantly'' harder and MUCH more time consuming to work, really only the most hardcore players should try it. Realistically, a person should need about 20 pieces of wood to displace their own body weight, so 20 wood per person is about right. It should take at least a week of devoted searching to come up with this amount for one person, and would require a fair amount of organization to build a large craft, but come on, its a BOAT! Virtually no attacks from anyone ever! Easy access to hard-to-reach islands! It should be extremely rare and time-consuming to do this IMO.--[[User:Jackel|Jackel]] 05:18, 3 June 2006 (BST)<br />
* i reckon the boat idea would be great especially for the CP so we are land police of york and water police of york!,hopefully this does work out!. [[User:Riddick|riddick]] 21:17 10 June,2006 (GMT).<br />
----<br />
<br />
===Poisoning===<br />
{{suggestion|<br />
suggest_type=Game mechanics, status effect, balance|<br />
suggest_scope=All classes, primarily Warriors|<br />
suggest_description=Currently, the blowpipe can only carry 1 dart, yet weighs the same amount of inventory space as a rifle with 2 bullets. If you were to pit a fully leveled Soldier armed with loaded rifles against a fully leveled Warrior armed with loaded blowpipes, the battle is in favor of the Soldier who requires less time to reload while inbattle and dealing superior damage. (rifle's 5 to blowpipe's 4).<br />
<br />
To address this, I would propose that poison darts actually cause poisoning. Poisoning would behave much like a shark bite - causing 1 HP damage per action performed until they are administered a FAK or medical herbs. A character can die if poison is left untreated. The attacker receives no additional XP for this kill or the damage dealt from poison. Poisoning would not stack, but it would be possible for a character to suffer from both poison and shark bites. The introduction of poison may require the dart's damage to be reduced to something substantially lower. Perhaps a default of 2 HP inflicted.<br />
<br />
Up for discussion - does poisoning have a percent chance of occurring, an AP lifespan (only lasts 10 moves), and perhaps only works on non-npc characters?|<br />
suggest_time=18:38, 6 April 2006 (BST)|<br />
suggest_author=[[User:Lint|Lint]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
*Sounds great! I've heard that some of the toxicins used to poison darts can induce illutions. It would be interesting if poisoning increases AP usage for certain actions or even better imagined enemies (that Sixth Sence could pick out).--[[User:Darkferret|Darkferret]] 08:24, 7 April 2006 (BST)<br />
* Have you seen the size of the some of the blowpipes that certain tribes carry? They're anything from 6 to 10 foot long! It's hardly surprising that they occupy the same inventory space as a rifle :) On the other hand, poisoning from darts sounds like a good idea.. I don't know that they should poison forever though, maybe for a limited number of AP, but perhaps have the effect be cumulative up to a certain point? Get shot 5 times and you lose 1 HP for every AP used for 5 x whatever the limit is. Does that make sense? --[[User:Simon|Simon]] 21:16, 7 April 2006 (BST)<br />
***Exactly - e.g., each poison dart that hits adds 2 AP to the poison duration, and while poisoned, you lose 1HP per AP used. The Poison Dart would eventually inflict 6 hp of damage, offsetting the extra damage and double barrel of the rifle. --[[User:Tycho44|Tycho44]] 07:22, 12 April 2006 (BST)<br />
**That might work, that way the Warrior has incentive to continue using the blowpipe multiple times on a target rather than just switch to their machete after the poison takes effect. Add to the character table a boolean flag (Poison = True) and give it a Poison Timer int. When the timer reaches 0, the Poison gets flipped to False. When the character dies or a FAK or Herb is applied, the Poison gets flipped to False and the timer gets set to 0. If the flag is True and they're poisoned again, stack the timer. I'm going to put forth this suggestion to the Forum. I don't have a lot of experience with using the blowpipe (I'm a machete guy) so they should weigh in on this. --[[User:Lint|Lint]] 22:17, 7 April 2006 (BST)<br />
* Or how about you can find [http://en.wikipedia.org/wiki/Poison_dart_frog#Toxicity frogs] and use them to put differnt posion effects on your darts? --[[User:Slith|Slith]] 04:57, 11 April 2006 (BST)<br />
:*If we're adding poison dart frogs, I demand that they be lickable. It wouldn't be right, if you couldn't lick the poison dart frogs.--[[User:Wifey|Wifey]] 20:14, 11 April 2006 (BST)<br />
::* Ok... then some benifical frogs too! And people can't tell the diffrence between them unless they get some skill? --[[User:Slith|Slith]] 06:27, 17 April 2006 (BST)<br />
*Bump! Awaiting a short lifespan (eg 4hp) additional poison effect for poison darts. And/or Native-only Poisoning skill so that Snake + Dart = uberdart that causes permanent poisoning (aka shark wound). --[[User:Tycho44|Tycho44]] 20:51, 1 June 2006 (BST)<br />
* Short lifespan poison effect added a little while ago. --[[User:Simon|Simon]] 22:43, 29 June 2006 (UTC)<br />
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<br />
===PvP Protection===<br />
{{suggestion|<br />
suggest_type=Game mechanics, pvp, nopvp, vs, player versus player|<br />
suggest_scope=All Classes|<br />
suggest_description=A full implementation of player versus player protection. This would be a nice feature for newbies allowing them time to adjust to the game without getting slaughtered. I envisage something allowing you to enable nopvp without the ability to disable for at least 100AP. Also when you hit a player who is flagged nopvp then you would get a message along the lines of "As your blade bounces off an invisible shield you suddenly notice a shamanic medicine pouch around the neck of target, they are protected, it would be pointless to continue to attack target." where target will be replaced by the players name.|<br />
suggest_time=10:00, 13 April 2006 (BST)|<br />
suggest_author=[[User:Iamtas|Iamtas]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
* This is a good, well-thought suggestion. But while I don't generally like PKing, I think it is important to keep it available to those that do enjoy it. With XP penalties and easy resurrection, PKing not ruining the game from my perspective and it shouldn't be restricted further. I would not mind a method of informing players that view my character profile to see that I am flagged for pvp or not, but I am against preventing PVP without purchasing such an ability. --[[User:Lint|Lint]] 21:16, 13 April 2006 (BST)<br />
* New players already get an AP bonus and need less XP to level; I don't see the need for a newbie specific ability. I'd rather see a safe area over a moveable system - something like a sacred hut in native villages and a guard hut in outsider villages which anyone who hasn't attacked another player in 100 AP can enter and within which all PvP activity is prohibited, wastes AP, or perhaps results in HP loss only to the attacker ("Your attack has angered the mighty (spirits or guards) in the area; they smite you").--[[User:Frisco|Frisco]] 04:12, 14 April 2006 (BST)<br />
*Having both a PvP pirate and a pacifist shaman, and having been PKed on both... I don't like this idea. I like the 100AP newbie status. I don't like the "enabling" nopvp. Sorry. Death is a part of the game. If you walk into a tribe of hostile headhunters, they aren't going to just stand by and let you through--no matter how peaceful your business.--[[User:Wifey|Wifey]] 04:27, 14 April 2006 (BST)<br />
*I'm aware that new players get extra AP and newbie protection isn't what this is about. It is more useful for being protected from the players that sit in their home town bashing away at their own folk. Even with that said my main reason for nopvp was for another idea I have for a skill track that at the time of thinking about it I thought would require a nopvp implementation. I may post the skill track idea sometime when I have finished thinking about all the details.--[[User:Iamtas|Iamtas]] 12:07, 14 April 2006 (BST)<br />
*How about you can't be attacked in your village/settlement by people that come from your village/settlement? --[[User:Slith|Slith]] 06:30, 17 April 2006 (BST)<br />
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}}<br />
<br />
===New strategic location on island===<br />
{{suggestion|<br />
suggest_type=New location, Game mechanics, |<br />
suggest_scope=N/A|<br />
suggest_description=I think the addition of one or more major new "strategic" locations on the island would greatly improve the game. What exactly it would be can be worked out, all it really ''has'' to be is very valuable to occupy and far away from any village or town (i.e. far away from any shaman). Both sides would rush to occupy this location and would fight each other for control of it.<br />
<br />
This would have 3 major benefits for the game that I can see: 1) It would get the action away from towns/villages/shamans, 2) It would make death more meaningful and make killing an enemy meaningful (all death means in towns/villages now is having to float five spaces or so to the shaman and then you get a free revive. There are no easy/free revives out in the center of the island, you would lose both location and the 50 AP to contact, unless you decide to stick around and play as a spirit), 3) It would give people a goal in the game, a major location to fight over and defend, a location that isn't pointless to fight over, as towns/villages are because they cannot be taken. All in all it would have the benefit of making the game more fun.<br />
<br />
As far as what the new location would be exactly, one idea could be gold mine(s). They would be valuable because standing on a gold mine square would give you 1 gold coin/hr and require no AP expenditure. The specifics of this are wide open and dont even much matter, as long as the location is far from settlements and very valuable to occupy so players will flock out there and fight for control, making for an exciting time and making killing enemies non-pointless.<br />
<br />
If implemented, it should only be one new location at first, with maybe a couple more introduced later once things get going. The location should have a name, and it should be relayed to players in the form of Game News so that everyone knows of its existance and where it is in general terms, e.g. "A gold mine was discovered just south of the mountain, Natives and Outsiders are both rushing out there for control".<br />
<br />
''Note: One of the raisons d'etre for this suggestion has been eliminated with the shaman changes, so this suggestion is less relevant than it was and in some ways outdated. It might still be workable, though it will have to be approached differently.'' [[User:Arminius|Arminius]] 00:27, 4 June 2006 (BST)|<br />
suggest_time=21:02, 22 April 2006 (BST)|<br />
suggest_author=[[User:Arminius|Arminius]]|<br />
suggest_comments=<br />
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* I realise it was just an example, but 1 gold per hour without any AP requirement is probably a bit much. Definitely something to expand on though. I like it. --[[User:Simon|Simon]] 21:46, 22 April 2006 (BST)<br />
** For example, award 1 gold coin to any one player at random who is on the mine for at least the full hour. Or only award 1 gold coin at random to any one player if only one side occupies the mine -- if both outsiders and nativers are present, they are fighting for control and no one is mining. Generally speaking, 24 gold coins per <s>hour</s>day fed into the entire game will not mess up the economy -- that's probably less than 75-150 AP of searching (and a trip to the trading hut). Alternatively, allow players to search the area with a <s>15%</s> 40% find rate for one gold coin, as long as none of the opposing faction are present in the square. Drawbacks: (1) This sort of high-impact location could also increase zerging/cheating, which wouldn't be fun for anyone. (2) A gold mine could rapidly devalue gold coins until they're effectively worthless, ending the "value" of the mine. --[[User:Tycho44|Tycho44]] 02:22, 23 April 2006 (BST)<br />
***Giving out small numbers of coins to only a certain percentage of the people on the mine square seems too low a reward, while the original 1 gold coin per hour is definitely too high. But unless people get something tangible every hour that they stand there, people may not bother to fight for control of the mine, which is the whole point. Here is an idea: Make a new item called "gold nugget". Every hour that you are standing on the gold mine square and your faction controls it, you get one gold nugget. Then create a hut 1 square adjacent to the mine and inside have an NPC called "gold prospector Jim" (for example), who will "cash in" your nuggets, 10 nuggets (or 5, or whatever is deemed the best number) for one coin. Gold nuggets on their own would have no value. [[User:Arminius|Arminius]] 14:57, 29 April 2006 (BST)<br />
****You could achieve the same effect without creating a prospector hut just by giving a straight 10% (or 20%) chance of 1 gold coin each hour. (To me a single "prospector Jim" gets a bit sketchy if a thousand people are rushing the mine...). In my opinion, you get better scalability and realism if the gold-per-person decreases as people increase. If there are a thousand people on the mine, then each person gets only 5% chance per hour (=50gc/hour production). If there are 10 people on the mine, then each one gets a 100% chance per hour (=10gc/hour production). Gold can't be earned from the mine when competing factions are on the location, creating a contested site is the purpose of implementing this suggestion. --[[User:Tycho44|Tycho44]] 09:41, 2 June 2006 (BST)<br />
::::If there is a 10% chance to get one gold coin per hour, and if during a large portion of the day both natives and outsiders are on the gold mine square so no mining is going on, then the odds would be that the lots of people would get 0 gold coins (or very few) before being killed, a total waste of time for them, and they might not bother going back after they're killed, which defeats the gold mine's purpose as a strategic location that people will fight over. This is why I say people need something tangible every hour. In fact, that should be revised to "something tangible every AP turnover", i.e. every 20 minutes. Even if someone is there for only a short time, they should have something to show for it, which they almost certainly wouldnt with a low % chance per hour of getting one gold coin. Your idea of scaling the gold that the mine produces could be implemented by making Gold Prospector Jim give fewer gold coins the more nuggets he receives. In other words, a gold mining version of the current trading system. Since he will have received 0 gold nuggets as the mine is first discovered, one gold nugget could trade for one gold coin, and as more people start cashing in, the value of a gold nuggest would go down, to where he wants 20 or so nuggets for one gold coin. The value would fluctuate throughout the day and week as people cash in more gold nuggets. This way, scalability is achieved while continuing to be able to reward something tangible every AP turnover. Also, I would say gold nuggets should take 0 inventory space just like gold coins, since in theory 72 could be given out per day to one person, and that would fill up anyone's inventory, allowing them to not receive any more. [[User:Arminius|Arminius]] 00:27, 4 June 2006 (BST)<br />
<br />
* An alternative to the gold mine would be some kind of ancient treasure hoard, so not just gold coins but also statues, ancient armour and maybe some pretty nasty weapons. However, to get the good stuff you'd have to go into the trap-filled maze and actually make it into the chamber where the treasure is. With spirit-proof doors so people don't just die, go in, find the correct route, revive and go in...[[User:MorkaisChosen|MorkaisChosen]] 17:33, 24 April 2006 (BST)<br />
**This is interesting but seems overly complicated, and seems like more of a one-shot kind of thing, but most significantly there is no real value in holding such a location. A gold mine would be a simple, straightforward, and constantly of high value to occupy. Also, once one person finds the way through the maze, soon everyone would know. [[User:Arminius|Arminius]] 14:57, 29 April 2006 (BST)<br />
***Good point... Ignore my suggestion, it's not very good... [[User:MorkaisChosen|MorkaisChosen]] 12:27, 2 June 2006 (BST)<br />
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}}<br />
<br />
===Life cycle===<br />
{{suggestion|<br />
suggest_type=balance change|<br />
suggest_scope=NPC animals|<br />
suggest_description=Currently the main way of leveling up is by killing things (i.e. NPCs & characters) I suggest there be some sort of life cycle for animals. For example, when there are massive amounts of tigers being killed less spawn. But if everybody leaves tigers alone, more spawn. If would look something like this:<br />
:0-5% of animal type killed, x5 spawn rate<br />
:6-15% of animal type killed, x2 spawn rate <br />
:16-45% of animal type killed x1 spawn rate<br />
:46-75% of animal type killed x0.5 spawn rate<br />
:76-99% of animal type killed x0.1 spawn rate<br />
:100% of animal type killed, animal is extinct<br />
<br>This forces people to find alternative ways to gain Xp (possibly more lucrative ones?)|<br />
suggest_time=03:22, 29 May 2006 (BST)|<br />
suggest_author=[[User:One of many doctors|One of many doctors]]|<br />
suggest_comments=<br />
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I have the funny feeling that animals would start going extinct, which would just be a pain. I'd rather not see this one implemented.--[[User:Wifey|Wifey]] 15:50, 29 May 2006 (BST)<br />
: Would work if there was a total animal population that was always kept, so if tigers start to become extinct more deer appear, but this would lead to an island of only elephants. Would also work if the animals that were extinct reemerged later on, then it would just be annoying. But the goal of "find alt ways to gain Xp" won't be realised via this manner - it would instead lead to more player vs player action. Instead of taking away our current methods, perhaps other methods of xp gaining could be added, like the agriculture skill, or some current activities could have an xp bonus (we get xp for uncovering trees, why not for finding fruits? Could trading become xp-worthy?).--[[User:Frisco|Frisco]] 16:47, 29 May 2006 (BST)<br />
:: I don't know why we should force people to find the lucrative alternative ways to gain XP. Animals are extremely rare in some areas of Shartak, and PKing and PvP is common. Banshee wailing spam, punch-heal farming, and gratuitous healer orgies are annoying enough already. Basically, the non-healing/non-harming XP paths need to be more viable: XP for exploring, chopping, discovery, contacting foreign villages, and so on. --[[User:Tycho44|Tycho44]] 10:01, 2 June 2006 (BST)<br />
<br />
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<br />
===Moving through fully chopped down or overgrown jungle===<br />
{{suggestion|<br />
suggest_type=Movement change|<br />
suggest_scope=Every character in the game|<br />
suggest_description=I sugget a change in the movement mechanics. It may not be approved by you, but I think it's logical. I wouls like to see a change that allows to reduce movement on fully chopped (d0) squares of jungle (I think that a reduction to 0,5 AP/move <s>(0,25 AP/move with Trekking skill)</s>, and an increase on (I think) squares ranging from d7 to d9 to 2 AP/move (1 AP/move with Trekking). D10 squares stay impossible to pass, until chopped. The logic says that when you have nothing under your feet except for ground you move faster, and in dense growth areas you walk slower. Such a change as I proposed may also need an adjustment in the jungle growth speed.|<br />
suggest_time=22:15, 1 June 2006 (BST)|<br />
suggest_author=[[User:Xintlaer|Xintlaer]]|<br />
suggest_comments=<br />
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*I like this, except the part about the trekking skill giving the ability to move 4 d(0) squares in one AP, that should definitely not be done. Maybe this: trekking should only apply to d(1) and up (the skill description says "faster movement through the jungle" anyway), and on d(0), all characters, whether trekking or not, should expend 0.5 AP to move onto another d(0) square. (note that if both of those changes are made it would not harm trekking-people, their AP-usage would be same as it is now.) One benefit of lowering movement cost on d(0) squares as far as game dynamics is concerned, is that it would make roads, the upkeep of roads, and the upkeep of towns (keeping towns free of jungle overgrowth), actually meaningful in a practical sense, by allowing for quicker travel. [[User:Arminius|Arminius]] 22:41, 1 June 2006 (BST)<br />
** Exactly what I was going to say, Arminius. Trekking on a road would be absolutely incredible... so we just don't give trekkers any added bonus there.--[[User:Wifey|Wifey]] 23:52, 1 June 2006 (BST)<br />
***Understood, agreed, changing--[[User:Xintlaer|Xintlaer]] 09:13, 2 June 2006 (BST)<br />
*0.5 AP per square on roads (still 0.5 AP with Trekking). 2 AP per square on heavy jungle (1 AP with Trekking). Creates tangible effect for the Highway Society - Preservation Front conflicts. An absolutely brilliant suggestion. --[[User:Tycho44|Tycho44]] 10:06, 2 June 2006 (BST)<br />
* Nice idea. Tap tap tap.. try that.. I think it should be pretty much what you've said. --[[User:Simon|Simon]] 19:40, 2 June 2006 (BST)<br />
::Anyone agree that this has now been implemented and as such can be moved to [[Suggestions:Implemented]] ? --[[User:Simon|Simon]] 12:15, 9 July 2006 (UTC)<br />
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<br />
===Message in a bottle===<br />
{{suggestion|<br />
suggest_type=New item, message system|<br />
suggest_scope=All characters in Beach terrain|<br />
suggest_description=Much like the "make signpost" action, creating a message in a bottle will only be available to players standing in Beach terrain. Unless the "Refillable containers" suggestion is implemented, to create a message in a bottle will require a bottle of beer, bottle of rum, or bottle of water and some newer items - parchment and charred driftwood or berry paint. There would be a textarea and a button, much like the existing message actions. Upon clicking the "make message" button, the items required are removed from the player's inventory and their text message is added to the database.<br />
<br />
Although it would be neat to actually see the bottles floating in the water and following unique movement patterns, that would lead to some very cluttered areas. So instead the message in a bottle becomes a rare search result in Beach terrain.<br />
<br />
When a player finds a message in a bottle the system generates a random number and selects the associated message to that number from the database. After reading the message, the player has the option to destroy or return the bottle. Destroying the message in a bottle removes it from the database. Returning it throws the bottle back into the sea to be found again. There should probably be a default message in the event that all the unique messages are destroyed or the search odds could be modified to reflect that there are no more messages in a bottle to be found.<br />
<br />
Each message could also have a stat to display how many times the message was read before.|<br />
suggest_time=05:33, 6 June 2006 (BST)|<br />
suggest_author=[[User:Lint|Lint]]|<br />
suggest_comments=<br />
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Nice idea. I'd rather have the message bottle also be rare-findable in water. I think it'd be kind of neat to have some items found in water, even if only text messages generated by other players. The suggestion does await parchment, although I think that berries alone would be sufficient for ink ("you write in berry juice") rather than requiring a separate ink item. Implementing parchment might get a bit complicated - I'd prefer a very streamlined approach so that players aren't carrying around six (or 71) different message'd parchments at once. --[[User:Tycho44|Tycho44]] 21:23, 16 June 2006 (BST)<br />
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<br />
===Map quest===<br />
{{suggestion|<br />
suggest_type=Quest|<br />
suggest_scope=All characters, new NPCs|<br />
suggest_description=There is a limited usefulness for the map for those without access to the mapping scripts. There is also a limited incentive for players to explore foreign camps. This suggestion provides a simple quest for players to hopefully address both issues.<br />
<br />
Each town will possess a new NPC (or possibly a retooled home shaman or trader) that has a fragment of a map. The fragment will display the general vicinity around the camp. After a player interacts with the NPC and acquires a map fragment, they can view map.html and see two new buttons: "view torn map" and "compare maps". "View torn map" will display the collection of map fragments acquired by the player. "Compare maps" will overlay the player's personal map on top of the torn map.<br />
<br />
I imagine the map fragments to resemble the parchment look featured in the game logo, but each camp might use a different medium or writing implement which will give the torn map a patchwork appearance.<br />
<br />
The map fragments will not take up any inventory space and not even be listed in the inventory. On a character's profile page it may be possible to display their progress with the quest: (1/7 map fragments).<br />
<br />
Obviously, having just the area of the camps mapped out will leave some large missing chunks in the torn map. There could be a hermit NPC that will complete the torn map once each fragment is obtained. The complete map can also have the feature of unlocking new territory. Talking to special elder NPCs will mark the map with locations that are viewable and enterable only by those with complete, marked maps.|<br />
suggest_time=19:53, 6 June 2006 (BST)|<br />
suggest_author=[[User:Lint|Lint]]|<br />
suggest_comments=<br />
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Sure, this makes sense to me. Ideally, the special code (possibly including search outcomes, NPC interactions, non-item flags in character data, and so forth) would be generic enough so that it could also be borrowed to implement treasure hunts, scavenger hunts, secret locations, and other future plot-lines in Shartak. A Shartak map itself, even complete, would just show the same info that can be found via web or wiki, so it is not going to harm game balance. --[[User:Tycho44|Tycho44]] 21:27, 16 June 2006 (BST)<br />
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<br />
===Living countermeasures against spirits===<br />
{{suggestion|<br />
suggest_type=Skill, balance change|<br />
suggest_scope=Everyone who's sick of the gathering of banshees in their medical supply houses|<br />
suggest_description=As spirits become more angry and desire ever-more the blood of the mortals around them, the shamans of the island have begun to develop ways to put them to flight or at least guard their fellow islanders against the terror that these ghosts inspire. In the course of circulating this information between the villages of Raktam, Dalpok, and Wiksik, however, it has been intercepted by outsider spies and delivered to the developing scientific communities that exist in the outsiders' camps.<br />
<br />
To be concise, we've got a ghost problem in Shartak. I'm not sure how many villages this goes on in, but it seems that the spirits of the dead have taken up residence in the healers' hut of my beloved village of Wiksik. There are many living men and women also inside of this little abode, and all of us suffer from the shrieks and howls of the angry spectres, day after day. Some of our most skilled medicine-men have even lost their lives, struck dead from horror while they slept.<br />
<br />
So, my suggestion?<br />
<br />
I'm thinking about something around the lines of "spirit exorcism" skill that can be learned and used by shamans/scientist to banish spirits from whatever urban areas they inhabit. In order for this to be used, the individual must be in the same square as the spirit, in the village or camp that he/she originated from, and sense the spirit's presence. When used, the spirit will be flung out of the village/camp a long ways, perhaps 10 or 20 squares. This, I think, would be a reasonable answer to ghosts that find no better purpose in the afterlife than to haunt important huts in villages and try to scare the inhabitants to death...<br />
<br />
(FYI, the Wiksik healing hut has 2 such spectres, and they're getting to be kinda irritating.)<br />
<br />
Another such idea would be a "spirit ward" skill, also only usable by shamans and scientists, that would slow a spirit's movement and reduce the effectiveness of its attacks in the presence of a the shaman who holds the skill. <br />
<br />
Another idea is that such a skill would allow the user to create wards out of certain types of items, that would be placed like a signpost in a square and produce a similar effect as above. This would last a finite amount of time before falling apart, and could be destroyed by mortals.|<br />
suggest_time=19:54, 1 July 2006 (UTC)|<br />
suggest_author=[[User:Tenebrys|Tenebrys]]|<br />
suggest_comments=<br />
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YES. I like this one. Spirits are annoying. [[User:MorkaisChosen|MorkaisChosen]] 17:27, 2 July 2006 (UTC)<br />
* Yes, 100%. To clarify: (1) Banshee wailers are unlikely to earn even 90 xp per day since the xp nerf, so spirit abuse isn't the problem. (2) Mortals who spend an AP or two each day to STEP OUTSIDE THE HUT take no damage from wailing (shaman chanting protects them), so "suffering" by mortals too lazy to spend 2 in each 72 AP protecting themselves is not the problem. (3) Living characters who spend their entire lives in the Medical Hut searching for FAKs (Healing Herbs) and healing each other easily earn 150 xp per day with no risk and no interaction. (Even death is nothing but a 30 AP inconvenience.) My adventuring character has visited Dalpok with GPS units but gained no XP, while my Medical Hut XP Farmer has gone nowhere, done nothing, and gained 5 experience levels in 2 weeks. Solution 1: Scientists/Shamans get an Exorcism skill to blast spirits 20 away in a random direction. Solution 2: Advanced spirits get an AP-intensive skill that allows them to prohibit use of healing items in their current location. --[[User:Tycho44|Tycho44]] 18:24, 2 July 2006 (UTC)<br />
<br />
** Banshee wailers don't really contribute anything to the game, as most of the ones I have seen simply spam the wail. I'm honestly not sure what purpose they serve beyond providing a lot of spam and some opertunity for an alternate way to gain XP besides combat. I would also disagree that healers do not interact, as there is often times conversation being held as well as healing other characters. Many times there remains no one to be healed in herbal/medical huts, so healers with take a trip outside to heal anyone they can find injured in the village. Honestly, I see it as a lot more interactive than simply running around and killing animals. So the question is, what role are spirits supposed to have in the game? Are they supposed to be a substainable pseudo-class or are they supposed to be a diversion from the living side of the game? I'm fine with either one, but if they are supposed to be a pseudo-class then I think they need something more than just a skill-branch which allows you to annoy people, as well as there would need to be a means by which living characters can forcibly deal with them. --[[User:Shosuro|Shosuro]] 3 July 2006<br />
<br />
* Ok, so does exorcism:<br />
:* banish just one spirit from the location?<br />
:* have a fairly high chance of banishing each spirit?<br />
:* have a fairly high change of banishing one spirit? <br />
<br />
::Whilst I can see shamans having this skill, and scientists having a similar skill with the same effect, would characters need to find an item such as a bible or a charm as well as having the skill in order to perform the ritual?<br />
<br />
::I think we're now at the point where this is likely to be the next thing added so get the ideas in! Wasn't there another section with a similar theme somewhere? Perhaps they should be merged. --[[User:Simon|Simon]] 12:25, 9 July 2006 (UTC)<br />
<br />
** Items necessary to perform an exorcismal ritual? Yes, I think so. At least -something- should have to be scrounged up or traded for, if shamans/scientists are to have such powers over the supernatural world...<br />
<br />
Looking around, I hadn't seen any articles that had similar such intentions, though. At any rate...<br />
<br />
As long as the items are available, exorcism should have a pretty high chance of getting rid of a spirit that is haunting an area. The odds should be such that a single spirit usually won't require more than two attempts at being cast out. If there is more than one spirit in the area, it might take multiple attempts before they're all gone; otherwise, as long as the exorcist is in the vicinity of ghosts and has the correct exorcismal supplies, he/she won't have all that much trouble getting rid of them.<br />
<br />
I can see this skill taking a good deal more than just one AP, though. Maybe three or five...<br />
<br />
As for the specific items? A bible and a candle or two would be sufficient for men versed in the religions of western civilization to carry out their duties when it comes to driving away supernatural beings. Natives, however, have different methods of dealing with ghosts and spectres they find -- their ceremonies may well make use of healing herbs burnt as offerings, driftwood used for talismans to ward off the dead, and even maybe a poisonous snake to help adorn a witch-doctor during ritual dances.<br />
<br />
Not sure if I'm going too far here, though... I haven't thought TOO deeply into the specifics of this skill. Others, especially shamans and scientists, feel free to add on... but stay rational. Not sure if I did the same... --[[User:Tenebrys|Tenebrys]] 22:22, 9 July 2006 (UTC)<br />
<br />
The previous discussion was tucked away on the Suggestion Talk page where it wasn't very visible. [[Talk:Suggestions#Exorcism|Exorcism]]. I'm not sure if merging is necessary, but some of the discussion there can carry over here. --[[User:Lint|Lint]] 00:02, 10 July 2006 (UTC)<br />
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}}</div>Linthttps://wiki.shartak.com/index.php?title=Suggestions:Game_mechanics&diff=8178Suggestions:Game mechanics2006-07-10T00:02:01Z<p>Lint: /* Living countermeasures against spirits */</p>
<hr />
<div>{{Suggestions header|page_type=Game Mechanics}}<br />
<br />
== Game Mechanics ==<br />
<br />
=== Conversion ===<br />
When an Outsider/Native dies they are reborn as a Native (don't really understand the spirit thing too well). The Outsiders then get a new class/skill, "Religious Conversion" that requires a "Holy Scripture". This allows a "Priest" to convert one native into a Outsider". The converted native would most likely start off as a Settler. --[[User:One of many doctors|One of many doctors]] 23:22, 16 February 2006 (GMT)<br />
<br />
''Comments''<br />
* I believe that Natives are reborn as Natives and Outsiders are reborn as Outsiders, but I could be wrong. From a game balance perspective, I am not in favor of type-swapping skills unless Natives are presented with an ability to counter or convert Outsiders as well. It does fit nicely with the theme though. --[[User:Lint|Lint]] 23:41, 16 February 2006 (GMT)<br />
<br />
* That would probably be the shamans job, however it may have worked for Urban Dead but I don't think it will work in this game as whichever group has the most players to begin with will, once conflicts begin to arise, dominate by switching people from the side they are on the side the priest/"whatever the natives use" side making you able to graph one groups population by looking at the graph pop=(1/2)^x. Also since there wouldn't seem to be a way, short of finding a converter player to switch you back, to go back to playing as you once did would make the amount of people on one side quickly die off (even though thats what would happen in real life, favouring the outsiders) it would be a very unfun aspect of the game. And really these are HOSTILE natives, or so it seems, why would they let some devilman outsider tell it how it is? They wouldn't, they would simply spear them and laugh! In short all the converting ideas suck, I know I wouldn't want to log on to find I'm playing for the wrong side. -- [[User:Daylan|Daylan]] 10:55, 17 February 2006 (GMT)<br />
<br />
* So that means if my soldier dies, he's reborn as a native? Not only that, but to become an outsider again, first I would have to find a priest (which would be next to impossible with such a small number of players), and then he could convert me into a settler. That means I'll never be able to be a soldier again, which is a real punch in the throat for RPers. -- Grigoriy<br />
<br />
*All valid points. I guess this wouldn't really work we have the same number of players as Urban Dead. But this would be a great way to balance out the sides later on. Say there are too many natives, you just drop more "conversion items" and balance out the sides. Too many Outsiders? Just drop the number of conversion items. Doubt it would catch on though. --[[User:One of many doctors|One of many doctors]] 02:44, 19 February 2006 (GMT)<br />
<br />
*Conversion doesn't have to be forced. It could require action on both sides, like a native doning a religious item and an outsider using the skill on that native. After all, conversion isn't real without true faith. The native counter to this could be similar, requiring an outsider to die holding a packet of that headshrinking powder while a shaman uses the Zombification (ala Haitian witchcraft) skill. -- frisco<br />
<br />
*You don't change class or anything when you die. --[[User:Murk|Murk]] 12:31, 4 March 2006 (GMT)<br />
<br />
*I gave a response t othis idea under "Holy Scriptures," I think, offering another idea for it that may piss a lot less people off. *points over there*--[[User:Wifey|Wifey]] 07:15, 29 March 2006 (BST)<br />
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<br />
=== Capturing villages ===<br />
Since this is like some war between Outsiders and Natives I thought this appropriate. If all the (say) Outsiders are killed in York and there are none left, then it becomes a Native village and vice versa. Probably needs harder requirements to capture settlements though. Maybe each side could have one permanent place that can never change hands? --[[User:One of many doctors|One of many doctors]] 03:41, 1 March 2006 (GMT)<br />
<br />
''Comments''<br />
:Not sure about this - what about all the idle players within the village? They might "wake up" after a couple of weeks to find they're in enemy territory. --[[User:Simon|Simon]] 11:00, 1 March 2006 (GMT)<br />
<br />
:You could have it so idle players goto the nearest friendly village-- [[User:Daylan|Daylan]] 02:58, 3 March 2006 (GMT)<br />
<br />
:Turf control in a limited AP browser game like this just invites lame zerging behavior. I don't like it. --[[User:Jackel|Jackel]] 00:00, 4 March 2006 (GMT)<br />
<br />
:Not villages, perhaps 3x3 square 'forts'? --[[User:Grigoriy|Grigoriy]] 01:10, 4 March 2006 (GMT)<br />
<br />
:I do like the idea, but I think Jackel's observation hits a key point. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)<br />
<br />
:Agreed with Jackel and Lint and Simon. --[[User:Berry|Berry]] 13:32, 7 March 2006 (GMT) Additionally:<br />
::* Please don't impose your assumption that Shartak is at heart a "war between Outsiders and Natives" on the rest of us. That is not the only possible direction in which this game can go. For example, an Outsider village might turn out to be populated by a trading company that views the other Outsider villages as competitors whose extermination would be good for business, but it could just as easily develop into a peaceful scientific outpost, a pirate haven of drunken debauchery, or a missionary settlement devoted to finding the Natives and learning their language (gotta spread that old time religion). I believe it would be better to keep the objectives more freeform, and let the players create the course of history. --[[User:Berry|Berry]] 13:32, 7 March 2006 (GMT)<br />
::* On a hopefully more helpful and positive note, one could simulate/approximate capturing a village by amassing an army of suitable size, carving messages of ownership all over the territory of the village in question, killing all members of the village, and repeatedly killing the village shaman so they can't get back as easily. (Ouch. I hope no armchair megalomaniacs out there have been taking notes.) --[[User:Berry|Berry]] 13:32, 7 March 2006 (GMT)<br />
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<br />
=== Unique skills ===<br />
I think that each class should start off with one unique skill that the others may never aquire. That way it stops all the classes from becoming too generic. For example Settlers could have a "farming" skill, Soldiers could have a "bravery" skill, etc. Or mabey they could just have a attribute like Soldiers have an extra 10% chance of striking the target, Warriors have an extra 10% chance of finding animals, Settlers have an extra 10% chance of finding an item, Scouts have a 3% chance of recovering 1 HP per AP spent, etc. --[[User:One of many doctors|One of many doctors]] 02:34, 5 March 2006 (GMT)<br />
<br />
''Comments''<br />
:I am in favor of this (if it is not in effect currently). We'd have to work out the details to make sure each class is getting their fair share, but something that encourages players to try other classes or team up with other players using different classes for a better playing experience sounds good to me. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)<br />
:I am in favor of each class being able to acquire (but not necessarily starting off with) a unique skill or attribute that the others may never acquire. Sounds to me like the kind of thing that would be unlocked as one's reward for a rite of passage, rather than granted as a right of birth. --[[User:Berry|Berry]] 12:53, 7 March 2006 (GMT)<br />
:Perhaps a Research skill of some kind for the Scientist, maybe allowing them an advantage when doing things with dead animals (would need something to do with dead animals, obviously!).[[User:MorkaisChosen|MorkaisChosen]] 16:09, 16 March 2006 (GMT)<br />
:Pirates should have a skill to steal their fallen enemies' gold coins. Arr. Would probably result in a lot of outsider in-fighting, though, and outsiders are currently outnumbered.--[[User:Wifey|Wifey]] 07:18, 29 March 2006 (BST)<br />
:I agree with this as well. It seems Shartak is on the way to giving each class their own benefits (Soldiers/Warriors with gun skills, Settlers/Villagers with animal affinity etc.), but so far only a few have been made unique. At present there is really no point to being a scientist. He starts with 10 gold coins... what the? So I'm pushing for each class to have at least one unique skill they can purchase with XP. --[[User:Rip Purr|Rip Purr]] 11:50, 3 June 2006 (BST)<br />
----<br />
<br />
=== Pet System ===<br />
{{suggestion|<br />
suggest_type=Game mechanics|<br />
suggest_scope=All classes|<br />
suggest_description=I will combine aspects of the '''Animal''' and '''Pirate''' suggestions and propose a pet system that allows you to tame one of the animals on the island. First, you have to weaken the animal. Then you throw a sphere device at it and shout "SHARTAK SPHERE! GO!" for 1 AP. There's a slight chance that you have captured and tamed the animal. The more powerful the animal, the less success chance. You earn no XP for taming an animal. Players can only have 1 pet at a time. They can release a pet whenever they want. If the owner dies, the pet runs away. Pets have fixed HP, attack, and accuracy based on the type of animal they are (ie. they do not level up or heal, just to keep it simple to design). They follow the player around and only attack when the player attacks. It would be nice if they attacked while you were not playing, but auto-defense mechanisms are unnecessary. Enemy animals randomly determine whether they are attacking the owner or the pet. Other players will have an option for targeting the owner or pet. There is no XP gained for attacking or killing a pet to deter any attempts at farming pet killing (I can't believe we even have to consider preventing such a thing). For added flavor, owners can name their pets.|<br />
suggest_time=08:40, 5 March 2006 (GMT)|<br />
suggest_author=[[User:Lint|Lint]]|<br />
suggest_comments=<br />
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*ROTFL. Sounds a bit like Pokemon or Yu-Gi-Oh (don't worry, I'm not a fan, I have kids that were!). Perhaps instead of spheres, you could keep the monkeys on a leash, heal a tiger or elephant to make it less likely to attack you, tame deer by feeding them, etc. Some animals like the wild boar would have to be pretty difficult to tame. --[[User:Simon|Simon]] 15:14, 5 March 2006 (GMT)<br />
*I was with you right up until you got to the "sphere device" bit, and I rejoined you afterwards. ;) The rest of your suggestion otherwise seems to be pretty well thought out. Personally, I'd prefer to attempt to tame the animal into becoming a pet purely by offering it food, rather than "weakening" it by other means. Especially since food is scarce enough that offering it to an animal would be a real sacrifice and therefore an interesting decision for the player to make. --[[User:Berry|Berry]] 14:49, 7 March 2006 (GMT)<br />
*I will confess that I had a lot of fun with the references. The problem I have with using an existing item to tame a pet is how to implement it. The player can't click on the fruit, because that will just heal themselves. And I think it is unecessary to redesign fruits like First Aid Kits and Medical Herbs, just so they can feed it to an animal. And a database check to see if the player possesses a fruit before providing a "tame" command seems awkward. Perhaps there is just one item called "animal bait" (from the Trade Hut most likely). It works much like a FAK or Herb, but can only be applied to animals (though there will be a "Yourself" option by default for those players that decide they enjoy the taste). Animals will then have a value called "tame count" in the database. For each successful feeding, this number is incremented. When a specific number is reached, the monster is successfully tamed. If a monster is killed, the number is reset to 0. Acquiring a pet should not reduce the population of animals on the island (ie. one should respawn to take its place). Furthermore, those with '''Animal Affinity''' should have a better taming success rate. (This is another attempt to give Villagers and Settlers a little boost.) --[[User:Lint|Lint]] 17:32, 7 March 2006 (GMT)<br />
*This idea, while somewhat interesting, is not very realitic. The animals of the island are wild. In reality, tigers, elephants, deer, "WILD boars" etc can only be made LESS WILD by extensive and careful training and handling when they are young, not be tamable by any means, certainly not enough to follow a person around and fight on their behalf. Maybe it would be possible with parrots and monkeys, but if Simon is going to implement changes, I'd rather see some of the more believable ones first. I do agree with Lint that it would give more value to '''Animal Affinity'''. Animal attacks, even from a tiger or elephant (which would realistically be very dangerous) are hardly to be feared, making this skill currently seem pretty useless.<br />
<br />
<br />
* ''The following is a Pet suggestion made by [[User:Richard Rose|Richard Rose]] on 21:47, 24 March 2006:''<br />
<br />
as the name reades, simply have "pets" as a survivor living in the jungle, my first instinct would be to find support, in this case we could add a "tame animal" button, which would be clicked to tame an animal, the starting catching % would be something like 10% and could be improved the more the animal is damaged, like at 1hp, if full health was 10hp then you'd have 55% of catching it, (i added 5% for every 10% missing from the creature's health)<br />
this could also be improved with new skills such as<br />
<br />
+Amateur Catching Skills (adds 10%)<br />
+Catching Skills (adds 15%, doesnt stack)<br />
+Taming Skills (adds 30%)<br />
<br />
+Net (adds 10%, does stack)<br />
<br />
certain animals could be ridden, other would do funny things or find objects for you, ex:<br />
Mr. Bobo the monkey finds a bottle of rum in your pocket "gee i didnt know i had that"<br />
<br />
elephants, large stags, and tigers could be ridden, small stags would haveto grow up before being ridden, after like, 10 days, or 20 kills they would mature, its all just theory...<br />
<br />
parrots could become like flares, ex: Mr. TweetTweet flies towards you and drops a message "help, im at X, Y and there's a native village!"<br />
<br />
the parrot could also say messages randomly, players (upon catching a parrot) would be given 10 slots and would type things into them, the parrots would randomly say one, ex:<br />
you attack elephant, Mr. TweetTweet says "polly want a cracker"<br />
<br />
animals could also act like extra space, like a backpack, if you will.<br />
animals are named upon capture.<br />
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<br />
=== Profile Effect Items ===<br />
{{suggestion|<br />
suggest_type=Game mechanics|<br />
suggest_scope=Inventory and profiles|<br />
suggest_description=These are useless baubles that take up 1 unit of a player's inventory space, but if anyone views their profile they will see that the players possesses the item. Using the item won't accomplish anything and merely produce flavor text. However, if a player is in the presence of another player, using the item would show it off. As with all items, there's no way to trade them with other players. We can have eyepatches and peglegs. We can have tribal masks and warpaint. Maybe some clans would require a certain dress code. Maybe they need 30 pieces of flair. I think it provides an outlet for the less serious gamers. Problems: Serious gamers might be plagued with finding such items and dropping them, wasting (in their opinion) AP and Page Hits. Also, arguing over what items fit with the theme of Shartak will be a headache-inducing process.|<br />
suggest_time=08:40, 5 March 2006 (GMT)|<br />
suggest_author=[[User:Lint|Lint]]|<br />
suggest_comments=<br />
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* I like this suggestion. How about finding the pieces of the masks and making your own - combine the baubles with mini-quests? --[[User:Simon|Simon]] 11:18, 8 March 2006 (GMT)<br />
:For example, to make the sacred warrior mask of Raktam, you must find 5 parrot feathers, a tiger tooth, some berries and a piece of driftwood that can be carved into the appropriate shape with a knife or dagger. Once you have all those items, you get a "create mask" option which then removes the required items and the mask appears in your inventory (and profile).<br />
::Having the database check to see if they have all the ingredients seems a bit unwieldly. After every action or inventory use it might have to run the check to verify that they are alive, still have the items, etc. I'd just settle for having them take the items to a specific NPC. But yes, a mixing quest would be fun. --[[User:Lint|Lint]] 18:02, 8 March 2006 (GMT)<br />
***No, you could easily set it up so that no demands were placed on the server. For example, a recipe that required 5 parrot feathers, berries, driftwood, knife/dagger, and a tiger tooth might only activate upon clicking a tiger tooth amulet: "You try to assemble your Tiger Fetish, but you are missing 3 parrot feathers." In my opinion, there should be hidden flags for characters as well, "visited cave-in", "visited oasis", and so on, so that players would have to discover the Tiger Fetish recipe / assembly process first: by visiting some secret tunnel network, "Engraved on the stone walls is an elaborate recipe for assembling a Tiger Fetish, requiring ..." (if you are fluent at reading Native). --[[User:Tycho44|Tycho44]] 13:59, 23 June 2006 (UTC)<br />
<br />
* I just hope that this idea motivates players to try new things ("I'm going to join a clan that wears such-and-such a mask and attack the others! Yarr!") and not feel that the game is just about collecting items ("Well, I got all the masks. I guess I'm done with the game."). --[[User:Lint|Lint]] 18:02, 8 March 2006 (GMT)<br />
<br />
*Maybe the different masks have different effects, from some simple ones (attracting/scaring animals, making them less likely to attack or easier to hit) to the downright blatavt video game reference that turns you into a huge brown rocky guy who can punch boulders apart. OK, maybe not the second one. [[User:MorkaisChosen|MorkaisChosen]] 20:53, 9 March 2006 (GMT)<br />
:I think that's something to be worked on in a separate suggestion. The point of this suggestion is to make useless "fancy hats" that neither add or take away from the established gameplay. However, in the eyes of certain players, they may be invaluable because of how they can incorperate such items into their goals and roleplaying. --[[User:Lint|Lint]] 23:52, 9 March 2006 (GMT)<br />
::Bumping this good suggestion. Let's have some cowrie shells! (And The_Conch(tm), see next suggestion.) The barren ruins and huts seem so sad and pathetic right now, they need some wacky useless trinkets to tide us over... Maybe we need shovels to dig for treasure, too. Yarr! --[[User:Tycho44|Tycho44]] 06:06, 10 May 2006 (BST)<br />
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<br />
=== Conch Shell Hunt ===<br />
{{suggestion|<br />
suggest_type=Game mechanics, minigame|<br />
suggest_scope=Event|<br />
suggest_description=''Capture the Flag''-ish minigame. Somewhere on the island is a single conch shell item. It can be found by searching anywhere. It takes 1 inventory space and appears when anyone views their profile. When the conch holder is in the presence of other players, flavor text is added to the area description to inform the others that the conch holder is in the area. If the person in possession of the conch drops it, dies, or is idle for more than 5 days, the conch returns to the system. The person who holds the conch the longest gets recognized in the statistics. Killing the conch holder earns special bonus XP. Adept conch holder killers may also be recognized in the statistics. Problems: Someone with multiple characters could take advantage of having the conch on one character and reap the XP and fame with another. There will be a point where a race condition will occur and might result in multiple conches and a broken game.|<br />
suggest_time=08:40, 5 March 2006 (GMT)|<br />
suggest_author=[[User:Lint|Lint]]|<br />
suggest_comments=<br />
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* This kind of thing has been on my ideas list, although this is much more detailed version than the one-liner I had. --[[User:Simon|Simon]] 15:05, 5 March 2006 (GMT)<br />
*''I'' have the conch! I'm allowed to speak! *ahem* I mean, um... >.>--[[User:Wifey|Wifey]] 07:21, 29 March 2006 (BST)<br />
** Suggestions: (1) Skip bonus for the conch-killer and you remove incentive to zerg. (2) Have the conch break when the conch-bearer dies (respawns on a random beach) and you remove the race condition. (3) Give the conch-bearer an action to blow into the Conch. (You hear the booming echo of a conch being sounded to the south-east.) Maybe 50% chance of 1xp each time you blow the conch, just to give you incentive to attract attention to yourself. --[[User:Tycho44|Tycho44]] 02:31, 23 April 2006 (BST)<br />
<br />
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<br />
=== Know your foes ===<br />
As a native, I get killed a lot by outsiders, but I just can't strike back when I come back to life, as nothing allows me to identify my agressors amongst the outsiders I meet. I expected some basic language skill to give me access to clickable outsiders profiles, but it doesn't. So. I don't like much the fact that, in this game, the only alternative you have is "attack random outsiders" or "attack none". I'd like to be able to protect myself without being too unfair to peaceful outsiders (and being part of some snowball effect).<br />
<br />
