<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://wiki.shartak.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=A+SN</id>
	<title>The Shartak Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.shartak.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=A+SN"/>
	<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php/Special:Contributions/A_SN"/>
	<updated>2026-05-25T09:36:18Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.33.0</generator>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Suggestions:Items&amp;diff=18187</id>
		<title>Suggestions:Items</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Suggestions:Items&amp;diff=18187"/>
		<updated>2008-06-07T12:05:07Z</updated>

		<summary type="html">&lt;p&gt;A SN: /* Rafts, deep sea exploration */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Suggestions header|page_type=Item}}&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Absinth ===&lt;br /&gt;
Could have a very low chance of being found, and would display as &amp;quot;Bottle of absinth&amp;quot; (in addition to the existing &amp;quot;Bottle of beer&amp;quot; and &amp;quot;Bottle of water&amp;quot;). Would result in a distortion of game display, showing some kind of living beings (native, outsiders or animals) as another kind (a native could be displayed as an outsider or an animal), causing the intoxicated character to attack people he wouldn't have attacked otherwise, or trying to role-play with an angry elephant. --[[User:Mad Robert|Mad Robert]] 03:53, 19 March 2006 (GMT)&lt;br /&gt;
*No reason to drink it then? --[[User:Grigoriy|Grigoriy]] 23:37, 19 March 2006 (GMT)&lt;br /&gt;
**I'm sure someone would drink it anyway. Could bring back some HP, of course... --[[User:Mad escription=A new, one-sRobert|Mad Robert]] 23:50, 19 March 2006 (GMT)&lt;br /&gt;
*The whole &amp;quot;distortion of game display&amp;quot; thing sounds too complicated. If it's a powerful enough hallucinogen, it could work as a teleporter to a random nearby location (&amp;quot;As the effects of the ''See tabsinthe wear off, you realize that you have moved to a different part of the jungle.&amp;quot;). But I think it'd be better theme-wise to introduce a plant native to the island with such an effect; also, these &amp;quot;strange herbs&amp;quot; would give outsiders something to confuse healing herbs with. &amp;amp;mdash; [[User:Elembis|Elembis]] 13:24, 21 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
When found/bought/clicked, it should say, &amp;quot;You search/bought/see and find absinth. It's probably not safe to drink.&amp;quot; I've never heard of absinth before, and wouldn't want to end up with a bunch of weird effects when I thought it was just another kind of booze. Adding &amp;quot;It's probably not safe to drink.&amp;quot; should clear up the confusion. When you take it, it should say, &amp;quot;You feel really weird, and things don't seem normal right now. This should wear off in an hour or two.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Maybe a different effect? For the next however many hours clicking &amp;quot;move&amp;quot; sometimes moves you in a random direction, speaking jumbles some of your words, you can't aim straight, and searching turns up pink elephants?  --[[User:Buttercup|Buttercup]] 01:38, 16 January 2008 (UTC)&lt;br /&gt;
:I read up on absinth. It IS booze. Geeze, and here I thought it was some kind of hallucinogen the way you were talking. --[[User:Buttercup|Buttercup]] 08:06, 27 January 2008 (UTC) &lt;br /&gt;
&lt;br /&gt;
::Yes, it's quite intense being normally around the 70% alcohol percentage. It contains Thujone, which was reportedly responsible for hallucinations. Oh, and it doesn't cause hallucinations. I drink it and to be quite frank, anything around 70% that is drunk in suitable quantities would cause many a vision. Good stuff :)--[[User:Cthulhu|Cthulhu]] 08:52, 27 January 2008 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Ah good old Absinthe, the nasty stuff is about 90% (not legal in most countries) and indeed it is not hallucinogenic but comes very close when you are blind drunk.  Perhaps it should cure poison but reduce your accuracy for several ap (if you can survive a bottle of 90% absinthe then you can survive pretty much any other poison).--[[User:Etherdrifter|Etherdrifter]] 19:04, 28 January 2008 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::I've heard of that 90% stuff. Gotta get a bottle for myself :) I do like the cure poison suggestion, but I suspect there is something else that helps deal with poison ;)--[[User:Cthulhu|Cthulhu]] 06:28, 1 February 2008 (UTC)&lt;br /&gt;
Cross References:&lt;br /&gt;
* [[Suggestions:Skills#Melee_buffs_for_intoxicated_pirates]]&lt;br /&gt;
* [[Suggestions:Game_mechanics#Drunkness]]&lt;br /&gt;
--[[User:Buttercup|Buttercup]] 12:06, 11 May 2008 (UTC)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Spear ===&lt;br /&gt;
It could be the native warriors main weapon, give it a base damage of 3, same to hit as machete but it wouldn't cut through jungle -- [[User:Daylan|Daylan]] 11:02, 17 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
*A spear for stabbing or a spear for throwing (i.e single use) ? --[[User:Simon|Simon]] 15:49, 25 February 2006 (GMT)&lt;br /&gt;
**I like the idea of a spear for stabbing. We have enough single use weapons in the game, already. What would make it so different from a blowgun, if it is throwable? Which brings up another question: With a weapon that deals 3 damage and is reusable, who will bother with a blowgun?--[[User:Wifey|Wifey]] 06:54, 29 March 2006 (BST)&lt;br /&gt;
*The machete is already better than the blowpipe if you've got the three melee upgrades, and the spear would represent a third melee weapon warriors like me would need to carry around (along with a knife for writing and a machete for chopping). I don't see a point, unless it's to compete with the heavy sword, in which case I'd recommend that the heavy sword be toned down. &amp;amp;mdash; [[User:Elembis|Elembis]] 13:32, 21 May 2006 (BST)&lt;br /&gt;
*I like the idea of having the spear become the second “super” weapon in shartak, rather than increasing its damage potential its accuracy could be raised instead so that instead of 20 it could be 30 percent yet still have the same damage base of 2 like the cutlass/machete, while having other stats same or similar to the heavy sword. that would pretty much solve all the problems mentioned above--[[User:A for anarchy|A for anarchy]] 04:29, 22 July 2006 (UTC)&lt;br /&gt;
*Spears and bow-and-arrow should be implemented for natives, to give them some unique weapons besides the blowpipe. (why would all natives use the machete, an outsider item?) Natives should be able to make their own arrows from wood found the jungle. Also, to promote use by each class of 'their' weapon, maybe natives using spear should get 45% accuracy, using machete they should get get 40%... and outsiders using spear get 40%, but using machete get 45%? [[User:Arminius|Arminius]] 00:08, 27 August 2006 (UTC)&lt;br /&gt;
* I'd like to see the machete become more of a tool (ala the shovel) and be replaced (as a melee weapon) with two new melee weapons - swords for outsiders and spears for natives.  Drop the damage to 2 in this suggestion and it would be fine. [[User:Johan Crichton|Johan Crichton]] 05:48, 8 March 2007 (UTC) &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Head-shrinking powder ===&lt;br /&gt;
This could be either a melee or area weapon used by natives.&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
*What are the effects of it? Causes X HP of damage? Loss of AP? Loss of XP? Instant death? - [[User:Snarf|Snarf]]&lt;br /&gt;
**Could be used on a body to create a totem of some sort. This can then be placed in a square. People from the same village or settlement as the now shrunken head take twice as many AP to move through because of fear. Disintergrates after x number of people have moved through the square. {{unsigned|Hyper tyger|17:18, March 18, 2006 (BST) }}&lt;br /&gt;
***Any mechanism that gets shrunken outsider heads added to my inventory will get my vote. --[[User:Skull Face|Skull Face]] 10:37, 16 October 2007 (UTC)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Meat and Pelts ===&lt;br /&gt;
Heals 2 HP. Used by both outsiders and tribals. It appears in your inventory when you kill a beastie. [[User:Bungalow Bill|Bungalow Bill]]&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
*But you can only carry 200 pounds of meat back to your wagon. &amp;lt;nowiki&amp;gt;&amp;lt;/oregontrail&amp;gt;&amp;lt;/nowiki&amp;gt; --[[User:Lint|Lint]] 01:15, 13 February 2006 (GMT)&lt;br /&gt;
*Or you have to cook it, taking one AP and possibly a fire-lighting skill (who wants to eat raw monkey?).[[User:MorkaisChosen|MorkaisChosen]] 20:12, 20 February 2006 (GMT)&lt;br /&gt;
**Maybe you don't have to cook it but you get less HP and possibly lose HP to food poisoning. [DarkFerret]&lt;br /&gt;
*Or, to make it more, hm, tribal, you could need to bring it back to specific places in the village where it could be (instantaneously) cooked and used as a replenished &amp;quot;health pool&amp;quot; any player could use. You would still have the occasional berries to eat in the forest, but real meal would occure at a settlement. It would also provide a more efficient healing system (as currently, you roughly get to spend 50 AP to recover 4 or 5 HP, which makes death the most efficient way to restore your HP). -- Leaf&lt;br /&gt;
**''There is a large pot of stew cooking, it appears to be half full.''&lt;br /&gt;
***''You eat some and feel better. After a few spoonfuls you find your friend's pocket watch.'' [DarkFerret]&lt;br /&gt;
**Make it 1 HP per kg of meat (basing carcass size loosely on the animal's starting HP), and make each HP of carried meat fill 1 inventory space (and pretend preservation isn't a problem). Put an ever-boiling pot in each village (in a boring oudoor place; we could use more points of interest), and give people experience points whenever they contribute meat to any pot (more meat gives you more XP, and putting meat in the pot of your home village gives you extra (double?) XP). Omnipresent spices and palate differences could make food at Outsider villages inedible for Natives, and vice-versa. (Pirates ought to be able to eat from any pot, but for half the health benefit. Maybe they should even be able to eat meat raw.) Any non-meat added to the pot would simply disappear (and poison from poison berries would be broken up by the heat). This system would (1) encourage community, (2) increase realism (there's currently no realistic reason for a non-warrior to kill a non-threatening animal), and (3) provide another theme-fitting non-combat XP path. &amp;amp;mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)&lt;br /&gt;
***As per Elembis. For example, a meat item could be eaten raw for 1HP per 1 inventory space, or returned to a cooking pot (imho only in native camps...). Drinking from a cooking pot could restore 2HP, until &amp;quot;The pot is currently empty&amp;quot;. Non-meat items could not be added to the cooking pot -- the game menu functionality would be limited by the user interface (for example, Add Meat to Cooking Pot doesn't appear or doesn't work until you have meat in inventory, and adds meat to the cooking pot when clicked). --[[User:Tycho44|Tycho44]] 21:37, 16 June 2006 (BST)&lt;br /&gt;
***We should keep in mind that eating from a pot should heal faster than searching for and applying herbs and kits, or else players in need of healing won't bother. (6 searches per FAK/herb means 7 AP per 5/10 HP healed for non-scavengers, so 2 HP per bowl of food should be fine.) Also, I think that pots should treat pirates like normal outsiders, that all camps should have pots (since outsiders are surely capable of cooking meat), that the item should be &amp;quot;piece of meat&amp;quot;, that the description for a square with a pot should read something like &amp;quot;There is a fire here with a large pot over it.&amp;quot;, and that the button should read &amp;quot;Add Meat to Pot&amp;quot; (or perhaps that feature should just be linked to the &amp;quot;meat&amp;quot; button in the inventory list). &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 22:20, 16 June 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
* From the new forum: All this bloodthirsty killing of endangered animals is fun, but the carcasss goes to waste. When killing an animal, I propose:&lt;br /&gt;
&lt;br /&gt;
1. we can take pelts. You'd need a knife or machete to do this though. A pelt can be sold at the trader's hut where it can be bought by others. &amp;quot;Trader Joe says, &amp;quot;Great, here's one gold coin for your large stag pelt.&amp;quot;&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
2. we take meat. Again, you'd need a knife or machete. You can consume the meat for HPs, or sell it at a trader's hut where it can be bought by others. &amp;quot;You cook and eat an elephant carcass and gain 2 HP.&amp;quot; As for human meat: &amp;quot;You offer to trade one human carcass. The guard dog sniffs at it. Trader Sam recoils in horror. &amp;quot;Get that dead body out of my trading hut!&amp;quot; he yells.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The concerned environmentalist in me would not encourage a function by which we buy ansd sell tiger penises as aphrodisiacs, or elephant tusks for ivory. - [[FirstAmongstDaves]]&lt;br /&gt;
** -Aww, but why can't we sell elephant tusks? we can use them as a weapon with major damage (maybe we could have a 5% or so chance of hitting with the pointed end on a succesful hit, doing extra damage) but low accuracy and/or especially high break chance. (&amp;quot;your elephant tusk shatters, leaving you with the end which you throw away.&amp;quot;)--[[User:AlexanderRM|AlexanderRM]] 20:11, 22 June 2007 (UTC)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Radio beacon/receiver ===&lt;br /&gt;
A radio beacon/receiver for outsiders to pinpoint specific locations of interest.&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
*What's wrong with using the GPS co-ordinates of a specific location? - [[User:Snarf|Snarf]]&lt;br /&gt;
*Perhaps a way to have GPS waypoints or markers IN one own's GPS? --[[User:Wcervantes|Wcervantes]] 19:39, 16 February 2006 (GMT)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Holy Scriptures ===&lt;br /&gt;
Used to convert Natives into Ousiders. Requires &amp;quot;Religious Devotion&amp;quot;. Most likely found around Outsider settlements --[[User:One of many doctors|One of many doctors]] 23:22, 16 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
*Nobody wants to have a class change againt their will. -Grigoriy&lt;br /&gt;
*Noone wants to die against their will either, but it does happen ;-) Might be irritating, but also might be quite interesting. It would have to be possible both ways of course, natives to outsiders and outsiders to natives. Perhaps the outsiders can convert natives to outsiders with holy scriptures using the religious devotion skill and natives can convert outsiders to natives with a bottle of beer using the seduction skill! ;-) --[[User:Murk|Murk]] 12:28, 4 March 2006 (GMT)&lt;br /&gt;
*Class conversion gets awfully mucky, when you consider available skills. I would say that a better idea would be for use of Holy Scriptures on a native to prompt the natives with an invitation to change sides--without changing class. This would make them see outsiders by name, make natives anonymous, and cause them to show up on the map as &amp;quot;1 convert&amp;quot; to outsiders (as opposed to &amp;quot;1 native&amp;quot;) and as &amp;quot;1 traitor&amp;quot; to natives. Converting back would require a shaman with an equivalent skill (which can, of course, offer outsiders an opportunity to be accepted into native communities).&lt;br /&gt;
:Note, though, that I have no idea how difficult that would be to write in, given the existing code.--[[User:Wifey|Wifey]] 07:01, 29 March 2006 (BST)&lt;br /&gt;
*Such a feature would allow anyone to change class bath and forth at will by just using another of their characters of the appropriate class to effect the conversion, which makes classes virtually pointless.&lt;br /&gt;
*Class conversion sounds bad. Religion might be interesting, but this seems like a messy and unpleasant way to include it. &amp;amp;mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)&lt;br /&gt;
*Historically, natives did occasonally convert to outsider ways, whether by force or by choice. And outsiders did occasionally &amp;quot;go native&amp;quot;. Rather than coercing someone to change, maybe make it a voluntary change. The change would go into effect upon purchasing a skill, at the usual cost for the next skill. For a native to become an outsider, he would have to take the skill &amp;quot;Convert&amp;quot;, with the prerequisites of Outsider Knowledge and Expert Language. For an outsider to become a native, he would have to buy the skill &amp;quot;Gone Native&amp;quot;, with the prerequisites of Native Knowledge and Expert Language. The character would then convert to the new matching class. A Villager becomes a Settler, and a Soldier becomes a Warrior, for example. [[User:Nosimplehiway|Nosimplehiway]]--[[User:Nosimplehiway|Nosimplehiway]] 23:23, 28 November 2006 (UTC)&lt;br /&gt;
* You know, I wholeheartedly despise &amp;quot;permanent&amp;quot; class choices of any kind, and shartak is especially bed, because of the +25 XP skill cost per level makeing creating a new character and bringing it to the level of your old one very difficult. If I made this game, you could shift not only from native to outsider and back, you could switch from, say, warrior to shaman, or any other this-class-to-that thing. Anyway, you people really haven't though out the possibilities of a class choice against your will- shartak would be something other than people fighting or healing each other or exorcizing spirits for the rest of eternity. but the question is: is that good or bad?--[[User:AlexanderRM|AlexanderRM]] 23:44, 27 April 2007 (UTC)&lt;br /&gt;
**Not everyone agrees, friend.  A lot of us like the fact that each class is unique.  Still, I'm always interested in hearing other opinions.  Consider joining the official forum.  This discussion is moving away from the topic of a new item and towards a discussion of what direction we'd like Shartak to go. Thus, we should probably move our discussion elsewhere. Regards.--[[User:Black Joe|Black Joe]] 00:20, 28 April 2007 (UTC)&lt;br /&gt;
** Yes, and my idea keeps each class unique- but it allows you to change your mind on what class you are. For instance, right now both the scout/explorer and villager/settler are better than the warrior/soldier due to the heavy sword, because one has a better chance of finding one and the other has extra AP. My idea is to allow people who wanted to fight to go back and change that decision without haveing to start all over again. --[[User:AlexanderRM|AlexanderRM]] 01:06, 4 May 2007 (UTC)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== GPS Unit (Redesign) ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Item, modification|&lt;br /&gt;
suggest_scope=GPS unit|&lt;br /&gt;
suggest_description=This is a suggestion to change the gps unit into an object that presumably fits better with the game setting. We currently have no other modern item available for use (anachronism - VOCABULARY WORD!). Perhaps we should use a sextant? And rather than reveal the position all of the time, it requires a 1 AP use in non-dense, non-enclosed area.|&lt;br /&gt;
suggest_time=21:48, 23 February 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Yes, GPS units are indeed ''malapropos'' (another vocabulary word :D)--[[User:Grigoriy|Grigoriy]] 00:33, 27 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
Y'know, the &amp;quot;GPS Unit&amp;quot; item has stuck out like a sore thumb to me too.  I'd be very much in favor of a lower-tech replacement, if only because it makes the game more timeless.  But what tools ''did'' explorers of earlier eras use to measure latitude and longitude while traveling by land, anyway? And how accurate were they? Alternatively phrased: if you were trapped on a desert island without a GPS Unit, how would you estimate where you were? Lint's suggestion for a lower-tech replacement item, requiring AP and suitable terrain conditions for proper use, appeals to me. --[[User:Berry|Berry]] 14:03, 7 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
I've done some research into this and as Lint said, a sextant is what was used. Unfortunately though, a sextant doesn't do both longitude and latitude very quickly, you need charts/tables and several hours. See http://www.pbs.org/wgbh/nova/longitude/secrets.html for info. --[[User:Simon|Simon]] 14:55, 7 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
: Ahh; yeah, I had just been checking out http://www.lewis-clark.org/content/content-article.asp?ArticleID=1268 myself.  If I'm reading it right, it sounds like the bulk of the hours of calculation involved were due to being at sea and having to figure out what time zone you're in first as part of the equation.  (Both pages mention a &amp;quot;chronometer&amp;quot; which was finally invented to try to solve that problem.)  On land, though -- and especially on an island of Shartak's size -- you pretty much know where you are, and you're not likely to be crossing time zones.  A quote from the Lewis &amp;amp; Clark page: &amp;quot;If time can be fixed along any meridian of longitude, then longitudinal distance can be determined by comparing time at that meridian with local time, usually based on the point at which the sun reaches its zenith.&amp;quot;  So.  I wonder if we could fudge a bit with this sextant business by assuming that everyone on the island is able to determine what time it is on Shartak -- after all, we do get timestamped event messages! ;) -- and therefore we can apply that bit of knowledge to help determine longitude, overcoming the sextant's weakness.  That could even go in the FAQ.  I'm not really all that scientifically inclined, so please do feel welcome to correct me if if my thoughts are way off base.  In closing, I still like Lint's ideas about making it cost AP and require suitable terrain.  The former would represent the investment of time in setting up the equipment and doing the calculations.  The latter would give players a reason to clear a square of jungle. --[[User:Berry|Berry]] 16:07, 7 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
:: That all sounds good. I think there is a skill in there as well - I don't suppose a sextant is as accurate as GPS, so why not have it not produce the same result all of the time? Someone with the &amp;quot;Skillful Sextant Supervisor&amp;quot; skill gets more accurate results. --[[User:Dr. J|Dr. J]] 16:17, 7 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
: The AP cost of a sextant or other device could easily be added to the GPS unit by requiring that you 'use gps' to get the reading rather than it being on all the time. Whilst redesigning the GPS unit, how about thinking of something for natives to find out where they are - obviously not as accurate as a sextant, but something to guide them around or to specific locations. --[[User:Simon|Simon]] 16:30, 7 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
:: Just consider it a redesigned sextant that some mythical character dropped around the island and call it &amp;quot;Professor Inglewood's Speedy Sextant And Nano Tables&amp;quot; or some other such nonesense and leave it working the same, just with a different name.  As for natives, maybe they could see/read totems at different points in the jungle, indicating where resources/towns are. --[[User:Frisco|Frisco]] 17:06, 7 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
:: Natives divine their position with animal feces. It can be a new skill ;) Actually, in all seriousness, perhaps something involving animal bones? It would need to be something mystical, as there just isn't a more primitive method than the sextant. That way, it sort of balances; you use animal bone dice for a few minutes to divine your position accurately, and outsiders sit dow nand use a sextant.--[[User:Wifey|Wifey]] 07:08, 29 March 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
:: I'm currently of the opinion that the Natives don't need a version of the GPS. It helps a little with the mapping projects and location scripts. But my Shaman was just as lost than my gps-using Settler when I was traipsing through the Jungle. --[[User:Lint|Lint]] 23:10, 30 March 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
::: So natives need a sensing skill that gives them direction and distance to the nearest village. Natives seem to flail at the beginning compared to outsiders: every outsider counterpart item/skill is stronger (especially gps, blowpipe vs rifle, and the lack of bottled water). --[[User:Tycho44|Tycho44]] 05:43, 10 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
:::: How about giving Natives a 'always on' ability (like the GPS is now). They have been born and raised here, they _always_ know where they are (or perhaps it should be modified so that they always know where they are in relation to their village - ie, (201N, 34E of Wiksik). Make the GPS a sextant and require an AP to take a reading and perform the calculations. I would go so far as to suggest that it be tied to the Cartography skill or possibly an additional skill in the Cartography tree.[[User:Anothertwilight|Anothertwilight]] 06:20, 10 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
::::: I like this idea as well as Frisco's. Rename the GPS unit a sextant, keep its 0 AP use cost, and give all natives the ability to &amp;quot;Sense Position&amp;quot; for 1 AP and be told the direction and rough distance of the nearest village. (&amp;quot;After several minutes of attentive communion with the spirits, you sense that Raktam is about a day's journey north of here.&amp;quot;) &amp;lt;s&amp;gt;Maybe even take the GPS away; the natives should know their way around better than the outsiders.&amp;lt;/s&amp;gt; &amp;amp;mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
How about we just get ride of the gps unit in general and in its place have item called &amp;quot;a map and compass&amp;quot; and rather then being a 0AP cost item, it cost 1AP to tell the coordinates (exactly like an gps unit would) anywhere and gives no experience. --[[User:A for anarchy|A for anarchy]] 04:41, 22 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Making a map an item would require the skills of ''exploration'' and ''cartography'' to be changed or eliminated, which I'd rather not do. Also, the grid-like map already gives us a compass of sorts, so a compass as an item, while interesting, wouldn't really do anything. And finally, a 1 AP use cost for the GPS unit / map and compass / sextant would probably result in the creation of a Greasemonkey script that would store one's coordinates in a cookie, modify them for each movement based on which &amp;quot;move&amp;quot; buttons was pressed, and show the resulting coordinates all the time (at no AP cost). I suppose this could be done already for players without a GPS unit (that is, you could anchor your coordinate system by finding a known hut or landmark and inputting its coordinates), but the GPS unit makes it a lot easier. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 16:54, 26 July 2006 (UTC)&lt;br /&gt;
::: You all need a Antikythera mechanism - see&lt;br /&gt;
http://www.xsorbit1.com/users/incandescent/index.cgi?board=M&amp;amp;action=display&amp;amp;num=1167260766 - [[FirstAmongstDaves]]&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Remove uber sword of doom(aka heavy sword) ===&lt;br /&gt;
I don't even have a heavy sword yet but I can already tell(from the item page) that it makes a lot of things utterly useless.Just for reference the heavy sword is(when maxed attack skills) 45% hit, 5dam= '''2.25dam/ap'''. What does it make useless, well let me begin.&amp;lt;br&amp;gt;   &lt;br /&gt;
                             &lt;br /&gt;
1.Rifle skills- reason: the ap you spent getting the xp for those skills was better used searching for a heavy sword.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2.Rifle- reason: the dam/ap for the rifle is lower than a the heavy sword '''before''' factoring in the search for ammo part. The math: the rifle is 5 dam,60% hit,1.5 ap/shot( 3ap per 2 shots i think)= (5*.6)/1.5 =3/1.5 = '''2ap/dam NOT FACTORING IN SEARCHING FOR AMMO'''.&lt;br /&gt;
&lt;br /&gt;
3. The blowpipe- reason: the blowpipe sucks as it is, the machete makes it pointless(unless they actually poison) and the heavy sword just makes it absolute garbage(even if they poisoned). The math: 4 dam, 20% hit, 2ap/shot(assuming you have to reload after every shot i don't use the blowpipe so I wouldn't know)= (4*.2)/2=.8/2= '''.4 dam/ap NOT FACTORING IN SEARCHING FOR AMMO'''.&lt;br /&gt;
&lt;br /&gt;
Conclusion- I realize there are problems with the blowpipe but as far as I can tell with the rifle there are none. The knowledge of there even being a heavy sword is enough to discourage those that would take rifles training as a skill. The sword is just too powerful to balance in game as the only way to balance it would be to add another item that is just as crazy powerful, making it rare does nothing to the balance as people can still find it and it makes those few ,whom the RNG loves, ridiculosly overpowered. If the RNG loves somebody they should get multipul hits in a row not the ability to destroy everybody who can't/doesn't want to waste the ap to gain that ability. And after all just because it is rare doesn't mean we all can't find it, I know eventually we would all find one and there would be no variaty whatsoever in battle. Take urban dead for example they balanced the shotguns,pistols, and fireaxe evenly so there is no superior choice its about how you want to play. With the heavy sword it makes all other items pale in comparison BEFORE search rates are keyed into calculations, in urban dead it is AFTER that they are about even. This suggestion to remove something doesn't punish anybody because as of right now we do not know where to find the heavy sword, the only ones were stumbled across randomly so nobody would really have &amp;quot;wasted&amp;quot; the ap to find it(unless they have but I know after reading a bit I didn't for the fun reducing factor everybody having one would bring). Also don't bring up things about how I don't know how it works ingame because unless it takes 6ap to attack the math shows it is unbalanced. Please Simon fix this unbalanced  weapon by removing it, not by making everything else oh so much better. ANybody who is with me sign in the comments please.&lt;br /&gt;
&lt;br /&gt;
'''Comments'''&lt;br /&gt;
&lt;br /&gt;
*The math looks sound. And I agree that having everyone run around with Heavy Swords would make for a plain game. However, I don't see why it needs to be removed completely. Is there anything we can do to the sword mechanics to make it more even with the existing weapons? --[[User:Lint|Lint]] 01:04, 10 March 2006 (GMT)&lt;br /&gt;
*I agree. The machete with maxed out melee skils is arguably better than any other weapon, and the heavy sword makes that look like a butter knife. Yank it or make it so rare it would be like winning the lottery twice. --[[User:Jackel|Jackel]] 01:49, 10 March 2006 (GMT)&lt;br /&gt;
*I disagree with some of the logic in this argument.  If the heavy sword were a common weapon, then I could understand the concern; however, the &amp;quot;über sword of doom&amp;quot; is hardly of such availability.  As far as I know, only one player has the sword.  Having rare items like it add a new dimension to the game - a sort of treasure hunting aspect.  I would even propose that even more superior weapons are &amp;quot;hidden&amp;quot; around the island, possibly protected by superior animals. --[[User:Gandhi|Gandhi]] 00:34, 22 March 2006 (GMT)&lt;br /&gt;
** One player on the [[Game design]] page has commented on how he has acquired 3 Heavy Swords. Don't get me wrong, some weapons should be better than others to allow for diversity (that's why there's knives, daggers, and whatnot). However, as it stands, the Heavy Sword to our knowledge is the single best weapon available. Everyone is going to be running around with it and if you don't have one, you won't be able to compete. It'd be like playing Rock-Paper-Scissors-Nuclear Bomb and Nuclear Bomb always wins. --[[User:Lint|Lint]] 00:52, 22 March 2006 (GMT)&lt;br /&gt;
*Are these even real? I mean, how many people claim to have gotten them? one? This almost looks like a pretty funny joke. Also, Simon has stayed silent on this, implying some sort of uber sword conspiracy, so perhaps we shouldn't rock the boat. (Cue up suspenseful music) -[[User:BananaBear|BananaBear]] 06:02, 22 March 2006 (GMT)&lt;br /&gt;
**i have 3 swords ,but i'm reading it's really rare. I feel really lucky :). Oh , and i think it's too powerful compared to other weapons. Maybe there must be other rare ranged weapons (like some 6 or 7 o 8 damage rifle) or something like this --[[User:JonesDye|JonesDye]] 09:38, 27 March 2006 (BST)&lt;br /&gt;
**I thought I'd made them fairly rare (after the initial burst of finding them) but I think I made them too rare perhaps. There are still only 4 people with them, looks like the same 4 who had them originally. --[[User:Simon|Simon]] 00:01, 8 April 2006 (BST)&lt;br /&gt;
**Do you even have one Simon? --[[User:Grigoriy|Grigoriy]] 00:17, 8 April 2006 (BST)&lt;br /&gt;
**Nope. No heavy sword for any of my characters. --[[User:Simon|Simon]] 11:18, 8 April 2006 (BST)&lt;br /&gt;
*The original poster is correct about rifles/blowpipes being too weak. The rifle's AP/damage ratio is actually much lower than even the machete's, let alone the mysterious heavy sword. The rifle's accuracy is its edge, but 60% maximum accuracy really isn't *that* high or that much of an advantage over the 45% machete accuracy. The introduction of two new skills to the firearms skill tree, &amp;quot;Marksmanship&amp;quot; and &amp;quot;Expert Marksmanship&amp;quot;, each of which would add 10 or 15% to rifle/blowpipe accuracy, would help to solve this problem I would say (I dont know if anything like this has been proposed before). Dont remove the heavy sword, just make rifles more powerful.  -[[User:Arminius|Arminius]] 01:29, 8 April 2006 (BST)&lt;br /&gt;
