Difference between revisions of "Items"

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* '''[[Locations]]''': camps, jungle, beach
 
* '''[[Locations]]''': camps, jungle, beach
  
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: "You toss a gold coin into the air and catch it. It shows heads."
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Being the currency of the island, gold coins are the only items to require no inventory space, and up to 100 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: "You toss a gold coin into the air and catch it. It shows heads."
  
 
== Charms and Amulets ==
 
== Charms and Amulets ==

Revision as of 20:51, 28 December 2006

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 traded to traders for what they have in stock.

Most items are used for cost of 1 AP by clicking on them in the inventory. Clicking on items which are only useful in battle or trade will give you a short description of the item, at no cost of AP.

For more information, see Talk:Items.

Melee weapons

The default weapon, the punch, deals 1 point of base damage at 10% base accuracy.

There is a very low 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 a very low 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." The odds that a weapon will break on a given swing appear to be about 0.1%, and the odds of dealing extra damage look to be the same; see Special weapon event odds for more information.



Melee Weapons
Name Base damage Base accuracy Normal trade value Locations Notes
Knife 1 20% $80 Camps Required for writing messages on trees or huts.
Dagger 1 20% $80 Ruins Required for writing messages on trees or huts.
Machete 2 20% $100 Jungle Breakable. Required for chopping through the jungle. Can become a blunt machete when you chop vegetation; see Special weapon event odds.
Blunt machete 1 20% $70 Camps, Jungle 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.
Cutlass 2 20% $120 Ship Breakable. Required for chopping through the jungle. Can become a blunt cutlass when you chop vegetation; see Special weapon event odds.
Blunt cutlass 1 20% $80 Ship 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.
Heavy sword 4 20% $5000 Jungle (?) Extremely rare; only a few are rumored to exist.

Ranged weapons and ammunition

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.

Ranged Weapons
Name Base damage Base accuracy Normal trade value Locations Notes
Rifle 5 20% $300 Outsider ammunition huts, Outsider camps 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.)
Blowpipe 4+ 20% $300 Native ammunition huts, Native camps 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.). Initially inflicts 4 HP of damage for 4 XP. Animals take a further 2 HP of damage immediately from poison, while human targets incur 1 HP of damage on each of their next four actions. No XP is gained from poison damage.


Ammunition
Name Normal trade value Locations Notes
Rifle bullet $15 Outsider ammunition huts, Outsider camps Used as ammo for rifles (which hold 2 bullets each). Found as singles or in boxes with up to 9 in a box; boxes immediately break out into individual bullets, taking 1 inventory space per bullet. (Outsiders only; natives require outsider knowledge to use.)
Poison dart $10 Native ammunition huts, Native camps Used as ammo for blowpipes (which hold 1 dart each). Found as singles or in bundles with up to 9 in a bundle; bundles immediately break out into individual darts, taking 1 inventory space per dart. (Natives only; outsiders require native knowledge to use.)

Consumables

Using a consumable item takes 1 AP and removes the item from your inventory. XP is also gained equal to the HP restored or removed by the item.
Fruits and drinks may only be used on yourself. First aid kits and healing herbs may also be used to heal animals and other characters (including NPC traders and shamans). Attempting to use one on someone with full health uses no AP and does not waste the item; instead, you will see that "Player is already at full health."

Consumables
Name Restores Normal trade value Price per 1HP healed Locations Notes
Banana 1 HP $40 $40 banana tree, loose in jungle
Mango 1 HP $40 $40 mango tree, jungle
Bottle of beer 2 HP $40 $20 outsider camps, beach Drinking it gives an empty bottle. Natives without outsider knowledge see it as 'brown liquid', but may drink it normally.
Bottle of rum 2 HP $40 $20 shipwreck Drinking it gives an empty bottle. Natives without outsider knowledge see it as 'brown liquid', but may drink it normally.
Bottle of water 2 HP $30 $15 outsider camps, shipwreck, use empty bottle in fresh water (river, lake) Drinking it gives an empty bottle. Natives without outsider knowledge see it as 'liquid', but may drink it normally.
Bottle of salt water -2 HP $20 ($10 per 1 HP damage) use empty bottle in salt water (beach, ocean) Damages for 2 HP, gives 2 XP, and leaves an empty bottle. Natives without outsider knowledge see it as 'liquid', but may drink it normally.
Gourd of water 2 HP $30 $15 loose in jungle, use empty gourd in fresh water (river, lake) Drinking it gives an empty gourd.
Gourd of salt water -2 HP $20 ($10 per 1 HP damage) use empty gourd in in salt water (beach, ocean) Damages for 2 HP, gives 2 XP, and leaves an empty gourd. Outsiders without native knowledge see it as a 'gourd of water' and may drink it normally, but can't tell it from ordinary water.
Bunch of tasty berries 2 HP $40 $20 berry bush, jungle Outsiders without native knowledge recognize them as 'berries' and may use them normally, but cannot identify them from poisonous berries.
Bunch of poisonous berries -2 HP $20 ($10 per 1 HP damage) berry bush Inflicts 2 HP damage on self, but gives 2 XP. Outsiders without native knowledge recognize them as 'berries' and may use them normally, but cannot identify them from tasty berries.
First aid kit 5/10 HP $200 $40/$20 outsider medical huts, shipwreck Heals 5 HP unskilled, or 10 HP with First Aid skill. Heals shark bite wounds. Natives without outsider knowledge recognize this item but are unable to use it. "FAK" and "kit" are common abbreviations.
Healing herb 5/10 HP $200 $40/$20 outsider medical huts, shipwreck Heals 5 HP unskilled, or 10 HP with Natural Medicine skill. Heals shark bite wounds. Outsiders without native knowledge see this item as a "dried herb" and are unable to use it.

Empty bottle

Remains in your inventory after drinking a bottle of beer, rum or water.
Normal trade value: $25.
They may be filled at certain locations, including:

  • Water in inland rivers (gives bottle of water)
  • Water at beach (gives a bottle of salt water)

Empty gourd

Drinking a gourd of water leaves an empty gourd in your inventory. Functionally, it is identical to an empty bottle, except that the two count as separate items in the trading hut.

Useful equipment

GPS unit

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.

Piece of driftwood

A signpost can be built out of two pieces of driftwood.

Sharpening stone

Clicking on it will sharpen either a blunt machete or blunt cutlass from your inventory.

Currency

Gem

Ten times more valuable than gold at normal prices. Unlike gold, gems require inventory space.

Gold coin

Being the currency of the island, gold coins are the only items to require no inventory space, and up to 100 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: "You toss a gold coin into the air and catch it. It shows heads."

Charms and Amulets

Charms are automatically listed in your character profile, and may or may not give an advantage to gameplay. Examining one gives the message: "The [item] doesn't appear to actually do anything. Maybe just carrying it is sufficient if you believe in its power."

Charms and Amulets
Name Normal trade value Locations Known powers
Rabbit foot charm ? jungle
Parrot feather charm ? jungle
Silver skull cross ? jungle
Monkey claw charm ? jungle
Tiger tooth amulet $50 Temple Ruins south of shipwreck Increases melee weapon atributes.

Creatures

When searching in certain areas, players may catch animals. These have no practical function, but may be exchanged at the trading hut.

Crab

Poisonous snake

Broken knife (discarded)

Searching in certain locations, such as water or swamp, gives the message "You search and find a broken knife which you discard." Receiving this message indicates that no items can be found in this particular location at all.