This would be partly solved by some profile access (allowing to check people's amount of human kills), or some limited displayed info on the present players (it would make -almost- sense for natives to automatically carry visible scalps or shrunken head of their victims, but I'm not sure how to justify the kills display in the case of outsiders, despite of the fact white men were actually quite fond of indian scalps at some time). Another useful tool would be some urban-dead-like contact list.<br />
<br />
Of course, ideally (but absurdly) the most useful stat to be able to see would be the number of kills of people without human kills at the moment of their death, but... -- Leaf<br />
<br />
''Comments''<br />
Perhaps seeing the profile of someone on the opposite side if you or they have the advanced language skill would be good, it would be cool to hang around with some natives without worrying about aggressors. --[[User:Grigoriy|Grigoriy]] 21:30, 18 March 2006 (GMT)<br />
<br />
If you had a contact list and some way to target individuals on your list ala Urban Dead, I'm guessing that would probably help. Not so sure about the scalp display approach. --[[User:Simon|Simon]] 23:36, 18 March 2006 (GMT)<br />
<br />
A contact list would be quite useful in Shartak. But also being able to read profiles, maybe through an "observe" button and scroll-down menu. For the moment, people just hit each other once, hoping to miss, in order to get a link to the other guy's profile. There must be a more rationnal way to quench this curiosity. -- Gone 13:36, 10 May 2006 (GMT+1)<br />
<br />
* Basic contact list functionality added. --[[User:Simon|Simon]] 15:08, 23 June 2006 (UTC)<br />
:* Can now edit the comments and change the type of the contact from friend to enemy or neutral. --[[User:Simon|Simon]] 11:17, 9 July 2006 (UTC)<br />
----<br />
<br />
=== Forest Fire ===<br />
{{suggestion|<br />
suggest_type=Game mechanics, natural disasters|<br />
suggest_scope=Terrain|<br />
suggest_description=This is a potential temporary minigame that will either lead to players to band together and save the island or perhaps just lead to all-out chaos. A fire script is created which designates one block as fire (it is identified by a little fire.gif in the background). Every 20 minutes the fire script will check if there is <del>Grassland or</del> Jungle nearby with density from 1-10. If there is, it spreads to the next block. It will not spread to any other terrain (including villages and ruins). Thus, the best way to prevent the spread of the fire is by chopping vegetation down to 0. The initial fires will be placed randomly around the island. Actions performed in a fire occupied space deal 2 damage. For this event to be more devious, there should be a means to quickly restore vegetation (dropping driftwood, planting fruit, watering with gourds).|<br />
suggest_time=03:58, 17 March 2006 (GMT)|<br />
suggest_author=[[User:Lint|Lint]]|<br />
suggest_comments=<br />
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*I like some things about this suggestion, I think it could work really nicely if there was also a rain algorithingamajig, so that maybe, if some part of the island dried out, wildfires could break out, or if it rained too much villages could flood and get swamped. Its a neat idea. -[[User:BananaBear|BananaBear]] 04:55, 17 March 2006 (GMT)<br />
* I like the idea of rain and fire, however there's no telling if the server would handle the database access/calculations required when the number of players gets into the range that Urban Dead has. --[[User:Simon|Simon]] 11:17, 17 March 2006 (GMT)<br />
** I thought it might be a bit much. Ah well. --[[User:Lint|Lint]] 19:32, 17 March 2006 (GMT)<br />
** Not the idea of fire itself, that may well be quite feasible. I meant having rain causing flooding, or not enough rain leading to fires might be a bit awkward.. unless I can think of some way to reduce the work that needs to be done regularly. --[[User:Simon|Simon]] 23:38, 18 March 2006 (GMT)<br />
* Maybe fires could also destroy huts, and then there could be a skill to rebuild them. Maybe even give people the ability to start their own fires. It might make for interesting tribal wars. -[[User:BananaBear|BananaBear]] 18:22, 20 March 2006 (GMT)<br />
** Imagine what would happen if an ammo hut caught on fire!--[[User:Darkferret|Darkferret]] 04:32, 1 April 2006 (BST)<br />
** I kind of wanted to restrict fires to the Jungle (removed my Grasslands comment from the original suggestion) since a lot of Huts provide resources for starting players and players that have just been revived. I think it would be unfair to prevent them with the opportunity to gather supplies. As a tactic, it may also be unfair. Native villages appear to be completely surrounded by burnable Jungle, while Outsider villages are bordered by the Beach. --[[User:Lint|Lint]] 19:46, 20 March 2006 (GMT)<br />
** Good point. The pirates would be completely free of burning too. I still think a way to temporarily damage structures could be fun -[[User:BananaBear|BananaBear]] 19:59, 20 March 2006 (GMT)<br />
** As a general rule, real world jungles don't burn terribly well, although there are a few notable exceptions (such as the Indonesian forest fires in 1997-98). Grasslands, however, burn quite regularly, and in fact such fires are necessary for the good health of the grass. Fire kills off sapling trees in the area which would otherwise grow to the point that they overshadowed and killed the grass. I don't know whether the game has any grasslands large enough to make this kind of thing interesting, though. --[[User:Jackdaw|Jackdaw]] 15:55, 25 March 2006 (GMT)<br />
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<br />
=== The Ghost Elephant ===<br />
{{suggestion|<br />
suggest_type=Game mechanics, miniboss|<br />
suggest_scope=Event|<br />
suggest_description=Somewhere on the island is an animal that exists purely as a temporary event. The Legendary Ghost Elephant - in reality, an aggressive albino pachyderm of incredible size - is said to roam the island of Shartak. Some Natives revere it, others desire to be recorded as the one who slayed it. Some Outsiders wish to study it, others desire to have it as a trophy. It behaves much like any other elephant on Shartak. However, it has a different label, an unfathomable amount of HP, and deals horrific damage. If you heal the Ghost Elephant with a FAK or Herbs, you receive double XP. And to further serve a challenge, don't place an HP cap on the Ghost Elephant, just give it a starting amount. If possible, a log of all actions performed on the Ghost Elephant should be kept by the server and revealed in the event that it dies.|<br />
suggest_time=03:58, 17 March 2006 (GMT)|<br />
suggest_author=[[User:Lint|Lint]]|<br />
suggest_comments=<br />
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*Ha! I like this one, Lint, and simple to implement. It should really have a boatload of HP, as I think few will consider expending valuable healing items on it, when its far easier (and more rewarding) to hack away at it for 40 AP then make a run for it! --[[User:Jackel|Jackel]] 16:42, 17 March 2006 (GMT)<br />
<br />
*Arr! I would ride that ghost beast like a horse jus' fer fun, then slay 't t' sell its tusks t' them outsiders an' th' meat t' them natives. --[[User:El Pirata Cofresi|El Pirata Cofresi]] 17:46, 17 March 2006 (GMT)<br />
<br />
*In the Congo they refer to it as Mokele Mbembe - he who stops the flow of rivers - and it is rumoured to be a lost dinosaur. The island could do with some cryptozoology. Would this creature be able to disappear or hide or move incredibly fast? If not, then once one person finds it, they can just call everyone over to the same square. This kind of defeats the mythical aspect as well as adding potential server problems. --[[User:Frisco|Frisco]] 18:24, 17 March 2006 (GMT)<br />
<br />
*I should make the animals attack back in near-realtime first (as in you attack them and they may or may not get an attack in).. just to add a bit of interest to it and stop people running up to the creature and hacking and then running away. Making an animal with an almost unlimited number of HP would be possible.. I guess probably start it with at least double a normal elephant and max of about a thousand HP to prevent people healing it to the point where it'd be impossible to kill. --[[User:Simon|Simon]] 18:37, 17 March 2006 (GMT)<br />
<br />
*It could be cool, especially if it moved around in a way that made tracking it possible, maybe by destroying the foliage, or moving in a pattern. Also having it move might help keep people from all winding up in one square beating it up. -[[User:BananaBear|BananaBear]] 18:41, 17 March 2006 (GMT)<br />
**I've tried to offset the game's focus on combat by encouraging healing (double XP may be too much of a reward, so I'm willing to remove that), but that alone will most likely be not enough to counter the horde of blood-thirsty savages!<br>Healing with the Herbs and FAKs may actually be seen as healing the Ghost Elephant spiritually rather than merely physically, which is why it's health can grow high. I don't see a problem if it became near-unkillable. I like keeping some myths and legends around.<br>I thought that it would be best if it traveled like an elephant, but it is true that it limits the people that are able to participate in the event. Perhaps it should "teleport", after a certain amount of time in an area - "A wall of fog sweeps in through jungle. When it fades, you see that the Ghost Elephant has vanished as well."<br>I requested for a log of actions to determine who killed it, who attacked it the most, who healed it the most, and who got hurt the most. Also, rather than a recurring animal, I thought it would be best to release it as an event that occurs every now and then. Or maybe only once! --[[User:Lint|Lint]] 19:32, 17 March 2006 (GMT)<br />
***Hmm, when the elephant reappears, it should give a loud trumpet which can be heard over a certain radius to increase the chance of players coming across it. Unless of course players would prefer that it were more stealthy. --[[User:Lint|Lint]] 23:25, 4 April 2006 (BST)<br />
<br />
*I like it. And of course, you needn't stick to land animals; a mysterious sea creature that patrols the island waters and is reported to be 30ft long could prompt more people to vernture into the waters for a glimpse/trophy etc. Sharks will also be a problem for those searching! --[[User:Malphas|Malphas]] 15:52, 19 March 2006 (GMT)<br />
<br />
*I ''love'' this idea.--[[User:Wifey|Wifey]] 07:08, 28 March 2006 (BST)<br />
<br />
*Great idea!--[[User:Paradox244|Paradox244]] 21:04, 24 May 2006 (BST)<br />
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<br />
=== Auto Attack ===<br />
I've never liked the fact that while I am away from the game, things can happen to my character, like being chewed on by a tiger or slashed with a machette. How about a setting where you can turn your character on to auto attack anything that hits you. It should, of course, be user selected. This would change the game mechanics a bit, as you could no longer move in on a target and attack it withough fear of a counter-strike. To me this is far more realistic, in that even if you are sleeping, when somebody hits you, you're going to wake up and do something about it with whatever engery you have left. <br />
<br />
An alternative selectable action might be an auto-run. You can pre-specify the direction you want to run and how many squares upon being hit. A character with trekking could stay alive just by running a few square whenever they are hit.<br />
--[[User:Qberry|Qberry]] 02:34, 20 March 2006 (GMT)<br />
<br />
''Comments''<br />
* The main problem with this is that players will be discouraged from attacking other players, as this will become extremely dangerous, and the native warrior who wants the outsiderts out will effectively be penalised.[[User:MorkaisChosen|MorkaisChosen]] 15:47, 20 March 2006 (GMT)<br />
* Sorry, but I don't like this. I feel that that this will lead to interactions with players that are no different than interacting with an NPC. Could someone theoretically max themselves out by just leaving this option on and checking in every now and then to make sure they haven't become a spirit? --[[User:Lint|Lint]] 17:28, 20 March 2006 (GMT)<br />
* Yeah, I'm not a fan of being able to do something by not doing something, such as fighting or running without being there to fight or run. Also, would it be free of AP and IP hits, or would it be possible to come back and have no AP or hits left? It seems like these problems would wreck any sort of auto action. I can understand not enjoying being macheted while away, but I don't see any way around this. -[[User:BananaBear|BananaBear]] 18:20, 20 March 2006 (GMT)<br />
* I must admit that I don't like the idea all that much, but if it was implemented it would probably be something that was user configurable. I don't think running away would make sense, but fighting back does. For example, no more than X AP to be used fighting back until you next log back in, and they wouldn't be used unless you had more than Y AP left. This way you could set X to 10 and Y to 6 and if you ran out of AP, set those values, it would be 2 hours (6 x 20m) before you were likely to attack, and it would use no more than 10 AP fighting back. Because the values are configurable, it would be hard to know who would fight back and who wouldn't. Setting X to 0 would disable the feature. I think probably the attacks would gain XP if successful, same as normal, but because you wouldn't be able to set the number of AP to use to more than your max AP value, it would be impossible to level up a character by simply leaving them alone (not to mention you would disappear from the map after being idle for a bit). --[[User:Simon|Simon]] 21:01, 20 March 2006 (GMT)<br />
* i like the idea of counterattack , but with some limits. You have only a % of counterattacking someone (25%?) , you don't consume AP , you don't get XP. But , whit wich weapon do you attack?--[[User:JonesDye|JonesDye]] 10:05, 27 March 2006 (BST)<br />
* The impetus behind auto-attack is to lessen the chance and impact of Badness happening to your character while you're away, but auto-attack isn't the proper solution to this. Shartak's appropriate skill would be jungle hiding, though a construction skill would work too, if we want to be more like that other game. --[[User:Frisco|Frisco]] 13:51, 4 April 2006 (BST)<br />
* What the animals are doing now is basically what I was saying should be an option for players. In fact, now that the animals counter-attack, it's become far more safe to attack a high-level soldier than it is to attack a parrot. All the more reason to implement this feature. It will also introduce more strategy into gameplay, such as how many AP to reserve for counter attacks, etc. It could be as simple as: enable auto-attack (toggle), if enabled, select weapon (pull-down menu), select AP to stop self-defense (pull-down?). If you select 0, you'd attack until exhausted or they left. If you select some non-zero, you'd attack until you were down to that amount. I kill a lot of other players, but I still say this would be very good for game mechanics, especially considering the new animal behavior. --[[User:Qberry|Qberry]] 06:00, 1 June 2006 (GMT)<br />
** I would only agree with that one if it was only against animals. I don't think auto-defense was a good idea ''at all'', but now that it's in, I think that ours should only work against NPCs.--[[User:Wifey|Wifey]] 20:11, 1 June 2006 (BST)<br />
*** Unfortunately this could only exacerbate the Banshee Wailing Spam problems. An auto-defense option is worthless against spirits, and Banshee Wails could easily be the leading cause of damage and death in Shartak (during May 2006). Implement Exorcism before worrying about AP-costs and pull-down-menus for melee parry defense systems. --20:48, 1 June 2006 (BST)<br />
**** Exactly. Actually, I've been thinking more on this. It's really a good thing that the animals are so dangerous now. The focus should be more on the struggle between natives and outsiders. Plus, it makes Animal Affinity that much better, which gives a good reason to play a villager or a settler.--[[User:Wifey|Wifey]] 23:48, 1 June 2006 (BST)<br />
*I support this idea in theory, but of course it must be approached carefully. I like JonesDye's idea of not gaining XP for counter-attacks, and there are so many other factors to consider. QBerry-- you should start a thread about this in the forums to get all sides of the debate and get discussion going. This could be a great feature if implemented correctly. [[User:Arminius|Arminius]] 00:47, 4 June 2006 (BST)<br />
----<br />
<br />
===Flavor Text===<br />
<br />
this section is where "users" add "flavor" to the game, im just suggesting that every few steps the computer say a message depending on location, here ill give a few examples:<br />
<br />
*'''grasslands'''<br />
**the grassy field sways under the wind's rush as you take a step.|<br />
**something far off squaks and makes a strange throaty bellow.|<br />
<br />
*'''water'''<br />
**a wave crashes calmly in the distance|<br />
**a spalsh can be heard from far off|<br />
<br />
*'''jungle'''<br />
**a parrot's call can be heard distantly|<br />
**the bushes nearby are rustling from the small wildlife in them|<br />
<br />
*'''village (outsider)'''<br />
**the smell of gunpowder wafts into your lungs|<br />
**the smoke comming from a nearby hut smells of fresh turkey|<br />
<br />
*'''village (native)'''<br />
**the shaman's voice can be heard traveling through the village|<br />
**you step on the bones of what appears to be a rattlesnake|<br />
<br />
*'''beach'''<br />
**the hot sand burns your feet, yet feels wonderfully different|<br />
**several sea shells catch your eye from far off|<br />
<br />
<br />
please feel free to update these with more, as they are just a list (if simon decides to) that will be used for flavor.<br />
i want to do this because the game gets kinda boring simply traversing through square after square<br />
<br />
''Comments''<br />
* One of the noticeable, distinct aspects of that other game are the different messages for each building; i really like this idea. A criticism, though - i'd refrain from mentioning living animals/people or useful items in the descriptions, they could be confusing to newbies. In other words, "a parrot's call can be heard distantly" isn't appropriate, and "the shaman's voice can be heard traveling through the village" might not be appropriate if the shaman is currently dead. The following could substitute: "You see a large ant colony busily rebuilding their hive" (an animal that has no game impact) and "The spirit of Shubar is felt all around you" (doesn't matter if Shubar is alive or dead). --[[User:Frisco|Frisco]] 14:05, 4 April 2006 (BST)<br />
* I sort of feel like this is something that could easily be put together with a Greasemonkey script. It would be nice, but it isn't really necessary. --[[User:Lint|Lint]] 05:35, 5 April 2006 (BST)<br />
:* See the end of the list at [[The Shartak Wiki:Community Portal#Greasemonkey scripts]]. &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 23:31, 11 June 2006 (BST)<br />
----<br />
<br />
===slots/ new inventory===<br />
slots and inventory could be implemented where, a picture of a silhouette was shown, with names of equiped items in slotted areas, ex: you skin a goat, find some sharp rocks and fashion yourself some claws, you then put them on, giving you +1 damage to all melee attacks<br />
[[Suggestions:Items#animal wearings|animal wearings]]<br />
<br />
"Comments below"<br />
<br />
Making Claws? and not "all melee attacks" but only punch attacks --[[User:Slith|Slith]] 06:45, 29 March 2006 (BST)<br />
<br />
I don't see why you need item slots for this. Having a pair of claws in the inventory would just improve punch damage by 1. That said, I don't like the idea of making oneself claws. Seems a little silly, when you have actual weapons around. Seems a little silly, either way, really. Perhaps that's just my sense of aesthetics, though, and not that of the majority of the players.--[[User:Wifey|Wifey]] 06:37, 4 April 2006 (BST)<br />
----<br />
<br />
===Boat Construction===<br />
Boats wouldn't be able to go into The very deep water people can't go into because the tides would rip them apart but could go move in all water for only 1 AP and it also prevents sharks from biting you. Multipule people could get into a boat based on how much wood is used, like <br />
n*.001 x 1 = People Where n = The amount of wood used.<br />
<br />
'''Edit'''<br />
<br />
When Boats are being boarded each player may vote on who they decide should be the captain. The captian may move boat, call the boat any non vulgar name and anyone may jump off the boat at any time except the captain. Boats could only be built on a beach and automaticly once built move the person who constructed it into the nearest water square. Players may board the baot at any time by moving into the same square as it and selecting enter. When the captain moves the boat onto a land square the boat is destroyed and all people who boarded are thrown onto the beach. Players may change the captain at any time by changing there vote. Natives can not board Outsider boats and outsiders can not board native boats. What the boat looks like and is called depends on the size of it.<br />
<br />
1 person: Raft<br />
<br />
2 people: Large raft<br />
<br />
3-4: Small boat<br />
<br />
5-6: Boat<br />
<br />
7-9: Large Boat <br />
<br />
10-24: Huge Boat<br />
<br />
25 and up: Gigantic Boat<br />
<br />
--[[User:Slith|Slith]] 06:42, 29 March 2006 (BST)<br />
<br />
''Comments''<br />
*check out the skills section, i already suggested something like that.... anyway, check it out --[[User:Richard Rose|Richard Rose]]<br />
*While the huts are handled in Richard's suggestion, I am interested in the boat aspect. I think that placing multiple players on a boat will be troublesome. Who decides where the boat goes - the server? the first player on the boat?<br>It's also important to keep in mind that we already are offered a skill to help with moving in water - '''Swimming'''. If we are to introduce rafts, there should be some mechanics set in place to minimize their usefulness.<br>Perhaps carrying a raft through non-water terrain doubles movement cost to discourage players from carrying one everywhere. Perhaps the raft only has a limited amount of moves in deep water before breaking up. --[[User:Lint|Lint]] 22:44, 29 March 2006 (BST)<br />
** Yeah I changed the suggestion based on your suggestion's :) --[[User:Slith|Slith]] 04:40, 30 March 2006 (BST)<br />
*"Welcome to the Shartak ferry sevice. Please pay the captain your fee of 3 coins. We will be departing for the pirate ship in 3 hours. The captain has locked the destination coordinates and will not change directions unless the boat's integrity is threatend. We will arive in 50 AP + 10 AP per passenger + 5 per day due to drift. You are encouraged to help paddle the boat as this will help us arive sooner. If you decide to leave the boat at any time we will not refund you or allow you to reboard. Please do not pull out any corks or kick any boards as the boat is fragile and will sink if badly damaged."--[[User:Darkferret|Darkferret]] 05:06, 1 April 2006 (BST)<br />
** Yeah ^^ That too --[[User:Slith|Slith]] 00:48, 3 April 2006 (BST)<br />
* Boats sound cool. There are a lot of different ways to implement boats that aren't that complicated. Here's one example: suppose that a boat can hold 4 people. Anyone who wants to control the boat spends 4 AP to move the boat one square (larger boats move more slowly). Thus the boat could wander back and forth depending on who currently has the helm, but is unlikely to travel faster than a swimmer. Anyone (native or outsider) can dive overboard or climb onboard at any time, and the boat can be chopped up and destroyed by enough effort. ... The way I envision it, a boat never leaves the water -- the boat gets constructed on a beach square and then can only be moved onto water. It is never an inventory item. --[[User:Tycho44|Tycho44]] 09:31, 2 June 2006 (BST)<br />
**That's a good idea. I would go so far, though, as to say that it has to be constructed in shallow water.It would just make it easier. I would propose that the boat require four pieces of driftwood, plus two for every extra person. Thus a 1-man raft would be 4 pieces, a 2-man raft would be 6, a 3-man would be 8, and so on.--[[User:Wifey|Wifey]] 18:26, 2 June 2006 (BST)<br />
***Although there's no reason not to require, umm, a boatload of wood for construction, rather than just 2 + 2 per person. If the boat has any advantages at all over swimming, you could easily require huge quantities of wood without game imbalance. The original suggester had 1000 pieces per person, that's over the top, but why not 18 wood per person or something. That means N sailors could build an N-person boat in a single day searching at Shartak's [[Boatyard]]. Although construction might require another day of additional AP, and a hammer... --[[User:Tycho44|Tycho44]] 23:07, 2 June 2006 (BST)<br />
::::I'd be in favor of boat construction, but it should be ''significantly'' harder and MUCH more time consuming to work, really only the most hardcore players should try it. Realistically, a person should need about 20 pieces of wood to displace their own body weight, so 20 wood per person is about right. It should take at least a week of devoted searching to come up with this amount for one person, and would require a fair amount of organization to build a large craft, but come on, its a BOAT! Virtually no attacks from anyone ever! Easy access to hard-to-reach islands! It should be extremely rare and time-consuming to do this IMO.--[[User:Jackel|Jackel]] 05:18, 3 June 2006 (BST)<br />
* i reckon the boat idea would be great especially for the CP so we are land police of york and water police of york!,hopefully this does work out!. [[User:Riddick|riddick]] 21:17 10 June,2006 (GMT).<br />
----<br />
<br />
===Poisoning===<br />
{{suggestion|<br />
suggest_type=Game mechanics, status effect, balance|<br />
suggest_scope=All classes, primarily Warriors|<br />
suggest_description=Currently, the blowpipe can only carry 1 dart, yet weighs the same amount of inventory space as a rifle with 2 bullets. If you were to pit a fully leveled Soldier armed with loaded rifles against a fully leveled Warrior armed with loaded blowpipes, the battle is in favor of the Soldier who requires less time to reload while inbattle and dealing superior damage. (rifle's 5 to blowpipe's 4).<br />
<br />
To address this, I would propose that poison darts actually cause poisoning. Poisoning would behave much like a shark bite - causing 1 HP damage per action performed until they are administered a FAK or medical herbs. A character can die if poison is left untreated. The attacker receives no additional XP for this kill or the damage dealt from poison. Poisoning would not stack, but it would be possible for a character to suffer from both poison and shark bites. The introduction of poison may require the dart's damage to be reduced to something substantially lower. Perhaps a default of 2 HP inflicted.<br />
<br />
Up for discussion - does poisoning have a percent chance of occurring, an AP lifespan (only lasts 10 moves), and perhaps only works on non-npc characters?|<br />
suggest_time=18:38, 6 April 2006 (BST)|<br />
suggest_author=[[User:Lint|Lint]]|<br />
suggest_comments=<br />
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*Sounds great! I've heard that some of the toxicins used to poison darts can induce illutions. It would be interesting if poisoning increases AP usage for certain actions or even better imagined enemies (that Sixth Sence could pick out).--[[User:Darkferret|Darkferret]] 08:24, 7 April 2006 (BST)<br />
* Have you seen the size of the some of the blowpipes that certain tribes carry? They're anything from 6 to 10 foot long! It's hardly surprising that they occupy the same inventory space as a rifle :) On the other hand, poisoning from darts sounds like a good idea.. I don't know that they should poison forever though, maybe for a limited number of AP, but perhaps have the effect be cumulative up to a certain point? Get shot 5 times and you lose 1 HP for every AP used for 5 x whatever the limit is. Does that make sense? --[[User:Simon|Simon]] 21:16, 7 April 2006 (BST)<br />
***Exactly - e.g., each poison dart that hits adds 2 AP to the poison duration, and while poisoned, you lose 1HP per AP used. The Poison Dart would eventually inflict 6 hp of damage, offsetting the extra damage and double barrel of the rifle. --[[User:Tycho44|Tycho44]] 07:22, 12 April 2006 (BST)<br />
**That might work, that way the Warrior has incentive to continue using the blowpipe multiple times on a target rather than just switch to their machete after the poison takes effect. Add to the character table a boolean flag (Poison = True) and give it a Poison Timer int. When the timer reaches 0, the Poison gets flipped to False. When the character dies or a FAK or Herb is applied, the Poison gets flipped to False and the timer gets set to 0. If the flag is True and they're poisoned again, stack the timer. I'm going to put forth this suggestion to the Forum. I don't have a lot of experience with using the blowpipe (I'm a machete guy) so they should weigh in on this. --[[User:Lint|Lint]] 22:17, 7 April 2006 (BST)<br />
* Or how about you can find [http://en.wikipedia.org/wiki/Poison_dart_frog#Toxicity frogs] and use them to put differnt posion effects on your darts? --[[User:Slith|Slith]] 04:57, 11 April 2006 (BST)<br />
:*If we're adding poison dart frogs, I demand that they be lickable. It wouldn't be right, if you couldn't lick the poison dart frogs.--[[User:Wifey|Wifey]] 20:14, 11 April 2006 (BST)<br />
::* Ok... then some benifical frogs too! And people can't tell the diffrence between them unless they get some skill? --[[User:Slith|Slith]] 06:27, 17 April 2006 (BST)<br />
*Bump! Awaiting a short lifespan (eg 4hp) additional poison effect for poison darts. And/or Native-only Poisoning skill so that Snake + Dart = uberdart that causes permanent poisoning (aka shark wound). --[[User:Tycho44|Tycho44]] 20:51, 1 June 2006 (BST)<br />
* Short lifespan poison effect added a little while ago. --[[User:Simon|Simon]] 22:43, 29 June 2006 (UTC)<br />
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<br />
===PvP Protection===<br />
{{suggestion|<br />
suggest_type=Game mechanics, pvp, nopvp, vs, player versus player|<br />
suggest_scope=All Classes|<br />
suggest_description=A full implementation of player versus player protection. This would be a nice feature for newbies allowing them time to adjust to the game without getting slaughtered. I envisage something allowing you to enable nopvp without the ability to disable for at least 100AP. Also when you hit a player who is flagged nopvp then you would get a message along the lines of "As your blade bounces off an invisible shield you suddenly notice a shamanic medicine pouch around the neck of target, they are protected, it would be pointless to continue to attack target." where target will be replaced by the players name.|<br />
suggest_time=10:00, 13 April 2006 (BST)|<br />
suggest_author=[[User:Iamtas|Iamtas]]|<br />
suggest_comments=<br />
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* This is a good, well-thought suggestion. But while I don't generally like PKing, I think it is important to keep it available to those that do enjoy it. With XP penalties and easy resurrection, PKing not ruining the game from my perspective and it shouldn't be restricted further. I would not mind a method of informing players that view my character profile to see that I am flagged for pvp or not, but I am against preventing PVP without purchasing such an ability. --[[User:Lint|Lint]] 21:16, 13 April 2006 (BST)<br />
* New players already get an AP bonus and need less XP to level; I don't see the need for a newbie specific ability. I'd rather see a safe area over a moveable system - something like a sacred hut in native villages and a guard hut in outsider villages which anyone who hasn't attacked another player in 100 AP can enter and within which all PvP activity is prohibited, wastes AP, or perhaps results in HP loss only to the attacker ("Your attack has angered the mighty (spirits or guards) in the area; they smite you").--[[User:Frisco|Frisco]] 04:12, 14 April 2006 (BST)<br />
*Having both a PvP pirate and a pacifist shaman, and having been PKed on both... I don't like this idea. I like the 100AP newbie status. I don't like the "enabling" nopvp. Sorry. Death is a part of the game. If you walk into a tribe of hostile headhunters, they aren't going to just stand by and let you through--no matter how peaceful your business.--[[User:Wifey|Wifey]] 04:27, 14 April 2006 (BST)<br />
*I'm aware that new players get extra AP and newbie protection isn't what this is about. It is more useful for being protected from the players that sit in their home town bashing away at their own folk. Even with that said my main reason for nopvp was for another idea I have for a skill track that at the time of thinking about it I thought would require a nopvp implementation. I may post the skill track idea sometime when I have finished thinking about all the details.--[[User:Iamtas|Iamtas]] 12:07, 14 April 2006 (BST)<br />
*How about you can't be attacked in your village/settlement by people that come from your village/settlement? --[[User:Slith|Slith]] 06:30, 17 April 2006 (BST)<br />
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<br />
===New strategic location on island===<br />
{{suggestion|<br />
suggest_type=New location, Game mechanics, |<br />
suggest_scope=N/A|<br />
suggest_description=I think the addition of one or more major new "strategic" locations on the island would greatly improve the game. What exactly it would be can be worked out, all it really ''has'' to be is very valuable to occupy and far away from any village or town (i.e. far away from any shaman). Both sides would rush to occupy this location and would fight each other for control of it.<br />
<br />
This would have 3 major benefits for the game that I can see: 1) It would get the action away from towns/villages/shamans, 2) It would make death more meaningful and make killing an enemy meaningful (all death means in towns/villages now is having to float five spaces or so to the shaman and then you get a free revive. There are no easy/free revives out in the center of the island, you would lose both location and the 50 AP to contact, unless you decide to stick around and play as a spirit), 3) It would give people a goal in the game, a major location to fight over and defend, a location that isn't pointless to fight over, as towns/villages are because they cannot be taken. All in all it would have the benefit of making the game more fun.<br />
<br />
As far as what the new location would be exactly, one idea could be gold mine(s). They would be valuable because standing on a gold mine square would give you 1 gold coin/hr and require no AP expenditure. The specifics of this are wide open and dont even much matter, as long as the location is far from settlements and very valuable to occupy so players will flock out there and fight for control, making for an exciting time and making killing enemies non-pointless.<br />
<br />
If implemented, it should only be one new location at first, with maybe a couple more introduced later once things get going. The location should have a name, and it should be relayed to players in the form of Game News so that everyone knows of its existance and where it is in general terms, e.g. "A gold mine was discovered just south of the mountain, Natives and Outsiders are both rushing out there for control".<br />
<br />
''Note: One of the raisons d'etre for this suggestion has been eliminated with the shaman changes, so this suggestion is less relevant than it was and in some ways outdated. It might still be workable, though it will have to be approached differently.'' [[User:Arminius|Arminius]] 00:27, 4 June 2006 (BST)|<br />
suggest_time=21:02, 22 April 2006 (BST)|<br />
suggest_author=[[User:Arminius|Arminius]]|<br />
suggest_comments=<br />
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* I realise it was just an example, but 1 gold per hour without any AP requirement is probably a bit much. Definitely something to expand on though. I like it. --[[User:Simon|Simon]] 21:46, 22 April 2006 (BST)<br />
** For example, award 1 gold coin to any one player at random who is on the mine for at least the full hour. Or only award 1 gold coin at random to any one player if only one side occupies the mine -- if both outsiders and nativers are present, they are fighting for control and no one is mining. Generally speaking, 24 gold coins per <s>hour</s>day fed into the entire game will not mess up the economy -- that's probably less than 75-150 AP of searching (and a trip to the trading hut). Alternatively, allow players to search the area with a <s>15%</s> 40% find rate for one gold coin, as long as none of the opposing faction are present in the square. Drawbacks: (1) This sort of high-impact location could also increase zerging/cheating, which wouldn't be fun for anyone. (2) A gold mine could rapidly devalue gold coins until they're effectively worthless, ending the "value" of the mine. --[[User:Tycho44|Tycho44]] 02:22, 23 April 2006 (BST)<br />
***Giving out small numbers of coins to only a certain percentage of the people on the mine square seems too low a reward, while the original 1 gold coin per hour is definitely too high. But unless people get something tangible every hour that they stand there, people may not bother to fight for control of the mine, which is the whole point. Here is an idea: Make a new item called "gold nugget". Every hour that you are standing on the gold mine square and your faction controls it, you get one gold nugget. Then create a hut 1 square adjacent to the mine and inside have an NPC called "gold prospector Jim" (for example), who will "cash in" your nuggets, 10 nuggets (or 5, or whatever is deemed the best number) for one coin. Gold nuggets on their own would have no value. [[User:Arminius|Arminius]] 14:57, 29 April 2006 (BST)<br />
****You could achieve the same effect without creating a prospector hut just by giving a straight 10% (or 20%) chance of 1 gold coin each hour. (To me a single "prospector Jim" gets a bit sketchy if a thousand people are rushing the mine...). In my opinion, you get better scalability and realism if the gold-per-person decreases as people increase. If there are a thousand people on the mine, then each person gets only 5% chance per hour (=50gc/hour production). If there are 10 people on the mine, then each one gets a 100% chance per hour (=10gc/hour production). Gold can't be earned from the mine when competing factions are on the location, creating a contested site is the purpose of implementing this suggestion. --[[User:Tycho44|Tycho44]] 09:41, 2 June 2006 (BST)<br />
::::If there is a 10% chance to get one gold coin per hour, and if during a large portion of the day both natives and outsiders are on the gold mine square so no mining is going on, then the odds would be that the lots of people would get 0 gold coins (or very few) before being killed, a total waste of time for them, and they might not bother going back after they're killed, which defeats the gold mine's purpose as a strategic location that people will fight over. This is why I say people need something tangible every hour. In fact, that should be revised to "something tangible every AP turnover", i.e. every 20 minutes. Even if someone is there for only a short time, they should have something to show for it, which they almost certainly wouldnt with a low % chance per hour of getting one gold coin. Your idea of scaling the gold that the mine produces could be implemented by making Gold Prospector Jim give fewer gold coins the more nuggets he receives. In other words, a gold mining version of the current trading system. Since he will have received 0 gold nuggets as the mine is first discovered, one gold nugget could trade for one gold coin, and as more people start cashing in, the value of a gold nuggest would go down, to where he wants 20 or so nuggets for one gold coin. The value would fluctuate throughout the day and week as people cash in more gold nuggets. This way, scalability is achieved while continuing to be able to reward something tangible every AP turnover. Also, I would say gold nuggets should take 0 inventory space just like gold coins, since in theory 72 could be given out per day to one person, and that would fill up anyone's inventory, allowing them to not receive any more. [[User:Arminius|Arminius]] 00:27, 4 June 2006 (BST)<br />
<br />
* An alternative to the gold mine would be some kind of ancient treasure hoard, so not just gold coins but also statues, ancient armour and maybe some pretty nasty weapons. However, to get the good stuff you'd have to go into the trap-filled maze and actually make it into the chamber where the treasure is. With spirit-proof doors so people don't just die, go in, find the correct route, revive and go in...[[User:MorkaisChosen|MorkaisChosen]] 17:33, 24 April 2006 (BST)<br />
**This is interesting but seems overly complicated, and seems like more of a one-shot kind of thing, but most significantly there is no real value in holding such a location. A gold mine would be a simple, straightforward, and constantly of high value to occupy. Also, once one person finds the way through the maze, soon everyone would know. [[User:Arminius|Arminius]] 14:57, 29 April 2006 (BST)<br />
***Good point... Ignore my suggestion, it's not very good... [[User:MorkaisChosen|MorkaisChosen]] 12:27, 2 June 2006 (BST)<br />
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<br />
===Life cycle===<br />
{{suggestion|<br />
suggest_type=balance change|<br />
suggest_scope=NPC animals|<br />
suggest_description=Currently the main way of leveling up is by killing things (i.e. NPCs & characters) I suggest there be some sort of life cycle for animals. For example, when there are massive amounts of tigers being killed less spawn. But if everybody leaves tigers alone, more spawn. If would look something like this:<br />
:0-5% of animal type killed, x5 spawn rate<br />
:6-15% of animal type killed, x2 spawn rate <br />
:16-45% of animal type killed x1 spawn rate<br />
:46-75% of animal type killed x0.5 spawn rate<br />
:76-99% of animal type killed x0.1 spawn rate<br />
:100% of animal type killed, animal is extinct<br />
<br>This forces people to find alternative ways to gain Xp (possibly more lucrative ones?)|<br />
suggest_time=03:22, 29 May 2006 (BST)|<br />
suggest_author=[[User:One of many doctors|One of many doctors]]|<br />
suggest_comments=<br />
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I have the funny feeling that animals would start going extinct, which would just be a pain. I'd rather not see this one implemented.--[[User:Wifey|Wifey]] 15:50, 29 May 2006 (BST)<br />
: Would work if there was a total animal population that was always kept, so if tigers start to become extinct more deer appear, but this would lead to an island of only elephants. Would also work if the animals that were extinct reemerged later on, then it would just be annoying. But the goal of "find alt ways to gain Xp" won't be realised via this manner - it would instead lead to more player vs player action. Instead of taking away our current methods, perhaps other methods of xp gaining could be added, like the agriculture skill, or some current activities could have an xp bonus (we get xp for uncovering trees, why not for finding fruits? Could trading become xp-worthy?).--[[User:Frisco|Frisco]] 16:47, 29 May 2006 (BST)<br />
:: I don't know why we should force people to find the lucrative alternative ways to gain XP. Animals are extremely rare in some areas of Shartak, and PKing and PvP is common. Banshee wailing spam, punch-heal farming, and gratuitous healer orgies are annoying enough already. Basically, the non-healing/non-harming XP paths need to be more viable: XP for exploring, chopping, discovery, contacting foreign villages, and so on. --[[User:Tycho44|Tycho44]] 10:01, 2 June 2006 (BST)<br />
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<br />
===Moving through fully chopped down or overgrown jungle===<br />
{{suggestion|<br />
suggest_type=Movement change|<br />
suggest_scope=Every character in the game|<br />
suggest_description=I sugget a change in the movement mechanics. It may not be approved by you, but I think it's logical. I wouls like to see a change that allows to reduce movement on fully chopped (d0) squares of jungle (I think that a reduction to 0,5 AP/move <s>(0,25 AP/move with Trekking skill)</s>, and an increase on (I think) squares ranging from d7 to d9 to 2 AP/move (1 AP/move with Trekking). D10 squares stay impossible to pass, until chopped. The logic says that when you have nothing under your feet except for ground you move faster, and in dense growth areas you walk slower. Such a change as I proposed may also need an adjustment in the jungle growth speed.|<br />
suggest_time=22:15, 1 June 2006 (BST)|<br />
suggest_author=[[User:Xintlaer|Xintlaer]]|<br />
suggest_comments=<br />
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*I like this, except the part about the trekking skill giving the ability to move 4 d(0) squares in one AP, that should definitely not be done. Maybe this: trekking should only apply to d(1) and up (the skill description says "faster movement through the jungle" anyway), and on d(0), all characters, whether trekking or not, should expend 0.5 AP to move onto another d(0) square. (note that if both of those changes are made it would not harm trekking-people, their AP-usage would be same as it is now.) One benefit of lowering movement cost on d(0) squares as far as game dynamics is concerned, is that it would make roads, the upkeep of roads, and the upkeep of towns (keeping towns free of jungle overgrowth), actually meaningful in a practical sense, by allowing for quicker travel. [[User:Arminius|Arminius]] 22:41, 1 June 2006 (BST)<br />
** Exactly what I was going to say, Arminius. Trekking on a road would be absolutely incredible... so we just don't give trekkers any added bonus there.--[[User:Wifey|Wifey]] 23:52, 1 June 2006 (BST)<br />
***Understood, agreed, changing--[[User:Xintlaer|Xintlaer]] 09:13, 2 June 2006 (BST)<br />
*0.5 AP per square on roads (still 0.5 AP with Trekking). 2 AP per square on heavy jungle (1 AP with Trekking). Creates tangible effect for the Highway Society - Preservation Front conflicts. An absolutely brilliant suggestion. --[[User:Tycho44|Tycho44]] 10:06, 2 June 2006 (BST)<br />
* Nice idea. Tap tap tap.. try that.. I think it should be pretty much what you've said. --[[User:Simon|Simon]] 19:40, 2 June 2006 (BST)<br />
::Anyone agree that this has now been implemented and as such can be moved to [[Suggestions:Implemented]] ? --[[User:Simon|Simon]] 12:15, 9 July 2006 (UTC)<br />
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<br />
===Message in a bottle===<br />
{{suggestion|<br />
suggest_type=New item, message system|<br />
suggest_scope=All characters in Beach terrain|<br />
suggest_description=Much like the "make signpost" action, creating a message in a bottle will only be available to players standing in Beach terrain. Unless the "Refillable containers" suggestion is implemented, to create a message in a bottle will require a bottle of beer, bottle of rum, or bottle of water and some newer items - parchment and charred driftwood or berry paint. There would be a textarea and a button, much like the existing message actions. Upon clicking the "make message" button, the items required are removed from the player's inventory and their text message is added to the database.<br />
<br />
Although it would be neat to actually see the bottles floating in the water and following unique movement patterns, that would lead to some very cluttered areas. So instead the message in a bottle becomes a rare search result in Beach terrain.<br />
<br />
When a player finds a message in a bottle the system generates a random number and selects the associated message to that number from the database. After reading the message, the player has the option to destroy or return the bottle. Destroying the message in a bottle removes it from the database. Returning it throws the bottle back into the sea to be found again. There should probably be a default message in the event that all the unique messages are destroyed or the search odds could be modified to reflect that there are no more messages in a bottle to be found.<br />
<br />
Each message could also have a stat to display how many times the message was read before.|<br />
suggest_time=05:33, 6 June 2006 (BST)|<br />
suggest_author=[[User:Lint|Lint]]|<br />
suggest_comments=<br />
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Nice idea. I'd rather have the message bottle also be rare-findable in water. I think it'd be kind of neat to have some items found in water, even if only text messages generated by other players. The suggestion does await parchment, although I think that berries alone would be sufficient for ink ("you write in berry juice") rather than requiring a separate ink item. Implementing parchment might get a bit complicated - I'd prefer a very streamlined approach so that players aren't carrying around six (or 71) different message'd parchments at once. --[[User:Tycho44|Tycho44]] 21:23, 16 June 2006 (BST)<br />
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<br />
===Map quest===<br />
{{suggestion|<br />
suggest_type=Quest|<br />
suggest_scope=All characters, new NPCs|<br />
suggest_description=There is a limited usefulness for the map for those without access to the mapping scripts. There is also a limited incentive for players to explore foreign camps. This suggestion provides a simple quest for players to hopefully address both issues.<br />
<br />
Each town will possess a new NPC (or possibly a retooled home shaman or trader) that has a fragment of a map. The fragment will display the general vicinity around the camp. After a player interacts with the NPC and acquires a map fragment, they can view map.html and see two new buttons: "view torn map" and "compare maps". "View torn map" will display the collection of map fragments acquired by the player. "Compare maps" will overlay the player's personal map on top of the torn map.<br />
<br />
I imagine the map fragments to resemble the parchment look featured in the game logo, but each camp might use a different medium or writing implement which will give the torn map a patchwork appearance.<br />
<br />
The map fragments will not take up any inventory space and not even be listed in the inventory. On a character's profile page it may be possible to display their progress with the quest: (1/7 map fragments).<br />
<br />
Obviously, having just the area of the camps mapped out will leave some large missing chunks in the torn map. There could be a hermit NPC that will complete the torn map once each fragment is obtained. The complete map can also have the feature of unlocking new territory. Talking to special elder NPCs will mark the map with locations that are viewable and enterable only by those with complete, marked maps.|<br />
suggest_time=19:53, 6 June 2006 (BST)|<br />
suggest_author=[[User:Lint|Lint]]|<br />
suggest_comments=<br />
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Sure, this makes sense to me. Ideally, the special code (possibly including search outcomes, NPC interactions, non-item flags in character data, and so forth) would be generic enough so that it could also be borrowed to implement treasure hunts, scavenger hunts, secret locations, and other future plot-lines in Shartak. A Shartak map itself, even complete, would just show the same info that can be found via web or wiki, so it is not going to harm game balance. --[[User:Tycho44|Tycho44]] 21:27, 16 June 2006 (BST)<br />
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<br />
===Living countermeasures against spirits===<br />
{{suggestion|<br />
suggest_type=Skill, balance change|<br />
suggest_scope=Everyone who's sick of the gathering of banshees in their medical supply houses|<br />
suggest_description=As spirits become more angry and desire ever-more the blood of the mortals around them, the shamans of the island have begun to develop ways to put them to flight or at least guard their fellow islanders against the terror that these ghosts inspire. In the course of circulating this information between the villages of Raktam, Dalpok, and Wiksik, however, it has been intercepted by outsider spies and delivered to the developing scientific communities that exist in the outsiders' camps.<br />
<br />
To be concise, we've got a ghost problem in Shartak. I'm not sure how many villages this goes on in, but it seems that the spirits of the dead have taken up residence in the healers' hut of my beloved village of Wiksik. There are many living men and women also inside of this little abode, and all of us suffer from the shrieks and howls of the angry spectres, day after day. Some of our most skilled medicine-men have even lost their lives, struck dead from horror while they slept.<br />
<br />
So, my suggestion?<br />
<br />
I'm thinking about something around the lines of "spirit exorcism" skill that can be learned and used by shamans/scientist to banish spirits from whatever urban areas they inhabit. In order for this to be used, the individual must be in the same square as the spirit, in the village or camp that he/she originated from, and sense the spirit's presence. When used, the spirit will be flung out of the village/camp a long ways, perhaps 10 or 20 squares. This, I think, would be a reasonable answer to ghosts that find no better purpose in the afterlife than to haunt important huts in villages and try to scare the inhabitants to death...<br />
<br />
(FYI, the Wiksik healing hut has 2 such spectres, and they're getting to be kinda irritating.)<br />
<br />
Another such idea would be a "spirit ward" skill, also only usable by shamans and scientists, that would slow a spirit's movement and reduce the effectiveness of its attacks in the presence of a the shaman who holds the skill. <br />
<br />
Another idea is that such a skill would allow the user to create wards out of certain types of items, that would be placed like a signpost in a square and produce a similar effect as above. This would last a finite amount of time before falling apart, and could be destroyed by mortals.|<br />
suggest_time=19:54, 1 July 2006 (UTC)|<br />
suggest_author=[[User:Tenebrys|Tenebrys]]|<br />
suggest_comments=<br />
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<br />
YES. I like this one. Spirits are annoying. [[User:MorkaisChosen|MorkaisChosen]] 17:27, 2 July 2006 (UTC)<br />
* Yes, 100%. To clarify: (1) Banshee wailers are unlikely to earn even 90 xp per day since the xp nerf, so spirit abuse isn't the problem. (2) Mortals who spend an AP or two each day to STEP OUTSIDE THE HUT take no damage from wailing (shaman chanting protects them), so "suffering" by mortals too lazy to spend 2 in each 72 AP protecting themselves is not the problem. (3) Living characters who spend their entire lives in the Medical Hut searching for FAKs (Healing Herbs) and healing each other easily earn 150 xp per day with no risk and no interaction. (Even death is nothing but a 30 AP inconvenience.) My adventuring character has visited Dalpok with GPS units but gained no XP, while my Medical Hut XP Farmer has gone nowhere, done nothing, and gained 5 experience levels in 2 weeks. Solution 1: Scientists/Shamans get an Exorcism skill to blast spirits 20 away in a random direction. Solution 2: Advanced spirits get an AP-intensive skill that allows them to prohibit use of healing items in their current location. --[[User:Tycho44|Tycho44]] 18:24, 2 July 2006 (UTC)<br />
<br />
** Banshee wailers don't really contribute anything to the game, as most of the ones I have seen simply spam the wail. I'm honestly not sure what purpose they serve beyond providing a lot of spam and some opertunity for an alternate way to gain XP besides combat. I would also disagree that healers do not interact, as there is often times conversation being held as well as healing other characters. Many times there remains no one to be healed in herbal/medical huts, so healers with take a trip outside to heal anyone they can find injured in the village. Honestly, I see it as a lot more interactive than simply running around and killing animals. So the question is, what role are spirits supposed to have in the game? Are they supposed to be a substainable pseudo-class or are they supposed to be a diversion from the living side of the game? I'm fine with either one, but if they are supposed to be a pseudo-class then I think they need something more than just a skill-branch which allows you to annoy people, as well as there would need to be a means by which living characters can forcibly deal with them. --[[User:Shosuro|Shosuro]] 3 July 2006<br />
<br />