* With the addition of the forgotten blowpipe skills, that should help the blowpipe ratio, and I'd say ignore the heavy sword since it seems so rare that you'll be lucky to get one unless someone trades one in for some essential supplies. Not sure about 80% accuracy with either of the ranged weapons - would those skills be available to all or just as an extension to firearms/blowpipe training? What happens to the blowpipe damage if the poisoning suggestion is implemented and the poison effect is added that takes away 1-5 HP over the next 5 AP unless you use serum or first aid kit (damage numbers not definite, just a rough figure)? --[[User:Simon|Simon]] 11:18, 8 April 2006 (BST)&lt;br /&gt;
**I was thinking that the new skill(s) would be part of the ranged weapon skill tree (how can one be a marksman if he does not have firearms training). I like the idea of making a ranged skill available to all though. A maximum accuracy of 20% for all non-soldier/warrior characters seems very low. Maybe the first skill in the tree should be available to all, but the next 2 or 3 skills only for soldiers/warriors? Just an idea. -[[User:Arminius|Arminius]] 02:50, 12 April 2006 (BST)&lt;br /&gt;
* I think adding one skills for rifle and one for blowpipe is really cool. Marksmanship is a nice name , but not to add accuracy, but to add +2 to damage. Poisoning for blowpipe go well too. Oh, and one of my swords is gone ç__ç. And about trading, i tried to trade one of them , but the trader didn't have 49 gold coins..and i think you can add some powerful and rare rifle--[[User:JonesDye|JonesDye]] 08:42, 10 April 2006 (BST)&lt;br /&gt;
* Currently the rifle (w/both skills) gets only 0.75 damage/AP total (searching, loading, and shooting) based on my calculation, and 3 damage/AP in combat (only shooting). The machete (w/all three skills) gets 1.35 damage/AP and obviously requires no searching or loading. I think that new skill(s) for the rifle/blowpipe to get their damage/AP ratio closer to (but not equal to or past) the 1.35 machete ratio would be the best way to go. If a new skill or two increases ranged damage by 2 as JonesDye suggested, the result would be a ratio of 1.05 total damage/AP, and 4.2 damage/AP in combat. (If skills are added to increase maximum accuracy to 80%, the result would be 1 total damage/AP and 4 damage/AP in combat.) This, I think, would be a better balance. Ranged weapons should be superior to the machete in combat, and they are, but currently they are only 2.2 times better (3 vs. 1.35). The proposed new combat ratio of ~4 damage/AP would be three times better than the machete in combat, although still inferior in total damage/AP ratio. (Note that the combat ratios mentioned above are exact, but the total damage/AP ratios are not exact because I do not know the % chance to find ammunition. The total damage/AP numbers used above assume that a total of 5 bullets can be found in 10 searches on average, which may be a liberal estimate but seemed accurate based on my experience.) -[[User:Arminius|Arminius]] 02:50, 12 April 2006 (BST)&lt;br /&gt;
**Still, 3 damage per AP isn't that bad. You can track someone down, kill someone outright in ~25 AP with a rack of rifles, and run far away -- whereas a machete might take 60 AP to cause ~81 damage. The blowpipe needs a lot of help: you can only carry half as many loaded pipes, and so you have to waste time in combat reloading. I believe that blowdart poison could cause another 1 dmg/turn for 4 turns (8 damage total if they don't heal) and it still wouldn't be overpowered. 20% to hit is totally useless, though. I would suggest something like a 20% -&amp;gt; 35% marksman upgrade for all classes, then 35% -&amp;gt; 50% -&amp;gt; 65% for soldier/warrior. Unless a non-soldier can attain a 35% or 40% to-hit rate with a rifle (higher with a blowpipe), the weapon serves absolutely no purpose -- it is just a glorified 1/3-gem. And if the heavy sword has the same break rate as other blades in the game, then there is no problem with a 1/3000 find rate or whatever. --[[User:Tycho44|Tycho44]] 05:59, 10 May 2006 (BST)&lt;br /&gt;
*As long as the heavy sword is extremely rare and quite powerful, why not replace it with a single &amp;quot;elephant sword&amp;quot;, or something with a similarly grand title. There would only be one on the island (or one per village: &amp;quot;The Elephant Sword of York&amp;quot;, etc.), its carrier would not be able to drop it (or, if dropped, it would be given to the next player revived by that village's shaman), players would get a special message upon being attacked by it, and it would change possession to the player who would kill its carrier. Also, its carrier should get a movement penalty so they'll be easier to catch. (And perhaps every person should have a sixth sense to divine the location of their village's Elephant Sword.) In short, if the sword is going to be rare, ''make it special''. &amp;amp;mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)&lt;br /&gt;
*I personally like the idea of having super weapons in shartak but rather than just being able to find it lying around, you should only be able to get by doing something specific (as reward for quests perhaps). Personally I like the idea a secret shop(s) (see my secret shop suggestion) where you could purchase a heavy sword and/or other hard to get items at hyper-inflated prices in the range of 100 to 1000 gold coins for one.----&lt;br /&gt;
*The only problem with this is that there probebly ''are'' people out there who have spent loads of AP looking for a heavy sword, and if those of them that found it suddenly have it deleted, =bad. How about either A: The heavy sword cannot be found by searching and those in people's inventorys randomly transform into their value in gold, or B: the heavy sword becomes more common and we add several more &amp;quot;uber&amp;quot; items (also more common than the current heavy sword):&lt;br /&gt;
The spear: this was what gave me the origional idea for other uber weapons. The heavy sword would become the outsider-only weapon and the spear would become the native weapon. All heavy sword belonging to natives would turn into spears. The spear should be more accurate and do less damage.&lt;br /&gt;
&lt;br /&gt;
The heavy gun: Ammo is rare but no too rare. Basically an upped version of the rifle.&lt;br /&gt;
&lt;br /&gt;
The poisoned bow+arrows: basically an upped blowpipe.&lt;br /&gt;
&lt;br /&gt;
Anyway, just one more note:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Take urban dead for example they balanced the shotguns,pistols, and fireaxe evenly so there is no superior choice its about how you want to play.&amp;quot;&lt;br /&gt;
*Mmh*&lt;br /&gt;
*Mmmh*&lt;br /&gt;
BWA HA HA HA HA HA HA HA!&lt;br /&gt;
*snorts*--[[User:AlexanderRM|AlexanderRM]] 00:01, 28 April 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
===studded leather &amp;amp; war gear===&lt;br /&gt;
both items have the same effect, except one is for outsiders and one is for natives, upon looking at the names, i cant really tell which would be for who, but that doesnt matter.&lt;br /&gt;
theese items could act likee flak jackets, but could (possibly) have the chance of inflicting damage upon being hit, as per, a guy with tons of knives on him being punched would probably cut up his assailant's hands. {{unsigned|Richard Rose|04:59, March 29, 2006 (BST)}}&lt;br /&gt;
&lt;br /&gt;
*Hm. I don't like the idea of inflicting damage on the assailant. I think that's a bit of a stretch. I could see outsiders coming over with breastplates and whatnot (a la John Smith, be it the noble stud from ''Pocahontas'' or the weaselly entrapeneur from history). Natives, though, would be unlikely to have that much. Perhaps, though, a wooden, oblong, leaf-shaped shield. Perhaps it would give a small (10%?) chance of blocking a melee attack. Thus, both sides would have a form of protection, but they would be ''different'' forms of protection, serving to distinguish the two sides.--[[User:Wifey|Wifey]] 08:31, 10 April 2006 (BST)&lt;br /&gt;
:: * We were talking about this at the old forum: armour for new players, like a leather cuirass. Once you hit level 2 it decomposes. It prevents new players from suffering an early death and being put off the game. - [[FirstAmongstDaves]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Messenger Pigeons===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New item|&lt;br /&gt;
suggest_scope=All outsiders|&lt;br /&gt;
suggest_description=Allows Outsiders to send messages over long distances. Just type up the message and enter the recepient's name and the bird flies off. &lt;br /&gt;
''You watch your pigeon fly off and hope it doesn't get intercepted.''&lt;br /&gt;
&amp;lt;br&amp;gt;Pigeons must be captured with an unamed skill and may be intercepted with a separate skill.|&lt;br /&gt;
suggest_time=22:23, 9 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
*How would you handle said &amp;quot;interception?&amp;quot; Would you be notified of pigeons sent off within a certain number of squares, and offered a chance to stop it? Would it show up as an actual animal that one could kill? I would say that the idea of sending a messenger pigeon along as a new, low-hp NPC with a specific destination is neat, but I don't know how hard it would be on the server.--[[User:Wifey|Wifey]] 08:35, 10 April 2006 (BST)&lt;br /&gt;
*Moving an npc pigeon wouldn't be difficult as long as there were only a limited number of them in play at any one time. How would you specify the destination though - pigeons need to know the destination don't they (not sure how homing pigeons work)? --[[User:Simon|Simon]] 14:38, 10 April 2006 (BST)&lt;br /&gt;
**Mmm. Maybe one would need to specify a GPS coordinate? Actually, I'm fairly certain that birds have been taught to find specific people that they are familiar with. Perhaps once we have a contacts list (do we? If so, I haven't been able to add anyone) we can send it to those listed on it? Then it would be rather like the mobile phone of UD... except that it takes time to travel, and could be killed for EXP by other players :) What kind of limit would you have in mind, by the way? I mean, I can't imagine a whole lot of people using this often enough for it to really be a problem, but as the game grows... You never know.--[[User:Wifey|Wifey]] 01:12, 11 April 2006 (BST)&lt;br /&gt;
**I would say that you would have to have a the person on a contact list before you can send them a messenger pigeon. The pigeon would move like 1 square per 5 mins and would appear as an attackable animal. The limit is that there are only so many pigeons in Shartak. You would have to have a skill to capture one without killing it. This skill could also be used to capture a messenger pigeon without killing it in order to &amp;quot;intercept&amp;quot; the message. Or perhaps tehy are different skills? Pigeons would be reusable. --[[User:One of many doctors|One of many doctors]] 01:27, 11 April 2006 (BST)&lt;br /&gt;
*Capturing and intercepting pigeons seems quite unrealistic. Instead, maybe you could give each village a communications hut with infinite pigeons, available to people from that village. Pigeons in inventory could be sent up with a message, and after some time they'd appear in their home villages and their messages would be held for their recipients. I like the drum idea better, though. &amp;amp;mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
* What about a parrot cage in the pirate trader's hut? {{profile|4862|Rozen}}&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Drum===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New item|&lt;br /&gt;
suggest_scope=All Natives|&lt;br /&gt;
suggest_description=Allows all Natives within a specified area to hear the senders message. Any Outsiders hear random drum beats unless they have the Expert Language skill. &lt;br /&gt;
''You hear random drumming in the distance.''&lt;br /&gt;
&amp;lt;br&amp;gt;Requires a drum beating skill to utilize.|&lt;br /&gt;
suggest_time=22:35, 9 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
A drum language? Neat. I would make it a native-only skill, though (how difficult would it be for an outsider to learn ''of'' the language, let alone the language itself?), and only one skill. Also, to show the difficulty of true articulation in such a language, it would be good to lower the character limit on drum messages. This way, long messages will be broken up, and will require a bit more AP.--[[User:Wifey|Wifey]] 08:40, 10 April 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
:Awesome. A great idea to help underpowered natives (no bottles of water in native villages, terrible blowpipe, no gps, outnumbered, etc.) and also a cool new rare item. Doesn't appear abusable. --[[User:Tycho44|Tycho44]] 22:27, 20 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
:I like this idea and think it should be open to Natives only, for the reasons [[User:Tycho44|Tycho44]] gave. Also, it stands to reason that Natives should have some kind of communication advantage, being Natives on the island and everything. Messages should have to be extremely short, or else there should be increasing AP costs for longer messages (1 AP per character, perhaps?). Think of Morse code. &amp;amp;mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
::I'm thinking that drums could be to natives what GPS units are to outsiders in terms of cost, usefulness, and skill requirements. Here's how it works in my mind:&lt;br /&gt;
::#All natives, and outsiders with ''Native Knowledge'', can drum a message for 1 AP per character. Outsiders without ''Native Knowledge'' either (1) have their beats carry a shorter distance or (2) have a 20% chance of breaking their drum. (I prefer the second option, assuming drums would be expensive items. I'd rather have drums be completely off-limits for such outsiders, but I can't think of a realistic reason for them to be unable to bang on a drum.)&lt;br /&gt;
::#Only natives, and outsiders with ''Native Knowledge'', can determine the direction of a beat. (Bass noises are the hardest to pinpoint.)&lt;br /&gt;
::#Only players on the same side as the drummer, and players on the other side with language skills, can interpret beats, as with all other communication in the game. (Unskilled listeners hear &amp;quot;random drumming&amp;quot; instead of &amp;quot;&amp;lt;garbled message&amp;gt;&amp;quot;, since extremely short messages will be quite common and language obfuscation doesn't touch the first letter of a word. ''Basic Language'' gives a 33% chance to interpret the message, ''Advanced Language'' 66%, and ''Expert Language'' 100%.)&lt;br /&gt;
::#Every beat is audible to everyone in the 13 by 13 square with the drummer at its center. (13 by 13 is just large enough to cover an entire camp, and camps should be communication hubs, after all.)&lt;br /&gt;
::In general, this item would benefit natives about as much as GPS units benefit outsiders. The hearing radii and AP costs of messages could be changed easily if drums became too powerful, annoying, or ineffective. And yes, I've played Urban Dead. =)&lt;br /&gt;
::&amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 22:54, 9 June 2006 (BST)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Hammer===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New Item|&lt;br /&gt;
suggest_scope=Available to all characters|&lt;br /&gt;
suggest_description=A basic hammer.  This item seems necessary for potential future building skills such as roads or huts or hut fortifications.  Hammers could also be used as offensive weapons.  They could also be subject to random breaking like machetes.|&lt;br /&gt;
suggest_time=06:18, 1 May 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Throgonuts|Throgonuts]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
I don't think we need another weapon until there's an actual niche for it to fill. I think hut-building would be great &amp;amp;mdash; require that all 8 surrounding jungle squares be cleared before one can be built, make huts destructable by melee weapons or by growing jungle in the immediate area, and turn standard medical/ammunition/trading huts into indestructable stone structures &amp;amp;mdash; but we don't need a hammer now. &amp;amp;mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)&lt;br /&gt;
I think the hammer would be part of the right tools to build a boat. The driftwood source on unity island (new tortuga) has the following message: ''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.'' .... so is a hammer the right tool? or is a tool kit the right tool? because pirates need boats. and i have so much driftwood i am throwing away rum and cutlasses and first aid kits!!! i require tools!!!! --[[User:Badhammer|Badhammer]] 02:27, 21 September 2006 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===303===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=new item|&lt;br /&gt;
suggest_scope=availible to only outsiders|&lt;br /&gt;
suggest_description=a 303's nickname is actually: elepahant rifle,[in real life],a 303 is able to blow a elephants head of 1 shot in the neck i am suggesting this for the further success of the CP against the reefer terror cell,though it could turn against us if lord paul reefer get's his hands on it or one of his group members!.&lt;br /&gt;
&lt;br /&gt;
Damage: 15, special dmg: 16.|&lt;br /&gt;
suggest_time=15,25, 17 June, 2006 (EST)|&lt;br /&gt;
suggest_author=[[User:Riddick|Riddick]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
No. Hell, I can scarcely understand what you're trying to suggest here. I can see that it's ridiculously powerful, though.--[[User:Wifey|Wifey]] 01:01, 26 June 2006 (UTC)&lt;br /&gt;
:No. I can't understand what you're saying, but that's a very unfair idea for Natives. Plus .303 is too small for an elephant gun. Are you saying that it can blow an elephant's ''head'' off?&lt;br /&gt;
:Uh, I have a Lee-Enfield. It uses the .303 British that you're talking about. That gun can't blow an elephant's head completely off. It's about the same as a standard .308 round. Besides, are you kidding on the damage? That's hugely overpowered. And only for outsiders? Unbalance at its best. This would get Spammed into oblivion in the UD wiki. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 02:05, 9 January 2007 (UTC)&lt;br /&gt;
I disagree totally with this idea. I think it should be 300 damage and a 99.8% chance of hitting something, and when you do, you get 1,000 XP, 100 AP, 10,000 gold coins, and $50 in real life. No, no, a .303 (as said above) is the standard round for a Lee-Enfield rifle. A .308 is the standart round in the M60, M14, and M16 rifles/machine guns. In reality, if you where shooting an elephant, you'd use a .375 H&amp;amp;H Magnum round, which is what pro ivroy-hunters use, although you could use a XM107 Barrett w/.50 cal. ammo. Take a look at [http://upload.wikimedia.org/wikipedia/en/a/ab/Rifle_cartridge_comparison.jpg] photo. The first one on the left is a .50 BMG, used in XM107 Barretts. The 3rd from the left is a .308, used in M-60/14/16's. Anyway, enough of the gun-talk and onto the suggestion-talk. I do like the idea of a Heavy Sword-esque rifle, but I don't think it should 'lyk du 10000000000000 dmage!`!!!!1one' or whatever he said. -[[User:Che|Che]] 20:07, 30 January 2007 (UTC)&lt;br /&gt;
::Che, the .308 isn't used by the M16. The M16 uses 5.56 mil, or essentially a .22 sporting round. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 19:14, 28 April 2007 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Berries to Increase AP===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Change item's effect|&lt;br /&gt;
suggest_scope=Tasty berries (or similiar item)|&lt;br /&gt;
suggest_description=There are so many HP-healing items in the game, most of which heal only 1 or 2 HP so are not cost-effective to use (In terms of AP-spent-per-HP-healed), therefore are not used at all by wise players. To make some of these items more valuable and add an interesting dynamic to the game, I suggest that the effect of eating berries should be to increase your AP level rather than you HP level. Eat some tasty berries, they invigorate you and you gain 2 AP (you spent one AP eating them, net gain of 1 AP). All of the long-time players have been in the situation I'm sure (and most newer players too), where we are about to kill an elephant or tiger or an enemy player for that matter, but we run out of AP just as the target is at 3 HP, then we have to go off-line and cant wait about for 20 minutes to finish the target off, as we have real-life obligations (while we are gone the target invariably escapes, is killed by someone else, or kills you!). So carrying around 5 bunches of tasty berries could give you 5 free AP when you really need them. Thus berries would become a very valuable item in the game too, rather than a superfluous item|&lt;br /&gt;
suggest_time=00:47, 21 June 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Arminius|Arminius]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Comment here&lt;br /&gt;
&lt;br /&gt;
I like the idea! You're probably going to end up with a net loss of APs on them anyway, but it's kinda like storing APs... This could work well. -[[User:MorkaisChosen|MorkaisChosen]] 10:54, 21 June 2006&lt;br /&gt;
:Exactly, you would definitely have a net loss of AP finding them. There would also be net loss of AP buying them in the trading hut, and once people catch on to how valuable they are they would become tremendously expensive (demand would overwhelm supply), making for an even bigger net loss of AP buying them. [[User:Arminius|Arminius]] 00:40, 27 June 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
I could certainly see it getting out of hand. You'd need to cut it off at a certain point. Maybe 5 is about right.--[[User:Wifey|Wifey]] 01:03, 26 June 2006 (UTC)&lt;br /&gt;
:Why would there need to be a cut-off? Even if someone is carrying 50 bunches of berries (which they will have spent many days worth of AP searching for on berry-bush squares), they will get their 50 extra AP and then it's all gone. With a full 75 AP and with 50 bunches of berries, a person could use 125 AP within a few minutes. If theoretically two 80-HP enemies are standing on the person's same exact square, odds are he can kill both with 5 AP to spare, but now all his berries are gone. I would agree that carrying 50 bunches of berries is pretty ridiculous, but again the person will have spent many days searching for them, a tremendous net loss of possible damage inflicted if he had just used all those hundreds of AP he spent searching, attacking. And even in that extreme example all he can do is inflict 160 damage and then his berry supply is used up, So I dont think it is necessarily &amp;quot;out of hand&amp;quot;. Besides, anyone who does such a thing (spends days finding 50 berries and goes and uses them all at once) is an idiot and a very poor player, the berries would be valuable to be used when you really desperatrely need them, when you are out of AP about to get a kill or maybe in some other limited way (as MorkaisChosen said, it is a way to store AP), not in that way. If you are worried about people camping berry bushes to get lots of AP-boosting berries, see below (and remember that some people do the same for first aid kits anyway). [[User:Arminius|Arminius]] 00:40, 27 June 2006 (UTC)&lt;br /&gt;
::The above remarks would be accurate if the AP-booster item was &amp;quot;invigorating herbs&amp;quot; found with an 8% rate in the Grasslands or something. However, berries have a 55% find rate (perhaps higher for villager), so 50 berries take at most two days to collect. Unless your character is a PKer who can attack anything that moves, the berry-buff would become very valuable for increasing combat efficiency. --[[User:Tycho44|Tycho44]] 17:37, 30 June 2006 (UTC)&lt;br /&gt;
:::Since this would be a radical change for berries, yes the find rates should be changed. The AP-giving item doesnt even have to be berries, my original sugegstion was &amp;quot;berries or similiar item&amp;quot;. I think it should be berries because there are berry bushes all over the island, rather than gerasslands which are only in one part of the island(?). [[User:Arminius|Arminius]] 23:55, 26 August 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
A comment I have is that this would make berry bushes genuinely valuable, but it is probably not desirable to have everyone camp the berry bushes, that's boring. Fortunately this problem is already solved by something Simon implemented very early on--berry bushes dry up and new ones are discovered all the time (it might be advisable to increase the rate at which they dry up and new ones pop up for this). [[User:Arminius|Arminius]] 00:40, 27 June 2006 (UTC)&lt;br /&gt;
:Not sure where you got this idea from, bushes are static.. for now! --[[User:Simon|Simon]] 01:00, 27 June 2006 (UTC)&lt;br /&gt;
::I could've sworn I've seen writings in the jungle making references to trees which are not there anymore, e.g. &amp;quot;this mango tree is claimed by John Doe&amp;quot;, but there is no tree in the square. [[User:Arminius|Arminius]] 23:55, 26 August 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
Well, as pointed out, it would take two days of camping a berry bush to get 70 berries, the maxiumum that can be stored (unless the idiot's walking around with no weapons).  However, you'd only get one day of extra combat from it. You're actually losing time that way.  If you're really worried, make bushes drop two types of berries, HP restorers and AP restorers.  Lower the find rates for both to match the current find rate. I assume this wouldn't be hard. Huts already drop multiple varieties of items.  I'd also like to point out that this system is already in place in KoL.  They just set a maximum you can eat before you get full to keep the system from being abused.  Would that be hard to code? --[[User:Black Joe|Black Joe]] 14:18, 13 July 2006&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
it's not worth it,eating a berry costs one action point(s),and every berry gives you 1 AP so really you would just be left on the same AP you were on before you ate the berry! [[User:Eminem1|Eminem1]] 01:03, 14 July 2006 (UTC)&lt;br /&gt;
:It would give 2 AP, you would spend 1 AP to eat it, so you would gain 1 AP. [[User:Arminius|Arminius]] 23:55, 26 August 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
Personally i like the idea getting free XP item so how about this; have one and only one item (say buncha berries) gives 1XP costs 1AP, but you can eat it whenever you want. this would pretty much reduce the number of people who are going to farm (as the chance of getting that one item consistently is comparatively low), it would make a welcome change to searches.--[[User:A for anarchy|A for anarchy]] 05:14, 22 July 2006 (UTC)&lt;br /&gt;
:I think you are confused here, the topic at hand is not gaining free XP, but &amp;quot;storing AP&amp;quot; as MorkaisChosen put it. [[User:Arminius|Arminius]] 23:55, 26 August 2006 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Camera/Spirit box===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Ranged weapon|&lt;br /&gt;
suggest_scope=Those plagued by banshees and those interested in scaring natives|&lt;br /&gt;
suggest_description=In just about every meeting of natives and cameras it is believed that the cameras are able to steal some of their spirit. On Shartak this is for sure and it also works on the dead. The camera is able to capture some of a person's spirit causing 3 points of damage. If the shot kills them they are trapped in the camera until they revive for X extra AP. If the user has Sixth Sense they may capture a spirit in the same way. The camera uses rolls of film with 5 shots each. Scientists have special photography skills increasing their chance of capture. Natives must have Outsider knowledge to use the camera. Otherwise it will appear as Spirit box in their inventory. (Possible native equivelent could be something like a voodoo doll)|&lt;br /&gt;
suggest_time=04:11, 23 July 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Darkferret|Darkferret]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
I like this! It rally does fit in for me... Plus it allows my clan to do some REAL research on Spirits by taking pictures. And, of course... Who you gonna call? [[User:MorkaisChosen|MorkaisChosen]] 10:58, 23 July 2006 (UTC)&lt;br /&gt;
 &lt;br /&gt;
I don't want to seem impolite, and I don't want to discourage people from making creative suggestions, which this certainly is.  However, I'm not so sure about this.  After all, cameras don't REALLY hurt people.  Also, cameras, to me, don't fit with the time period in Shartak, like GPS units. There are already suggestions to change the GPS unit to something else. I don't think adding another piece of relatively advanced technology will help.  Cameras have been around maybe 100 years?  Shartak seems to take place in the 1700's or so, a little too early.  Long story short, I don't think it fits.  That's just my opinion, however. [[User:Black Joe|Black Joe]]&lt;br /&gt;
:Just to remind you that this is a fictional game not set anywhere or anytime in paticular and what may not fit in reality may fit great in a game(Shartak ghosts? Urban Dead zombies?). In fact sometimes doing the impossible is what makes these games fun. (The Royal Expedition claims that it is 1906) --[[User:Darkferret|Darkferret]] 21:16, 27 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
i agree with idea that we should do something about ghosts, but the idea of trapping &amp;quot;ghosts&amp;quot; in cameras not so much, cause ghosts are players too and costing them extra AP for escape compounded with the AP cost of reviving, would seriously affect their gameplay.--[[User:A for anarchy|A for anarchy]] 03:40, 25 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
I really like this idea, although it shouldn't be used for hurting live players, instead capturing spirits who are farming xp in a resource hut. Then, rather than spending AP to escape, they should only have the option to revive (Perhaps at an increased cost)--[[User:Zydd Soral|Zydd Soral]] 16:55, 25 July, 2006&lt;br /&gt;
&lt;br /&gt;
Compared to exorcism, capturing spirits in a camera seems really silly and would make the game seem the same way. Maybe it'd be like introducing soap as an item that could deal damage to pirates: funny, but absurd and out of place in a role-playing game. Some elements of fantasy are acceptable in such games, but others, like this one, are too hard to swallow. But it's a clever idea. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 17:27, 26 July 2006 (UTC)&lt;br /&gt;
:Exorcism sounds like a really silly thing to me (holding up a symbol and saying some silly words is going to repel a ghost?). Plus it is very cliche and I don't think a scientist would be the kind of person who would do it. We don't have an outsider religious class in this game dispite the suggestions for it. The true equivelent of your antipirate soap would be a vacuum cleaner like in ghost busters.--[[User:Darkferret|Darkferret]] 21:16, 27 July 2006 (UTC)&lt;br /&gt;
::I have to disagree with you, Darkferret. If you're going to accept spirits, then you might as well accept exorcism.  After all, practically every culture I've heard of that believes in spirits also believes in having some way to banish them.  Additionally, there IS a religious class on the native side: the shaman. I agree the scientist is ill-suited for exorcism, but something can undoubtedly be worked out.[[User:Black Joe|Black Joe]] 19:38, 28 July 2006&lt;br /&gt;
:::Repeling a player counts as movement that does not use their AP which defies the Free Lunch Principle. Capture and captive player escape via revival is Free Lunch complient. Besides the outsiders already have too many classes and scientists need unique science related skills.--[[User:Darkferret|Darkferret]] 21:25, 12 August 2006 (UTC)&lt;br /&gt;
 &lt;br /&gt;
A Spirit Box could work as a kind of special wooden box with charms or religious symbols on it, but maybe not as a camera. [[User:MorkaisChosen|MorkaisChosen]] 10:38, 27 July 2006 (UTC)&lt;br /&gt;
:What would the roll of film equivalent be?--[[User:Darkferret|Darkferret]] 21:16, 27 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
''For several hundred years the island of Shartak has been populated by three native tribes from the villages Dalpok, Raktam and Wiksik. More frequently in recent weeks, strangers known to the natives as &amp;quot;outsiders&amp;quot; are appearing on their island wearing odd looking clothes and carrying '''flashing boxes''' and loud sticks.&lt;br /&gt;
Is that not a camera?&lt;br /&gt;
&lt;br /&gt;
:No, just bad wording. Supposed to be a reference to the gps units! --[[User:Simon|Simon]] 21:09, 2 October 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Infantry did not use double barrel rifles at this scale until the mid 19th century, by then the daguerreotype and the calotype had been invented.&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Subitems===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Divisable items|&lt;br /&gt;
suggest_scope=FAKs and Healing herbs|&lt;br /&gt;
suggest_description=When someone uses a FAK they usually don't use all of it. They may need a bandage but not the antitoxin. Instead of dumping it we could keep the unused parts much like we keep our containers. I suggest we divide the kit into 3-4 parts that separate when a kit is not completely used: Bandage for HP (possibly small[2-4HP] &amp;amp; large[3-6HP]), Antitoxin for Poisonous snake bites and Poison darts (possibly HP from Bunch of poisonous berries and Salt water if balanceable), and Stitching kit for Shark bite. I am not sure about the names of Healing herbs' subitems.|&lt;br /&gt;
suggest_time=22:28, 12 August 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Darkferret|Darkferret]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
This seems to be a realy good idea, i'm sure it would be a royal bitch to program, but maybe no more so than blunting a cutlass or breaking a machette. {{profile|4862|Rozen}}&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== The Bone Whistle ===&lt;br /&gt;
&lt;br /&gt;
I was screwing around with an idea on the Scurvy Crew page, and the more I thought about this one the more I liked it. Basically a bone whistle that'll function like the radio does in urban dead permitting long range communication within the game. This is more necessary in Shartak because of the greater distances involved with the game. It could be set to play certain notes so that only certain clans, villages, or classes could hear it like the radio is tuned to certain frequencies. Understanding and playing the bone whistle would require new skills that'll give senior players something new to spend their exp on.&lt;br /&gt;