* Ok, so does exorcism:<br />
:* banish just one spirit from the location?<br />
:* have a fairly high chance of banishing each spirit?<br />
:* have a fairly high change of banishing one spirit? <br />
<br />
::Whilst I can see shamans having this skill, and scientists having a similar skill with the same effect, would characters need to find an item such as a bible or a charm as well as having the skill in order to perform the ritual?<br />
<br />
::I think we're now at the point where this is likely to be the next thing added so get the ideas in! Wasn't there another section with a similar theme somewhere? Perhaps they should be merged. --[[User:Simon|Simon]] 12:25, 9 July 2006 (UTC)<br />
<br />
** Items necessary to perform an exorcismal ritual? Yes, I think so. At least -something- should have to be scrounged up or traded for, if shamans/scientists are to have such powers over the supernatural world...<br />
<br />
Looking around, I hadn't seen any articles that had similar such intentions, though. At any rate...<br />
<br />
As long as the items are available, exorcism should have a pretty high chance of getting rid of a spirit that is haunting an area. The odds should be such that a single spirit usually won't require more than two attempts at being cast out. If there is more than one spirit in the area, it might take multiple attempts before they're all gone; otherwise, as long as the exorcist is in the vicinity of ghosts and has the correct exorcismal supplies, he/she won't have all that much trouble getting rid of them.<br />
<br />
I can see this skill taking a good deal more than just one AP, though. Maybe three or five...<br />
<br />
As for the specific items? A bible and a candle or two would be sufficient for men versed in the religions of western civilization to carry out their duties when it comes to driving away supernatural beings. Natives, however, have different methods of dealing with ghosts and spectres they find -- their ceremonies may well make use of healing herbs burnt as offerings, driftwood used for talismans to ward off the dead, and even maybe a poisonous snake to help adorn a witch-doctor during ritual dances.<br />
<br />
Not sure if I'm going too far here, though... I haven't thought TOO deeply into the specifics of this skill. Others, especially shamans and scientists, feel free to add on... but stay rational. Not sure if I did the same... --[[User:Tenebrys|Tenebrys]] 22:22, 9 July 2006 (UTC)<br />
<br />
The previous discussion was tucked away on the Suggestion Talk page where it was very visible. [[Talk:Suggestions#Exorcism|Exorcism]]. I'm not sure if merging is necessary, but some of the discussion there can carry over here. --[[User:Lint|Lint]] 00:02, 10 July 2006 (UTC)<br />
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}}</div>Linthttps://wiki.shartak.com/index.php?title=Suggestions:Miscellaneous&diff=8163Suggestions:Miscellaneous2006-07-09T19:01:38Z<p>Lint: /* Inventory Limit */</p>
<hr />
<div>{{Suggestions header|page_type=Other}}<br />
<br />
== Other ==<br />
<br />
=== Tunnels ===<br />
Tunnels underneath the island lead to interesting places.<br />
<br />
''Comments''<br />
:How do you know they don't exist? :) [[User:Dr._J|Dr. J]]<br />
::Tunnels underneath the island '''lead to interesting places.''' --[[User:Tycho44|Tycho44]] 06:43, 8 June 2006 (BST)<br />
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<br />
=== Treasure to capture ===<br />
"Capture the flag" type objective, in this case the flags are treasure from each village. Bonus points in the form of XP or gold coins to be awarded to the holder of the treasure at certain intervals.<br />
<br />
''Comments''<br />
:I would like to modify this slightly Mystery Suggester. Please see the '''[[Suggestions:Game_Mechanics#Unique_Item_Hunt|Unique Item Hunt]]''' suggestion. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)<br />
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<br />
=== Player VS Player Interaction ===<br />
I would propoese a to hit % penalty for attacking members of same Home location. I believe this will promote exploration and perhaps offer a measure of protection of newly "birthed" population. As a recent victim of death by the hands of a warrior from my own villiage this has a bit of appeal to me ;). - [[User:Nankilstlas|Nan]]<br />
<br />
''Comments''<br />
:Instead of a hit % penalty, what about reducing or eliminating XP earned for such attacks? It would be similar to the ZvZ penalty used in UrbanDead, and its easier to rationalize not getting as much experience fighting one of your own than to rationalize that its harder to hit your own people for some reason. --[[User:Jackel|Jackel]] 19:52, 27 February 2006 (GMT)<br />
<br />
:The to hit penalty and the lack of XP should be combined to discourage intravillage conflicts but only on nonclan members(so clans from the same village can fight with each other to simulate a power struggle for leadership), extend this to shamans as well, as its not often the village shaman gets killed by an out-of-towner. --[[User:Daylan|Daylan]] 00:27, 7 March 2006 (GMT)<br />
<br />
:I don't like this idea--especially with the inclusion of pirates in the game. It makes sense for pirates to trun on each other now and then, or to turn to pillaging from one of the outsider towns. All of a sudden, for our good RPing we get a reduced chance to hit and no XP?--[[User:Wifey|Wifey]] 07:30, 29 March 2006 (BST)<br />
<br />
:I have suggested a full non player vs player implementation at [[Suggestions:Game_Mechanics#PvP_Protection]]. --[[User:Iamtas|Iamtas]] 10:10, 13 April 2006 (BST)<br />
<br />
:Players already get less XP for attacking someone from their own camp, and no kill bonus (if I remember correctly). You would still gain a bit of experience from fighting with your own, just not quite as much as when it's a life or death situation against someone hostile. Do we really need this suggestion to be implemented? --[[User:Simon|Simon]] 12:28, 9 July 2006 (UTC) <br />
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<br />
=== Spirit Movement ===<br />
<br />
A couple thoughts on this topic.--[[User:Jackel|Jackel]] 02:29, 6 March 2006 (GMT)<br />
<br />
*My character has the "trekking" skill, but as a spirit, actually moves '''slower''' (1 AP per square) than when he's alive! Spirits should move '''at least''' as fast as someone skilled at traversing terrain.<br />
::Perhaps spirits have less impetus than live characters --[[User:Dr. J|Dr. J]] 18:55, 7 March 2006 (GMT)<br />
<br />
*Spirits move effortlessly through the thickest jungle, water, swamp--as it should be. Why should mountains be an impediment?<br />
:Perhaps there's some kind of mineral in the mountain that prevents the spirit from passing through it.. could be mined later on to spirit-proof huts or something (clutching at straws here, can you tell) ?<br />
:They also can't move through the deepest water, but that is the boundary of the game I'm guessing.<br />
<br />
So what's the suggestion here? Perhaps this belongs in the Talk page instead? --[[User:Simon|Simon]] 17:51, 27 May 2006 (BST)<br />
* Is the suggestion that spirits can move for 0.5AP instead of 1AP regardless of terrain? --[[User:Simon|Simon]] 12:29, 9 July 2006 (UTC)<br />
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<br />
===Player Titles===<br />
<br />
To supplement the explored/killed statistics, give players rank titles based on percentiles. For example, if Jack is in the bottom 10% of explorers and the 30th percentile of hunters, his profile would show him as "Greenhorn Jack the Good Shot", if Sheila is in the top 10% killers and middle 50 explorer, she would be "The Adventurous Sheila, Grandmaster Hunter", and [[User:Murk|Murk]] would simply be "Demigod Murk". The titles would be determined once a day like the stats, only apply to active players, and only take active players into consideration when determining percentile. This will help statistics be more relevant to all players, as once time goes on and new players start, the top 100 may be quite a distant goal. --[[User:Frisco|Frisco]] 04:15, 10 March 2006 (GMT)<br />
<br />
''Comments''<br />
:I like it. It adds flavor to the game. I also agree that this system should be based on dynamic percentiles to allow for new players to compete with some of the more established ranking players. A static listing would be incredibly difficult for newcomers to break into. --[[User:Lint|Lint]] 22:12, 11 March 2006 (GMT)<br />
<br />
*This could be done in a similar manner to the rogue elephants and ferocious tigers that we have now. Several questions need to be answered first.<br />
:* A title for every player or just those in the weekly top A% of whatever chart?<br />
:* Just to be displayed in the profile or in the location description as well e.g. Here you can see [http://www.shartak.com/profile.cgi?id=1850 Fatninja], the hunter, and [http://www.shartak.com/profile.cgi?id=6 Leaky Bocks].<br />
:* What kind of statistics would need to be kept for this to work?<br />
::* areas explored for the explorer titles - not a problem, we have the top 20 explorers this week already, it can be expanded to include however many players are required to make it work since it's just a case of manipulating the raw data differently.<br />
::* animal kills for the hunter titles? specific types of animals killed e.g "Bob the parrot killer", "Fred the big game hunter", "Bert the murderer" (pkills) rather than just all animals killed?<br />
::* something for some other kind of title, trading perhaps? "Tycho the master salesperson" for example ;)<br />
:* Of the above, the explorer titles are the easiest to do. Kills will need some adjusting because there are no database timestamps on kills at the moment, just raw quantities as seen on the [http://www.shartak.com/statkills.html kill statistics] page.. <br />
:--[[User:Simon|Simon]] 12:43, 9 July 2006 (UTC)<br />
<br />
:: A title for every character, with the top A% appearing in the location description and profile pages, and everyone else only appearing in the profile page - this lets everyone know where they stand and keeps the location page less cluttered. For statistics, some records for healers and wailers should be kept in addition to trading, like HP healed (modified by recipient's travelling/trading/killing stats), number of times screamed/shrieked/wailed (balanced for severity of attack), number of trades (modified by number of towns trades were done in and rarity of item). Kills in particular to the animal that has been killed would be more distinctive and flavourful - should it also be in particular to the town (or clan??) for pkills, making "the Butcher of York" an official title?<br />
<br />
:: Weekly tabulating of titles will make them very transient. Perhaps once a title is acquired it is kept so long as you're halfway to that title each successive week (not affecting others gaining the same title if they're in the appropriate rankings)? --[[User:Frisco|Frisco]] 15:42, 9 July 2006 (UTC)<br />
<br />
::I thought a little bit about this after I made that early comment. It becomes fairly hard for a newbie to compete with the existing stat leaders regardless if the awards were static or scaling. I think the best way to handle this is a two-tiered approach, one that rewards players for accomplishing static minor goals and one that rewards players for being the highest rank. The latter is already accomplished through the statistics, but the former has not been addressed.<br />Most of what follows is inspired by a [http://wiki.urbandead.com/index.php?title=Talk:Suggestions&diff=prev&oldid=173904 draft suggestion] on the Urban Dead wiki and my experience with Nexus War.<br />I see these award descriptions appearing only on the profile pages to cut down on clutter. Each degree of award is assigned at some arbitrary number. Perhaps 10, 100, 500 (with more titles developed as the game progresses). When a player achieves a target number, an award flag is raised. Every 24 hour period, the server will compute the rankings and append a prefix or suffix to the player's existing award.<br />
::* Area explored - Wanderer, Traveller, Adventurer<br />
:::Bonus prefixes for top-ranking explorers: Top 1% - Worldly, Top 5% - Experienced, Top 20% - (e.g., Worldly Adventurer)<br />
::* Hasn't killed anyone - Pacifist<br />
::* Killed animals - Herder, Hunter, Slayer<br />
:::Bonus prefixes to state which type of animal the player has killed the most (e.g., Wild Boar Herder, Elephant Hunter, Special Slayer)<br />
::* Killed opposing side - Killer, Fighter, Conqueror<br />
::* Killed same side - Turncoat, Backstabber, Traitor<br />
:::Bonus prefixes for top-ranking killers: Top 1% - Bloodthirsty, Top 5% - Fierce, Top 20% - Brutal (e.g., Bloodthirsty Conqueror, Bloodthirsty Traitor, Bloodthirsty Wild Boar Slayer).<br />
<br />
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<br />
===Inventory Limit===<br />
<br />
I think I would like to have an indication of how much of my inventory limit is being used up. :D --[[User:Lint|Lint]] 22:12, 11 March 2006 (GMT)<br />
* The inventory is somewhat flexible in size (+/- 2) so wouldn't be completely foolproof if represented as "(x/y)" appended to the inventory header, I could do something like a small bit of text just below the header like "You can carry lots more" "You can carry more things" "You can't carry much more" "You might be able to carry a couple more things" "You can't carry anything else". The question is though, is it just you that wants this feature? If so, you might be able to do something clever with greasemonkey. --[[User:Simon|Simon]] 11:02, 14 April 2006 (BST)<br />
* Ah. In that case, a greasemonkey script would be fine. I imagine it would require a little list of all the inventory item names and then a size value assigned to each. Then parse through the list and do simple addition and display the result. I might try my hand at it, but I don't promise anything. --[[User:Lint|Lint]] 20:13, 14 April 2006 (BST)<br />
**"is it just you that wants this feature?" Hmm, I assumed everyone would want this feature. Perhaps "your inventory is getting full" and "your inventory is full" would be sufficient warning, but inventory size info seems valuable. Also, the Trader won't give me a rifle for my bananas (you can't carry more) even though I'm giving away much more than I'm getting -- the trading mechanism appears to check for overload based on carrying both the given and received items. Perhaps a feature... but he's the guy who owns an entire hut, you'd think he'd be willing to carry both during the transaction rather than requiring me to shoulder the burden. --[[User:Tycho44|Tycho44]] 09:10, 29 April 2006 (BST)<br />
***<Bump.> Also, why not "(x/y)" appended to the inventory header? If the game code can figure out whether or not the inventory is full, it seems that the player could be able to figure out the same info. Even a simple load indication "(x)" would work fine, if the worry is that total inventory capacity 70-74 depends on quirky variable info rather than being static based on class. --[[User:Tycho44|Tycho44]] 22:36, 15 May 2006 (BST) Besides which, seems like most everyone has an inventory limit of 71 now. (2 for blowpipes or rifles, 0 for gold coins.) --[[User:Tycho44|Tycho44]] 22:31, 20 May 2006 (BST)<br />
*See the last list item at [[The_Shartak_Wiki:Community_Portal#Greasemonkey_scripts]]. &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 07:51, 28 May 2006 (BST)<br />
* Still needed/wanted or is the greasemonkey script sufficient? Would this change if, for example, backpacks or some other means of carrying extra items was implemented? Inventory size: 23/90 --[[User:Simon|Simon]] 12:46, 9 July 2006 (UTC)<br />
** It would be nice to have an official inventory counter mechanic as I believe the script is based on a handful of assumptions (inventory size for all classes is 71, gold coins are weightless, ranged weapons have weight of 2 units) and will require testing and updating whenever a new item is added. --[[User:Lint|Lint]] 19:01, 9 July 2006 (UTC)<br />
<br />
----<br />
<br />
===In-game Rankings===<br />
<br />
I was noticing recently that one of my characters seemed to have killed a lot of parrots lately. I realizing that such information is tracked on the game stats page, but not necessarily everyone looks at it, and I thought it might be fun to have something in-game to acknowledge the player who has killed the most creatures of each type. Maybe a line is added to the player's description page, or the color of their name is different, or a mysterious "crown of the fallen parrots" appears in their inventory--no real impact, just bragging rights. It should be easy enough to implement, and might add a little intrigue.--[[User:Jackel|Jackel]] 01:03, 16 March 2006 (GMT)<br />
<br />
''Comments''<br />
* See the player titles suggestion further up! --[[User:Simon|Simon]] 12:46, 9 July 2006 (UTC)<br />
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<br />
=== Wiki: table CSS ===<br />
<br />
It would be nice if there were a class set up in the wiki's CSS file so that we could make attractive tables (see my ugly, hackish one on [[Tips and tricks]]). I tried to edit [[WikiMedia:Common.css]] but it's edit-locked. --[[User:Vtbassmatt|VTBassMatt]] 16:14, 23 March 2006 (GMT)<br />
* I don't know that WikiMedia:Common.css is the right thing to edit - That link takes me off to an external site! --[[User:Simon|Simon]] 18:09, 23 March 2006 (GMT)<br />
** What the heck! Ha, sorry. Now I can't find the page on either this wiki or the WikiMedia page. Weird. Well anyhow, it would be nice to have a useful table class. Thanks, Simon.<br />
*** What kind of table class? Do you mean something to give a particular title bar, and row colours? Similar to the one on the front page. Got an example of what you'd put in the css file? --[[User:Simon|Simon]] 11:58, 3 April 2006 (BST)<br />
**** Colors aren't too important, I was more concerned with borders. Something simple like:<br />
table.bordered, table.bordered td {<br />
border: 1px solid black;<br />
<br />
<br />
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<br />
=== Pets ===<br />
<br />
''Discussion of Pets has been moved to the existing [[Suggestions:Game Mechanics#Pet System|Pet System]] suggestion.''<br />
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<br />
===ruins===<br />
the ruins in the game are mostly for show, and that can be aggravating at times, as i would love to "explore" ruins more if there was something there. i am suggesting several things such as:<br />
*unique, ruin only monsters<br />
*special items found only in ruins<br />
*if quests are implemented, a quest location<br />
<br />
this is a very vague suggestion, but i feel that alot of the ruins on the map are just too bland. i camped out at ruins with my character "Richard Rose" and i stayed there for a week (in real time) because there was nothing better to do. and nothing and i mean NOTHING passed by, no game, no fruit trees, no players. it was completely desolate, and i am just suggesting several "interesting" components for ruins.<br />
<br />
'''Comments:'''<br />
*I have to agree that last I checked, the Ruins seemed like a total bust. Fifty searches yielded worse than the typical Jungle average. No events triggered, no creatures, no spirits, no variable flavor descriptions. <br />
:* "As the wind blows through the ruined arch, you hear the spirit voices of the ancestors" (gain 1 XP). <br />
:* "You find a bundle of parrot feathers tied to a leather strap. The spirit magic of this amulet has long since faded away." (junk item that could be implemented with magic/spirits later). <br />
:* "Ghosts of the ancient dead chill your soul" (lose 2 HP, gain 2 XP). <br />
:* "Sliding the heavy iron lid to one side, you discover [[The Conch|The Conch<sup>(tm)</sup>]]!"<br />
:...And so on. --[[User:Tycho44|Tycho44]] 22:56, 15 May 2006 (BST)<br />
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<br />
===Wind===<br />
{{suggestion|<br />
suggest_type=Game Element Addition|<br />
suggest_scope=Everyone|<br />
suggest_description=<br />
Add the concept of wind to the game. Could be either constant (always from the west) or random over time, possibly even dependant on the side of the island you're on. For now, including a changing wind speed (10mph to 30mph) may be overly complex. Wind can affect spirit movement, pigeon delivery times, fire movement, etc.|<br />
suggest_time=16:54, 14 April 2006 (BST)|<br />
suggest_author=[[User:Frisco|Frisco]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
* Working this out technically might be a bit much, but I would like to see similar environmental variables on the island. It would increase the variety in the game and provide a creative amount of unpredictability while not being outlandish. Perhaps there can be a similar effect for the water current and tide as well. I can't wait until there are hurricane-strength winds that whip around everyone unless they're safe inside the mountain tunnels. Mwahaha. --[[User:Lint|Lint]] 20:08, 14 April 2006 (BST)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
===Animal Levelling===<br />
{{suggestion|<br />
suggest_type=balance change|<br />
suggest_scope=NPC Animals|<br />
suggest_description=Each time an animal kills a PC, the animal should have its stats increase: increased HP (possibly also reset to max), more damaging attacks, better chance of hitting, faster movements, possibly a more aggresive nature? There probably aren't that many animals out there that have actually killed more than one or two humans before being killed themselves, but this would increase that chance, leading to the natural formation of the mythical beasts that have been mentioned in other suggestions. And if it doesn't happen naturally, i'm sure it wouldn't be too long before animal cultists start sacrificing themselves to animals in order to create their gods.<br />
<br />
Characters with the animal affinity skill should be able to identify stronger creatures:<br />
:"Also here is a man-eating tiger"<br />
:"Also here is an extremely large man-eating alligator"<br />
:"Also here is an extremely large man-eating elephant that is barreling towards you"<br />
:"Also here is an extremely large man-eating parrot that is barreling towards you with claws the size of cutlasses"<br />
|<br />
suggest_time=20:26, 13 May 2006 (BST)|<br />
suggest_author=[[User:Frisco|Frisco]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
... That's a mite scary. I don't know how this would affect server load, but that would be my only complaint here.--[[User:Wifey|Wifey]] 01:06, 14 May 2006 (BST)<br />
* Sounds neat. Will there be a leveling cap? --[[User:Lint|Lint]] 01:45, 15 May 2006 (BST)<br />
** Probably should be a cap, though a rather high one. Time limitations would prevent animals from growing too powerful before someone takes them out, but a dedicated group of cultists could go crazy creating an invicible creature. Or perhaps once an animal reaches a certain level, it gets named (a monkey might be "King Kong" at high enough stats), and this one creature per animal type can continue advancing while all others are capped at that level (can't have more than one King Kong running around). &mdash;unsigned by [[User:Frisco|Frisco]] 02:38, May 15, 2006 (BST)<br />
* Awesome. --[[User:Tycho44|Tycho44, Cultist of the Man-Eating Parrot]] 22:57, 15 May 2006 (BST)<br />
* So let me get this straight - if an animal kills a PC, they gain hp, and accuracy of their attack, and possibly damage as well. say hp + 2, accuracy + 10%, damage + 1, up to a certain level (accuracy can only go up to 100% of course). Easy enough so far. If they get killed, they reset to the normal hp/accuracy/damage and start afresh as a normal level animal? I must say, I quite like this idea. If this is correct, then there's no server load issue. --[[User:Simon|Simon]] 09:33, 28 May 2006 (BST)<br />
** This sounds very good. I recommend that you let each animal reach 100% accuracy and cap damage at ''base damage + 5'' (a 9x100% elephant would be plenty lethal enough, I think). PC deaths to animals are probably rare enough that you could be more generous with HP bonuses: increase an animal's current HP and max HP by ''base health / 3 + 1'' for each of its kills. You could cap max HP (after five increases?), but I wouldn't. An animal should be restored to base health if its HP bonus wouldn't get it there (so an elephant, with a 20+1 HP bonus, would go from 32 HP to 60 and have 81 max HP, or go from 42 to 63 and still have 81 max HP). In theory, after five kills you could see an elephant with 165 HP that dealt 9 damage at 100% accuracy, but only if it got those kills without being harmed at all. Such a beast would be incredibly intimidating, but also incredibly rare. &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 22:25, 28 May 2006 (BST)<br />
:::What about new players? They go into the forest for the first time, log out, log in only to discover that "an extremely large man-eating parrot that is barreling towards you with claws the size of cutlasses" has killed them in two moves. Nobody naturally gets stronger by dying and this would only prevent low level characters from leveling up.--[[User:One of many doctors|One of many doctors]] 03:13, 29 May 2006 (BST)<br />
::::The idea is that there wouldn't be that many of these, because they'd be rather difficult to make even a ''little'' better, anyways.--[[User:Wifey|Wifey]] 15:49, 29 May 2006 (BST)<br />
::::: Simon has it right. hp + 5 (or +10%), accuracy + 10%, damage + 1, with only a few upgrades possible. Or, for example, promote to level 1 after 1 kill, level 2 after 2 more kills (3 total), level 3 after 3 (6) kills, and so on. If a max-upgraded parrot is only as strong as a level 0 tiger, this is nowhere near "kill-in-two-moves" monstrosity. This would add excitement and flavor to the game without any downside. I doubt any animal in Shartak has more than two kills. As the 300-hp Squid shows, any attention-getting animal will get torn to bits by PCs. --[[User:Tycho44|Tycho44]] 23:14, 19 June 2006 (UTC)<br />
* Implemented, but with slightly less elaborate titles (and the maths isn't quite the same either)! --[[User:Simon|Simon]] 12:48, 9 July 2006 (UTC)<br />
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}}<br />
<br />
===UDTool type Firefox plugin===<br />
{{suggestion|<br />
suggest_type=Plugin|<br />
suggest_scope=All players with Firefox|<br />
suggest_description=I don't have any coding skills, but I'm sure many of you out there do. Currently there is no way to add people to a contact list, thus making it difficult to recoginse people. Could someone please develop a UDTool style plugin (like that seen in Urban Dead) that allows you to add player's names and assign them to groups with user defined colours? Basically just port the UDTool over to Shartak users, so when you're in a hut or square with others, you can see people you've encoutnered with a llittle bit of text to pop up at your cursor telling you why they're important to you (like the 'notes' feature in the UDTool).|<br />
suggest_time=08:18, 27 May 2006 (BST)|<br />
suggest_author=[[User:Rip Purr|Rip Purr]]|<br />
suggest_comments=<br />
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* This has partially been implemented in-game, we now have contact lists that identify people from the opposing side as well. That's not to say that an UDTool type plugin isn't required though. Perhaps this isn't the best place to put this suggestion though, but somewhere for the real greasemonkey wizards to see it? --[[User:Simon|Simon]] 20:50, 12 June 2006 (BST)<br />
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}}<br />
<br />
===Hide Skills===<br />
{{suggestion|<br />
suggest_type=Technical|<br />
suggest_scope=Everyone|<br />
suggest_description=I think it would be useful to be able to have a "Hide Skills" button which hides what skills you possess from those viewing your profile, I know many people wouldn't care but it would be useful for players whose skills don't fit with the way they roleplay. Besides who can tell how good a shot someone is simply by looking at them?|<br />
suggest_time=08:18, 31 May 2006 (BST)|<br />
suggest_author=[[User:Kripcat|Kripcat]]|<br />
suggest_comments=<br />
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* ''Comment removed'' --[[User:Lint|Lint]] 20:06, 6 June 2006 (BST)<br />
** Well, hiding (as a skill) seems different from "hiding your list of skills"... although perhaps that would be a way to boost characters with Sixth Sense, who know how good a shot you are simply by looking at you. I like the effects of having fully revealed skills. Realistically, your home town should hardly be public knowledge, nor the date of your last demise, nor your killer, and so on. Perhaps a "Disguise" skill would give you access to a button that shields your character info (such as level) while you sleep (at a small AP cost). --[[User:Tycho44|Tycho44]] 21:51, 1 June 2006 (BST)<br />
*** It makes sense. No more can I look at the victim's skills t osee how well they'll be able to track me if Ifail to kill them. ;) --[[User:Wifey|Wifey]] 23:50, 1 June 2006 (BST)<br />
***That is another bonus to be sure, might add a little ''tang'' to your game. [[User:Kripcat|Kripcat]] 07:28, 6 June 2006 (BST)<br />
***The problem with doing anything "while you sleep" is that it's hard to know whether you're actually not playing, or just taking a very long time between clicks. Idleness is triggered after 7 days of not doing anything, although I'm not sure if simply loading the main game page is considered to be doing something, I'd have to check. I suppose "asleep" is either something you activate on your last go and the next time you reload the page, you're awake again, or else when you haven't done anything for an arbitrary length of time (say 3 hours). --[[User:Simon|Simon]] 12:18, 9 June 2006 (BST)<br />
****There's no issue with ''player-activated'' sleep conditions. Clicking a button ("Disguise Self 4AP" or however many AP you want it to cost) activates the Disguise. Player skills are then concealed. They remain Disguised forever until they click anything, at which point they leave the state. The state never activates automatically (in 3 hours or 7 days), because you have to pay to activate it. There are no mechanical complexities. --[[User:Tycho44|Tycho44]] 23:03, 19 June 2006 (UTC) <br />
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<br />
===Jungle Regrowth===<br />
{{suggestion|<br />
suggest_type= Alteration|<br />
suggest_scope= The regrowth of the Jungle Terrain type|<br />
suggest_description= As I understand the growth of the Jungle terrain is currently random. At any time a square of jungle can grow anywhere on the map, except for Water and Beach terrain, and when it happens to grow on a square which already contains Jungle it increases the density of that jungle by one. Now to me, this appears to conflict with one of the driving emotions of Shartak, the battle between civilisation and 'the wilds'. At the moment a player can spend a week's AP expanding the settlement's borders only to find that jungle has randomly cropped up in the middle of the settlement. This is highly demoralising and also leads to strange patches of jungle in the middle of no where. I prepose that new Jungle Terrain is formed in the following manner:<br />
<br />
*Whenever a square of Jungle with a density above D2 or above is touching a square of D0 terrain it has a 1% chance every hour of "seeding" each D0 square with Jungle. By seeding I mean, the D0 square would become Jungle terrain with a density half that of the square that seeded it.<br />
<br />
*Each square of Jungle (with the exception of D10) has a 7.5% chance of "growing" into the density level 1 above its current.<br />
<br />
This would mean that roads would be harder to maintain, as they would have to be recut every 4 days or so, but settlements would be easier to maintain and expand as a dedicated weeder or two could slowly push back the borders of the settlement. I know nothing of coding so it may be a coding nightmare and the numbers may need to be tweaked, but I feel that this makes the Jungle more the second enemy that it is in all those Jungle Warfare fiction novels rather than an annoying and unrealistic random occurrence.<br />
<br />
'''Edit''': On second thought it may just be easier to create a "coding requirment" that new Jungle Terrain appear within 3 squares of an already positioned Jungle Square. [[User:Kripcat|Kripcat]] 08:24, 6 June 2006 (BST) | <br />
suggest_time=08:18, 6 June 2006 (BST)|<br />
suggest_author=[[User:Kripcat|Kripcat]]|<br />
suggest_comments=<br />
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If I understand your comment correctly, you're bothered by the light green d1 Jungles that pop up inside settlements. It is possible that the game already uses a non-random algorithm to grow jungle; in any case, jungle does not appear to grow instantly two or more levels, so the cleanup is ongoing but minor. The crux of your suggestion could be achieved by modifying the current grow system so that d1 did not grow in a fully d0 zone. For example, the game checks a d0-d1 to make sure that there is adjacent d1+ jungle; if not, the game heads out in a random direction (or towards the center of shartak) to the last available d0 square before jungle, and grows that location d0-d1 instead. This would result in the same overall growth speed, but d0-d1 changes would occur on the boundaries rather than the interior of a paved area. --[[User:Tycho44|Tycho44]] 06:55, 8 June 2006 (BST)<br />
*Yes that probably work better with less coding work, but do you have an opinion on such a change? [[User:Kripcat|Kripcat]] 08:36, 8 June 2006 (BST)<br />
* There is a simple algorithm for determining growth of jungle, but it's not as clever as this, it's all to do with growth rate of the square and how often people chop it back. There is also a limit of about 10% of the island that can grow in any given day but it's not hitting the limit at the moment. Having to look at the surrounding squares would also involve having to write the growth as a script rather than a couple of lines of SQL so I'm not overly keen on this even though it would make a bit of sense. --[[User:Simon|Simon]] 18:32, 8 June 2006 (BST)<br />
*If it requires a large amount of coding work I wouldn't worry about it, theres a lot of more imporant suggestions than this one about, I just thought it may have been something you overlooked when creating the regrowth system and could perhaps be easily fixed. [[User:Kripcat|Kripcat]] 09:49, 9 June 2006 (BST)<br />
<br />
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<br />
===Animal Meat===<br />
{{suggestion|<br />
suggest_type= Alteration|<br />
suggest_scope= get meat from dead animals|<br />
suggest_description= well it's simple you kill and animal and you can get it's meat from the corpse!or.... and also eventually the animal on the floor will run out of meat and as it says"there is a corpse of a large stag" that will not be there when it runs out of meat....[meat restores 2 HP].|<br />
suggest_time=04:52, 8 June 2006 (BST)|<br />
suggest_author=[[User:Riddick|Riddick]]|<br />
suggest_comments=<br />
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* There is an existing [[Suggestions:Items#Meat|meat suggestion]]. --[[User:Lint|Lint]] 06:32, 8 June 2006 (BST)<br />
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}}</div>Linthttps://wiki.shartak.com/index.php?title=Suggestions:Miscellaneous&diff=8162Suggestions:Miscellaneous2006-07-09T18:34:17Z<p>Lint: /* Player Titles */</p>
<hr />
<div>{{Suggestions header|page_type=Other}}<br />
<br />
== Other ==<br />
<br />
=== Tunnels ===<br />
Tunnels underneath the island lead to interesting places.<br />
<br />
''Comments''<br />
:How do you know they don't exist? :) [[User:Dr._J|Dr. J]]<br />
::Tunnels underneath the island '''lead to interesting places.''' --[[User:Tycho44|Tycho44]] 06:43, 8 June 2006 (BST)<br />
----<br />
<br />
=== Treasure to capture ===<br />
"Capture the flag" type objective, in this case the flags are treasure from each village. Bonus points in the form of XP or gold coins to be awarded to the holder of the treasure at certain intervals.<br />
<br />
''Comments''<br />
:I would like to modify this slightly Mystery Suggester. Please see the '''[[Suggestions:Game_Mechanics#Unique_Item_Hunt|Unique Item Hunt]]''' suggestion. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)<br />
----<br />
<br />
=== Player VS Player Interaction ===<br />
I would propoese a to hit % penalty for attacking members of same Home location. I believe this will promote exploration and perhaps offer a measure of protection of newly "birthed" population. As a recent victim of death by the hands of a warrior from my own villiage this has a bit of appeal to me ;). - [[User:Nankilstlas|Nan]]<br />
<br />
''Comments''<br />
:Instead of a hit % penalty, what about reducing or eliminating XP earned for such attacks? It would be similar to the ZvZ penalty used in UrbanDead, and its easier to rationalize not getting as much experience fighting one of your own than to rationalize that its harder to hit your own people for some reason. --[[User:Jackel|Jackel]] 19:52, 27 February 2006 (GMT)<br />
<br />
:The to hit penalty and the lack of XP should be combined to discourage intravillage conflicts but only on nonclan members(so clans from the same village can fight with each other to simulate a power struggle for leadership), extend this to shamans as well, as its not often the village shaman gets killed by an out-of-towner. --[[User:Daylan|Daylan]] 00:27, 7 March 2006 (GMT)<br />
<br />
:I don't like this idea--especially with the inclusion of pirates in the game. It makes sense for pirates to trun on each other now and then, or to turn to pillaging from one of the outsider towns. All of a sudden, for our good RPing we get a reduced chance to hit and no XP?--[[User:Wifey|Wifey]] 07:30, 29 March 2006 (BST)<br />
<br />
:I have suggested a full non player vs player implementation at [[Suggestions:Game_Mechanics#PvP_Protection]]. --[[User:Iamtas|Iamtas]] 10:10, 13 April 2006 (BST)<br />
<br />
:Players already get less XP for attacking someone from their own camp, and no kill bonus (if I remember correctly). You would still gain a bit of experience from fighting with your own, just not quite as much as when it's a life or death situation against someone hostile. Do we really need this suggestion to be implemented? --[[User:Simon|Simon]] 12:28, 9 July 2006 (UTC) <br />
----<br />
<br />
=== Spirit Movement ===<br />
<br />
A couple thoughts on this topic.--[[User:Jackel|Jackel]] 02:29, 6 March 2006 (GMT)<br />
<br />
*My character has the "trekking" skill, but as a spirit, actually moves '''slower''' (1 AP per square) than when he's alive! Spirits should move '''at least''' as fast as someone skilled at traversing terrain.<br />
::Perhaps spirits have less impetus than live characters --[[User:Dr. J|Dr. J]] 18:55, 7 March 2006 (GMT)<br />
<br />
*Spirits move effortlessly through the thickest jungle, water, swamp--as it should be. Why should mountains be an impediment?<br />
:Perhaps there's some kind of mineral in the mountain that prevents the spirit from passing through it.. could be mined later on to spirit-proof huts or something (clutching at straws here, can you tell) ?<br />
:They also can't move through the deepest water, but that is the boundary of the game I'm guessing.<br />
<br />
So what's the suggestion here? Perhaps this belongs in the Talk page instead? --[[User:Simon|Simon]] 17:51, 27 May 2006 (BST)<br />
* Is the suggestion that spirits can move for 0.5AP instead of 1AP regardless of terrain? --[[User:Simon|Simon]] 12:29, 9 July 2006 (UTC)<br />
----<br />
<br />
===Player Titles===<br />
<br />
To supplement the explored/killed statistics, give players rank titles based on percentiles. For example, if Jack is in the bottom 10% of explorers and the 30th percentile of hunters, his profile would show him as "Greenhorn Jack the Good Shot", if Sheila is in the top 10% killers and middle 50 explorer, she would be "The Adventurous Sheila, Grandmaster Hunter", and [[User:Murk|Murk]] would simply be "Demigod Murk". The titles would be determined once a day like the stats, only apply to active players, and only take active players into consideration when determining percentile. This will help statistics be more relevant to all players, as once time goes on and new players start, the top 100 may be quite a distant goal. --[[User:Frisco|Frisco]] 04:15, 10 March 2006 (GMT)<br />
<br />
''Comments''<br />
:I like it. It adds flavor to the game. I also agree that this system should be based on dynamic percentiles to allow for new players to compete with some of the more established ranking players. A static listing would be incredibly difficult for newcomers to break into. --[[User:Lint|Lint]] 22:12, 11 March 2006 (GMT)<br />
<br />
*This could be done in a similar manner to the rogue elephants and ferocious tigers that we have now. Several questions need to be answered first.<br />
:* A title for every player or just those in the weekly top A% of whatever chart?<br />
:* Just to be displayed in the profile or in the location description as well e.g. Here you can see [http://www.shartak.com/profile.cgi?id=1850 Fatninja], the hunter, and [http://www.shartak.com/profile.cgi?id=6 Leaky Bocks].<br />
:* What kind of statistics would need to be kept for this to work?<br />
::* areas explored for the explorer titles - not a problem, we have the top 20 explorers this week already, it can be expanded to include however many players are required to make it work since it's just a case of manipulating the raw data differently.<br />
::* animal kills for the hunter titles? specific types of animals killed e.g "Bob the parrot killer", "Fred the big game hunter", "Bert the murderer" (pkills) rather than just all animals killed?<br />
::* something for some other kind of title, trading perhaps? "Tycho the master salesperson" for example ;)<br />
:* Of the above, the explorer titles are the easiest to do. Kills will need some adjusting because there are no database timestamps on kills at the moment, just raw quantities as seen on the [http://www.shartak.com/statkills.html kill statistics] page.. <br />
:--[[User:Simon|Simon]] 12:43, 9 July 2006 (UTC)<br />
<br />
:: A title for every character, with the top A% appearing in the location description and profile pages, and everyone else only appearing in the profile page - this lets everyone know where they stand and keeps the location page less cluttered. For statistics, some records for healers and wailers should be kept in addition to trading, like HP healed (modified by recipient's travelling/trading/killing stats), number of times screamed/shrieked/wailed (balanced for severity of attack), number of trades (modified by number of towns trades were done in and rarity of item). Kills in particular to the animal that has been killed would be more distinctive and flavourful - should it also be in particular to the town (or clan??) for pkills, making "the Butcher of York" an official title?<br />
<br />
:: Weekly tabulating of titles will make them very transient. Perhaps once a title is acquired it is kept so long as you're halfway to that title each successive week (not affecting others gaining the same title if they're in the appropriate rankings)? --[[User:Frisco|Frisco]] 15:42, 9 July 2006 (UTC)<br />
<br />
::I thought a little bit about this after I made that early comment. It becomes fairly hard for a newbie to compete with the existing stat leaders regardless if the awards were static or scaling. I think the best way to handle this is a two-tiered approach, one that rewards players for accomplishing static minor goals and one that rewards players for being the highest rank. The latter is already accomplished through the statistics, but the former has not been addressed.<br />Most of what follows is inspired by a [http://wiki.urbandead.com/index.php?title=Talk:Suggestions&diff=prev&oldid=173904 draft suggestion] on the Urban Dead wiki and my experience with Nexus War.<br />I see these award descriptions appearing only on the profile pages to cut down on clutter. Each degree of award is assigned at some arbitrary number. Perhaps 10, 100, 500 (with more titles developed as the game progresses). When a player achieves a target number, an award flag is raised. Every 24 hour period, the server will compute the rankings and append a prefix or suffix to the player's existing award.<br />
::* Area explored - Wanderer, Traveller, Adventurer<br />
:::Bonus prefixes for top-ranking explorers: Top 1% - Worldly, Top 5% - Experienced, Top 20% - (e.g., Worldly Adventurer)<br />
::* Hasn't killed anyone - Pacifist<br />
::* Killed animals - Herder, Hunter, Slayer<br />
:::Bonus prefixes to state which type of animal the player has killed the most (e.g., Wild Boar Herder, Elephant Hunter, Special Slayer)<br />
::* Killed opposing side - Killer, Fighter, Conqueror<br />
::* Killed same side - Turncoat, Backstabber, Traitor<br />
:::Bonus prefixes for top-ranking killers: Top 1% - Bloodthirsty, Top 5% - Fierce, Top 20% - Brutal (e.g., Bloodthirsty Conqueror, Bloodthirsty Traitor, Bloodthirsty Wild Boar Slayer).<br />
<br />
----<br />
<br />
===Inventory Limit===<br />
<br />
I think I would like to have an indication of how much of my inventory limit is being used up. :D --[[User:Lint|Lint]] 22:12, 11 March 2006 (GMT)<br />
* The inventory is somewhat flexible in size (+/- 2) so wouldn't be completely foolproof if represented as "(x/y)" appended to the inventory header, I could do something like a small bit of text just below the header like "You can carry lots more" "You can carry more things" "You can't carry much more" "You might be able to carry a couple more things" "You can't carry anything else". The question is though, is it just you that wants this feature? If so, you might be able to do something clever with greasemonkey. --[[User:Simon|Simon]] 11:02, 14 April 2006 (BST)<br />
* Ah. In that case, a greasemonkey script would be fine. I imagine it would require a little list of all the inventory item names and then a size value assigned to each. Then parse through the list and do simple addition and display the result. I might try my hand at it, but I don't promise anything. --[[User:Lint|Lint]] 20:13, 14 April 2006 (BST)<br />
**"is it just you that wants this feature?" Hmm, I assumed everyone would want this feature. Perhaps "your inventory is getting full" and "your inventory is full" would be sufficient warning, but inventory size info seems valuable. Also, the Trader won't give me a rifle for my bananas (you can't carry more) even though I'm giving away much more than I'm getting -- the trading mechanism appears to check for overload based on carrying both the given and received items. Perhaps a feature... but he's the guy who owns an entire hut, you'd think he'd be willing to carry both during the transaction rather than requiring me to shoulder the burden. --[[User:Tycho44|Tycho44]] 09:10, 29 April 2006 (BST)<br />
***<Bump.> Also, why not "(x/y)" appended to the inventory header? If the game code can figure out whether or not the inventory is full, it seems that the player could be able to figure out the same info. Even a simple load indication "(x)" would work fine, if the worry is that total inventory capacity 70-74 depends on quirky variable info rather than being static based on class. --[[User:Tycho44|Tycho44]] 22:36, 15 May 2006 (BST) Besides which, seems like most everyone has an inventory limit of 71 now. (2 for blowpipes or rifles, 0 for gold coins.) --[[User:Tycho44|Tycho44]] 22:31, 20 May 2006 (BST)<br />
*See the last list item at [[The_Shartak_Wiki:Community_Portal#Greasemonkey_scripts]]. &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 07:51, 28 May 2006 (BST)<br />
* Still needed/wanted or is the greasemonkey script sufficient? Would this change if, for example, backpacks or some other means of carrying extra items was implemented? Inventory size: 23/90 --[[User:Simon|Simon]] 12:46, 9 July 2006 (UTC)<br />
----<br />
<br />
===In-game Rankings===<br />
<br />
I was noticing recently that one of my characters seemed to have killed a lot of parrots lately. I realizing that such information is tracked on the game stats page, but not necessarily everyone looks at it, and I thought it might be fun to have something in-game to acknowledge the player who has killed the most creatures of each type. Maybe a line is added to the player's description page, or the color of their name is different, or a mysterious "crown of the fallen parrots" appears in their inventory--no real impact, just bragging rights. It should be easy enough to implement, and might add a little intrigue.--[[User:Jackel|Jackel]] 01:03, 16 March 2006 (GMT)<br />
<br />
''Comments''<br />
* See the player titles suggestion further up! --[[User:Simon|Simon]] 12:46, 9 July 2006 (UTC)<br />
----<br />
<br />
=== Wiki: table CSS ===<br />
<br />
It would be nice if there were a class set up in the wiki's CSS file so that we could make attractive tables (see my ugly, hackish one on [[Tips and tricks]]). I tried to edit [[WikiMedia:Common.css]] but it's edit-locked. --[[User:Vtbassmatt|VTBassMatt]] 16:14, 23 March 2006 (GMT)<br />
* I don't know that WikiMedia:Common.css is the right thing to edit - That link takes me off to an external site! --[[User:Simon|Simon]] 18:09, 23 March 2006 (GMT)<br />
** What the heck! Ha, sorry. Now I can't find the page on either this wiki or the WikiMedia page. Weird. Well anyhow, it would be nice to have a useful table class. Thanks, Simon.<br />
*** What kind of table class? Do you mean something to give a particular title bar, and row colours? Similar to the one on the front page. Got an example of what you'd put in the css file? --[[User:Simon|Simon]] 11:58, 3 April 2006 (BST)<br />
**** Colors aren't too important, I was more concerned with borders. Something simple like:<br />
table.bordered, table.bordered td {<br />
border: 1px solid black;<br />
<br />
<br />
----<br />
<br />
=== Pets ===<br />
<br />
''Discussion of Pets has been moved to the existing [[Suggestions:Game Mechanics#Pet System|Pet System]] suggestion.''<br />
----<br />
<br />
===ruins===<br />
the ruins in the game are mostly for show, and that can be aggravating at times, as i would love to "explore" ruins more if there was something there. i am suggesting several things such as:<br />
*unique, ruin only monsters<br />
*special items found only in ruins<br />
*if quests are implemented, a quest location<br />
<br />
this is a very vague suggestion, but i feel that alot of the ruins on the map are just too bland. i camped out at ruins with my character "Richard Rose" and i stayed there for a week (in real time) because there was nothing better to do. and nothing and i mean NOTHING passed by, no game, no fruit trees, no players. it was completely desolate, and i am just suggesting several "interesting" components for ruins.<br />
<br />
'''Comments:'''<br />
*I have to agree that last I checked, the Ruins seemed like a total bust. Fifty searches yielded worse than the typical Jungle average. No events triggered, no creatures, no spirits, no variable flavor descriptions. <br />
:* "As the wind blows through the ruined arch, you hear the spirit voices of the ancestors" (gain 1 XP). <br />
:* "You find a bundle of parrot feathers tied to a leather strap. The spirit magic of this amulet has long since faded away." (junk item that could be implemented with magic/spirits later). <br />
:* "Ghosts of the ancient dead chill your soul" (lose 2 HP, gain 2 XP). <br />
:* "Sliding the heavy iron lid to one side, you discover [[The Conch|The Conch<sup>(tm)</sup>]]!"<br />
:...And so on. --[[User:Tycho44|Tycho44]] 22:56, 15 May 2006 (BST)<br />
----<br />
<br />
===Wind===<br />
{{suggestion|<br />
suggest_type=Game Element Addition|<br />
suggest_scope=Everyone|<br />
suggest_description=<br />
Add the concept of wind to the game. Could be either constant (always from the west) or random over time, possibly even dependant on the side of the island you're on. For now, including a changing wind speed (10mph to 30mph) may be overly complex. Wind can affect spirit movement, pigeon delivery times, fire movement, etc.|<br />
suggest_time=16:54, 14 April 2006 (BST)|<br />
suggest_author=[[User:Frisco|Frisco]]|<br />
suggest_comments=<br />
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --><br />
* Working this out technically might be a bit much, but I would like to see similar environmental variables on the island. It would increase the variety in the game and provide a creative amount of unpredictability while not being outlandish. Perhaps there can be a similar effect for the water current and tide as well. I can't wait until there are hurricane-strength winds that whip around everyone unless they're safe inside the mountain tunnels. Mwahaha. --[[User:Lint|Lint]] 20:08, 14 April 2006 (BST)<br />
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --><br />
}}<br />
===Animal Levelling===<br />
{{suggestion|<br />
suggest_type=balance change|<br />
suggest_scope=NPC Animals|<br />
suggest_description=Each time an animal kills a PC, the animal should have its stats increase: increased HP (possibly also reset to max), more damaging attacks, better chance of hitting, faster movements, possibly a more aggresive nature? There probably aren't that many animals out there that have actually killed more than one or two humans before being killed themselves, but this would increase that chance, leading to the natural formation of the mythical beasts that have been mentioned in other suggestions. And if it doesn't happen naturally, i'm sure it wouldn't be too long before animal cultists start sacrificing themselves to animals in order to create their gods.<br />
<br />
Characters with the animal affinity skill should be able to identify stronger creatures:<br />
:"Also here is a man-eating tiger"<br />
:"Also here is an extremely large man-eating alligator"<br />
:"Also here is an extremely large man-eating elephant that is barreling towards you"<br />
:"Also here is an extremely large man-eating parrot that is barreling towards you with claws the size of cutlasses"<br />
|<br />
suggest_time=20:26, 13 May 2006 (BST)|<br />
suggest_author=[[User:Frisco|Frisco]]|<br />
suggest_comments=<br />
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... That's a mite scary. I don't know how this would affect server load, but that would be my only complaint here.--[[User:Wifey|Wifey]] 01:06, 14 May 2006 (BST)<br />
* Sounds neat. Will there be a leveling cap? --[[User:Lint|Lint]] 01:45, 15 May 2006 (BST)<br />
** Probably should be a cap, though a rather high one. Time limitations would prevent animals from growing too powerful before someone takes them out, but a dedicated group of cultists could go crazy creating an invicible creature. Or perhaps once an animal reaches a certain level, it gets named (a monkey might be "King Kong" at high enough stats), and this one creature per animal type can continue advancing while all others are capped at that level (can't have more than one King Kong running around). &mdash;unsigned by [[User:Frisco|Frisco]] 02:38, May 15, 2006 (BST)<br />
* Awesome. --[[User:Tycho44|Tycho44, Cultist of the Man-Eating Parrot]] 22:57, 15 May 2006 (BST)<br />
* So let me get this straight - if an animal kills a PC, they gain hp, and accuracy of their attack, and possibly damage as well. say hp + 2, accuracy + 10%, damage + 1, up to a certain level (accuracy can only go up to 100% of course). Easy enough so far. If they get killed, they reset to the normal hp/accuracy/damage and start afresh as a normal level animal? I must say, I quite like this idea. If this is correct, then there's no server load issue. --[[User:Simon|Simon]] 09:33, 28 May 2006 (BST)<br />
** This sounds very good. I recommend that you let each animal reach 100% accuracy and cap damage at ''base damage + 5'' (a 9x100% elephant would be plenty lethal enough, I think). PC deaths to animals are probably rare enough that you could be more generous with HP bonuses: increase an animal's current HP and max HP by ''base health / 3 + 1'' for each of its kills. You could cap max HP (after five increases?), but I wouldn't. An animal should be restored to base health if its HP bonus wouldn't get it there (so an elephant, with a 20+1 HP bonus, would go from 32 HP to 60 and have 81 max HP, or go from 42 to 63 and still have 81 max HP). In theory, after five kills you could see an elephant with 165 HP that dealt 9 damage at 100% accuracy, but only if it got those kills without being harmed at all. Such a beast would be incredibly intimidating, but also incredibly rare. &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 22:25, 28 May 2006 (BST)<br />
:::What about new players? They go into the forest for the first time, log out, log in only to discover that "an extremely large man-eating parrot that is barreling towards you with claws the size of cutlasses" has killed them in two moves. Nobody naturally gets stronger by dying and this would only prevent low level characters from leveling up.--[[User:One of many doctors|One of many doctors]] 03:13, 29 May 2006 (BST)<br />
::::The idea is that there wouldn't be that many of these, because they'd be rather difficult to make even a ''little'' better, anyways.--[[User:Wifey|Wifey]] 15:49, 29 May 2006 (BST)<br />
::::: Simon has it right. hp + 5 (or +10%), accuracy + 10%, damage + 1, with only a few upgrades possible. Or, for example, promote to level 1 after 1 kill, level 2 after 2 more kills (3 total), level 3 after 3 (6) kills, and so on. If a max-upgraded parrot is only as strong as a level 0 tiger, this is nowhere near "kill-in-two-moves" monstrosity. This would add excitement and flavor to the game without any downside. I doubt any animal in Shartak has more than two kills. As the 300-hp Squid shows, any attention-getting animal will get torn to bits by PCs. --[[User:Tycho44|Tycho44]] 23:14, 19 June 2006 (UTC)<br />
* Implemented, but with slightly less elaborate titles (and the maths isn't quite the same either)! --[[User:Simon|Simon]] 12:48, 9 July 2006 (UTC)<br />
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}}<br />
<br />
===UDTool type Firefox plugin===<br />
{{suggestion|<br />
suggest_type=Plugin|<br />
suggest_scope=All players with Firefox|<br />
suggest_description=I don't have any coding skills, but I'm sure many of you out there do. Currently there is no way to add people to a contact list, thus making it difficult to recoginse people. Could someone please develop a UDTool style plugin (like that seen in Urban Dead) that allows you to add player's names and assign them to groups with user defined colours? Basically just port the UDTool over to Shartak users, so when you're in a hut or square with others, you can see people you've encoutnered with a llittle bit of text to pop up at your cursor telling you why they're important to you (like the 'notes' feature in the UDTool).|<br />
suggest_time=08:18, 27 May 2006 (BST)|<br />
suggest_author=[[User:Rip Purr|Rip Purr]]|<br />
suggest_comments=<br />
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* This has partially been implemented in-game, we now have contact lists that identify people from the opposing side as well. That's not to say that an UDTool type plugin isn't required though. Perhaps this isn't the best place to put this suggestion though, but somewhere for the real greasemonkey wizards to see it? --[[User:Simon|Simon]] 20:50, 12 June 2006 (BST)<br />
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}}<br />
<br />
===Hide Skills===<br />
{{suggestion|<br />
suggest_type=Technical|<br />
suggest_scope=Everyone|<br />
suggest_description=I think it would be useful to be able to have a "Hide Skills" button which hides what skills you possess from those viewing your profile, I know many people wouldn't care but it would be useful for players whose skills don't fit with the way they roleplay. Besides who can tell how good a shot someone is simply by looking at them?|<br />
suggest_time=08:18, 31 May 2006 (BST)|<br />
suggest_author=[[User:Kripcat|Kripcat]]|<br />
suggest_comments=<br />
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* ''Comment removed'' --[[User:Lint|Lint]] 20:06, 6 June 2006 (BST)<br />
** Well, hiding (as a skill) seems different from "hiding your list of skills"... although perhaps that would be a way to boost characters with Sixth Sense, who know how good a shot you are simply by looking at you. I like the effects of having fully revealed skills. Realistically, your home town should hardly be public knowledge, nor the date of your last demise, nor your killer, and so on. Perhaps a "Disguise" skill would give you access to a button that shields your character info (such as level) while you sleep (at a small AP cost). --[[User:Tycho44|Tycho44]] 21:51, 1 June 2006 (BST)<br />
*** It makes sense. No more can I look at the victim's skills t osee how well they'll be able to track me if Ifail to kill them. ;) --[[User:Wifey|Wifey]] 23:50, 1 June 2006 (BST)<br />
***That is another bonus to be sure, might add a little ''tang'' to your game. [[User:Kripcat|Kripcat]] 07:28, 6 June 2006 (BST)<br />
***The problem with doing anything "while you sleep" is that it's hard to know whether you're actually not playing, or just taking a very long time between clicks. Idleness is triggered after 7 days of not doing anything, although I'm not sure if simply loading the main game page is considered to be doing something, I'd have to check. I suppose "asleep" is either something you activate on your last go and the next time you reload the page, you're awake again, or else when you haven't done anything for an arbitrary length of time (say 3 hours). --[[User:Simon|Simon]] 12:18, 9 June 2006 (BST)<br />
****There's no issue with ''player-activated'' sleep conditions. Clicking a button ("Disguise Self 4AP" or however many AP you want it to cost) activates the Disguise. Player skills are then concealed. They remain Disguised forever until they click anything, at which point they leave the state. The state never activates automatically (in 3 hours or 7 days), because you have to pay to activate it. There are no mechanical complexities. --[[User:Tycho44|Tycho44]] 23:03, 19 June 2006 (UTC) <br />
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}}<br />
<br />
===Jungle Regrowth===<br />
{{suggestion|<br />
suggest_type= Alteration|<br />
suggest_scope= The regrowth of the Jungle Terrain type|<br />
suggest_description= As I understand the growth of the Jungle terrain is currently random. At any time a square of jungle can grow anywhere on the map, except for Water and Beach terrain, and when it happens to grow on a square which already contains Jungle it increases the density of that jungle by one. Now to me, this appears to conflict with one of the driving emotions of Shartak, the battle between civilisation and 'the wilds'. At the moment a player can spend a week's AP expanding the settlement's borders only to find that jungle has randomly cropped up in the middle of the settlement. This is highly demoralising and also leads to strange patches of jungle in the middle of no where. I prepose that new Jungle Terrain is formed in the following manner:<br />
<br />
*Whenever a square of Jungle with a density above D2 or above is touching a square of D0 terrain it has a 1% chance every hour of "seeding" each D0 square with Jungle. By seeding I mean, the D0 square would become Jungle terrain with a density half that of the square that seeded it.<br />
<br />
*Each square of Jungle (with the exception of D10) has a 7.5% chance of "growing" into the density level 1 above its current.<br />
<br />
This would mean that roads would be harder to maintain, as they would have to be recut every 4 days or so, but settlements would be easier to maintain and expand as a dedicated weeder or two could slowly push back the borders of the settlement. I know nothing of coding so it may be a coding nightmare and the numbers may need to be tweaked, but I feel that this makes the Jungle more the second enemy that it is in all those Jungle Warfare fiction novels rather than an annoying and unrealistic random occurrence.<br />
<br />
'''Edit''': On second thought it may just be easier to create a "coding requirment" that new Jungle Terrain appear within 3 squares of an already positioned Jungle Square. [[User:Kripcat|Kripcat]] 08:24, 6 June 2006 (BST) | <br />
suggest_time=08:18, 6 June 2006 (BST)|<br />
suggest_author=[[User:Kripcat|Kripcat]]|<br />
suggest_comments=<br />
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If I understand your comment correctly, you're bothered by the light green d1 Jungles that pop up inside settlements. It is possible that the game already uses a non-random algorithm to grow jungle; in any case, jungle does not appear to grow instantly two or more levels, so the cleanup is ongoing but minor. The crux of your suggestion could be achieved by modifying the current grow system so that d1 did not grow in a fully d0 zone. For example, the game checks a d0-d1 to make sure that there is adjacent d1+ jungle; if not, the game heads out in a random direction (or towards the center of shartak) to the last available d0 square before jungle, and grows that location d0-d1 instead. This would result in the same overall growth speed, but d0-d1 changes would occur on the boundaries rather than the interior of a paved area. --[[User:Tycho44|Tycho44]] 06:55, 8 June 2006 (BST)<br />
*Yes that probably work better with less coding work, but do you have an opinion on such a change? [[User:Kripcat|Kripcat]] 08:36, 8 June 2006 (BST)<br />
* There is a simple algorithm for determining growth of jungle, but it's not as clever as this, it's all to do with growth rate of the square and how often people chop it back. There is also a limit of about 10% of the island that can grow in any given day but it's not hitting the limit at the moment. Having to look at the surrounding squares would also involve having to write the growth as a script rather than a couple of lines of SQL so I'm not overly keen on this even though it would make a bit of sense. --[[User:Simon|Simon]] 18:32, 8 June 2006 (BST)<br />
*If it requires a large amount of coding work I wouldn't worry about it, theres a lot of more imporant suggestions than this one about, I just thought it may have been something you overlooked when creating the regrowth system and could perhaps be easily fixed. [[User:Kripcat|Kripcat]] 09:49, 9 June 2006 (BST)<br />
<br />
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}}<br />
<br />
===Animal Meat===<br />
{{suggestion|<br />
suggest_type= Alteration|<br />
suggest_scope= get meat from dead animals|<br />
suggest_description= well it's simple you kill and animal and you can get it's meat from the corpse!or.... and also eventually the animal on the floor will run out of meat and as it says"there is a corpse of a large stag" that will not be there when it runs out of meat....[meat restores 2 HP].|<br />
suggest_time=04:52, 8 June 2006 (BST)|<br />
suggest_author=[[User:Riddick|Riddick]]|<br />
suggest_comments=<br />
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* There is an existing [[Suggestions:Items#Meat|meat suggestion]]. --[[User:Lint|Lint]] 06:32, 8 June 2006 (BST)<br />
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}}</div>Linthttps://wiki.shartak.com/index.php?title=User:Lint&diff=8147User:Lint2006-07-09T05:18:09Z<p>Lint: /* Characters */</p>
<hr />
<div>Hello.<br />
<br />
Please feel free to leave any questions on my [[User talk:Lint|talk page]].<br />
<br />
For non-wiki related matters I can be reached through the [[Special:Emailuser/Lint|E-mail this user]] feature.<br />
<br />
* [[User:Lint/List|Pseudo-watchlist]] - pages to watch for advanced wiki users<br />
* [[User:Lint/Sandbox|Sandbox]] - various draft experiments<br />
* [[User:Lint/Todo|Wiki proposals]] - various draft suggestions<br />
<br />
== Characters ==<br />
* [http://www.shartak.com/profile.cgi?id=55 lint3]<br />
** Shaman, Wiksik<br />
** [[Antiaggression Association of Shartak Shamans]]<br />
<br />
* [http://www.shartak.com/profile.cgi?id=663 Archibald Haddock]<br />
** Pirate, Shipwreck<br />
** [[Raiders]]<br />
<br />
* [http://www.shartak.com/profile.cgi?id=1196 John Chapman]<br />
** Settler, Derby<br />
** [[The South Shartak Trading Company]]<br />
<br />
Also here is the body of a monkey.</div>Linthttps://wiki.shartak.com/index.php?title=User_talk:Thenativfan&diff=8104User talk:Thenativfan2006-07-07T16:39:50Z<p>Lint: </p>
<hr />
<div>I'm sorry, but why in God's name did you do that to the wiki? What have I or the Colonial Police ever done to you? --[[User:MickR|MickR]] 11:56, 7 July 2006 (UTC)<br />
<br />
Nativfan, please refrain from making negative edits to user or clan pages belonging to others in the future. --[[User:Lint|Lint]] 16:39, 7 July 2006 (UTC)</div>Linthttps://wiki.shartak.com/index.php?title=Talk:Antiaggression_Association_of_Shartak_Shamans&diff=8086Talk:Antiaggression Association of Shartak Shamans2006-07-06T23:59:47Z<p>Lint: updated</p>
<hr />
<div>== Honorary A(2)SSes ==<br />
Players listed in the top 100 killers listing who have not killed another player, shaman, or trader.<br />
<br />
=== Natives ===<br />
* ''none''<br />
<br />
=== Outsiders ===<br />
* [http://www.shartak.com/profile.cgi?id=576 Pooky Henry]<br />
* [http://www.shartak.com/profile.cgi?id=1225 Axeman89]<br />
* [http://www.shartak.com/profile.cgi?id=1247 Tibbalt]<br />
* [http://www.shartak.com/profile.cgi?id=950 Shortie81]<br />
* [http://www.shartak.com/profile.cgi?id=776 Sir James Frazer]<br />
<br />
* [http://www.shartak.com/profile.cgi?id=851 mrbloo] (inactive)</div>Linthttps://wiki.shartak.com/index.php?title=Terrain&diff=8085Terrain2006-07-06T23:44:36Z<p>Lint: /* Boatyard */ one more</p>
<hr />
<div>Within the navigation map there are a number of different coloured areas which correspond to the different [[terrain]] types.<br />
<br />
Terrains are usually distinguished by the color of the map square. In addition, each map square has a terrain label (and the terrain label also leads off the description of your current location). Within a general class of terrain, there may be several zones that have different labels. For example, characters first arriving in Shartak commonly encounter village squares, which are labeled with the name of the village (such as "Dalpok") instead of being labeled as "Jungle". Other distinct zones exist: for example, there are Caves and Tunnels in mountain terrain, and there are Beaches and Dunes in beach terrain. <br />
<br />
Shartak also has a few special locations, such as Boatyards. These locations have the same terrain color and the same terrain label as normal terrain (such as Beach), and can only be discovered by carefully reading the location's unusual description text. <br />
<br />
Terrain squares can also contain a single detail, illustrated by an icon. These terrain details include huts (in ruins and villages), bushes or trees (in jungle), ruins -- and player-constructed signposts. (See [[Locations#Details]] for more information.) <br />
<br />
According to GPS calculations, each square of terrain is approximately 100 meters on a side.<br />
<br />
== Beach ==<br />
<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#ffebcd;font-family:Verdana;">Beach</div><br />
<br />
There is sand here, but you cannot build a sand castle. [[Driftwood]] can be found here, and is used for making [[signpost]]s. There are also [[crab]]s here, but unlike [[parrot]]s and [[rat]]s, you cannot murder the crabs for XP.<br />
*'''Movement cost:''' ''1 AP'' (''.5 AP'' with the ''[[Trekking]]'' skill)<br />
*'''Search cost:''' ''1 AP'' (with a chance of being pinched by a crab for 1 HP of damage)<br />
**'''Find rates (approximate) 8.8% (&plusmn;3.2%):''' piece of [[driftwood]] 5.5% (&plusmn;2.6%), [[gold coin]] 1.6% (&plusmn;1.4%), [[crab]] 1.3%, ''crab pinch 0.7%'', [[bottle of beer]] 0.3%.<br />
<!-- Data (see [[Search odds condensed]]) as of 10:04, 8 June 2006 (BST): 307 searches and finds of 17 pieces of driftwood, 5 gold coins, 4 crabs, 2 crab pinch, and 1 bottle of beer, all for players without scavenging. (Total search odds do not include those for crab pinches.) Error values are for the 95% confidence interval, as always (see [[Statistical analysis]]). --><br />
<br />
===Boatyard===<br />
:''A large sandy expanse of beach with so much driftwood scattered around that you could probably build a boat from it if you had the right tools.''<br />
This description of multiple squares of beach promises large quantities of driftwood. Search odds still require calculating, but appear to share the same profile as beach with a much higher overall success rate. It is rumored that there are many other boatyards around Shartak; please post their GPS coordinates here as you find them.<br />
<br />
* {{GPS|70|107|26|431}}, {{GPS|70|110|26|433}}, {{GPS|70|128|26|435}}, {{GPS|70|136|26|363}}, {{GPS|70|500|26|528}}, {{GPS|70|541|26|370}}, {{GPS|70|591|26|507}} (signpost), {{GPS|70|605|26|379}}, {{GPS|70|618|26|379}} (signpost), {{GPS|70|309|26|368}}<br />
<br />
*'''Approx find rates (apparently 20% or more overall):''' piece of [[driftwood]] (?), [[gold coin]] (?), [[bottle of beer]] (?), [[crab]] (?), crab bite (?)<br />
<br />
===Dunes===<br />
:''The dunes here at the western tip of the island are fairly small. Dotted across the sand you can see patches of vegetation.''<br />
Dunes can be found forming on the far western coast. It is uncertain at this point if this terrain is significantly different from the beach.<br />
<br />
== Grassland ==<br />
<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#e6f5b1;font-family:Verdana;">Grassland</div><br />
<br />
There is a swath of grassland cutting north-south, a few clicks west of Dalpok. Grassland can also be found by following the road north from Derby.<br />
*'''Movement cost:''' ''1 AP'' (''.5 AP'' with the ''[[Trekking]]'' skill)<br />
*'''Search cost:''' ''1 AP'' (with a chance of being bitten by a poisonous snake for 3 HP of damage)<br />
**'''Find rates (approximate) 14% (&plusmn;9.6%):''' [[poisonous snake]] 10% (&plusmn;8.3%), [[healing herbs]] 4%, ''snake bite 2%''.<br />
<!-- Data (see [[Search odds condensed]]) as of 10:04, 8 June 2006 (BST): 50 searches and finds of 5 poisonous snakes, 2 healing herbs, and 1 snake bite, all for players without scavenging. (Total search odds do not include those for snake bites.) Error values are for the 95% confidence interval, as always (see [[Statistical analysis]]). --><br />
<br />
== Jungle ==<br />
<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#337033;font-family:Verdana;">Jungle <small>(d10)</small></div><br />
<br />
Jungle is the dominant terrain type in Shartak. Jungle can be chopped by players with [[machete]]s or [[cutlass]]es, but it regrows slowly over time, even in squares with players or animals in them. Most [[animals]] on Shartak live in the jungle. Fruit trees and berry bushes are found in the jungle. Chopping the jungle also reveals abandoned huts and ancient ruins.<br />
<br />
Jungle never grows past density 10, a point at which it is too thick to pass through easily. A character wielding a machete or cutlass can chop the jungle location down to density 9 (with about a 10% chance of earning 1 [[XP]]), while characters without such weapons must try to push through it with a chance of success of roughly 20%.<br />
<br />
{|<br />
|<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#338033;font-family:Verdana;">Jungle <small>(d9)</small></div><br />
|<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#339033;font-family:Verdana;">Jungle <small>(d8)</small></div><br />
|<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#33a033;font-family:Verdana;">Jungle <small>(d7)</small></div><br />
|<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#33b033;font-family:Verdana;">Jungle <small>(d6)</small></div><br />
|<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#33c033;font-family:Verdana;">Jungle <small>(d5)</small></div><br />
|-<br />
|<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#33d033;font-family:Verdana;">Jungle <small>(d4)</small></div><br />
|<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#33d733;font-family:Verdana;">Jungle <small>(d3)</small></div><br />
|<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#33e033;font-family:Verdana;">Jungle <small>(d2)</small></div><br />
|<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#33f033;font-family:Verdana;">Jungle <small>(d1)</small></div><br />
|<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#aa8866;font-family:Verdana;">Jungle <small>(d0)</small></div><br />
|}<br />
<br />
At density 8, the tree cover is thin enough for a [[GPS unit]] to receive a signal. At density 4, the trees in the area are cut down, removing any [[Writing|carved messages]]. At jungle density 0, all that remains is weeds; vegetation cannot be chopped any further at this point.<br />
<br />
*'''Movement cost:''' ''.5 AP'' for d0, ''1 AP'' for d1-d10 (''.5 AP'' for d1-d6 with the ''[[Trekking]]'' skill)<br />
*'''Search cost:''' ''1 AP''<br />
**'''Find rates (approximate) 15% (&plusmn;2.6%):''' [[mango]] 5.3% (&plusmn;1.6%), [[banana]] 2.9% (&plusmn;1.2%), [[gourd of water]] 1.9% (&plusmn;1.0%), [[blunt machete]] 1.0% (&plusmn;0.7%), [[poisonous berries]] 1.0% (&plusmn;0.7%), [[tasty berries]] 0.8% (&plusmn;0.7%), [[healing herbs]] 0.7% (&plusmn;0.6%), [[gold coin]] 0.4%, bundle of 2-8 [[poison dart]]s 0.3%, partially loaded [[rifle]] 0.3%, [[berries]] 0.3%, [[first aid kit]] 0.3%, empty [[blowpipe]] 0.1%, loaded [[blowpipe]] 0.1%, [[bullet]] 0.1%, [[poison dart]] 0.1%. ('''Note:''' Find rates vary considerably and are believed to depend upon jungle density. Find rates also are different for jungle terrain located inside village territory. See [[Search odds condensed (results)]] for more information.)<br />
<!-- Data (see [[Search odds condensed]]) as of 10:04, 8 June 2006 (BST): 736 searches and finds of 39 mangos, 21 bananas, 14 gourds of water, 7 blunt machetes, 7 bunches of poisonous berries, 6 bunches of tasty berries, 5 healing herbs, 3 gold coins, 2 bundles of poison darts (holding a total of 13 darts), 2 partially loaded rifles, 2 bunches of berries, 2 first aid kits, 1 empty blowpipe, 1 loaded blowpipe, 1 bullet, and 1 poison dart. Error values are for the 95% confidence interval, as always (see [[Statistical analysis]]). --><br />
<br />
<br />
== Mountain ==<br />
<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#666666;font-family:Verdana;">Mountain</div><br />
<br />
An impassable mountain is located in the middle of Shartak.<br />
<br />
Also features impassable '''Mid-air''' and '''Solid Rock'''.<br />
<br />
=== Mountain Path ===<br />
There is a mountain pass that starts at {{GPS|70|364|26|432}}. A second entrance to the same path is at {{GPS|70|382|26|479}}. And a third entrance to the same path is at {{GPS|70|329|26|431}}.<br />
<br />
There are two types of mountain path found on the mountain. The first is passable, and allows for movement just as most other forms of terrain in the game. The second only allows for vertical movement ("Go Up" and "Go Down"). Either way returns you to a jungle square (going up puts you on a level jungle trail that winds around the mountain).<br />
<br />
*'''Movement cost:''' ''1 AP''<br />
*'''Search cost:''' ''1 AP''<br />
**'''Approx find rates (0%):''' broken knife (discarded) (3%)<br />
<br />
=== Dark Cave ===<br />
[[Cave]] spotted somewhere near Dalpok at {{GPS|70|368|26|442}} (up on the mountain path). It leads to a tunnel that leads deeper into the mountain.<br />
<br />
*'''Movement cost:''' ''1 AP''<br />
*'''Search cost:''' ''1 AP''<br />
**'''Approx find rates (0%):''' broken knife (discarded) (3%)<br />
<br />
=== Small Cave ===<br />
At the southwestern base of the mountain is a small cave at {{GPS|70|333|26|425}}. It leads to a tunnel that cuts through a section of the mountain.<br />
<br />
*'''Movement cost:''' ''1 AP''<br />
*'''Search cost:''' ''1 AP''<br />
**'''Approx find rates (0%):''' broken knife (discarded) (3%)<br />
<br />
=== Tunnel ===<br />
There are two types of tunnel found in the mountain. The first is passable, and allows for movement just as most other forms of terrain in the game. The second only allows for vertical movement ("Go Up" and "Go Down").<br />
<br />
One entrance at {{GPS|70|368|26|442}} (up on mountain path). Reportedly easy for one to get lost in. It seems to contain nothing but rats and other players who are lost.<br />
<br />
There is another tunnel through the mountain's southwest tip with ends at {{map|70|339|26|429}} and {{map|70|333|26|425}} and a single 45-degree turn at {{map|70|337|26|429}}.<br />
<br />
*'''Movement cost:''' ''1 AP'' (''.5 AP'' with the ''[[Trekking]]'' skill)<br />
*'''Search cost:''' ''1 AP''<br />
**'''Approx find rates (0%):''' broken knife (discarded) (3%)<br />
<br />
== Swamp ==<br />
<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#887722;font-family:Verdana;">Swamp</div><br />
<br />
Follow the river south of the mountain to find an [[alligator]]-infested swamp.<br />
*'''Movement cost:''' ''2 AP''<br />
*'''Search cost:''' ''3 AP''<br />
**'''Approx find rates (0%):''' (nothing)<br />
<br />
== Water ==<br />
<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#6666ff;font-family:Verdana;">Water</div><br />
<br />
Water surrounds the island and can be found in various rivers and lakes on the island. <br />
<br />
Water can be used to refill empty bottles and gourds. Clicking on an empty container at a River, Lake, Waterfall, or Pool produces a container of (fresh) water, which can be used to heal 2 hit points. Clicking on an empty container in sea water produces a container of salt water, which causes 2 hit points damage if consumed. <br />
<br />
*'''Movement cost:''' ''2 AP'' (''1 AP'' with the ''[[Swimming]]'' skill)<br />
*'''Search cost:''' ''1 AP''<br />
**'''Approx find rates (0%):''' broken knife (discarded) (8%)<br />
<br />
=== River ===<br />
<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#6666ff;font-family:Verdana;">River</div><br />
<br />
=== Lake ===<br />
<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#6666ff;font-family:Verdana;">Lake</div><br />
<br />
=== Pool ===<br />
<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#6666ff;font-family:Verdana;">Pool</div><br />
<br />
''A large pool of water has formed in a depression in the ground, probably from an underground source.'' <br />
<br />
The only known pool is located northwest of the mountain, between Dalpok and the shipwreck: {{GPS|70|485|26|503}}-{{GPS|70|485|26|504}}-{{GPS|70|486|26|503}}-{{GPS|70|486|26|504}}. The river continues north to the ocean. <br />
<br />
=== Waterfall ===<br />
<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#6666ff;font-family:Verdana;">Waterfall</div><br />
<br />
A waterfall {{GPS|70|351|26|429}} on the south side of the mountain forms a river leading south - climbing the waterfall takes you to a small ledge of jungle with no apparent features.<br />
<br />
== Water (deep) ==<br />
<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#4444af;font-family:Verdana;">Water</div><br />
<br />
Deeper water can be found further out.<br />
<br />
[[Shark]]s, which cannot be seen, attack in deep water. The attacks take 2 [[HP]] and leave the player wounded. The wound takes 1 HP per action (per mouse click, not per AP) and can only be healed by a [[first aid kit]] or [[healing herbs]].<br />
*'''Movement cost:''' ''3 AP'' (''2 AP'' with the ''[[Swimming]]'' skill)<br />
*'''Search cost:''' ''1 AP''<br />
**'''Approx find rates (0%):''' (speculative) broken knife (discarded) (8%)<br />
<br />
== Ocean ==<br />
<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#22228f;font-family:Verdana;">Ocean</div><br />
<br />
Ocean water is impassable, and forms the outer boundary of the map.<br />
<br />
[[Category:Glossary]]</div>Linthttps://wiki.shartak.com/index.php?title=Terrain&diff=8082Terrain2006-07-06T23:40:19Z<p>Lint: /* Boatyard */ added yet another location</p>
<hr />
<div>Within the navigation map there are a number of different coloured areas which correspond to the different [[terrain]] types.<br />
<br />
Terrains are usually distinguished by the color of the map square. In addition, each map square has a terrain label (and the terrain label also leads off the description of your current location). Within a general class of terrain, there may be several zones that have different labels. For example, characters first arriving in Shartak commonly encounter village squares, which are labeled with the name of the village (such as "Dalpok") instead of being labeled as "Jungle". Other distinct zones exist: for example, there are Caves and Tunnels in mountain terrain, and there are Beaches and Dunes in beach terrain. <br />
<br />
Shartak also has a few special locations, such as Boatyards. These locations have the same terrain color and the same terrain label as normal terrain (such as Beach), and can only be discovered by carefully reading the location's unusual description text. <br />
<br />
Terrain squares can also contain a single detail, illustrated by an icon. These terrain details include huts (in ruins and villages), bushes or trees (in jungle), ruins -- and player-constructed signposts. (See [[Locations#Details]] for more information.) <br />
<br />
According to GPS calculations, each square of terrain is approximately 100 meters on a side.<br />
<br />
== Beach ==<br />
<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#ffebcd;font-family:Verdana;">Beach</div><br />
<br />
There is sand here, but you cannot build a sand castle. [[Driftwood]] can be found here, and is used for making [[signpost]]s. There are also [[crab]]s here, but unlike [[parrot]]s and [[rat]]s, you cannot murder the crabs for XP.<br />
*'''Movement cost:''' ''1 AP'' (''.5 AP'' with the ''[[Trekking]]'' skill)<br />
*'''Search cost:''' ''1 AP'' (with a chance of being pinched by a crab for 1 HP of damage)<br />
**'''Find rates (approximate) 8.8% (&plusmn;3.2%):''' piece of [[driftwood]] 5.5% (&plusmn;2.6%), [[gold coin]] 1.6% (&plusmn;1.4%), [[crab]] 1.3%, ''crab pinch 0.7%'', [[bottle of beer]] 0.3%.<br />
<!-- Data (see [[Search odds condensed]]) as of 10:04, 8 June 2006 (BST): 307 searches and finds of 17 pieces of driftwood, 5 gold coins, 4 crabs, 2 crab pinch, and 1 bottle of beer, all for players without scavenging. (Total search odds do not include those for crab pinches.) Error values are for the 95% confidence interval, as always (see [[Statistical analysis]]). --><br />
<br />
===Boatyard===<br />
:''A large sandy expanse of beach with so much driftwood scattered around that you could probably build a boat from it if you had the right tools.''<br />
This description of multiple squares of beach promises large quantities of driftwood. Search odds still require calculating, but appear to share the same profile as beach with a much higher overall success rate. It is rumored that there are many other boatyards around Shartak; please post their GPS coordinates here as you find them.<br />
<br />
* {{GPS|70|107|26|431}}, {{GPS|70|110|26|433}}, {{GPS|70|136|26|363}}, {{GPS|70|500|26|528}}, {{GPS|70|541|26|370}}, {{GPS|70|591|26|507}} (signpost), {{GPS|70|605|26|379}}, {{GPS|70|618|26|379}} (signpost), {{GPS|70|309|26|368}}<br />
<br />
*'''Approx find rates (apparently 20% or more overall):''' piece of [[driftwood]] (?), [[gold coin]] (?), [[bottle of beer]] (?), [[crab]] (?), crab bite (?)<br />
<br />
===Dunes===<br />
:''The dunes here at the western tip of the island are fairly small. Dotted across the sand you can see patches of vegetation.''<br />
Dunes can be found forming on the far western coast. It is uncertain at this point if this terrain is significantly different from the beach.<br />
<br />
== Grassland ==<br />
<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#e6f5b1;font-family:Verdana;">Grassland</div><br />
<br />
There is a swath of grassland cutting north-south, a few clicks west of Dalpok. Grassland can also be found by following the road north from Derby.<br />
*'''Movement cost:''' ''1 AP'' (''.5 AP'' with the ''[[Trekking]]'' skill)<br />
*'''Search cost:''' ''1 AP'' (with a chance of being bitten by a poisonous snake for 3 HP of damage)<br />
**'''Find rates (approximate) 14% (&plusmn;9.6%):''' [[poisonous snake]] 10% (&plusmn;8.3%), [[healing herbs]] 4%, ''snake bite 2%''.<br />
<!-- Data (see [[Search odds condensed]]) as of 10:04, 8 June 2006 (BST): 50 searches and finds of 5 poisonous snakes, 2 healing herbs, and 1 snake bite, all for players without scavenging. (Total search odds do not include those for snake bites.) Error values are for the 95% confidence interval, as always (see [[Statistical analysis]]). --><br />
<br />
== Jungle ==<br />
<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#337033;font-family:Verdana;">Jungle <small>(d10)</small></div><br />
<br />
Jungle is the dominant terrain type in Shartak. Jungle can be chopped by players with [[machete]]s or [[cutlass]]es, but it regrows slowly over time, even in squares with players or animals in them. Most [[animals]] on Shartak live in the jungle. Fruit trees and berry bushes are found in the jungle. Chopping the jungle also reveals abandoned huts and ancient ruins.<br />
<br />
Jungle never grows past density 10, a point at which it is too thick to pass through easily. A character wielding a machete or cutlass can chop the jungle location down to density 9 (with about a 10% chance of earning 1 [[XP]]), while characters without such weapons must try to push through it with a chance of success of roughly 20%.<br />
<br />
{|<br />
|<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#338033;font-family:Verdana;">Jungle <small>(d9)</small></div><br />
|<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#339033;font-family:Verdana;">Jungle <small>(d8)</small></div><br />
|<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#33a033;font-family:Verdana;">Jungle <small>(d7)</small></div><br />
|<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#33b033;font-family:Verdana;">Jungle <small>(d6)</small></div><br />
|<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#33c033;font-family:Verdana;">Jungle <small>(d5)</small></div><br />
|-<br />
|<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#33d033;font-family:Verdana;">Jungle <small>(d4)</small></div><br />
|<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#33d733;font-family:Verdana;">Jungle <small>(d3)</small></div><br />
|<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#33e033;font-family:Verdana;">Jungle <small>(d2)</small></div><br />
|<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#33f033;font-family:Verdana;">Jungle <small>(d1)</small></div><br />
|<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#aa8866;font-family:Verdana;">Jungle <small>(d0)</small></div><br />
|}<br />
<br />
At density 8, the tree cover is thin enough for a [[GPS unit]] to receive a signal. At density 4, the trees in the area are cut down, removing any [[Writing|carved messages]]. At jungle density 0, all that remains is weeds; vegetation cannot be chopped any further at this point.<br />
<br />
*'''Movement cost:''' ''.5 AP'' for d0, ''1 AP'' for d1-d10 (''.5 AP'' for d1-d6 with the ''[[Trekking]]'' skill)<br />
*'''Search cost:''' ''1 AP''<br />
**'''Find rates (approximate) 15% (&plusmn;2.6%):''' [[mango]] 5.3% (&plusmn;1.6%), [[banana]] 2.9% (&plusmn;1.2%), [[gourd of water]] 1.9% (&plusmn;1.0%), [[blunt machete]] 1.0% (&plusmn;0.7%), [[poisonous berries]] 1.0% (&plusmn;0.7%), [[tasty berries]] 0.8% (&plusmn;0.7%), [[healing herbs]] 0.7% (&plusmn;0.6%), [[gold coin]] 0.4%, bundle of 2-8 [[poison dart]]s 0.3%, partially loaded [[rifle]] 0.3%, [[berries]] 0.3%, [[first aid kit]] 0.3%, empty [[blowpipe]] 0.1%, loaded [[blowpipe]] 0.1%, [[bullet]] 0.1%, [[poison dart]] 0.1%. ('''Note:''' Find rates vary considerably and are believed to depend upon jungle density. Find rates also are different for jungle terrain located inside village territory. See [[Search odds condensed (results)]] for more information.)<br />
<!-- Data (see [[Search odds condensed]]) as of 10:04, 8 June 2006 (BST): 736 searches and finds of 39 mangos, 21 bananas, 14 gourds of water, 7 blunt machetes, 7 bunches of poisonous berries, 6 bunches of tasty berries, 5 healing herbs, 3 gold coins, 2 bundles of poison darts (holding a total of 13 darts), 2 partially loaded rifles, 2 bunches of berries, 2 first aid kits, 1 empty blowpipe, 1 loaded blowpipe, 1 bullet, and 1 poison dart. Error values are for the 95% confidence interval, as always (see [[Statistical analysis]]). --><br />
<br />
<br />
== Mountain ==<br />
<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#666666;font-family:Verdana;">Mountain</div><br />
<br />
An impassable mountain is located in the middle of Shartak.<br />
<br />
Also features impassable '''Mid-air''' and '''Solid Rock'''.<br />
<br />
=== Mountain Path ===<br />
There is a mountain pass that starts at {{GPS|70|364|26|432}}. A second entrance to the same path is at {{GPS|70|382|26|479}}. And a third entrance to the same path is at {{GPS|70|329|26|431}}.<br />
<br />
There are two types of mountain path found on the mountain. The first is passable, and allows for movement just as most other forms of terrain in the game. The second only allows for vertical movement ("Go Up" and "Go Down"). Either way returns you to a jungle square (going up puts you on a level jungle trail that winds around the mountain).<br />
<br />
*'''Movement cost:''' ''1 AP''<br />
*'''Search cost:''' ''1 AP''<br />
**'''Approx find rates (0%):''' broken knife (discarded) (3%)<br />
<br />
=== Dark Cave ===<br />
[[Cave]] spotted somewhere near Dalpok at {{GPS|70|368|26|442}} (up on the mountain path). It leads to a tunnel that leads deeper into the mountain.<br />
<br />
*'''Movement cost:''' ''1 AP''<br />
*'''Search cost:''' ''1 AP''<br />
**'''Approx find rates (0%):''' broken knife (discarded) (3%)<br />
<br />
=== Small Cave ===<br />
At the southwestern base of the mountain is a small cave at {{GPS|70|333|26|425}}. It leads to a tunnel that cuts through a section of the mountain.<br />
<br />
*'''Movement cost:''' ''1 AP''<br />
*'''Search cost:''' ''1 AP''<br />
**'''Approx find rates (0%):''' broken knife (discarded) (3%)<br />
<br />
=== Tunnel ===<br />
There are two types of tunnel found in the mountain. The first is passable, and allows for movement just as most other forms of terrain in the game. The second only allows for vertical movement ("Go Up" and "Go Down").<br />
<br />
One entrance at {{GPS|70|368|26|442}} (up on mountain path). Reportedly easy for one to get lost in. It seems to contain nothing but rats and other players who are lost.<br />
<br />
There is another tunnel through the mountain's southwest tip with ends at {{map|70|339|26|429}} and {{map|70|333|26|425}} and a single 45-degree turn at {{map|70|337|26|429}}.<br />
<br />
*'''Movement cost:''' ''1 AP'' (''.5 AP'' with the ''[[Trekking]]'' skill)<br />
*'''Search cost:''' ''1 AP''<br />
**'''Approx find rates (0%):''' broken knife (discarded) (3%)<br />
<br />
== Swamp ==<br />
<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#887722;font-family:Verdana;">Swamp</div><br />
<br />
Follow the river south of the mountain to find an [[alligator]]-infested swamp.<br />
*'''Movement cost:''' ''2 AP''<br />
*'''Search cost:''' ''3 AP''<br />
**'''Approx find rates (0%):''' (nothing)<br />
<br />
== Water ==<br />
<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#6666ff;font-family:Verdana;">Water</div><br />
<br />
Water surrounds the island and can be found in various rivers and lakes on the island. <br />
<br />
Water can be used to refill empty bottles and gourds. Clicking on an empty container at a River, Lake, Waterfall, or Pool produces a container of (fresh) water, which can be used to heal 2 hit points. Clicking on an empty container in sea water produces a container of salt water, which causes 2 hit points damage if consumed. <br />
<br />
*'''Movement cost:''' ''2 AP'' (''1 AP'' with the ''[[Swimming]]'' skill)<br />
*'''Search cost:''' ''1 AP''<br />
**'''Approx find rates (0%):''' broken knife (discarded) (8%)<br />
<br />
=== River ===<br />
<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#6666ff;font-family:Verdana;">River</div><br />
<br />
=== Lake ===<br />
<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#6666ff;font-family:Verdana;">Lake</div><br />
<br />
=== Pool ===<br />
<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#6666ff;font-family:Verdana;">Pool</div><br />
<br />
''A large pool of water has formed in a depression in the ground, probably from an underground source.'' <br />
<br />
The only known pool is located northwest of the mountain, between Dalpok and the shipwreck: {{GPS|70|485|26|503}}-{{GPS|70|485|26|504}}-{{GPS|70|486|26|503}}-{{GPS|70|486|26|504}}. The river continues north to the ocean. <br />
<br />
=== Waterfall ===<br />
<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#6666ff;font-family:Verdana;">Waterfall</div><br />
<br />
A waterfall {{GPS|70|351|26|429}} on the south side of the mountain forms a river leading south - climbing the waterfall takes you to a small ledge of jungle with no apparent features.<br />
<br />
== Water (deep) ==<br />
<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#4444af;font-family:Verdana;">Water</div><br />
<br />
Deeper water can be found further out.<br />
<br />
[[Shark]]s, which cannot be seen, attack in deep water. The attacks take 2 [[HP]] and leave the player wounded. The wound takes 1 HP per action (per mouse click, not per AP) and can only be healed by a [[first aid kit]] or [[healing herbs]].<br />
*'''Movement cost:''' ''3 AP'' (''2 AP'' with the ''[[Swimming]]'' skill)<br />
*'''Search cost:''' ''1 AP''<br />
**'''Approx find rates (0%):''' (speculative) broken knife (discarded) (8%)<br />
<br />
== Ocean ==<br />
<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#22228f;font-family:Verdana;">Ocean</div><br />
<br />
Ocean water is impassable, and forms the outer boundary of the map.<br />
<br />
[[Category:Glossary]]</div>Linthttps://wiki.shartak.com/index.php?title=Terrain&diff=8081Terrain2006-07-06T23:39:02Z<p>Lint: /* Boatyard */ added location</p>
<hr />
<div>Within the navigation map there are a number of different coloured areas which correspond to the different [[terrain]] types.<br />
<br />
Terrains are usually distinguished by the color of the map square. In addition, each map square has a terrain label (and the terrain label also leads off the description of your current location). Within a general class of terrain, there may be several zones that have different labels. For example, characters first arriving in Shartak commonly encounter village squares, which are labeled with the name of the village (such as "Dalpok") instead of being labeled as "Jungle". Other distinct zones exist: for example, there are Caves and Tunnels in mountain terrain, and there are Beaches and Dunes in beach terrain. <br />
<br />
Shartak also has a few special locations, such as Boatyards. These locations have the same terrain color and the same terrain label as normal terrain (such as Beach), and can only be discovered by carefully reading the location's unusual description text. <br />
<br />
Terrain squares can also contain a single detail, illustrated by an icon. These terrain details include huts (in ruins and villages), bushes or trees (in jungle), ruins -- and player-constructed signposts. (See [[Locations#Details]] for more information.) <br />
<br />
According to GPS calculations, each square of terrain is approximately 100 meters on a side.<br />
<br />
== Beach ==<br />
<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#ffebcd;font-family:Verdana;">Beach</div><br />
<br />
There is sand here, but you cannot build a sand castle. [[Driftwood]] can be found here, and is used for making [[signpost]]s. There are also [[crab]]s here, but unlike [[parrot]]s and [[rat]]s, you cannot murder the crabs for XP.<br />
*'''Movement cost:''' ''1 AP'' (''.5 AP'' with the ''[[Trekking]]'' skill)<br />
*'''Search cost:''' ''1 AP'' (with a chance of being pinched by a crab for 1 HP of damage)<br />
**'''Find rates (approximate) 8.8% (&plusmn;3.2%):''' piece of [[driftwood]] 5.5% (&plusmn;2.6%), [[gold coin]] 1.6% (&plusmn;1.4%), [[crab]] 1.3%, ''crab pinch 0.7%'', [[bottle of beer]] 0.3%.<br />
<!-- Data (see [[Search odds condensed]]) as of 10:04, 8 June 2006 (BST): 307 searches and finds of 17 pieces of driftwood, 5 gold coins, 4 crabs, 2 crab pinch, and 1 bottle of beer, all for players without scavenging. (Total search odds do not include those for crab pinches.) Error values are for the 95% confidence interval, as always (see [[Statistical analysis]]). --><br />
<br />
===Boatyard===<br />
:''A large sandy expanse of beach with so much driftwood scattered around that you could probably build a boat from it if you had the right tools.''<br />
This description of multiple squares of beach promises large quantities of driftwood. Search odds still require calculating, but appear to share the same profile as beach with a much higher overall success rate. It is rumored that there are many other boatyards around Shartak; please post their GPS coordinates here as you find them.<br />
<br />
* {{GPS|70|107|26|431}}, {{GPS|70|136|26|363}}, {{GPS|70|500|26|528}}, {{GPS|70|541|26|370}}, {{GPS|70|591|26|507}} (signpost), {{GPS|70|605|26|379}}, {{GPS|70|618|26|379}} (signpost), {{GPS|70|309|26|368}}<br />
<br />
*'''Approx find rates (apparently 20% or more overall):''' piece of [[driftwood]] (?), [[gold coin]] (?), [[bottle of beer]] (?), [[crab]] (?), crab bite (?)<br />
<br />
===Dunes===<br />
:''The dunes here at the western tip of the island are fairly small. Dotted across the sand you can see patches of vegetation.''<br />
Dunes can be found forming on the far western coast. It is uncertain at this point if this terrain is significantly different from the beach.<br />
<br />
== Grassland ==<br />
<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#e6f5b1;font-family:Verdana;">Grassland</div><br />
<br />
There is a swath of grassland cutting north-south, a few clicks west of Dalpok. Grassland can also be found by following the road north from Derby.<br />
*'''Movement cost:''' ''1 AP'' (''.5 AP'' with the ''[[Trekking]]'' skill)<br />
*'''Search cost:''' ''1 AP'' (with a chance of being bitten by a poisonous snake for 3 HP of damage)<br />
**'''Find rates (approximate) 14% (&plusmn;9.6%):''' [[poisonous snake]] 10% (&plusmn;8.3%), [[healing herbs]] 4%, ''snake bite 2%''.<br />
<!-- Data (see [[Search odds condensed]]) as of 10:04, 8 June 2006 (BST): 50 searches and finds of 5 poisonous snakes, 2 healing herbs, and 1 snake bite, all for players without scavenging. (Total search odds do not include those for snake bites.) Error values are for the 95% confidence interval, as always (see [[Statistical analysis]]). --><br />
<br />
== Jungle ==<br />
<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#337033;font-family:Verdana;">Jungle <small>(d10)</small></div><br />
<br />
Jungle is the dominant terrain type in Shartak. Jungle can be chopped by players with [[machete]]s or [[cutlass]]es, but it regrows slowly over time, even in squares with players or animals in them. Most [[animals]] on Shartak live in the jungle. Fruit trees and berry bushes are found in the jungle. Chopping the jungle also reveals abandoned huts and ancient ruins.<br />
<br />
Jungle never grows past density 10, a point at which it is too thick to pass through easily. A character wielding a machete or cutlass can chop the jungle location down to density 9 (with about a 10% chance of earning 1 [[XP]]), while characters without such weapons must try to push through it with a chance of success of roughly 20%.<br />
<br />
{|<br />
|<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#338033;font-family:Verdana;">Jungle <small>(d9)</small></div><br />
|<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#339033;font-family:Verdana;">Jungle <small>(d8)</small></div><br />
|<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#33a033;font-family:Verdana;">Jungle <small>(d7)</small></div><br />
|<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#33b033;font-family:Verdana;">Jungle <small>(d6)</small></div><br />
|<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#33c033;font-family:Verdana;">Jungle <small>(d5)</small></div><br />
|-<br />
|<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#33d033;font-family:Verdana;">Jungle <small>(d4)</small></div><br />
|<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#33d733;font-family:Verdana;">Jungle <small>(d3)</small></div><br />
|<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#33e033;font-family:Verdana;">Jungle <small>(d2)</small></div><br />
|<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#33f033;font-family:Verdana;">Jungle <small>(d1)</small></div><br />
|<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#aa8866;font-family:Verdana;">Jungle <small>(d0)</small></div><br />
|}<br />
<br />
At density 8, the tree cover is thin enough for a [[GPS unit]] to receive a signal. At density 4, the trees in the area are cut down, removing any [[Writing|carved messages]]. At jungle density 0, all that remains is weeds; vegetation cannot be chopped any further at this point.<br />
<br />
*'''Movement cost:''' ''.5 AP'' for d0, ''1 AP'' for d1-d10 (''.5 AP'' for d1-d6 with the ''[[Trekking]]'' skill)<br />
*'''Search cost:''' ''1 AP''<br />
**'''Find rates (approximate) 15% (&plusmn;2.6%):''' [[mango]] 5.3% (&plusmn;1.6%), [[banana]] 2.9% (&plusmn;1.2%), [[gourd of water]] 1.9% (&plusmn;1.0%), [[blunt machete]] 1.0% (&plusmn;0.7%), [[poisonous berries]] 1.0% (&plusmn;0.7%), [[tasty berries]] 0.8% (&plusmn;0.7%), [[healing herbs]] 0.7% (&plusmn;0.6%), [[gold coin]] 0.4%, bundle of 2-8 [[poison dart]]s 0.3%, partially loaded [[rifle]] 0.3%, [[berries]] 0.3%, [[first aid kit]] 0.3%, empty [[blowpipe]] 0.1%, loaded [[blowpipe]] 0.1%, [[bullet]] 0.1%, [[poison dart]] 0.1%. ('''Note:''' Find rates vary considerably and are believed to depend upon jungle density. Find rates also are different for jungle terrain located inside village territory. See [[Search odds condensed (results)]] for more information.)<br />
<!-- Data (see [[Search odds condensed]]) as of 10:04, 8 June 2006 (BST): 736 searches and finds of 39 mangos, 21 bananas, 14 gourds of water, 7 blunt machetes, 7 bunches of poisonous berries, 6 bunches of tasty berries, 5 healing herbs, 3 gold coins, 2 bundles of poison darts (holding a total of 13 darts), 2 partially loaded rifles, 2 bunches of berries, 2 first aid kits, 1 empty blowpipe, 1 loaded blowpipe, 1 bullet, and 1 poison dart. Error values are for the 95% confidence interval, as always (see [[Statistical analysis]]). --><br />
<br />
<br />
== Mountain ==<br />
<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#666666;font-family:Verdana;">Mountain</div><br />
<br />
An impassable mountain is located in the middle of Shartak.<br />
<br />
Also features impassable '''Mid-air''' and '''Solid Rock'''.<br />
<br />
=== Mountain Path ===<br />
There is a mountain pass that starts at {{GPS|70|364|26|432}}. A second entrance to the same path is at {{GPS|70|382|26|479}}. And a third entrance to the same path is at {{GPS|70|329|26|431}}.<br />
<br />
There are two types of mountain path found on the mountain. The first is passable, and allows for movement just as most other forms of terrain in the game. The second only allows for vertical movement ("Go Up" and "Go Down"). Either way returns you to a jungle square (going up puts you on a level jungle trail that winds around the mountain).<br />
<br />
*'''Movement cost:''' ''1 AP''<br />
*'''Search cost:''' ''1 AP''<br />
**'''Approx find rates (0%):''' broken knife (discarded) (3%)<br />
<br />
=== Dark Cave ===<br />
[[Cave]] spotted somewhere near Dalpok at {{GPS|70|368|26|442}} (up on the mountain path). It leads to a tunnel that leads deeper into the mountain.<br />
<br />
*'''Movement cost:''' ''1 AP''<br />
*'''Search cost:''' ''1 AP''<br />
**'''Approx find rates (0%):''' broken knife (discarded) (3%)<br />
<br />
=== Small Cave ===<br />
At the southwestern base of the mountain is a small cave at {{GPS|70|333|26|425}}. It leads to a tunnel that cuts through a section of the mountain.<br />
<br />
*'''Movement cost:''' ''1 AP''<br />
*'''Search cost:''' ''1 AP''<br />
**'''Approx find rates (0%):''' broken knife (discarded) (3%)<br />
<br />
=== Tunnel ===<br />
There are two types of tunnel found in the mountain. The first is passable, and allows for movement just as most other forms of terrain in the game. The second only allows for vertical movement ("Go Up" and "Go Down").<br />
<br />
One entrance at {{GPS|70|368|26|442}} (up on mountain path). Reportedly easy for one to get lost in. It seems to contain nothing but rats and other players who are lost.<br />
<br />
There is another tunnel through the mountain's southwest tip with ends at {{map|70|339|26|429}} and {{map|70|333|26|425}} and a single 45-degree turn at {{map|70|337|26|429}}.<br />
<br />
*'''Movement cost:''' ''1 AP'' (''.5 AP'' with the ''[[Trekking]]'' skill)<br />
*'''Search cost:''' ''1 AP''<br />
**'''Approx find rates (0%):''' broken knife (discarded) (3%)<br />
<br />
== Swamp ==<br />
<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#887722;font-family:Verdana;">Swamp</div><br />
<br />
Follow the river south of the mountain to find an [[alligator]]-infested swamp.<br />
*'''Movement cost:''' ''2 AP''<br />
*'''Search cost:''' ''3 AP''<br />
**'''Approx find rates (0%):''' (nothing)<br />
<br />
== Water ==<br />
<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#6666ff;font-family:Verdana;">Water</div><br />
<br />
Water surrounds the island and can be found in various rivers and lakes on the island. <br />
<br />
Water can be used to refill empty bottles and gourds. Clicking on an empty container at a River, Lake, Waterfall, or Pool produces a container of (fresh) water, which can be used to heal 2 hit points. Clicking on an empty container in sea water produces a container of salt water, which causes 2 hit points damage if consumed. <br />
<br />
*'''Movement cost:''' ''2 AP'' (''1 AP'' with the ''[[Swimming]]'' skill)<br />
*'''Search cost:''' ''1 AP''<br />
**'''Approx find rates (0%):''' broken knife (discarded) (8%)<br />
<br />
=== River ===<br />
<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#6666ff;font-family:Verdana;">River</div><br />
<br />
=== Lake ===<br />
<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#6666ff;font-family:Verdana;">Lake</div><br />
<br />
=== Pool ===<br />
<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#6666ff;font-family:Verdana;">Pool</div><br />
<br />
''A large pool of water has formed in a depression in the ground, probably from an underground source.'' <br />
<br />
The only known pool is located northwest of the mountain, between Dalpok and the shipwreck: {{GPS|70|485|26|503}}-{{GPS|70|485|26|504}}-{{GPS|70|486|26|503}}-{{GPS|70|486|26|504}}. The river continues north to the ocean. <br />
<br />
=== Waterfall ===<br />
<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#6666ff;font-family:Verdana;">Waterfall</div><br />
<br />
A waterfall {{GPS|70|351|26|429}} on the south side of the mountain forms a river leading south - climbing the waterfall takes you to a small ledge of jungle with no apparent features.<br />
<br />
== Water (deep) ==<br />
<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#4444af;font-family:Verdana;">Water</div><br />
<br />
Deeper water can be found further out.<br />
<br />
[[Shark]]s, which cannot be seen, attack in deep water. The attacks take 2 [[HP]] and leave the player wounded. The wound takes 1 HP per action (per mouse click, not per AP) and can only be healed by a [[first aid kit]] or [[healing herbs]].<br />
*'''Movement cost:''' ''3 AP'' (''2 AP'' with the ''[[Swimming]]'' skill)<br />
*'''Search cost:''' ''1 AP''<br />
**'''Approx find rates (0%):''' (speculative) broken knife (discarded) (8%)<br />
<br />
== Ocean ==<br />
<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#22228f;font-family:Verdana;">Ocean</div><br />
<br />
Ocean water is impassable, and forms the outer boundary of the map.<br />
<br />
[[Category:Glossary]]</div>Linthttps://wiki.shartak.com/index.php?title=The_Shartak_Wiki_talk:Policies_and_guidelines&diff=8062The Shartak Wiki talk:Policies and guidelines2006-07-06T05:16:34Z<p>Lint: comments</p>
<hr />
<div>When proposing a policy or guideline, put quotation marks around its proposed title and text. Unquoted text is for comments. Proposals and comments should be [[Help:Editing|signed]].<br />
<br />
== Proposed policies ==<br />
<br />
=== "Don't edit the user and clan pages of others" ===<br />
"A user page belongs to the user it pertains to, and should not be edited by other users. Likewise, a clan page belongs to the clan it pertains to and should not be edited by any users who are not members of the clan. The only exceptions are edits that consist solely of corrections to grammar, spelling, punctuation, link targets, capitalization, and markup." &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 03:56, 6 July 2006 (UTC)<br />
* Yes, I agree with this policy as it would most likely pre-empt useless revert wars. It should perhaps be noted that the talk pages for user and clan pages are fair game (within reason). The "good faith" exceptions appear to cover everything that I can think of at the moment. --[[User:Lint|Lint]] 05:16, 6 July 2006 (UTC)<br />