&lt;br /&gt;
It might also only be played from certain locations such as in villages, on the mountain, on the beach, etc. The explanation being that sound doesn't travel in the deep jungle. It'd be especially helpful to players who aren't knee-deep in the forums or wiki coordinate. There's this dying language in Spain around the Pyrrenes (sp?) of whistling to communicate across the mountains so that could serve as a weak justification for it within the game's setting. What do you think? [[User:Tyler Whitney|Tyler Whitney]] 21:29, 4 September 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
Just reviewed past posts and it seems similar to the drums/pigeons proposed earlier. I think any of these could be made to work. [[User:Tyler Whitney|Tyler Whitney]] 21:32, 4 September 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
the birds for outsiders, the whistle for pirates and the drums for natives? or a parrot for pirates maybe? {{profile|4862|Rozen}}&lt;br /&gt;
&lt;br /&gt;
Smoke signals were another suggestion on the old forum. [[FirstAmongstDaves]]&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
===Flintlock Pistols===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New Item and Set of Skill to go along with it|&lt;br /&gt;
suggest_scope=Whoever can shoot a gun|&lt;br /&gt;
suggest_description='''Mechanics'''&lt;br /&gt;
*Half the inventory space of the rifle&lt;br /&gt;
*1 shot loading&lt;br /&gt;
*.5 AP to load. (or skill to make it so)&lt;br /&gt;
*4 damage&lt;br /&gt;
*Find in the Shipwreck's Armoury and (with less chance) the Large Cabin.&lt;br /&gt;
*Also find in outsider camp's ammo hut with the same chance as in the Large Cabin.&lt;br /&gt;
*Ammo is more likely to be found in 'purses' of three. eg, 'Looking around you find a purse of three flintlock balls'&lt;br /&gt;
&lt;br /&gt;
'''Roleplay and realism'''&lt;br /&gt;
*Soldiers who roleplay would prefer to carry them instead of the dozen rifles they now cary. In real life, you can realisticly carry eight flintlocks and a rifle. (Two in the boots, two on the shins, two on the thighs, and two under the arms with a rifle in hand).&lt;br /&gt;
*Pirates have always been seen with cutalss and one-shot pistol in hand.&lt;br /&gt;
&lt;br /&gt;
'''Skills'''&lt;br /&gt;
*'''No Skill'''- ''5% chance of hitting your target''&lt;br /&gt;
*'''Pistol Marksmanship(Soldiers and Pirates)'''- ''Plus 20% chance to hit your target with a Flintlock Pistol''&lt;br /&gt;
*'''Advanced Pistol Marksmanship'''- ''Plus another 20% chance to hit your targetwith a Flintlock Pistol''&lt;br /&gt;
*'''Hunter Marksman (Scouts with outsider knowledge and Explorers)'''- ''Plus another 20% chance to hit your target with a Flintlock.''&lt;br /&gt;
*'''Flintlock Mastery'''- ''Plus 15% chance to hit your target with Flintlock Pistol''&lt;br /&gt;
*'''Quickshot'''- ''Loading costs .5 AP''|&lt;br /&gt;
&lt;br /&gt;
suggest_time=02:36, 12 November 2006 (UTC)|&lt;br /&gt;
suggest_author={{profile|4862|Rozen}}|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
'''''Original idea by {{profile|4862|Rozen.}} Wiki-fied by [[User:Che|Che]]'''''&lt;br /&gt;
&lt;br /&gt;
I'd like to get some fresh comments about this. I have the old comments saved in case anyone wants to look...I just want to see what Shartak: The Next Generation thinks of this, you know :P  --[[User:Rozen|Rozen]] 22:59, 28 May 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
I'd really like to see this become a reality Rob. I would suggest it only be available at the shipwreck though. The only reason I can think of, as to why Simon hasn't introduced a firearm for Pirates so far, is that he wants Pirates to stay focused on bladed weapons, or at least, not favouring firearms over bladed weapons. But I'm only guessing here. Wild guessing at that ;) Anyways, if that ''were'' the case, I would make the hit% the same as using a cutlass/machete. 45% but with an extra point of damage. --[[User:Cthulhu|Cthulhu]]&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Meat Weapons===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Items|&lt;br /&gt;
suggest_scope=All|&lt;br /&gt;
suggest_description=Hi, I would like to consider the introduction of a range of meat weapons into the game. I have a full arsenal ready to go, these would include a pork sword, a luncheon meat truncheon, a bacon torpedo, a spam javelin, a mutton dagger and a beef spear. If anyone wants the stats for these weapons, please let me know. |&lt;br /&gt;
suggest_time=11:29, 29 November 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:LadyOfTheNight|LadyOfTheNight]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Oh come on these are just plain silly - bacon and pork could come from wild boar, but mutton and beef?  There aren't any sheep or cattle on the island! --[[User:Frisco|Frisco]] 18:53, 29 November 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
I'm worried for what the little ones may interprit pork sword as. I understand the US meaning is quite different to the Halo meaning. [[User:Rozen|Rozen]]&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
===Canteen/Water Pouch===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Container|&lt;br /&gt;
suggest_scope=Anyone looking for an extra sip|&lt;br /&gt;
suggest_description=Bottles and gourds of water may be cheap and attractive, but they are quite bulky worn on person. The canteen/water pouch is flatter/easier to carry taking 2 inventory spaces to carry 5 or 6 HP worth of water (or 1 space for 3 or 4 HP I'm not sure.)|&lt;br /&gt;
suggest_time=09:23, 5 December 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Darkferret|Darkferret]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Canteen? To be a little more in the setting, how about &amp;quot;''flask''&amp;quot;? And were you going to suggest that it hold more than one drink? --[[User:Lantz|&amp;lt;font color=&amp;quot;005555&amp;quot;&amp;gt;Lantz&amp;lt;/font&amp;gt;]] 03:15, 6 December 2006 (UTC)&lt;br /&gt;
:Feasible.. I would imagine something like a flask that gives 3 drinks of 2HP each but occupies 2 inventory spaces might make it a desired item compared to a bottle. Obviously it'd have to be refillable just like bottles and that's where it starts to get complicated. --[[User:Simon|Simon]] 18:54, 24 December 2006 (UTC) &lt;br /&gt;
: is it possible to have it as three bottles in programing, but when it appears in GUI it's only one object? I know NOTHING about programing, so i probably just made a fool of myself saying that. [[User:Rozen|Rozen]]&lt;br /&gt;
: A rifle can be loaded with two bullets, so there is presumably code that can be reused to create something similar that holds a certain number of uses? --[[User:Johan Crichton|Johan Crichton]] 01:28, 26 December 2006 (UTC)&lt;br /&gt;
:I...*hic*...never leaves the camps...*hic*...with out a flask of that bourbon here's. Hmm... pretending to be a drunkard has make me think of a new idea... anyway, this flask/canteen thing is a pretty good idea. -[[User:Che|Che]] 06:39, 31 December 2006 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Fire ===&lt;br /&gt;
&lt;br /&gt;
How about fire for torches? Fire could also: &lt;br /&gt;
&lt;br /&gt;
1. be used on the jungle (&amp;quot;You set fire to the surrounding jungle, causing smoke to billow into the sky.&amp;quot; The square could turn orange and then red as it was burned, then finally brown once it burned out), &lt;br /&gt;
&lt;br /&gt;
2. be used as campfires for villages and the wreck, &lt;br /&gt;
&lt;br /&gt;
3. light caves, for increased search rates (&amp;quot;You light a torch and it illuminates the cave. Shadows cast from flying bats give the cave an eery appearance.&amp;quot;) &lt;br /&gt;
&lt;br /&gt;
4. burn opponents, (&amp;quot;You hit Long Fin Killie in the face with a torch for 3HP damage.&amp;quot;) or huts (&amp;quot;&amp;quot;You set the hut on fire and the inhabitants each suffer 1HP loss from smoke inhalation.&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
5. scare away wild animals like tigers, which might not approach a torch. &lt;br /&gt;
&lt;br /&gt;
I also like the idea of driftwood being set ablaze with a flint of some description - a sharpening stone is a good idea - and also putting out fire with water. Perhaps you could not step into a river or the water with a lit torch - the torch would fizzle out (which would also prevent some smartie from setting fire to the shipwreck).&lt;br /&gt;
 &lt;br /&gt;
Fire might also be visible from a distance. &amp;quot;You see a column of smoke to the north east.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
And, as a gag, if you drink rum while holding a torch then you breath fire.&lt;br /&gt;
&lt;br /&gt;
[[FirstAmongstDaves]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
&amp;quot;You take a swig of rum and put your face up to the torch. You exale the rum into the fire, and a large jet of flame comes out of the other side of the torch.&amp;quot; or even, &lt;br /&gt;
&amp;quot;You take a swig of rum and put your face up to the torch. You exale the rum into the fire, and a large jet of flame comes out of the other side of the torch. However, you did not do it right and the flame singes your face for X hit points!&amp;quot;&lt;br /&gt;
-[[A Cow]] &lt;br /&gt;
::That would be amusing, if pointless, like the coin-toss. - [[FirstAmongstDaves]]&lt;br /&gt;
::: To be realistic, huts, jungle, or similar things should burn down and spread. burning areas would turn orange, then red, and would turn normal when there was nothing left to burn. Every AP recharge or so, the jungle would go down one level, a signpost if there was any would burn away, all people and animals would take X damage from various reasons (most animals would flee though), and huts or similar things would go down in levels (&amp;quot;slightly charred/ rather burned/ badly burned/collapsing/burnt ruins/nothing left but the foundation) which would have gradually decreasing search odds, and the last two would have the huts not be entered/exited areas, there would be no difference between inside and outside. The fire would have an X% chance of spreading into a touching square that wasn't burning or completely burnt down. There would have to be some way to put out or contain the fire to prevent the entire island from having all vegetation going to 0, all huts burning down (maybe a &amp;quot;hut repair&amp;quot; skill?), and all people and NPCs dying and having to wait for a shaman to come back before they can every time some guy sets something on fire. Maybe spreading from square to square would have a low chance and fuel consumption happens fast, so a fire will often burn down before it spreads. Or you could have player-imposed limitations by keeping a circle or part of one around an area totally clear of jungle and, if people comply with policy, players and signs. If you put it right at the edge and on the inside, animals wouldn't go in for whatever reason, so... a maniac trying to burn down the island would need a second torch if they used the first one on the village and the other villages still wouldn't be destroyed. Okay, by itself that wouldn't help much, but with the low spread/high burn and make it easy to put out with water and we've got some vague balance. --[[User:AlexanderRM|AlexanderRM]] 01:04, 13 September 2007 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Falconry ===&lt;br /&gt;
&lt;br /&gt;
Introduction:&lt;br /&gt;
Falcons and falconry could be another item/skill combination like the shooting skills. Falconry is an ancient sport. It was practiced in China before the year 2000 BC: falconry is also the subject of some of the oldest Egyptian wall paintings. English playwright William Shakespeare was a falconry fan who introduced falconry terms into popular speech: the word &amp;quot;Hag&amp;quot; or &amp;quot;Haggard&amp;quot; is the term for a mature wild hawk or falcon. Bedouins also have engaged in falconry for centuries. Peregrine falcons hunt and eat other birds and are famed for their speed (stooping, or diving, peregrines have been clocked at speeds of up to 220mph) and aerial prowess. &lt;br /&gt;
&lt;br /&gt;
Item:&lt;br /&gt;
The scenario would run like this: Near the mountains, &amp;quot;You find an egg in a large nest in a rocky outcrop. The egg is slightly smaller than a chicken egg, and is mottled with a dark, reddish-brown pigment.&amp;quot; This description is that of a falcon egg. The eggs could only be found by searching / scavenging. As falcons like the thermals of mountains and have nests in rocky crevaces, it makes sense that the eggs could only be found near the mountain.&lt;br /&gt;
&lt;br /&gt;
First skill level:&lt;br /&gt;
In order for you to do anything with the egg, you acquire a skill: &amp;quot;Hatching and rearing&amp;quot; of the falcon chick. Once you acquire that skill, the egg hatches. Perhaps some of the eggs would fail - say, 50%. In the player item list, the &amp;quot;one falcon egg&amp;quot; is replaced by &amp;quot;one falcon chick&amp;quot; or &amp;quot;one falcon eyase&amp;quot; (an eyase is a falcon chick) when the first skill level of &amp;quot;Hatching and rearing&amp;quot; is acquired. &lt;br /&gt;
&lt;br /&gt;
Second skill level:&lt;br /&gt;
The next skill you need to acquire is &amp;quot;Training your falcon&amp;quot;. With the &amp;quot;Training your falcon&amp;quot; skill, the &amp;quot;falcon chick&amp;quot; becomes a &amp;quot;young falcon&amp;quot;, and the young falcon can be used as a weapon. &amp;quot;You command your young falcon to rake Player Y's face, for 1 HP damage.&amp;quot; As a young falcon, it delivers only one HP hit, and has a low probability rate of striking. The keywords are &amp;quot;young falcon&amp;quot;, to indicate to players that the bird is immature and not yet capable fo use at full strength.&lt;br /&gt;
&lt;br /&gt;
In addition, as a young and inexperienced bird, it might also be prone to crashing and dying. &amp;quot;Your young falcon loses balance mid-flight and plummets into a tree, dying instantly.&amp;quot; While potentially heartbreaking for a proud falconeer who has raised the young falcon from an egg, the idea would be to discourage the falconeer from using the bird in combat until he or she has the next skill level. &lt;br /&gt;
&lt;br /&gt;
Third skill level:&lt;br /&gt;
With &amp;quot;falconry mastery&amp;quot;, the falcon can be used as a weapon like a rifle, with the same probability strike rate and damage for HPs. The advantage of having a falcon would be not having to worry about bullets. The text would read, &amp;quot;You command your falcon to rake Player Y's face, for 5HP damage.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Killing falcons:&lt;br /&gt;
It should be possible to kill falcons. In attacking another player with a falcon, there would be a low probability rate (say 1%) that &amp;quot;You attack Player Y and kill their falcon.&amp;quot; This could be listed in the kills stats. It would also no doubt fuel some enmity between players if one player kills another player's pet falcon. No one likes a pet murderer.&lt;br /&gt;
&lt;br /&gt;
Other ancillary issues:&lt;br /&gt;
Falcon eggs would be relatively rare, like heavy swords. &amp;quot;Falcon eggs&amp;quot;, &amp;quot;falcon chicks&amp;quot;, &amp;quot;young falcons&amp;quot; and &amp;quot;falcons&amp;quot; could have trading values, which would mean that the skill must affects a trading item (which I don't think we've seen yet). Any class of player could have a falcon egg, just like a heavy sword, and again like a heavy sword it would be possible to have more than one falcon. In announcing falconry as a new skill/item, you would only need to introduce the new skill in the Skills page and the kills stats: let players work out where the eggs might be.  -&lt;br /&gt;
[[FirstAmongstDaves]]&lt;br /&gt;
&amp;lt;br&amp;gt;Comments&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;Comments here.&lt;br /&gt;
A comprehensive pet system, allowing characters to have pet dogs, trained birds of prey (falcons are an example, but I don't know if there are Caribbean falcons?), pet parrots, pet monkeys etc might be one way to accomplish something like this? --[[User:Johan Crichton|Johan Crichton]] 21:00, 11 January 2007 (UTC)&lt;br /&gt;
:I looked at the pet suggestion, and we discussed domesticating elephants at the old forum. Animals in the game are NPCs, and so controlling them plus your character becomes problematic unless by domesticating them they lose their NPC status. I would have thought this was hard to code. The falconry system I'm suggesting only needs some modification of the existing shooting skill: falcons would be items, rather than NPCs. - [[FirstAmongstDaves]]&lt;br /&gt;
&lt;br /&gt;
::... and now we have shargles...! - [[FirstAmongstDaves]] 2 Jan 08&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Tent===&lt;br /&gt;
&lt;br /&gt;
Hello all, It seems to me that having the only shelter in villages seems silly. Why not have tents which can be used in the jungle. They could be deployed and then used for hiding. It would also make sense for a tent to make it impossible for an animal to attack you wihile you are in it. [[User:GusMcRae|GusMcRae]]&lt;br /&gt;
:Yeah, I seem to have trouble surviving overnight in the jungle, which makes it really hard to get places. Maybe it could have high inventory space and AP cost to set up/take down, but some animals won't attack you in there and some item, like a controlled torch or something, repels the rest but makes the tent always noticeable to people who can see your square. Or course players could go in there but... well, you can't have everything. The inventory space and the placing/removing costs would make travel slow and attacking difficult to balance the safety.--[[User:AlexanderRM|AlexanderRM]] 01:26, 13 September 2007 (UTC)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Trade Items===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=a series of items which will encourage trade|&lt;br /&gt;
suggest_scope=the economic structure of Shartak|&lt;br /&gt;
suggest_description=Few people bother to travel far afield from their home camps on Shartak. It is simply easier to do what you want to do right at home, and not take the risk of travel. If movement between the various camps, and general movement around the island is desirable, a good way to encourage that would be to foster trade. Historically, trade has been a major driver of exploration, communication and colonization. Trade is a result of basic market forces. When a seller has supply and a buyer has demand, a trade will likely occur. Currently the supply and demand are both readily available within each camp, and there is little need to travel. However, constructed items requiring multiple components, each part of which is only available in one camp would encourage this trade. &lt;br /&gt;
&lt;br /&gt;
For Outsiders, I propose the creation of three new items, which when combined would allow the creation of a more efficient, highly desirable weapon. The three items are steel ore (found in Derby, with a 1% search percentage), smithy tools (found in the Durham, with a 1% search percentage), and coal (found in York, with a 1% search percentage). When all three items are in one character's inventory and the character possesses Outsider Knowledge, or is an Outsider, the action &amp;quot;Forge Weapon&amp;quot; becomes available. This action costs 10 AP, but produces a &amp;quot;Scimitar&amp;quot;[http://en.wikipedia.org/wiki/Scimitar], with a base hit percentage of 20% and a base damage of 3. Each Scimitar created consumes one unit of coal, steel and smithy tools.&lt;br /&gt;
&lt;br /&gt;
The Native analog to this is the &amp;quot;Macuahuitl&amp;quot; [http://en.wikipedia.org/wiki/Macuahuitl], a giant, bladed war club. It has the same game stats as a Scimitar, and is contructed using obsidian from Dalpok, cured leather from Raktam, and ironwood from Wiksik.&lt;br /&gt;
&lt;br /&gt;
By implementing materials available only in one camp, which are necessary for the manufacture of goods which would be in high demand, an artifical economy can be created... trade, travel and adventure will be the natural outcomes of this. Presumably some individuals will make a career of searching materials local to their home camp and selling them to traders in other camps. Other individuals may specialize in the manufacture of these weapons. Still others may decide to drive off the outisders from their home camps, as a way of cornering the market. &lt;br /&gt;
|&lt;br /&gt;
suggest_time=04:50, 15 February 2007 (UTC)||&lt;br /&gt;
suggest_author=[[User:Nosimplehiway|Nosimplehiway]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Comment here&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
*Actualy, thats' not a bad idea. I wouldn't mind seeing this on Shartak. When i saw the name of the thread i was ready to go on about idem trading between players and zerging. But no, this looks pretty cool. Would scimitars be affected by body building and melee skills? that'd make the weapon 45% 4 damage, which is a worthy bonus for rounding up all the items. - [[User:Rozen|Rozen]]&lt;br /&gt;
**Yep, my idea is that it would include those bonuses, but it is not integral to the suggestion. This basic concept (rounding up trade items to get something cool and thereby indirectly creating an economy) has nothing to do with the item you get as an outcome, the item is only there to provide a big reward. The resultant item could be the tools to build a hut, the herbs needed for a super first aid kit, or any other big bonus. My goal is to create an economy, not the reward, per se. --[[User:Nosimplehiway|Nosimplehiway]] 19:57, 19 February 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
*Sounds good, but for RP purposes I'd rather the weapon be named 'Fine Sword', a more generic weapon. It'd be bad for me that I want a longsword and some other guy who wants a schiavona to be stuck with a scimitar. --[[User:Odysseus|Odysseus]] 18:45, 18 February 2007 (UTC)&lt;br /&gt;
**Good idea! Calling it a &amp;quot;fine sword&amp;quot; definitely opens up more RP possibilities. I am sticking to my guns on the macuahuitl, though; the idea of a warclub covered with razor sharp obsidian is just too cool to ignore. lol --[[User:Nosimplehiway|Nosimplehiway]] 19:57, 19 February 2007 (UTC)&lt;br /&gt;
*** Actually, many people almost never use the &amp;quot;contact roaming shaman&amp;quot; option, and so they stay near their home camps because they always get sent there when they die. I've only gone to another camp (wilsik) once and after dying a day or two in, got sent home and never returned. Maybe if we made it so that if people met a shaman from another camp, from then on they have the option the contact them, for different AP costs. (maybe natives/native shamans and outsiders outsider shamans would be 40AP, and anything else would be the same 50AP as contact roaming shaman...) Of course, other people being able to come back to life into the very center of an enemy village or settlement, lie there to get full AP, then stand up and massacre the people, and when they got killed just do it again might be bad... maybe some exorcism skill or innate power amulet, that someone you kill who isn't in an allied camp to their side can't re-spawn their for awhile or until they re-spawn and die again...--[[User:AlexanderRM|AlexanderRM]] 01:38, 13 September 2007 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===10 Melee Weapons===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Weapons|&lt;br /&gt;
suggest_scope=All|&lt;br /&gt;
suggest_description=It's about time we've had a host of new weapons! Here's what I'm suggesting. I've added all the current weapons for comparison plus the suggested Swordsman class (assuming you've maxed out CQB first incl. Balanced Stance), a suggested Pirate skill that ups Cutlass accuracy, and also their modified values for Body Building. Note that these weapons are superior in one way or another than cutlasses and machetes, BUT only these two can cut through jungle, and cutlasses can become better in the hands of pirates. Axes can cut through jungle but they're in the same league pretty much.&lt;br /&gt;
&lt;br /&gt;
1)'''Axe:''' A powerful but somewhat heavy weapon, the axe is also good at clearing jungle. It does only 0,05 damage more per AP if two non-swordsmen or non-pirates max out, compared to a machete or cutlass, so it's pretty much as good.&lt;br /&gt;
&lt;br /&gt;
'''Base Damage''' 3, '''Accuracy''' 10% (-&amp;gt;20%-&amp;gt;35%)&lt;br /&gt;
*'''Average Damage, untrained:''' 0,3 -&amp;gt; 0,4&lt;br /&gt;
*'''Average Damage, CQB:''' 0,6 -&amp;gt; 0,8 &lt;br /&gt;
*'''Average Damage, ACQB:''' 1,05 -&amp;gt; 1,4&lt;br /&gt;
*'''Average Damage, BS:''' 1,2 -&amp;gt; 1,55 &lt;br /&gt;
&lt;br /&gt;
2)'''Rapier:''' A slender sword, not particularly damaging but very easy to use. Common among many outsiders. Note that if you are a swordsman with maxed out skills, there's ALWAYS a chance to cause at least 1 point of damage, making it the best weapon for use against low HP enemies. Since it relies on thrusting, sharpening should be unnecessary.&lt;br /&gt;
&lt;br /&gt;
'''Base Damage''' 1, '''Accuracy''' 40% (-&amp;gt;50%-&amp;gt;65%-&amp;gt;75%)&lt;br /&gt;
*'''Average Damage, untrained:''' 0.4 -&amp;gt; 0,8&lt;br /&gt;
*'''Average Damage, CQB:''' 0,5 -&amp;gt; 1 &lt;br /&gt;
*'''Average Damage, ACQB:''' 0,65 -&amp;gt; 1,3&lt;br /&gt;
*'''Average Damage, BS:''' 0,8 -&amp;gt; 1,45&lt;br /&gt;
*'''Average Damage, Fencing:''' 0,9 -&amp;gt; 1,65 &lt;br /&gt;
*'''Average Damage, Exp. Fenc.:''' 1,05 -&amp;gt; 1,8 &lt;br /&gt;
&lt;br /&gt;
3)'''Saber:''' Favored by the navy, a saber looks like a slimmer and longer cutlass- or a cutlass looks like a short and wide saber. It's easier to use than a cutlass&lt;br /&gt;
&lt;br /&gt;
'''Base Damage''' 2, '''Accuracy''' 25% (-&amp;gt;35%-&amp;gt;50%-&amp;gt;60%)&lt;br /&gt;
*'''Average Damage, untrained:''' 0,5 -&amp;gt; 0,75&lt;br /&gt;
*'''Average Damage, CQB:''' 0,7 -&amp;gt; 1,05 &lt;br /&gt;
*'''Average Damage, ACQB:''' 1 -&amp;gt; 1,5&lt;br /&gt;
*'''Average Damage, BS:''' 1,15 -&amp;gt; 1,65 &lt;br /&gt;
*'''Average Damage, Fencing:''' 1,35 -&amp;gt; 1,95  &lt;br /&gt;
*'''Average Damage, Exp. Fenc.:''' 1,5 -&amp;gt; 2,1 &lt;br /&gt;
&lt;br /&gt;
4)'''Spear:''' Used by the natives mostly but sometimes by the outsiders, the spear is a very effective weapon, its long reach giving the user a great advantage. Since it relies on thrusting, sharpening should be unnecessary.&lt;br /&gt;
&lt;br /&gt;
'''Base Damage''' 2, '''Accuracy''' 25% (-&amp;gt;35%-&amp;gt;50%)&lt;br /&gt;
*'''Average Damage, untrained:''' 0,5 -&amp;gt; 0,75&lt;br /&gt;
*'''Average Damage, CQB:''' 0,7 -&amp;gt; 1,05 &lt;br /&gt;
*'''Average Damage, ACQB:''' 1 -&amp;gt; 1,5&lt;br /&gt;
*'''Average Damage, BS:''' 1,15 -&amp;gt; 1,65 &lt;br /&gt;
&lt;br /&gt;
5)'''Halberd:''' A heavy polearm used by some outsiders, this unwieldy weapon is tremendously powerful. It consists of a two to two and a half meter long shaft, topped by an axe blade and spear tip. (Actually the original idea was to have a 10% accuracy, but it would make it way too powerful and everyone would have a halberd. This would be realistic since polearms were often the most effective weapons... but not fun at all).&lt;br /&gt;
&lt;br /&gt;
'''Base Damage''' 4, '''Accuracy''' 5% (-&amp;gt;15%-&amp;gt;30%)&lt;br /&gt;
*'''Average Damage, untrained:''' 0,2 -&amp;gt; 0,25&lt;br /&gt;
*'''Average Damage, CQB:''' 0,6 -&amp;gt; 0,75 &lt;br /&gt;
*'''Average Damage, ACQB:''' 1,2 -&amp;gt; 1,5&lt;br /&gt;
*'''Average Damage, BS:''' 1,35 -&amp;gt; 1,65 &lt;br /&gt;
&lt;br /&gt;
6)'''Hammer:''' More of a tool than a weapon, it can still be used in that capacity. Includes clubs and other such blunt instruments.&lt;br /&gt;
&lt;br /&gt;
'''Base Damage''' 2, '''Accuracy''' 20% (-&amp;gt;30%-&amp;gt;45%)&lt;br /&gt;
*'''Average Damage, untrained:''' 0,4 -&amp;gt; 0,6&lt;br /&gt;
*'''Average Damage, CQB:''' 0,6 -&amp;gt; 0,9 &lt;br /&gt;
*'''Average Damage, ACQB:''' 0,9 -&amp;gt; 1,35&lt;br /&gt;
*'''Average Damage, BS:''' 1,05 -&amp;gt; 1,5 &lt;br /&gt;
&lt;br /&gt;
7)'''Fine sword:''' As the above suggestion (Can only be manufactured). A fine sword would be something like a very balanced weapon with tremendous capabilities, such as a bastard sword, longsword or heck, even a katana- it would certainly be two-handed. It should dull easily with use (like real swords), requiring constant care to even out its power.&lt;br /&gt;
&lt;br /&gt;
'''Base Damage''' 3, '''Accuracy''' 25% (-&amp;gt;35%-&amp;gt;50%-&amp;gt;60%)&lt;br /&gt;
*'''Average Damage, untrained:''' 0.75 -&amp;gt; 1&lt;br /&gt;
*'''Average Damage, CQB:''' 1,05 -&amp;gt; 1,4&lt;br /&gt;
*'''Average Damage, ACQB:''' 1,5 -&amp;gt; 2&lt;br /&gt;
*'''Average Damage, BS:''' 1,65 -&amp;gt; 2,15&lt;br /&gt;
*'''Average Damage, Fencing:''' 1,95 -&amp;gt; 2,55&lt;br /&gt;
*'''Average Damage, Exp. Fenc.:''' 2,1 -&amp;gt; 2,8&lt;br /&gt;
&lt;br /&gt;
8)'''Heavy Sword:''' Including the legendary sword for comparison. You can see it's unbelievably powerful. &lt;br /&gt;
&lt;br /&gt;
'''Base Damage''' 4, '''Accuracy''' 20% (&amp;gt;30%-&amp;gt;45%-&amp;gt;55%)&lt;br /&gt;
*'''Average Damage, untrained:''' 0,8 -&amp;gt; 1 &lt;br /&gt;
*'''Average Damage, CQB:''' 1,2 -&amp;gt; 1,5  &lt;br /&gt;
*'''Average Damage, ACQB:''' 1,8 -&amp;gt; 2,25&lt;br /&gt;
*'''Average Damage, BS:''' 1,95 -&amp;gt; 2,4  &lt;br /&gt;
*'''Average Damage, Fencing:''' 2,35 -&amp;gt; 2,9&lt;br /&gt;
*'''Average Damage, Exp. Fenc.:''' 2,5 -&amp;gt; 3,05 &lt;br /&gt;
&lt;br /&gt;
9)'''Knife:''' Including it for sake of completeness.&lt;br /&gt;
&lt;br /&gt;
'''Base Damage''' 1, '''Accuracy''' 20% (-&amp;gt;30%-&amp;gt;45%)&lt;br /&gt;
*'''Average Damage, untrained:''' 0,2 -&amp;gt; 0,4&lt;br /&gt;
*'''Average Damage, CQB:''' 0,3 -&amp;gt; 0,6 &lt;br /&gt;
*'''Average Damage, ACQB:''' 0,45 -&amp;gt; 0,9&lt;br /&gt;
*'''Average Damage, BS:''' 0,6 -&amp;gt; 1,05&lt;br /&gt;
&lt;br /&gt;
10)'''Machete/Cutlass:''' The same weapon, in essence. The Fencing entry also covers a maxed-out pirate. These are the only ones that can chop through jungle. These and the axe, which is the same thing. &lt;br /&gt;
&lt;br /&gt;
'''Base Damage''' 2, '''Accuracy''' 20% (-&amp;gt;30%-&amp;gt;45%-&amp;gt;55%)&lt;br /&gt;
*'''Average Damage, untrained:''' 0,4 -&amp;gt; 0,6&lt;br /&gt;
*'''Average Damage, CQB:''' 0,6 -&amp;gt; 0,9 &lt;br /&gt;
*'''Average Damage, ACQB:''' 0,9 -&amp;gt; 1,35&lt;br /&gt;
*'''Average Damage, BS:''' 1,05 -&amp;gt; 1,5 &lt;br /&gt;
*'''Average Damage, Fencing:''' 1,25 -&amp;gt; 1,8 &lt;br /&gt;
*'''Average Damage, Exp. Fenc.:''' 1,4 -&amp;gt; 1,95 &lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
suggest_time=22:13, 18 February 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Odysseus|Odysseus]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I'd love nothing more than to see more variety of weapons on Shartak. So to help you with your ideas, I vie you this link, its similar to what your suggesting, but doesn't require new classes or skills to add variety. http://forum.shartak.com/index.php/topic,193.0.html - rozen&lt;br /&gt;
*It looks like a great idea. I wouldn't mind having either yours or mine up, as long as we get more weapons! --[[User:Odysseus|Odysseus]] 23:46, 18 February 2007 (UTC)&lt;br /&gt;
**More melee weapons are a nice idea. If nothing else it leads to some variety in a character's panoply and adds to interest, as opposed to simply having 5 cutlasses or 5 machetes.-[[FirstAmongstDaves]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
 &lt;br /&gt;
===Big Stick and Cudgel===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=2 new, related items|&lt;br /&gt;
suggest_scope=All players|&lt;br /&gt;
suggest_description=1. Big stick: Or &amp;quot;There are trees all around me. Why's it so hard to find driftwood?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The big stick would be found in jungle squares.  The thicker the jungle, the more likely it is that you'll find a big stick.  The big stick would take up two inventory spaces.  By itself, it's useless.  However, it can be made into a couple other things.  &lt;br /&gt;
&lt;br /&gt;
A. If you have a blade, you can chop the big stick in half for 5 AP (without a blade, it costs 10AP).  This gives you two pieces of driftwood.  Why do I propose this?  Because it makes no sense that, on a jungle covered island, treeless beaches are the only place you get driftwood!  There are lots and lots of trees out in the jungle!  Surely I can find pieces of wood out there!  I apparently also like to use exclamation marks!&lt;br /&gt;
&lt;br /&gt;
B. For 5 AP with blade (10 AP without), you can trim the big stick down to a cudgel.  See below.&lt;br /&gt;
&lt;br /&gt;
Suggestion 2: The Cudgel: Or &amp;quot;Hitting each other with sticks.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The cudgel also takes 2 inventory spaces.  It does 1 HP damage without body building and 2HP damage with it.  Its base percentage to hit is 30%, giving it a maxed-out hit chance of 55%.  Why does it have a higher chance to hit?  Because it's a really big stick! People have been hitting each other with sticks for ages!  Now, even with that, it's still inferior to the machete.  So why's it useful?  &lt;br /&gt;
&lt;br /&gt;
1.  Higher chance to hit than daggers, knives, and fists.&lt;br /&gt;
2.  It can be manufactured out in the jungle, so if your knives and machetes break (don't laugh, this happened to me once), you can keep on hunting.&lt;br /&gt;
&lt;br /&gt;
Essentially, the cudgel is supposed to be an emergency weapon when your machetes run out.  Plus, I really like the idea of player-crafted items, and this is a non-unbalancing way to do that.|&lt;br /&gt;
suggest_time=02:29, 10 March 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Black Joe|Black Joe]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
I like this! It has no problem that I can see with game balance, and makes a lot of sense! I do have one question about it, though! Can it be found at all in the jungle squares which have been completely cleared or have very low density?!?--[[User:Nosimplehiway|Nosimplehiway]] 14:48, 13 March 2007 (UTC)&lt;br /&gt;
:In answer to your question, I would say &amp;quot;no&amp;quot; to completely cleared and &amp;quot;very low chance&amp;quot; to very low density.  Does this help?--[[User:Black Joe|Black Joe]] 02:00, 14 March 2007 (UTC)&lt;br /&gt;
::The only problem I have with this suggestion is that there's nothing to restrict items found to certain densities.. but that might be something I can add. --[[User:Simon|Simon]] 19:12, 29 May 2007 (UTC)&lt;br /&gt;
Hate to break it to 'ya, but the only reason there's only driftwood at the beaches and not in the forrest is simple. It's driftwood... as in it drifted from the sea onto land. -[[User:Che|el Che]] 23:42, 13 March 2007 (UTC)&lt;br /&gt;
:This is technically true, but the point is missed.  On a jungle island, one should be able to find sign post material where trees can be found.  That is not the case at the moment.--[[User:Black Joe|Black Joe]] 02:00, 14 March 2007 (UTC)&lt;br /&gt;
:The term &amp;quot;driftwood&amp;quot; is just a placeholder for any item which fills a similar role. Besides, I've lived in south Florida, hurricane country, and believe me, in a wilderness area you can find driftwood in some of the weirdest places.--[[User:Nosimplehiway|Nosimplehiway]] 13:56, 16 March 2007 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Tranquiliser/Paralyzing Dart===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Ammunition|&lt;br /&gt;
suggest_scope=Hunters who don't like to be bitten back|&lt;br /&gt;
suggest_description=Many hunters don't like FAKs taking up space that could be used for ammo and thus go without them. The animals don't go down without a fight however and the bush doesn't have the tools for a last minute tusk wound patch up before bed. If only the animals could be passified. Firing a tranquiliser from a rifle like a regular bullet or a paralyzing dart from a blowpipe, one can stun an animal, preventing automatic and retalitory attacks for awhile. In humans it reduces attack strength and/or accuracy and increases AP usage.|&lt;br /&gt;
suggest_time=17:05, 6 April 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Darkferret|Darkferret]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
I disagree with your base claim - I'd imagine that as many, if not more hunters travel with a lot of first aid kits since it allows them to spend longer in the jungle.  This suggestion just seems to remove the challenge of fighting something that will fight back, and reduce the need to go into the jungle  properly equipped. It would also seem easy to abuse against other player characters. --[[User:Johan Crichton|Johan Crichton]] 21:56, 6 April 2007 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Ivory===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=improvement|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=Back then the jungles were full of ivory poachers. What I'm proposing is the ability to harvest ivory from the dead elephants in the game. With each elephant you harvest you receive 2 units of ivory. To keep it simple you can harvest the ivory using a machete or a cutlass. Each unit of ivory would be worth 2 gold coins.|&lt;br /&gt;
suggest_time=15:16 03 May 2007|&lt;br /&gt;
suggest_author=[[User:kenny rogers1|kenny rogers1]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Cool, maybe something like this could be added to tigers. --[[User:Wulla-mullung|Wulla-mullung]]&lt;br /&gt;
&lt;br /&gt;
What would the ivory do? We could use it to make handles for the weapons, or ornaments for rifles. or chess pieces! -[[User:Elegost|Elegost]] 02:16, 17 May 2007 (UTC)&lt;br /&gt;
:This would go along with the meat suggestion elsewhere in the wiki. Perhaps when an animal dies, there are certain items that can be harvested from their corpse including meat x (number depends on size of animal), ivory from elephants, skin from bear or tiger, feathers from parrot. Once you've recovered as much as you can from the corpse, you'll just search the surrounding area instead. --[[User:Simon|Simon]] 07:26, 26 June 2007 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Shartak Laser===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Super weapon|&lt;br /&gt;
suggest_scope=anyone|&lt;br /&gt;
suggest_description=&lt;br /&gt;
This is the super (edited) Shartak version of the most awesome Spartan Laser from the Halo 3. It deals 10 dmg and is 50% accurate (since it does take a lot of effort to aim the thing). It cannot be found anywhere, but you need to make it. You'd need two pieces of driftwood, a mango, a gem, a dead parrot in the same square and a gps unit. It has four shots and has a 30% chance of breaking after firing. when out of ammo, it becomes useless baggage. you cannot sell a used or partially used shartak laser to traders. The pic of the Shartak laser is here. http://derby.jconserv.net/viewtopic.php?t=14&amp;amp;start=105|&lt;br /&gt;
suggest_time=13:12, 22 May 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Elegost|Elegost]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
(Pssst, Simon, just say you've implemented it! Where are you going to get a headless parrot from anyway?) --[[User:Rozen|Rozen]] 16:04, 22 May 2007 (UTC)&lt;br /&gt;
* This has been added, it's in a secret location and you'll have to journey through shark infested water and back to the mainland to find it. ;) --[[User:Simon|Simon]] 22:32, 25 June 2007 (UTC)&lt;br /&gt;
:seriously?!?!? why can't i have a free one?:D -[[User:Elegost|Elegost]] 02:17, 26 June 2007 (UTC)&lt;br /&gt;
::Ya, umm sorry I kinda took it. How about you give me 500 gold and it'll be at the Dalpok trader. --[[User:Wulla-mullung|Wulla-mullung]] 02:41, 26 June 2007 (UTC)&lt;br /&gt;
:::LOL. No, not seriously. I regret to inform you that this will never be implemented. Perhaps if you could come up with some less outrageous and powerful things that could be manufactured you might be luckier. --[[User:Simon|Simon]] 07:22, 26 June 2007 (UTC)&lt;br /&gt;
::::okay. you got me there. hahaha wait, i'll edit it. -[[User:Elegost|Elegost]] 10:42, 26 June 2007 (UTC)&lt;br /&gt;
: How about having it burn out once all shots are fired?--[[User:Johan Crichton|Johan Crichton]] 21:28, 26 June 2007 (UTC)&lt;br /&gt;
::sounds good. but i personally like the idea of it being disposable, just like the spartan laser. and you can't sell the empty one to the trader! -[[User:Elegost|Elegost]] 10:30, 27 June 2007 (UTC)&lt;br /&gt;
::::The above is a lie, I really do have the Shartak Laser. Simon just thought better of letting everyone know one exsisted. --[[User:Wulla-mullung|Wulla-mullung]] 02:33, 29 June 2007 (UTC)&lt;br /&gt;
:::::If you really do, you'll only be able to fire four shots. Also, if you could get a light bulb and run an electric current from the GPS to it and use the gem like a magnifying glass, you might just be able to do this. but make it need a scientist-only skill and have a 75% chance of being done wrong breaking the GPS and the light bulb. When it runs out of charges it leaves the light bulb and the gem intact, but if it breaks you just keep the gem.--[[User:AlexanderRM|AlexanderRM]] 01:45, 13 September 2007 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Bottle of Water===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=improvement|&lt;br /&gt;
suggest_scope=everyone who can drink bottles of water|&lt;br /&gt;
suggest_description=I just realized i carry more bottles of water than FAKS. So, maybe we can use bottles of water on other people, you know, help them drink and restore health. like a fak :)|&lt;br /&gt;
suggest_time=11:12, 6 June 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Elegost|Elegost]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
I fully agree - hence this suggestion: [[Suggestions:Miscellaneous#UI:_Heal_Patient_as_possible_action]] --[[User:Johan Crichton|Johan Crichton]] 04:43, 3 July 2007 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Melee Weapon Breaking tweak===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=weapon tweak|&lt;br /&gt;
suggest_scope=everyone|&lt;br /&gt;
suggest_description= the rate of breaking machetes could be altered a bit. I haven't had much luck breaking machetes these days. Shouldn't they break a lot too? Cutlasses seem to break a lot. And the non-breaking quality of the machete makes it a not-so-good item to trade at the traders. And perhaps writing materials could be blunted when writing too.&lt;br /&gt;
and maybe the sharpening stones can wear out after a while, like around ten sharpenings, it'll crumble to dust. And that'll stimulate players to buy or sell sharpening stones.|&lt;br /&gt;
suggest_time=09:00, 2 July 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Elegost|Elegost]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
I've had the opposite with machetes of late - if you use them for combat, they seem to break reasonably often. --[[User:Johan Crichton|Johan Crichton]] 22:18, 3 July 2007 (UTC)&lt;br /&gt;
Ooh, I know- have the sharpening stones turn blunt, so you can keep two sharpening stones, and use one to sharpen the other. --[[User:AlexanderRM|AlexanderRM]] 01:47, 13 September 2007 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Pit Trap===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Item/Skill|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=Once a hole has been dug with the digging skill/shovel, driftwood can be used to conceal the hole, creating a pit trap. The next individual/animal to enter the hex will fall into the pit, taking 6 points of damage.  This naturally destroys the driftwood covering for the pit and thus the pit would need to be 'reset' with more driftwood.&lt;br /&gt;
&lt;br /&gt;
If it would also cost a point of movement to get out of the pit as well, that would be interesting.|&lt;br /&gt;
suggest_time=10:04, 2 July 2007 (EST)|&lt;br /&gt;
suggest_author=GreyA2|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Similar suggestions already exist - [[Suggestions:Skills#Jungle_Skills]] has a mention of a 'Make/Detect Traps' skill, and [[Suggestions:Skills#Trap_Laying]]. --[[User:Johan Crichton|Johan Crichton]] 04:42, 3 July 2007 (UTC)&lt;br /&gt;
: It should have an x% of falling in per action, including entering and leaving, and it's a square, not a hex.--[[User:AlexanderRM|AlexanderRM]] 01:49, 13 September 2007 (UTC)&lt;br /&gt;
You should be able to add snakes to the pit. See [http://forum.shartak.com/index.php?topic=973.0 snake discussion] for more snake ideas. Each snake would have a chance of biting the person who fell in, at the normal snake damage rates. When someone falls in some of the snakes would use the person/driftwood to slither out of the pit. Possibly limit the number of snakes in the pit, or have a maximum as to how many could bite you, although an instant death trap that you ''really'' have to work at making, by gathering lots of snakes, would be great fun. &lt;br /&gt;
&lt;br /&gt;
I think the person who laid the trap should automatically know where it is an not be able to fall in. I also think that there should be a method to search for traps, which would search the 8 squares immediately surrounding you, so that you wouldn't have to step on the trap to look for it. &amp;quot;Search for traps&amp;quot; would automatically find any, since there's no way of knowing where a trap might be laid and you'd have to waste an AP every time you looked for them, anyway. If you know where the trap is, you don't set it off when entering the square. An &amp;quot;unset trap&amp;quot; option should be available for people who know where the trap is. &lt;br /&gt;
&lt;br /&gt;
I don't think there needs to be a skill to do this. Although, if you wanted a skill, you could make it so that the trapping skill allows you to place &amp;quot;well concealed&amp;quot; traps that are harder to notice (only 33% chance to notice them when checking for traps?) and harder to climb out of (5AP instead of 2?), and gives you a better chance of finding well concealed traps (66% chance?) during a trap search. --[[User:Buttercup|Buttercup]] 09:04, 18 January 2008 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Hunting-Skinning-Trading===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=new ways of income|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=When you kill an animal, you get exp, but no gold. When you trade, you get gold and experience if it's inter-settlement. In reality, peope make food and skins from hunting, in reality, people set into each other with cutlasses. Or did...anyway. I'm suggesting that when you kill a creature, great or small, you get a body part of that creature, pelt, leather, ivory, eyeball...that kind of thing. You can then sell it at the trader for some gold, bigger or rarer the beast, the more gold. Squid eyes being worth the most, parrot feathers the least. It's also been suggested that you get meat from the animal, which you can eat to recover some HP. This is a suggestion made with new players in mind, as my newest character realised he got more of a reward going safely from town to town and gtting hsi gold and exp than he did traveling into dangerous jungle and killing stuff. |&lt;br /&gt;
suggest_time=00:11 am, Thurdsay 30th Aug |&lt;br /&gt;
suggest_author=[[User:RobZombie|RobZombie]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Dupe of something near the top of the page. or maybe that's a dupe of this... don't think so.--[[User:AlexanderRM|AlexanderRM]] 01:50, 13 September 2007 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===The Most-Awesome-Titanium Sword===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=replacement to the heavy sword|&lt;br /&gt;
suggest_scope=everyone|&lt;br /&gt;
suggest_description=Since someone was kind enough to spoil the locations of heavy swords, I hereby present you with this. The Most-Awesome-Titanium Sword! or the MATS.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Since Simon wouldn't implement the Shartak Laser, we'll have this.&lt;br /&gt;
&amp;lt;br&amp;gt;MATS stats&lt;br /&gt;
&amp;lt;br&amp;gt;Damage- 5&lt;br /&gt;
&amp;lt;br&amp;gt;Accuracy- 50% (cause its made of titanium, its easier to wield in theory)&lt;br /&gt;
&amp;lt;br&amp;gt;Chances for Critical- 18%&lt;br /&gt;
:Critical Hit- 10dmg to target&lt;br /&gt;
::Critical Miss- you break it, and you get hit for 5 damage by the broken blade&lt;br /&gt;
&amp;lt;br&amp;gt;Search Odds- 10% at only ONE place, or certain coordinate |&lt;br /&gt;
suggest_time=07:54, 4 September 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Elegost|Elegost]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
You scare me sometimes Ele ;P -[[User:Cthulhu|Cthulhu]]&lt;br /&gt;
: 1: &amp;quot;no, I didn't use earth elementals- I used ''titanium'' elementals&amp;quot;&lt;br /&gt;
2: Someone spoiled the locations of heavy swords? Where?--[[User:AlexanderRM|AlexanderRM]] 01:52, 13 September 2007 (UTC)&lt;br /&gt;
:Forums. Simon is cooking something up, don't worry. --[[User:Wulla-mullung|Wulla-mullung]] 03:14, 13 September 2007 (UTC)&lt;br /&gt;
lol, sounds good, but only one fixed place isn't good. What about there's only one of them, like the conch shell. It can't break, ever, and just like the conch shell when you die you lose it. And there would be a ranking of who killed the most people with it. Now that would be cool! --[[User:A SN|A SN]] 13:41, 1 April 2008 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Bottle/Gourd Of Healing Salve===&lt;br /&gt;
&lt;br /&gt;
Made by juicing healing herbs with an empty bottle or gourd in your inventory.  It would take 3 herbs to make 1 batch of salve and you must have the &amp;quot;Natural Medicine&amp;quot; skill to do so.  Salve heals 15hp when used.  That about covers it really.  The pro is its lighter then herbs, the con is it takes time to prepare.  Perhaps a small exp reward for preparing it (say 2 exp) would encourage players to make use of it, that is open to debate however. --[[User:Etherdrifter|Etherdrifter]] 00:25, 10 September 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
''Edit''&lt;br /&gt;
&lt;br /&gt;
Ousiders without &amp;quot;Native knowledge&amp;quot; would see it as gourd/bottle of green paste.--[[User:Etherdrifter|Etherdrifter]] 22:10, 29 September 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
&lt;br /&gt;
I like. I would suggest allowing pirates to use this skill too, maybe, it would give them the little balancing edge they need. - Rincewind.&lt;br /&gt;
*Perhaps put in place a different skill for pirates to use it?  It would probably need to be a subskill of Native Knowledge.  Not too sure of a name for it though.  Also what do you think of the idea for a small exp reward?--[[User:Etherdrifter|Etherdrifter]] 12:14, 10 September 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
**Small exps are aaaalways good. - Rincewind.&lt;br /&gt;
&lt;br /&gt;
*** Keep chronological order plz. This seems to apply to natives. What about outsiders? Them too? Outsiders would then have a choice of FAKs for 10 HP heals and herb salve for 15 HP heals? Whilst natives would have only herbs or herb salves? Seems oddly balanced. Dislike XP for making the stuff as you will gain XP when using it.--[[User:Skull Face|Skull Face]] 17:14, 20 September 2007 (UTC)&lt;br /&gt;
****Sorry about the mix up there with the time ordering.  Anyways I thought about a small exp reward as a native who just uses the herbs already gains much more exp as they would do from making and using the salve, 7.5 exp per ap against 10 exp per ap,.  The exp is an encouragment to make this and keep it stocked in the traders hut (Where anyone could use it) or use it outside of town.  2 exp seemed about right as it would take it to 9.5exp per ap making it slightly less useful when it used for healing in villages but much more useful for use outside of the village where healing herbs are not so plentiful.--[[User:Etherdrifter|Etherdrifter]] 22:10, 29 September 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Oysters ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Item|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=Oysters would be a new item found only in [[Suggestions:Game_mechanics#Oyster_Bed|oyster beds]]. Oysters in the inventory (1 slot per oyster) would have a button to 'Open' (similar to fruit having an 'Eat' button). They would have a 24 hour shelf life (similar to shargle eggs) after which they would have no food value. Once opened, in the inventory an oyster becomes an oyster shell. These shells have no value and traders will not accept them as trade items.&lt;br /&gt;
&lt;br /&gt;
Oysters would come in two varieties, edible and pearl-bearing, but cannot be identified until opened. When an edible oyster is opened (requiring a knife or dagger) the character would eat it immediately and gain +1 HP if below maximum HP with the following flavour text...&lt;br /&gt;
:''You open the oyster and consume the contents, gaining 1 HP.''&lt;br /&gt;
If the edible oyster is past its shelf life when opened the character gains nothing and sees flavour text such as...&lt;br /&gt;
:''You open the oyster but the contents are inedible.''&lt;br /&gt;
When a pearl-bearing oyster is opened a pearl is added to the inventory (see suggestion on item [[Suggestions:Items#Pearls|Pearls]]) with flavour text such as...&lt;br /&gt;
:''You open the oyster and inside is a small black/white pearl!''&lt;br /&gt;
&lt;br /&gt;
Characters who do not have one free inventory slot will still be permitted to open an oyster. In the event that it contains a pearl which cannot be added to their inventory they will see this flavour text...&lt;br /&gt;
:''You open the oyster and inside is a small black/white pearl which slips through your fingers and is lost!''&lt;br /&gt;
|&lt;br /&gt;
suggest_time=12:47, 14 September 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Support! it also applies to the suggestion below, you could merge those two. --[[User:Lama|Lama]] 21:19, 27 September 2007 (UTC)&amp;lt;br&amp;gt;&lt;br /&gt;
:Ok I like the idea and the one below but I take it that this option is available to both outsiders and natives?--[[User:Etherdrifter|Etherdrifter]] 22:13, 29 September 2007 (UTC)&lt;br /&gt;
::All classes, all ethnic backgrounds ;) --[[User:Skull Face|Skull Face]] 22:44, 29 September 2007 (UTC)&lt;br /&gt;
:::I think this is a great idea and goes well with your sunken city concept. - [[FirstAmongstDaves]] 2 Jan 08&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Pearls ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Item|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=A pearl would be a new item that takes up 1 inventory space. Pearls would only be found inside pearl-bearing oysters. Pearls would come in two flavours, white (19 out of 20) and black (1 out of 20). Traders would value white pearls at 1 times the cost of a gem and black pearls at approx 5 times the cost of a gem.&lt;br /&gt;
|&lt;br /&gt;
suggest_time=13:37, 14 September 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Comment here&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Compass===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New Item|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=This suggestion is for a new item, the humble compass. It would be found in the Weapons Hut and would occupy 1 inventory slot. If clicked (for 1 AP) the compass would report the approximate direction to [[Suggestions:Game_mechanics#Shartak_Mountain|Shartak Mountain]] provided that the jungle density does not block line-of-sight.&lt;br /&gt;
|&lt;br /&gt;
suggest_time=[[User:Skull Face|Skull Face]] 12:26, 20 September 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
So... how exactly does this work? The compass is used to detect the direction of north. Last I checked, Shartak mountain was not right smack on the north pole. --[[User:AlexanderRM|AlexanderRM]] 23:51, 15 October 2007 (UTC)&lt;br /&gt;
:I suggest you learn a wee bit about the use of a compass and compass bearings ;) --[[User:Skull Face|Skull Face]] 10:18, 16 October 2007 (UTC)&lt;br /&gt;
:I was at first confused as well, but now I understand. You look at the mountain. You look at your compass. The compass points towards the mountain. Now you know which way the mountain is. &lt;br /&gt;
:May I assume that without the compass, you just get the distance to the mountain (near, far, very far), but with it you get the direction?--[[User:Buttercup|Buttercup]] 07:05, 25 January 2008 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Theodolite===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Item|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=This suggestion is for a new item, the theodolite, to replace the GPS unit and provide a handwaving explanation for accurate surveying of Shartak by outsiders and pirates. It is a steampunk variant of [http://en.wikipedia.org/wiki/Theodolite the 18th/19th century surveyors' theodolite] and would be used to calculate vertical angles and aid in positional triangulation.&lt;br /&gt;
&lt;br /&gt;
In locations that do not block line-of-sight to the peak of [[Suggestions:Game_mechanics#Shartak_Mountain|Shartak Mountain]], the vertical inclination angle to the peak and the approximate known height of the peak would permit a rough calculation of the horizontal distance from the peak. This calculation would be refined by use of a barometer reading giving approximate current height above sea level. The distance from the peak alone is not sufficient to calculate location. The missing element would be the angular direction of the peak with respect to true N, obtained from a compass reading vs the angular scale on the theodolite. Thus the angular direction of the peak would be obtained. With this second item of information the approximate location on the island would be calculable.&lt;br /&gt;
&lt;br /&gt;
Unlike the automatic always-on GPS unit the standard theodolite must be clicked (for 1 AP) to give an approximate GPS locational reading. The theodolite would occupy 3 inventory slots (similar to a [[rifle]]) due to the need for the lens array, supporting tripod and chart. The theodolite would require solid ground and line-of-sight for accurate use and thus could not be used in [[Water (deep)#Water_.28deep.29|Deep Water]], higher density jungle or indoors. It would also be fragile and have a small (XX%) chance of being destroyed in a hostile attack.&lt;br /&gt;
&lt;br /&gt;
As an optional extra the location information provided by the theodolite may be subjected to error of 1 or 2 location squares. This error would be removed for the classes Explorer/Scout and Scientist. Multiple readings / APs may be needed if strict accuracy is required.&lt;br /&gt;
|&lt;br /&gt;
suggest_time=[[User:Skull Face|Skull Face]] 12:26, 20 September 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
First, the GPS isn't really that useful anyway if you have either exploration or the ubermap. It's still worth the inventory space even if you have both (though the ubermap may tottally nerf it, I'm not sure...), though the gold is... debatable. But at 1AP, 3 inventory, increased area-restriction in use, chance to break when attacked and to be slightly off in location? Heck no. Just plain useless. On top of that, I actually think the GPS should stay- it gives the idea of a &amp;quot;lost island&amp;quot; rather than just &amp;quot;Hispaniola under a different name&amp;quot;. So, uh, I'm thinking maybe not? --[[User:AlexanderRM|AlexanderRM]] 23:50, 15 October 2007 (UTC)&lt;br /&gt;
:If you had been following the discussions you'd know that Simon has asked for suggestions on how to rework the GPS into something that fits the Imperial time period - an island cannot be lost if it still receives satellite telemetry. I consider GPS to be a freebie that is overpowered and in need of adjustment both to suit the period feel and to balance it somewhat. The biggest argument against changing GPS in this fashion is that it would break the existing Greasemonkey scripts (although the Ubermap ''really'' kills the lost island feel). OTOH your arguments seem illogical. If, as you suggest, the existing GPS isn't useful then perhaps you shouldn't be voting against a change, hmmm?&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===fire and science===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=new items, and the skills to support them|&lt;br /&gt;
suggest_scope=everyone, but mainly scientists|&lt;br /&gt;
suggest_description='''new items''':&lt;br /&gt;
*'''charcoal''' (found in abandoned huts @ 10% chance):&lt;br /&gt;
**can be combined with other ingredients to produce black powder.&lt;br /&gt;
*'''saltpeter''' (found in swamp squares @ 10% chance):&lt;br /&gt;
**can be combined with other ingredients to produce black powder.&lt;br /&gt;
*'''sulfur''' (found in mountain caves @ 10% chance):&lt;br /&gt;
**can be combined with other ingredients to produce black powder.&lt;br /&gt;
*'''bottle/gourd of black powder''' (found in shipwreck armory @1% chance):&lt;br /&gt;
**can be used to attack groups of players by way of area-of-effect damage.&lt;br /&gt;
***base = 30% chance of 6dmg to target character + 15% chance of 2dmg to each of 10 random characters + 20% chance of 4dmg to user.&lt;br /&gt;
&lt;br /&gt;
'''new skills''':&lt;br /&gt;
*'''basic chemistry''' (scientists):&lt;br /&gt;
**allows a character possessing the proper ingredients to produce 'black powder'.&lt;br /&gt;
*'''basic munitions''' (soldiers, pirates, warriors with outsider knowledge):&lt;br /&gt;
**reduces risk to user to 10% chance of 2dmg &amp;amp; alters aoe to affect only characters matching the target's affiliation (eg. natives, outsiders, pirates).&lt;br /&gt;
*'''advanced munitions''' (pirates):&lt;br /&gt;
**reduces risk to user to 5% chance of 2dmg &amp;amp; alters aoe to include 15 characters &amp;amp; to exclude members of the user's clan.&lt;br /&gt;
&lt;br /&gt;
'''notes''':&lt;br /&gt;
*player with 'basic chemistry' can only produce 'black powder' provided that character's inventory contains at least one each of 'charcoal', 'saltpeter', and 'sulfur' as well as one empty gourd or bottle.&lt;br /&gt;
*character can only find 'black powder' in the shipwreck armory provided that inventory contains at least one empty gourd or bottle. otherwise, a message will occur indicating that 'black powder' was found, but lacking any means of containing it, the character was forced to leave it.&lt;br /&gt;
*any use of 'black powder' triggers a message indicating said use to all players present, regardless of whether or not they fall within the area-of-effect.&lt;br /&gt;
*when used in jungle squares, 'black powder' has a 1% chance of reducing jungle density by 1.|&lt;br /&gt;
suggest_time=22:40, 29 September 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Zeek|Zeek]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
I would suggest a small exp reward for making the powder but otherwise I like the general idea.--[[User:Etherdrifter|Etherdrifter]] 19:23, 1 October 2007 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Flintlock===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New Item|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=This suggestion is for a new item, the flintlock pistol, a black powder weapon from the pirate era, found only at the shipwreck, the ruined armoury NE of Durham and the tower on Midway Island. &lt;br /&gt;
&lt;br /&gt;
The flintlock would take up 2 inventory slots. Base hit chance for all classes would be 20% (45% with [[Suggestions:Skills#Black_Powder_Proficiency|Black Powder Proficiency]]) delivering 4 HP damage on a successful attack. The flintlock would be a 1 shot weapon requiring 2 APs to prime with a powder charge (1 AP with [[Suggestions:Skills#Black_Powder_Proficiency|Black Powder Proficiency]]), 1 AP to load with 1 lead balls and 1 AP to fire. When loaded and carried through a water square each flintlock would have a 50% chance of being soaked and the powder ruined - the item description would change to a ''useless flintlock''. Such a weapon would have to cleaned using 2 APs (1 AP with [[Suggestions:Skills#Black_Powder_Proficiency|Black Powder Proficiency]]) and the ammo added back to the user's inventory before the flintlock could be primed again. When used there is a small chance that a misfire (e.g. 95%-100%) would destroy the weapon and cause 4 HP damage to the user c.f. breaking machetes.&lt;br /&gt;
|&lt;br /&gt;
suggest_time=[[User:Skull Face|Skull Face]] 12:22, 9 November 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
This is not as good as a maxed machete because of the high AP cost. I don't want tons of useless items like that in shartak like they have in hellrising so NO.&lt;br /&gt;
:It's not meant to be as good as a maxed out machete. You are missing the point. Powder weapons are intended for pirates with [[Suggestions:Skills#Black_Powder_Proficiency|Black Powder Proficiency]]. That skill and the powder weapons would not make pirates superior to Soldiers or Warriors but it would give them additional options and RP flavour. From POV of AP usage vs damage inflicted, using the skill with multiple pistols would make a Pirate slightly more effective in combat (36 HP for 20 APs vs 30 HP for 20 APs) than solely with a cutlass and maxed HTH skills, but only until all their pistols are discharged. This fits nicely with the image of a volley of lead from pre-primed weaponry followed by HTH combat. Availability of powder and balls is deliberately kept problematic. Along with misfire chances this would keep these new weapons from flooding the market too quickly.--[[User:Skull Face|Skull Face]] 12:48, 6 December 2007 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Blunderbuss===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New Item|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=This suggestion is for a new item, the blunderbuss, a black powder weapon from the pirate era, found only at unspecified locations c.f. heavy swords. &lt;br /&gt;
&lt;br /&gt;
The blunderbuss would take up 3 inventory slots. Base hit chance for all classes would be 30% (55% with [[Suggestions:Skills#Black_Powder_Proficiency|Black Powder Proficiency]]) delivering 8 HP damage on a successful attack. The blunderbuss would be a 1 shot weapon requiring 3 AP to prime with a powder charge (2 APs with [[Suggestions:Skills#Black_Powder_Proficiency|Black Powder Proficiency]]), 3 AP to load with 3 lead balls and 1 AP to fire. When loaded and carried through a water square each blunderbuss would have a 50% chance of being soaked and the powder ruined - the item description would change to a ''useless blunderbuss''. Such a weapon would have to cleaned using 3 APs (2 APs with [[Suggestions:Skills#Black_Powder_Proficiency|Black Powder Proficiency]]) and the ammo added back to the user's inventory before the blunderbuss could be primed again. When used there is a small chance that a misfire (e.g. 95%-100%) would destroy the weapon and cause 8 HP damage to the user c.f. breaking machetes.&lt;br /&gt;
|&lt;br /&gt;
suggest_time=[[User:Skull Face|Skull Face]] 12:22, 9 November 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
So this thing takes 5 AP to fire once and it's shots have a 55% chance to hit for a loss 8 HP? Outside of trading this is completely useless. It doesn't come close to a maxed out machete. The amount of inventory it takes up is ridiculous. If all of the shots got off on a person with 65 HP, that would require 25 lead balls. God forbid anyone tries to bring down a fully healed pirate. Can you explain where they could be located and how much one sells for at a traders since trading with an NPC is the only thing this is useful for? A strong NO because I don't want another incentive for trading. This would likely subtract from the weak FAK and herb flow to the wreck and weaken pirates as a whole. [[User:Edwardel|Edwardel]] 01:29, 25 November 2007 (UTC)&lt;br /&gt;
:See comments on the flintlock above as you really seem to have missed the point. Nothing on Shartak, not even a heavy sword, is as good as a maxed out machete. The blunderbuss is a less serious proposition than the flintlock, more for flavour than anything else, and could be adjusted to allow a small %age hit chance for 2 HP damage vs each person in the same square as the target, mimicking a scattershot blast into a crowd.--[[User:Skull Face|Skull Face]] 12:52, 6 December 2007 (UTC)&lt;br /&gt;
::The usefulness of this sort of item isn't in a straight AP-&amp;gt;damage conversion, but in future performance.  With the above stats, a player can spend 5 AP to load one of these, to eventually spend 1 AP and inflict 4HP damage (on average, and with 5% backfire possibility), or, in other words, spend 165 AP (minus trading/searching AP) to load 33 of these (max carryable amount), so that at some point in the future (perhaps in a real time battle?) they can deliver 132 HP damage in 33 AP. At most a machete can do 165 damage in 33 AP but on average you'll get 51, much less than the Blunderbuss. --[[User:Frisco|Frisco]] 02:14, 7 December 2007 (UTC)&lt;br /&gt;