<br />
=== "No copyrighted content" ===<br />
"No content (text, images, etc.) may be submitted if it is copyrighted." &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 03:56, 6 July 2006 (UTC)<br />
* I tend to agree. The last thing we need is to run into copyright issues. --[[User:Lint|Lint]] 05:16, 6 July 2006 (UTC)<br />
<br />
== Proposed guidelines ==<br />
''None.''</div>Linthttps://wiki.shartak.com/index.php?title=Zakano&diff=8033Zakano2006-07-05T23:31:20Z<p>Lint: updated</p>
<hr />
<div><noinclude><!--<br />
<br />
[[Shaman]] uses this page as a template for Zakano's current location. Please observe the <nowiki><noinclude></nowiki> tags closely, and do not change them unless you know what you are doing.<br />
<br />
--><br />
'''Zakano''' is a wandering [[shaman]] with no ties to any village.<br />
<br />
==Current sighting==<br />
<!-- <br />
<br />
To update the current sighting, cut and paste the existing row to "Previous sightings", removing the noinclude tags so that it looks like other previous sightings. Record the current GPS coordinates in the GPS template and record the date and time with <nowiki>~~~~~</nowiki> (5 tildes). <br />
<br />
--><br />
* </noinclude>{{GPS|70|476|26|519}}<br />23:31, 5 July 2006 (UTC)<noinclude><br />
<br />
==Previous sightings==<br />
<!-- New sightings belong at the TOP of this list --><br />
<br />
* {{GPS|70|488|26|495}}<br />18:04, 2 July 2006 (UTC)<br />
* {{GPS|70|489|26|494}}<br />17:38, 2 July 2006 (BST)<br />
* {{GPS|70|454|26|491}}<br />18:48, 30 May 2006 (BST)<br />
* {{GPS|70|446|26|453}}<br />00:52, 22 May 2006 (BST)<br />
* {{GPS|70|436|26|492}}<br />00:44, 19 May 2006 (BST)<br />
<br />
{{Shamansnav}}<br />
<br />
[[Category:Shamans]]</noinclude></div>Linthttps://wiki.shartak.com/index.php?title=Terrain&diff=7985Terrain2006-07-03T23:49:36Z<p>Lint: /* Boatyard */ added location</p>
<hr />
<div>Within the navigation map there are a number of different coloured areas which correspond to the different [[terrain]] types.<br />
<br />
Terrains are usually distinguished by the color of the map square. In addition, each map square has a terrain label (and the terrain label also leads off the description of your current location). Within a general class of terrain, there may be several zones that have different labels. For example, characters first arriving in Shartak commonly encounter village squares, which are labeled with the name of the village (such as "Dalpok") instead of being labeled as "Jungle". Other distinct zones exist: for example, there are Caves and Tunnels in mountain terrain, and there are Beaches and Dunes in beach terrain. <br />
<br />
Shartak also has a few special locations, such as Boatyards. These locations have the same terrain color and the same terrain label as normal terrain (such as Beach), and can only be discovered by carefully reading the location's unusual description text. <br />
<br />
Terrain squares can also contain a single detail, illustrated by an icon. These terrain details include huts (in ruins and villages), bushes or trees (in jungle), ruins -- and player-constructed signposts. (See [[Locations#Details]] for more information.) <br />
<br />
According to GPS calculations, each square of terrain is approximately 100 meters on a side.<br />
<br />
== Beach ==<br />
<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#ffebcd;font-family:Verdana;">Beach</div><br />
<br />
There is sand here, but you cannot build a sand castle. [[Driftwood]] can be found here, and is used for making [[signpost]]s. There are also [[crab]]s here, but unlike [[parrot]]s and [[rat]]s, you cannot murder the crabs for XP.<br />
*'''Movement cost:''' ''1 AP'' (''.5 AP'' with the ''[[Trekking]]'' skill)<br />
*'''Search cost:''' ''1 AP'' (with a chance of being pinched by a crab for 1 HP of damage)<br />
**'''Find rates (approximate) 8.8% (&plusmn;3.2%):''' piece of [[driftwood]] 5.5% (&plusmn;2.6%), [[gold coin]] 1.6% (&plusmn;1.4%), [[crab]] 1.3%, ''crab pinch 0.7%'', [[bottle of beer]] 0.3%.<br />
<!-- Data (see [[Search odds condensed]]) as of 10:04, 8 June 2006 (BST): 307 searches and finds of 17 pieces of driftwood, 5 gold coins, 4 crabs, 2 crab pinch, and 1 bottle of beer, all for players without scavenging. (Total search odds do not include those for crab pinches.) Error values are for the 95% confidence interval, as always (see [[Statistical analysis]]). --><br />
<br />
===Boatyard===<br />
:''A large sandy expanse of beach with so much driftwood scattered around that you could probably build a boat from it if you had the right tools.''<br />
This description of multiple squares of beach promises large quantities of driftwood. Search odds still require calculating, but appear to share the same profile as beach with a much higher overall success rate. It is rumored that there are many other boatyards around Shartak; please post their GPS coordinates here as you find them.<br />
<br />
*{{GPS|70|136|26|363}}, {{GPS|70|500|26|528}}, {{GPS|70|541|26|370}}, {{GPS|70|591|26|507}} (signpost), {{GPS|70|605|26|379}}, {{GPS|70|618|26|379}} (signpost)<br />
<br />
*'''Approx find rates (apparently 20% or more overall):''' piece of [[driftwood]] (?), [[gold coin]] (?), [[bottle of beer]] (?), [[crab]] (?), crab bite (?)<br />
<br />
===Dunes===<br />
:''The dunes here at the western tip of the island are fairly small. Dotted across the sand you can see patches of vegetation.''<br />
Dunes can be found forming on the far western coast. It is uncertain at this point if this terrain is significantly different from the beach.<br />
<br />
== Grassland ==<br />
<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#e6f5b1;font-family:Verdana;">Grassland</div><br />
<br />
There is a swath of grassland cutting north-south, a few clicks west of Dalpok. Grassland can also be found by following the road north from Derby.<br />
*'''Movement cost:''' ''1 AP'' (''.5 AP'' with the ''[[Trekking]]'' skill)<br />
*'''Search cost:''' ''1 AP'' (with a chance of being bitten by a poisonous snake for 3 HP of damage)<br />
**'''Find rates (approximate) 14% (&plusmn;9.6%):''' [[poisonous snake]] 10% (&plusmn;8.3%), [[healing herbs]] 4%, ''snake bite 2%''.<br />
<!-- Data (see [[Search odds condensed]]) as of 10:04, 8 June 2006 (BST): 50 searches and finds of 5 poisonous snakes, 2 healing herbs, and 1 snake bite, all for players without scavenging. (Total search odds do not include those for snake bites.) Error values are for the 95% confidence interval, as always (see [[Statistical analysis]]). --><br />
<br />
== Jungle ==<br />
<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#337033;font-family:Verdana;">Jungle <small>(d10)</small></div><br />
<br />
Jungle is the dominant terrain type in Shartak. Jungle can be chopped by players with [[machete]]s or [[cutlass]]es, but it regrows slowly over time, even in squares with players or animals in them. Most [[animals]] on Shartak live in the jungle. Fruit trees and berry bushes are found in the jungle. Chopping the jungle also reveals abandoned huts and ancient ruins.<br />
<br />
Jungle never grows past density 10, a point at which it is too thick to pass through easily. A character wielding a machete or cutlass can chop the jungle location down to density 9 (with about a 10% chance of earning 1 [[XP]]), while characters without such weapons must try to push through it with a chance of success of roughly 20%.<br />
<br />
{|<br />
|<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#338033;font-family:Verdana;">Jungle <small>(d9)</small></div><br />
|<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#339033;font-family:Verdana;">Jungle <small>(d8)</small></div><br />
|<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#33a033;font-family:Verdana;">Jungle <small>(d7)</small></div><br />
|<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#33b033;font-family:Verdana;">Jungle <small>(d6)</small></div><br />
|<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#33c033;font-family:Verdana;">Jungle <small>(d5)</small></div><br />
|-<br />
|<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#33d033;font-family:Verdana;">Jungle <small>(d4)</small></div><br />
|<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#33d733;font-family:Verdana;">Jungle <small>(d3)</small></div><br />
|<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#33e033;font-family:Verdana;">Jungle <small>(d2)</small></div><br />
|<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#33f033;font-family:Verdana;">Jungle <small>(d1)</small></div><br />
|<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#aa8866;font-family:Verdana;">Jungle <small>(d0)</small></div><br />
|}<br />
<br />
At density 8, the tree cover is thin enough for a [[GPS unit]] to receive a signal. At density 4, the trees in the area are cut down, removing any [[Writing|carved messages]]. At jungle density 0, all that remains is weeds; vegetation cannot be chopped any further at this point.<br />
<br />
*'''Movement cost:''' ''.5 AP'' for d0, ''1 AP'' for d1-d10 (''.5 AP'' for d1-d6 with the ''[[Trekking]]'' skill)<br />
*'''Search cost:''' ''1 AP''<br />
**'''Find rates (approximate) 15% (&plusmn;2.6%):''' [[mango]] 5.3% (&plusmn;1.6%), [[banana]] 2.9% (&plusmn;1.2%), [[gourd of water]] 1.9% (&plusmn;1.0%), [[blunt machete]] 1.0% (&plusmn;0.7%), [[poisonous berries]] 1.0% (&plusmn;0.7%), [[tasty berries]] 0.8% (&plusmn;0.7%), [[healing herbs]] 0.7% (&plusmn;0.6%), [[gold coin]] 0.4%, bundle of 2-8 [[poison dart]]s 0.3%, partially loaded [[rifle]] 0.3%, [[berries]] 0.3%, [[first aid kit]] 0.3%, empty [[blowpipe]] 0.1%, loaded [[blowpipe]] 0.1%, [[bullet]] 0.1%, [[poison dart]] 0.1%. ('''Note:''' Find rates vary considerably and are believed to depend upon jungle density. Find rates also are different for jungle terrain located inside village territory. See [[Search odds condensed (results)]] for more information.)<br />
<!-- Data (see [[Search odds condensed]]) as of 10:04, 8 June 2006 (BST): 736 searches and finds of 39 mangos, 21 bananas, 14 gourds of water, 7 blunt machetes, 7 bunches of poisonous berries, 6 bunches of tasty berries, 5 healing herbs, 3 gold coins, 2 bundles of poison darts (holding a total of 13 darts), 2 partially loaded rifles, 2 bunches of berries, 2 first aid kits, 1 empty blowpipe, 1 loaded blowpipe, 1 bullet, and 1 poison dart. Error values are for the 95% confidence interval, as always (see [[Statistical analysis]]). --><br />
<br />
<br />
== Mountain ==<br />
<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#666666;font-family:Verdana;">Mountain</div><br />
<br />
An impassable mountain is located in the middle of Shartak.<br />
<br />
Also features impassable '''Mid-air''' and '''Solid Rock'''.<br />
<br />
=== Mountain Path ===<br />
There is a mountain pass that starts at {{GPS|70|364|26|432}}. A second entrance to the same path is at {{GPS|70|382|26|479}}. And a third entrance to the same path is at {{GPS|70|329|26|431}}.<br />
<br />
There are two types of mountain path found on the mountain. The first is passable, and allows for movement just as most other forms of terrain in the game. The second only allows for vertical movement ("Go Up" and "Go Down"). Either way returns you to a jungle square (going up puts you on a level jungle trail that winds around the mountain).<br />
<br />
*'''Movement cost:''' ''1 AP''<br />
*'''Search cost:''' ''1 AP''<br />
**'''Approx find rates (0%):''' broken knife (discarded) (3%)<br />
<br />
=== Dark Cave ===<br />
[[Cave]] spotted somewhere near Dalpok at {{GPS|70|368|26|442}} (up on the mountain path). It leads to a tunnel that leads deeper into the mountain.<br />
<br />
*'''Movement cost:''' ''1 AP''<br />
*'''Search cost:''' ''1 AP''<br />
**'''Approx find rates (0%):''' broken knife (discarded) (3%)<br />
<br />
=== Small Cave ===<br />
At the southwestern base of the mountain is a small cave at {{GPS|70|333|26|425}}. It leads to a tunnel that cuts through a section of the mountain.<br />
<br />
*'''Movement cost:''' ''1 AP''<br />
*'''Search cost:''' ''1 AP''<br />
**'''Approx find rates (0%):''' broken knife (discarded) (3%)<br />
<br />
=== Tunnel ===<br />
There are two types of tunnel found in the mountain. The first is passable, and allows for movement just as most other forms of terrain in the game. The second only allows for vertical movement ("Go Up" and "Go Down").<br />
<br />
One entrance at {{GPS|70|368|26|442}} (up on mountain path). Reportedly easy for one to get lost in. It seems to contain nothing but rats and other players who are lost.<br />
<br />
There is another tunnel through the mountain's southwest tip with ends at {{map|70|339|26|429}} and {{map|70|333|26|425}} and a single 45-degree turn at {{map|70|337|26|429}}.<br />
<br />
*'''Movement cost:''' ''1 AP'' (''.5 AP'' with the ''[[Trekking]]'' skill)<br />
*'''Search cost:''' ''1 AP''<br />
**'''Approx find rates (0%):''' broken knife (discarded) (3%)<br />
<br />
== Swamp ==<br />
<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#887722;font-family:Verdana;">Swamp</div><br />
<br />
Follow the river south of the mountain to find an [[alligator]]-infested swamp.<br />
*'''Movement cost:''' ''2 AP''<br />
*'''Search cost:''' ''3 AP''<br />
**'''Approx find rates (0%):''' (nothing)<br />
<br />
== Water ==<br />
<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#6666ff;font-family:Verdana;">Water</div><br />
<br />
Water surrounds the island and can be found in various rivers and lakes on the island.<br />
*'''Movement cost:''' ''2 AP'' (''1 AP'' with the ''[[Swimming]]'' skill)<br />
*'''Search cost:''' ''1 AP''<br />
**'''Approx find rates (0%):''' broken knife (discarded) (8%)<br />
<br />
=== Waterfall ===<br />
A waterfall {{GPS|70|351|26|429}} on the south side of the mountain forms a river leading south - climbing the waterfall takes you to a small ledge of jungle with no apparent features.<br />
<br />
== Water (deep) ==<br />
<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#4444af;font-family:Verdana;">Water</div><br />
<br />
Deeper water can be found further out.<br />
<br />
[[Shark]]s, which cannot be seen, attack in deep water. The attacks take 2 [[HP]] and leave the player wounded. The wound takes 1 HP per AP and can only be healed by a [[first aid kit]] or [[healing herbs]].<br />
*'''Movement cost:''' ''3 AP'' (''2 AP'' with the ''[[Swimming]]'' skill)<br />
*'''Search cost:''' ''1 AP''<br />
**'''Approx find rates (0%):''' (speculative) broken knife (discarded) (8%)<br />
<br />
== Ocean ==<br />
<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#22228f;font-family:Verdana;">Ocean</div><br />
<br />
Ocean water is impassable, and forms the outer boundary of the map.<br />
<br />
[[Category:Glossary]]</div>Linthttps://wiki.shartak.com/index.php?title=Main_Page&diff=7980Main Page2006-07-03T20:10:26Z<p>Lint: readded minor articles for easier access; I just kept finding myself relying on them</p>
<hr />
<div>{{Main Page Announcements|<br />
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<!-- Intro --><br />
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mainpage_intro=This is an information hub for '''[http://www.shartak.com/ Shartak]''', a browser-based massively-multiplayer online role-playing game (MMORPG). New players should read the '''[[Gameplay]]''' guide and perhaps the '''[[Tips and tricks]]''' and '''[[Requests for information]]''' pages.<br />
<br />
The island of Shartak has been inhabited for several hundred years by native tribes from the villages of '''[[Dalpok]]''', '''[[Raktam]]''' and '''[[Wiksik]]'''. In recent months, strangers to the island have appeared wearing strange clothes and carrying loud sticks. These outsiders have formed camps known as '''[[Derby]]''', '''[[Durham]]''' and '''[[York]]''' and have been joined by pirates whose '''[[shipwreck]]''' lies on the island's north shore.<br />
<br />
The strangers once stayed on the coast, away from the jungle, but some are traveling inland in search of knowledge and plunder. It won't be long before they stumble across the villages and learn of the treasures of the tribal ancestors.|<br />
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mainpage_activities='''Current wiki activities'''<br />
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* [[Search odds condensed|Search odds]] are being researched and [[Search odds condensed (results)|summarized]].<br />
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<br />
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* [http://www.blackant.net/other/shartak/ Shartak MetaMap]: Creates a map of the island from user input.<br />
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}}</div>Linthttps://wiki.shartak.com/index.php?title=Terrain&diff=7891Terrain2006-06-29T23:23:57Z<p>Lint: /* Beach */ added dunes</p>
<hr />
<div>Within the navigation map there are a number of different coloured areas which correspond to the different [[terrain]] types.<br />
<br />
Terrains are usually distinguished by the color of the map square. In addition, each map square has a terrain label (and the terrain label also leads off the description of your current location). Within a general class of terrain, there may be several zones that have different labels. For example, characters first arriving in Shartak commonly encounter village squares, which are labeled with the name of the village (such as "Dalpok") instead of being labeled as "Jungle". Other distinct zones exist: for example, there are Caves and Tunnels in mountain terrain, and there are Beaches and Dunes in beach terrain. <br />
<br />
Shartak also has a few special locations, such as Boatyards. These locations have the same terrain color and the same terrain label as normal terrain (such as Beach), and can only be discovered by carefully reading the location's unusual description text. <br />
<br />
Terrain squares can also contain a single detail, illustrated by an icon. These terrain details include huts (in ruins and villages), bushes or trees (in jungle), ruins -- and player-constructed signposts. (See [[Locations#Details]] for more information.) <br />
<br />
According to GPS calculations, each square of terrain is approximately 100 meters on a side.<br />
<br />
== Beach ==<br />
<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#ffebcd;font-family:Verdana;">Beach</div><br />
<br />
There is sand here, but you cannot build a sand castle. [[Driftwood]] can be found here, and is used for making [[signpost]]s. There are also [[crab]]s here, but unlike [[parrot]]s and [[rat]]s, you cannot murder the crabs for XP.<br />
*'''Movement cost:''' ''1 AP'' (''.5 AP'' with the ''[[Trekking]]'' skill)<br />
*'''Search cost:''' ''1 AP'' (with a chance of being pinched by a crab for 1 HP of damage)<br />
**'''Find rates (approximate) 8.8% (&plusmn;3.2%):''' piece of [[driftwood]] 5.5% (&plusmn;2.6%), [[gold coin]] 1.6% (&plusmn;1.4%), [[crab]] 1.3%, ''crab pinch 0.7%'', [[bottle of beer]] 0.3%.<br />
<!-- Data (see [[Search odds condensed]]) as of 10:04, 8 June 2006 (BST): 307 searches and finds of 17 pieces of driftwood, 5 gold coins, 4 crabs, 2 crab pinch, and 1 bottle of beer, all for players without scavenging. (Total search odds do not include those for crab pinches.) Error values are for the 95% confidence interval, as always (see [[Statistical analysis]]). --><br />
<br />
===Boatyard===<br />
:''A large sandy expanse of beach with so much driftwood scattered around that you could probably build a boat from it if you had the right tools.''<br />
This description of multiple squares of beach promises large quantities of driftwood. Search odds still require calculating, but appear to share the same profile as beach with a much higher overall success rate. It is rumored that there are many other boatyards around Shartak; please post their GPS coordinates here as you find them.<br />
<br />
*{{GPS|70|136|26|363}}, {{GPS|70|541|26|370}}, {{GPS|70|591|26|507}} (signpost), {{GPS|70|605|26|379}}, {{GPS|70|618|26|379}} (signpost)<br />
<br />
*'''Approx find rates (apparently 20% or more overall):''' piece of [[driftwood]] (?), [[gold coin]] (?), [[bottle of beer]] (?), [[crab]] (?), crab bite (?)<br />
<br />
===Dunes===<br />
:''The dunes here at the western tip of the island are fairly small. Dotted across the sand you can see patches of vegetation.''<br />
Dunes can be found forming on the far western coast. It is uncertain at this point if this terrain is significantly different from the beach.<br />
<br />
== Grassland ==<br />
<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#e6f5b1;font-family:Verdana;">Grassland</div><br />
<br />
There is a swath of grassland cutting north-south, a few clicks west of Dalpok. Grassland can also be found by following the road north from Derby.<br />
*'''Movement cost:''' ''1 AP'' (''.5 AP'' with the ''[[Trekking]]'' skill)<br />
*'''Search cost:''' ''1 AP'' (with a chance of being bitten by a poisonous snake for 3 HP of damage)<br />
**'''Find rates (approximate) 14% (&plusmn;9.6%):''' [[poisonous snake]] 10% (&plusmn;8.3%), [[healing herbs]] 4%, ''snake bite 2%''.<br />
<!-- Data (see [[Search odds condensed]]) as of 10:04, 8 June 2006 (BST): 50 searches and finds of 5 poisonous snakes, 2 healing herbs, and 1 snake bite, all for players without scavenging. (Total search odds do not include those for snake bites.) Error values are for the 95% confidence interval, as always (see [[Statistical analysis]]). --><br />
<br />
== Jungle ==<br />
<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#337033;font-family:Verdana;">Jungle <small>(d10)</small></div><br />
<br />
Jungle is the dominant terrain type in Shartak. Jungle can be chopped by players with [[machete]]s or [[cutlass]]es, but it regrows slowly over time, even in squares with players or animals in them. Most [[animals]] on Shartak live in the jungle. Fruit trees and berry bushes are found in the jungle. Chopping the jungle also reveals abandoned huts and ancient ruins.<br />
<br />
Jungle never grows past density 10, a point at which it is too thick to pass through easily. A character wielding a machete or cutlass can chop the jungle location down to density 9 (with about a 10% chance of earning 1 [[XP]]), while characters without such weapons must try to push through it with a chance of success of roughly 20%.<br />
<br />
{|<br />
|<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#338033;font-family:Verdana;">Jungle <small>(d9)</small></div><br />
|<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#339033;font-family:Verdana;">Jungle <small>(d8)</small></div><br />
|<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#33a033;font-family:Verdana;">Jungle <small>(d7)</small></div><br />
|<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#33b033;font-family:Verdana;">Jungle <small>(d6)</small></div><br />
|<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#33c033;font-family:Verdana;">Jungle <small>(d5)</small></div><br />
|-<br />
|<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#33d033;font-family:Verdana;">Jungle <small>(d4)</small></div><br />
|<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#33d733;font-family:Verdana;">Jungle <small>(d3)</small></div><br />
|<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#33e033;font-family:Verdana;">Jungle <small>(d2)</small></div><br />
|<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#33f033;font-family:Verdana;">Jungle <small>(d1)</small></div><br />
|<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#aa8866;font-family:Verdana;">Jungle <small>(d0)</small></div><br />
|}<br />
<br />
At density 8, the tree cover is thin enough for a [[GPS unit]] to receive a signal. At density 4, the trees in the area are cut down, removing any [[Writing|carved messages]]. At jungle density 0, all that remains is weeds; vegetation cannot be chopped any further at this point.<br />
<br />
*'''Movement cost:''' ''.5 AP'' for d0, ''1 AP'' for d1-d10 (''.5 AP'' for d1-d6 with the ''[[Trekking]]'' skill)<br />
*'''Search cost:''' ''1 AP''<br />
**'''Find rates (approximate) 15% (&plusmn;2.6%):''' [[mango]] 5.3% (&plusmn;1.6%), [[banana]] 2.9% (&plusmn;1.2%), [[gourd of water]] 1.9% (&plusmn;1.0%), [[blunt machete]] 1.0% (&plusmn;0.7%), [[poisonous berries]] 1.0% (&plusmn;0.7%), [[tasty berries]] 0.8% (&plusmn;0.7%), [[healing herbs]] 0.7% (&plusmn;0.6%), [[gold coin]] 0.4%, bundle of 2-8 [[poison dart]]s 0.3%, partially loaded [[rifle]] 0.3%, [[berries]] 0.3%, [[first aid kit]] 0.3%, empty [[blowpipe]] 0.1%, loaded [[blowpipe]] 0.1%, [[bullet]] 0.1%, [[poison dart]] 0.1%. ('''Note:''' Find rates vary considerably and are believed to depend upon jungle density. Find rates also are different for jungle terrain located inside village territory. See [[Search odds condensed (results)]] for more information.)<br />
<!-- Data (see [[Search odds condensed]]) as of 10:04, 8 June 2006 (BST): 736 searches and finds of 39 mangos, 21 bananas, 14 gourds of water, 7 blunt machetes, 7 bunches of poisonous berries, 6 bunches of tasty berries, 5 healing herbs, 3 gold coins, 2 bundles of poison darts (holding a total of 13 darts), 2 partially loaded rifles, 2 bunches of berries, 2 first aid kits, 1 empty blowpipe, 1 loaded blowpipe, 1 bullet, and 1 poison dart. Error values are for the 95% confidence interval, as always (see [[Statistical analysis]]). --><br />
<br />
<br />
== Mountain ==<br />
<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#666666;font-family:Verdana;">Mountain</div><br />
<br />
An impassable mountain is located in the middle of Shartak.<br />
<br />
Also features impassable '''Mid-air''' and '''Solid Rock'''.<br />
<br />
=== Mountain Path ===<br />
There is a mountain pass that starts at {{GPS|70|364|26|432}}. A second entrance to the same path is at {{GPS|70|382|26|479}}. And a third entrance to the same path is at {{GPS|70|329|26|431}}.<br />
<br />
There are two types of mountain path found on the mountain. The first is passable, and allows for movement just as most other forms of terrain in the game. The second only allows for vertical movement ("Go Up" and "Go Down"). Either way returns you to a jungle square (going up puts you on a level jungle trail that winds around the mountain).<br />
<br />
*'''Movement cost:''' ''1 AP''<br />
*'''Search cost:''' ''1 AP''<br />
**'''Approx find rates (0%):''' broken knife (discarded) (3%)<br />
<br />
=== Dark Cave ===<br />
[[Cave]] spotted somewhere near Dalpok at {{GPS|70|368|26|442}} (up on the mountain path). It leads to a tunnel that leads deeper into the mountain.<br />
<br />
*'''Movement cost:''' ''1 AP''<br />
*'''Search cost:''' ''1 AP''<br />
**'''Approx find rates (0%):''' broken knife (discarded) (3%)<br />
<br />
=== Small Cave ===<br />
At the southwestern base of the mountain is a small cave at {{GPS|70|333|26|425}}. It leads to a tunnel that cuts through a section of the mountain.<br />
<br />
*'''Movement cost:''' ''1 AP''<br />
*'''Search cost:''' ''1 AP''<br />
**'''Approx find rates (0%):''' broken knife (discarded) (3%)<br />
<br />
=== Tunnel ===<br />
There are two types of tunnel found in the mountain. The first is passable, and allows for movement just as most other forms of terrain in the game. The second only allows for vertical movement ("Go Up" and "Go Down").<br />
<br />
One entrance at {{GPS|70|368|26|442}} (up on mountain path). Reportedly easy for one to get lost in. It seems to contain nothing but rats and other players who are lost.<br />
<br />
There is another tunnel through the mountain's southwest tip with ends at {{map|70|339|26|429}} and {{map|70|333|26|425}} and a single 45-degree turn at {{map|70|337|26|429}}.<br />
<br />
*'''Movement cost:''' ''1 AP'' (''.5 AP'' with the ''[[Trekking]]'' skill)<br />
*'''Search cost:''' ''1 AP''<br />
**'''Approx find rates (0%):''' broken knife (discarded) (3%)<br />
<br />
== Swamp ==<br />
<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#887722;font-family:Verdana;">Swamp</div><br />
<br />
Follow the river south of the mountain to find an [[alligator]]-infested swamp.<br />
*'''Movement cost:''' ''2 AP''<br />
*'''Search cost:''' ''3 AP''<br />
**'''Approx find rates (0%):''' (nothing)<br />
<br />
== Water ==<br />
<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#6666ff;font-family:Verdana;">Water</div><br />
<br />
Water surrounds the island and can be found in various rivers and lakes on the island.<br />
*'''Movement cost:''' ''2 AP'' (''1 AP'' with the ''[[Swimming]]'' skill)<br />
*'''Search cost:''' ''1 AP''<br />
**'''Approx find rates (0%):''' broken knife (discarded) (8%)<br />
<br />
=== Waterfall ===<br />
A waterfall {{GPS|70|351|26|429}} on the south side of the mountain forms a river leading south - climbing the waterfall takes you to a small ledge of jungle with no apparent features.<br />
<br />
== Water (deep) ==<br />
<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#4444af;font-family:Verdana;">Water</div><br />
<br />
Deeper water can be found further out.<br />
<br />
[[Shark]]s, which cannot be seen, attack in deep water. The attacks take 2 [[HP]] and leave the player wounded. The wound takes 1 HP per AP and can only be healed by a [[first aid kit]] or [[healing herbs]].<br />
*'''Movement cost:''' ''3 AP'' (''2 AP'' with the ''[[Swimming]]'' skill)<br />
*'''Search cost:''' ''1 AP''<br />
**'''Approx find rates (0%):''' (speculative) broken knife (discarded) (8%)<br />
<br />
== Ocean ==<br />
<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#22228f;font-family:Verdana;">Ocean</div><br />
<br />
Ocean water is impassable, and forms the outer boundary of the map.<br />
<br />
[[Category:Glossary]]</div>Linthttps://wiki.shartak.com/index.php?title=Terrain&diff=7890Terrain2006-06-29T23:21:19Z<p>Lint: /* Beach */ moved coordinates into separate list, added location</p>
<hr />
<div>Within the navigation map there are a number of different coloured areas which correspond to the different [[terrain]] types.<br />
<br />
Terrains are usually distinguished by the color of the map square. In addition, each map square has a terrain label (and the terrain label also leads off the description of your current location). Within a general class of terrain, there may be several zones that have different labels. For example, characters first arriving in Shartak commonly encounter village squares, which are labeled with the name of the village (such as "Dalpok") instead of being labeled as "Jungle". Other distinct zones exist: for example, there are Caves and Tunnels in mountain terrain, and there are Beaches and Dunes in beach terrain. <br />
<br />
Shartak also has a few special locations, such as Boatyards. These locations have the same terrain color and the same terrain label as normal terrain (such as Beach), and can only be discovered by carefully reading the location's unusual description text. <br />
<br />
Terrain squares can also contain a single detail, illustrated by an icon. These terrain details include huts (in ruins and villages), bushes or trees (in jungle), ruins -- and player-constructed signposts. (See [[Locations#Details]] for more information.) <br />
<br />
According to GPS calculations, each square of terrain is approximately 100 meters on a side.<br />
<br />
== Beach ==<br />
<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#ffebcd;font-family:Verdana;">Beach</div><br />
<br />
There is sand here, but you cannot build a sand castle. [[Driftwood]] can be found here, and is used for making [[signpost]]s. There are also [[crab]]s here, but unlike [[parrot]]s and [[rat]]s, you cannot murder the crabs for XP.<br />
*'''Movement cost:''' ''1 AP'' (''.5 AP'' with the ''[[Trekking]]'' skill)<br />
*'''Search cost:''' ''1 AP'' (with a chance of being pinched by a crab for 1 HP of damage)<br />
**'''Find rates (approximate) 8.8% (&plusmn;3.2%):''' piece of [[driftwood]] 5.5% (&plusmn;2.6%), [[gold coin]] 1.6% (&plusmn;1.4%), [[crab]] 1.3%, ''crab pinch 0.7%'', [[bottle of beer]] 0.3%.<br />
<!-- Data (see [[Search odds condensed]]) as of 10:04, 8 June 2006 (BST): 307 searches and finds of 17 pieces of driftwood, 5 gold coins, 4 crabs, 2 crab pinch, and 1 bottle of beer, all for players without scavenging. (Total search odds do not include those for crab pinches.) Error values are for the 95% confidence interval, as always (see [[Statistical analysis]]). --><br />
<br />
===Boatyard===<br />
:''A large sandy expanse of beach with so much driftwood scattered around that you could probably build a boat from it if you had the right tools.''<br />
This description of multiple squares of beach promises large quantities of driftwood. Search odds still require calculating, but appear to share the same profile as beach with a much higher overall success rate. It is rumored that there are many other boatyards around Shartak; please post their GPS coordinates here as you find them.<br />
<br />
*{{GPS|70|136|26|363}}, {{GPS|70|541|26|370}}, {{GPS|70|591|26|507}} (signpost), {{GPS|70|605|26|379}}, {{GPS|70|618|26|379}} (signpost)<br />
<br />
*'''Approx find rates (apparently 20% or more overall):''' piece of [[driftwood]] (?), [[gold coin]] (?), [[bottle of beer]] (?), [[crab]] (?), crab bite (?)<br />
<br />
== Grassland ==<br />
<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#e6f5b1;font-family:Verdana;">Grassland</div><br />
<br />
There is a swath of grassland cutting north-south, a few clicks west of Dalpok. Grassland can also be found by following the road north from Derby.<br />
*'''Movement cost:''' ''1 AP'' (''.5 AP'' with the ''[[Trekking]]'' skill)<br />
*'''Search cost:''' ''1 AP'' (with a chance of being bitten by a poisonous snake for 3 HP of damage)<br />
**'''Find rates (approximate) 14% (&plusmn;9.6%):''' [[poisonous snake]] 10% (&plusmn;8.3%), [[healing herbs]] 4%, ''snake bite 2%''.<br />
<!-- Data (see [[Search odds condensed]]) as of 10:04, 8 June 2006 (BST): 50 searches and finds of 5 poisonous snakes, 2 healing herbs, and 1 snake bite, all for players without scavenging. (Total search odds do not include those for snake bites.) Error values are for the 95% confidence interval, as always (see [[Statistical analysis]]). --><br />
<br />
== Jungle ==<br />
<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#337033;font-family:Verdana;">Jungle <small>(d10)</small></div><br />
<br />
Jungle is the dominant terrain type in Shartak. Jungle can be chopped by players with [[machete]]s or [[cutlass]]es, but it regrows slowly over time, even in squares with players or animals in them. Most [[animals]] on Shartak live in the jungle. Fruit trees and berry bushes are found in the jungle. Chopping the jungle also reveals abandoned huts and ancient ruins.<br />
<br />
Jungle never grows past density 10, a point at which it is too thick to pass through easily. A character wielding a machete or cutlass can chop the jungle location down to density 9 (with about a 10% chance of earning 1 [[XP]]), while characters without such weapons must try to push through it with a chance of success of roughly 20%.<br />
<br />
{|<br />
|<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#338033;font-family:Verdana;">Jungle <small>(d9)</small></div><br />
|<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#339033;font-family:Verdana;">Jungle <small>(d8)</small></div><br />
|<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#33a033;font-family:Verdana;">Jungle <small>(d7)</small></div><br />
|<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#33b033;font-family:Verdana;">Jungle <small>(d6)</small></div><br />
|<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#33c033;font-family:Verdana;">Jungle <small>(d5)</small></div><br />
|-<br />
|<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#33d033;font-family:Verdana;">Jungle <small>(d4)</small></div><br />
|<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#33d733;font-family:Verdana;">Jungle <small>(d3)</small></div><br />
|<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#33e033;font-family:Verdana;">Jungle <small>(d2)</small></div><br />
|<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#33f033;font-family:Verdana;">Jungle <small>(d1)</small></div><br />
|<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#aa8866;font-family:Verdana;">Jungle <small>(d0)</small></div><br />
|}<br />
<br />
At density 8, the tree cover is thin enough for a [[GPS unit]] to receive a signal. At density 4, the trees in the area are cut down, removing any [[Writing|carved messages]]. At jungle density 0, all that remains is weeds; vegetation cannot be chopped any further at this point.<br />
<br />
*'''Movement cost:''' ''.5 AP'' for d0, ''1 AP'' for d1-d10 (''.5 AP'' for d1-d6 with the ''[[Trekking]]'' skill)<br />
*'''Search cost:''' ''1 AP''<br />
**'''Find rates (approximate) 15% (&plusmn;2.6%):''' [[mango]] 5.3% (&plusmn;1.6%), [[banana]] 2.9% (&plusmn;1.2%), [[gourd of water]] 1.9% (&plusmn;1.0%), [[blunt machete]] 1.0% (&plusmn;0.7%), [[poisonous berries]] 1.0% (&plusmn;0.7%), [[tasty berries]] 0.8% (&plusmn;0.7%), [[healing herbs]] 0.7% (&plusmn;0.6%), [[gold coin]] 0.4%, bundle of 2-8 [[poison dart]]s 0.3%, partially loaded [[rifle]] 0.3%, [[berries]] 0.3%, [[first aid kit]] 0.3%, empty [[blowpipe]] 0.1%, loaded [[blowpipe]] 0.1%, [[bullet]] 0.1%, [[poison dart]] 0.1%. ('''Note:''' Find rates vary considerably and are believed to depend upon jungle density. Find rates also are different for jungle terrain located inside village territory. See [[Search odds condensed (results)]] for more information.)<br />
<!-- Data (see [[Search odds condensed]]) as of 10:04, 8 June 2006 (BST): 736 searches and finds of 39 mangos, 21 bananas, 14 gourds of water, 7 blunt machetes, 7 bunches of poisonous berries, 6 bunches of tasty berries, 5 healing herbs, 3 gold coins, 2 bundles of poison darts (holding a total of 13 darts), 2 partially loaded rifles, 2 bunches of berries, 2 first aid kits, 1 empty blowpipe, 1 loaded blowpipe, 1 bullet, and 1 poison dart. Error values are for the 95% confidence interval, as always (see [[Statistical analysis]]). --><br />
<br />
<br />
== Mountain ==<br />
<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#666666;font-family:Verdana;">Mountain</div><br />
<br />
An impassable mountain is located in the middle of Shartak.<br />
<br />
Also features impassable '''Mid-air''' and '''Solid Rock'''.<br />
<br />
=== Mountain Path ===<br />
There is a mountain pass that starts at {{GPS|70|364|26|432}}. A second entrance to the same path is at {{GPS|70|382|26|479}}. And a third entrance to the same path is at {{GPS|70|329|26|431}}.<br />
<br />
There are two types of mountain path found on the mountain. The first is passable, and allows for movement just as most other forms of terrain in the game. The second only allows for vertical movement ("Go Up" and "Go Down"). Either way returns you to a jungle square (going up puts you on a level jungle trail that winds around the mountain).<br />
<br />
*'''Movement cost:''' ''1 AP''<br />
*'''Search cost:''' ''1 AP''<br />
**'''Approx find rates (0%):''' broken knife (discarded) (3%)<br />
<br />
=== Dark Cave ===<br />
[[Cave]] spotted somewhere near Dalpok at {{GPS|70|368|26|442}} (up on the mountain path). It leads to a tunnel that leads deeper into the mountain.<br />
<br />
*'''Movement cost:''' ''1 AP''<br />
*'''Search cost:''' ''1 AP''<br />
**'''Approx find rates (0%):''' broken knife (discarded) (3%)<br />
<br />
=== Small Cave ===<br />
At the southwestern base of the mountain is a small cave at {{GPS|70|333|26|425}}. It leads to a tunnel that cuts through a section of the mountain.<br />
<br />
*'''Movement cost:''' ''1 AP''<br />
*'''Search cost:''' ''1 AP''<br />
**'''Approx find rates (0%):''' broken knife (discarded) (3%)<br />
<br />
=== Tunnel ===<br />
There are two types of tunnel found in the mountain. The first is passable, and allows for movement just as most other forms of terrain in the game. The second only allows for vertical movement ("Go Up" and "Go Down").<br />
<br />
One entrance at {{GPS|70|368|26|442}} (up on mountain path). Reportedly easy for one to get lost in. It seems to contain nothing but rats and other players who are lost.<br />
<br />
There is another tunnel through the mountain's southwest tip with ends at {{map|70|339|26|429}} and {{map|70|333|26|425}} and a single 45-degree turn at {{map|70|337|26|429}}.<br />
<br />
*'''Movement cost:''' ''1 AP'' (''.5 AP'' with the ''[[Trekking]]'' skill)<br />
*'''Search cost:''' ''1 AP''<br />
**'''Approx find rates (0%):''' broken knife (discarded) (3%)<br />
<br />
== Swamp ==<br />
<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#887722;font-family:Verdana;">Swamp</div><br />
<br />
Follow the river south of the mountain to find an [[alligator]]-infested swamp.<br />
*'''Movement cost:''' ''2 AP''<br />
*'''Search cost:''' ''3 AP''<br />
**'''Approx find rates (0%):''' (nothing)<br />
<br />
== Water ==<br />
<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#6666ff;font-family:Verdana;">Water</div><br />
<br />
Water surrounds the island and can be found in various rivers and lakes on the island.<br />
*'''Movement cost:''' ''2 AP'' (''1 AP'' with the ''[[Swimming]]'' skill)<br />
*'''Search cost:''' ''1 AP''<br />
**'''Approx find rates (0%):''' broken knife (discarded) (8%)<br />
<br />
=== Waterfall ===<br />
A waterfall {{GPS|70|351|26|429}} on the south side of the mountain forms a river leading south - climbing the waterfall takes you to a small ledge of jungle with no apparent features.<br />
<br />
== Water (deep) ==<br />
<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#4444af;font-family:Verdana;">Water</div><br />
<br />
Deeper water can be found further out.<br />
<br />
[[Shark]]s, which cannot be seen, attack in deep water. The attacks take 2 [[HP]] and leave the player wounded. The wound takes 1 HP per AP and can only be healed by a [[first aid kit]] or [[healing herbs]].<br />
*'''Movement cost:''' ''3 AP'' (''2 AP'' with the ''[[Swimming]]'' skill)<br />
*'''Search cost:''' ''1 AP''<br />
**'''Approx find rates (0%):''' (speculative) broken knife (discarded) (8%)<br />
<br />
== Ocean ==<br />
<div style="width:80px;height:80px;padding:5px;border:1px solid #000;background-color:#22228f;font-family:Verdana;">Ocean</div><br />
<br />
Ocean water is impassable, and forms the outer boundary of the map.<br />
<br />
[[Category:Glossary]]</div>Linthttps://wiki.shartak.com/index.php?title=Skulu&diff=7814Skulu2006-06-28T02:32:24Z<p>Lint: </p>
<hr />
<div><noinclude><!--<br />
<br />
[[Shaman]] uses this page as a template for Skulu's current location. Please observe the <nowiki><noinclude></nowiki> tags closely, and do not change them unless you know what you are doing.<br />
<br />
--><br />
'''Skulu''' is a wandering [[shaman]] with no ties to any village.<br />
<br />
==Current sighting==<br />
<!-- <br />
<br />
To update the current sighting, cut and paste the existing row to "Previous sightings", removing the noinclude tags so that it looks like other previous sightings. Record the current GPS coordinates in the GPS template and record the date and time with <nowiki>~~~~~</nowiki> (5 tildes). <br />
<br />
--><br />
<br />
* </noinclude>{{GPS|70|566|26|350}}<br />01:41, 28 June 2006 (UTC)<noinclude><br />
<br />
==Previous sightings==<br />
<!-- New sightings belong at the TOP of this list --><br />
* {{GPS|70|560|26|371}}<br />23:40, 23 June 2006 (UTC)<br />
* {{GPS|70|576|26|367}}<br />17:52, 14 June 2006 (BST)<br />
* {{GPS|70|607|26|373}}<br />00:56, 28 May 2006 (BST)<br />
<br />
{{Shamansnav}}<br />
<br />
[[Category:Shamans]]</noinclude></div>Linthttps://wiki.shartak.com/index.php?title=Pabkim&diff=7806Pabkim2006-06-27T23:27:48Z<p>Lint: updated</p>
<hr />
<div><noinclude><!--<br />
<br />
[[Shaman]] uses this page as a template for Pabkim's current location. Please observe the <nowiki><noinclude></nowiki> tags closely, and do not change them unless you know what you are doing.<br />
<br />
--><br />
'''Pabkim''' is a wandering [[shaman]] with no ties to any village.<br />
<br />
==Current sighting==<br />
<!-- <br />
<br />
To update the current sighting, cut and paste the existing row to "Previous sightings", removing the noinclude tags so that it looks like other previous sightings. Record the current GPS coordinates in the GPS template and record the date and time with <nowiki>~~~~~</nowiki> (5 tildes). <br />
<br />
--><br />
<br />
* </noinclude>{{GPS|70|371|26|432}}<br />23:27, 27 June 2006 (UTC)<noinclude><br />
<br />
==Previous sightings==<br />
<!-- New sightings belong at the TOP of this list --><br />
<br />
* {{GPS|70|359|26|398}}<br />17:18, 10 June 2006 (BST)<br />
* {{GPS|70|375|26|385}}<br />06:00, 28 May 2006 (BST)<br />
* {{GPS|70|356|26|364}}<br />22:05, 24 May 2006 (BST)<br />
* {{GPS|70|360|26|370}}<br />11:22, 24 May 2006 (BST)<br />
* {{GPS|70|399|26|337}}<br />20:06, 17 May 2006 (BST)<br />
<br />
{{Shamansnav}}<br />
<br />
[[Category:Shamans]]</noinclude></div>Linthttps://wiki.shartak.com/index.php?title=Movak&diff=7805Movak2006-06-27T23:25:06Z<p>Lint: updated</p>
<hr />
<div><noinclude><!--<br />
<br />
[[Shaman]] uses this page as a template for Movak's current location. Please observe the <nowiki><noinclude></nowiki> tags closely, and do not change them unless you know what you are doing.<br />
<br />
--><br />
'''Movak''' is a wandering [[shaman]] with no ties to any village.<br />
<br />
==Current sighting==<br />
<!-- <br />
<br />
To update the current sighting, cut and paste the existing row to "Previous sightings", removing the noinclude tags so that it looks like other previous sightings. Record the current GPS coordinates in the GPS template and record the date and time with <nowiki>~~~~~</nowiki> (5 tildes). <br />
<br />
--><br />
* </noinclude>{{GPS|70|366|26|413}}<br />23:25, 27 June 2006 (UTC)<noinclude><br />
<br />
==Previous sightings==<br />
<!-- New sightings belong at the TOP of this list --><br />
<br />
* {{GPS|70|415|26|360}}<br />09:44, 8 June 2006 (BST)<br />
* {{GPS|70|431|26|357}}<br />12:55, 23 May 2006 (BST)<br />
* {{GPS|70|433|26|336}}<br />00:31, 16 May 2006 (BST)<br />
<br />
{{Shamansnav}}<br />
<br />
[[Category:Shamans]]</noinclude></div>Linthttps://wiki.shartak.com/index.php?title=Search_odds_condensed&diff=7757Search odds condensed2006-06-25T23:56:36Z<p>Lint: /* Search data */</p>
<hr />
<div>'''Please add your search data to the bottom of this list.'''<br />
<br />
Search odds by location that are quoted elsewhere on the wiki should be deduced from data collated from this list. A collated summary of data by location is at [[Search odds results]]. Some charts, analysis, and discussion of the data can be found at [[Search Odds Condensed (results)]].<br />
<br />
The last complete collation was by [[User: fitzcarraldo|fitzcarraldo]]|<sup>[[User talk:fitzcarraldo|T]]</sup> at 12:09, 10 April 2006 (BST). Another complete collation through 00:01, 1 June 2006 (BST) is being compiled at [[Search odds results]], where composite data will be tallied without commentary or analysis. <br />
<br />
This page is for compiling '''search odds''' where everything is condensed into a single table. If you are looking for the more conventional search odds tables, see [[Search odds]]. Discussion of these two methods is taking place on the [[Talk:Search_Odds_Condensed|talk page]], where comments and suggestions are welcomed. <br />
<br />
==Search template==<br />
<br />
'''Use the following code as a template for your entry.'''<br />
<br />
#Copy the code below.<br />
#"Edit" the ''Search data'' section.<br />
#Paste the code above the line <nowiki><!-- ADD NEW DATA ABOVE THIS LINE. --></nowiki>.<br />
#Changed each '''bolded''' string of text; "Location" and "Class" are especially important. Please abbreviate locations: "b" is for beach, "g" is for grassland, "d0-d10" is for jungle of density 0-10 (to see jungle densities in-game, click on your character's name, "Edit Profile", and turn on "Show density in map block names?" at the bottom of the page), "m" is for mountain paths, "s" is for swampland, and "w" is for water.<br />
#Insert numbers before each <nowiki><!--comment tag--></nowiki> of an item type that you find. (E.g., if all you find is 1 machete, change <nowiki>"<!--machete-->" to "1 <!-- machete-->"</nowiki>.) There is no need to insert zeroes for items you didn't find.<br />
#"Save page".<br />
<div style="font-size: 80%"><br />
<nowiki><!-- ROW MARKER --><br />
|-</nowiki><br />
<nowiki>|| ~~~~</nowiki><br />
<nowiki>||</nowiki> '''attempts'''<br />
<nowiki>||</nowiki> '''searches that returned no items'''<br />
<nowiki>|| <!--banana--></nowiki> <br />
<nowiki>|| <!--blowpipe, empty (0)--></nowiki><br />
<nowiki>|| <!--blowpipe, loaded (1)--></nowiki><br />
<nowiki>|| <!--blunt cutlass--></nowiki><br />
<nowiki>|| <!--blunt machete--></nowiki><br />
<nowiki>|| <!--bottle of beer--></nowiki><br />
<nowiki>|| <!--bottle of rum--></nowiki><br />
<nowiki>|| <!--bottle of water--></nowiki><br />
<nowiki>|| <!--box of bullets--></nowiki><br />
<nowiki>|| <!--total bullets found in all boxes--></nowiki><br />
<nowiki>|| <!--bullet (not found in boxes)--></nowiki><br />
<nowiki>|| <!--bunch of berries (unknown)--></nowiki><br />
<nowiki>|| <!--bunch of poison berries--></nowiki><br />
<nowiki>|| <!--bunch of tasty berries--></nowiki><br />
<nowiki>|| <!--bundl of poison darts--></nowiki><br />
<nowiki>|| <!--total darts found in all bundles--></nowiki><br />
<nowiki>|| <!--crab--></nowiki><br />
<nowiki>|| <!--cutlass-></nowiki><br />
<nowiki>|| <!--dagger--></nowiki><br />
<nowiki>|| <!--first aid kit--></nowiki><br />
<nowiki>|| <!--gem--></nowiki><br />
<nowiki>|| <!--gold coin--></nowiki><br />
<nowiki>|| <!--gourd of water--></nowiki><br />
<nowiki>|| <!--gps unit--></nowiki><br />
<nowiki>|| <!--healing herbs--></nowiki><br />
<nowiki>|| <!--knife--></nowiki><br />
<nowiki>|| <!--machete--></nowiki><br />
<nowiki>|| <!--mango--></nowiki><br />
<nowiki>|| <!--piece of driftwood--></nowiki><br />
<nowiki>|| <!--poison dart (not found in bundles)--></nowiki><br />
<nowiki>|| <!--poisonous snake--></nowiki><br />
<nowiki>|| <!--rifle, empty (0)--></nowiki><br />
<nowiki>|| <!--rifle, partially loaded (1)--></nowiki><br />
<nowiki>|| <!--rifle, loaded (2)--></nowiki><br />
<nowiki>|| <!--sharpening stone--></nowiki><br />
<nowiki>||</nowiki> '''Class'''<br />
<nowiki>||</nowiki> '''Location''' (and notes)<br />
</div><br />
<!-- ban !! blo (0) !! blo (1) !! blnt cut !! blnt mac !! bot beer !! bot rum !! bot wat !! box bul !! buls in bxs !! bul !! bnch psn ber !! bnch tsty ber !! bndl psn dart !! drts in bdls !! crab !! cut !! dag !! fak !! gem !! gold coin !! grd wat !! gps !! heal herb !! kni !! mac !! man !! wood !! psn dart !! psn snk !! rif (0) !! rif (1) !! rif (2) !! shrp stn --><br />
<br />
==Search data==<br />
<br />
Search odds appear to depend on whether or not you are inside the boundaries of a village. Search odds also depend on whether there is a tree/bush in your location. Odds may depend on whether or not you are outside a hut or ruins. Odds are different for Native vs Outsider Village locations. If possible, please include this detailed location information in the Notes column.''' --[[User:Tycho44|Tycho44]] 05:58, 16 May 2006 (BST)<br />
<br />
{| border="1" cellpadding="2" cellspacing="1" style="background-color: #f9f9f9; border: solid 1px #ccc; border-collapse: collapse; font-size: 75%; line-height: 100%"<br />
|-style="background-color: #ddd"<br />
!Signature !! Attempts !! nothing !! ban !! blo (0) !! blo (1) !! blnt cut !! blnt mac !! bot beer !! bot rm !! bot wat !! box bul !! buls in bxs !! bul !! bnch unkn ber !! bnch psn ber !! bnch tsty ber !! bdl psn drt !! drts in bdls !! crb !! cut !! dag !! fak !! gem !! gold coin !! grd wat !! gps !! heal herb !! kni !! mac !! man !! dwd !! psn drt !! psn snk !! rif (0) !! rif (1) !! rif (2) !! shrp stn !! Class !! Location (and notes)<br />
|-<br />
|| [[User: fitzcarraldo|fitzcarraldo]]|<sup>[[User talk:fitzcarraldo|T]]</sup> 15:24, 26 April 2006 (BST) || 10 || 9 || 1 || || || || || || || || || || || || || || || || || || || || || || || || || || || || || || || || || || || shaman || d1<br />
|-<br />
|| [[User:Lint|Lint]] 00:37, 28 April 2006 (BST) || 50 || 35 || || || 1 || || 1 || || || || || || || || || || || || || || || || || 1 || || || 7 || 1 || 2 || || || 1 || || || || || 1 || shaman || herbal hut, Wiksik<br />
|-<br />
|| [[User:Lint|Lint]] 00:44, 29 April 2006 (BST) || 50 || 30 || || 1 || || || 1 || || || || || || || || || || 1 || 6 || || || || || || 2 || || || 8 || 2 || 2 || || || 2 || || || || || 1 || shaman || herbal hut, Wiksik<br />
|-<br />
|| [[User:Lint|Lint]] 00:48, 30 April 2006 (BST) || 50 || 28 || || || || || 1 || 2 || || 1 || || || || || || || || || || || || 15 || || 1 || || || || || 2 || || || || || || || || || settler w/ scav. || medical hut, Durham<br />
|-<br />
|| [[User:Tycho44|Tycho44]] 11:26, 30 April 2006 (BST) || 57 || 43 || || || || || 1 || 1 || || 5 || || || || || || || || || || || || 5 || || 1 || || || || 1 || || || || || || || || || || settler w/o scav. || medical hut, York<br />
|-<br />
|| [[User:Tycho44|Tycho44]] 11:26, 30 April 2006 (BST) || 20 || 9 || || || || || || || || || || || || || || || || || || || || || || || || || || || || 11 || || || || || || || || villager w/o scav. || d?, mango tree<br />
|-<br />
|| [[User:Tycho44|Tycho44]] 11:26, 30 April 2006 (BST) || 21 || 14 || || || || || || || || || || || || || 7 || || || || || || || || || || || || || || || || || || || || || || || villager w/o scav. || d?, poisonous berry bush<br />
|-<br />
|| [[User:Arminius|Arminius]] 21:09, 30 April 2006 (BST) || 68 || 35 || || || 1 || || 1 || || || || || || || || || || || || || || || || || 3 || || || 21 || 1 || 3 || || || 1 || || || || || 2 || settler w/ scav. || herbal hut, Dalpok<br />
|-<br />
|| [[User:Arminius|Arminius]] 21:09, 30 April 2006 (BST) || 68 || 45 || || || || || 2 || || || || || || || || || || || || || || || || || 2 || || || 13 || || 4 || || || || || || || || 2 || scientist || herbal hut, Wiksik. (It appears that in these huts, settlers/villagers with scav. have a total find rate of one-in-two with an herb find rate of one-in-three, people without scav. have a total find rate of one-in-three with an herb find rate of one-in-five (or one-in-four?).)<br />
|-<br />
|| [[User:Tycho44|Tycho44]] 20:33, 3 May 2006 (BST) || 110 || 70 || || || || || 1 || 1 || || 10 || || || || || || || || || || || || 19 || || || || || || 2 || 4 || || || || || || || || 3 || settler w/o scav. || medical hut, Derby<br />
|-<br />
|| [[User:Tycho44|Tycho44]] 20:36, 3 May 2006 (BST) || 58 || 43 || || || 1 || || || || || || || || || || || || 1 || 3 || || || || || || 1 || || || 8 || 3 || || || || 1 || || || || || || pirate || herbal hut, Dalpok<br />
|-<br />
|| [[User:Tycho44|Tycho44]] 20:42, 3 May 2006 (BST) || 49 || 28 || || 3 || 2 || || || || || || || || || || || || 6 || 32 || || || || || || 1 || || || || 1 || || || || 7 || || || || || 1 || villager || dart hut, Dalpok<br />
|-<br />
|| [[User:Tycho44|Tycho44]] 07:34, 4 May 2006 (BST) || 59 || 39 || || || || || 1 || || || 3 || || || || || || || || || || || || 12 || || || || || || 2 || || || || || || || || || 2 || settler w/o scav. || medical hut, York<br />
|-<br />
|| [[User:Arminius|Arminius]] 14:46, 4 May 2006 (BST) || 120 || 91 || || || || || 2 || 1 || || 10 || || || || || || || || || || || || 3 || || 2 || || || || 4 || 4 || || || || || || || || 3 || soldier || medical hut, York<br />
|-<br />
|| [[User:Rotund|Rotund]] 00:11, 5 May 2006 (BST) || 73 || 59 || 2 || 1 || 1 || || || || || || || || || || 2 || 3 || || || || || || || || || 1 || || 2 || || || 1 || || || || || 1 || || || scout || d4<br />
|-<br />
|| [[User:Rotund|Rotund]] 12:25, 5 May 2006 (BST) || 60 || 60 || || || || || || || || || || || || || || || || || || || || || || || || || || || || || || || || || || || || shaman || w (found five broken knives)<br />
|-<br />
|| [[User:Rotund|Rotund]] 12:35, 5 May 2006 (BST) || 37 || 32 || 1 || || || || || || || || || || || || 2 || || || || || || || 1 || || || || || || || || 1 || || || || || || || || scout || d8<br />
|-<br />
|| [[User:Rotund|Rotund]] 13:01, 5 May 2006 (BST) || 20 || 13 || 1 || 1 || || || || || || || || || || || || || || || || || || || || || 1 || || 1 || 2 || 1 || || || || || || || || || villager w/o scav. || d1, Wiksik<br />
|-<br />
|| [[User:Rotund|Rotund]] 13:01, 5 May 2006 (BST) || 121 || 105 || 4 || || || || || || || || || || || || || 3 || || || || || || || || || 3 || || || || || 5 || || || || || 1 || || || villager w/o scav. || d9<br />
|-<br />
|| [[User:Rotund|Rotund]] 14:35, 5 May 2006 (BST) || 2 || 0 || || || || || || || || || || || || || || || || || || || || || || || || || || || 1 || || || || || || 1 || || || scientist || d4, Durham<br />
|-<br />
|| [[User:Rotund|Rotund]] 14:35, 5 May 2006 (BST) || 157 || 141 || || || || || || || || || || || || || || || || || 3 || || || || || 3 || || || || || || || 10 || || || || || || || scientist || b (pinched twice by crabs)<br />
|-<br />