:::Did you note the part where I stated that the blunderbuss would have the same rarity as a heavy sword? If you are aware of anyone with 33 heavy swords please say so and we can continue having a serious conversation about the Shartak arms race. And yes you should be including trading / searching AP as that gives the true relative value of a weapon. Time spent searching for ammo (or heavy sword) vastly reduces the effectiveness of a weapon. Apply your logic and maths to the rifle and see what figures you come up with ;) --[[User:Skull Face|Skull Face]] 11:53, 7 December 2007 (UTC)&lt;br /&gt;
::::Why shouldn't it be as widely available as a cutlass? With load time, you get .66 damage per AP (w/o search time), much less than machete or rifle.  Or in other words, in the time a player has fully loaded 33 of these, one enemy has killed him thrice with a machete.  Again, i see the real benefit of this weapon is its future potential damage per AP, which can add to rp.  Am i missing some other benefit?  With regards to searching, you haven't stated these stats on your new items, so if you want to see those included, please do the math yourself. I see it as a moot point because including search time will decrease overall AP-damage ratio, which will increase the importance of the potential AP-damage ratio and heighten the niche value of this weapon as a benefit to rp. --[[User:Frisco|Frisco]] 18:51, 7 December 2007 (UTC)&lt;br /&gt;
:::::Yeah, the way it is now...it's pretty much completely useless. If it's that rare, it needs be have an equivalent power. And even if it's not rare and instead very common, it still needs to be more effective than a machete, to counterbalance the AP spent finding it. If this was implemented as it stands now, I would expect a total of three people to use it with any regularity. Oh, another thing. If you have multiple parts to one suggestion, put 'em in one section, okay? No need to have two surplus sections that are completely useless. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 19:47, 7 December 2007 (UTC)&lt;br /&gt;
::::::Mark there are no set rules for the wiki suggestions. I'm suggesting multiple items and skills and therefore I'm creating one suggestion per item, one suggestion per skill. I can't find a template for mixing multiple skills / items / whatever into a single suggestion. If there is, please point it out. If not, please restrict yourself to constructively slagging the suggestion :) --[[User:Skull Face|Skull Face]] 23:13, 7 December 2007 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Powder Flask===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New Item|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=This suggestion is for a new item, a flask of black powder, found only at the shipwreck, the ruined armoury NE of Durham and the tower on Midway Island.&lt;br /&gt;
&lt;br /&gt;
A powder flask would take up 2 inventory slots. A powder flask would be used to prime a black powder weapon. After each use has a powder flask would have a 20% chance of running out (guaranteeing at least one use). When carried through a water square each powder flask would have a 20% chance of being soaked and rendered useless. Useless or empty flasks would show as 'Empty Flask' in the inventory.&lt;br /&gt;
|&lt;br /&gt;
suggest_time=[[User:Skull Face|Skull Face]] 12:22, 9 November 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Comment here&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Lead Ball===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New Item|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=This suggestion is for a new item, a lead ammo ball for black powder weapons, found only at the shipwreck, the ruined armoury NE of Durham and the tower on Midway Island.&lt;br /&gt;
&lt;br /&gt;
A lead ball would take up 1 inventory slot per ball. A lead ball would be used to load a black powder weapon.&lt;br /&gt;
|&lt;br /&gt;
suggest_time=[[User:Skull Face|Skull Face]] 12:22, 9 November 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Comment here&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Jute Climbing Cloth===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New Item, found in Native camps only|&lt;br /&gt;
suggest_scope=All classes, but arguably could be restricted to Natives|&lt;br /&gt;
suggest_description=This suggestion aims at providing Native camps with an item roughly comparable to the GPS. It functions very different ly however, hopefully helping to achieve the 'equal but different' goal of class balance between Natives and Outsiders. The climbing cloth would be added to items found in the Native camp ammo and/or med huts with a similiar find rate to the GPS in Outsider camps. Natives could use the cloth to climb trees in any jungle square that contains a tree (mango, banana, berry). Outsiders can use this item if they have the Native knowledge skill.&lt;br /&gt;
 &lt;br /&gt;
Jute is a fibrous tropical plant that is used to make rough weave cloth. This type of cloth is used to make climbing coconut and other trees easier (see [http://www.wikihow.com/Climb-a-Coconut-Tree] for details). What is the point in climbing a tree? To see further of course! There are clearly many ways that this could be implemented, however I think the following would be realistic, relatively easy to implement and not over powered; Climbing a tree takes AP, probably 5AP would be reasonable, but for this AP use your character climbs the tree and surveys a 360 degree view. Unlike say the UD binocular skill that gives a greater graphical view in only one direction, the result of climbing would be a general outline of what is seen in a text description. An example would be something like&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Using your climbing cloth you shimmy up the (banana say) tree. Looking around you see signs of a settlement to the North East, the coast to the south and a lake to the West. You catch a glimpse of movement in the bushes nearby to the east, it's probably an animal but you can't make out what. You see a figure somewhat nearby to the south.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Obviously the above description is very 'busy' and in most locations you wouldn't see all those features. The spotting distance for landmarks such as lakes, mountains, the coast, settlements etc could be quite long, several dozen sqaures or so. Spotting animals and other characters is harder (since they are smaller and hidden by the jungle) and would be limited to about a dozen squares. The distance to the spotted animals/characters as well as landmarks is roughly indicated by flavour text (e.g. 'very close','nearby','somewhat far away','very far away' etc) and the details seen would also depend on range, so for instance character nearby could be identified as either a native or outsider, but not further away and a nearby animal could be identified by species (&amp;quot;You see an elephant quite close to the South&amp;quot;). In the case where there are lots of characters around, either they are all listed with details given as per above, or perhaps just the closest spotted character is reported, the flavour text would first detail the landmarks seen, then animals, then finish with &amp;quot;You see an outsider quite close to the North, you figure you'd better climb down before they see you&amp;quot;, thus naturally justifying why you only ever see the nearest character.&lt;br /&gt;
&lt;br /&gt;
I don't think this would be overpowered, but would provide a decent way of getting around that doesn't require using the Uber-map and also gives a bit, but not too much, more info about the local area that isn't given by the Uber-map. The requirement for using a tree, not just any square, also helps from overpowering this item.&lt;br /&gt;
&lt;br /&gt;
In conjuction with the Agriculture skill (if it was implemented) this item would allow the defenders of a camp to set up trees to be used as scout towers on the outskirts of the settlement, but that's probably thinking too far ahead.&lt;br /&gt;
&lt;br /&gt;
This would provide something unique for the Native huts, and I'm sure trader characters would like another item that is found in limited places to sell for profit in places where it is not found.|&lt;br /&gt;
suggest_time=07:03, 13 December 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Bogdanovist]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
I like the general idea behind this but not the fact that it is item-based (which is why I suggested making Shartak Mountain visible to all players a while back). Could this not be a default ability for everyone but at reduced APs for those with Native Knowledge? Has anyone previously suggested a dedicated Climbing skill? In terms of item support perhaps the appropriate item would also reduce APs required? I do think the suggested 5 APs is too high as you can climb the mountain, waterfall or shipwreck mast for much less. And you can do a lot of scouting with 5 APs if you have Trekking. Nevertheless it's a good idea, I'm surprised it hasn't been thought of previously.--[[User:Skull Face|Skull Face]] 09:35, 13 December 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
I like this suggestion, but agree with Skull Face here on the point of AP cost. How bout, 2AP all round for climbing a tree and 1AP with the item or skill? Skill would probably be more appropriate, giving Natives another distinctive skill, while allowing Outsiders to utilize trees as well. But then on the other hand, is it really worth the XP cost? As in purchasing a new skill that may potentially be rarely used. Perhaps the item would be more suited then, giving the Natives a distinctive means of navigation that Outsiders are not able to utilize. --[[User:Cthulhu|Cthulhu]]&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;In the case where there are lots of characters around,...&amp;quot;''&amp;lt;- summarize what is seen. There's ways to shorten descriptions without losing information. I prefer that to only seeing one figure/losing detail. I think that's my only objection. Otherwise great idea, I l0vez it to bitz0rz. Now I just need to start weaving my jute cloth out of wild grasses and hemp fibers, or whatever they're made from. --[[User:Buttercup|Buttercup]] 09:22, 25 January 2008 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Pretty Flowers===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=A new way to find items|&lt;br /&gt;
suggest_scope=Plants in the jungle|&lt;br /&gt;
suggest_description=Pretty flowers would actually be a specific kind of tropical flower, but outsiders wouldn't know the name without Native Knowledge. I prefer a blue flower. I'll look up different flowers it could be later.&lt;br /&gt;
&lt;br /&gt;
These flowers would generate in D9 and D10 jungle squares. Cutting the jungle to D8 or below would destroy any flowers in the square. Cutting from D10 to D9 would not harm the flowers, though. Up to three flowers can be on any D9/D10 square, growing much like jungle would. When you land on a square with a flower it's listed in the description, and the search button text would be changed to &amp;quot;collect flowers&amp;quot;. If you pick a flower, you take them all and the description/search button text returns to normal.&lt;br /&gt;
&lt;br /&gt;
Flowers can be worn in one's hair or otherwise adorn their person, sold to the trader, used to decorate a hut, or given away. Additionally, if enough are found they can be woven into a wreath (20 flowers) that can be worn on a person's head, or woven into a lei (40 flowers) to be worn like a necklace. Native Knowledge is needed to weave the flowers, but they can be worn without the skill (duh). No new skills need be introduced to the game to weave since it's pretty much for decoration anyway. It would cost 4 AP to weave a wreath and gain 2 XP, while a lei would cost 8 AP and gain 4 XP, roughly in line with jungle chopping or fruit juicing when you factor in getting the flowers.&lt;br /&gt;
&lt;br /&gt;
Flowers essentially last forever until they are used. Ie, when you wear them or decorate the hut with them they start the &amp;quot;fade clock&amp;quot;. A single flower worn in one's hair is fresh for 28 hours, then is listed as &amp;quot;starting to fade&amp;quot; for 10 hours, then is automatically discarded (&amp;quot;You toss away the faded flower&amp;quot;.) Wreaths and leis last longer not due to realism, but because they take so much more effort to make. A wreath would be &amp;quot;fresh&amp;quot; for 10 days before starting to fade, would be &amp;quot;starting to fade&amp;quot; for 24 hours, then would be discarded. A lei would be fresh for 18 days before starting to fade, would be &amp;quot;starting to fade&amp;quot; for 36 hours, then would be discarded.&lt;br /&gt;
&lt;br /&gt;
-*Edited to Add*- Due to the large quantity of flowers needed to make wreaths and leis, and the essentially decorative nature and light weight of flowers, they would take up very little, if any, inventory space. Essentially, a lei would take up 3 slots, a wreath would take up 2 slots, and 8 flowers would take up 1 slot. They would take up 0 spaces when worn, although there would be a limit of one single flower, one wreath, and 1-2 leis that could be worn at any one time. &lt;br /&gt;
&lt;br /&gt;
-*Edited to Add*- A lei would be worth 4 gold coins, a wreath would be worth 2 gold coins, and 10 flowers would be worth 1 gold coin. &lt;br /&gt;
&lt;br /&gt;
Now, for why it's needed:&lt;br /&gt;
*New, fun way to search for things.&lt;br /&gt;
*Gives people a tangible reason to ''not'' deforest at least part of the island.&lt;br /&gt;
*A way for people to show their love for each other.&lt;br /&gt;
*A way for people to show off their popularity (when they receive flowers and wear them) or vanity (when they find/buy flowers and wear them).&lt;br /&gt;
*Makes the huts look/smell nice.&lt;br /&gt;
*New way to make money.&lt;br /&gt;
&lt;br /&gt;
And why it's better than normal searching:&lt;br /&gt;
*Fruit trees/bushes notwithstanding, right now there's no reason to choose searching one square of jungle over another. &lt;br /&gt;
*Hitting &amp;quot;search&amp;quot; a million times in a row is boring.&lt;br /&gt;
*Finding fruit trees is fun, but searching fruit trees gets boring after a while because you just keep hitting the search button.&lt;br /&gt;
*Hunting animals is fun because you look around and find them. When you kill one, you find your next target. This would be like &amp;quot;hunting&amp;quot; flowers, only less dangerous.&lt;br /&gt;
*In summary: Move...see...get...move...see...get... is more fun than click &amp;quot;search&amp;quot;...click &amp;quot;search&amp;quot;...click &amp;quot;search&amp;quot;...&lt;br /&gt;
|&lt;br /&gt;
suggest_time=08:36, 25 January 2008 (UTC)|&lt;br /&gt;
suggest_author=[[User:Buttercup|Buttercup]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
This is only the start of what I hope will be an entirely new way to search for items to augment the current system. Other possibilities include sections of the island that hold canes that can be used for making blowpipes or good wood for darts; plants/materials that only villagers/settlers can find; other kinds of flowers/plants found in different terrains with different properties; and more, giving people reasons to search different parts of the island, rather than just hitting the &amp;quot;search&amp;quot; button in any old random square. --[[User:Buttercup|Buttercup]] 08:36, 25 January 2008 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Deadwood===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New Item|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=This suggestion is for a new (sort of) item, dead wood branches. Dead wood would be found only in Jungle squares containing trees (density 5 or higher) or inside empty huts in [[camp|camps]]. Each dead wood branch would occupy 1 inventory slot and function as driftwood.&lt;br /&gt;
|&lt;br /&gt;
suggest_time=17:01, 29 January 2008 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Comment here&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Flint &amp;amp; Tinder ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New Item|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=This suggestion is for a new item, a flint and tinder box for the creation of fires. This item would be found by searching empty huts in [[camp|camps]] or the cabins at the [[shipwreck]].&lt;br /&gt;
|&lt;br /&gt;
suggest_time=17:01, 29 January 2008 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Comment here&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Different Size Backpacks===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New Item|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=This suggestion is for different kinds and different carrying capcities of backpacks.&lt;br /&gt;
&lt;br /&gt;
Basket: A basket to be slung onto one's back. It would increase carrying capacity by 15 it would cost about 6 gold coins it would be in about double supply of backpacks though making it easier to get but offer less reward.&lt;br /&gt;
&lt;br /&gt;
Messenger Bag: A backpack to be carried on the side holding 20 items and cost about 8 gold coins. It would be produced more than the backpack but less than the basket.&lt;br /&gt;
&lt;br /&gt;
Regular Backpack: Same as before no changes...&lt;br /&gt;
&lt;br /&gt;
Oversized Backpack: The biggest of all backpacks, it would be produced at a very low rate about 1 per day or so? It would be worth 20 gold coins and add 40 slots to your base inventory. It would be this slimly produced due to its large effects.&lt;br /&gt;
&lt;br /&gt;
The effects of backpacks could not stack and if you're carrying two different backpacks the biggest one takes effect instead of the smaller one. Any small tweaks or other kinds of backpacks would be welcome.|&lt;br /&gt;
suggest_time=5:58 February 29, 2008 (GMT)|&lt;br /&gt;
suggest_author=[[User:Tracer|Tracer]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Comment here&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Drift Wood as a flotation device===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type= Change old item|&lt;br /&gt;
suggest_scope= Shartak|&lt;br /&gt;
suggest_description= Driftwood can be used as a flotation device to reduce the AP cost of moving in water. It makes the cost of moving in deep water the same as moving in shallow water. If you have the skill swimming, moving in both tiles will cost 1 AP. If you do not have the skill swimming, moving in both types of tiles will cost 2 AP. |&lt;br /&gt;
suggest_time=03:37, 8 March 2008 (UTC)|&lt;br /&gt;
suggest_author=[[User:Testingthelimits|Testingthelimits]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Comment here&lt;br /&gt;
*How many driftwood would it take? I'm imagining 2 or 3 per floater. -[[User:Elegost|Elegost]] 13:31, 1 April 2008 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Spyglass===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New item|&lt;br /&gt;
suggest_scope=Anyone who finds one.|&lt;br /&gt;
suggest_description=Allow to view square(s?) in one direction in the distance which you are not standing in at the cost of AP use.  &lt;br /&gt;
&lt;br /&gt;
There would be a limit to how far you could see and how many squares you could see with each use.   Possibly only 1 square at a time per single AP?&lt;br /&gt;
&lt;br /&gt;
The advantage to this would be that you could locate dangerous targets without having to get near them.&lt;br /&gt;
&lt;br /&gt;
The disadvantage would be that it would be less useful in exploring hexes than simply walking to the location.&lt;br /&gt;
&lt;br /&gt;
Alternatively, I suppose the spyglass could simply slightly increase your hex revealing ability, but that seems boring and a simple mechanical advantage.  People realistically shouldn't be walking around with a spyglass to their eye at all times after all.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the way things are structured right now, I don't know how this could be implemented mechanically.|&lt;br /&gt;
suggest_time=11:05 15th of March, 2008 (EST)|&lt;br /&gt;
suggest_author=GreyA2|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
*Similar to the binoculars of urbandead? I like it. Helps with the hunting :D -[[User:Elegost|Elegost]] 13:35, 1 April 2008 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Bottle of blood===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New possibility|&lt;br /&gt;
suggest_scope=Anyone|&lt;br /&gt;
suggest_description=When you're bleeding, you could fill bottles and gourds with your blood. You could then sell these. You could then use them as a bait for sharks. Spot someone you want to harm in the water (even if it's yourself), pour a bottle of blood in the water, if you swim away a shark will bite you once most of the time before you do, and every person staying on the spot will get bitten a few times by sharks until the blood would dissipate (a fixed duration). Therefore you could use it in a new way to harm someone in the water, or even make the sharks come at you faster, for whatever reason, whether you're trying to commit suicide or bottling more blood. Drinking blood would make your max HP gain 2 points for the duration of a day, no matter how much you would drink.|&lt;br /&gt;
suggest_time=13:26, 1 April 2008 (UTC)|&lt;br /&gt;
suggest_author=[[User:A SN|A SN]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
* Maybe it should give 5hp instead of 2? And maybe damage your ap for drinking blood. Like 1ap per bottle. -[[User:Elegost|Elegost]] 13:48, 1 April 2008 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Rafts, deep sea exploration===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New item|&lt;br /&gt;
suggest_scope=Anyone|&lt;br /&gt;
suggest_description=That would be nice if we could at last build rafts from driftwood, and if with those rafts, that could only be built in the water or a square adjacent to it, you could travel in water for 1 AP/square. The interesting part is that you could explore the very deep seas that we cannot swim in, but to make things harder on every square movement in deep waters you'd have a 1% chance for a large wave to overturn your raft and make you drown (because you can't swim there, or for more fun you could swim but the waves would take you between 5 and 15 HP at each movement, so if you were way off the coast you'd be bound to drown painfully). Also and as a sort of reward for your exploration, you could eventually discover islands wayyy off the coast, at least 150 units away, so that with a 1% chance of dying at each movement you'd only have a 22% (99%^150) to make it there with your raft in one piece. And who knows what you would find on these unknown and uncharted islands!&lt;br /&gt;
&lt;br /&gt;
Also a few details : you couldn't take your raft farther on land than the coast where you arrived, your raft could be attacked so that you could prevent anyone else from using it or even destroy someone's raft while they're using it so that they'd drown (now that would be a quite piratey thing to do!). And may I suggest that the islands would be so far away they wouldn't appear on any map even after someone would have explored it so as to not spoil the fun of discovery for others?&lt;br /&gt;
suggest_time=11:57, 7 June 2008 (UTC)|&lt;br /&gt;
suggest_author=[[User:A SN|A SN]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Comment here&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>A SN</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Suggestions:Items&amp;diff=18186</id>
		<title>Suggestions:Items</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Suggestions:Items&amp;diff=18186"/>
		<updated>2008-06-07T11:57:57Z</updated>

		<summary type="html">&lt;p&gt;A SN: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Suggestions header|page_type=Item}}&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Absinth ===&lt;br /&gt;
Could have a very low chance of being found, and would display as &amp;quot;Bottle of absinth&amp;quot; (in addition to the existing &amp;quot;Bottle of beer&amp;quot; and &amp;quot;Bottle of water&amp;quot;). Would result in a distortion of game display, showing some kind of living beings (native, outsiders or animals) as another kind (a native could be displayed as an outsider or an animal), causing the intoxicated character to attack people he wouldn't have attacked otherwise, or trying to role-play with an angry elephant. --[[User:Mad Robert|Mad Robert]] 03:53, 19 March 2006 (GMT)&lt;br /&gt;
*No reason to drink it then? --[[User:Grigoriy|Grigoriy]] 23:37, 19 March 2006 (GMT)&lt;br /&gt;
**I'm sure someone would drink it anyway. Could bring back some HP, of course... --[[User:Mad escription=A new, one-sRobert|Mad Robert]] 23:50, 19 March 2006 (GMT)&lt;br /&gt;
*The whole &amp;quot;distortion of game display&amp;quot; thing sounds too complicated. If it's a powerful enough hallucinogen, it could work as a teleporter to a random nearby location (&amp;quot;As the effects of the ''See tabsinthe wear off, you realize that you have moved to a different part of the jungle.&amp;quot;). But I think it'd be better theme-wise to introduce a plant native to the island with such an effect; also, these &amp;quot;strange herbs&amp;quot; would give outsiders something to confuse healing herbs with. &amp;amp;mdash; [[User:Elembis|Elembis]] 13:24, 21 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
When found/bought/clicked, it should say, &amp;quot;You search/bought/see and find absinth. It's probably not safe to drink.&amp;quot; I've never heard of absinth before, and wouldn't want to end up with a bunch of weird effects when I thought it was just another kind of booze. Adding &amp;quot;It's probably not safe to drink.&amp;quot; should clear up the confusion. When you take it, it should say, &amp;quot;You feel really weird, and things don't seem normal right now. This should wear off in an hour or two.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Maybe a different effect? For the next however many hours clicking &amp;quot;move&amp;quot; sometimes moves you in a random direction, speaking jumbles some of your words, you can't aim straight, and searching turns up pink elephants?  --[[User:Buttercup|Buttercup]] 01:38, 16 January 2008 (UTC)&lt;br /&gt;
:I read up on absinth. It IS booze. Geeze, and here I thought it was some kind of hallucinogen the way you were talking. --[[User:Buttercup|Buttercup]] 08:06, 27 January 2008 (UTC) &lt;br /&gt;
&lt;br /&gt;
::Yes, it's quite intense being normally around the 70% alcohol percentage. It contains Thujone, which was reportedly responsible for hallucinations. Oh, and it doesn't cause hallucinations. I drink it and to be quite frank, anything around 70% that is drunk in suitable quantities would cause many a vision. Good stuff :)--[[User:Cthulhu|Cthulhu]] 08:52, 27 January 2008 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Ah good old Absinthe, the nasty stuff is about 90% (not legal in most countries) and indeed it is not hallucinogenic but comes very close when you are blind drunk.  Perhaps it should cure poison but reduce your accuracy for several ap (if you can survive a bottle of 90% absinthe then you can survive pretty much any other poison).--[[User:Etherdrifter|Etherdrifter]] 19:04, 28 January 2008 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::I've heard of that 90% stuff. Gotta get a bottle for myself :) I do like the cure poison suggestion, but I suspect there is something else that helps deal with poison ;)--[[User:Cthulhu|Cthulhu]] 06:28, 1 February 2008 (UTC)&lt;br /&gt;
Cross References:&lt;br /&gt;
* [[Suggestions:Skills#Melee_buffs_for_intoxicated_pirates]]&lt;br /&gt;
* [[Suggestions:Game_mechanics#Drunkness]]&lt;br /&gt;
--[[User:Buttercup|Buttercup]] 12:06, 11 May 2008 (UTC)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Spear ===&lt;br /&gt;
It could be the native warriors main weapon, give it a base damage of 3, same to hit as machete but it wouldn't cut through jungle -- [[User:Daylan|Daylan]] 11:02, 17 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
*A spear for stabbing or a spear for throwing (i.e single use) ? --[[User:Simon|Simon]] 15:49, 25 February 2006 (GMT)&lt;br /&gt;
**I like the idea of a spear for stabbing. We have enough single use weapons in the game, already. What would make it so different from a blowgun, if it is throwable? Which brings up another question: With a weapon that deals 3 damage and is reusable, who will bother with a blowgun?--[[User:Wifey|Wifey]] 06:54, 29 March 2006 (BST)&lt;br /&gt;
*The machete is already better than the blowpipe if you've got the three melee upgrades, and the spear would represent a third melee weapon warriors like me would need to carry around (along with a knife for writing and a machete for chopping). I don't see a point, unless it's to compete with the heavy sword, in which case I'd recommend that the heavy sword be toned down. &amp;amp;mdash; [[User:Elembis|Elembis]] 13:32, 21 May 2006 (BST)&lt;br /&gt;
*I like the idea of having the spear become the second “super” weapon in shartak, rather than increasing its damage potential its accuracy could be raised instead so that instead of 20 it could be 30 percent yet still have the same damage base of 2 like the cutlass/machete, while having other stats same or similar to the heavy sword. that would pretty much solve all the problems mentioned above--[[User:A for anarchy|A for anarchy]] 04:29, 22 July 2006 (UTC)&lt;br /&gt;
*Spears and bow-and-arrow should be implemented for natives, to give them some unique weapons besides the blowpipe. (why would all natives use the machete, an outsider item?) Natives should be able to make their own arrows from wood found the jungle. Also, to promote use by each class of 'their' weapon, maybe natives using spear should get 45% accuracy, using machete they should get get 40%... and outsiders using spear get 40%, but using machete get 45%? [[User:Arminius|Arminius]] 00:08, 27 August 2006 (UTC)&lt;br /&gt;
* I'd like to see the machete become more of a tool (ala the shovel) and be replaced (as a melee weapon) with two new melee weapons - swords for outsiders and spears for natives.  Drop the damage to 2 in this suggestion and it would be fine. [[User:Johan Crichton|Johan Crichton]] 05:48, 8 March 2007 (UTC) &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Head-shrinking powder ===&lt;br /&gt;
This could be either a melee or area weapon used by natives.&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
*What are the effects of it? Causes X HP of damage? Loss of AP? Loss of XP? Instant death? - [[User:Snarf|Snarf]]&lt;br /&gt;
**Could be used on a body to create a totem of some sort. This can then be placed in a square. People from the same village or settlement as the now shrunken head take twice as many AP to move through because of fear. Disintergrates after x number of people have moved through the square. {{unsigned|Hyper tyger|17:18, March 18, 2006 (BST) }}&lt;br /&gt;
***Any mechanism that gets shrunken outsider heads added to my inventory will get my vote. --[[User:Skull Face|Skull Face]] 10:37, 16 October 2007 (UTC)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Meat and Pelts ===&lt;br /&gt;
Heals 2 HP. Used by both outsiders and tribals. It appears in your inventory when you kill a beastie. [[User:Bungalow Bill|Bungalow Bill]]&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
*But you can only carry 200 pounds of meat back to your wagon. &amp;lt;nowiki&amp;gt;&amp;lt;/oregontrail&amp;gt;&amp;lt;/nowiki&amp;gt; --[[User:Lint|Lint]] 01:15, 13 February 2006 (GMT)&lt;br /&gt;
*Or you have to cook it, taking one AP and possibly a fire-lighting skill (who wants to eat raw monkey?).[[User:MorkaisChosen|MorkaisChosen]] 20:12, 20 February 2006 (GMT)&lt;br /&gt;
**Maybe you don't have to cook it but you get less HP and possibly lose HP to food poisoning. [DarkFerret]&lt;br /&gt;
*Or, to make it more, hm, tribal, you could need to bring it back to specific places in the village where it could be (instantaneously) cooked and used as a replenished &amp;quot;health pool&amp;quot; any player could use. You would still have the occasional berries to eat in the forest, but real meal would occure at a settlement. It would also provide a more efficient healing system (as currently, you roughly get to spend 50 AP to recover 4 or 5 HP, which makes death the most efficient way to restore your HP). -- Leaf&lt;br /&gt;
**''There is a large pot of stew cooking, it appears to be half full.''&lt;br /&gt;
***''You eat some and feel better. After a few spoonfuls you find your friend's pocket watch.'' [DarkFerret]&lt;br /&gt;
**Make it 1 HP per kg of meat (basing carcass size loosely on the animal's starting HP), and make each HP of carried meat fill 1 inventory space (and pretend preservation isn't a problem). Put an ever-boiling pot in each village (in a boring oudoor place; we could use more points of interest), and give people experience points whenever they contribute meat to any pot (more meat gives you more XP, and putting meat in the pot of your home village gives you extra (double?) XP). Omnipresent spices and palate differences could make food at Outsider villages inedible for Natives, and vice-versa. (Pirates ought to be able to eat from any pot, but for half the health benefit. Maybe they should even be able to eat meat raw.) Any non-meat added to the pot would simply disappear (and poison from poison berries would be broken up by the heat). This system would (1) encourage community, (2) increase realism (there's currently no realistic reason for a non-warrior to kill a non-threatening animal), and (3) provide another theme-fitting non-combat XP path. &amp;amp;mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)&lt;br /&gt;
***As per Elembis. For example, a meat item could be eaten raw for 1HP per 1 inventory space, or returned to a cooking pot (imho only in native camps...). Drinking from a cooking pot could restore 2HP, until &amp;quot;The pot is currently empty&amp;quot;. Non-meat items could not be added to the cooking pot -- the game menu functionality would be limited by the user interface (for example, Add Meat to Cooking Pot doesn't appear or doesn't work until you have meat in inventory, and adds meat to the cooking pot when clicked). --[[User:Tycho44|Tycho44]] 21:37, 16 June 2006 (BST)&lt;br /&gt;
***We should keep in mind that eating from a pot should heal faster than searching for and applying herbs and kits, or else players in need of healing won't bother. (6 searches per FAK/herb means 7 AP per 5/10 HP healed for non-scavengers, so 2 HP per bowl of food should be fine.) Also, I think that pots should treat pirates like normal outsiders, that all camps should have pots (since outsiders are surely capable of cooking meat), that the item should be &amp;quot;piece of meat&amp;quot;, that the description for a square with a pot should read something like &amp;quot;There is a fire here with a large pot over it.&amp;quot;, and that the button should read &amp;quot;Add Meat to Pot&amp;quot; (or perhaps that feature should just be linked to the &amp;quot;meat&amp;quot; button in the inventory list). &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 22:20, 16 June 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
* From the new forum: All this bloodthirsty killing of endangered animals is fun, but the carcasss goes to waste. When killing an animal, I propose:&lt;br /&gt;
&lt;br /&gt;
1. we can take pelts. You'd need a knife or machete to do this though. A pelt can be sold at the trader's hut where it can be bought by others. &amp;quot;Trader Joe says, &amp;quot;Great, here's one gold coin for your large stag pelt.&amp;quot;&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
2. we take meat. Again, you'd need a knife or machete. You can consume the meat for HPs, or sell it at a trader's hut where it can be bought by others. &amp;quot;You cook and eat an elephant carcass and gain 2 HP.&amp;quot; As for human meat: &amp;quot;You offer to trade one human carcass. The guard dog sniffs at it. Trader Sam recoils in horror. &amp;quot;Get that dead body out of my trading hut!&amp;quot; he yells.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The concerned environmentalist in me would not encourage a function by which we buy ansd sell tiger penises as aphrodisiacs, or elephant tusks for ivory. - [[FirstAmongstDaves]]&lt;br /&gt;
** -Aww, but why can't we sell elephant tusks? we can use them as a weapon with major damage (maybe we could have a 5% or so chance of hitting with the pointed end on a succesful hit, doing extra damage) but low accuracy and/or especially high break chance. (&amp;quot;your elephant tusk shatters, leaving you with the end which you throw away.&amp;quot;)--[[User:AlexanderRM|AlexanderRM]] 20:11, 22 June 2007 (UTC)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Radio beacon/receiver ===&lt;br /&gt;
A radio beacon/receiver for outsiders to pinpoint specific locations of interest.&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
*What's wrong with using the GPS co-ordinates of a specific location? - [[User:Snarf|Snarf]]&lt;br /&gt;
*Perhaps a way to have GPS waypoints or markers IN one own's GPS? --[[User:Wcervantes|Wcervantes]] 19:39, 16 February 2006 (GMT)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Holy Scriptures ===&lt;br /&gt;
Used to convert Natives into Ousiders. Requires &amp;quot;Religious Devotion&amp;quot;. Most likely found around Outsider settlements --[[User:One of many doctors|One of many doctors]] 23:22, 16 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
*Nobody wants to have a class change againt their will. -Grigoriy&lt;br /&gt;
*Noone wants to die against their will either, but it does happen ;-) Might be irritating, but also might be quite interesting. It would have to be possible both ways of course, natives to outsiders and outsiders to natives. Perhaps the outsiders can convert natives to outsiders with holy scriptures using the religious devotion skill and natives can convert outsiders to natives with a bottle of beer using the seduction skill! ;-) --[[User:Murk|Murk]] 12:28, 4 March 2006 (GMT)&lt;br /&gt;
*Class conversion gets awfully mucky, when you consider available skills. I would say that a better idea would be for use of Holy Scriptures on a native to prompt the natives with an invitation to change sides--without changing class. This would make them see outsiders by name, make natives anonymous, and cause them to show up on the map as &amp;quot;1 convert&amp;quot; to outsiders (as opposed to &amp;quot;1 native&amp;quot;) and as &amp;quot;1 traitor&amp;quot; to natives. Converting back would require a shaman with an equivalent skill (which can, of course, offer outsiders an opportunity to be accepted into native communities).&lt;br /&gt;
:Note, though, that I have no idea how difficult that would be to write in, given the existing code.--[[User:Wifey|Wifey]] 07:01, 29 March 2006 (BST)&lt;br /&gt;
*Such a feature would allow anyone to change class bath and forth at will by just using another of their characters of the appropriate class to effect the conversion, which makes classes virtually pointless.&lt;br /&gt;
*Class conversion sounds bad. Religion might be interesting, but this seems like a messy and unpleasant way to include it. &amp;amp;mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)&lt;br /&gt;
*Historically, natives did occasonally convert to outsider ways, whether by force or by choice. And outsiders did occasionally &amp;quot;go native&amp;quot;. Rather than coercing someone to change, maybe make it a voluntary change. The change would go into effect upon purchasing a skill, at the usual cost for the next skill. For a native to become an outsider, he would have to take the skill &amp;quot;Convert&amp;quot;, with the prerequisites of Outsider Knowledge and Expert Language. For an outsider to become a native, he would have to buy the skill &amp;quot;Gone Native&amp;quot;, with the prerequisites of Native Knowledge and Expert Language. The character would then convert to the new matching class. A Villager becomes a Settler, and a Soldier becomes a Warrior, for example. [[User:Nosimplehiway|Nosimplehiway]]--[[User:Nosimplehiway|Nosimplehiway]] 23:23, 28 November 2006 (UTC)&lt;br /&gt;
* You know, I wholeheartedly despise &amp;quot;permanent&amp;quot; class choices of any kind, and shartak is especially bed, because of the +25 XP skill cost per level makeing creating a new character and bringing it to the level of your old one very difficult. If I made this game, you could shift not only from native to outsider and back, you could switch from, say, warrior to shaman, or any other this-class-to-that thing. Anyway, you people really haven't though out the possibilities of a class choice against your will- shartak would be something other than people fighting or healing each other or exorcizing spirits for the rest of eternity. but the question is: is that good or bad?--[[User:AlexanderRM|AlexanderRM]] 23:44, 27 April 2007 (UTC)&lt;br /&gt;
**Not everyone agrees, friend.  A lot of us like the fact that each class is unique.  Still, I'm always interested in hearing other opinions.  Consider joining the official forum.  This discussion is moving away from the topic of a new item and towards a discussion of what direction we'd like Shartak to go. Thus, we should probably move our discussion elsewhere. Regards.--[[User:Black Joe|Black Joe]] 00:20, 28 April 2007 (UTC)&lt;br /&gt;
** Yes, and my idea keeps each class unique- but it allows you to change your mind on what class you are. For instance, right now both the scout/explorer and villager/settler are better than the warrior/soldier due to the heavy sword, because one has a better chance of finding one and the other has extra AP. My idea is to allow people who wanted to fight to go back and change that decision without haveing to start all over again. --[[User:AlexanderRM|AlexanderRM]] 01:06, 4 May 2007 (UTC)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== GPS Unit (Redesign) ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Item, modification|&lt;br /&gt;
suggest_scope=GPS unit|&lt;br /&gt;
suggest_description=This is a suggestion to change the gps unit into an object that presumably fits better with the game setting. We currently have no other modern item available for use (anachronism - VOCABULARY WORD!). Perhaps we should use a sextant? And rather than reveal the position all of the time, it requires a 1 AP use in non-dense, non-enclosed area.|&lt;br /&gt;
suggest_time=21:48, 23 February 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Yes, GPS units are indeed ''malapropos'' (another vocabulary word :D)--[[User:Grigoriy|Grigoriy]] 00:33, 27 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
Y'know, the &amp;quot;GPS Unit&amp;quot; item has stuck out like a sore thumb to me too.  I'd be very much in favor of a lower-tech replacement, if only because it makes the game more timeless.  But what tools ''did'' explorers of earlier eras use to measure latitude and longitude while traveling by land, anyway? And how accurate were they? Alternatively phrased: if you were trapped on a desert island without a GPS Unit, how would you estimate where you were? Lint's suggestion for a lower-tech replacement item, requiring AP and suitable terrain conditions for proper use, appeals to me. --[[User:Berry|Berry]] 14:03, 7 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
I've done some research into this and as Lint said, a sextant is what was used. Unfortunately though, a sextant doesn't do both longitude and latitude very quickly, you need charts/tables and several hours. See http://www.pbs.org/wgbh/nova/longitude/secrets.html for info. --[[User:Simon|Simon]] 14:55, 7 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
: Ahh; yeah, I had just been checking out http://www.lewis-clark.org/content/content-article.asp?ArticleID=1268 myself.  If I'm reading it right, it sounds like the bulk of the hours of calculation involved were due to being at sea and having to figure out what time zone you're in first as part of the equation.  (Both pages mention a &amp;quot;chronometer&amp;quot; which was finally invented to try to solve that problem.)  On land, though -- and especially on an island of Shartak's size -- you pretty much know where you are, and you're not likely to be crossing time zones.  A quote from the Lewis &amp;amp; Clark page: &amp;quot;If time can be fixed along any meridian of longitude, then longitudinal distance can be determined by comparing time at that meridian with local time, usually based on the point at which the sun reaches its zenith.&amp;quot;  So.  I wonder if we could fudge a bit with this sextant business by assuming that everyone on the island is able to determine what time it is on Shartak -- after all, we do get timestamped event messages! ;) -- and therefore we can apply that bit of knowledge to help determine longitude, overcoming the sextant's weakness.  That could even go in the FAQ.  I'm not really all that scientifically inclined, so please do feel welcome to correct me if if my thoughts are way off base.  In closing, I still like Lint's ideas about making it cost AP and require suitable terrain.  The former would represent the investment of time in setting up the equipment and doing the calculations.  The latter would give players a reason to clear a square of jungle. --[[User:Berry|Berry]] 16:07, 7 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
:: That all sounds good. I think there is a skill in there as well - I don't suppose a sextant is as accurate as GPS, so why not have it not produce the same result all of the time? Someone with the &amp;quot;Skillful Sextant Supervisor&amp;quot; skill gets more accurate results. --[[User:Dr. J|Dr. J]] 16:17, 7 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
: The AP cost of a sextant or other device could easily be added to the GPS unit by requiring that you 'use gps' to get the reading rather than it being on all the time. Whilst redesigning the GPS unit, how about thinking of something for natives to find out where they are - obviously not as accurate as a sextant, but something to guide them around or to specific locations. --[[User:Simon|Simon]] 16:30, 7 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
:: Just consider it a redesigned sextant that some mythical character dropped around the island and call it &amp;quot;Professor Inglewood's Speedy Sextant And Nano Tables&amp;quot; or some other such nonesense and leave it working the same, just with a different name.  As for natives, maybe they could see/read totems at different points in the jungle, indicating where resources/towns are. --[[User:Frisco|Frisco]] 17:06, 7 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
:: Natives divine their position with animal feces. It can be a new skill ;) Actually, in all seriousness, perhaps something involving animal bones? It would need to be something mystical, as there just isn't a more primitive method than the sextant. That way, it sort of balances; you use animal bone dice for a few minutes to divine your position accurately, and outsiders sit dow nand use a sextant.--[[User:Wifey|Wifey]] 07:08, 29 March 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
:: I'm currently of the opinion that the Natives don't need a version of the GPS. It helps a little with the mapping projects and location scripts. But my Shaman was just as lost than my gps-using Settler when I was traipsing through the Jungle. --[[User:Lint|Lint]] 23:10, 30 March 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
::: So natives need a sensing skill that gives them direction and distance to the nearest village. Natives seem to flail at the beginning compared to outsiders: every outsider counterpart item/skill is stronger (especially gps, blowpipe vs rifle, and the lack of bottled water). --[[User:Tycho44|Tycho44]] 05:43, 10 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
:::: How about giving Natives a 'always on' ability (like the GPS is now). They have been born and raised here, they _always_ know where they are (or perhaps it should be modified so that they always know where they are in relation to their village - ie, (201N, 34E of Wiksik). Make the GPS a sextant and require an AP to take a reading and perform the calculations. I would go so far as to suggest that it be tied to the Cartography skill or possibly an additional skill in the Cartography tree.[[User:Anothertwilight|Anothertwilight]] 06:20, 10 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
::::: I like this idea as well as Frisco's. Rename the GPS unit a sextant, keep its 0 AP use cost, and give all natives the ability to &amp;quot;Sense Position&amp;quot; for 1 AP and be told the direction and rough distance of the nearest village. (&amp;quot;After several minutes of attentive communion with the spirits, you sense that Raktam is about a day's journey north of here.&amp;quot;) &amp;lt;s&amp;gt;Maybe even take the GPS away; the natives should know their way around better than the outsiders.&amp;lt;/s&amp;gt; &amp;amp;mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
How about we just get ride of the gps unit in general and in its place have item called &amp;quot;a map and compass&amp;quot; and rather then being a 0AP cost item, it cost 1AP to tell the coordinates (exactly like an gps unit would) anywhere and gives no experience. --[[User:A for anarchy|A for anarchy]] 04:41, 22 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Making a map an item would require the skills of ''exploration'' and ''cartography'' to be changed or eliminated, which I'd rather not do. Also, the grid-like map already gives us a compass of sorts, so a compass as an item, while interesting, wouldn't really do anything. And finally, a 1 AP use cost for the GPS unit / map and compass / sextant would probably result in the creation of a Greasemonkey script that would store one's coordinates in a cookie, modify them for each movement based on which &amp;quot;move&amp;quot; buttons was pressed, and show the resulting coordinates all the time (at no AP cost). I suppose this could be done already for players without a GPS unit (that is, you could anchor your coordinate system by finding a known hut or landmark and inputting its coordinates), but the GPS unit makes it a lot easier. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 16:54, 26 July 2006 (UTC)&lt;br /&gt;
::: You all need a Antikythera mechanism - see&lt;br /&gt;
http://www.xsorbit1.com/users/incandescent/index.cgi?board=M&amp;amp;action=display&amp;amp;num=1167260766 - [[FirstAmongstDaves]]&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Remove uber sword of doom(aka heavy sword) ===&lt;br /&gt;
I don't even have a heavy sword yet but I can already tell(from the item page) that it makes a lot of things utterly useless.Just for reference the heavy sword is(when maxed attack skills) 45% hit, 5dam= '''2.25dam/ap'''. What does it make useless, well let me begin.&amp;lt;br&amp;gt;   &lt;br /&gt;
                             &lt;br /&gt;
1.Rifle skills- reason: the ap you spent getting the xp for those skills was better used searching for a heavy sword.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2.Rifle- reason: the dam/ap for the rifle is lower than a the heavy sword '''before''' factoring in the search for ammo part. The math: the rifle is 5 dam,60% hit,1.5 ap/shot( 3ap per 2 shots i think)= (5*.6)/1.5 =3/1.5 = '''2ap/dam NOT FACTORING IN SEARCHING FOR AMMO'''.&lt;br /&gt;
&lt;br /&gt;
3. The blowpipe- reason: the blowpipe sucks as it is, the machete makes it pointless(unless they actually poison) and the heavy sword just makes it absolute garbage(even if they poisoned). The math: 4 dam, 20% hit, 2ap/shot(assuming you have to reload after every shot i don't use the blowpipe so I wouldn't know)= (4*.2)/2=.8/2= '''.4 dam/ap NOT FACTORING IN SEARCHING FOR AMMO'''.&lt;br /&gt;
&lt;br /&gt;
Conclusion- I realize there are problems with the blowpipe but as far as I can tell with the rifle there are none. The knowledge of there even being a heavy sword is enough to discourage those that would take rifles training as a skill. The sword is just too powerful to balance in game as the only way to balance it would be to add another item that is just as crazy powerful, making it rare does nothing to the balance as people can still find it and it makes those few ,whom the RNG loves, ridiculosly overpowered. If the RNG loves somebody they should get multipul hits in a row not the ability to destroy everybody who can't/doesn't want to waste the ap to gain that ability. And after all just because it is rare doesn't mean we all can't find it, I know eventually we would all find one and there would be no variaty whatsoever in battle. Take urban dead for example they balanced the shotguns,pistols, and fireaxe evenly so there is no superior choice its about how you want to play. With the heavy sword it makes all other items pale in comparison BEFORE search rates are keyed into calculations, in urban dead it is AFTER that they are about even. This suggestion to remove something doesn't punish anybody because as of right now we do not know where to find the heavy sword, the only ones were stumbled across randomly so nobody would really have &amp;quot;wasted&amp;quot; the ap to find it(unless they have but I know after reading a bit I didn't for the fun reducing factor everybody having one would bring). Also don't bring up things about how I don't know how it works ingame because unless it takes 6ap to attack the math shows it is unbalanced. Please Simon fix this unbalanced  weapon by removing it, not by making everything else oh so much better. ANybody who is with me sign in the comments please.&lt;br /&gt;
&lt;br /&gt;
'''Comments'''&lt;br /&gt;
&lt;br /&gt;
*The math looks sound. And I agree that having everyone run around with Heavy Swords would make for a plain game. However, I don't see why it needs to be removed completely. Is there anything we can do to the sword mechanics to make it more even with the existing weapons? --[[User:Lint|Lint]] 01:04, 10 March 2006 (GMT)&lt;br /&gt;
*I agree. The machete with maxed out melee skils is arguably better than any other weapon, and the heavy sword makes that look like a butter knife. Yank it or make it so rare it would be like winning the lottery twice. --[[User:Jackel|Jackel]] 01:49, 10 March 2006 (GMT)&lt;br /&gt;
*I disagree with some of the logic in this argument.  If the heavy sword were a common weapon, then I could understand the concern; however, the &amp;quot;über sword of doom&amp;quot; is hardly of such availability.  As far as I know, only one player has the sword.  Having rare items like it add a new dimension to the game - a sort of treasure hunting aspect.  I would even propose that even more superior weapons are &amp;quot;hidden&amp;quot; around the island, possibly protected by superior animals. --[[User:Gandhi|Gandhi]] 00:34, 22 March 2006 (GMT)&lt;br /&gt;
** One player on the [[Game design]] page has commented on how he has acquired 3 Heavy Swords. Don't get me wrong, some weapons should be better than others to allow for diversity (that's why there's knives, daggers, and whatnot). However, as it stands, the Heavy Sword to our knowledge is the single best weapon available. Everyone is going to be running around with it and if you don't have one, you won't be able to compete. It'd be like playing Rock-Paper-Scissors-Nuclear Bomb and Nuclear Bomb always wins. --[[User:Lint|Lint]] 00:52, 22 March 2006 (GMT)&lt;br /&gt;
*Are these even real? I mean, how many people claim to have gotten them? one? This almost looks like a pretty funny joke. Also, Simon has stayed silent on this, implying some sort of uber sword conspiracy, so perhaps we shouldn't rock the boat. (Cue up suspenseful music) -[[User:BananaBear|BananaBear]] 06:02, 22 March 2006 (GMT)&lt;br /&gt;
**i have 3 swords ,but i'm reading it's really rare. I feel really lucky :). Oh , and i think it's too powerful compared to other weapons. Maybe there must be other rare ranged weapons (like some 6 or 7 o 8 damage rifle) or something like this --[[User:JonesDye|JonesDye]] 09:38, 27 March 2006 (BST)&lt;br /&gt;
**I thought I'd made them fairly rare (after the initial burst of finding them) but I think I made them too rare perhaps. There are still only 4 people with them, looks like the same 4 who had them originally. --[[User:Simon|Simon]] 00:01, 8 April 2006 (BST)&lt;br /&gt;
**Do you even have one Simon? --[[User:Grigoriy|Grigoriy]] 00:17, 8 April 2006 (BST)&lt;br /&gt;
**Nope. No heavy sword for any of my characters. --[[User:Simon|Simon]] 11:18, 8 April 2006 (BST)&lt;br /&gt;
*The original poster is correct about rifles/blowpipes being too weak. The rifle's AP/damage ratio is actually much lower than even the machete's, let alone the mysterious heavy sword. The rifle's accuracy is its edge, but 60% maximum accuracy really isn't *that* high or that much of an advantage over the 45% machete accuracy. The introduction of two new skills to the firearms skill tree, &amp;quot;Marksmanship&amp;quot; and &amp;quot;Expert Marksmanship&amp;quot;, each of which would add 10 or 15% to rifle/blowpipe accuracy, would help to solve this problem I would say (I dont know if anything like this has been proposed before). Dont remove the heavy sword, just make rifles more powerful.  -[[User:Arminius|Arminius]] 01:29, 8 April 2006 (BST)&lt;br /&gt;
* With the addition of the forgotten blowpipe skills, that should help the blowpipe ratio, and I'd say ignore the heavy sword since it seems so rare that you'll be lucky to get one unless someone trades one in for some essential supplies. Not sure about 80% accuracy with either of the ranged weapons - would those skills be available to all or just as an extension to firearms/blowpipe training? What happens to the blowpipe damage if the poisoning suggestion is implemented and the poison effect is added that takes away 1-5 HP over the next 5 AP unless you use serum or first aid kit (damage numbers not definite, just a rough figure)? --[[User:Simon|Simon]] 11:18, 8 April 2006 (BST)&lt;br /&gt;
**I was thinking that the new skill(s) would be part of the ranged weapon skill tree (how can one be a marksman if he does not have firearms training). I like the idea of making a ranged skill available to all though. A maximum accuracy of 20% for all non-soldier/warrior characters seems very low. Maybe the first skill in the tree should be available to all, but the next 2 or 3 skills only for soldiers/warriors? Just an idea. -[[User:Arminius|Arminius]] 02:50, 12 April 2006 (BST)&lt;br /&gt;
* I think adding one skills for rifle and one for blowpipe is really cool. Marksmanship is a nice name , but not to add accuracy, but to add +2 to damage. Poisoning for blowpipe go well too. Oh, and one of my swords is gone ç__ç. And about trading, i tried to trade one of them , but the trader didn't have 49 gold coins..and i think you can add some powerful and rare rifle--[[User:JonesDye|JonesDye]] 08:42, 10 April 2006 (BST)&lt;br /&gt;
* Currently the rifle (w/both skills) gets only 0.75 damage/AP total (searching, loading, and shooting) based on my calculation, and 3 damage/AP in combat (only shooting). The machete (w/all three skills) gets 1.35 damage/AP and obviously requires no searching or loading. I think that new skill(s) for the rifle/blowpipe to get their damage/AP ratio closer to (but not equal to or past) the 1.35 machete ratio would be the best way to go. If a new skill or two increases ranged damage by 2 as JonesDye suggested, the result would be a ratio of 1.05 total damage/AP, and 4.2 damage/AP in combat. (If skills are added to increase maximum accuracy to 80%, the result would be 1 total damage/AP and 4 damage/AP in combat.) This, I think, would be a better balance. Ranged weapons should be superior to the machete in combat, and they are, but currently they are only 2.2 times better (3 vs. 1.35). The proposed new combat ratio of ~4 damage/AP would be three times better than the machete in combat, although still inferior in total damage/AP ratio. (Note that the combat ratios mentioned above are exact, but the total damage/AP ratios are not exact because I do not know the % chance to find ammunition. The total damage/AP numbers used above assume that a total of 5 bullets can be found in 10 searches on average, which may be a liberal estimate but seemed accurate based on my experience.) -[[User:Arminius|Arminius]] 02:50, 12 April 2006 (BST)&lt;br /&gt;
**Still, 3 damage per AP isn't that bad. You can track someone down, kill someone outright in ~25 AP with a rack of rifles, and run far away -- whereas a machete might take 60 AP to cause ~81 damage. The blowpipe needs a lot of help: you can only carry half as many loaded pipes, and so you have to waste time in combat reloading. I believe that blowdart poison could cause another 1 dmg/turn for 4 turns (8 damage total if they don't heal) and it still wouldn't be overpowered. 20% to hit is totally useless, though. I would suggest something like a 20% -&amp;gt; 35% marksman upgrade for all classes, then 35% -&amp;gt; 50% -&amp;gt; 65% for soldier/warrior. Unless a non-soldier can attain a 35% or 40% to-hit rate with a rifle (higher with a blowpipe), the weapon serves absolutely no purpose -- it is just a glorified 1/3-gem. And if the heavy sword has the same break rate as other blades in the game, then there is no problem with a 1/3000 find rate or whatever. --[[User:Tycho44|Tycho44]] 05:59, 10 May 2006 (BST)&lt;br /&gt;
*As long as the heavy sword is extremely rare and quite powerful, why not replace it with a single &amp;quot;elephant sword&amp;quot;, or something with a similarly grand title. There would only be one on the island (or one per village: &amp;quot;The Elephant Sword of York&amp;quot;, etc.), its carrier would not be able to drop it (or, if dropped, it would be given to the next player revived by that village's shaman), players would get a special message upon being attacked by it, and it would change possession to the player who would kill its carrier. Also, its carrier should get a movement penalty so they'll be easier to catch. (And perhaps every person should have a sixth sense to divine the location of their village's Elephant Sword.) In short, if the sword is going to be rare, ''make it special''. &amp;amp;mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)&lt;br /&gt;
*I personally like the idea of having super weapons in shartak but rather than just being able to find it lying around, you should only be able to get by doing something specific (as reward for quests perhaps). Personally I like the idea a secret shop(s) (see my secret shop suggestion) where you could purchase a heavy sword and/or other hard to get items at hyper-inflated prices in the range of 100 to 1000 gold coins for one.----&lt;br /&gt;
*The only problem with this is that there probebly ''are'' people out there who have spent loads of AP looking for a heavy sword, and if those of them that found it suddenly have it deleted, =bad. How about either A: The heavy sword cannot be found by searching and those in people's inventorys randomly transform into their value in gold, or B: the heavy sword becomes more common and we add several more &amp;quot;uber&amp;quot; items (also more common than the current heavy sword):&lt;br /&gt;
The spear: this was what gave me the origional idea for other uber weapons. The heavy sword would become the outsider-only weapon and the spear would become the native weapon. All heavy sword belonging to natives would turn into spears. The spear should be more accurate and do less damage.&lt;br /&gt;
&lt;br /&gt;
The heavy gun: Ammo is rare but no too rare. Basically an upped version of the rifle.&lt;br /&gt;
&lt;br /&gt;
The poisoned bow+arrows: basically an upped blowpipe.&lt;br /&gt;
&lt;br /&gt;
Anyway, just one more note:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Take urban dead for example they balanced the shotguns,pistols, and fireaxe evenly so there is no superior choice its about how you want to play.&amp;quot;&lt;br /&gt;
*Mmh*&lt;br /&gt;
*Mmmh*&lt;br /&gt;
BWA HA HA HA HA HA HA HA!&lt;br /&gt;
*snorts*--[[User:AlexanderRM|AlexanderRM]] 00:01, 28 April 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
===studded leather &amp;amp; war gear===&lt;br /&gt;
both items have the same effect, except one is for outsiders and one is for natives, upon looking at the names, i cant really tell which would be for who, but that doesnt matter.&lt;br /&gt;
theese items could act likee flak jackets, but could (possibly) have the chance of inflicting damage upon being hit, as per, a guy with tons of knives on him being punched would probably cut up his assailant's hands. {{unsigned|Richard Rose|04:59, March 29, 2006 (BST)}}&lt;br /&gt;
&lt;br /&gt;
*Hm. I don't like the idea of inflicting damage on the assailant. I think that's a bit of a stretch. I could see outsiders coming over with breastplates and whatnot (a la John Smith, be it the noble stud from ''Pocahontas'' or the weaselly entrapeneur from history). Natives, though, would be unlikely to have that much. Perhaps, though, a wooden, oblong, leaf-shaped shield. Perhaps it would give a small (10%?) chance of blocking a melee attack. Thus, both sides would have a form of protection, but they would be ''different'' forms of protection, serving to distinguish the two sides.--[[User:Wifey|Wifey]] 08:31, 10 April 2006 (BST)&lt;br /&gt;
:: * We were talking about this at the old forum: armour for new players, like a leather cuirass. Once you hit level 2 it decomposes. It prevents new players from suffering an early death and being put off the game. - [[FirstAmongstDaves]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Messenger Pigeons===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New item|&lt;br /&gt;
suggest_scope=All outsiders|&lt;br /&gt;
suggest_description=Allows Outsiders to send messages over long distances. Just type up the message and enter the recepient's name and the bird flies off. &lt;br /&gt;
''You watch your pigeon fly off and hope it doesn't get intercepted.''&lt;br /&gt;
&amp;lt;br&amp;gt;Pigeons must be captured with an unamed skill and may be intercepted with a separate skill.|&lt;br /&gt;
suggest_time=22:23, 9 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
*How would you handle said &amp;quot;interception?&amp;quot; Would you be notified of pigeons sent off within a certain number of squares, and offered a chance to stop it? Would it show up as an actual animal that one could kill? I would say that the idea of sending a messenger pigeon along as a new, low-hp NPC with a specific destination is neat, but I don't know how hard it would be on the server.--[[User:Wifey|Wifey]] 08:35, 10 April 2006 (BST)&lt;br /&gt;
*Moving an npc pigeon wouldn't be difficult as long as there were only a limited number of them in play at any one time. How would you specify the destination though - pigeons need to know the destination don't they (not sure how homing pigeons work)? --[[User:Simon|Simon]] 14:38, 10 April 2006 (BST)&lt;br /&gt;
**Mmm. Maybe one would need to specify a GPS coordinate? Actually, I'm fairly certain that birds have been taught to find specific people that they are familiar with. Perhaps once we have a contacts list (do we? If so, I haven't been able to add anyone) we can send it to those listed on it? Then it would be rather like the mobile phone of UD... except that it takes time to travel, and could be killed for EXP by other players :) What kind of limit would you have in mind, by the way? I mean, I can't imagine a whole lot of people using this often enough for it to really be a problem, but as the game grows... You never know.--[[User:Wifey|Wifey]] 01:12, 11 April 2006 (BST)&lt;br /&gt;
**I would say that you would have to have a the person on a contact list before you can send them a messenger pigeon. The pigeon would move like 1 square per 5 mins and would appear as an attackable animal. The limit is that there are only so many pigeons in Shartak. You would have to have a skill to capture one without killing it. This skill could also be used to capture a messenger pigeon without killing it in order to &amp;quot;intercept&amp;quot; the message. Or perhaps tehy are different skills? Pigeons would be reusable. --[[User:One of many doctors|One of many doctors]] 01:27, 11 April 2006 (BST)&lt;br /&gt;
*Capturing and intercepting pigeons seems quite unrealistic. Instead, maybe you could give each village a communications hut with infinite pigeons, available to people from that village. Pigeons in inventory could be sent up with a message, and after some time they'd appear in their home villages and their messages would be held for their recipients. I like the drum idea better, though. &amp;amp;mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
* What about a parrot cage in the pirate trader's hut? {{profile|4862|Rozen}}&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Drum===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New item|&lt;br /&gt;
suggest_scope=All Natives|&lt;br /&gt;
suggest_description=Allows all Natives within a specified area to hear the senders message. Any Outsiders hear random drum beats unless they have the Expert Language skill. &lt;br /&gt;
''You hear random drumming in the distance.''&lt;br /&gt;
&amp;lt;br&amp;gt;Requires a drum beating skill to utilize.|&lt;br /&gt;
suggest_time=22:35, 9 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