|| [[User:Lint|Lint]] 02:29, 6 May 2006 (BST) || 50 || 42 || || || || || || || || || || || || || || || 2 || 9 || || || 2 || || 1 || || || || 1 || || || || || 2 || || || || || || pirate || second room of temple ruins south of the shipwreck<br />
|-<br />
|| [[User:Rotund|Rotund]] 10:51, 6 May 2006 (BST) || 66 || 49 || 7 || || || || 1 || || || || || || || || 3 || || || || || || || || || 1 || 2 || || 1 || || || 2 || || || || || || || || scout || d3<br />
|-<br />
|| [[User:Rotund|Rotund]] 10:51, 6 May 2006 (BST) || 37 || 34 || || || || || || || || || || || || || || || 1 || 5 || || || || || || || 1 || || || || || 1 || || || || || || || || villager w/o scav. || d0<br />
|-<br />
|| [[User:Rotund|Rotund]] 23:42, 6 May 2006 (BST) || 25 || 25 || || || || || || || || || || || || || || || || || || || || || || || || || || || || || || || || || || || || warrior || mountain path (found one broken knife)<br />
|-<br />
|| [[User:Rotund|Rotund]] 03:25, 7 May 2006 (BST) || 43 || 38 || 1 || || || || 2 || || || || || || || || || || || || || || || || || || || || || || || 2 || || || || || || || || shaman || d3<br />
|-<br />
|| [[User:Rotund|Rotund]] 03:37, 7 May 2006 (BST) || 75 || 68 || 1 || || || || || || || || || || || || || || 1 || 8 || || || || || || || 2 || || || || || 3 || || || || || || || || villager w/o scav. || d0<br />
|-<br />
|| [[User:Rotund|Rotund]] 03:45, 7 May 2006 (BST) || 68 || 63 || || || || || || || || 3 || || || || || || || || || || || || || || || || || || 1 || 1 || || || || || || || || || scientist || hut, Durham ("You are inside a wooden hut.")<br />
|-<br />
|| [[User:Lint|Lint]] 04:11, 7 May 2006 (BST) || 50 || 29 || || || || || 2 || || || || || || || || || || || || || || || || || 3 || || || 7 || 5 || 1 || || || 1 || || || || || 2 || shaman || herbal hut, Wiksik<br />
|-<br />
|| [[User:Tycho44|Tycho44]] 10:40, 7 May 2006 (BST) || 34 || 24 || || || || || || 1 || || || 2 || 5 || 3 || || || || || || || || || || || 1 || || || || 1 || 1 || || || || || 1 || || || || scientist || ammo hut, York ($21 per find)<br />
|-<br />
|| [[User:Tycho44|Tycho44]] 10:40, 7 May 2006 (BST) || 19 || 7 || || || || || 1 || 1 || || 1 || 2 || 8 || 2 || || || || || || || || || || || || || || || 3 || 2 || || || || || || || || || settler w/ scav. || ammo hut, York ($38 per find)<br />
|-<br />
|| [[User:Rotund|Rotund]] 01:41, 8 May 2006 (BST) || 42 || 42 || || || || || || || || || || || || || || || || || || || || || || || || || || || || || || || || || || || || warrior || small cave in mountain (found one broken knife)<br />
|-<br />
|| [[User:Rotund|Rotund]] 01:47, 8 May 2006 (BST) || 50 || 42 || 1 || || || || 1 || || || || || || || || || || || || || || || || || 2 || || || 1 || || || 3 || || || || || || || || scout || d6<br />
|-<br />
|| [[User:Rotund|Rotund]] 01:50, 8 May 2006 (BST) || 25 || 20 || || || || || 1 || || || || || || || || || || || || || || || || || || 2 || || || || || 2 || || || || || || || || explorer || d0<br />
|-<br />
|| [[User:Rotund|Rotund]] 15:54, 8 May 2006 (BST) || 31 || 27 || 1 || || || || || || || || || || || || || 2 || || || || || || || || || || || || || || || || 1 || || || || || || scientist || ruins, d0 (outside abandoned huts)<br />
|-<br />
|| [[User:Tycho44|Tycho44]] 07:01, 9 May 2006 (BST) || 70 || 47 || || || || || 1 || || || 5 || || || || || || || || || || || || 15 || || || || || || || 2 || || || || || || || || || scientist || medical hut, York<br />
|-<br />
|| [[User:Tycho44|Tycho44]] 07:01, 9 May 2006 (BST) || 25 || 21 || || || || || || || || || || || || || || || || || || || || || || 2 || || || || || || || 2 || || || || || || || settler w/ scav. || b<br />
|-<br />
|| [[User:Rotund|Rotund]] 12:38, 9 May 2006 (BST) || 19 || 17 || || || || || || || || || || || 1 || || || || || || || || || || || || 1 || || || || || || || || || || || || || warrior || d0 (top of mountain path)<br />
|-<br />
|| [[User:Rotund|Rotund]] 12:46, 9 May 2006 (BST) || 53 || 51 || || || || || || || || || || || || || || || || || || || || || || || || || 2 || || || || || || || || || || || scientist || hut in ruins ("You are standing in a rather dishevelled looking hut.")<br />
|-<br />
|| [[User:Lint|Lint]] 00:25, 12 May 2006 (BST) || 50 || 43 || || || || || || || || || || || || || || || || || || || || || || || || || 2 || || || || || || 5 || || || || || shaman || g (bitten once by a snake)<br />
|-<br />
|| [[User:Tycho44|Tycho44]] 17:57, 15 May 2006 (BST) || 50 || 35 || || || || || 2 || 1 || || 3 || || || 5 || || || || || || || || || || || || || || || 2 || 1 || || || || || || 1 || || || soldier || ammo hut, York ($18 per find)<br />
|-<br />
|| [[User:Tycho44|Tycho44]] 18:01, 15 May 2006 (BST) || 29 || 9 || || || || || || || || || || || || || 20 || || || || || || || || || || || || || || || || || || || || || || || scientist || d?, poisonous berry bush<br />
|-<br />
|| [[User:Tycho44|Tycho44]] 02:00, 23 April 2006 (BST) || 70 || 37 || || || || || 1 || 1 || || 9 || || || 13 || || || || || || || || || || || 2 || || || || 2 || 1 || || || || || 1 || 1 || || 2 || settler w/o scav. || ammo hut, York ($25 per find; copied over from other Search page)<br />
|-<br />
|| [[User:Tycho44|Tycho44]] 04:22, 23 April 2006 (BST) || 35 || 18 || || || || || || || || 1 || || || 5 || || || || || || || || || || || || || || || 3 || || || || || || 3 || 2 || 1 || 2 || settler w/o scav. || ammo hut, York ($64 per find; copied over from other Search page)<br />
|-<br />
|| [[User:Tycho44|Tycho44]] 06:32, 26 April 2006 (BST) || 68 || 47 || || || || || || 1 || || 2 || 1 || 4 || 6 || || || || || || || || || || || || || || || 3 || 6 || || || || || || || 2 || || settler w/o scav. || ammo hut, York ($25 per find; copied over from other Search page)<br />
|-<br />
|| [[User:Tycho44|Tycho44]] 01:39, 16 May 2006 (BST) || 53 || 33 || || || || || 1 || || || 3 || 2 || 10 || 6 || || || || || || || || || || || 2 || || || || 2 || 1 || || || || || 1 || 1 || 1 || || soldier || ammo hut, York ($33 per find)<br />
|-<br />
|| [[User:Tycho44|Tycho44]] 20:33, 3 May 2006 (BST) || 10 || 4 || || || || || || || || 1 || || || || || || || || || || || || 3 || || 1 || || || || || || || || || || || || || 1 || settler w/ scav. || medical hut, Derby<br />
|-<br />
|| [[User:Arminius|Arminius]] 07:14, 16 May 2006 (BST) || 200 || 133 || || || || || 4 || 2 || || 7 || || || || || || || || || || || || 35 || || 6 || || || || 5 || 4 || || || || || || || || 4 || settler w/o scav. || medical hut (More corroboration of the 30-35% overall find rate & 20-25% medical find rate in Medical Huts for non-scav. characters.)<br />
|-<br />
|| [[User:Tycho44|Tycho44]] 15:48, 16 May 2006 (BST) || 36 || 21 || || || || || || || || || || || || || 15 || || || || || || || || || || || || || || || || || || || || || || || scientist || d6, poisonous berry bush<br />
|-<br />
|| [[User:Tycho44|Tycho44]] 16:32, 16 May 2006 (BST) || 10 || 2 || || || || || 1 || 1 || || 2 || 1 || 2 || 1 || || || || || || || || || || || || || || || 2 || || || || || || || || || || soldier || ammo hut, York<br />
|-<br />
|| [[User:Tycho44|Tycho44]] 17:30, 17 May 2006 (BST) || 47 (?) || 20 || || || || || 1 || || || 4 || || || || || || || || || || || || 17 || || 2 || || 1 || || 1 || 1 || || || || || || || || || settler w/ scav. || medical hut, Derby (my window crashed so AP used might be off by ~5, although found item list is correct. Note GPS Unit in the Medical Hut!)<br />
|-<br />
|| [[User:Tycho44|Tycho44]] 17:30, 17 May 2006 (BST) || 29 || 12 || || || || || || || || || || || || || || || || || || || || || || || || || || || || 17 || || || || || || || || pirate || d0, mango tree<br />
|-<br />
|| [[User:Tycho44|Tycho44]] 17:37, 17 May 2006 (BST) || 60 || 34 || || 2 || 1 || || || || || || || || || || || || 5 || 13 || || || || || || 6 || || || || || 2 || || || 9 || || || || || 1 || villager w/ scav. || dart hut, Dalpok<br />
|-<br />
|| [[User:Tycho44|Tycho44]] 22:37, 17 May 2006 (BST) || 31 || 24 || || || || || || || || 1 || || || || || || || || || || || || 2 || || 1 || || 1 || || || 2 || || || || || || || || || soldier || medical hut, York<br />
|-<br />
|| [[User:Lint|Lint]] 00:25, 20 May 2006 (BST) || 50 || 32 || || || || || || || || || || || || || || || 1 || 2 || || || || || || 3 || || || 7 || 1 || 4 || || || 2 || || || || || || shaman || herbal hut, Wiksik<br />
|-<br />
|| [[User:Tycho44|Tycho44]] 23:33, 20 May 2006 (BST) || 41 || 19 || || 1 || || || || || || || || || || || || || || || || || || || || 3 || || || 15 || || 2 || || || || || || || || 1 || villager w/ scav. || herbal hut, Dalpok (corrected error)<br />
|-<br />
|| [[User:Tycho44|Tycho44]] 23:33, 20 May 2006 (BST) || 54 || 30 || || || || || 3 || 2 || || 3 || || || || || || || || || || || || 9 || || 2 || || || || 1 || 2 || || || || || || || || 2 || soldier || medical hut, York (corrected notes)<br />
|-<br />
|| [[User:Tycho44|Tycho44]] 23:33, 20 May 2006 (BST) || 31 || 15 || || || || || || 5 || || 3 || || || || || || || || || || || || 3 || || || || || || || 4 || || || || || || || || 1 || soldier || medical hut, York<br />
|-<br />
|| [[User:Tycho44|Tycho44]] 23:33, 20 May 2006 (BST) || 20 || 4 || || || || || || || || || || || || || 16 || || || || || || || || || || || || || || || || || || || || || || || scientist || d4, poisonous berry bush<br />
|-<br />
|| [[User:Tycho44|Tycho44]] 23:33, 20 May 2006 (BST) || 15 || 5 || || || || || || || || || || || || || 10 || || || || || || || || || || || || || || || || || || || || || || || settler w/ scav. || d4, poisonous berry bush<br />
|-<br />
|| [[User:Tycho44|Tycho44]] 23:33, 20 May 2006 (BST) || 36 || 15 || || || || || || || || || || || || || 21 || || || || || || || || || || || || || || || || || || || || || || || settler w/ scav. || d0, poisonous berry bush<br />
|-<br />
|| [[User:Tycho44|Tycho44]] 23:33, 20 May 2006 (BST) || 70 || 37 || || || || || 4 || 4 || || 3 || || || || || || || || || || || || 8 || || 4 || || || || 4 || 3 || || || || || || || || 3 || settler w/ scav. || medical hut, Derby<br />
|-<br />
|| [[User:Tycho44|Tycho44]] 23:33, 20 May 2006 (BST) || 20 || 18 || || || || || || || || 1 || || || || || || || || || || || || || || 1 || || || || || || || || || || || || || || settler w/ scav. || hut, Derby (empty)<br />
|-<br />
|| [[User:Tycho44|Tycho44]] 23:33, 20 May 2006 (BST) || 25 || 17 || || || || || || || || 1 || || || || || || || || || || || || 5 || || || || || || 2 || || || || || || || || || || pirate || medical hut, Durham<br />
|-<br />
|| [[User:Tycho44|Tycho44]] 23:33, 20 May 2006 (BST) || 10 || 8 || || || || || || || || || 1 || 2 || 1 || || || || || || || || || || || || || || || || || || || || || || || || || pirate || ammo hut, Durham<br />
|-<br />
|| [[User:Tycho44|Tycho44]] 23:33, 20 May 2006 (BST) || 35 || 26 || || || || || || 1 || || 2 || || || || || || || || || || || || 2 || || || || 1 || || 1 || 1 || || || || || || || || 1 || pirate || medical hut, Durham<br />
|-<br />
|| [[User:Lint|Lint]] 00:29, 22 May 2006 (BST) || 50 || 25 || || || || || 2 || 1 || || 8 || || || || || || || || || || || || 5 || || || || 1 || || 2 || 3 || || || || || || || || 3 || settler w/ scav. || medical hut<br />
|-<br />
|| [[User:Lint|Lint]] 00:40, 22 May 2006 (BST) || 50 || 33 || || 1 || || || 3 || || || || || || || || || || || || || || || || || 2 || || || 9 || || || || || 1 || || || || || 1 || shaman || herbal hut<br />
|-<br />
|| [[User:Arminius|Arminius]] 05:00, 22 May 2006 (BST) || 50 || 46 || || || || || || 1 || || || || || || || || || || || || || || || || 3 || || || || || || || || || || || || || || settler w/ scav. || b (pinched once by a crab)<br />
|-<br />
|| [[User:Arminius|Arminius]] 05:00, 22 May 2006 (BST) || 45 || 34 || || || || || || || || 2 || 3 || 8 || 1 || || || || || || || || || || || || || 1 || || || 2 || || || || || || 1 || 1 || || soldier || ammo hut<br />
|-<br />
|| [[User:Lint|Lint]] 01:32, 24 May 2006 (BST) || 50 || 42 || || || || || || || || || || || || || || || || || || || || || || 1 || || || || || || || 7 || || || || || || || settler w/ scav. || b<br />
|-<br />
|| [[User:Arminius|Arminius]] 08:37, 25 May 2006 (BST) || 75 || 42 || || || || || 4 || || || 5 || || || || || || || || || || || || 14 || || 2 || || 2 || || 4 || || || || || || || || || 2 || settler w/ scav. || medical hut<br />
|-<br />
|| [[User:Tycho44|Tycho44]] 08:00, 27 May 2006 (BST) || 50 || 47 || || || || || || || || || || || || || || || || || || || 1 || || || || || || 1 || || || || || 1 || || || || || || settler w/ scav. || hut #1 in ruins north of York ("Logger Jack")<br />
|-<br />
|| [[User:Elembis|Elembis]] 05:05, 30 May 2006 (BST) || 33 || 20 || || || || || || || || || || || || || || || 1 || 4 || || || || || || 2 || || || 10 || || || || || || || || || || || warrior || Herbal hut in Wiksik<br />
|-<br />
|| [[User:Elembis|Elembis]] 05:49, 31 May 2006 (BST) || 75 || 48 || || 1 || 1 || || 1 || || || || || || || || || || 2 || 11 || || || || || || 2 || || || 9 || 3 || 3 || || || 2 || || || || || 3 || warrior || Herbal hut in Wiksik<br />
|-<br />
|| [[User:Tycho44|Tycho44]] 08:00, 26 May 2006 (BST) || 67 || 61 || || || || || || || || || || || || || || || 1 || 5 || || || 3 || || || 1 || || || 1 || || || || || || || || || || || settler w/ scav. || hut #2 in ruins north of York ("Logger Jack"; earlier search from vacation)<br />
|-<br />
|| [[User:Tycho44|Tycho44]] 15:06, 31 May 2006 (BST) || 65 || 59 || || || || || || || || || || || || || || || || || || || || || || 2 || || || || || || || 4 || || || || || || || settler w/ scav. || b<br />
|-<br />
|| [[User:Tycho44|Tycho44]] 15:06, 31 May 2006 (BST) || 66 || 45 || || || || || 1 || || || 3 || || || || || || || || || || || || 9 || || 2 || || || || 4 || || || || || || || || || 2 || scientist || medical hut, York<br />
|-<br />
|| [[User:Tycho44|Tycho44]] 15:06, 31 May 2006 (BST) || 30 || 17 || || || || || || 1 || || || || || || || || || || || || || || 7 || || 1 || || 1 || || 1 || || || || || || || || || 2 || soldier || medical hut, York<br />
|-<br />
|| [[User:Tycho44|Tycho44]] 10:22, 24 May 2006 (BST) || 75 || 42 || || || || || 2 || 1 || || 4 || || || || || || || || || || || || 12 || || 4 || || 1 || || 6 || 1 || || || || || || || || 2 || settler w/ scav. || medical hut, Derby (copied from Search Odds table)<br />
|-<br />
|| [[User:Tycho44|Tycho44]] 10:22, 24 May 2006 (BST) || 82 || 51 || || || || || 3 || 1 || || 4 || || || || || || || || || || || || 11 || || 1 || || 3 || || 5 || 2 || || || || || || || || 1 || soldier || medical hut, York (copied from Search Odds table)<br />
|-<br />
|| [[User:Tycho44|Tycho44]] 10:22, 24 May 2006 (BST) || 84 || 46 || || || || || 1 || 6 || || 5 || || || || || || || || || || || || 14 || || 1 || || 1 || || 2 || 7 || || || || || || || || 1 || scientist || medical hut, York (copied from Search Odds table)<br />
|-<br />
|| [[User:Tycho44|Tycho44]] 10:22, 24 May 2006 (BST) || 66 || 42 || || || || || 1 || 1 || || 4 || || || || || || || || || || || || 11 || || || || 2 || || 1 || 1 || || || || || || || || 3 || pirate || medical hut, Durham (copied from Search Odds table)<br />
|-<br />
|| [[User:Tycho44|Tycho44]] 10:29, 24 May 2006 (BST) || 119 || 60 || || 3 || || || 2 || || || || || || || || || || 3 || 17 || || || || || || 11 || || || 31 || 3 || 4 || || || 1 || || || || || 1 || villager w/ scav. || herbal hut, Dalpok (copied from Search Odds table)<br />
|-<br />
|| [[User:Tycho44|Tycho44]] 10:25, 24 May 2006 (BST) || 30 || 14 || || || || || || || || || || || || || 16 || || || || || || || || || || || || || || || || || || || || || || || settler w/ scav. || d4, poisonous berry bush (copied from Search Odds table)<br />
|-<br />
|| [[User:Lint|Lint]] 00:53, 22 February 2006 (GMT) || 50 || 46 || || || || || || 1 || || || || || || || || || || || || || || || || 1 || || || || || || || 2 || || || || || || || soldier || b, [-70.365,26.313] (copied from Search Odds table) <br />
|-<br />
|| [[User:Lint|Lint]] 20:07, 24 February 2006 (GMT) || 50 || 47 || || || || || || || || || || || || || || || || || 1 || || || || || 1 || || || || || || || 1 || || || || || || || soldier || b, [-70.382,26.297] (copied from Search Odds table)<br />
|-<br />
|| [[User:Lint|Lint]] 01:32, 26 February 2006 (GMT) || 50 || 46 || || || || || || || || || || || || || || || || || || || || || || || || || || || || || 4 || || || || || || || soldier || b, [-70.382,26.297] (copied from Search Odds table)<br />
|-<br />
|| [[User:Lint|Lint]] 01:07, 21 February 2006 (GMT) || 50 || 50 || || || || || || || || || || || || || || || || || || || || || || || || || || || || || || || || || || || || soldier || w [-70.364,26.312] (found six broken knives) (copied from Search Odds table)<br />
|-<br />
|| [[User:Lint|Lint]] 01:32, 26 February 2006 (GMT) || 50 || 47 || 1 || || || || || || || || || || || 1 || || || || || || || || || || || || || || || || 1 || || || || || || || || soldier || d9 (copied from Search Odds table)<br />
|-<br />
|| [[User:Lint|Lint]] 19:48, 26 February 2006 (GMT) || 50 || 44 || 1 || || || || 1 || || || || || || || 1 || || || || || || || || 1 || || || || || 1 || || || 1 || || || || || || || || soldier || d9 (copied from Search Odds table)<br />
|-<br />
|| [[User:Lint|Lint]] 08:29, 28 February 2006 (GMT) || 50 || 45 || 1 || || || || 1 || || || || || || || || || || || || || || || || || || 2 || || || || || || || 1 || || || || || || soldier || d10, [-70.382,26.298] (copied from Search Odds table)<br />
|-<br />
|| [[User:Elembis|Elembis]] 08:06, 1 June 2006 (BST) || 43 || 32 || || || || || || || || || || || || || || || 1 || 8 || || || || || || || || || 9 || || 1 || || || || || || || || || warrior || herbal hut, Wiksik<br />
|-<br />
|| [[User:Arminius|Arminius]] 22:50, 1 June 2006 (BST) || 100 || 94 || || || || || || || || || || || || || || || || || || || || || || 2 || || || 4 || || || || || || || || || || || scientist || hut near ruins<br />
|-<br />
|| [[User:Arminius|Arminius]] 22:50, 1 June 2006 (BST) || 65 || 44 || || || || || 2 || 2 || || 2 || 3 || 6 || 1 || || || || || || || || || || || 2 || || 3 || || 1 || 1 || || || || || || || 1 || 3 || soldier || ammo hut<br />
|-<br />
|| [[User:Elembis|Elembis]] 09:21, 2 June 2006 (BST) || 60 || 36 || || 1 || || || 2 || || || || || || || || || || || || || || || || || 4 || || || 11 || || 5 || || || || || || || || 1 || warrior || herbal hut, Wiksik<br />
|-<br />
|| [[User:Elembis|Elembis]] 08:20, 3 June 2006 (BST) || 15 || 7 || || || || || || || || || || || || || || || 2 || 16 || || || || || || 1 || || || 4 || || || || || || || || || || 1 || warrior || herbal hut, Wiksik<br />
|-<br />
|| [[User:Elembis|Elembis]] 08:20, 3 June 2006 (BST) || 1 || 1 || || || || || || || || || || || || || || || || || || || || || || || || || || || || || || || || || || || || warrior || d6<br />
|-<br />
|| [[User:Elembis|Elembis]] 09:46, 9 June 2006 (BST) || 33 || 16 || || || || || 2 || || || 1 || || || || || || || || || || || || 11 || || 1 || || || || || || || || || || || || || 2 || warrior || medical hut, York<br />
|-<br />
|| [[User:Elembis|Elembis]] 06:47, 10 June 2006 (BST) || 1 || 0 || || || || || || || || || || || || || 1 || || || || || || || || || || || || || || || || || || || || || || || warrior || d0, poisonous berry bush<br />
|-<br />
|| [[User:Elembis|Elembis]] 06:05, 12 June 2006 (BST) || 60 || 44 || || 1 || || || 1 || || || || || || || || || || 1 || 7 || || || || || || || || || 11 || || 2 || || || || || || || || || warrior || herbal hut, Raktam<br />
|-<br />
|| [[User:Elembis|Elembis]] 08:30, 13 June 2006 (BST) || 65 || 39 || || || 1 || || 2 || || || || || || || || || || 1 || 4 || || || || || || 3 || || || 12 || 2 || 3 || || || 2 || || || || || || warrior|| herbal hut, Raktam<br />
|-<br />
|| [[User:Elembis|Elembis]] 17:05, 14 June 2006 (BST) || 30 || 19 || || 1 || || || || || || || || || || || || || 1 || 3 || || || || || || 1 || || || 3 || 2 || 1 || || || 1 || || || || || 1 || warrior || herbal hut, Raktam<br />
<!-- ROW MARKER --><br />
|-<br />
|| [[User:Elembis|Elembis]] 08:54, 15 June 2006 (BST) || 35 || 23 || || || || || || || || || || || || || || || 1 || 8 || || || || || || || || || 6 || 2 || 2 || || || 1 || || || || || || warrior || herbal hut, Raktam<br />
<!-- ROW MARKER --><br />
|-<br />
|| [[User:Lint|Lint]] 23:56, 25 June 2006 (UTC) || 72 || 67 || || || || 1 || 2 || || || || || || || || || || || || || || || || || 2 || || || || || || || || || || || || || || settler w./ scav. || swamp<br />
<br />
<!-- ADD NEW DATA ABOVE THIS LINE. --><br />
|}<br />
<br />
[[Category:Statistics]]</div>Linthttps://wiki.shartak.com/index.php?title=Talk:Search_odds_condensed&diff=7738Talk:Search odds condensed2006-06-25T01:33:53Z<p>Lint: /* New style */</p>
<hr />
<div>==Separate Tables (Columns of Numbers) vs Condensed (Comma-separated Text List)==<br />
<br />
Perhaps I'm just tired of having to type: <br />
:poison dart, bundle of darts (5), bundle of darts (5), bundle of darts (7), healing herbs, healing herbs, healing herbs, healing herbs, healing herbs, healing herbs, healing herbs, healing herbs, healing herbs, healing herbs, healing herbs, healing herbs, healing herbs, healing herbs, healing herbs, healing herbs, healing herbs, healing herbs, healing herbs, healing herbs, healing herbs, healing herbs, healing herbs, healing herbs, healing herbs, healing herbs, healing herbs, healing herbs, healing herbs, healing herbs, healing herbs, gold coin, gold coin, gold coin, gold coin, gold coin, gold coin, gold coin, gold coin, gold coin, gold coin, gold coin, machete, machete, machete, machete, empty blowpipe (0), empty blowpipe (0), empty blowpipe (0), knife, knife, knife, blunt machete, blunt machete, sharpening stone, <br />
but I would like to switch to Tables for Search Odds, with a table for each important location. The tables would look similar to the following example. <br />
====Ammo Hut Searches:====<br />
{| border=1 cellpadding=2 style="text-align:center; background-color:WhiteSmoke; border: solid 1px DimGray; border-collapse:collapse" |<br />
|- style="background-color:LightGray; font-size:90%"<br />
!Signature!!AP!!Nothing!!Bullet!!Box Bullets!!Bottle Water!!Bottle Beer!!Sharp Stone!!Knife!!Blunt Machete!!Machete!!Gold Coin!!GPS Unit!!Rifle, Empty!!Rifle, Partially!!Rifle, Fully!!Class!!Location & Notes <br />
|- <br />
| [[User:Tycho44|Tycho44]] 06:32, 26 April 2006 (BST) || 68 || 47 || 6 || (4) || 2 || 1 || 0 || 3 || 0 || 6 || 0 || 0 || 0 || 0 || 2 || Settler || York<br />
<!-- Sample Row: cut/paste and insert your search results using the next lines: --><br />
|- <br />
| sig || ap || - || - || - || - || - || - || - || - || - || - || - || - || - || - ||class ||location<br />
<!-- Final Tally: please update, including current date: --><br />
|- style="background-color:PaleTurquoise"<br />
|'''Total:''' 19:52, 31 May 2006 (BST) || 394 || 245 || 43 || 39 b in 12 boxes || 23 || 6 || 4 || 18 || 6 || 14 || 5 || 1 || 6 || 6 || 5 || n/a || '''Total'''<br />
|}<br />
<br />
A brief summary of the arguments for placing numbers of items in columns rather than using a comma-separated list of items. <br />
<br />
*1. Avoids spelling errors (typos in piece of driftwood, etc.)<br />
*2. Avoids notational conflicts<br />
::a. Capitalisation inconsistencies (hut, first aid kit, gps unit, etc.)<br />
::b. Pluralisation inconsistencies (herbs, darts, bullets, bundles, etc.)<br />
::c. Abbreviation inconsistencies (FAK, bundle / bundle darts / bundle of darts, bottle water, driftwood, etc.)<br />
::d. Box/load notation inconsistencies (bundle of 2 darts / bundle darts (2), partially loaded rifle / rifle (1) / rifle(1), etc.)<br />
*3. Easy to use (Ultimately, searchers would rather type "13" under a Mangos column instead of "mango, mango, mango, mango, mango, mango, mango, mango, mango, mango, mango, mango, mango" -- as evidenced by frequent use of "13 mangos" and "Mangos: 13" entries.)<br />
*4. Less prone to human error in data entry (Comma-separated lists are easy to cut/paste incorrectly and errors aren't easy to spot. Since the searcher mentally tokenizes the info as "13 first aid kits" it is easy to visually verify the table -- an error shows up as "31 first aid kits" or "13 gps units" and is more likely to be caught by the searcher.)<br />
*5. Allows a current running total of the most important search values (Casual visitors can eyeball the raw data to obtain an accurate sense of the search odds -- it is immediately apparent which items are available and roughly how frequently they are found.)<br />
*6. Can be easily cut/pasted into spreadsheets such as Excel (For an entirely automated process, tables would require separate scripts for each location. Generally speaking, however, the data is straightforward to transcribe under either recording method.)<br />
*7. Demonstrated to work in Urban Dead (And Shartak's similarities are more important than differences imho: players are very interested in a few specialized locations including Medical Huts, Ammo Huts, Ruins Huts, much like Hospitals and Malls.)<br />
<br />
In my opinion, I would like to migrate Ammo Hut, Armoury, Dart Hut, Medical Hut, Large Cabin, Herbal Hut, Galley, Hold, Tree, Hut, Beach, Grassland, Swamp, and Water to individual tables. Exterior variable-density locations, specifically open Jungle and outdoor Village (with or without Hut, Shaman, etc.), would be the last to migrate, since they are the best suited to using comma-separated lists: (1) very large variety of very low probability items combined with (2) ancillary variables (density, presence of hut, shaman, signpost, etc.) to track. <br />
<br />
Please add your comments, suggestions, votes, etc., about using number columns ([[Search Odds]]) versus comma-separated text listing ([[Search Odds Condensed]]):<br />
----<br />
===Comments===<br />
I like it, with one slight change: the format for bullet boxes and dart bundles should be "2 (5)", meaning 2 boxes holding a total of 5 bullets; likewise, the totals column would read something like "8 (31)", meaning 8 total boxes and 31 total bullets inside them. (Whether or not boxes/bundles are more likely to have a certain number of bullets/darts inside, such as 5, is irrelevant. Averages are what people care about.) Also, we should make sure the item columns are sorted (probably alphabetically: "bottle of beer", "bottle of water", "box of bullets", "bullet", etc.). &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 21:48, 31 May 2006 (BST)<br />
:I also agree that all we need are the number of "box" finds, and the total number of bullets contained inside all boxes: "31 in 8" or "(31) 8" or "8 (31)". A concern is that someone who has never recorded and finds 2 boxes of 6 bullets each doesn't write: "2 (6)" or "6 6" by mistake. Similarly, it should be impossible to mistake whether or not to add loose (boxless) bullets into the total bullet find count. --[[User:Tycho44|Tycho44]] 00:42, 1 June 2006 (BST)<br />
::I see how notation could be a problem. A couple of bold notices will be all we can do; we need box ''and'' bullet counts until we know how many bullets are in each box, on average. (My guess is 5.) &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 04:17, 1 June 2006 (BST)<br />
:As far as order of item columns, I find that decreasing find frequency is the most visually appealing, and decreasing item value is the most visually informative. However I believe that simple alphabetical is a smarter overall choice, since it is universally applicable and expected. --[[User:Tycho44|Tycho44]] 00:42, 1 June 2006 (BST)<br />
::Most contributors will probably be adding information to multiple tables over time, so the sort method that would make contributions easiest would be alphabetical. That would also let people looking at the tables find an item in a split-second without having to read more than a couple of headers or think about whether an item is common or not in the given terrain type or location. And sorting by find frequency would require occasional column swaps, distracting contributors and frequent viewers alike. &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 04:17, 1 June 2006 (BST)<br />
::Tables are better for the reasons you mentioned, so I'm going to start putting all of the data on the page in tables. &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 06:28, 7 June 2006 (BST)<br />
Spreadsheet use (and writing a script to convert the lists to table format) will be easiest if boxes of bullets and bundles of darts are either placed in separate columns (which gives additional (if pointless) detail at the cost of even more horizontal screen space) or are poured into the bullet and dart columns (e.g., finding a 2 bullets and a box of 5 bullets will show up on the table as a find of 7 bullets). I recommend the latter option, since there's nothing special about finding bullets in a box. &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 03:46, 8 June 2006 (BST)<br />
:Yes, there is something special about finding bullets in a box: we need to know the number of boxes vs loose bullets found in order to statistically analyze the effects of Scavenging, to compare Empty Huts to Resource Huts, and so forth. Boxes should be kept separate from Loose Bullets. I support two columns: "Bullets found in Boxes (total # bullets)" and "Boxes Found (total # boxes)", in addition to "Loose Bullets". The number of bullets in any particular box is immaterial (like you said earlier). (For example, a hut that generated 10% Box 8 Bullets would be different from a hut that generated 80% Rifle Bullet, especially for a character with 69 items in inventory.) --[[User:Tycho44|Tycho44]] 08:42, 8 June 2006 (BST)<br />
<br />
<br />
----<br />
<br />
==Earlier Comments==<br />
<br />
===Collating===<br />
There is simply not a whole lot of interest in compiling these statistics, so I am not planning on collating at a set time anymore, but when there is a feeling that there is "enough" data.<br />
<br />
If you have any comments feel free to leave them here or on my talk page -- [[User: fitzcarraldo|fitzcarraldo]]|<sup>[[User talk:fitzcarraldo|T]]</sup> 12:12, 10 April 2006 (BST)<br />
<br />
===Class column===<br />
is there a feeling that the odds are different for each class of character? I understand with scavenging, but that could be fixed with a note.. I seem to have missed that the character type is needed to be tracked? The reason I don't necessarily want to add it is that it makes collating the results an exponential job meaning a search odd for d1 for native shaman, d2 ..etc.. then d1 native warrior.. ->oo (to infinity :) ).. that makes the need for *puts finger in the air wihtout looking at the numbers* hundereds of charts which becomes not useful, particularly with the lack of data received!? If I don't hear something more from you on this, I will revert that change you made adding classes. (copied this on your(tycho44) discussion page.. feel free to contact me here or on my talk page to discuss) thanks -- [[User: fitzcarraldo|fitzcarraldo]]|<sup>[[User talk:fitzcarraldo|T]]</sup> 15:35, 26 April 2006 (BST)<br />
*Yes, there is such a feeling. Someone said the scientist/shaman had a higher search rate -- without any supporting evidence, but we have no evidence against either. There were complaints & suggestions that the villager/settler was dominated by other character types, and should start with some advantage such as a higher search rate. By and large Simon appears to be implementing changes behind the scenes as fast as we can suggest them, so it is natural to suspect that starting Settler-0 has a higher search rate than Soldier, Pirate, et al. Currently my Settler finds are nearly 50% in buildings, which I believe is higher than for other classes. But we need to log the searches, because I could easily have gotten lucky. --[[User:Tycho44|Tycho44]] 17:53, 27 April 2006 (BST)<br />
:*'''KEEP'''--One of the main objectives of this 'condensed' version was to encourage data entry. That thought alone is what really drives my desire not to include another column as it is another place for people to possibly screw up or feel it is too difficult. Now, if it is needed as you say, then of course, leave it in, hence the "keep". For some background on what I have put together here.. I was aiming at a single table so one wouldn't have to hunt around for the right table for their specific data. A place to put any and all data and always in the same form, letting computers do the inane sorting later. I did some testing streamlining the table to try to make it as simple as I could for wiki data entry. Again, all of that was to encourage people to add data. Sadly, there is very little data added anyway.. even with it being on the front page for quite a long time now. The tables are saved as html and imported into excel and collated (for the most part) automatically into the graphs. If/when there was more interest I was planning to ask if the wiki could get a timeline plugin installed [http://meta.wikimedia.org/wiki/EasyTimeline] I have worked a little bit on a preliminary version of an automatic graph maker for wiki sorted from the shartak data. It would remove the need for making the lame process of screenshot, cropping, import.. with this installed on the shartak wiki it would be a simple cut and paste of text directly into the wiki creating bar graphs automatically, and saving lots of time. -- [[User: fitzcarraldo|fitzcarraldo]]|<sup>[[User talk:fitzcarraldo|T]]</sup> 01:04, 28 April 2006 (BST)<br />
*To be clear, collating the data when the class info is there isn't more difficult - if you don't think it makes a difference, then collapse across those columns in your aggregate summaries. I'd be glad to help out with data collection and analysis. (also posted to your talk page) --[[User:Tycho44|Tycho44]] 17:53, 27 April 2006 (BST)<br />
:*As to collapsing, that isn't the issue, it is as I discuss above it is more the streamlining and simplification .. anyway, one can simply ignore the data as you say. Although it does become more of an issue later in that finding trends becomes just that much more complicated as the degrees of freedom increases. Based on my current experience and the quickly increasing number of variables in the mix, I think the data needs to be in a real database, not excel as it currently resides. Nonetheless, if you feel you want to work with this further, please do. Let me know what parts you want to do, if not all of it .. if we are both doing the same thing, I will feel as if work has been wasted which could be spent on something else for the common good. My time is limited at the moment as the lack of data has allowed me to reprioritize away from this project a bit. -- [[User: fitzcarraldo|fitzcarraldo]]|<sup>[[User talk:fitzcarraldo|T]]</sup> 01:04, 28 April 2006 (BST)<br />
::*Another important thing to keep in mind: the Scavenging ability (and character class in general) probably only affects the chance of a successful item find -- it probably doesn't affect the distribution profile among different items. For example, if Scavenging gives a +50% chance of finding something in an Ammo Hut, then 20 AP of Scavenging will yield the same information as 30 AP of normal searches. Analysis gets simpler rather than more complex... --[[User:Tycho44|Tycho44]] 07:16, 16 May 2006 (BST)<br />
<br />
===Larger sample sizes===<br />
Perhaps 30 AP spent searching minimum? --[[User:Lint|Lint]] 18:17, 27 April 2006 (BST)<br />
: '''KILL'''-- I don't think a minimum is a good idea. A search of 1AP is as valuable in the overall statistics as each AP of a search consisting of 2000AP. For data collation it makes no difference, the more data the better! So if someone wants to include a search of 1AP I say let them! :) -- [[User: fitzcarraldo|fitzcarraldo]]|<sup>[[User talk:fitzcarraldo|T]]</sup> 01:04, 28 April 2006 (BST)<br />
:: Fine :P It should be noted that statistics was never my strong suit. --[[User:Lint|Lint]] 01:16, 28 April 2006 (BST)<br />
::: Every little bit helps. However, when possible, people should plan in advance to log the search results. If the submitter is only half-hearted, then they might say to themselves after-the-fact: "Hey cool, 7 rifles in 10 searches!" or "Hey cool, a heavy sword!" and rush off to contribute to the wiki, whereas their less interesting search events don't get submitted. This isn't good: If someone only contributes on days when their search outcome is exciting or aberrant, then the data gets messed up. --[[User:Tycho44|Tycho44]] 10:50, 30 April 2006 (BST)<br />
<br />
===Terrain tags===<br />
The page is not entirely clear as to how to tag village terrain, disheveled huts, empty huts, ruins, oases, etc. I think this needs a clear key at the top of the page. Also, perhaps just let people copy and paste the description from their location, and then replace it with an appropriate code? I'd be happy to go through entered results and replace word/sentence terrain descriptions with specific codes if that makes your data processing easier. --[[User:Rotund|Rotund]] 08:17, 5 May 2006 (EST)<br />
:I agree that copy/paste from the location description is probably the easiest way for a new searcher (unfamiliar with the lingo and the density overlay) to add in their location. Putting someone in charge of doing a global edit to unify entry codes would also be good. Oddball additional information that someone puts in their location column or class column can be appended to the NOTES column instead, where presumably the automated readers won't have problems with it. --[[User:Tycho44|Tycho44]] 18:12, 15 May 2006 (BST)<br />
::The three-letter codes for the character class seem needlessly confusing too. Plus there's alot of empty space in that column. So if anyone doesn't mind I'll go through and change all of them to "Soldier", "Shaman", "Settler w/o Scavenging" etc. [[User:Arminius|Arminius]] 01:54, 18 May 2006 (BST)<br />
:::That would work for me. --[[User:Tycho44|Tycho44]] 02:32, 18 May 2006 (BST)<br />
<br />
From my experience, Jungle (d3), York (d3), and Dalpok (d3) searches are each going to have different search profiles, whereas Jungle (d3) and Jungle (d4) are likely to be the same. Here would be my first draft for Location Designators: <br />
<br />
====Jungle Terrain Designators====<br />
* d3 Jungle: empty Jungle space<br />
* d2 Native Empty: empty space in a Native Village<br />
* d5 Native Hut: outside a Hut in a Native Village<br />
* d3 Outsider Empty: empty space in Outsider Village<br />
* d0 Outsider Hut: outside a Hut in an Outsider Village <br />
* d2 Ruins: outside Ruins icon (Hut 1/Hut 2/Hut 3 buttons) (assumes Ruins are always in the Jungle)<br />
* d4 Jungle Hut: outside a Hut in the Jungle<br />
* d1 Tree: (assumes Trees are always in the Jungle - or "d4 Jungle Tree")<br />
<br />
====Hut Designators====<br />
When inside a Hut, there is no Jungle density, but we need a description of which hut you are in... Here are some examples: <br />
* in Hut, Empty Outsider<br />
* in Hut, Dishevelled Native<br />
* in Hut, Empty Jungle<br />
* in Hut, Ruins #2<br />
* in Hut, Temple Ruins #2<br />
Wherever possible, we should put the GPS in the Notes column! (I was using the "in Hut" notation just to keep from confusion with searches outside of Huts.) <br />
<br />
====Uberhut Designators====<br />
* Ammo Hut: in Outsider Ammo Hut<br />
* Medical Hut: in Outsider Medical Hut<br />
* Dart Hut: in Native Dart Hut<br />
* Healing Hut: in Native Healing Hut<br />
* Trading Hut: in any Trading Hut (they're all empty)<br />
* Large Cabin: in Shipwreck medical hut<br />
* Armoury: in Shipwreck ammo hut<br />
* Hold: in Shipwreck treasure horde<br />
* Galley: in Shipwreck rum stockpile<br />
<br />
====Non-Jungle Terrain Designators====<br />
* Grasslands<br />
* Beach<br />
* Swamp<br />
* Water<br />
* Deep Water<br />
* Mountain Path<br />
* Cave<br />
* Tunnel<br />
<br />
Those would be my suggestions for the Location column. Other locations could be fully designated using a similar style. It is pretty complicated: locations may have a Jungle density, terrain name, detail name, an Outsider/Native designator, and a sub-detail (such as Empty or Dishevelled for the Huts). --[[User:Tycho44|Tycho44]] 02:32, 18 May 2006 (BST)<br />
<br />
<br />
==New style==<br />
Well I'm hopelessly confused now. Wasn't the original idea to put all the data into tables on the other page, [[Search Odds]]? And to keep it simple here so that people could add search data with ease. [[User:Arminius|Arminius]] 09:42, 8 June 2006 (BST)<br />
:I'm sorry you're confused. Did you see the new [[Search odds condensed#Search template|template]]? You should be able to copy and paste it without much trouble, but it may be harder than I think (since I made it). &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 10:15, 8 June 2006 (BST)<br />
::The new style is good, but why not use this new style on Search Odds, as a final polished presentation of results for analysis, and go back to the old easier style for data entry on this page. I thought this page was just for dumping data and not the final search odds page anyway, so the goal here should by simplicity for entering data, not the best possible presentation of results, that should be on Search Odds. Anyone else agree? [[User:Arminius|Arminius]] 18:00, 14 June 2006 (BST)<br />
:::My goal was to make collation much easier without making submissions noticeably more difficult at the same time. I think the template is pretty straight-forward (edit your name, AP used, class and location, just as before, and add numbers on the appropriate rows). It's not that this table is necessarily a better presentation of the data, but it does make the data pasteable into spreadsheets, which in turn makes statistical analysis remarkably faster. If you'd like, I may add an old-style table in addition to the new one (while stating that the new one is preferred), or you can continue to add data as you have to this talk page. Thanks for the feedback. &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 06:02, 15 June 2006 (BST)<br />
::::I thought that the old "easier" style ("first aid kit, mango, mango, mango, mango, ...") was more difficult to submit -- and much more difficult to submit accurately -- than the new (tabular) format. It was my impression that Arminius was one of the people entering "28 FAKs, 10 others"-style entries which are much closer to the new tabular format, where you see a FAK column where you type "28". My proposal is to use separate tables for each of the Resource Hut locations, so that the number of columns in the table is reduced tremendously (to the half-dozen items that actually appear). In other words, I'm copying the model used by the Urban Dead wiki, which seemed to work well supporting a much larger number of submitters. The original (old) style here was designed to support easy collation, not simply to support easy data entry. At the time, the data was being collated by fitzcarraldo using his own automated script, and since no one else has that script, I leave him to defend the advantages of that system. <br />
::::My perspective on the "new style versus old style" debate is presented much more fully in a huge section at the very top of this page, where further comments are welcomed. --[[User:Tycho44|Tycho44]] 07:08, 15 June 2006 (BST)<br />
<br />
<!--<nowiki><br />
{| border=1 cellspacing=2 cellpadding=1 style="background-color:#f9f9f9; border: solid 1px #ccc; border-collapse: collapse"<br />
<!-- ROW MARKER --><br />
|-<br />
| style="font-size:75%;line-height: 1em " | [[User:Arminius|Arminius]] 09:42, 8 June 2006 (BST)<br />
| | Soldier<br />
| | Ammunition Hut<br />
| | 65<br />
| | 21 Successful searches (26 items)<br><br>'''Items List:''' 3 box of 2 bullets, 2 bottle of water, 2 bottle of beer, 2 blunt machete, 3 sharp stone, 1 rifle bullet, 1 machete, 2 gold coin, 3 gps unit, 1 knife, 1 rifle (2) (Total bullets found: 9)<br />
| | 32.3% success rate (40% item find rate), 13.9% bullet find rate (i.e., in 10 searches I could count on getting 1.4 bullets)<br />
<!-- ROW MARKER --><br />
|-<br />
| style="font-size:75%;line-height: 1em " | [[User:Arminius|Arminius]] 09:42, 8 June 2006 (BST)<br />
| | Scientist<br />
| | Hut #1 at Ruins<br />
| | 100<br />
| | 4 healing herbs, 2 gold coins<br />
| | <br />
<!-- ROW MARKER --><br />
|-<br />
| style="font-size:75%;line-height: 1em " | [[User:Arminius|Arminius]] 09:42, 8 June 2006 (BST)<br />
| | Settler w/Scavenging<br />
| | Ammunition Hut<br />
| | 75<br />
| | 42 successful searches (56 items)<br><br>'''Items List:''' 6 gold coin, 3 rifle (1), 3 rifle (2), 3 bottle of water, 14 rifle bullet, 1 box of bullets (2), 3 gps unit, 2 boxes of bullets (4), 1 blunt machete, 1 rifle (0), 1 box of bullets (5), 1 knife, 1 bottle beer, 2 sharp stone. (Total bullets found: 38)<br />
| | 56% success rate (74.6% item find rate), 50.7% bullet find rate (i.e., in 10 searches I could count on getting 5 bullets)<br />
|} </nowiki>--><br />
<br />
<!-- Hmm, what was that table for? --[[User:Lint|Lint]] 01:33, 25 June 2006 (UTC) --><br />
<br />
Should we rename the AP column to Attempts or something similar? I'm beginning to conduct searches in swamp terrain, but each attempt is costing me 3 AP. --[[User:Lint|Lint]] 01:33, 25 June 2006 (UTC)</div>Linthttps://wiki.shartak.com/index.php?title=Skulu&diff=7720Skulu2006-06-23T23:40:40Z<p>Lint: updated</p>
<hr />
<div><noinclude><!--<br />
<br />
[[Shaman]] uses this page as a template for Skulu's current location. Please observe the <nowiki><noinclude></nowiki> tags closely, and do not change them unless you know what you are doing.<br />
<br />
--><br />
'''Skulu''' is a wandering [[shaman]] with no ties to any village.<br />
<br />
==Current sighting==<br />
<!-- <br />
<br />
To update the current sighting, cut and paste the existing row to "Previous sightings", removing the noinclude tags so that it looks like other previous sightings. Record the current GPS coordinates in the GPS template and record the date and time with <nowiki>~~~~~</nowiki> (5 tildes). <br />
<br />
--><br />
<br />
* </noinclude>{{GPS|70|560|26|371}}<br />23:40, 23 June 2006 (UTC)<noinclude><br />
<br />
==Previous sightings==<br />
<!-- New sightings belong at the TOP of this list --><br />
<br />
* {{GPS|70|576|26|367}}<br />17:52, 14 June 2006 (BST)<br />
* {{GPS|70|607|26|373}}<br />00:56, 28 May 2006 (BST)<br />
<br />
{{Shamansnav}}<br />
<br />
[[Category:Shamans]]</noinclude></div>Linthttps://wiki.shartak.com/index.php?title=Main_Page&diff=7714Main Page2006-06-23T18:05:09Z<p>Lint: removed"About" from the "Wiki information" section, since it's in every page footer; added quick links to Delete, Redirects, Templates</p>
<hr />
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mainpage_intro=This is an information hub for '''[http://www.shartak.com/ Shartak]''', a browser-based massively-multiplayer online role-playing game (MMORPG). New players should read the '''[[Gameplay]]''' guide and perhaps the '''[[Tips and tricks]]''' and '''[[Requests for information]]''' pages.<br />
<br />
The island of Shartak has been inhabited for several hundred years by native tribes from the villages of '''[[Dalpok]]''', '''[[Raktam]]''' and '''[[Wiksik]]'''. In recent months, strangers to the island have appeared wearing strange clothes and carrying loud sticks. These outsiders have formed camps known as '''[[Derby]]''', '''[[Durham]]''' and '''[[York]]''' and have been joined by pirates whose '''[[shipwreck]]''' lies on the island's north shore.<br />
<br />
The strangers once stayed on the coast, away from the jungle, but some are traveling inland in search of knowledge and plunder. It won't be long before they stumble across the villages and learn of the treasures of the tribal ancestors.|<br />
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mainpage_activities='''Current wiki activities'''<br />
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<br />
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}}</div>Linthttps://wiki.shartak.com/index.php?title=Writing&diff=7658Writing2006-06-20T23:42:04Z<p>Lint: added empty message effects to huts and sand</p>
<hr />
<div>'''Writing''' is a feature added on February 27, 2006. "[[Suggestions:Implemented#Writing on the tree (or sand)|Writing on the tree (or sand)]]" had been [[Suggestions|suggested]] by [[User:Snarf|Snarf]] on January 27, 2006. As with speech, natives and ousiders can't understand each other. A player without [[Skills|language skills]] will see messages written by the other [[Character classes|side]] as gibberish.<br />
<br />
Players can write on [[hut]]s in a [[camp]], on trees in the [[jungle]], or in the sand on the [[beach]]. Each method uses 1 [[AP]] per message. Players with multiple pieces of [[driftwood]] can construct [[signpost]]s which are more visible and durable than other forms of writing.<br />
<br />
== Huts ==<br />
Requires a [[knife]] or [[dagger]].<br />
<br />
You can carve a message onto the sides of huts.<br />
:''You carve [message] onto the side of a hut.''<br />
<br />
Any character that visits that area will see the terrain description and your message.<br />
:''Carved on the side of a hut is [message]''<br />
<br />
If a carved message already exists on the hut, you will be able to carve another message.<br />
:''You scratch out what was carved there before.''<br />
<br />
Or you can submit an empty message which clears the hut.<br />
:''You scratch out what was carved there before.''<br />
:''You make a few practice scratches on the side of a hut.''<br />
<br />
== Tree ==<br />
Requires a [[knife]] or [[dagger]].<br />
<br />
You can't carve a message on a tree in [[jungle]] terrain with density ranging from 0 to 4.<br />
:''You look around for something to carve onto but there doesn't seem to be anything obvious.''<br />
<br />
You can carve a message onto a tree in jungle terrain with density ranging from 5 to 9.<br />
:''You carve [message] onto a tree.''<br />
<br />
Any character that visits that area will see the terrain description and your message.<br />
:''Carved on a nearby tree is [message]''<br />
<br />
If a carved message already exists in the area, you will not be able to carve another message.<br />
:''You can't find any room to carve anything.''<br />
<br />
By chopping the Jungle to density lower than 5, you will destroy the carving.<br />
:''The tree with the carvings is chopped down, blade marks obscuring all trace of what was there.''<br />
<br />
== Sand ==<br />
You can draw a message on the sand in [[beach]] terrain.<br />
:''You draw [message] in the sand.''<br />
<br />
Any character that visits the area will see the terrain description and your message.<br />
:''Drawn in the sand is [message]''<br />
<br />
If a drawn message already exists in the area, you will be able to draw another message.<br />
:''You draw [message] in the sand obliterating what was there before.''<br />
<br />
Or you can submit an empty message which clears the sand.<br />
:''You kick sand around obliterating what was there before.''<br />
<br />
[[Category:Gameplay]]</div>Linthttps://wiki.shartak.com/index.php?title=User_talk:Elembis&diff=7654User talk:Elembis2006-06-20T18:20:23Z<p>Lint: /* Re: Shartak Underworld */</p>
<hr />
<div>== Gold standard ==<br />
Thanks for helping clean up the wiki info. For the dollar values, gold coins were intentionally priced at $100 even though it wasn't the lowest common denominator -- I put more comments at the top of [[Talk:Trading]]. --[[User:Tycho44|Tycho44]] 03:04, 18 May 2006 (BST)<br />
:Shouldn't this be on his discussion page?--[[User:Wifey|Wifey]] 06:05, 18 May 2006 (BST)<br />
::Ta-da. {{unsigned|Lint|04:16, May 18, 2006 (BST)}}<br />
Wups - Sorry about the mistaken edit. Thanks for creating the weapon breakage / dullage / critical hits / jungle-chopping XP gains page. --[[User:Tycho44|Tycho44]] 18:37, 21 May 2006 (BST)<br />
<br />
==Shark bites==<br />
''*ping*'' On the [[Animals]] page you said that Shark bites persist, but this should probably be reported as one of the [[Bugs]]. On the [[Game design]] page, the first section (Persistent Shark Bites), [[User:Simon|Simon]] claims that: <br />
:''With the changes to the Shaman a couple of weeks ago, the shark bites are no longer persistent. --Simon 21:32, 8 May 2006 (BST)''<br />
{{unsigned|Tycho44|07:48, May 22, 2006 (UTC)}}<br />
:Got it. I was going by information on [[Bugs:Not#Still_wounded_after_resurrection|Bugs#Not]] and didn't notice that a change had been made. Thanks! &mdash; [[User:Elembis|Elembis]] 17:06, 22 May 2006 (BST)<br />
<br />
==Shaman redirects==<br />
Re: [[Shaman]]. Yeah, my thinking was redirecting the village shaman names to the shaman page since they aren't moving right now. However, I think it is beneficial to keep the wandering shaman articles listed individually so that chronological reports can easily be made and very geeky shaman tracking data can be extrapolated. --[[User:Lint|Lint]] 04:46, 23 May 2006 (BST)<br />
<br />
:You're right, tracking them over time would be interesting and probably insightful. How about redirecting their pages to [[Shaman]] and tracking them by commenting out previous date/time information each time the table is updated? The advantages would be that we would have all shaman information in one place and that each sighting would require only one edit. It'd be tricker to update, but not terribly difficult. A few comment tags in the code and an explanation in the article should be enough for most users to understand the process. &mdash; [[User:Elembis|Elembis]] 04:54, 23 May 2006 (BST)<br />
<br />
::I'm not sure if the current table layout would work because it would become increasingly difficult to dig through the growing commented code to record new data. Will the data be stored under headings for each shaman to allow for quick section edits? --[[User:Lint|Lint]] 05:12, 23 May 2006 (BST)<br />
<br />
:::Yes, code clutter could be a problem. I think the best way to limit it would be to leave the current table alone and put a big comment tag under it. It would look something like this (feel free to edit this yourself):<br />
<br />
<div style="margin-left: 7em"><br />
<nowiki>...<br />
|-<br />
|valign="top"| Zakano || {{GPS|70|446|26|453}}<br />00:52, 22 May 2006 (BST)<br />
|}<br />
<!--<br />
<br />
PREVIOUS SIGHTINGS (Move replaced GPS/time information to its own line at the TOP of the appropriate list here)<br />
<br />
Atok:<br />
<br />
Movak:<br />
<br />
Pabkim:<br />
<br />
Zakano:<br />
{{GPS|70|436|26|492}}<br/>00:44, 19 May 2006 (BST)<br />
<br />
--><br />
</div><br />
...</nowiki><br />
</div><br />
<br />
:::This would be accompanied by a note on the article: "When you see one of these [wandering] shamans, please edit this article and move the old GPS and time to the 'Previous Sightings' comment tag that you will see." Even if we don't do this, wandering shamans should get their own section in order to make updates easier to make and also easier to summarize (since edit summaries for section edits automatically start with the section's name).<br />
<br />
:::BTW, I previously changed "coordinates of spring" to "coordinates" because springs are invisible and inseparable from their respective village shamans. Traders, on the other hand, can apparently leave their huts, which is why the related column header on [[Trader]] reads "coordinates of hut". &mdash; [[User:Elembis|Elembis]] 05:38, 23 May 2006 (BST)<br />
<br />
::::I was just thinking... We could tear down the existing shaman pages to list only the most recent coordinate and timestamp. Then we hide the past positions wrapped in a <nowiki><noinclude></nowiki> tag. We then reference the individual pages using the composite page mechanics on the Shaman page. --[[User:Lint|Lint]] 06:02, 23 May 2006 (BST)<br />
<br />
:::::''Beautiful''. If that works, and I don't see why it shouldn't if we use the <nowiki><nowiki> and <noinclude></nowiki> tags properly, the current locations of wandering shamans would be shown on [[Shaman]] and their rovings (and current positions) would be displayed on their respective pages. That sounds like a great plan. &mdash; [[User:Elembis|Elembis]] 07:31, 23 May 2006 (BST)<br />
<br />
::::::Wow, nice work! I removed the Ubermaplink2 template since the GPS template accomplishes that. I also broke the sentence up so it might be easier to just copy and paste the data when moving it into the other section. --[[User:Lint|Lint]] 08:26, 23 May 2006 (BST)<br />
<br />
:::::::Looks great! --[[User:Tycho44|Tycho44]] 06:46, 24 May 2006 (BST)<br />
<br />
==Machete Breaks==<br />
''Original message: [[User talk:Wifey#Machete breaks]]''<br />
:Admittedly, I didn't think of it until after the machete broke. The machete broke on the second swing, however, so the data is quite accurate. In the future, it should be easier to remember to add my two cents in.--[[User:Wifey|Wifey]] 02:49, 24 May 2006 (BST)<br />
::''Response: [[User talk:Wifey#Machete breaks]]''<br />
<br />
== Capitalization and article names ==<br />
''Original message: [[User talk:Lint#Capitalization and article names]]''<br />
:Hah. Yes, I had a sudden urge to change the capitalization when I saw your edit for Tips and Tricks linking to the UI article. But then I was suddenly struck by seeing how practically nothing links to that page and I couldn't really forsee anything else really linking to it in the future. I settled on leaving things as they are for now. I think the current assortment of articles with multiple capitalization - Character Classes, Game Design, Requests for Information, Search Odds Condensed, Tips and Tricks, Trading Hut Stock Reports, and User Interface - are acceptable since they are not as widely referenced as others (though Character Classes might need a Class redirect). I just don't see a pressing need to retroactively enforce the lower-casing policy right now. --[[User:Lint|Lint]] 08:48, 27 May 2006 (BST)<br />
::''Response: [[User talk:Lint#Capitalization and article names]]''<br />
:::Please feel free to do so, I see no problem with reasonable article renaming. I guess the Clan categorization needs to be taken care of sooner rather than later as it will be quite a chore to do anything about it in the future. --[[User:Lint|Lint]] 09:37, 27 May 2006 (BST)<br />
<br />
== Links and redirects ==<br />
Looking at the links on the Writing page is a bit of a nightmare. While they helpfully point the reader to the proper location, they become a little unwieldly when moving pages around. We have redirects for items and terrain, I say we might as well use them. I'm also considering creating redirects for AP, HP, and XP to Gameplay. Sound sensible? --[[User:Lint|Lint]] 00:00, 28 May 2006 (BST)<br />
:''Response: [[User talk:Lint#Links and redirects]]<br />
<br />
== Healing Herb(s) ==<br />
We must do battle! *draws sword* --[[User:Lint|Lint]] 02:31, 28 May 2006 (BST)<br />
:''First blood: [[User talk:Lint#Healing Herb(s)]]''<br />
::Well, I don't have a real preference for either redirect and won't go out of my way to conform the links to one style over the other in the future. --[[User:Lint|Lint]] 02:56, 28 May 2006 (BST)<br />
<br />
==Search Odds Data Collection format==<br />
My request for comments about using tables is the first section of [[Talk:Search Odds Condensed]]. --[[User:Tycho44|Tycho44]] 20:19, 31 May 2006 (BST)<br />
<br />
==Style==<br />
Elembis, I'm not sure if you use the forum, but I've made a [http://shartak.forumsplace.com/message153.html proposal] to adjust the template code. Since you've had first-hand experience writing an alternative style and a Greasemonkey script, your insight would be appreciated. --[[User:Lint|Lint]] 16:44, 1 June 2006 (BST)<br />
:''Response: [[User talk:Lint#Style]]''<br />
<br />
==Trading Hut stock reports==<br />
Fuel for the greasemonkey at [[Talk:Trading_hut_stock_reports#Formatting]]. --[[User:Tycho44|Tycho44]] 21:59, 2 June 2006 (BST)<br />
<br />
== Category:Redirects ==<br />
Well, someone was busy. Thank you for taking care of that. --[[User:Lint|Lint]] 18:21, 11 June 2006 (BST)<br />
<br />
== Discussion locations for delete-marked pages ==<br />
''Original message: [[User talk:Lint#Discussion locations for delete-marked pages]]''<br />
:Prior to utilizing the Category_talk:Delete page as a deletion log, I was considering setting something up like Project:Deletions, but it seemed too formal (and like too much work). But the argument that a hub would reduce unnecessary page creation and be easier to keep track of makes sense. Feel free to start it up, if you'd like. --[[User:Lint|Lint]] 01:41, 12 June 2006 (BST)<br />
<br />
== How to capitalise skill names like First Aid (vs first aid) ==<br />
<br />
Simon weighed in in favor of all lowercase (except for the first word) when referring to skill names, and he changed the appearance of Shartak profiles and Shartak skill pages to use an all lowercase standard. Since this is also de facto universal wiki standard, this strongly favors switching over to all-lowercase skill names throughout the wiki. Let me know if you have opinions. Thanks! --[[User:Tycho44|Tycho44]] 22:30, 16 June 2006 (BST)<br />
:''Response: [[User talk:Tycho44#How to capitalise skill names like First Aid (vs first aid)]]''<br />
<br />
== New column order available at the Trading hut stock reports ==<br />
<br />
Hooray! my laziness paid off. Thanks for the new table order. :) --[[User:Tycho44|Tycho44]] 23:09, 16 June 2006 (BST)<br />
<br />
== Re: Shartak Underworld ==<br />
<br />
Wow. That's just the sort of thing that the killers will truly enjoy. --[[User:Lint|Lint]] 17:43, 20 June 2006 (UTC)<br />
<br />
This is really great, and should make my upcoming plans a lot easier. Nice one! --Gitboy 18:46, 20 June 2006<br />
<br />
=== Greasemonkey scripts ===<br />
<br />
This service would become invaluable if there was a script to generate buttons on the top-right corner of the profile pages for logging and viewing kills - much like how the Uber Mapper creates buttons for Satellite and Local map.<br />
<br />
I've attempted a prototype bookmarklet for those not using Firefox. But while passing in a value for "id" works fine, I'm having a little difficulty getting it to recognize a "log" value through the url.<br />
<br />
var manipAddr = document.location.href.split(".");<br />
if(manipAddr[1]=="shartak"&&manipAddr[2].substring(0,4)=="com/") {<br />
var pid = manipAddr[3].substring(7,manipAddr[2].length);<br />
location.href = "<nowiki>http://www.philosoph.us/misc/shartak/underworld/?log=</nowiki>" + pid;<br />
}<br />
<br />
Hmm. --[[User:Lint|Lint]] 18:20, 20 June 2006 (UTC)</div>Linthttps://wiki.shartak.com/index.php?title=User_talk:Elembis&diff=7652User talk:Elembis2006-06-20T17:43:50Z<p>Lint: shartak underworld</p>
<hr />
<div>== Gold standard ==<br />
Thanks for helping clean up the wiki info. For the dollar values, gold coins were intentionally priced at $100 even though it wasn't the lowest common denominator -- I put more comments at the top of [[Talk:Trading]]. --[[User:Tycho44|Tycho44]] 03:04, 18 May 2006 (BST)<br />
:Shouldn't this be on his discussion page?--[[User:Wifey|Wifey]] 06:05, 18 May 2006 (BST)<br />
::Ta-da. {{unsigned|Lint|04:16, May 18, 2006 (BST)}}<br />
Wups - Sorry about the mistaken edit. Thanks for creating the weapon breakage / dullage / critical hits / jungle-chopping XP gains page. --[[User:Tycho44|Tycho44]] 18:37, 21 May 2006 (BST)<br />
<br />
==Shark bites==<br />
''*ping*'' On the [[Animals]] page you said that Shark bites persist, but this should probably be reported as one of the [[Bugs]]. On the [[Game design]] page, the first section (Persistent Shark Bites), [[User:Simon|Simon]] claims that: <br />
:''With the changes to the Shaman a couple of weeks ago, the shark bites are no longer persistent. --Simon 21:32, 8 May 2006 (BST)''<br />
{{unsigned|Tycho44|07:48, May 22, 2006 (UTC)}}<br />
:Got it. I was going by information on [[Bugs:Not#Still_wounded_after_resurrection|Bugs#Not]] and didn't notice that a change had been made. Thanks! &mdash; [[User:Elembis|Elembis]] 17:06, 22 May 2006 (BST)<br />
<br />
==Shaman redirects==<br />
Re: [[Shaman]]. Yeah, my thinking was redirecting the village shaman names to the shaman page since they aren't moving right now. However, I think it is beneficial to keep the wandering shaman articles listed individually so that chronological reports can easily be made and very geeky shaman tracking data can be extrapolated. --[[User:Lint|Lint]] 04:46, 23 May 2006 (BST)<br />
<br />
:You're right, tracking them over time would be interesting and probably insightful. How about redirecting their pages to [[Shaman]] and tracking them by commenting out previous date/time information each time the table is updated? The advantages would be that we would have all shaman information in one place and that each sighting would require only one edit. It'd be tricker to update, but not terribly difficult. A few comment tags in the code and an explanation in the article should be enough for most users to understand the process. &mdash; [[User:Elembis|Elembis]] 04:54, 23 May 2006 (BST)<br />
<br />
::I'm not sure if the current table layout would work because it would become increasingly difficult to dig through the growing commented code to record new data. Will the data be stored under headings for each shaman to allow for quick section edits? --[[User:Lint|Lint]] 05:12, 23 May 2006 (BST)<br />
<br />
:::Yes, code clutter could be a problem. I think the best way to limit it would be to leave the current table alone and put a big comment tag under it. It would look something like this (feel free to edit this yourself):<br />
<br />
<div style="margin-left: 7em"><br />
<nowiki>...<br />
|-<br />
|valign="top"| Zakano || {{GPS|70|446|26|453}}<br />00:52, 22 May 2006 (BST)<br />
|}<br />
<!--<br />
<br />
PREVIOUS SIGHTINGS (Move replaced GPS/time information to its own line at the TOP of the appropriate list here)<br />
<br />
Atok:<br />
<br />
Movak:<br />
<br />
Pabkim:<br />
<br />
Zakano:<br />
{{GPS|70|436|26|492}}<br/>00:44, 19 May 2006 (BST)<br />
<br />
--><br />
</div><br />
...</nowiki><br />
</div><br />
<br />
:::This would be accompanied by a note on the article: "When you see one of these [wandering] shamans, please edit this article and move the old GPS and time to the 'Previous Sightings' comment tag that you will see." Even if we don't do this, wandering shamans should get their own section in order to make updates easier to make and also easier to summarize (since edit summaries for section edits automatically start with the section's name).<br />
<br />
:::BTW, I previously changed "coordinates of spring" to "coordinates" because springs are invisible and inseparable from their respective village shamans. Traders, on the other hand, can apparently leave their huts, which is why the related column header on [[Trader]] reads "coordinates of hut". &mdash; [[User:Elembis|Elembis]] 05:38, 23 May 2006 (BST)<br />
<br />
::::I was just thinking... We could tear down the existing shaman pages to list only the most recent coordinate and timestamp. Then we hide the past positions wrapped in a <nowiki><noinclude></nowiki> tag. We then reference the individual pages using the composite page mechanics on the Shaman page. --[[User:Lint|Lint]] 06:02, 23 May 2006 (BST)<br />
<br />
:::::''Beautiful''. If that works, and I don't see why it shouldn't if we use the <nowiki><nowiki> and <noinclude></nowiki> tags properly, the current locations of wandering shamans would be shown on [[Shaman]] and their rovings (and current positions) would be displayed on their respective pages. That sounds like a great plan. &mdash; [[User:Elembis|Elembis]] 07:31, 23 May 2006 (BST)<br />
<br />
::::::Wow, nice work! I removed the Ubermaplink2 template since the GPS template accomplishes that. I also broke the sentence up so it might be easier to just copy and paste the data when moving it into the other section. --[[User:Lint|Lint]] 08:26, 23 May 2006 (BST)<br />
<br />
:::::::Looks great! --[[User:Tycho44|Tycho44]] 06:46, 24 May 2006 (BST)<br />
<br />
==Machete Breaks==<br />
''Original message: [[User talk:Wifey#Machete breaks]]''<br />
:Admittedly, I didn't think of it until after the machete broke. The machete broke on the second swing, however, so the data is quite accurate. In the future, it should be easier to remember to add my two cents in.--[[User:Wifey|Wifey]] 02:49, 24 May 2006 (BST)<br />
::''Response: [[User talk:Wifey#Machete breaks]]''<br />
<br />
== Capitalization and article names ==<br />
''Original message: [[User talk:Lint#Capitalization and article names]]''<br />
:Hah. Yes, I had a sudden urge to change the capitalization when I saw your edit for Tips and Tricks linking to the UI article. But then I was suddenly struck by seeing how practically nothing links to that page and I couldn't really forsee anything else really linking to it in the future. I settled on leaving things as they are for now. I think the current assortment of articles with multiple capitalization - Character Classes, Game Design, Requests for Information, Search Odds Condensed, Tips and Tricks, Trading Hut Stock Reports, and User Interface - are acceptable since they are not as widely referenced as others (though Character Classes might need a Class redirect). I just don't see a pressing need to retroactively enforce the lower-casing policy right now. --[[User:Lint|Lint]] 08:48, 27 May 2006 (BST)<br />
::''Response: [[User talk:Lint#Capitalization and article names]]''<br />
:::Please feel free to do so, I see no problem with reasonable article renaming. I guess the Clan categorization needs to be taken care of sooner rather than later as it will be quite a chore to do anything about it in the future. --[[User:Lint|Lint]] 09:37, 27 May 2006 (BST)<br />
<br />
== Links and redirects ==<br />
Looking at the links on the Writing page is a bit of a nightmare. While they helpfully point the reader to the proper location, they become a little unwieldly when moving pages around. We have redirects for items and terrain, I say we might as well use them. I'm also considering creating redirects for AP, HP, and XP to Gameplay. Sound sensible? --[[User:Lint|Lint]] 00:00, 28 May 2006 (BST)<br />
:''Response: [[User talk:Lint#Links and redirects]]<br />
<br />
== Healing Herb(s) ==<br />
We must do battle! *draws sword* --[[User:Lint|Lint]] 02:31, 28 May 2006 (BST)<br />
:''First blood: [[User talk:Lint#Healing Herb(s)]]''<br />
::Well, I don't have a real preference for either redirect and won't go out of my way to conform the links to one style over the other in the future. --[[User:Lint|Lint]] 02:56, 28 May 2006 (BST)<br />
<br />
==Search Odds Data Collection format==<br />
My request for comments about using tables is the first section of [[Talk:Search Odds Condensed]]. --[[User:Tycho44|Tycho44]] 20:19, 31 May 2006 (BST)<br />
<br />
==Style==<br />
Elembis, I'm not sure if you use the forum, but I've made a [http://shartak.forumsplace.com/message153.html proposal] to adjust the template code. Since you've had first-hand experience writing an alternative style and a Greasemonkey script, your insight would be appreciated. --[[User:Lint|Lint]] 16:44, 1 June 2006 (BST)<br />
:''Response: [[User talk:Lint#Style]]''<br />
<br />
==Trading Hut stock reports==<br />
Fuel for the greasemonkey at [[Talk:Trading_hut_stock_reports#Formatting]]. --[[User:Tycho44|Tycho44]] 21:59, 2 June 2006 (BST)<br />
<br />
== Category:Redirects ==<br />
Well, someone was busy. Thank you for taking care of that. --[[User:Lint|Lint]] 18:21, 11 June 2006 (BST)<br />
<br />
== Discussion locations for delete-marked pages ==<br />
''Original message: [[User talk:Lint#Discussion locations for delete-marked pages]]''<br />
:Prior to utilizing the Category_talk:Delete page as a deletion log, I was considering setting something up like Project:Deletions, but it seemed too formal (and like too much work). But the argument that a hub would reduce unnecessary page creation and be easier to keep track of makes sense. Feel free to start it up, if you'd like. --[[User:Lint|Lint]] 01:41, 12 June 2006 (BST)<br />
<br />
== How to capitalise skill names like First Aid (vs first aid) ==<br />
<br />
Simon weighed in in favor of all lowercase (except for the first word) when referring to skill names, and he changed the appearance of Shartak profiles and Shartak skill pages to use an all lowercase standard. Since this is also de facto universal wiki standard, this strongly favors switching over to all-lowercase skill names throughout the wiki. Let me know if you have opinions. Thanks! --[[User:Tycho44|Tycho44]] 22:30, 16 June 2006 (BST)<br />
:''Response: [[User talk:Tycho44#How to capitalise skill names like First Aid (vs first aid)]]''<br />
<br />
== New column order available at the Trading hut stock reports ==<br />
<br />
Hooray! my laziness paid off. Thanks for the new table order. :) --[[User:Tycho44|Tycho44]] 23:09, 16 June 2006 (BST)<br />
<br />
== Re: Shartak Underworld ==<br />
<br />
Wow. That's just the sort of thing that the killers will truly enjoy. --[[User:Lint|Lint]] 17:43, 20 June 2006 (UTC)</div>Linthttps://wiki.shartak.com/index.php?title=Tips_and_tricks&diff=7651Tips and tricks2006-06-20T16:11:29Z<p>Lint: /* General Gameplay Advice */</p>
<hr />
<div>These '''tips and tricks''' will help you get the most out of your life on the island once you're familiar with the [[user interface]] and [[gameplay]].<br />
<br />
== Getting started ==<br />
Welcome to Shartak. Perhaps you're wondering how you should spend your first day. You can begin by visiting one of the [[hut|resource buildings]] in your [[camp]]. Depending on how you like to play, you may seek out the medical supplies or the weapons and ammunition. Once you feel that you are well-equipped, you can begin your adventure.<br />
<br />
Move through the jungle and hunt for [[animals]] or even other players. While attacking members of the same side is generally not appreciated, there is nothing necessarily wrong with doing so. Just don't be surprised when your victims treat you the same way in return!<br />
<br />
Try to reach one of the friendly or hostile camps. Explore some of the natural landmarks. Deforest the landscape. Spend some time haunting the island as a spirit. You might be interested in joining a [[clan]] that has similar goals to your own.<br />
<br />
Have fun.<br />
<br />
== Beginner's guide to skills and advancement ==<br />
<br />
As you become more skilled at combat or healing or spirit-wails, you become more effective with your action points ([[AP]]). In turn, this enables you to gain experience points ([[XP]]) and earn [[skills]] more quickly. Since each skill requires progressively more XP to learn than the previous ones, characters who sidetrack themselves early on by choosing weak and/or non-reinforcing skills will have difficulty advancing throughout their entire career. In contrast, quickly learning the XP-returning skills in your favored career path gives you some guarantee of steady advancement. <br />
<br />
The fastest methods of gaining experience are (in roughly descending order of popularity):<br />
# Combat<br />
# Healing<br />
# Haunting<br />
# Exploration<br />
<br />
=== Combat skills ===<br />
<br />
The most straightforward way to gain experience points is to attack and kill animals and other players, so it is sensible to invest first in the three melee combat skills (''body building'', ''close quarter combat'', and ''advanced close quarter combat'', in that order) before you buy others. <br />
<br />
=== Healing skills ===<br />
<br />
Healing is a rapid method of earning experience points, so many players learn ''first aid'' or ''natural medicine'' quite early so that first aid kits or healing herbs can heal more HP (and thus give more XP) when they're used. ''Triage'' is a necessary prerequisite skill, and it enables you to maximize your XP gains by healing the most heavily wounded targets. <br />
<br />
=== Haunting skills (wailers) ===<br />
<br />
Some players have ignored the combat tree and moved directly up the haunting tree toward ''banshee wail'', since wailing is potentially the fastest way to gain experience in the game. However, the early stages of haunting yield low XP returns and the entire tree has received some well-deserved power reductions (to about 1.25 XP-per-AP with ideal banshee wails). New players might find this long experience path to be arduous (and boring, since almost no interaction with other characters is possible). <br />
<br />
=== Exploration skills ===<br />
<br />
Whether you are a fighter, a healer, or an explorer, ''trekking'' is always an important skill, since it reduces many of your movement costs by half. This leaves you more AP for other things, which in turn results in more XP per AP. You do have to buy ''exploration'' as a prerequisite to ''trekking'', but that will give you a nice map and keep you from being lost (thanks to the [http://mattandchristy.net/sharmap/ Shartak Map Overlay]). Since recovery from [[death]] requires a considerable number of AP, ''stamina'' is also a useful skill, since it lets you have more HP and thus makes you harder to kill. ''Stamina'' is particularly crucial for characters who travel far from home into hostile territory. <br />
<br />
=== Other important skills ===<br />
<br />
Settlers and villagers should probably buy ''scavenging'', since this is believed to reduce the AP spent searching by as much as one-third. <br />
<br />
Soldiers might consider buying ''firearms training'' and ''advanced firearms training'', since the rifle has advantages over a machete that offset the opportunity cost of searching for bullets (see [[Talk:Tips_and_tricks|the talk page]]).<br />
<br />
Similarly, warriors should consider ''blowpipe training'' and ''advanced blowpipe training''. The blowpipe yields an average of 2.4 XP per AP ignoring reload time and ammo acquisition. (Reload time reduces this to 1.2 XP per AP, and including ammo search undoubtedly reduces the gain to less than 0.8 XP per AP. For comparison, a machete yields 1.35 XP per AP when used by a player with all three melee skills.) Warriors should keep their blowpipes loaded so that they can spend less time reloading in combat. <br />
<br />
Keep in mind that darts deal delayed damage from poison. (The effects of poison are felt gradually as the target character acts.) When looking at damage throughput rather than experience gains, the warrior's blowpipe is very potent. Because of poison damage, blowpipes inflict roughly 5 HP per combat-AP -- more powerful than the heavy sword. When ammo & reload costs are included, damages is roughly 1.6 HP damage per AP. <br />
<br />
<br />
After your first several skills your XP-gathering ability will be great enough that the rest of the skills can be bought at your leisure and in any order.<br />
<br />
== Beginner's guide to animal combat ==<br />
<br />
Most [[animals]] on the island are fairly benign if left alone. However, if you attack them and run out of AP before killing them, don't be surprised if they retaliate while you are gone, even if you've moved a few squares away. If you don't think you'll be able to kill an animal, leave yourself enough AP to put some distance between it and you. Certain animals (such as elephants, tigers, and alligators) should be treated with caution, because they can easily kill an unwary sleeper. <br />
<br />
Now that animals attack reactively during combat, you should expect to take damage while hunting big game. Not only do you need to carry more first aid kits (or other consumables), remember that this also reduces your damage throughput in 72 AP -- some of your time has to be spent healing yourself. As long as you are carrying enough healing items, this is an opportunity for you to gain experience through healing yourself as well as attacking. <br />
<br />
It is no longer wise for self-healers to sleep next to an animal in the hopes of being hurt -- it is probably more efficient and it is certainly much safer to use poisonberries or sharkbites to self-inflict damage. Players with combat skills are better off attacking the animal directly, and siphoning self-healing from the animal's reactive attacks. <br />
<br />
== Beginner's guide to self-poisoning ==<br />
A very slow but steady way to gain experience is to load up with poisonous berries and healing items (from a medical hut or a fruit tree). Searches at a tree or bush have about a 50% chance of success (see [[Locations#Trees and bushes]]), so if we do the math:<br />
150 AP = 50 poison bush searches + 25 munchings (-50 HP)<br />
+ 50 tasty bush searches + 25 munchings (+50 HP) = 100 XP<br />
That's 2/3 XP per AP, which is huge compared to chopping jungle (perhaps 1/6 at best). But killing animals and people is still a faster way of gaining experience.<br />
<br />
Note that it's more efficient to search medical huts for healing items than to search fruit trees, and you can [[Trading|trade]] the non-healing items you find for poison berries and healing items. This is presumably the reason that poison berries are usually sold out at the trading huts.<br />
<br />
== General Gameplay Advice ==<br />
<br />
Spending the night in an opposing side's camp is generally not wise. Though the majority of the population is usually not immediately hostile to the other side, in a populated area your chance of encountering a violent character are significantly higher.<br />
<br />
Other players can view a statistical, personal history via your profile. If you have killed members of your own or the opposing side, don't expect the relevant group to be hospitable.<br />
<br />
Be cautious about going to sleep with low hit points — even in your own camp. Ghosts may frequent and and finish you off in your sleep.<br />
<br />
Take advantage of the forum and wiki to find out about pre-announced conflicts and raids.<br />
<br />
== Efficient exploration ==<br />
<br />
=== Maximizing mapped squares per AP ===<br />
<br />
[http://www.blackant.net/other/shartak/movements.php Here's a little animation] of getting the most mapped squares for your AP, starting from an ideal position in the corner of 4 map-squares and moving in an overall straight line. This does not take into account chopping jungle and other obstacles. A similar technique can be used to turn corners as well, or even start off in a spiral pattern instead of linear. If there's a more efficient pattern, let us know!<br />
<br />
For no loss in vertical efficiency, you can "widen" the column of the search above. Instead of mapping a 3-square-wide rectangle north to south, you'll be mapping a two column wide rectangle north to south with two-square "teeth" on each side. See the following diagrams.<br />
<br />
Walking pattern<br />
1|2 | |<br />
---------------<br />
3|4 | |<br />
| 5 | |<br />
| 6 | |<br />
| 7 | |<br />
| 8|0 |<br />
---------------<br />
| 9|1 |<br />
| | 2 |<br />
| | 3 |<br />
| | 4 |<br />
| | 5|7<br />
---------------<br />
| | 8|6<br />
| | 9 |<br />
<br />
Mapped Squares pattern (after 39 moves)<br />
##..<br />
###.<br />
.###<br />
.###<br />
###.<br />
###.<br />
.##.<br />
<br />
== Profiles ==<br />
<br />
=== Profile descriptions with blank lines ===<br />
<br />
To add a completely blank line in your description, simply press enter once, type a single space, and press enter again. The space in the middle prevents the double enter from being shrunk to a single &lt;br&gt; tag.<br />
<br />
=== Images for profiles ===<br />
<br />
I'm not all that good with graphics, so I used the [http://www.planearium2.de/flash/spstudio.html South Park Studio] to make a simple picture to go on my profile. It lacks a 'Save' function so you have to take a screenshot and crop the image to suit.<br />
<br />
When you enter the url of an image, make sure the picture isn't too wide as it looks rather squashed on the page unless you're using a rather high resolution monitor.<br />
* South Park characters feel out of place in Shartak ,I used [http://www.ugo.com/channels/comics/heroMachine2/heromachine2.asp Hero Machine] for my awsome character.(some people suggest [http://www.tektek.org/dream/ Gaia Character Creator], but personally I hate it) -Grigoriy<br />
<br />
=== Using multiple characters easily ===<br />
<br />
If you wish to play with a couple of characters it can be annoying having to keep logging out and back in as the other one. To simplify things, you could create a small html file on your computer containing something like this:<br />
<br />
:<form action="http://www.shartak.com/index.cgi" method="POST"><br />
:<input type="submit" name="username" value="NameHere"><br />
:<input type="hidden" name="password" value="Password"><br />
:</form><br />
<br />
Repeat the block for each character you have, remembering to change the value="" parts to the appropriate values. Bookmark this html file (use Open File from the browser to get the file:// url) and to login, simply click the button for the character you want to use.</div>Linthttps://wiki.shartak.com/index.php?title=Main_Page&diff=7620Main Page2006-06-19T14:36:28Z<p>Lint: adding Category:Roleplaying to Game information</p>
<hr />
<div>{{Main Page Announcements|<br />
<br />
<!-- Intro --><br />
<br />
mainpage_intro=This is an information hub for '''[http://www.shartak.com/ Shartak]''', a browser-based massively-multiplayer online role-playing game (MMORPG). New players should read the '''[[Gameplay]]''' guide and perhaps the '''[[Requests for information]]''' page.<br />
<br />
The island of Shartak has been inhabited for several hundred years by native tribes from the villages of '''[[Dalpok]]''', '''[[Raktam]]''' and '''[[Wiksik]]'''. In recent months, strangers to the island have appeared wearing strange clothes and carrying loud sticks. These outsiders have formed camps known as '''[[Derby]]''', '''[[Durham]]''' and '''[[York]]''' and have been joined by pirates whose '''[[shipwreck]]''' lies on the island's north shore.<br />
<br />
The strangers once stayed on the coast, away from the jungle, but some are traveling inland in search of knowledge and plunder. It won't be long before they stumble across the villages and learn of the treasures of the tribal ancestors.|<br />
<br />
<!-- Alert --><br />
<br />
mainpage_alert=''No messages.''|<br />
<br />
<!-- Wiki activities --><br />
<br />
mainpage_activities='''Current wiki activities'''<br />
* The [[Identify Friend or Foe]] Initiative has been launched.<br />
* [[Special weapon event odds]] are being researched.<br />
* [[:Category:Shamans|NPC shamans]] are being tracked.<br />
* [[Search odds condensed|Search odds]] are being researched and [[Search odds condensed (results)|summarized]].<br />
* [[Trading hut stock reports|Trader stocks]] are being reported.<br />
* [[Talk:Character classes|Class-specific skills]] are being charted.<br />
<br />
'''Current mapping activities'''<br />
* [http://www.blackant.net/other/shartak/ Shartak MetaMap]: Check it out and add your map to help complete it.<br />
* [http://www.itechsc.com/misc/shartak/ubermap/ Shartak UBER MAP project]: See the map so far and join the project.<br />
<br />
'''Further discussion'''<br />
* [http://shartak.forumsplace.com/index.html Unofficial forum]: For game-related and other topics.}}<br />
<br />
{{Main Page Navigation|<br />
<br />
mainpage_navi1a=Basics|<br />
mainpage_navi1b=<br />
* [[Gameplay]]<br />
* [[Tips and tricks]]<br />
* [[User interface]]<br />
|<br />
<br />
mainpage_navi2a=Game information|<br />
mainpage_navi2b=<br />
* [[:Category:Glossary|Glossary]]<br />
* [[:Category:Locations|Locations]]<br />
* [[:Category:Roleplaying|Roleplaying]]<br />
* [[:Category:Statistics|Statistics]]<br />
|<br />
<br />
mainpage_navi3a=Feedback|<br />
mainpage_navi3b=<br />
* [[Requests for information]]<br />
* [[Game design]]<br />
* [[Bugs]]<br />
* [[Suggestions]]<br />
|<br />
<br />
mainpage_navi4a=Site information|<br />
mainpage_navi4b=<br />
* [http://www.shartak.com/faq.html FAQ]<br />
* [http://www.shartak.com/news.html News]<br />
* [http://www.shartak.com/stats.html Statistics]<br />
* [http://www.shartak.com/donate.html Donate]<br />
* [http://www.shartak.com/advertising.html Advertising]<br />
|<br />
<br />
mainpage_navi5a=Clans|<br />
mainpage_navi5b=<br />
* [[:Category:Clans|Clan pages]]<br />
** [[:Category:Clans for natives|Clans for natives]]<br />
** [[:Category:Clans for outsiders|Clans for outsiders]]<br />
** [[:Category:Clans for everyone|Clans for everyone]]<br />
** [[:Category:Officially recognized clans|Officially recognized clans]]<br />
|<br />
<br />
mainpage_navi6a=Wiki information|<br />
mainpage_navi6b=<br />
* [[Project:About|About]]<br />
* [[Project:General disclaimer|General disclaimer]]<br />
* [[Project:Help|Help]]<br />
* [[Project:Community Portal|Community portal]]<br />
}}</div>Linthttps://wiki.shartak.com/index.php?title=Items&diff=7619Items2006-06-19T14:29:55Z<p>Lint: /* Ranged weapons and ammunition */ comment on reloading</p>
<hr />
<div><div style="float: right; margin: 0 0 10px 10px">__TOC__</div><br />
Various '''items''' are scattered on the island and can be carried in a player's [[inventory]]. All items can be found by searching in the appropriate places; some tend to be found more in huts and villages, while others are more likely to be found in the jungle. All items can be [[Trading|traded]] to [[trader]]s for what they have in stock.<br />
<br />
Clicking on an item in your inventory uses 1 [[AP]]. Generally, this attempts to use the item (such as a [[Items#Sharpening stone|sharpening stone]]); otherwise, you get a message like: "Upon closer inspection, the knife appears to be a weapon." (1 AP is used in either case.)<br />
<br />
For more information, see [[Talk:Items]].<br />
<br />
<br />
== Melee weapons ==<br />
<br />
The default weapon, the punch, deals 1 point of base damage at 10% base accuracy.<br />
<br />
There is an unknown chance of a weapon dealing additional damage during combat. "Maybe it's luck or maybe it's skill, your attack is right on target and inflicts more damage than normal. You attack [the target] for 5 damage." There is also an unknown chance of a weapon breaking during combat, which causes you to lose that weapon. "Unlucky or just clumsy? The blade snaps off and you're left holding the handle, which you discard." See [[Special weapon event odds]] for more information.<br />
<br />
<br />
<br clear="all" /><br />
<br />
{| border="1" cellpadding="5" cellspacing="1" style="background-color: #f9f9f9; border: solid 1px #ccc; border-collapse: collapse"<br />
|-bgcolor="#ccc"<br />
!colspan="6"|Melee Weapons<br />
|-bgcolor="#ddd"<br />
!Name !! Base damage !! Base accuracy !! [[Trading#Trading_Hut_Prices|Normal trade value]] !! [[Locations]] !! Notes<br />
<br />
|-valign="top"<br />
|Knife<br />
|align="right"|1<br />
|align="right"|20%<br />
|align="right"|$80<br />
|Camps<br />
|Required for [[Writing|writing messages]] on trees or huts.<br />
<br />
|-valign="top"<br />
|Dagger<br />
|align="right"|1<br />
|align="right"|20%<br />
|align="right"|$80<br />
|Ruins<br />
|Required for [[Writing|writing messages]] on trees or huts.<br />
<br />
|-valign="top"<br />
|Machete<br />
|align="right"|2<br />
|align="right"|20%<br />
|align="right"|$100<br />
|Jungle<br />
|Breakable. Required for chopping through the jungle. Can become a blunt machete when you chop vegetation; see [[Special weapon event odds]].<br />
<br />
|-valign="top"<br />
|Blunt&nbsp;machete<br />
|align="right"|1<br />
|align="right"|20%<br />
|align="right"|$70<br />
|Camps, Jungle<br />
|Required for chopping through the jungle, but doesn't always succeed at doing so. Can be sharpened with a sharpening stone to become a machete.<br />
<br />
|-valign="top"<br />
|Cutlass<br />
|align="right"|2<br />
|align="right"|20%<br />
|align="right"|$120<br />
|Ship<br />
|Breakable. Required for chopping through the jungle. Can become a blunt cutlass when you chop vegetation; see [[Special weapon event odds]].<br />
<br />
|-valign="top"<br />
|Blunt&nbsp;cutlass<br />
|align="right"|1<br />
|align="right"|20%<br />
|align="right"|$80<br />
|Ship<br />
|Required for chopping through the jungle, but doesn't always succeed at doing so. Can be sharpened with a sharpening stone to become a cutlass.<br />
<br />
|-valign="top"<br />
|Heavy&nbsp;sword<br />
|align="right"|4<br />
|align="right"|20%<br />
|align="right"|$5000<br />
|Jungle&nbsp;(?)<br />
|''Extremely'' rare; only a few are rumored to exist.<br />
<br />
|}<br />
<br />
<br />
== Ranged weapons and ammunition ==<br />
Unlike melee weapons, ranged weapons rely on ammunition. If a ranged weapon is not loaded, the character will not be able to attack with it. Reloading is accomplished for 1 [[AP]] by clicking on name of the ammunition associated with weapon in the inventory list.<br />
<br />
{| border="1" cellpadding="5" cellspacing="1" style="background-color: #f9f9f9; border: solid 1px #ccc; border-collapse: collapse"<br />
|-bgcolor="#ccc"<br />
!colspan="6"|Ranged Weapons<br />
|-bgcolor="#ddd"<br />
!Name !! Base damage !! Base accuracy !! [[Trading#Trading_Hut_Prices|Normal trade value]] !! [[Locations]] !! Notes<br />
<br />
|-valign="top"<br />
|Rifle<br />
|align="right"|5<br />
|align="right"|20%<br />
|align="right"|$300<br />
|Outsider ammunition huts, Outsider camps<br />
|Needs ammo (rifle bullets). Holds 2 bullets at a time. Requires 2 inventory spaces (regardless of how many bullets are loaded). ''('''Outsiders only'''; natives require ''[[outsider knowledge]]'' to use.)''<br />
<br />
|-valign="top"<br />
|Blowpipe<br />
|align="right"|4+<br />
|align="right"|20%<br />
|align="right"|$300<br />
|Native ammunition huts, Native camps<br />
|Needs ammo (poison darts). Holds 1 dart at a time. Requires 2 inventory spaces (whether loaded or empty). ''('''Natives only'''; outsiders require ''[[native knowledge]]'' to use.)''. Inflicts 4 HP of damage initially. When fighting animals a further 2 HP of damage is immediately inflicted by the poison; this does not give any further XP. Human targets incur 1 HP of damage on each of their next four actions.<br />
<br />
|}<br />
<br />
<br />
{| border="1" cellpadding="5" cellspacing="1" style="background-color: #f9f9f9; border: solid 1px #ccc; border-collapse: collapse"<br />
|-bgcolor="#ccc"<br />
!colspan="4"|Ammunition<br />
|-bgcolor="#ddd"<br />
!Name !! [[Trading#Trading_Hut_Prices|Normal trade value]] !! [[Locations]] !! Notes<br />
<br />
|-valign="top"<br />
|Rifle bullet<br />
|align="right"|$15<br />
|Outsider ammunition huts, Outsider camps''<br />
|Used as ammo for rifles (which hold 2 bullets each). Found as singles or in boxes with up to 8 in a box; boxes immediately break out into individual bullets, taking 1 inventory space per bullet. ''('''Outsiders only'''; natives require ''[[outsider knowledge]]'' to use.)''<br />
<br />
|-valign="top"<br />
|Poison dart<br />
|align="right"|$10<br />
|Native ammunition huts, Native camps''<br />
|Used as ammo for blowpipes (which hold 1 dart each). Found as singles or in bundles with up to 8 in a bundle; bundles immediately break out into individual darts, taking 1 inventory space per dart. ''('''Natives only'''; outsiders require ''[[native knowledge]]'' to use.)''<br />
<br />
|}<br />
<br />
== Consumables ==<br />
<br />
Using a consumable item takes 1 AP and consumes the item (removing it from your inventory). All fruits and drinks you have are only usable on yourself. First aid kits and healing herbs are unique in that they can also be used to heal [[animals]] and other characters (including [[NPC]] [[trader]]s and [[shaman]]s).<br />
<br />
=== Banana ===<br />
* '''Restores''': 1 HP<br />
* '''[[Trading#Trading_Hut_Prices|Normal value]]''': $40<br />
* '''[[Locations]]''': banana tree, jungle<br />
<br />
Found hanging on trees and lying loose around the jungle. <br />
<br />
Bananas are overpriced in [[trading]] huts, costing $40 per 1 HP healed at normal prices.<br />
<br />
=== Bottle of beer ===<br />
* '''Restores''': 2 HP<br />
* '''[[Trading#Trading_Hut_Prices|Normal value]]''': $40<br />
* '''[[Locations]]''': outsider camps, beach<br />
<br />
A bottle of beer costs $20 per 1 HP healed at normal prices.<br />
<br />
Natives without ''[[outsider knowledge]]'' see this item as a "bottle of brown liquid" and can use it normally.<br />
<br />
=== Bottle of rum ===<br />
* '''Restores''': 2 HP<br />
* '''[[Trading#Trading_Hut_Prices|Normal value]]''': $40<br />
* '''[[Locations]]''': shipwreck<br />
<br />
A bottle of rum costs $20 per 1 HP healed at normal prices.<br />
<br />
Natives without ''[[outsider knowledge]]'' see this item as a "bottle of brown liquid" and can use it normally.<br />
<br />
=== Bottle of water ===<br />
* '''Restores''': 2 HP<br />
* '''[[Trading#Trading_Hut_Prices|Normal value]]''': $30<br />
* '''[[Locations]]''': outsider camps<br />
<br />
The most cost-effective healing item in the game, costing $15 per 1 HP healed at normal prices<br />
<br />
Natives without ''[[outsider knowledge]]'' see this item as a "bottle of liquid" and can use it normally.<br />
<br />
=== Bunch of poisonous berries ===<br />
* '''Inflicts''': -2 HP<br />
* '''[[Trading#Trading_Hut_Prices|Normal value]]''': $20<br />
* '''[[Locations]]''': berry bush<br />
<br />
Poisonous berries can be found on berry bushes (which have tree icons on the map).<br />
<br />
Outsiders without ''[[native knowledge]]'' recognize this item as "a bunch of berries" and can use it normally. (However, such outsiders also see tasty berries as "a bunch of berries" and thus can't tell whether a given bunch is tasty or poisonous until they eat it.)<br />
<br />
'''Note:''' Poisonous berries yield 2 XP when eaten. Since characters earn XP again when healing the damage, repeated poisoning and healing is a viable method of gaining [[XP]] for non-combat characters.<br />
<br />
=== Bunch of tasty berries ===<br />
* '''Restores''': 2 HP<br />
* '''[[Trading#Trading_Hut_Prices|Normal value]]''': $40<br />
* '''[[Locations]]''': berry bush<br />
<br />
Tasty berries can be found on berry bushes (which have tree icons on the map).<br />
<br />
Outsiders without ''[[native knowledge]]'' see this item as "a bunch of berries" and can use it normally but cannot distinguish it from a bunch of poisonous berries.<br />
<br />
When purchased at normal prices at a [[trading]] hut, tasty berries cost $20 per 1 HP healed.<br />
<br />
=== First aid kit ===<br />
<br />
* '''Restores''': 5 HP (10 with ''[[first aid]]'')<br />
* '''[[Trading#Trading_Hut_Prices|Normal value]]''': $200<br />
* '''[[Locations]]''': outsider camps<br />
* '''Usable by''': outsiders; natives with ''[[outsider knowledge]]''<br />
<br />
A first aid kit will heal all wounds caused by shark bites. <br />
<br />
Natives without ''[[outsider knowledge]]'' recognize this item but are unable to use it. <br />
<br />
A first aid kit costs $40 per 1 HP healed at normal prices, or $20 per 1 HP with ''[[first aid]]''.<br />
<br />
"FAK" and "kit" are common abbreviations.<br />
<br />
=== Gourd of water ===<br />
* '''Restores''': 2 HP<br />
* '''[[Trading#Trading_Hut_Prices|Normal value]]''': $30<br />
* '''[[Locations]]''': jungle<br />
<br />
Found lying loose around the jungle. <br />
<br />
The most cost-effective healing item in the game, costing $15 per 1 HP healed at normal prices.<br />
<br />
=== Healing herb ===<br />
* '''Restores''': 5 HP (10 with ''[[natural medicine]]'')<br />
* '''[[Trading#Trading_Hut_Prices|Normal value]]''': $200<br />
* '''[[Locations]]''': native camps, grasslands, ruins<br />
* '''Usable by''': natives; outsiders with ''[[native knowledge]]''<br />
<br />
Applying a healing herb will heal all wounds caused by shark bites. <br />
<br />
Outsiders without ''[[native knowledge]]'' see this item as a "dried herb" and are unable to use it. <br />
<br />
This item costs $40 per 1 HP healed at normal prices, or $20 per 1 HP with ''[[natural medicine]]''.<br />
<br />
Players often refer to these as "herbs".<br />
<br />
=== Mango ===<br />
* '''Restores''': 1 HP<br />
* '''[[Trading#Trading_Hut_Prices|Normal value]]''': $40<br />
* '''[[Locations]]''': mango tree, jungle<br />
<br />
Found hanging on trees and lying loose around the jungle. <br />
<br />
Mangos are usually overpriced in [[trading]] huts, costing $40 per 1 HP healed at normal prices.<br />
<br />
== Useful equipment ==<br />
<br />
=== GPS unit ===<br />
* '''[[Trading#Trading_Hut_Prices|Normal value]]''': $250<br />
* '''[[Locations]]''': outsider camps, outsider resource huts<br />
* '''Usable by''': outsiders; natives with ''[[outsider knowledge]]''<br />
<br />
Gives the coordinate location of your character when a signal is available in a non-dense, non-enclosed area. Coordinates are in the form [-70.366,+26.443], where the first number is the X coordinate (longitude) and the second is the Y coordinate (latitude). Moving a single square represents a change in coordinate in that direction of 0.001.<br />
<br />
GPS units are high-demand items for new characters. There is a very slight chance of finding them lying on the ground in an outsider village, but the best places to search for them are in outsider medical and ammunition huts (see [[Hut]] for search odds). Outsider traders often have them in [[Trading_hut_stock_reports|stock]].<br />
<br />
=== Piece of driftwood ===<br />
* '''[[Trading#Trading_Hut_Prices|Normal value]]''': $70<br />
* '''[[Locations]]''': beach<br />
<br />
Found on beaches, dunes, and boatyards, pieces of driftwood are useful for construction. <br />
<br />
A [[signpost]] can be built out of two pieces of driftwood.<br />
<br />
=== Sharpening stone ===<br />
* '''[[Trading#Trading_Hut_Prices|Normal value]]''': $50<br />
* '''[[Locations]]''': camps<br />
<br />
Sharpening stones can be clicked on to sharpen a [[Items#Blunt machete|blunt machete]] into a [[Items#Machete|machete]] or a [[Items#Blunt cutlass|blunt cutlass]] into a [[Items#Cutlass|cutlass]].<br />
<br />
<br />
== Currency ==<br />
<br />
=== Gem ===<br />
* '''[[Trading#Trading_Hut_Prices|Normal value]]''': $1000<br />
* '''[[Locations]]''': ruins, hold (shipwreck)<br />
<br />
Ten times more valuable than gold at normal prices. Unlike gold, gems require inventory space.<br />
<br />
=== Gold coin ===<br />
* '''[[Trading#Trading_Hut_Prices|Normal value]]''': $100<br />
* '''[[Locations]]''': camps, jungle, beach<br />
<br />
Being the currency of the island, gold coins are the only items to require no inventory space, and up to ten can be given to any player in the same location via the "Give" button. Clicking on a gold coin in one's inventory flips it and gives "heads" or "tails" as a result.<br />
<br />
<br />
== Creatures, and other apparently useless items ==<br />
<br />
=== Crab ===<br />
* '''[[Trading#Trading_Hut_Prices|Normal value]]''': $50<br />
* '''[[Locations]]''': beach<br />
<br />
Currently useless except in trade.<br />
<br />
=== Poisonous snake ===<br />
* '''[[Trading#Trading_Hut_Prices|Normal value]]''': $5<br />
* '''[[Locations]]''': grasslands<br />
<br />
Currently useless except in trade.<br />
<br />
<br />
== Magic charms, amulets, and fetishes ==<br />
<br />
Charms appear to be a recent addition to the world of Shartak (June 2006). Your charms are automatically listed in your character profile, but other powers and functions (if any) are completely unknown. <br />
<br />
=== Rabbit Foot Charm ===<br />
* '''[[Locations]]''': jungle<br />
<br />
Unknown powers.<br />
<br />
=== Parrot Feather Charm ===<br />
* '''[[Locations]]''': jungle<br />
<br />
Unknown powers.<br />
<br />
=== Silver Skull Cross ===<br />
* '''[[Locations]]''': jungle<br />
<br />
Unknown powers.<br />
<br />
=== Monkey Claw Charm ===<br />
* '''[[Locations]]''': jungle<br />
<br />
Unknown powers.<br />
<br />
=== Tiger Tooth Amulet ===<br />
* '''[[Locations]]''': unknown (one has been found in the shipwreck trader hut)<br />
* '''[[Trading#Trading_Hut_Prices|Normal value]]''': <$60 (traded for a cutlass when understocked)<br />
When examined: "The tiger tooth amulet doesn't appear to actually do anything. Maybe just carrying it is sufficient if you believe in its power."<br />
<br />
[[Category:Glossary]]</div>Linthttps://wiki.shartak.com/index.php?title=Category_talk:Delete&diff=7604Category talk:Delete2006-06-18T21:22:21Z<p>Lint: /* Valid reasons for deletion */</p>
<hr />
<div>== Valid reasons for deletion ==<br />
Current policy is to only delete pages and files which have been tagged for deletion for at least one week (see [[Template:Delete]]) without being contested on this talk page. (Pages whose deletion requests have been contested may only be deleted if there is a consensus to do so.) Deletions and deletion requests are acceptable for articles, files, categories, and templates in the main [http://meta.wikimedia.org/wiki/namespace namespace] with:<br />
* '''No content''' or very little content (being under 1,024 bytes in size) ''(does not apply to categories and templates)'';<br />
* '''Inappropriate content''', which may include spam, illegal or vulgar content, or any content unrelated to the game; or<br />
* '''Redundant content''', being identical or nearly identical to an existing page that is more widely used.<br />
[[:Category:Redirects|Redirects]], [[Special:Categories|categories]] and [[:Category:Templates|templates]] are eligible for deletion if they are unused or virtually unused (according to Special:Whatlinkshere or, in the case of categories, the category listing) and have no apparent use or potential. Redirects for common misspellings, abbreviations, and synonyms are acceptable.<br />
<br />
User subpages and clan pages may be deleted at the request of the original author if no other users have made major edits to them.<br />
<br />
== Talk page policy discussion ==<br />
I think it goes without saying that for any page that is deleted the accompanying talk page should be removed as well. It's a process that doesn't require tagging with the Delete template, though that helps point out to administrators that there is a talk page. --[[User:Lint|Lint]] 22:22, 18 June 2006 (BST)<br />
<br />
==Redirects==<br />
Due to the large volume of nominations, the redirect deletion nominations that occurred on 11 June 2006 will be discussed here. Please leave comments listed under the opening statement. Please leave your vote in the appropriate keep or kill list for better tabulation. --[[User:Lint|Lint]] 18:53, 11 June 2006 (BST)<br />
:This looks like the place for redirects that are deletion candidates. Is there another place for us to archive the "best of" redirects: Redirects that can be nominated as integral to the current structure of the wiki? For example, I would suggest that all of the '''skills''' (e.g. [[Scavenging]]), '''terrain types''', '''character classes''', and '''items''' in Shartak need at least one redirect, until such time as each term earns its own individual page. --[[User:Tycho44|Tycho44]] 22:00, 13 June 2006 (BST)<br />
::Perhaps note those on the [[Category talk:Redirects]] page? Is that visible enough? --[[User:Lint|Lint]] 22:19, 13 June 2006 (BST)<br />
<br>I dont know why this is an issue. There can never be too many redirects in my opinion. If someone editing an article writes "[[Advanced Tracking]]", better if it redirects to [[Tracking]] than having a red link. If someone directly enters an address into the url bar of their browser, e.g. if they go to [[Main Page]] and replace the words "Main Page" in the url with an alternate capitalization scheme or an alternate wording of an item or skill or group or anything else, better they get a redirect to the relevant thing than an empty page. If someone enters a word into the search box and hits enter, but what they enter isn't the precisely correct capitalization/phrasing/plural of the item or skill or whatever they are looking for, better they get redirected to the relevant article than to a blank page. E.g. If someone hears about the heavy sword in-game, and comes here, types "sword" into the search box, much better that they get redirect to [[Items]] (or melee weapons, if it is ever created) so they can read about heavy sword, rather than getting a page full of search results which includes suggestions pages, group pages, and other non-relevant pages. Clan pages should have any necessary redirects if there are variations in their name. e.g. Wicksick headhunters, Wicksick Headhunters, Wiksik headhunters, Wiksick headhunters etc. [[User:Arminius|Arminius]] 18:19, 14 June 2006 (BST)<br />
:First, if someone editing an article links to ''Advanced Tracking'', they miscapitalized the skill's name. Such errors should be corrected in the articles containing them, not accomodated by keeping and creating redirects for every typo we encounter. (That is, the redirect is only needed if the typo isn't fixed.) Second, if someone types in a URL for an article that doesn't exist, they shouldn't get anything; that's what the "Go" and "Search" buttons are for. Servers shouldn't be expected to accommodate URL guessing by users who can just as easily visit the main page and search for what they want. Third, we've already established that capitalization is irrelevant for the "Go" and "Search" functions. Also, I'm rather sure that the only plurals up for deletion are those that are wrongly capitalized, such as ''Poisonous Berries'' (which is unnecessary given the existence of ''Poisonous berries''). And finally, searches for phrases with words out of order (such as "york patriots order") are extremely likely to give the correct page (''Order of Patriots'') as the #1 hit , so redirects are unnecessary for the very few people who might enter such search terms. In short, we shouldn't use redirects for things the "Search" button was made to handle. &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 21:29, 16 June 2006 (BST)<br />
<br />
=== Uppercases ===<br />
:''Advanced Tracking, Expert Tracking, Firearms Training, First Aid, Natural Medicine''<br />
Not necessarily bad uppercases. Thery are common enough for use with the search bar and the "go" feature. (Note: Per example provided by Elembis, the author has removed their initial Keep vote.) --[[User:Lint|Lint]] 19:29, 11 June 2006 (BST))<br />
<!-- comment above this line --><br />
<!-- # '''Keep''' - --[[User:Lint|Lint]] 18:53, 11 June 2006 (BST) --><br />
# '''Keep'''. [[User:Arminius|Arminius]] 18:19, 14 June 2006 (BST)<br />
<br />
# '''Kill'''. "Go" and "Search" appear to be case-insensitive. For example, [[Native knowledge]] doesn't exist, but typing "native knowledge" in the search box and hitting "Go" takes me to [[Native Knowledge]] (which redirects to [[Skills]]). Also, searches for "native knowledge" and "Native Knowledge" give identical results. &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 19:16, 11 June 2006 (BST)<br />
<br />
=== Plurals ===<br />
:''Clans, Herbs, Huts, Spirits''<br />
Not necessarily bad plurals. They are common terms useful when using the search bar and the "go" feature.<br />
<!-- comment above this line --><br />
# '''Keep'''. --[[User:Lint|Lint]] 18:53, 11 June 2006 (BST)<br />
# '''Keep'''. I made all of these deletion requests without "Go" in mind. Plurals are indeed useful enough to be worth keeping. &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 20:37, 11 June 2006 (BST)<br />
#'''Keep''' [[User:Arminius|Arminius]] 18:19, 14 June 2006 (BST)<br />
<br />
# Kill<br />
<br />
=== Common ===<br />
:''Sword, Trading post''<br />
Ingame terms or conceivably common player-used alternatives.<br />
<!-- comment above this line --><br />
# '''Keep'''. --[[User:Lint|Lint]] 18:53, 11 June 2006 (BST)<br />
# '''Keep'''. The game itself says "It looks like this hut is some kind of native '''trading post'''", at least in Raktam, and "sword" is a close synonym for "heavy sword". However, I think we should be careful to only allow articles for terms that are actually used by the game or other players, rather than open the door for all terms players might use as synonyms ("shop", "market", "merchant's store", etc.). &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 00:49, 12 June 2006 (BST)<br />
# '''Keep''' [[User:Arminius|Arminius]] 18:19, 14 June 2006 (BST)<br />
<br />
# Kill<br />
<br />
=== Clans 1 ===<br />
:''RE, Mercenarys Guild''<br />
Clan acronyms and workarounds to punctuation (periods, apostrophes and so forth) should be acceptible.<br />
<!-- comment above this line --><br />
# '''Strong Keep'''. --[[User:Lint|Lint]] 18:53, 11 June 2006 (BST)<br />
# '''Keep''' [[User:Arminius|Arminius]] 18:19, 14 June 2006 (BST)<br />
<br />
# Kill<br />
<br />
# '''Whatever'''. =) &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 00:49, 12 June 2006 (BST)<br />
<br />
=== Clans 2 ===<br />
:''Order of York Patriots, The Order of Patriots, The south shartak trading company, The Wailers, York Patriots, ''<br />
A bit spammy perhaps, but they help mainly with use with the search bar and the "go" feature.<br />
<!-- comment above this line --><br />
# '''Keep'''. --[[User:Lint|Lint]] 18:53, 11 June 2006 (BST)<br />
#'''Keep''' [[User:Arminius|Arminius]] 18:19, 14 June 2006 (BST)<br />
<br />
# '''Split'''. Redirects consisting only of a clan's name prefixed by "The" are okay and likely to be searched for, so we should '''keep''' ''The Order of Patriots'' and ''The south shartak trading company'' (moving it to ''The South Shartak Trading Company''). However, we should '''kill''' greater deviations like ''Order of York Patriots'' because they are (1) probably searched for rarely, if at all, (2) extremely likely to give the correct page as the top hit in a search if the redirect doesn't exist (e.g., search for "order of patriots york" or "headhunters wiksik"), (3) likely to point people to the wrong clan page, or be contested, without a vagueness limit (e.g., does "york protectors" refer to the [[Colonial Police]] or the [[Order of Patriots]]?), and (4) likely to cause additional (if limited) article bloat as more clans are formed. &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 00:49, 12 June 2006 (BST)<br />
<br />
# Kill<br />
<br />
==Added==<br />