A drum language? Neat. I would make it a native-only skill, though (how difficult would it be for an outsider to learn ''of'' the language, let alone the language itself?), and only one skill. Also, to show the difficulty of true articulation in such a language, it would be good to lower the character limit on drum messages. This way, long messages will be broken up, and will require a bit more AP.--[[User:Wifey|Wifey]] 08:40, 10 April 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
:Awesome. A great idea to help underpowered natives (no bottles of water in native villages, terrible blowpipe, no gps, outnumbered, etc.) and also a cool new rare item. Doesn't appear abusable. --[[User:Tycho44|Tycho44]] 22:27, 20 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
:I like this idea and think it should be open to Natives only, for the reasons [[User:Tycho44|Tycho44]] gave. Also, it stands to reason that Natives should have some kind of communication advantage, being Natives on the island and everything. Messages should have to be extremely short, or else there should be increasing AP costs for longer messages (1 AP per character, perhaps?). Think of Morse code. &amp;amp;mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
::I'm thinking that drums could be to natives what GPS units are to outsiders in terms of cost, usefulness, and skill requirements. Here's how it works in my mind:&lt;br /&gt;
::#All natives, and outsiders with ''Native Knowledge'', can drum a message for 1 AP per character. Outsiders without ''Native Knowledge'' either (1) have their beats carry a shorter distance or (2) have a 20% chance of breaking their drum. (I prefer the second option, assuming drums would be expensive items. I'd rather have drums be completely off-limits for such outsiders, but I can't think of a realistic reason for them to be unable to bang on a drum.)&lt;br /&gt;
::#Only natives, and outsiders with ''Native Knowledge'', can determine the direction of a beat. (Bass noises are the hardest to pinpoint.)&lt;br /&gt;
::#Only players on the same side as the drummer, and players on the other side with language skills, can interpret beats, as with all other communication in the game. (Unskilled listeners hear &amp;quot;random drumming&amp;quot; instead of &amp;quot;&amp;lt;garbled message&amp;gt;&amp;quot;, since extremely short messages will be quite common and language obfuscation doesn't touch the first letter of a word. ''Basic Language'' gives a 33% chance to interpret the message, ''Advanced Language'' 66%, and ''Expert Language'' 100%.)&lt;br /&gt;
::#Every beat is audible to everyone in the 13 by 13 square with the drummer at its center. (13 by 13 is just large enough to cover an entire camp, and camps should be communication hubs, after all.)&lt;br /&gt;
::In general, this item would benefit natives about as much as GPS units benefit outsiders. The hearing radii and AP costs of messages could be changed easily if drums became too powerful, annoying, or ineffective. And yes, I've played Urban Dead. =)&lt;br /&gt;
::&amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 22:54, 9 June 2006 (BST)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Hammer===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New Item|&lt;br /&gt;
suggest_scope=Available to all characters|&lt;br /&gt;
suggest_description=A basic hammer.  This item seems necessary for potential future building skills such as roads or huts or hut fortifications.  Hammers could also be used as offensive weapons.  They could also be subject to random breaking like machetes.|&lt;br /&gt;
suggest_time=06:18, 1 May 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Throgonuts|Throgonuts]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
I don't think we need another weapon until there's an actual niche for it to fill. I think hut-building would be great &amp;amp;mdash; require that all 8 surrounding jungle squares be cleared before one can be built, make huts destructable by melee weapons or by growing jungle in the immediate area, and turn standard medical/ammunition/trading huts into indestructable stone structures &amp;amp;mdash; but we don't need a hammer now. &amp;amp;mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)&lt;br /&gt;
I think the hammer would be part of the right tools to build a boat. The driftwood source on unity island (new tortuga) has the following message: ''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.'' .... so is a hammer the right tool? or is a tool kit the right tool? because pirates need boats. and i have so much driftwood i am throwing away rum and cutlasses and first aid kits!!! i require tools!!!! --[[User:Badhammer|Badhammer]] 02:27, 21 September 2006 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===303===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=new item|&lt;br /&gt;
suggest_scope=availible to only outsiders|&lt;br /&gt;
suggest_description=a 303's nickname is actually: elepahant rifle,[in real life],a 303 is able to blow a elephants head of 1 shot in the neck i am suggesting this for the further success of the CP against the reefer terror cell,though it could turn against us if lord paul reefer get's his hands on it or one of his group members!.&lt;br /&gt;
&lt;br /&gt;
Damage: 15, special dmg: 16.|&lt;br /&gt;
suggest_time=15,25, 17 June, 2006 (EST)|&lt;br /&gt;
suggest_author=[[User:Riddick|Riddick]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
No. Hell, I can scarcely understand what you're trying to suggest here. I can see that it's ridiculously powerful, though.--[[User:Wifey|Wifey]] 01:01, 26 June 2006 (UTC)&lt;br /&gt;
:No. I can't understand what you're saying, but that's a very unfair idea for Natives. Plus .303 is too small for an elephant gun. Are you saying that it can blow an elephant's ''head'' off?&lt;br /&gt;
:Uh, I have a Lee-Enfield. It uses the .303 British that you're talking about. That gun can't blow an elephant's head completely off. It's about the same as a standard .308 round. Besides, are you kidding on the damage? That's hugely overpowered. And only for outsiders? Unbalance at its best. This would get Spammed into oblivion in the UD wiki. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 02:05, 9 January 2007 (UTC)&lt;br /&gt;
I disagree totally with this idea. I think it should be 300 damage and a 99.8% chance of hitting something, and when you do, you get 1,000 XP, 100 AP, 10,000 gold coins, and $50 in real life. No, no, a .303 (as said above) is the standard round for a Lee-Enfield rifle. A .308 is the standart round in the M60, M14, and M16 rifles/machine guns. In reality, if you where shooting an elephant, you'd use a .375 H&amp;amp;H Magnum round, which is what pro ivroy-hunters use, although you could use a XM107 Barrett w/.50 cal. ammo. Take a look at [http://upload.wikimedia.org/wikipedia/en/a/ab/Rifle_cartridge_comparison.jpg] photo. The first one on the left is a .50 BMG, used in XM107 Barretts. The 3rd from the left is a .308, used in M-60/14/16's. Anyway, enough of the gun-talk and onto the suggestion-talk. I do like the idea of a Heavy Sword-esque rifle, but I don't think it should 'lyk du 10000000000000 dmage!`!!!!1one' or whatever he said. -[[User:Che|Che]] 20:07, 30 January 2007 (UTC)&lt;br /&gt;
::Che, the .308 isn't used by the M16. The M16 uses 5.56 mil, or essentially a .22 sporting round. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 19:14, 28 April 2007 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Berries to Increase AP===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Change item's effect|&lt;br /&gt;
suggest_scope=Tasty berries (or similiar item)|&lt;br /&gt;
suggest_description=There are so many HP-healing items in the game, most of which heal only 1 or 2 HP so are not cost-effective to use (In terms of AP-spent-per-HP-healed), therefore are not used at all by wise players. To make some of these items more valuable and add an interesting dynamic to the game, I suggest that the effect of eating berries should be to increase your AP level rather than you HP level. Eat some tasty berries, they invigorate you and you gain 2 AP (you spent one AP eating them, net gain of 1 AP). All of the long-time players have been in the situation I'm sure (and most newer players too), where we are about to kill an elephant or tiger or an enemy player for that matter, but we run out of AP just as the target is at 3 HP, then we have to go off-line and cant wait about for 20 minutes to finish the target off, as we have real-life obligations (while we are gone the target invariably escapes, is killed by someone else, or kills you!). So carrying around 5 bunches of tasty berries could give you 5 free AP when you really need them. Thus berries would become a very valuable item in the game too, rather than a superfluous item|&lt;br /&gt;
suggest_time=00:47, 21 June 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Arminius|Arminius]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Comment here&lt;br /&gt;
&lt;br /&gt;
I like the idea! You're probably going to end up with a net loss of APs on them anyway, but it's kinda like storing APs... This could work well. -[[User:MorkaisChosen|MorkaisChosen]] 10:54, 21 June 2006&lt;br /&gt;
:Exactly, you would definitely have a net loss of AP finding them. There would also be net loss of AP buying them in the trading hut, and once people catch on to how valuable they are they would become tremendously expensive (demand would overwhelm supply), making for an even bigger net loss of AP buying them. [[User:Arminius|Arminius]] 00:40, 27 June 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
I could certainly see it getting out of hand. You'd need to cut it off at a certain point. Maybe 5 is about right.--[[User:Wifey|Wifey]] 01:03, 26 June 2006 (UTC)&lt;br /&gt;
:Why would there need to be a cut-off? Even if someone is carrying 50 bunches of berries (which they will have spent many days worth of AP searching for on berry-bush squares), they will get their 50 extra AP and then it's all gone. With a full 75 AP and with 50 bunches of berries, a person could use 125 AP within a few minutes. If theoretically two 80-HP enemies are standing on the person's same exact square, odds are he can kill both with 5 AP to spare, but now all his berries are gone. I would agree that carrying 50 bunches of berries is pretty ridiculous, but again the person will have spent many days searching for them, a tremendous net loss of possible damage inflicted if he had just used all those hundreds of AP he spent searching, attacking. And even in that extreme example all he can do is inflict 160 damage and then his berry supply is used up, So I dont think it is necessarily &amp;quot;out of hand&amp;quot;. Besides, anyone who does such a thing (spends days finding 50 berries and goes and uses them all at once) is an idiot and a very poor player, the berries would be valuable to be used when you really desperatrely need them, when you are out of AP about to get a kill or maybe in some other limited way (as MorkaisChosen said, it is a way to store AP), not in that way. If you are worried about people camping berry bushes to get lots of AP-boosting berries, see below (and remember that some people do the same for first aid kits anyway). [[User:Arminius|Arminius]] 00:40, 27 June 2006 (UTC)&lt;br /&gt;
::The above remarks would be accurate if the AP-booster item was &amp;quot;invigorating herbs&amp;quot; found with an 8% rate in the Grasslands or something. However, berries have a 55% find rate (perhaps higher for villager), so 50 berries take at most two days to collect. Unless your character is a PKer who can attack anything that moves, the berry-buff would become very valuable for increasing combat efficiency. --[[User:Tycho44|Tycho44]] 17:37, 30 June 2006 (UTC)&lt;br /&gt;
:::Since this would be a radical change for berries, yes the find rates should be changed. The AP-giving item doesnt even have to be berries, my original sugegstion was &amp;quot;berries or similiar item&amp;quot;. I think it should be berries because there are berry bushes all over the island, rather than gerasslands which are only in one part of the island(?). [[User:Arminius|Arminius]] 23:55, 26 August 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
A comment I have is that this would make berry bushes genuinely valuable, but it is probably not desirable to have everyone camp the berry bushes, that's boring. Fortunately this problem is already solved by something Simon implemented very early on--berry bushes dry up and new ones are discovered all the time (it might be advisable to increase the rate at which they dry up and new ones pop up for this). [[User:Arminius|Arminius]] 00:40, 27 June 2006 (UTC)&lt;br /&gt;
:Not sure where you got this idea from, bushes are static.. for now! --[[User:Simon|Simon]] 01:00, 27 June 2006 (UTC)&lt;br /&gt;
::I could've sworn I've seen writings in the jungle making references to trees which are not there anymore, e.g. &amp;quot;this mango tree is claimed by John Doe&amp;quot;, but there is no tree in the square. [[User:Arminius|Arminius]] 23:55, 26 August 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
Well, as pointed out, it would take two days of camping a berry bush to get 70 berries, the maxiumum that can be stored (unless the idiot's walking around with no weapons).  However, you'd only get one day of extra combat from it. You're actually losing time that way.  If you're really worried, make bushes drop two types of berries, HP restorers and AP restorers.  Lower the find rates for both to match the current find rate. I assume this wouldn't be hard. Huts already drop multiple varieties of items.  I'd also like to point out that this system is already in place in KoL.  They just set a maximum you can eat before you get full to keep the system from being abused.  Would that be hard to code? --[[User:Black Joe|Black Joe]] 14:18, 13 July 2006&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
it's not worth it,eating a berry costs one action point(s),and every berry gives you 1 AP so really you would just be left on the same AP you were on before you ate the berry! [[User:Eminem1|Eminem1]] 01:03, 14 July 2006 (UTC)&lt;br /&gt;
:It would give 2 AP, you would spend 1 AP to eat it, so you would gain 1 AP. [[User:Arminius|Arminius]] 23:55, 26 August 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
Personally i like the idea getting free XP item so how about this; have one and only one item (say buncha berries) gives 1XP costs 1AP, but you can eat it whenever you want. this would pretty much reduce the number of people who are going to farm (as the chance of getting that one item consistently is comparatively low), it would make a welcome change to searches.--[[User:A for anarchy|A for anarchy]] 05:14, 22 July 2006 (UTC)&lt;br /&gt;
:I think you are confused here, the topic at hand is not gaining free XP, but &amp;quot;storing AP&amp;quot; as MorkaisChosen put it. [[User:Arminius|Arminius]] 23:55, 26 August 2006 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Camera/Spirit box===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Ranged weapon|&lt;br /&gt;
suggest_scope=Those plagued by banshees and those interested in scaring natives|&lt;br /&gt;
suggest_description=In just about every meeting of natives and cameras it is believed that the cameras are able to steal some of their spirit. On Shartak this is for sure and it also works on the dead. The camera is able to capture some of a person's spirit causing 3 points of damage. If the shot kills them they are trapped in the camera until they revive for X extra AP. If the user has Sixth Sense they may capture a spirit in the same way. The camera uses rolls of film with 5 shots each. Scientists have special photography skills increasing their chance of capture. Natives must have Outsider knowledge to use the camera. Otherwise it will appear as Spirit box in their inventory. (Possible native equivelent could be something like a voodoo doll)|&lt;br /&gt;
suggest_time=04:11, 23 July 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Darkferret|Darkferret]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
I like this! It rally does fit in for me... Plus it allows my clan to do some REAL research on Spirits by taking pictures. And, of course... Who you gonna call? [[User:MorkaisChosen|MorkaisChosen]] 10:58, 23 July 2006 (UTC)&lt;br /&gt;
 &lt;br /&gt;
I don't want to seem impolite, and I don't want to discourage people from making creative suggestions, which this certainly is.  However, I'm not so sure about this.  After all, cameras don't REALLY hurt people.  Also, cameras, to me, don't fit with the time period in Shartak, like GPS units. There are already suggestions to change the GPS unit to something else. I don't think adding another piece of relatively advanced technology will help.  Cameras have been around maybe 100 years?  Shartak seems to take place in the 1700's or so, a little too early.  Long story short, I don't think it fits.  That's just my opinion, however. [[User:Black Joe|Black Joe]]&lt;br /&gt;
:Just to remind you that this is a fictional game not set anywhere or anytime in paticular and what may not fit in reality may fit great in a game(Shartak ghosts? Urban Dead zombies?). In fact sometimes doing the impossible is what makes these games fun. (The Royal Expedition claims that it is 1906) --[[User:Darkferret|Darkferret]] 21:16, 27 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
i agree with idea that we should do something about ghosts, but the idea of trapping &amp;quot;ghosts&amp;quot; in cameras not so much, cause ghosts are players too and costing them extra AP for escape compounded with the AP cost of reviving, would seriously affect their gameplay.--[[User:A for anarchy|A for anarchy]] 03:40, 25 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
I really like this idea, although it shouldn't be used for hurting live players, instead capturing spirits who are farming xp in a resource hut. Then, rather than spending AP to escape, they should only have the option to revive (Perhaps at an increased cost)--[[User:Zydd Soral|Zydd Soral]] 16:55, 25 July, 2006&lt;br /&gt;
&lt;br /&gt;
Compared to exorcism, capturing spirits in a camera seems really silly and would make the game seem the same way. Maybe it'd be like introducing soap as an item that could deal damage to pirates: funny, but absurd and out of place in a role-playing game. Some elements of fantasy are acceptable in such games, but others, like this one, are too hard to swallow. But it's a clever idea. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 17:27, 26 July 2006 (UTC)&lt;br /&gt;
:Exorcism sounds like a really silly thing to me (holding up a symbol and saying some silly words is going to repel a ghost?). Plus it is very cliche and I don't think a scientist would be the kind of person who would do it. We don't have an outsider religious class in this game dispite the suggestions for it. The true equivelent of your antipirate soap would be a vacuum cleaner like in ghost busters.--[[User:Darkferret|Darkferret]] 21:16, 27 July 2006 (UTC)&lt;br /&gt;
::I have to disagree with you, Darkferret. If you're going to accept spirits, then you might as well accept exorcism.  After all, practically every culture I've heard of that believes in spirits also believes in having some way to banish them.  Additionally, there IS a religious class on the native side: the shaman. I agree the scientist is ill-suited for exorcism, but something can undoubtedly be worked out.[[User:Black Joe|Black Joe]] 19:38, 28 July 2006&lt;br /&gt;
:::Repeling a player counts as movement that does not use their AP which defies the Free Lunch Principle. Capture and captive player escape via revival is Free Lunch complient. Besides the outsiders already have too many classes and scientists need unique science related skills.--[[User:Darkferret|Darkferret]] 21:25, 12 August 2006 (UTC)&lt;br /&gt;
 &lt;br /&gt;
A Spirit Box could work as a kind of special wooden box with charms or religious symbols on it, but maybe not as a camera. [[User:MorkaisChosen|MorkaisChosen]] 10:38, 27 July 2006 (UTC)&lt;br /&gt;
:What would the roll of film equivalent be?--[[User:Darkferret|Darkferret]] 21:16, 27 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
''For several hundred years the island of Shartak has been populated by three native tribes from the villages Dalpok, Raktam and Wiksik. More frequently in recent weeks, strangers known to the natives as &amp;quot;outsiders&amp;quot; are appearing on their island wearing odd looking clothes and carrying '''flashing boxes''' and loud sticks.&lt;br /&gt;
Is that not a camera?&lt;br /&gt;
&lt;br /&gt;
:No, just bad wording. Supposed to be a reference to the gps units! --[[User:Simon|Simon]] 21:09, 2 October 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Infantry did not use double barrel rifles at this scale until the mid 19th century, by then the daguerreotype and the calotype had been invented.&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Subitems===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Divisable items|&lt;br /&gt;
suggest_scope=FAKs and Healing herbs|&lt;br /&gt;
suggest_description=When someone uses a FAK they usually don't use all of it. They may need a bandage but not the antitoxin. Instead of dumping it we could keep the unused parts much like we keep our containers. I suggest we divide the kit into 3-4 parts that separate when a kit is not completely used: Bandage for HP (possibly small[2-4HP] &amp;amp; large[3-6HP]), Antitoxin for Poisonous snake bites and Poison darts (possibly HP from Bunch of poisonous berries and Salt water if balanceable), and Stitching kit for Shark bite. I am not sure about the names of Healing herbs' subitems.|&lt;br /&gt;
suggest_time=22:28, 12 August 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Darkferret|Darkferret]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
This seems to be a realy good idea, i'm sure it would be a royal bitch to program, but maybe no more so than blunting a cutlass or breaking a machette. {{profile|4862|Rozen}}&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== The Bone Whistle ===&lt;br /&gt;
&lt;br /&gt;
I was screwing around with an idea on the Scurvy Crew page, and the more I thought about this one the more I liked it. Basically a bone whistle that'll function like the radio does in urban dead permitting long range communication within the game. This is more necessary in Shartak because of the greater distances involved with the game. It could be set to play certain notes so that only certain clans, villages, or classes could hear it like the radio is tuned to certain frequencies. Understanding and playing the bone whistle would require new skills that'll give senior players something new to spend their exp on.&lt;br /&gt;
&lt;br /&gt;
It might also only be played from certain locations such as in villages, on the mountain, on the beach, etc. The explanation being that sound doesn't travel in the deep jungle. It'd be especially helpful to players who aren't knee-deep in the forums or wiki coordinate. There's this dying language in Spain around the Pyrrenes (sp?) of whistling to communicate across the mountains so that could serve as a weak justification for it within the game's setting. What do you think? [[User:Tyler Whitney|Tyler Whitney]] 21:29, 4 September 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
Just reviewed past posts and it seems similar to the drums/pigeons proposed earlier. I think any of these could be made to work. [[User:Tyler Whitney|Tyler Whitney]] 21:32, 4 September 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
the birds for outsiders, the whistle for pirates and the drums for natives? or a parrot for pirates maybe? {{profile|4862|Rozen}}&lt;br /&gt;
&lt;br /&gt;
Smoke signals were another suggestion on the old forum. [[FirstAmongstDaves]]&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
===Flintlock Pistols===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New Item and Set of Skill to go along with it|&lt;br /&gt;
suggest_scope=Whoever can shoot a gun|&lt;br /&gt;
suggest_description='''Mechanics'''&lt;br /&gt;
*Half the inventory space of the rifle&lt;br /&gt;
*1 shot loading&lt;br /&gt;
*.5 AP to load. (or skill to make it so)&lt;br /&gt;
*4 damage&lt;br /&gt;
*Find in the Shipwreck's Armoury and (with less chance) the Large Cabin.&lt;br /&gt;
*Also find in outsider camp's ammo hut with the same chance as in the Large Cabin.&lt;br /&gt;
*Ammo is more likely to be found in 'purses' of three. eg, 'Looking around you find a purse of three flintlock balls'&lt;br /&gt;
&lt;br /&gt;
'''Roleplay and realism'''&lt;br /&gt;
*Soldiers who roleplay would prefer to carry them instead of the dozen rifles they now cary. In real life, you can realisticly carry eight flintlocks and a rifle. (Two in the boots, two on the shins, two on the thighs, and two under the arms with a rifle in hand).&lt;br /&gt;
*Pirates have always been seen with cutalss and one-shot pistol in hand.&lt;br /&gt;
&lt;br /&gt;
'''Skills'''&lt;br /&gt;
*'''No Skill'''- ''5% chance of hitting your target''&lt;br /&gt;
*'''Pistol Marksmanship(Soldiers and Pirates)'''- ''Plus 20% chance to hit your target with a Flintlock Pistol''&lt;br /&gt;
*'''Advanced Pistol Marksmanship'''- ''Plus another 20% chance to hit your targetwith a Flintlock Pistol''&lt;br /&gt;
*'''Hunter Marksman (Scouts with outsider knowledge and Explorers)'''- ''Plus another 20% chance to hit your target with a Flintlock.''&lt;br /&gt;
*'''Flintlock Mastery'''- ''Plus 15% chance to hit your target with Flintlock Pistol''&lt;br /&gt;
*'''Quickshot'''- ''Loading costs .5 AP''|&lt;br /&gt;
&lt;br /&gt;
suggest_time=02:36, 12 November 2006 (UTC)|&lt;br /&gt;
suggest_author={{profile|4862|Rozen}}|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
'''''Original idea by {{profile|4862|Rozen.}} Wiki-fied by [[User:Che|Che]]'''''&lt;br /&gt;
&lt;br /&gt;
I'd like to get some fresh comments about this. I have the old comments saved in case anyone wants to look...I just want to see what Shartak: The Next Generation thinks of this, you know :P  --[[User:Rozen|Rozen]] 22:59, 28 May 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
I'd really like to see this become a reality Rob. I would suggest it only be available at the shipwreck though. The only reason I can think of, as to why Simon hasn't introduced a firearm for Pirates so far, is that he wants Pirates to stay focused on bladed weapons, or at least, not favouring firearms over bladed weapons. But I'm only guessing here. Wild guessing at that ;) Anyways, if that ''were'' the case, I would make the hit% the same as using a cutlass/machete. 45% but with an extra point of damage. --[[User:Cthulhu|Cthulhu]]&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Meat Weapons===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Items|&lt;br /&gt;
suggest_scope=All|&lt;br /&gt;
suggest_description=Hi, I would like to consider the introduction of a range of meat weapons into the game. I have a full arsenal ready to go, these would include a pork sword, a luncheon meat truncheon, a bacon torpedo, a spam javelin, a mutton dagger and a beef spear. If anyone wants the stats for these weapons, please let me know. |&lt;br /&gt;
suggest_time=11:29, 29 November 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:LadyOfTheNight|LadyOfTheNight]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Oh come on these are just plain silly - bacon and pork could come from wild boar, but mutton and beef?  There aren't any sheep or cattle on the island! --[[User:Frisco|Frisco]] 18:53, 29 November 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
I'm worried for what the little ones may interprit pork sword as. I understand the US meaning is quite different to the Halo meaning. [[User:Rozen|Rozen]]&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
===Canteen/Water Pouch===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Container|&lt;br /&gt;
suggest_scope=Anyone looking for an extra sip|&lt;br /&gt;
suggest_description=Bottles and gourds of water may be cheap and attractive, but they are quite bulky worn on person. The canteen/water pouch is flatter/easier to carry taking 2 inventory spaces to carry 5 or 6 HP worth of water (or 1 space for 3 or 4 HP I'm not sure.)|&lt;br /&gt;
suggest_time=09:23, 5 December 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Darkferret|Darkferret]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Canteen? To be a little more in the setting, how about &amp;quot;''flask''&amp;quot;? And were you going to suggest that it hold more than one drink? --[[User:Lantz|&amp;lt;font color=&amp;quot;005555&amp;quot;&amp;gt;Lantz&amp;lt;/font&amp;gt;]] 03:15, 6 December 2006 (UTC)&lt;br /&gt;
:Feasible.. I would imagine something like a flask that gives 3 drinks of 2HP each but occupies 2 inventory spaces might make it a desired item compared to a bottle. Obviously it'd have to be refillable just like bottles and that's where it starts to get complicated. --[[User:Simon|Simon]] 18:54, 24 December 2006 (UTC) &lt;br /&gt;
: is it possible to have it as three bottles in programing, but when it appears in GUI it's only one object? I know NOTHING about programing, so i probably just made a fool of myself saying that. [[User:Rozen|Rozen]]&lt;br /&gt;
: A rifle can be loaded with two bullets, so there is presumably code that can be reused to create something similar that holds a certain number of uses? --[[User:Johan Crichton|Johan Crichton]] 01:28, 26 December 2006 (UTC)&lt;br /&gt;
:I...*hic*...never leaves the camps...*hic*...with out a flask of that bourbon here's. Hmm... pretending to be a drunkard has make me think of a new idea... anyway, this flask/canteen thing is a pretty good idea. -[[User:Che|Che]] 06:39, 31 December 2006 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Fire ===&lt;br /&gt;
&lt;br /&gt;
How about fire for torches? Fire could also: &lt;br /&gt;
&lt;br /&gt;
1. be used on the jungle (&amp;quot;You set fire to the surrounding jungle, causing smoke to billow into the sky.&amp;quot; The square could turn orange and then red as it was burned, then finally brown once it burned out), &lt;br /&gt;
&lt;br /&gt;
2. be used as campfires for villages and the wreck, &lt;br /&gt;
&lt;br /&gt;
3. light caves, for increased search rates (&amp;quot;You light a torch and it illuminates the cave. Shadows cast from flying bats give the cave an eery appearance.&amp;quot;) &lt;br /&gt;
&lt;br /&gt;
4. burn opponents, (&amp;quot;You hit Long Fin Killie in the face with a torch for 3HP damage.&amp;quot;) or huts (&amp;quot;&amp;quot;You set the hut on fire and the inhabitants each suffer 1HP loss from smoke inhalation.&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
5. scare away wild animals like tigers, which might not approach a torch. &lt;br /&gt;
&lt;br /&gt;
I also like the idea of driftwood being set ablaze with a flint of some description - a sharpening stone is a good idea - and also putting out fire with water. Perhaps you could not step into a river or the water with a lit torch - the torch would fizzle out (which would also prevent some smartie from setting fire to the shipwreck).&lt;br /&gt;
 &lt;br /&gt;
Fire might also be visible from a distance. &amp;quot;You see a column of smoke to the north east.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
And, as a gag, if you drink rum while holding a torch then you breath fire.&lt;br /&gt;
&lt;br /&gt;
[[FirstAmongstDaves]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
&amp;quot;You take a swig of rum and put your face up to the torch. You exale the rum into the fire, and a large jet of flame comes out of the other side of the torch.&amp;quot; or even, &lt;br /&gt;
&amp;quot;You take a swig of rum and put your face up to the torch. You exale the rum into the fire, and a large jet of flame comes out of the other side of the torch. However, you did not do it right and the flame singes your face for X hit points!&amp;quot;&lt;br /&gt;
-[[A Cow]] &lt;br /&gt;
::That would be amusing, if pointless, like the coin-toss. - [[FirstAmongstDaves]]&lt;br /&gt;
::: To be realistic, huts, jungle, or similar things should burn down and spread. burning areas would turn orange, then red, and would turn normal when there was nothing left to burn. Every AP recharge or so, the jungle would go down one level, a signpost if there was any would burn away, all people and animals would take X damage from various reasons (most animals would flee though), and huts or similar things would go down in levels (&amp;quot;slightly charred/ rather burned/ badly burned/collapsing/burnt ruins/nothing left but the foundation) which would have gradually decreasing search odds, and the last two would have the huts not be entered/exited areas, there would be no difference between inside and outside. The fire would have an X% chance of spreading into a touching square that wasn't burning or completely burnt down. There would have to be some way to put out or contain the fire to prevent the entire island from having all vegetation going to 0, all huts burning down (maybe a &amp;quot;hut repair&amp;quot; skill?), and all people and NPCs dying and having to wait for a shaman to come back before they can every time some guy sets something on fire. Maybe spreading from square to square would have a low chance and fuel consumption happens fast, so a fire will often burn down before it spreads. Or you could have player-imposed limitations by keeping a circle or part of one around an area totally clear of jungle and, if people comply with policy, players and signs. If you put it right at the edge and on the inside, animals wouldn't go in for whatever reason, so... a maniac trying to burn down the island would need a second torch if they used the first one on the village and the other villages still wouldn't be destroyed. Okay, by itself that wouldn't help much, but with the low spread/high burn and make it easy to put out with water and we've got some vague balance. --[[User:AlexanderRM|AlexanderRM]] 01:04, 13 September 2007 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Falconry ===&lt;br /&gt;
&lt;br /&gt;
Introduction:&lt;br /&gt;
Falcons and falconry could be another item/skill combination like the shooting skills. Falconry is an ancient sport. It was practiced in China before the year 2000 BC: falconry is also the subject of some of the oldest Egyptian wall paintings. English playwright William Shakespeare was a falconry fan who introduced falconry terms into popular speech: the word &amp;quot;Hag&amp;quot; or &amp;quot;Haggard&amp;quot; is the term for a mature wild hawk or falcon. Bedouins also have engaged in falconry for centuries. Peregrine falcons hunt and eat other birds and are famed for their speed (stooping, or diving, peregrines have been clocked at speeds of up to 220mph) and aerial prowess. &lt;br /&gt;