# 00:07, 12 June 2006 - [[:Category:Clans for both]]<br />
# 11 June 2006 - [[Shartak Community Portal]] (redirect) (w/ [[Talk:Shartak Community Portal|Talk page]])<br />
# 11 June 2006 - [[York Patriots]] (redirect) *<br />
# 11 June 2006 - [[XP Gains]] (redirect) (w/ [[Talk:XP Gains|Talk page]])<br />
# 11 June 2006 - [[Wild Boar]] (redirect)<br />
# 11 June 2006 - [[Wifey]] (redirect)<br />
# 11 June 2006 - [[Trading post]] (redirect) *<br />
# 11 June 2006 - [[Trading Hut Stock Reports]] (redirect) (w/ [[Talk:Trading Hut Stock Reports|Talk page]])<br />
# 11 June 2006 - [[Tips and Tricks]] (redirect) (w/ [[Talk:Tips and Tricks|Talk page]])<br />
# 11 June 2006 - [[The south shartak trading company]] (redirect) ~<br />
# 11 June 2006 - [[The order of patriots]] (redirect) ~<br />
# 11 June 2006 - [[The order of Patriots]] (redirect) ~<br />
# 11 June 2006 - [[The Wailers]] (redirect) ~<br />
# 11 June 2006 - [[The Order of Patriots]] (redirect) ~<br />
# 11 June 2006 - [[Temple Ruins]] (redirect)<br />
# 11 June 2006 - [[Tasty Berry]] (redirect)<br />
# 11 June 2006 - [[Tasty Berries]] (redirect)<br />
# 11 June 2006 - [[Sword]] (redirect) *<br />
# 11 June 2006 - [[Suggestions/Header]] (redirect) (w/ [[Talk:Suggestions/Header|Talk page]])<br />
# 11 June 2006 - [[Spirits]] (redirect) *<br />
# 11 June 2006 - [[South shartak trading company]] (redirect) ~<br />
# 11 June 2006 - [[Small Deer]] (redirect)<br />
# 11 June 2006 - [[Small Cave]] (redirect)<br />
# 11 June 2006 - [[Sigfrid]] (redirect)<br />
# 11 June 2006 - [[Sharpening Stone]] (redirect)<br />
# 11 June 2006 - [[Search Odds Results]] (redirect)<br />
# 11 June 2006 - [[S.P.I.R.I.T.S]] (redirect)<br />
# 11 June 2006 - [[Rifle Bullet]] (redirect)<br />
# 11 June 2006 - [[Requests for Information]] (redirect) (w/ [[Talk:Requests for Information|Talk page]])<br />
# 11 June 2006 - [[RE]] (redirect) *<br />
# 11 June 2006 - [[Poisonous Snake]] (redirect)<br />
# 11 June 2006 - [[Poisonous Berry]] (redirect)<br />
# 11 June 2006 - [[Poisonous Berries]] (redirect)<br />
# 11 June 2006 - [[Poison Dart]] (redirect)<br />
# 11 June 2006 - [[Poison Berry]] (redirect)<br />
# 11 June 2006 - [[Poison Berries]] (redirect)<br />
# 11 June 2006 - [[Piece of Driftwood]] (redirect)<br />
# 11 June 2006 - [[Order of patriots]] (redirect) (w/ [[Talk:Order of patriots|Talk page]]) ~<br />
# 11 June 2006 - [[Order of York Patriots]] (redirect) ~<br />
# 11 June 2006 - [[Order Of Patriots]] (redirect) ~<br />
# 11 June 2006 - [[Mercenarys Guild]] (redirect) *<br />
# 11 June 2006 - [[Large Stag]] (redirect)<br />
# 11 June 2006 - [[Large Deer]] (redirect)<br />
# 11 June 2006 - [[Jabberwockee]] (redirect)<br />
# 11 June 2006 - [[Identify Friend or Foe Initiatiive]] (redirect)<br />
# 11 June 2006 - [[Huts]] (redirect) *<br />
# 11 June 2006 - [[Herbs]] (redirect) *<br />
# 11 June 2006 - [[Heavy Sword]] (redirect)<br />
# 11 June 2006 - [[Healing Herbs]] (redirect)<br />
# 11 June 2006 - [[Gourd of Water]] (redirect)<br />
# 11 June 2006 - [[Gold Coins]] (redirect)<br />
# 11 June 2006 - [[Gold Coin]] (redirect)<br />
# 11 June 2006 - [[Game Design]] (redirect) (w/ [[Talk:Game Design|Talk page]])<br />
# 11 June 2006 - [[GPS Unit]] (redirect)<br />
# 11 June 2006 - [[Frequently Asked Questions]] (redirect)<br />
# 11 June 2006 - [[First aid]] (redirect) *<br />
# 11 June 2006 - [[First Aid Kit]] (redirect)<br />
# 11 June 2006 - [[Firearms training]] (redirect) *<br />
# 11 June 2006 - [[Expert tracking]] (redirect) *<br />
# 11 June 2006 - [[Experience Points]] (redirect)<br />
# 11 June 2006 - [[Contact Home Shaman]] (redirect)<br />
# 11 June 2006 - [[Contact home shaman]] (redirect)<br />
# 11 June 2006 - [[Contact Roaming Shaman]] (redirect)<br />
# 11 June 2006 - [[Contact Home Shaman]] (redirect)<br />
# 11 June 2006 - [[Clans]] (redirect) *<br />
# 11 June 2006 - [[Bottle of Water]] (redirect)<br />
# 11 June 2006 - [[Bottle of Rum]] (redirect)<br />
# 11 June 2006 - [[Bottle of Beer]] (redirect)<br />
# 11 June 2006 - [[Blunt Machete]] (redirect)<br />
# 11 June 2006 - [[Blunt Cutlass]] (redirect)<br />
# 11 June 2006 - [[Basic tracking]] (redirect) *<br />
# 11 June 2006 - [[Advanced tracking]] (redirect) *<br />
# 11 June 2006 - [[Natural medicine]] (redirect) *<br />
# 19:51, 9 June 2006 - [[Guardians of Dalpok]] (w/ [[Talk:Guardians of Dalpok|Talk page]])<br />
<br />
==Removed==<br />
# 02:35, 17 June 2006 Elembis deleted "Category talk:Guide to searching" (Delete uncontested after one week; unused; recommended for deletion "because :Category_talk:Statistics covers this.".)<br />
# 02:33, 17 June 2006 Elembis deleted "Category talk:User" (Delete uncontested after one week; unused; unneeded (see Special:Listusers).) <br />
# 02:30, 17 June 2006 Elembis deleted "Category:Shamen" (Delete uncontested after one week; unused; recommended for deletion "as an unused redirect and empty category".)<br />
# 02:27, 17 June, 2006 Elembis deleted "Category:User" (Delete uncontested after one week; unused; unneeded (see Special:Listusers).)<br />
# 02:26, 17 June 2006 Elembis deleted "Category:Guide to searching" (Delete uncontested after on week; unused; deletetion recommended "because :Category:Statistics covers this.".)<br />
# 02:25, 17 June 2006 Elembis deleted "Image:Stc30yd.jpg" (Delete uncontested after one week; unused; description was: "<nowiki>{{delete| because it's unused and unneeded (see User talk:Lord Shade)}}</nowiki>".)<br />
# 02:24, 17 June, 2006 Elembis deleted "Image:Neu.JPG" (Delete uncontested after one week; unused; description was: "<nowiki>{{delete| because :Image:Hoehle.JPG has a higher resolution and is otherwise identical}}</nowiki>".) <br />
# 22:29, 7 June 2006 Lint deleted "Template:Infobox Village" (observing week-old uncontested deletion request)<br />
# 22:28, 7 June 2006 Lint deleted "Category:Clans for Outsiders" (content was: '<nowiki>{{delete| because :Category:Clans for outsiders covers this.}}</nowiki>')<br />
# 22:28, 7 June 2006 Lint deleted "Category:Clans for Natives" (content was: '<nowiki>{{delete| because :Category:Clans for natives covers this now}}</nowiki>')<br />
# 22:26, 7 June 2006 Lint deleted "Image:Tn shipwreck.png" (observing week-old uncontested deletion request)<br />
# 22:26, 7 June 2006 Lint deleted "Image:Tn york.png" (observing week-old uncontested deletion request)<br />
# 22:26, 7 June 2006 Lint deleted "Image:Tn wiksik.png" (observing week-old uncontested deletion request)<br />
# 22:26, 7 June 2006 Lint deleted "Image:Tn raktam.png" (observing week-old uncontested deletion request)<br />
# 22:26, 7 June 2006 Lint deleted "Image:Tn durham.png" (observing week-old uncontested deletion request)<br />
# 22:26, 7 June 2006 Lint deleted "Image:Tn derby.png" (observing week-old uncontested deletion request)<br />
# 22:26, 7 June 2006 Lint deleted "Image:Tn dalpok.png" (observing week-old uncontested deletion request)</div>Linthttps://wiki.shartak.com/index.php?title=Identify_Friend_or_Foe&diff=7581Identify Friend or Foe2006-06-18T04:18:21Z<p>Lint: Category:Roleplaying</p>
<hr />
<div>'''Identify Friend or Foe''' is an initiative conceived to prevent friendly natives from being killed by outsiders and vice versa. The initiative is based on real-life [http://en.wikipedia.org/wiki/Identification_friend_or_foe IFF] systems used in combat. To identify a friendly member of the opposing faction, the following procedure is employed:<br />
<br />
# Upon encountering a member of the opposing faction, give that character a gold coin or some other token object. <br />
# The game's response will cause a link to that player's profile to be generated.<br />
# View the player's profile and determine if that person has ever killed a member of your class.<br />
#* If so, you may commence your attack as normal.<br />
#* If not, you must assume the player is friendly and refrain from attacking.<br />
<br />
If your character or group supports Identify Friend or Foe, please consider adding the "Identify Friend or Foe Supporter" box to your group or personal page by adding "[[Template:IdentifyFriendOrFoe|<nowiki>{{IdentifyFriendOrFoe}}</nowiki>]]" to the text of your page. See [[:Category:IFF supporter]] for a list of supporters.<br />
<br />
[[Category:Roleplaying]]</div>Linthttps://wiki.shartak.com/index.php?title=Trading_hut_stock_reports&diff=7580Trading hut stock reports2006-06-18T04:17:01Z<p>Lint: Category:Statistics</p>
<hr />
<div>===Notation for Table Entries===<br />
* x = In Stock, quantities unknown (also "<span style="background:#f9f9f9"> x </span>")<br />
* L = Long Stock, cheaper prices (also "<span style="background:PowderBlue"> 99+ </span>")<br />
* N = In Stock, normal stock prices (also "<span style="background:PaleGreen"> N </span>")<br />
* S = Short Stock, twice normal price (also "<span style="background:LemonChiffon"> 1+ </span>")<br />
* 0 = Out of Stock (also "<span style="background:MistyRose"> 0 </span>") <br />
* 14 = exactly 14 in stock<br />
** "<span style="background:PaleGreen"> 14 </span>" shows exactly 14 in stock, normal price<br />
** "<span style="background:LemonChiffon"> 2 </span>" shows exactly 2 in stock, twice normal price<br />
** "<span style="background:LemonChiffon"> 3+ </span>" shows at least 3 in stock, twice normal price<br />
* ' &nbsp; ' = No Information (also "<span style="background:#f9f9f9"> &nbsp; </span>")<br />
<br />
==[[Dalpok]]==<br />
<br />
{| border="1" cellpadding="2" cellspacing="1" style="background-color:#f9f9f9; border:solid 1px #ccc; border-collapse: collapse; font-size: 80%; margin-bottom: 1em; text-align: center"<br />
|- style="background-color: #ccc"<br />
!colspan="28"| Dalpok trading hut stock reports<br />
|- style="background-color: #ddd"<br />
!style="width:19%"|Updated !!style="width:3%"|Mac !!style="width:3%"|Blo !!style="width:3%"|Drt !!style="width:3%"|Rif !!style="width:3%"|Bul !!style="width:3%"|FAK !!style="width:3%"|HH !!style="width:3%"|GPS !!style="width:3%"|gc !!style="width:3%"|ShS !!style="width:3%"|bMac !!style="width:3%"|Gou !!style="width:3%"|Ban !!style="width:3%"|Man !!style="width:3%"|bTB !!style="width:3%"|bPb !!style="width:3%"|BotW !!style="width:3%"|Beer !!style="width:3%"|Wood !!style="width:3%"|Crb !!style="width:3%"|Dag !!style="width:3%"|Gem !!style="width:3%"|Cut !!style="width:3%"|Snk !!style="width:3%"|Kni !!style="width:3%"|Rum !!style="width:3%"|bCut<br />
<!-- REVISED SAMPLE ROW, TO COPY AND PASTE (at the top of the list, removing the <nowiki></nowiki> tags) ---<br />
|- <br />
| <nowiki>~~~~</nowiki><br />
|Mac ||Blo ||Drt<br />
|Rif ||Bul ||FAK<br />
|HH ||GPS ||gc<br />
|ShS ||bMac ||Gou <br />
|Ban ||Man ||bTB<br />
|bPb ||BotW ||Beer<br />
|Wood ||Crb ||Dag<br />
|Gem ||Cut ||Snk <br />
|Kni ||Rum ||bCut<br />
---- END OF SAMPLE ROW --><br />
|- bgcolor=PaleGreen<br />
|bgcolor=#f9f9f9| [[User:Tycho44|Tycho44]] 23:45, 16 June 2006 (BST)<br />
|N ||N || bgcolor=PowderBlue|L<br />
|N ||bgcolor=MistyRose|0 ||bgcolor=MistyRose|0<br />
|bgcolor=LemonChiffon|1 ||bgcolor=MistyRose|0 ||N<br />
|N ||N ||bgcolor=LemonChiffon|9<br />
|bgcolor=LemonChiffon|9 ||N ||bgcolor=MistyRose|0<br />
|bgcolor=MistyRose|0 ||bgcolor=MistyRose|0 ||bgcolor=MistyRose|0<br />
|bgcolor=LemonChiffon|6 ||bgcolor=LemonChiffon|2 ||N<br />
|N ||N ||bgcolor=MistyRose|0 <br />
|N ||bgcolor=MistyRose|0 ||bgcolor=MistyRose|0<br />
|- bgcolor=PaleGreen <br />
|bgcolor=#f9f9f9|[[User:Tycho44|Tycho44]] 06:28, 5 June 2006 (BST)<br />
| N <br />
| N <br />
|bgcolor=PowderBlue|L <br />
| N <br />
|bgcolor=MistyRose |0 <br />
|bgcolor=MistyRose |0 <br />
|bgcolor=LemonChiffon|2+ <br />
|bgcolor=MistyRose |0 <br />
| N <br />
| N <br />
|bgcolor=LemonChiffon|6+ <br />
|bgcolor=LemonChiffon|3+ <br />
| N <br />
| N <br />
|14 <br />
|bgcolor=LemonChiffon|3+ <br />
|bgcolor=MistyRose |0 <br />
|bgcolor=MistyRose |0 <br />
|bgcolor=MistyRose |0 <br />
|bgcolor=MistyRose |0 <br />
| N <br />
| N <br />
|bgcolor=LemonChiffon|3+ <br />
|bgcolor=MistyRose |0 <br />
| N<br />
|bgcolor=MistyRose |0 <br />
|bgcolor=LemonChiffon|3+ <br />
|- bgcolor=PaleGreen <br />
|bgcolor=#f9f9f9|[[User:Tycho44|Tycho44]] 11:00, 20 May 2006 (BST)<br />
| N <br />
| N <br />
| N <br />
| N <br />
|bgcolor=MistyRose |0 <br />
|bgcolor=MistyRose |0 <br />
| N <br />
|bgcolor=MistyRose |0 <br />
| N <br />
| N <br />
| N <br />
| N <br />
| N <br />
| N <br />
| N <br />
|bgcolor=MistyRose |0 <br />
|bgcolor=MistyRose |0 <br />
|bgcolor=MistyRose |0 <br />
|bgcolor=MistyRose |0 <br />
| N <br />
| N <br />
| N <br />
| N <br />
|bgcolor=MistyRose |0 <br />
| N <br />
|bgcolor=MistyRose |0 <br />
| N <br />
|- <br />
|[[User:Tycho44|Tycho44]] 08:01, 4 May 2006 (BST)<br />
| x <br />
| x <br />
| x <br />
| x <br />
|bgcolor=MistyRose |0 <br />
|bgcolor=MistyRose |0 <br />
| x<br />
|bgcolor=MistyRose |0 <br />
| x <br />
| x <br />
|bgcolor=MistyRose |0 <br />
| x <br />
| x <br />
| x <br />
| x <br />
| x<br />
|bgcolor=MistyRose |0 <br />
|bgcolor=MistyRose |0 <br />
|bgcolor=MistyRose |0 <br />
|bgcolor=MistyRose |0 <br />
| x <br />
| x <br />
| x <br />
|bgcolor=MistyRose |0 <br />
| x<br />
| x <br />
| x <br />
|- <br />
|[[User:Tycho44|Tycho44]] 19:19, 3 May 2006 (BST)<br />
| x <br />
| x <br />
| x <br />
| x <br />
|bgcolor=MistyRose |0 <br />
|bgcolor=MistyRose |0 <br />
| x<br />
|bgcolor=MistyRose |0 <br />
| x <br />
| x <br />
|bgcolor=MistyRose |0 <br />
| x <br />
| x <br />
| x <br />
| x <br />
| x<br />
|bgcolor=MistyRose |0 <br />
|bgcolor=MistyRose |0 <br />
| x <br />
|bgcolor=MistyRose |0 <br />
| x <br />
| x <br />
| x <br />
|bgcolor=MistyRose |0 <br />
| x<br />
| x <br />
| x <br />
|- <br />
|[[User:Tycho44|Tycho44]] 10:56, 3 May 2006 (BST)<br />
| x <br />
| x <br />
| x <br />
| x <br />
|bgcolor=MistyRose |0 <br />
|bgcolor=MistyRose |0 <br />
| x<br />
|bgcolor=MistyRose |0 <br />
| x <br />
| x <br />
|bgcolor=MistyRose |0 <br />
| x <br />
| x <br />
| x <br />
| x <br />
| x<br />
|bgcolor=MistyRose |0 <br />
|bgcolor=MistyRose |0 <br />
| x <br />
|bgcolor=MistyRose |0 <br />
| x <br />
| x <br />
| x <br />
|bgcolor=MistyRose |0 <br />
| x<br />
| x <br />
| x <br />
|}<br />
<br />
==[[Raktam]]==<br />
<br />
{| border="1" cellpadding="2" cellspacing="1" style="background-color:#f9f9f9; border:solid 1px #ccc; border-collapse: collapse; font-size: 80%; margin-bottom: 1em; text-align: center"<br />
|- style="background-color: #ccc"<br />
!colspan="28"| Raktam trading hut stock reports<br />
|- style="background-color: #ddd"<br />
!style="width:19%"|Updated !!style="width:3%"|Mac !!style="width:3%"|Blo !!style="width:3%"|Drt !!style="width:3%"|Rif !!style="width:3%"|Bul !!style="width:3%"|FAK !!style="width:3%"|HH !!style="width:3%"|GPS !!style="width:3%"|gc !!style="width:3%"|ShS !!style="width:3%"|bMac !!style="width:3%"|Gou !!style="width:3%"|Ban !!style="width:3%"|Man !!style="width:3%"|bTB !!style="width:3%"|bPb !!style="width:3%"|BotW !!style="width:3%"|Beer !!style="width:3%"|Wood !!style="width:3%"|Crb !!style="width:3%"|Dag !!style="width:3%"|Gem !!style="width:3%"|Cut !!style="width:3%"|Snk !!style="width:3%"|Kni !!style="width:3%"|Rum !!style="width:3%"|bCut<br />
<!-- SAMPLE ROW, TO COPY AND PASTE (at the top of the list, removing the <nowiki></nowiki> tags) ---<br />
|- <br />
| <nowiki>~~~~</nowiki><br />
|Mac ||Blo ||Drt <br />
|Rif ||Bul ||FAK <br />
|HH ||GPS ||gc <br />
|ShS ||bMac ||Gou <br />
|Ban ||Man ||bTB <br />
|bPb ||BotW ||Beer <br />
|Wood ||Crb ||Dag <br />
|Gem ||Cut ||Snk <br />
|Kni ||Rum ||bCut <br />
---- END OF SAMPLE ROW --><br />
|-<br />
|[[User:Elembis|Elembis]] 10:20, 12 June 2006 (BST) ||bgcolor=PaleGreen|N ||bgcolor=PaleGreen|N ||bgcolor=PaleGreen|N ||bgcolor=PaleGreen|N ||bgcolor=LemonChiffon|1 ||bgcolor=MistyRose|0 ||bgcolor=LemonChiffon|S ||bgcolor=LemonChiffon|1 ||bgcolor=PaleGreen|N ||bgcolor=PaleGreen|N ||bgcolor=PaleGreen|N ||bgcolor=LemonChiffon|7+ ||bgcolor=PaleGreen|N ||bgcolor=PaleGreen|N ||bgcolor=LemonChiffon|5+ ||bgcolor=MistyRose|0 ||bgcolor=MistyRose|0 ||bgcolor=MistyRose|0 ||bgcolor=LemonChiffon|1 ||bgcolor=MistyRose|0 ||bgcolor=PaleGreen|N ||bgcolor=MistyRose|0 ||bgcolor=MistyRose|0 ||bgcolor=MistyRose|0 ||bgcolor=PaleGreen|N ||bgcolor=MistyRose|0 ||bgcolor=MistyRose|0<br />
|-<br />
|[[User:Elembis|Elembis]] 03:56, 12 June 2006 (BST) ||bgcolor=PaleGreen|N ||bgcolor=PaleGreen|N ||bgcolor=PaleGreen|N ||bgcolor=PaleGreen|N ||bgcolor=LemonChiffon|1 ||bgcolor=MistyRose|0 ||bgcolor=LemonChiffon|S ||bgcolor=LemonChiffon|1 ||bgcolor=PaleGreen|N ||bgcolor=PaleGreen|N ||bgcolor=PaleGreen|N ||bgcolor=LemonChiffon|7+ ||bgcolor=PaleGreen|N ||bgcolor=PaleGreen|N ||bgcolor=LemonChiffon|5+ ||bgcolor=MistyRose|0 ||bgcolor=MistyRose|0 ||bgcolor=MistyRose|0 ||bgcolor=LemonChiffon|1 ||bgcolor=MistyRose|0 ||bgcolor=PaleGreen|N ||bgcolor=MistyRose|0 ||bgcolor=MistyRose|0 ||bgcolor=MistyRose|0 ||bgcolor=PaleGreen|N ||bgcolor=MistyRose|0 ||bgcolor=MistyRose|0<br />
|-<br />
|[[User:Elembis|Elembis]] 08:29, 11 June 2006 (BST) ||bgcolor=PaleGreen|N ||bgcolor=PaleGreen|N ||bgcolor=PaleGreen|N ||bgcolor=PaleGreen|N ||bgcolor=LemonChiffon|1 ||bgcolor=MistyRose|0 ||bgcolor=LemonChiffon|S ||bgcolor=LemonChiffon|1 ||bgcolor=PaleGreen|N ||bgcolor=PaleGreen|N ||bgcolor=PaleGreen|N ||bgcolor=PaleGreen|N ||bgcolor=PaleGreen|N ||bgcolor=PaleGreen|N ||bgcolor=LemonChiffon|5+ ||bgcolor=LemonChiffon|6 ||bgcolor=MistyRose|0 ||bgcolor=MistyRose|0 ||bgcolor=LemonChiffon|1 ||bgcolor=MistyRose|0 ||bgcolor=PaleGreen|N ||bgcolor=MistyRose|0 ||bgcolor=MistyRose|0 ||bgcolor=MistyRose|0 ||bgcolor=PaleGreen|N ||bgcolor=MistyRose|0 ||bgcolor=MistyRose|0 <br />
|}<br />
<br />
==[[Wiksik]]==<br />
<br />
{| border="1" cellpadding="2" cellspacing="1" style="background-color:#f9f9f9; border:solid 1px #ccc; border-collapse: collapse; font-size: 80%; margin-bottom: 1em; text-align: center"<br />
|- style="background-color: #ccc"<br />
!colspan="28"| Wiksik trading hut stock reports<br />
|- style="background-color: #ddd"<br />
!style="width:19%"|Updated !!style="width:3%"|Mac !!style="width:3%"|Blo !!style="width:3%"|Drt !!style="width:3%"|Rif !!style="width:3%"|Bul !!style="width:3%"|FAK !!style="width:3%"|HH !!style="width:3%"|GPS !!style="width:3%"|gc !!style="width:3%"|ShS !!style="width:3%"|bMac !!style="width:3%"|Gou !!style="width:3%"|Ban !!style="width:3%"|Man !!style="width:3%"|bTB !!style="width:3%"|bPb !!style="width:3%"|BotW !!style="width:3%"|Beer !!style="width:3%"|Wood !!style="width:3%"|Crb !!style="width:3%"|Dag !!style="width:3%"|Gem !!style="width:3%"|Cut !!style="width:3%"|Snk !!style="width:3%"|Kni !!style="width:3%"|Rum !!style="width:3%"|bCut<br />
<!-- SAMPLE ROW, TO COPY AND PASTE (at the top of the list, removing the <nowiki></nowiki> tags) ---<br />
|- <br />
| <nowiki>~~~~</nowiki><br />
|Cut ||bTb ||Bul <br />
|Crb ||Rif ||Man <br />
|Blo ||Dag ||Ban <br />
|Gem ||Drt ||GPS <br />
|FAK ||ShS ||bPb <br />
|Mac ||bCut ||BotW <br />
|bMac ||Snk ||HH <br />
|Rum ||Wood ||gc <br />
|Beer ||Gou ||Kni<br />
---- END OF SAMPLE ROW --><br />
|-<br />
|[[User:Elembis|Elembis]] 22:47, 16 June 2006 (BST)||bgcolor=PaleGreen|N ||bgcolor=PaleGreen|N ||bgcolor=PowderBlue|L ||bgcolor=PaleGreen|N ||bgcolor=LemonChiffon|S ||bgcolor=MistyRose|0 ||bgcolor=LemonChiffon|S ||bgcolor=LemonChiffon|S ||bgcolor=PaleGreen|N ||bgcolor=PaleGreen|N ||bgcolor=PaleGreen|N ||bgcolor=LemonChiffon|S ||bgcolor=PaleGreen|N ||bgcolor=PaleGreen|N ||bgcolor=LemonChiffon|S ||bgcolor=PaleGreen|N ||bgcolor=MistyRose|0 ||bgcolor=MistyRose|0 ||bgcolor=LemonChiffon|S ||bgcolor=LemonChiffon|S ||bgcolor=PaleGreen|N ||bgcolor=MistyRose|0 ||bgcolor=MistyRose|0 ||bgcolor=MistyRose|0 ||bgcolor=PaleGreen|N ||bgcolor=MistyRose|0 ||bgcolor=MistyRose|0<br />
|- style="background-color: #ddd"<br />
!style="width:19%"|Updated !!style="width:3%"|Cut !!style="width:3%"|bTb !!style="width:3%"|Bul !!style="width:3%"|Crb !!style="width:3%"|Rif !!style="width:3%"|Man !!style="width:3%"|Blo !!style="width:3%"|Dag !!style="width:3%"|Ban !!style="width:3%"|Gem !!style="width:3%"|Drt !!style="width:3%"|GPS !!style="width:3%"|FAK !!style="width:3%"|ShS !!style="width:3%"|bPb !!style="width:3%"|Mac !!style="width:3%"|bCut !!style="width:3%"|BotW !!style="width:3%"|bMac !!style="width:3%"|Snk !!style="width:3%"|HH !!style="width:3%"|Rum !!style="width:3%"|Wood !!style="width:3%"|gc !!style="width:3%"|Beer !!style="width:3%"|Gou !!style="width:3%"|Kni<br />
|-<br />
|[[User:Elembis|Elembis]] 07:25, 3 June 2006 (BST)||bgcolor=MistyRose| 0 || x ||bgcolor=MistyRose| 0 ||bgcolor=MistyRose| 0 || x || x || x || x || x ||bgcolor=MistyRose| 0 || x ||bgcolor=MistyRose| 0 ||bgcolor=MistyRose| 0 || x || x || x ||bgcolor=MistyRose| 0 ||bgcolor=MistyRose| 0 || x || x || x ||bgcolor=MistyRose| 0 || x || x || x || x || x <br />
|-<br />
|[[User:Elembis|Elembis]] 07:53, 1 June 2006 (BST)||bgcolor=MistyRose| 0 || x ||bgcolor=MistyRose| 0 ||bgcolor=MistyRose| 0 || x || x || x || x || x ||bgcolor=MistyRose| 0 || x ||bgcolor=MistyRose| 0 ||bgcolor=MistyRose| 0 || x || x || x ||bgcolor=MistyRose| 0 ||bgcolor=MistyRose| 0 || x || x || x ||bgcolor=MistyRose| 0 || x || x || x || x || x <br />
|-<br />
|[[User:Lint|Lint]] 00:36, 5 May 2006 (BST)||bgcolor=MistyRose| 0 || x ||bgcolor=MistyRose| 0 ||bgcolor=MistyRose| 0 || x || x || x || x || x ||bgcolor=MistyRose| 0 || x ||bgcolor=MistyRose| 0 ||bgcolor=MistyRose| 0 || x || x || x ||bgcolor=MistyRose| 0 ||bgcolor=MistyRose| 0 || x || x || x ||bgcolor=MistyRose| 0 ||bgcolor=MistyRose| 0 || x || x || x || x <br />
|}<br />
<br />
== [[Derby]] ==<br />
<br />
{| border="1" cellpadding="2" cellspacing="1" style="background-color:#f9f9f9; border:solid 1px #ccc; border-collapse: collapse; font-size: 80%; margin-bottom: 1em; text-align: center"<br />
|- style="background-color: #ccc"<br />
!colspan="28"| Derby trading hut stock reports<br />
|- style="background-color: #ddd"<br />
!style="width:19%"|Updated !!style="width:3%"|Mac !!style="width:3%"|Blo !!style="width:3%"|Drt !!style="width:3%"|Rif !!style="width:3%"|Bul !!style="width:3%"|FAK !!style="width:3%"|HH !!style="width:3%"|GPS !!style="width:3%"|gc !!style="width:3%"|ShS !!style="width:3%"|bMac !!style="width:3%"|Gou !!style="width:3%"|Ban !!style="width:3%"|Man !!style="width:3%"|bTB !!style="width:3%"|bPb !!style="width:3%"|BotW !!style="width:3%"|Beer !!style="width:3%"|Wood !!style="width:3%"|Crb !!style="width:3%"|Dag !!style="width:3%"|Gem !!style="width:3%"|Cut !!style="width:3%"|Snk !!style="width:3%"|Kni !!style="width:3%"|Rum !!style="width:3%"|bCut<br />
<!-- REVISED SAMPLE ROW, TO COPY AND PASTE (at the top of the list, removing the <nowiki></nowiki> tags) ---<br />
|- <br />
| <nowiki>~~~~</nowiki><br />
|Mac ||Blo ||Drt<br />
|Rif ||Bul ||FAK<br />
|HH ||GPS ||gc<br />
|ShS ||bMac ||Gou <br />
|Ban ||Man ||bTB<br />
|bPb ||BotW ||Beer<br />
|Wood ||Crb ||Dag<br />
|Gem ||Cut ||Snk <br />
|Kni ||Rum ||bCut<br />
---- END OF SAMPLE ROW --><br />
|- bgcolor=PaleGreen<br />
|bgcolor=#f9f9f9| [[User:Tycho44|Tycho44]] 00:55, 17 June 2006 (BST)<br />
|N ||N ||18<br />
|N ||N ||bgcolor=LemonChiffon| 2<br />
|bgcolor=MistyRose|0 ||N ||N<br />
|N ||N ||14<br />
|N ||N ||bgcolor=LemonChiffon| 4<br />
|bgcolor=LemonChiffon| 3 ||18 ||N<br />
|bgcolor=MistyRose|0 ||bgcolor=LemonChiffon| 9+ ||N<br />
|bgcolor=LemonChiffon| S ||N ||bgcolor=MistyRose|0 <br />
|N ||bgcolor=LemonChiffon| 3 ||bgcolor=LemonChiffon| 2<br />
|- bgcolor=PaleGreen<br />
|bgcolor=#f9f9f9| [[User:Tycho44|Tycho44]] 07:35, 8 June 2006 (BST)<br />
| N <br />
| N <br />
| 44 <br />
| N <br />
| N<br />
| N <br />
| bgcolor=LemonChiffon| S<br />
| N <br />
| N<br />
| N <br />
| N <br />
| bgcolor=LemonChiffon| 9+ <br />
| N <br />
| N <br />
| bgcolor=LemonChiffon| 4 <br />
| bgcolor=LemonChiffon| 3<br />
| bgcolor=LemonChiffon | 8 <br />
| N <br />
| bgcolor=LemonChiffon| 6+ <br />
| bgcolor=LemonChiffon| 6 <br />
| N <br />
| bgcolor=LemonChiffon| S <br />
| N <br />
| bgcolor=MistyRose| 0 <br />
| N <br />
| bgcolor=LemonChiffon| 3 <br />
| bgcolor=LemonChiffon| 2 <br />
|- bgcolor=PaleGreen<br />
|bgcolor=#f9f9f9| [[User:Tycho44|Tycho44]] 02:20, 4 June 2006 (BST)<br />
| bgcolor=PowderBlue| L <br />
| N <br />
| 29 <br />
| N <br />
| bgcolor=PowderBlue| L <br />
| N <br />
| bgcolor=LemonChiffon| S<br />
| N <br />
| N<br />
| N <br />
| N <br />
| bgcolor=LemonChiffon| S <br />
| N <br />
| N <br />
| bgcolor=LemonChiffon| S <br />
| bgcolor=LemonChiffon| S<br />
| bgcolor=MistyRose| 0 <br />
| N <br />
| bgcolor=LemonChiffon| S <br />
| bgcolor=LemonChiffon| S <br />
|bgcolor=LemonChiffon| S <br />
| bgcolor=LemonChiffon| S <br />
| N <br />
| bgcolor=LemonChiffon| S <br />
| N<br />
| bgcolor=LemonChiffon| S <br />
| bgcolor=MistyRose| 0 <br />
|- <br />
| [[User:Tycho44|Tycho44]] 12:17, 24 May 2006 (BST)<br />
| x <br />
| x <br />
| x <br />
| x <br />
| x <br />
| x <br />
|bgcolor=MistyRose| 0 <br />
|bgcolor=MistyRose| 0 <br />
| x<br />
| x <br />
| x <br />
| x <br />
| x<br />
| x <br />
|bgcolor=MistyRose| 0 <br />
| x<br />
| x<br />
| x <br />
|bgcolor=MistyRose| 0 <br />
| x <br />
| x <br />
| x <br />
| x <br />
|bgcolor=MistyRose| 0 <br />
| x<br />
|bgcolor=MistyRose| 0 <br />
|bgcolor=MistyRose| 0 <br />
|- <br />
| [[User:Tycho44|Tycho44]] 01:22, 18 May 2006 (BST)<br />
| x <br />
| x <br />
| x <br />
| x <br />
| x <br />
|bgcolor=MistyRose| 0 <br />
|bgcolor=MistyRose| 0 <br />
|bgcolor=MistyRose| 0 <br />
| x <br />
| x <br />
| x <br />
| x <br />
| x <br />
| x <br />
|bgcolor=MistyRose| 0 <br />
|bgcolor=MistyRose| 0 <br />
| x <br />
| x <br />
|bgcolor=MistyRose| 0 <br />
| x <br />
| x <br />
| x <br />
| x <br />
|bgcolor=MistyRose| 0 <br />
| x <br />
|bgcolor=MistyRose| 0 <br />
|bgcolor=MistyRose| 0 <br />
|- <br />
| [[User:Tycho44|Tycho44]] 05:04, 8 May 2006 (BST)<br />
| x <br />
| x <br />
|bgcolor=MistyRose| 0 <br />
| x <br />
| x <br />
| x <br />
|bgcolor=MistyRose| 0 <br />
| x <br />
| x <br />
| x <br />
| x <br />
| x <br />
| x <br />
| x <br />
|bgcolor=MistyRose| 0 <br />
|bgcolor=MistyRose| 0 <br />
| x <br />
| x <br />
|bgcolor=MistyRose| 0 <br />
| x <br />
| x <br />
| x <br />
|bgcolor=MistyRose| 0 <br />
|bgcolor=MistyRose| 0 <br />
| x <br />
|bgcolor=MistyRose| 0 <br />
|bgcolor=MistyRose| 0 <br />
|- <br />
| [[User:Tycho44|Tycho44]] 07:17, 4 May 2006 (BST)<br />
| x <br />
| x <br />
|bgcolor=MistyRose| 0 <br />
| x <br />
| x <br />
| x <br />
|bgcolor=MistyRose| 0 <br />
| x <br />
| x <br />
| x <br />
| x <br />
| x <br />
| x <br />
| x <br />
|bgcolor=MistyRose| 0 <br />
| x <br />
| x <br />
| x <br />
| x <br />
| x <br />
| x <br />
| x <br />
|bgcolor=MistyRose| 0 <br />
|bgcolor=MistyRose| 0 <br />
| x <br />
|bgcolor=MistyRose| 0 <br />
|bgcolor=MistyRose| 0 <br />
|- <br />
| [[User:Tycho44|Tycho44]] 19:21, 2 May 2006 (BST)<br />
| x <br />
| x <br />
| <br />
| x <br />
| <br />
| <br />
| <br />
| x <br />
| x <br />
| x <br />
| x <br />
| x <br />
| x <br />
| x <br />
| <br />
| <br />
| <br />
| x <br />
| <br />
| <br />
| x <br />
| x <br />
| <br />
| <br />
| x <br />
| <br />
| <br />
|}<br />
<br />
==[[Durham]]==<br />
<br />
{| border="1" cellpadding="2" cellspacing="1" style="background-color:#f9f9f9; border:solid 1px #ccc; border-collapse: collapse; font-size: 80%; margin-bottom: 1em; text-align: center"<br />
|- style="background-color: #ccc"<br />
!colspan="28"| Durham trading hut stock reports<br />
|- style="background-color: #ddd"<br />
!style="width:19%"|Updated !!style="width:3%"|Mac !!style="width:3%"|Blo !!style="width:3%"|Drt !!style="width:3%"|Rif !!style="width:3%"|Bul !!style="width:3%"|FAK !!style="width:3%"|HH !!style="width:3%"|GPS !!style="width:3%"|gc !!style="width:3%"|ShS !!style="width:3%"|bMac !!style="width:3%"|Gou !!style="width:3%"|Ban !!style="width:3%"|Man !!style="width:3%"|bTB !!style="width:3%"|bPb !!style="width:3%"|BotW !!style="width:3%"|Beer !!style="width:3%"|Wood !!style="width:3%"|Crb !!style="width:3%"|Dag !!style="width:3%"|Gem !!style="width:3%"|Cut !!style="width:3%"|Snk !!style="width:3%"|Kni !!style="width:3%"|Rum !!style="width:3%"|bCut<br />
<!-- REVISED SAMPLE ROW, TO COPY AND PASTE (at the top of the list, removing the <nowiki></nowiki> tags) ---<br />
|- <br />
| <nowiki>~~~~</nowiki><br />
|Mac ||Blo ||Drt<br />
|Rif ||Bul ||FAK<br />
|HH ||GPS ||gc<br />
|ShS ||bMac ||Gou <br />
|Ban ||Man ||bTB<br />
|bPb ||BotW ||Beer<br />
|Wood ||Crb ||Dag<br />
|Gem ||Cut ||Snk <br />
|Kni ||Rum ||bCut<br />
---- END OF SAMPLE ROW --><br />
|- <br />
!colspan="28"| old format Durham trading hut stock reports<br />
|- style="background-color: #ddd"<br />
!style="width:19%"|Updated !!style="width:3%"|Cut !!style="width:3%"|bTb !!style="width:3%"|Bul !!style="width:3%"|Crb !!style="width:3%"|Rif !!style="width:3%"|Man !!style="width:3%"|Blo !!style="width:3%"|Dag !!style="width:3%"|Ban !!style="width:3%"|Gem !!style="width:3%"|Drt !!style="width:3%"|GPS !!style="width:3%"|FAK !!style="width:3%"|ShS !!style="width:3%"|bPb !!style="width:3%"|Mac !!style="width:3%"|bCut !!style="width:3%"|BotW !!style="width:3%"|bMac !!style="width:3%"|Snk !!style="width:3%"|HH !!style="width:3%"|Rum !!style="width:3%"|Wood !!style="width:3%"|gc !!style="width:3%"|Beer !!style="width:3%"|Gou !!style="width:3%"|Kni<br />
|- <br />
|[[User:Tycho44|Tycho44]] 11:03, 20 May 2006 (BST)|| x || x || x || x || x || x || x || x || x || x || x ||bgcolor=MistyRose| 0 || x || x ||bgcolor=MistyRose| 0 || x ||bgcolor=MistyRose| 0 || x || x ||bgcolor=MistyRose| 0 || x || x || x || x || x || x || x <br />
|- <br />
|[[User:Lint|Lint]] 00:35, 3 May 2006 (BST)|| x || || x ||bgcolor=MistyRose| 0 || x || x || x || x || x || x || x ||bgcolor=MistyRose| 0 || x || x || || x ||bgcolor=MistyRose| 0 || x ||bgcolor=MistyRose| 0 ||bgcolor=MistyRose| 0 ||bgcolor=MistyRose| 0 || x || x || x || x || x || x <br />
|}<br />
<br />
==[[York]]==<br />
<br />
{| border="1" cellpadding="2" cellspacing="1" style="background-color:#f9f9f9; border:solid 1px #ccc; border-collapse: collapse; font-size: 80%; margin-bottom: 1em; text-align: center"<br />
|- style="background-color: #ccc"<br />
!colspan="28"| York trading hut stock reports<br />
|- style="background-color: #ddd"<br />
!style="width:19%"|Updated !!style="width:3%"|Mac !!style="width:3%"|Blo !!style="width:3%"|Drt !!style="width:3%"|Rif !!style="width:3%"|Bul !!style="width:3%"|FAK !!style="width:3%"|HH !!style="width:3%"|GPS !!style="width:3%"|gc !!style="width:3%"|ShS !!style="width:3%"|bMac !!style="width:3%"|Gou !!style="width:3%"|Ban !!style="width:3%"|Man !!style="width:3%"|bTB !!style="width:3%"|bPb !!style="width:3%"|BotW !!style="width:3%"|Beer !!style="width:3%"|Wood !!style="width:3%"|Crb !!style="width:3%"|Dag !!style="width:3%"|Gem !!style="width:3%"|Cut !!style="width:3%"|Snk !!style="width:3%"|Kni !!style="width:3%"|Rum !!style="width:3%"|bCut<br />
<!-- REVISED SAMPLE ROW, TO COPY AND PASTE (at the top of the list, removing the <nowiki></nowiki> tags) ---<br />
|- <br />
| <nowiki>~~~~</nowiki><br />
|Mac ||Blo ||Drt<br />
|Rif ||Bul ||FAK<br />
|HH ||GPS ||gc<br />
|ShS ||bMac ||Gou <br />
|Ban ||Man ||bTB<br />
|bPb ||BotW ||Beer<br />
|Wood ||Crb ||Dag<br />
|Gem ||Cut ||Snk <br />
|Kni ||Rum ||bCut<br />
---- END OF SAMPLE ROW --><br />
|- <br />
!colspan="28"| old format York trading hut stock reports<br />
|- style="background-color: #ddd"<br />
!style="width:19%"|Updated !!style="width:3%"|Cut !!style="width:3%"|bTb !!style="width:3%"|Bul !!style="width:3%"|Crb !!style="width:3%"|Rif !!style="width:3%"|Man !!style="width:3%"|Blo !!style="width:3%"|Dag !!style="width:3%"|Ban !!style="width:3%"|Gem !!style="width:3%"|Drt !!style="width:3%"|GPS !!style="width:3%"|FAK !!style="width:3%"|ShS !!style="width:3%"|bPb !!style="width:3%"|Mac !!style="width:3%"|bCut !!style="width:3%"|BotW !!style="width:3%"|bMac !!style="width:3%"|Snk !!style="width:3%"|HH !!style="width:3%"|Rum !!style="width:3%"|Wood !!style="width:3%"|gc !!style="width:3%"|Beer !!style="width:3%"|Gou !!style="width:3%"|Kni<br />
|- <br />
| [[User:Elembis|Elembis]] 06:57, 10 June 2006 (BST)<br />
|x ||bgcolor=MistyRose|0 ||x <br />
|x ||x ||x <br />
|x ||x ||x <br />
|x ||x ||bgcolor=PaleGreen|N <br />
|bgcolor=MistyRose|0 ||x ||x <br />
|x ||bgcolor=MistyRose|0 ||x <br />
|x ||x ||bgcolor=PaleGreen|N <br />
|bgcolor=MistyRose|0 ||x ||x <br />
|x ||x ||x<br />
|- <br />
| [[User:Elembis|Elembis]] 07:09, 9 June 2006 (BST)<br />
|bgcolor=PaleGreen|N ||bgcolor=MistyRose|0 ||bgcolor=PowderBlue|L <br />
|bgcolor=PaleGreen|N ||bgcolor=PaleGreen|N ||bgcolor=PaleGreen|N <br />
|bgcolor=PaleGreen|N ||bgcolor=PaleGreen|N ||bgcolor=PaleGreen|N <br />
|bgcolor=LemonChiffon|S ||bgcolor=PaleGreen|N ||bgcolor=PaleGreen|N <br />
|bgcolor=PaleGreen|N ||bgcolor=PaleGreen|N ||bgcolor=PaleGreen|N <br />
|bgcolor=PaleGreen|N ||bgcolor=MistyRose|0 ||bgcolor=LemonChiffon|S <br />
|bgcolor=PaleGreen|N ||bgcolor=LemonChiffon|S ||bgcolor=PaleGreen|10+ <br />
|bgcolor=MistyRose|0 ||bgcolor=PaleGreen|N ||bgcolor=PaleGreen|N <br />
|bgcolor=PaleGreen|N ||bgcolor=LemonChiffon|S ||bgcolor=PaleGreen|N <br />
|- bgcolor=PaleGreen<br />
|bgcolor=#f9f9f9| [[User:Tycho44|Tycho44]] 22:27, 7 June 2006 (BST)<br />
| N ||bgcolor=MistyRose| 0 ||bgcolor=LemonChiffon| 4<br />
| 15|| N || N<br />
| N || N || N<br />
|bgcolor=LemonChiffon| S || 48|| N<br />
| N || N || 19<br />
| N ||bgcolor=MistyRose| 0 ||bgcolor=LemonChiffon| 6<br />
| N ||bgcolor=LemonChiffon| 8 ||bgcolor=LemonChiffon| 1<br />
|bgcolor=MistyRose| 0 ||bgcolor=LemonChiffon| 6+ || N<br />
| N ||bgcolor=LemonChiffon| 2 || N<br />
|- bgcolor=PaleGreen<br />
|bgcolor=#f9f9f9| [[User:Tycho44|Tycho44]] 20:13, 2 June 2006 (BST)<br />
| N ||bgcolor=MistyRose| 0 || N <br />
|bgcolor=LemonChiffon| S || N || N <br />
| N || N || N <br />
|bgcolor=LemonChiffon| S || N || N <br />
|bgcolor=LemonChiffon| S || N ||bgcolor=MistyRose| 0 <br />
|bgcolor=PowderBlue| L ||bgcolor=MistyRose| 0 ||bgcolor=LemonChiffon| S <br />
| N ||bgcolor=MistyRose| 0 ||bgcolor=MistyRose| 0 <br />
|bgcolor=MistyRose| 0 ||bgcolor=MistyRose| 0 || N <br />
| N ||bgcolor=LemonChiffon| S ||bgcolor=PowderBlue| L<br />
|- <br />
| [[User:Tycho44|Tycho44]] 00:37, 2 June 2006 (BST)<br />
|colspan="27" bgcolor=MistyRose|''N/A (trader dead)''<br />
|- <br />
| [[User:Tycho44|Tycho44]] 08:20, 24 May 2006 (BST)<br />
| x ||bgcolor=MistyRose| 0 || x <br />
| x || x || x <br />
| x || x || x <br />
| x || x ||bgcolor=MistyRose| 0 <br />
| x || x ||bgcolor=MistyRose| 0 <br />
| x || x || x <br />
| x ||bgcolor=MistyRose| 0 ||bgcolor=MistyRose| 0 <br />
| x ||bgcolor=MistyRose| 0 || x <br />
| x || x || x <br />
|- <br />
| [[User:Tycho44|Tycho44]] 07:34, 21 May 2006 (BST)<br />
| x ||bgcolor=MistyRose| 0 || x <br />
| x || x || x <br />
| x || x || x <br />
| x || x ||bgcolor=MistyRose| 0 <br />
| x || x ||bgcolor=MistyRose| 0 <br />
| x ||bgcolor=MistyRose| 0 || x <br />
| x ||bgcolor=MistyRose| 0 || x <br />
|bgcolor=MistyRose| 0 ||bgcolor=MistyRose| 0 || x <br />
| x || x || x <br />
|- <br />
| [[User:Tycho44|Tycho44]] 17:21, 17 May 2006 (BST)<br />
| x ||bgcolor=MistyRose| 0 || x <br />
| x || x || x <br />
| x || x || x <br />
| x || x ||bgcolor=MistyRose| 0 <br />
| x || x ||bgcolor=MistyRose| 0 <br />
| x ||bgcolor=MistyRose| 0 || x <br />
|bgcolor=MistyRose| 0 ||bgcolor=MistyRose| 0 || x <br />
| x ||bgcolor=MistyRose| 0 || x <br />
| x || x || x <br />
|- <br />
| [[User:Tycho44|Tycho44]] 04:34, 10 May 2006 (BST)<br />
| x ||bgcolor=MistyRose| 0 || x <br />
| x || x || x <br />
| x || x || x <br />
| x || x ||bgcolor=MistyRose| 0 <br />
| x || x || x <br />
| x ||bgcolor=MistyRose| 0 || x <br />
| x ||bgcolor=MistyRose| 0 ||bgcolor=MistyRose| 0 <br />
| x || x || x <br />
| x || x || x <br />
|- <br />
| [[User:Tycho44|Tycho44]] 09:44, 7 May 2006 (BST)<br />
| x ||bgcolor=MistyRose| 0 || x <br />
|bgcolor=MistyRose| 0 || x || x <br />
| x || x || x <br />
| x || x ||bgcolor=MistyRose| 0 <br />
|bgcolor=MistyRose| 0 || x || x <br />
| x || x || x <br />
| x ||bgcolor=MistyRose| 0 ||bgcolor=MistyRose| 0 <br />
| x ||bgcolor=MistyRose| 0 || x <br />
| x || x || x <br />
|- <br />
| [[User:Tycho44|Tycho44]] 19:21, 2 May 2006 (BST)<br />
|bgcolor=MistyRose| 0 ||bgcolor=MistyRose| 0 || x <br />
|bgcolor=MistyRose| 0 || x || x <br />
| x || x || x <br />
| x || x ||bgcolor=MistyRose| 0 <br />
| x || x ||bgcolor=MistyRose| 0 <br />
| x ||bgcolor=MistyRose| 0 || x <br />
| x ||bgcolor=MistyRose| 0 || x <br />
| x ||bgcolor=MistyRose| 0 || x <br />
| x || x || x <br />
|}<br />
<br />
==[[Shipwreck]]==<br />
<br />
{| border="1" cellpadding="2" cellspacing="1" style="background-color:#f9f9f9; border:solid 1px #ccc; border-collapse: collapse; font-size: 80%; margin-bottom: 1em; text-align: center"<br />
|- style="background-color: #ccc"<br />
!colspan="28"| Shipwreck trading hut stock reports<br />
|- style="background-color: #ddd"<br />
!style="width:19%"|Updated !!style="width:3%"|Mac !!style="width:3%"|Blo !!style="width:3%"|Drt !!style="width:3%"|Rif !!style="width:3%"|Bul !!style="width:3%"|FAK !!style="width:3%"|HH !!style="width:3%"|GPS !!style="width:3%"|gc !!style="width:3%"|ShS !!style="width:3%"|bMac !!style="width:3%"|Gou !!style="width:3%"|Ban !!style="width:3%"|Man !!style="width:3%"|bTB !!style="width:3%"|bPb !!style="width:3%"|BotW !!style="width:3%"|Beer !!style="width:3%"|Wood !!style="width:3%"|Crb !!style="width:3%"|Dag !!style="width:3%"|Gem !!style="width:3%"|Cut !!style="width:3%"|Snk !!style="width:3%"|Kni !!style="width:3%"|Rum !!style="width:3%"|bCut<br />
<!-- REVISED SAMPLE ROW, TO COPY AND PASTE (at the top of the list, removing the <nowiki></nowiki> tags) ---<br />
|- <br />
| <nowiki>~~~~</nowiki><br />
|Mac ||Blo ||Drt<br />
|Rif ||Bul ||FAK<br />
|HH ||GPS ||gc<br />
|ShS ||bMac ||Gou <br />
|Ban ||Man ||bTB<br />
|bPb ||BotW ||Beer<br />
|Wood ||Crb ||Dag<br />
|Gem ||Cut ||Snk <br />
|Kni ||Rum ||bCut<br />
---- END OF SAMPLE ROW --><br />
|- <br />
!colspan="28"| old format shipwreck trading hut stock reports<br />
|- style="background-color: #ddd"<br />
!style="width:19%"|Updated !!style="width:3%"|Cut !!style="width:3%"|bTb !!style="width:3%"|Bul !!style="width:3%"|Crb !!style="width:3%"|Rif !!style="width:3%"|Man !!style="width:3%"|Blo !!style="width:3%"|Dag !!style="width:3%"|Ban !!style="width:3%"|Gem !!style="width:3%"|Drt !!style="width:3%"|GPS !!style="width:3%"|FAK !!style="width:3%"|ShS !!style="width:3%"|bPb !!style="width:3%"|Mac !!style="width:3%"|bCut !!style="width:3%"|BotW !!style="width:3%"|bMac !!style="width:3%"|Snk !!style="width:3%"|HH !!style="width:3%"|Rum !!style="width:3%"|Wood !!style="width:3%"|gc !!style="width:3%"|Beer !!style="width:3%"|Gou !!style="width:3%"|Kni<br />
|- <br />
|- bgcolor=PaleGreen<br />
|bgcolor=#f9f9f9| [[User:Tycho44|Tycho44]] 00:20, 8 June 2006 (BST)<br />
|N ||bgcolor=MistyRose| 0 ||bgcolor=MistyRose| 0 <br />
|bgcolor=LemonChiffon| 1 ||N ||bgcolor=LemonChiffon| 4 <br />
|N ||N ||bgcolor=MistyRose| 0 <br />
|N ||bgcolor=LemonChiffon| 10||bgcolor=MistyRose| 0 <br />
|bgcolor=LemonChiffon| 2+||bgcolor=MistyRose| 0 ||16 <br />
|bgcolor=LemonChiffon| 4+||N ||bgcolor=LemonChiffon| 4 <br />
|bgcolor=LemonChiffon| 2 ||bgcolor=MistyRose| 0 ||bgcolor=LemonChiffon| 2+ <br />
|bgcolor=LemonChiffon| 5 ||bgcolor=LemonChiffon| 2 ||N <br />
|bgcolor=MistyRose| 0 ||bgcolor=MistyRose| 0 ||N <br />
|-<br />
|[[User:Tycho44|Tycho44]] 18:57, 24 May 2006 (BST)<br />
|x ||bgcolor=MistyRose| 0 ||bgcolor=MistyRose| 0 <br />
|bgcolor=MistyRose| 0 ||x ||bgcolor=MistyRose| 0 <br />
|x ||x ||x <br />
|x ||x ||bgcolor=MistyRose| 0 <br />
|bgcolor=MistyRose| 0 ||bgcolor=MistyRose| 0 ||x <br />
|bgcolor=MistyRose| 0 ||x ||bgcolor=MistyRose| 0 <br />
|bgcolor=MistyRose| 0 ||bgcolor=MistyRose| 0 ||x <br />
|x ||bgcolor=MistyRose| 0 ||x <br />
|bgcolor=MistyRose| 0 ||bgcolor=MistyRose| 0 ||x <br />
|}<br />
<br />
[[Category:Statistics]]</div>Linthttps://wiki.shartak.com/index.php?title=Template_talk:Delete&diff=7577Template talk:Delete2006-06-18T00:19:15Z<p>Lint: </p>
<hr />
<div>==Dates in the template==<br />
I think we should add a "date" field to Template:Delete. This would let people viewing the article know when the tag was added. ("This article or file was marked for deletion on 11 June 2006 because we don't need no stinkin' badges.") It could also be used in the template's link to [[:Category:Delete]] to show dates to the right of an article's name in the category listing, which would let administrators browsing the category listing see how long each article had been up for deletion. I thought about sorting by date, but different people have different date settings, so that wouldn't work. &mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 22:18, 17 June 2006 (BST)<br />
<br />
:Hmm. Use the date as a sortkey for the Category link? That sounds generally useful. I never saw anything handled quite like that, but I can't seem to think of anything that it would break. --[[User:Lint|Lint]] 01:19, 18 June 2006 (BST)</div>Linthttps://wiki.shartak.com/index.php?title=Talk:Death&diff=7481Talk:Death2006-06-16T19:45:51Z<p>Lint: /* General Spirit Questions */</p>
<hr />
<div>the spend 50ap to contact a shamen applies to outsiders and natives so I took out the "an outsider" right before spirt.<br />
<br />
== General Spirit Questions ==<br />
Q. When you say that a spirit can move freely, do you mean movement costs no AP?<br />
<br />
A. Movement does cost AP, what it means is you can travel through jungle that you would have to chop first without the need to chop.I have no clue what it means for water however, it may still take 2 ap to travel through. -- [[User:Daylan|Daylan]]<br />
:Both water and swamp only take 1 AP when dead. --[[User:Dr. J|Dr. J]]<br />
::Does movement through jungle with the trekking skill cost 1AP or 1/2? -- [[User:Daylan|Daylan]]<br />
:::According to Jackel's note on the Suggestions page, Trekking doesn't work when you're a spirit. --[[User:Lint|Lint]] 03:48, 7 March 2006 (GMT)<br />
<br />
Q. What actions can a spirit perform?<br />
<br />
A. With no skills you can only move, refresh, and contact shamen to get revived for 50ap, looking at the skills page it would seem that you can get skills to talk and a skill to scream whatever the use of that is.-- [[User:Daylan|Daylan]]<br />
:I have been able to enter and leave a hut as a spirit. :D --[[User:Lint|Lint]] 03:48, 7 March 2006 (GMT)<br />
<br />
A. Futhermore, the movement while a spirit does NOT appear to update on the player's map. A logical, if frustrating fact.--[[User:Jackel|Jackel]] 01:40, 6 March 2006 (GMT)<br />
<br />
Q. Is there any punishment for death? Lost items? Lost experience?<br />
<br />
A. As far as I could tell, I lost no xp or items when I died so the only "punishment" is having to spend ap to goto a shamen, ethier by spending 50ap or moving to the closest village and getting revived. -- [[User:Daylan|Daylan]]<br />
:My character, which died from an untreated shark bite, is still wounded after being revived. --[[User:Lint|Lint]] 03:48, 7 March 2006 (GMT)<br />
::(Lingering shark bite bug appears to have been fixed.) --[[User:Tycho44|Tycho44]] 02:08, 17 May 2006 (BST)<br />
<br />
Thank you both. --[[User:Lint|Lint]] 19:13, 26 February 2006 (GMT)<br />
<br />
=== Scream replaced by shriek and wail ===<br />
I was a spirit a little over 48 hours ago and I was able to "scream" and "wail" (there was a seperate button for each). The recent edit suggests that this is no longer possible as "shriek" replaces "scream" - is that really the case? --[[User:Lint|Lint]] 20:45, 16 June 2006 (BST)<br />
<br />
== Haunting Scream Tree Questions/Comments ==<br />
When I recently died, I think each Haunting Scream cost one AP and produced a message to state that I screamed. I found a fellow Native with Sixth sense and proceeded to scream at them. There was no indication of anyone being damaged by it although I did earn XP (which in my haste, I suppose I didn't document). I resurrected and returned to my test subject to see that they did not sustain any damage. So perhaps I was unknowingly attacking a Survivor that was hiding nearby? I guess it might also be impossible to PK with the screams. --[[User:Lint|Lint]] 00:52, 28 April 2006 (BST)<br />
<br />
None of the Shriek/Scream/Wail effects can be used in the presence of a village Shaman (flavour text to the effect that the Shaman spreads a peaceful aura or somesuch). Unknown radius. Observed up to 4 squares away from the Pirate's Shaman). I expect to be a spirit, shortly, and will test the radius. It may be worth returning to my home village to see if there is a distinction between home/away --[[User:Anothertwilight|Anothertwilight]] 10:10, 1 May 2006 (BST)<br />
:The effects of scream are blocked in a 5x5 square centred on the village Shaman, the effects of wail are negated over an area of 11x11 - "You feel the calming influence of the shaman, Jakota, sweep over you and the scream dies in your throat." and "You feel the calming influence of the shaman, Jakota, sweep over you and the banshee wail dies in your throat."[[User:Anothertwilight|Anothertwilight]] 00:08, 2 May 2006 (BST)<br />
<br />
<br />
=== XP ===<br />
Q. Are you earning XP for the damage you deal with Haunting scream / Shocking shriek / Banshee wail? --[[User:Lint|Lint]] 23:43, 18 April 2006 (BST)<br />
<br />
A. Yes. Scream yields 1 XP per AP when in the same square as a target. Wail has a variable yield, each attempt costs 2 AP but XP varies as follows;<br />
<br><br />
:0 XP - "You let out a banshee wail but life carries on as normal."<br />
:1 XP - "You let out a banshee wail causing very slight damage."<br />
:4 XP - "You let out a banshee wail causing major damage."<br />
:5 XP - "You let out a banshee wail causing critical amounts of damage."<br />
<br />
Q. If yes. Is that XP consistent with combat-earned XP in that attacking your own type only earns 1/2 XP? --[[User:Lint|Lint]] 23:43, 18 April 2006 (BST)<br />
<br />
<br />
I see where your going with this, Lint. As it stands, I've only been on the receiving end of a banshee wail. Actually, about 20 of them, about half of them caused 4 points of damage to my native, and possibly the other 4 people in the sqaure I was in, if they happened to have "sixth sense". <br />
<br />
This tree needs some serious examination! If spirit players get XP for damage caused, than its an XP farm, since there's currently no way of harming or sanctioning "spirits", they can just sit back and wail without fear of repercussion. If they don't get XP, than its a grief tree--a consequence-free way of harming other players without risk or benefit to themselves. Having sixth sense is pointless without a means of defending oneself from these spirits. PLEASE ADDRESS THIS, SIMON! --[[User:Jackel|Jackel]] 00:24, 20 April 2006 (BST)<br />
:Actually, I was just curious about the skill's mechanics. I hadn't put much thought into abuse. --[[User:Lint|Lint]] 00:40, 20 April 2006 (BST)<br />
:: I wouldn't call it too much of an XP farm, it is much easier to escape from a ghost than a PKer. --[[User:Grigoriy|Grigoriy]] 18:48, 2 May 2006 (BST)<br />
::: But it is much much harder to track a ghost than a PKer. When a newbie character logs on after a PK death, they see the damage log, kill message, and profile info of their killer. A non-psychic character who logs on after dying from banshee wails has no idea who killed them (or even how many killers were involved). --[[User:Tycho44|Tycho44]] 23:13, 3 May 2006 (BST)<br />
::::Even those with sixth sense cannot see the name of the ghost that wailed at them. Honestly, though, I see no reason not to allow it. I'm working up for one of my characters to become a permanent ghost. I might make the switch as soon as I've got Haunting Scream, and get the rest of the necessary XP from that. I don't see it as an XP farm, but as a viable means of RP. That said, I've yet to hear anyone use Ghostly Whisper. :/ I'll certainly address that with the upcoming ghost character.--[[User:Wifey|Wifey]] 17:22, 9 May 2006 (BST)<br />
<br />
=== Range ===<br />
Q. How far can the scream reach? --[[User:Lint|Lint]] 00:52, 28 April 2006 (BST)<br />
<br />
=== Attract ===<br />
Q. Haunting Scream's description states it can attract spirits - any evidence of this? --[[User:Lint|Lint]] 00:52, 28 April 2006 (BST)<br />
<br />
=== Percentage ===<br />
I was recently the victim to a Banshee wail attack. I heard a total of 36 wails, and was damaged 7 times. A 19.4% success rate. --[[User:Lint|Lint]] 00:32, 30 April 2006 (BST)<br />
<br />
* I was hit by 5 of 12 wails, but there were about 10 other people in the hut, so that overall I suspect that there was a lot of mayhem. (Did that player really earn 4x5x10=200xp for 12 AP??) --[[User:Tycho44|Tycho44]] 17:12, 30 April 2006 (BST)<br />
: Spirits can wail inside huts, but not villages. If everone left the hut when they were done and didn't sleep in them, the ghost wouldn't be able to get much XP. --[[User:Grigoriy|Grigoriy]] 18:48, 2 May 2006 (BST)<br />
<br />
I now experienced a Shocking shriek attack. I heard a total of 25 shrieks, and was damaged 4 times. A 16% success rate. --[[User:Lint|Lint]] 01:02, 6 May 2006 (BST)<br />
<br />
=== Flavor text ===<br />
'''Haunting Scream'''<br />
*You let out a haunting scream.<br />
<br />
'''Shocking Shriek'''<br />
*You let out a shocking shriek but life carries on as normal.<br />
*You let out a shocking shriek causing just a little damage.<br />
*You let out a shocking shriek causing lots of damage.<br />
*You hear a shocking shriek coming from all around you.<br />
*You hear a shocking shriek coming from all around you, and lose 2 HP from fear.<br />
<br />
'''Banshee Wail'''<br />
*You hear a banshee wail coming from all around you.<br />
*You hear a banshee wail coming from all around you, and lose 4 HP from fear.<br />
<br />
== Data ==<br />
<br />
=== Scream ===<br />
<br />
=== Shriek ===<br />
Potential victims in the immediate area, cost per shriek, xp earned per success, amount of damage.<br />
{| border="1" cellpadding="5" cellspacing="1" style="border: solid 1px #ccc; border-collapse: collapse; background-color: #f9f9f9"<br />
|-bgcolor="#dddddd"<br />
! Class !! Victims !! AP cost !! XP earned !! Damage<br />
|-<br />
| Pirate<br />
| 5 Natives<br />
| 3 AP<br />
| 0 XP<br />
| but life carries on as normal<br />
|-<br />
| Pirate<br />
| 5 Natives<br />
| 3 AP<br />
| 2 XP<br />
| causing very slight damage<br />
|-<br />
| Pirate<br />
| 6 Natives<br />
| 3 AP<br />
| 0 XP<br />
| but life carries on as normal<br />
|-<br />
| Pirate<br />
| 6 Natives<br />
| 3 AP<br />
| 2 XP<br />
| causing very slight damage<br />
|-<br />
| Pirate<br />
| 6 Natives<br />
| 3 AP<br />
| 4 XP<br />
| causing just a little damage<br />
|-<br />
| Pirate<br />
| 6 Natives<br />
| 3 AP<br />
| 6 XP<br />
| causing a fair bit of damage<br />
|}<br />
<br />
====Type 2 table====<br />
|-<br />
| <nowiki>~~~~</nowiki> || AP || H/T || 1 || 2 || 3 || 4 || 5 || 6 || 7 || 8 || XP<br />
<br />
{| border="1" cellpadding="5" cellspacing="1" style="border: solid 1px #ccc; border-collapse: collapse; background-color: #f9f9f9; font-size: 90%"<br />
|-bgcolor="#dddddd"<br />
! Sig !! AP Cost !! Hits/Total !! 1 XP !! 2 XP !! 3 XP !! 4 XP !! 5 XP !! 6 XP !! 7 XP !! 8 XP !! Total XP<br />
|-<br />
| [[User:Lint|Lint]] 01:48, 3 June 2006 (BST) || 3 || 10 / 25 || _ || 7 || _ || 2 || _ || 1 || _ || _ || 28<br />
|-<br />
| [[User:Lint|Lint]] 03:35, 4 June 2006 (BST) || 3 || 10 / 25 || _ || 8 || _ || 2 || _ || _ || _ || _ || 24<br />
|-<br />
| [[User:Lint|Lint]] 00:39, 6 June 2006 (BST) || 6 || 8 / 13 || _ || 4 || _ || 4 || _ || _ || _ || _ || 24<br />
|-<br />
| [[User:Lint|Lint]] 03:25, 7 June 2006 (BST) || 6 || 10 / 13 || _ || 5 || _ || 3 || _ || 1 || _ || 1 || 36<br />
|-<br />
| [[User:Lint|Lint]] 06:15, 8 June 2006 (BST) || 6 || 8 / 10 || _ || 3 || _ || 4 || _ || _ || _ || 1 || 30<br />
|}<br />
<br />
=== Wail ===<br />
<br />
====Type 2 table====<br />
|-<br />
| <nowiki>~~~~</nowiki> || AP || H/T || 2 || 4 || 6 || 8 || 10 || 12 || 14 || 15 || XP<br />
<br />
{| border="1" cellpadding="5" cellspacing="1" style="border: solid 1px #ccc; border-collapse: collapse; background-color: #f9f9f9; font-size: 90%"<br />
|-bgcolor="#dddddd"<br />
! Sig !! AP Cost !! Hits/Total !! 2 XP !! 4 XP !! 6 XP !! 8 XP !! 10 XP !! 12 XP !! 14 XP !! 15 XP !! Total XP<br />
|-<br />
| [[User:Lint|Lint]] 10:44, 9 June 2006 (BST) || 6 || 8 / 13 || _ || 3 || _ || 2 || _ || 3 || _ || _ || 64<br />
|-<br />
| [[User:Lint|Lint]] 02:49, 11 June 2006 (BST) || 6 || 13/13 || _ || 3<sup>1</sup> || _ || 4 || _ || 5 || _ || 1<sup>2</sup> || 119<sup>???</sup><br />
|-<br />
| [[User:Lint|Lint]] 05:15, 12 June 2006 (BST) || 6 || 4 / 13 || _ || 3 || _ || 1 || _ || _ || _ || _ || 20<br />
|}<br />
<br />
*<sup>1</sup> Was earning 4 XP for "You let out a banshee wail but life carries on as normal." in a hut with 9 natives, which previously yielded nothing. --[[User:Lint|Lint]] 02:49, 11 June 2006 (BST)<br />
*<sup>2</sup> Was earning 15 XP for "You let out a banshee wail causing some damage." in a hut with 9 natives, which alters my theory that the rates doubled from the Shriek data. --[[User:Lint|Lint]] 02:49, 11 June 2006 (BST)<br />
<br />
<br />
{| border="1" cellpadding="5" cellspacing="1" style="border: solid 1px #ccc; border-collapse: collapse; background-color: #f9f9f9; font-size: 90%"<br />
|-bgcolor="#dddddd"<br />
! Sig !! Wails !! 0 XP !! 4 XP !! 8 XP !! 12 XP !! 15 XP !! Total XP !! Total AP !! Ratio<br />
|-<br />
| [[User:Tycho44|Tycho44]] 08:33, 16 June 2006 (BST) || 64 || 1 || 12 || 21 || 11 || 19 || 633 || 384 || 1.65<br />
|-<br />
| (copied Lint Jun 9-12) || 39 || 14 || 9 || 7 || 8 || 1 || 119 || 234 || 0.51<br />
|}<br />
<br />
=== Victims ===<br />
{| border="1" cellpadding="5" cellspacing="1" style="border: solid 1px #ccc; border-collapse: collapse; background-color: #f9f9f9"<br />
|-bgcolor="#dddddd"<br />
! Class !! Sixth sense !! Sound !! Damage<br />
|}<br />
<br />
== Revival at other towns/villages ==<br />
'''Note:''' ''Information and advice found in this section may be out-of-date with the recent shaman changes.'' --20:53, 16 May 2006 (BST)<br />
<br />
Can anyone confirm that a player can be revived at another town/village? My York scientist is currently a spirit, and not even very close to York, yet when I try to "contact a shaman", I am told that Kahuni (the NPC shaman at York) is currently trying to become a non-spirit himself, and can't revive me. I can't see any option that would allow another shaman to revive me, so I wonder how it can be done. --[[User:Jackel|Jackel]] 01:44, 6 March 2006 (GMT)<br />
:This is definitely possible, I have done it myself. All you need to do is find another village/settlement and then stand over the shamen. --[[User:Dr. J|Dr. J]] 01:46, 6 March 2006 (GMT)<br />
::This allows you to perform the evil trick of going to a native village as an outsider spirit (or vice-versa), reviving at the shaman and going on a killing spree...<br />
:::Agreed! I've resisted the temptation myself, but what's to stop me from entering a "hostile" village, murdering everything within my AP limit, getting killed, getting revived by the local shaman, waiting until my AP is maxed out, standing up, going on another murderous rampage, rinse, repeat until I'm about level 400? Its a lot better than wandering around looking for animals, and there's ZERO repercussions. This needs to be addressed, either through death sanctions, or something else. --[[User:Jackel|Jackel]] 00:28, 20 April 2006 (BST)<br />
::::In the case of the original poster, I assume that the local shaman had been killed, and resurrections were delayed pending the shaman's recovery. --[[User:Tycho44|Tycho44]] 19:59, 2 May 2006 (BST)<br />
<br />
Q: There appear to be two ways to revive: (1) I've been revived by clicking the "Contact Shaman (25AP)" button, but (2) how do you revive by hand? Generally floating back and forth over the shaman doesn't seem to help, nor does clicking "Refresh" repeatedly. Do you simply float onto the shaman's square, and then wait for a single clock tick?<br />
<br />
A: <s>Yes.</s> ''(Changed on May 16.)''<br />
:Well, this is interesting ... I've been standing over the Pirates' shaman for 4 clock ticks now, and haven't been revived. I wonder what's up? --[[User:Motogrrl|Motogrrl]] 20:26, 16 May 2006 (BST)<br />
A: Apparently, the only way to revive is to choose either contact hometown shaman (25AP) or contact nearest shaman (50AP). It is no longer possible to revive by floating over a shaman. Can anyone confirm that wandering jungle shamans cannot revive by floatover?? --[[User:Tycho44|Tycho44]] 02:10, 17 May 2006 (BST)<br />
<br />
== Avoiding Death ==<br />
<br />
How can someone avoid death? Hiding in a hut doesn't work. --[[User:LouisB3|LouisB3]] 22:43, 15 May 2006 (BST)<br />
:Best bet is to find a large group of others of your kind and stay on that square. Just hope that there aren't spirits lurking about! [[User:Arminius|Arminius]] 07:08, 16 May 2006 (BST)<br />
::Out in the middle of nowhere is often quite safe as well, since there is no one around to kill you. --[[User:Tycho44|Tycho44]] 08:04, 16 May 2006 (BST)<br />
:I heard that tying live salmon to your feet is a good death ward. Try it!--[[User:Wifey|Wifey]] 20:45, 16 May 2006 (BST)<br />
::You don't need [[Tracking|Expert Tracking]] to follow [[User:Wifey|Wifey]] around! --[[User:Tycho44|Tycho44]] 02:12, 17 May 2006 (BST)<br />
:::Don't be a native. Outsiders favor Natives by more than 2:1, and its no coincidence, as the current class stucture heavily favors them. Kinda odd for a virtually undiscovered island, they'll probably be strip malls in a few months. --[[User:Jackel|Jackel]] 05:11, 3 June 2006 (BST)</div>Lint