&lt;br /&gt;
Item:&lt;br /&gt;
The scenario would run like this: Near the mountains, &amp;quot;You find an egg in a large nest in a rocky outcrop. The egg is slightly smaller than a chicken egg, and is mottled with a dark, reddish-brown pigment.&amp;quot; This description is that of a falcon egg. The eggs could only be found by searching / scavenging. As falcons like the thermals of mountains and have nests in rocky crevaces, it makes sense that the eggs could only be found near the mountain.&lt;br /&gt;
&lt;br /&gt;
First skill level:&lt;br /&gt;
In order for you to do anything with the egg, you acquire a skill: &amp;quot;Hatching and rearing&amp;quot; of the falcon chick. Once you acquire that skill, the egg hatches. Perhaps some of the eggs would fail - say, 50%. In the player item list, the &amp;quot;one falcon egg&amp;quot; is replaced by &amp;quot;one falcon chick&amp;quot; or &amp;quot;one falcon eyase&amp;quot; (an eyase is a falcon chick) when the first skill level of &amp;quot;Hatching and rearing&amp;quot; is acquired. &lt;br /&gt;
&lt;br /&gt;
Second skill level:&lt;br /&gt;
The next skill you need to acquire is &amp;quot;Training your falcon&amp;quot;. With the &amp;quot;Training your falcon&amp;quot; skill, the &amp;quot;falcon chick&amp;quot; becomes a &amp;quot;young falcon&amp;quot;, and the young falcon can be used as a weapon. &amp;quot;You command your young falcon to rake Player Y's face, for 1 HP damage.&amp;quot; As a young falcon, it delivers only one HP hit, and has a low probability rate of striking. The keywords are &amp;quot;young falcon&amp;quot;, to indicate to players that the bird is immature and not yet capable fo use at full strength.&lt;br /&gt;
&lt;br /&gt;
In addition, as a young and inexperienced bird, it might also be prone to crashing and dying. &amp;quot;Your young falcon loses balance mid-flight and plummets into a tree, dying instantly.&amp;quot; While potentially heartbreaking for a proud falconeer who has raised the young falcon from an egg, the idea would be to discourage the falconeer from using the bird in combat until he or she has the next skill level. &lt;br /&gt;
&lt;br /&gt;
Third skill level:&lt;br /&gt;
With &amp;quot;falconry mastery&amp;quot;, the falcon can be used as a weapon like a rifle, with the same probability strike rate and damage for HPs. The advantage of having a falcon would be not having to worry about bullets. The text would read, &amp;quot;You command your falcon to rake Player Y's face, for 5HP damage.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Killing falcons:&lt;br /&gt;
It should be possible to kill falcons. In attacking another player with a falcon, there would be a low probability rate (say 1%) that &amp;quot;You attack Player Y and kill their falcon.&amp;quot; This could be listed in the kills stats. It would also no doubt fuel some enmity between players if one player kills another player's pet falcon. No one likes a pet murderer.&lt;br /&gt;
&lt;br /&gt;
Other ancillary issues:&lt;br /&gt;
Falcon eggs would be relatively rare, like heavy swords. &amp;quot;Falcon eggs&amp;quot;, &amp;quot;falcon chicks&amp;quot;, &amp;quot;young falcons&amp;quot; and &amp;quot;falcons&amp;quot; could have trading values, which would mean that the skill must affects a trading item (which I don't think we've seen yet). Any class of player could have a falcon egg, just like a heavy sword, and again like a heavy sword it would be possible to have more than one falcon. In announcing falconry as a new skill/item, you would only need to introduce the new skill in the Skills page and the kills stats: let players work out where the eggs might be.  -&lt;br /&gt;
[[FirstAmongstDaves]]&lt;br /&gt;
&amp;lt;br&amp;gt;Comments&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;Comments here.&lt;br /&gt;
A comprehensive pet system, allowing characters to have pet dogs, trained birds of prey (falcons are an example, but I don't know if there are Caribbean falcons?), pet parrots, pet monkeys etc might be one way to accomplish something like this? --[[User:Johan Crichton|Johan Crichton]] 21:00, 11 January 2007 (UTC)&lt;br /&gt;
:I looked at the pet suggestion, and we discussed domesticating elephants at the old forum. Animals in the game are NPCs, and so controlling them plus your character becomes problematic unless by domesticating them they lose their NPC status. I would have thought this was hard to code. The falconry system I'm suggesting only needs some modification of the existing shooting skill: falcons would be items, rather than NPCs. - [[FirstAmongstDaves]]&lt;br /&gt;
&lt;br /&gt;
::... and now we have shargles...! - [[FirstAmongstDaves]] 2 Jan 08&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Tent===&lt;br /&gt;
&lt;br /&gt;
Hello all, It seems to me that having the only shelter in villages seems silly. Why not have tents which can be used in the jungle. They could be deployed and then used for hiding. It would also make sense for a tent to make it impossible for an animal to attack you wihile you are in it. [[User:GusMcRae|GusMcRae]]&lt;br /&gt;
:Yeah, I seem to have trouble surviving overnight in the jungle, which makes it really hard to get places. Maybe it could have high inventory space and AP cost to set up/take down, but some animals won't attack you in there and some item, like a controlled torch or something, repels the rest but makes the tent always noticeable to people who can see your square. Or course players could go in there but... well, you can't have everything. The inventory space and the placing/removing costs would make travel slow and attacking difficult to balance the safety.--[[User:AlexanderRM|AlexanderRM]] 01:26, 13 September 2007 (UTC)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Trade Items===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=a series of items which will encourage trade|&lt;br /&gt;
suggest_scope=the economic structure of Shartak|&lt;br /&gt;
suggest_description=Few people bother to travel far afield from their home camps on Shartak. It is simply easier to do what you want to do right at home, and not take the risk of travel. If movement between the various camps, and general movement around the island is desirable, a good way to encourage that would be to foster trade. Historically, trade has been a major driver of exploration, communication and colonization. Trade is a result of basic market forces. When a seller has supply and a buyer has demand, a trade will likely occur. Currently the supply and demand are both readily available within each camp, and there is little need to travel. However, constructed items requiring multiple components, each part of which is only available in one camp would encourage this trade. &lt;br /&gt;
&lt;br /&gt;
For Outsiders, I propose the creation of three new items, which when combined would allow the creation of a more efficient, highly desirable weapon. The three items are steel ore (found in Derby, with a 1% search percentage), smithy tools (found in the Durham, with a 1% search percentage), and coal (found in York, with a 1% search percentage). When all three items are in one character's inventory and the character possesses Outsider Knowledge, or is an Outsider, the action &amp;quot;Forge Weapon&amp;quot; becomes available. This action costs 10 AP, but produces a &amp;quot;Scimitar&amp;quot;[http://en.wikipedia.org/wiki/Scimitar], with a base hit percentage of 20% and a base damage of 3. Each Scimitar created consumes one unit of coal, steel and smithy tools.&lt;br /&gt;
&lt;br /&gt;
The Native analog to this is the &amp;quot;Macuahuitl&amp;quot; [http://en.wikipedia.org/wiki/Macuahuitl], a giant, bladed war club. It has the same game stats as a Scimitar, and is contructed using obsidian from Dalpok, cured leather from Raktam, and ironwood from Wiksik.&lt;br /&gt;
&lt;br /&gt;
By implementing materials available only in one camp, which are necessary for the manufacture of goods which would be in high demand, an artifical economy can be created... trade, travel and adventure will be the natural outcomes of this. Presumably some individuals will make a career of searching materials local to their home camp and selling them to traders in other camps. Other individuals may specialize in the manufacture of these weapons. Still others may decide to drive off the outisders from their home camps, as a way of cornering the market. &lt;br /&gt;
|&lt;br /&gt;
suggest_time=04:50, 15 February 2007 (UTC)||&lt;br /&gt;
suggest_author=[[User:Nosimplehiway|Nosimplehiway]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Comment here&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
*Actualy, thats' not a bad idea. I wouldn't mind seeing this on Shartak. When i saw the name of the thread i was ready to go on about idem trading between players and zerging. But no, this looks pretty cool. Would scimitars be affected by body building and melee skills? that'd make the weapon 45% 4 damage, which is a worthy bonus for rounding up all the items. - [[User:Rozen|Rozen]]&lt;br /&gt;
**Yep, my idea is that it would include those bonuses, but it is not integral to the suggestion. This basic concept (rounding up trade items to get something cool and thereby indirectly creating an economy) has nothing to do with the item you get as an outcome, the item is only there to provide a big reward. The resultant item could be the tools to build a hut, the herbs needed for a super first aid kit, or any other big bonus. My goal is to create an economy, not the reward, per se. --[[User:Nosimplehiway|Nosimplehiway]] 19:57, 19 February 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
*Sounds good, but for RP purposes I'd rather the weapon be named 'Fine Sword', a more generic weapon. It'd be bad for me that I want a longsword and some other guy who wants a schiavona to be stuck with a scimitar. --[[User:Odysseus|Odysseus]] 18:45, 18 February 2007 (UTC)&lt;br /&gt;
**Good idea! Calling it a &amp;quot;fine sword&amp;quot; definitely opens up more RP possibilities. I am sticking to my guns on the macuahuitl, though; the idea of a warclub covered with razor sharp obsidian is just too cool to ignore. lol --[[User:Nosimplehiway|Nosimplehiway]] 19:57, 19 February 2007 (UTC)&lt;br /&gt;
*** Actually, many people almost never use the &amp;quot;contact roaming shaman&amp;quot; option, and so they stay near their home camps because they always get sent there when they die. I've only gone to another camp (wilsik) once and after dying a day or two in, got sent home and never returned. Maybe if we made it so that if people met a shaman from another camp, from then on they have the option the contact them, for different AP costs. (maybe natives/native shamans and outsiders outsider shamans would be 40AP, and anything else would be the same 50AP as contact roaming shaman...) Of course, other people being able to come back to life into the very center of an enemy village or settlement, lie there to get full AP, then stand up and massacre the people, and when they got killed just do it again might be bad... maybe some exorcism skill or innate power amulet, that someone you kill who isn't in an allied camp to their side can't re-spawn their for awhile or until they re-spawn and die again...--[[User:AlexanderRM|AlexanderRM]] 01:38, 13 September 2007 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===10 Melee Weapons===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Weapons|&lt;br /&gt;
suggest_scope=All|&lt;br /&gt;
suggest_description=It's about time we've had a host of new weapons! Here's what I'm suggesting. I've added all the current weapons for comparison plus the suggested Swordsman class (assuming you've maxed out CQB first incl. Balanced Stance), a suggested Pirate skill that ups Cutlass accuracy, and also their modified values for Body Building. Note that these weapons are superior in one way or another than cutlasses and machetes, BUT only these two can cut through jungle, and cutlasses can become better in the hands of pirates. Axes can cut through jungle but they're in the same league pretty much.&lt;br /&gt;
&lt;br /&gt;
1)'''Axe:''' A powerful but somewhat heavy weapon, the axe is also good at clearing jungle. It does only 0,05 damage more per AP if two non-swordsmen or non-pirates max out, compared to a machete or cutlass, so it's pretty much as good.&lt;br /&gt;
&lt;br /&gt;
'''Base Damage''' 3, '''Accuracy''' 10% (-&amp;gt;20%-&amp;gt;35%)&lt;br /&gt;
*'''Average Damage, untrained:''' 0,3 -&amp;gt; 0,4&lt;br /&gt;
*'''Average Damage, CQB:''' 0,6 -&amp;gt; 0,8 &lt;br /&gt;
*'''Average Damage, ACQB:''' 1,05 -&amp;gt; 1,4&lt;br /&gt;
*'''Average Damage, BS:''' 1,2 -&amp;gt; 1,55 &lt;br /&gt;
&lt;br /&gt;
2)'''Rapier:''' A slender sword, not particularly damaging but very easy to use. Common among many outsiders. Note that if you are a swordsman with maxed out skills, there's ALWAYS a chance to cause at least 1 point of damage, making it the best weapon for use against low HP enemies. Since it relies on thrusting, sharpening should be unnecessary.&lt;br /&gt;
&lt;br /&gt;
'''Base Damage''' 1, '''Accuracy''' 40% (-&amp;gt;50%-&amp;gt;65%-&amp;gt;75%)&lt;br /&gt;
*'''Average Damage, untrained:''' 0.4 -&amp;gt; 0,8&lt;br /&gt;
*'''Average Damage, CQB:''' 0,5 -&amp;gt; 1 &lt;br /&gt;
*'''Average Damage, ACQB:''' 0,65 -&amp;gt; 1,3&lt;br /&gt;
*'''Average Damage, BS:''' 0,8 -&amp;gt; 1,45&lt;br /&gt;
*'''Average Damage, Fencing:''' 0,9 -&amp;gt; 1,65 &lt;br /&gt;
*'''Average Damage, Exp. Fenc.:''' 1,05 -&amp;gt; 1,8 &lt;br /&gt;
&lt;br /&gt;
3)'''Saber:''' Favored by the navy, a saber looks like a slimmer and longer cutlass- or a cutlass looks like a short and wide saber. It's easier to use than a cutlass&lt;br /&gt;
&lt;br /&gt;
'''Base Damage''' 2, '''Accuracy''' 25% (-&amp;gt;35%-&amp;gt;50%-&amp;gt;60%)&lt;br /&gt;
*'''Average Damage, untrained:''' 0,5 -&amp;gt; 0,75&lt;br /&gt;
*'''Average Damage, CQB:''' 0,7 -&amp;gt; 1,05 &lt;br /&gt;
*'''Average Damage, ACQB:''' 1 -&amp;gt; 1,5&lt;br /&gt;
*'''Average Damage, BS:''' 1,15 -&amp;gt; 1,65 &lt;br /&gt;
*'''Average Damage, Fencing:''' 1,35 -&amp;gt; 1,95  &lt;br /&gt;
*'''Average Damage, Exp. Fenc.:''' 1,5 -&amp;gt; 2,1 &lt;br /&gt;
&lt;br /&gt;
4)'''Spear:''' Used by the natives mostly but sometimes by the outsiders, the spear is a very effective weapon, its long reach giving the user a great advantage. Since it relies on thrusting, sharpening should be unnecessary.&lt;br /&gt;
&lt;br /&gt;
'''Base Damage''' 2, '''Accuracy''' 25% (-&amp;gt;35%-&amp;gt;50%)&lt;br /&gt;
*'''Average Damage, untrained:''' 0,5 -&amp;gt; 0,75&lt;br /&gt;
*'''Average Damage, CQB:''' 0,7 -&amp;gt; 1,05 &lt;br /&gt;
*'''Average Damage, ACQB:''' 1 -&amp;gt; 1,5&lt;br /&gt;
*'''Average Damage, BS:''' 1,15 -&amp;gt; 1,65 &lt;br /&gt;
&lt;br /&gt;
5)'''Halberd:''' A heavy polearm used by some outsiders, this unwieldy weapon is tremendously powerful. It consists of a two to two and a half meter long shaft, topped by an axe blade and spear tip. (Actually the original idea was to have a 10% accuracy, but it would make it way too powerful and everyone would have a halberd. This would be realistic since polearms were often the most effective weapons... but not fun at all).&lt;br /&gt;
&lt;br /&gt;
'''Base Damage''' 4, '''Accuracy''' 5% (-&amp;gt;15%-&amp;gt;30%)&lt;br /&gt;
*'''Average Damage, untrained:''' 0,2 -&amp;gt; 0,25&lt;br /&gt;
*'''Average Damage, CQB:''' 0,6 -&amp;gt; 0,75 &lt;br /&gt;
*'''Average Damage, ACQB:''' 1,2 -&amp;gt; 1,5&lt;br /&gt;
*'''Average Damage, BS:''' 1,35 -&amp;gt; 1,65 &lt;br /&gt;
&lt;br /&gt;
6)'''Hammer:''' More of a tool than a weapon, it can still be used in that capacity. Includes clubs and other such blunt instruments.&lt;br /&gt;
&lt;br /&gt;
'''Base Damage''' 2, '''Accuracy''' 20% (-&amp;gt;30%-&amp;gt;45%)&lt;br /&gt;
*'''Average Damage, untrained:''' 0,4 -&amp;gt; 0,6&lt;br /&gt;
*'''Average Damage, CQB:''' 0,6 -&amp;gt; 0,9 &lt;br /&gt;
*'''Average Damage, ACQB:''' 0,9 -&amp;gt; 1,35&lt;br /&gt;
*'''Average Damage, BS:''' 1,05 -&amp;gt; 1,5 &lt;br /&gt;
&lt;br /&gt;
7)'''Fine sword:''' As the above suggestion (Can only be manufactured). A fine sword would be something like a very balanced weapon with tremendous capabilities, such as a bastard sword, longsword or heck, even a katana- it would certainly be two-handed. It should dull easily with use (like real swords), requiring constant care to even out its power.&lt;br /&gt;
&lt;br /&gt;
'''Base Damage''' 3, '''Accuracy''' 25% (-&amp;gt;35%-&amp;gt;50%-&amp;gt;60%)&lt;br /&gt;
*'''Average Damage, untrained:''' 0.75 -&amp;gt; 1&lt;br /&gt;
*'''Average Damage, CQB:''' 1,05 -&amp;gt; 1,4&lt;br /&gt;
*'''Average Damage, ACQB:''' 1,5 -&amp;gt; 2&lt;br /&gt;
*'''Average Damage, BS:''' 1,65 -&amp;gt; 2,15&lt;br /&gt;
*'''Average Damage, Fencing:''' 1,95 -&amp;gt; 2,55&lt;br /&gt;
*'''Average Damage, Exp. Fenc.:''' 2,1 -&amp;gt; 2,8&lt;br /&gt;
&lt;br /&gt;
8)'''Heavy Sword:''' Including the legendary sword for comparison. You can see it's unbelievably powerful. &lt;br /&gt;
&lt;br /&gt;
'''Base Damage''' 4, '''Accuracy''' 20% (&amp;gt;30%-&amp;gt;45%-&amp;gt;55%)&lt;br /&gt;
*'''Average Damage, untrained:''' 0,8 -&amp;gt; 1 &lt;br /&gt;
*'''Average Damage, CQB:''' 1,2 -&amp;gt; 1,5  &lt;br /&gt;
*'''Average Damage, ACQB:''' 1,8 -&amp;gt; 2,25&lt;br /&gt;
*'''Average Damage, BS:''' 1,95 -&amp;gt; 2,4  &lt;br /&gt;
*'''Average Damage, Fencing:''' 2,35 -&amp;gt; 2,9&lt;br /&gt;
*'''Average Damage, Exp. Fenc.:''' 2,5 -&amp;gt; 3,05 &lt;br /&gt;
&lt;br /&gt;
9)'''Knife:''' Including it for sake of completeness.&lt;br /&gt;
&lt;br /&gt;
'''Base Damage''' 1, '''Accuracy''' 20% (-&amp;gt;30%-&amp;gt;45%)&lt;br /&gt;
*'''Average Damage, untrained:''' 0,2 -&amp;gt; 0,4&lt;br /&gt;
*'''Average Damage, CQB:''' 0,3 -&amp;gt; 0,6 &lt;br /&gt;
*'''Average Damage, ACQB:''' 0,45 -&amp;gt; 0,9&lt;br /&gt;
*'''Average Damage, BS:''' 0,6 -&amp;gt; 1,05&lt;br /&gt;
&lt;br /&gt;
10)'''Machete/Cutlass:''' The same weapon, in essence. The Fencing entry also covers a maxed-out pirate. These are the only ones that can chop through jungle. These and the axe, which is the same thing. &lt;br /&gt;
&lt;br /&gt;
'''Base Damage''' 2, '''Accuracy''' 20% (-&amp;gt;30%-&amp;gt;45%-&amp;gt;55%)&lt;br /&gt;
*'''Average Damage, untrained:''' 0,4 -&amp;gt; 0,6&lt;br /&gt;
*'''Average Damage, CQB:''' 0,6 -&amp;gt; 0,9 &lt;br /&gt;
*'''Average Damage, ACQB:''' 0,9 -&amp;gt; 1,35&lt;br /&gt;
*'''Average Damage, BS:''' 1,05 -&amp;gt; 1,5 &lt;br /&gt;
*'''Average Damage, Fencing:''' 1,25 -&amp;gt; 1,8 &lt;br /&gt;
*'''Average Damage, Exp. Fenc.:''' 1,4 -&amp;gt; 1,95 &lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
suggest_time=22:13, 18 February 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Odysseus|Odysseus]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I'd love nothing more than to see more variety of weapons on Shartak. So to help you with your ideas, I vie you this link, its similar to what your suggesting, but doesn't require new classes or skills to add variety. http://forum.shartak.com/index.php/topic,193.0.html - rozen&lt;br /&gt;
*It looks like a great idea. I wouldn't mind having either yours or mine up, as long as we get more weapons! --[[User:Odysseus|Odysseus]] 23:46, 18 February 2007 (UTC)&lt;br /&gt;
**More melee weapons are a nice idea. If nothing else it leads to some variety in a character's panoply and adds to interest, as opposed to simply having 5 cutlasses or 5 machetes.-[[FirstAmongstDaves]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
 &lt;br /&gt;
===Big Stick and Cudgel===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=2 new, related items|&lt;br /&gt;
suggest_scope=All players|&lt;br /&gt;
suggest_description=1. Big stick: Or &amp;quot;There are trees all around me. Why's it so hard to find driftwood?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The big stick would be found in jungle squares.  The thicker the jungle, the more likely it is that you'll find a big stick.  The big stick would take up two inventory spaces.  By itself, it's useless.  However, it can be made into a couple other things.  &lt;br /&gt;
&lt;br /&gt;
A. If you have a blade, you can chop the big stick in half for 5 AP (without a blade, it costs 10AP).  This gives you two pieces of driftwood.  Why do I propose this?  Because it makes no sense that, on a jungle covered island, treeless beaches are the only place you get driftwood!  There are lots and lots of trees out in the jungle!  Surely I can find pieces of wood out there!  I apparently also like to use exclamation marks!&lt;br /&gt;
&lt;br /&gt;
B. For 5 AP with blade (10 AP without), you can trim the big stick down to a cudgel.  See below.&lt;br /&gt;
&lt;br /&gt;
Suggestion 2: The Cudgel: Or &amp;quot;Hitting each other with sticks.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The cudgel also takes 2 inventory spaces.  It does 1 HP damage without body building and 2HP damage with it.  Its base percentage to hit is 30%, giving it a maxed-out hit chance of 55%.  Why does it have a higher chance to hit?  Because it's a really big stick! People have been hitting each other with sticks for ages!  Now, even with that, it's still inferior to the machete.  So why's it useful?  &lt;br /&gt;
&lt;br /&gt;
1.  Higher chance to hit than daggers, knives, and fists.&lt;br /&gt;
2.  It can be manufactured out in the jungle, so if your knives and machetes break (don't laugh, this happened to me once), you can keep on hunting.&lt;br /&gt;
&lt;br /&gt;
Essentially, the cudgel is supposed to be an emergency weapon when your machetes run out.  Plus, I really like the idea of player-crafted items, and this is a non-unbalancing way to do that.|&lt;br /&gt;
suggest_time=02:29, 10 March 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Black Joe|Black Joe]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
I like this! It has no problem that I can see with game balance, and makes a lot of sense! I do have one question about it, though! Can it be found at all in the jungle squares which have been completely cleared or have very low density?!?--[[User:Nosimplehiway|Nosimplehiway]] 14:48, 13 March 2007 (UTC)&lt;br /&gt;
:In answer to your question, I would say &amp;quot;no&amp;quot; to completely cleared and &amp;quot;very low chance&amp;quot; to very low density.  Does this help?--[[User:Black Joe|Black Joe]] 02:00, 14 March 2007 (UTC)&lt;br /&gt;
::The only problem I have with this suggestion is that there's nothing to restrict items found to certain densities.. but that might be something I can add. --[[User:Simon|Simon]] 19:12, 29 May 2007 (UTC)&lt;br /&gt;
Hate to break it to 'ya, but the only reason there's only driftwood at the beaches and not in the forrest is simple. It's driftwood... as in it drifted from the sea onto land. -[[User:Che|el Che]] 23:42, 13 March 2007 (UTC)&lt;br /&gt;
:This is technically true, but the point is missed.  On a jungle island, one should be able to find sign post material where trees can be found.  That is not the case at the moment.--[[User:Black Joe|Black Joe]] 02:00, 14 March 2007 (UTC)&lt;br /&gt;
:The term &amp;quot;driftwood&amp;quot; is just a placeholder for any item which fills a similar role. Besides, I've lived in south Florida, hurricane country, and believe me, in a wilderness area you can find driftwood in some of the weirdest places.--[[User:Nosimplehiway|Nosimplehiway]] 13:56, 16 March 2007 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Tranquiliser/Paralyzing Dart===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Ammunition|&lt;br /&gt;
suggest_scope=Hunters who don't like to be bitten back|&lt;br /&gt;
suggest_description=Many hunters don't like FAKs taking up space that could be used for ammo and thus go without them. The animals don't go down without a fight however and the bush doesn't have the tools for a last minute tusk wound patch up before bed. If only the animals could be passified. Firing a tranquiliser from a rifle like a regular bullet or a paralyzing dart from a blowpipe, one can stun an animal, preventing automatic and retalitory attacks for awhile. In humans it reduces attack strength and/or accuracy and increases AP usage.|&lt;br /&gt;
suggest_time=17:05, 6 April 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Darkferret|Darkferret]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
I disagree with your base claim - I'd imagine that as many, if not more hunters travel with a lot of first aid kits since it allows them to spend longer in the jungle.  This suggestion just seems to remove the challenge of fighting something that will fight back, and reduce the need to go into the jungle  properly equipped. It would also seem easy to abuse against other player characters. --[[User:Johan Crichton|Johan Crichton]] 21:56, 6 April 2007 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Ivory===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=improvement|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=Back then the jungles were full of ivory poachers. What I'm proposing is the ability to harvest ivory from the dead elephants in the game. With each elephant you harvest you receive 2 units of ivory. To keep it simple you can harvest the ivory using a machete or a cutlass. Each unit of ivory would be worth 2 gold coins.|&lt;br /&gt;
suggest_time=15:16 03 May 2007|&lt;br /&gt;
suggest_author=[[User:kenny rogers1|kenny rogers1]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Cool, maybe something like this could be added to tigers. --[[User:Wulla-mullung|Wulla-mullung]]&lt;br /&gt;
&lt;br /&gt;
What would the ivory do? We could use it to make handles for the weapons, or ornaments for rifles. or chess pieces! -[[User:Elegost|Elegost]] 02:16, 17 May 2007 (UTC)&lt;br /&gt;
:This would go along with the meat suggestion elsewhere in the wiki. Perhaps when an animal dies, there are certain items that can be harvested from their corpse including meat x (number depends on size of animal), ivory from elephants, skin from bear or tiger, feathers from parrot. Once you've recovered as much as you can from the corpse, you'll just search the surrounding area instead. --[[User:Simon|Simon]] 07:26, 26 June 2007 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Shartak Laser===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Super weapon|&lt;br /&gt;
suggest_scope=anyone|&lt;br /&gt;
suggest_description=&lt;br /&gt;
This is the super (edited) Shartak version of the most awesome Spartan Laser from the Halo 3. It deals 10 dmg and is 50% accurate (since it does take a lot of effort to aim the thing). It cannot be found anywhere, but you need to make it. You'd need two pieces of driftwood, a mango, a gem, a dead parrot in the same square and a gps unit. It has four shots and has a 30% chance of breaking after firing. when out of ammo, it becomes useless baggage. you cannot sell a used or partially used shartak laser to traders. The pic of the Shartak laser is here. http://derby.jconserv.net/viewtopic.php?t=14&amp;amp;start=105|&lt;br /&gt;
suggest_time=13:12, 22 May 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Elegost|Elegost]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
(Pssst, Simon, just say you've implemented it! Where are you going to get a headless parrot from anyway?) --[[User:Rozen|Rozen]] 16:04, 22 May 2007 (UTC)&lt;br /&gt;
* This has been added, it's in a secret location and you'll have to journey through shark infested water and back to the mainland to find it. ;) --[[User:Simon|Simon]] 22:32, 25 June 2007 (UTC)&lt;br /&gt;
:seriously?!?!? why can't i have a free one?:D -[[User:Elegost|Elegost]] 02:17, 26 June 2007 (UTC)&lt;br /&gt;
::Ya, umm sorry I kinda took it. How about you give me 500 gold and it'll be at the Dalpok trader. --[[User:Wulla-mullung|Wulla-mullung]] 02:41, 26 June 2007 (UTC)&lt;br /&gt;
:::LOL. No, not seriously. I regret to inform you that this will never be implemented. Perhaps if you could come up with some less outrageous and powerful things that could be manufactured you might be luckier. --[[User:Simon|Simon]] 07:22, 26 June 2007 (UTC)&lt;br /&gt;
::::okay. you got me there. hahaha wait, i'll edit it. -[[User:Elegost|Elegost]] 10:42, 26 June 2007 (UTC)&lt;br /&gt;
: How about having it burn out once all shots are fired?--[[User:Johan Crichton|Johan Crichton]] 21:28, 26 June 2007 (UTC)&lt;br /&gt;
::sounds good. but i personally like the idea of it being disposable, just like the spartan laser. and you can't sell the empty one to the trader! -[[User:Elegost|Elegost]] 10:30, 27 June 2007 (UTC)&lt;br /&gt;
::::The above is a lie, I really do have the Shartak Laser. Simon just thought better of letting everyone know one exsisted. --[[User:Wulla-mullung|Wulla-mullung]] 02:33, 29 June 2007 (UTC)&lt;br /&gt;
:::::If you really do, you'll only be able to fire four shots. Also, if you could get a light bulb and run an electric current from the GPS to it and use the gem like a magnifying glass, you might just be able to do this. but make it need a scientist-only skill and have a 75% chance of being done wrong breaking the GPS and the light bulb. When it runs out of charges it leaves the light bulb and the gem intact, but if it breaks you just keep the gem.--[[User:AlexanderRM|AlexanderRM]] 01:45, 13 September 2007 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Bottle of Water===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=improvement|&lt;br /&gt;
suggest_scope=everyone who can drink bottles of water|&lt;br /&gt;
suggest_description=I just realized i carry more bottles of water than FAKS. So, maybe we can use bottles of water on other people, you know, help them drink and restore health. like a fak :)|&lt;br /&gt;
suggest_time=11:12, 6 June 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Elegost|Elegost]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
I fully agree - hence this suggestion: [[Suggestions:Miscellaneous#UI:_Heal_Patient_as_possible_action]] --[[User:Johan Crichton|Johan Crichton]] 04:43, 3 July 2007 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Melee Weapon Breaking tweak===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=weapon tweak|&lt;br /&gt;
suggest_scope=everyone|&lt;br /&gt;
suggest_description= the rate of breaking machetes could be altered a bit. I haven't had much luck breaking machetes these days. Shouldn't they break a lot too? Cutlasses seem to break a lot. And the non-breaking quality of the machete makes it a not-so-good item to trade at the traders. And perhaps writing materials could be blunted when writing too.&lt;br /&gt;
and maybe the sharpening stones can wear out after a while, like around ten sharpenings, it'll crumble to dust. And that'll stimulate players to buy or sell sharpening stones.|&lt;br /&gt;
suggest_time=09:00, 2 July 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Elegost|Elegost]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
I've had the opposite with machetes of late - if you use them for combat, they seem to break reasonably often. --[[User:Johan Crichton|Johan Crichton]] 22:18, 3 July 2007 (UTC)&lt;br /&gt;
Ooh, I know- have the sharpening stones turn blunt, so you can keep two sharpening stones, and use one to sharpen the other. --[[User:AlexanderRM|AlexanderRM]] 01:47, 13 September 2007 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Pit Trap===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Item/Skill|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=Once a hole has been dug with the digging skill/shovel, driftwood can be used to conceal the hole, creating a pit trap. The next individual/animal to enter the hex will fall into the pit, taking 6 points of damage.  This naturally destroys the driftwood covering for the pit and thus the pit would need to be 'reset' with more driftwood.&lt;br /&gt;
&lt;br /&gt;
If it would also cost a point of movement to get out of the pit as well, that would be interesting.|&lt;br /&gt;
suggest_time=10:04, 2 July 2007 (EST)|&lt;br /&gt;
suggest_author=GreyA2|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Similar suggestions already exist - [[Suggestions:Skills#Jungle_Skills]] has a mention of a 'Make/Detect Traps' skill, and [[Suggestions:Skills#Trap_Laying]]. --[[User:Johan Crichton|Johan Crichton]] 04:42, 3 July 2007 (UTC)&lt;br /&gt;
: It should have an x% of falling in per action, including entering and leaving, and it's a square, not a hex.--[[User:AlexanderRM|AlexanderRM]] 01:49, 13 September 2007 (UTC)&lt;br /&gt;
You should be able to add snakes to the pit. See [http://forum.shartak.com/index.php?topic=973.0 snake discussion] for more snake ideas. Each snake would have a chance of biting the person who fell in, at the normal snake damage rates. When someone falls in some of the snakes would use the person/driftwood to slither out of the pit. Possibly limit the number of snakes in the pit, or have a maximum as to how many could bite you, although an instant death trap that you ''really'' have to work at making, by gathering lots of snakes, would be great fun. &lt;br /&gt;
&lt;br /&gt;
I think the person who laid the trap should automatically know where it is an not be able to fall in. I also think that there should be a method to search for traps, which would search the 8 squares immediately surrounding you, so that you wouldn't have to step on the trap to look for it. &amp;quot;Search for traps&amp;quot; would automatically find any, since there's no way of knowing where a trap might be laid and you'd have to waste an AP every time you looked for them, anyway. If you know where the trap is, you don't set it off when entering the square. An &amp;quot;unset trap&amp;quot; option should be available for people who know where the trap is. &lt;br /&gt;
&lt;br /&gt;
I don't think there needs to be a skill to do this. Although, if you wanted a skill, you could make it so that the trapping skill allows you to place &amp;quot;well concealed&amp;quot; traps that are harder to notice (only 33% chance to notice them when checking for traps?) and harder to climb out of (5AP instead of 2?), and gives you a better chance of finding well concealed traps (66% chance?) during a trap search. --[[User:Buttercup|Buttercup]] 09:04, 18 January 2008 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Hunting-Skinning-Trading===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=new ways of income|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=When you kill an animal, you get exp, but no gold. When you trade, you get gold and experience if it's inter-settlement. In reality, peope make food and skins from hunting, in reality, people set into each other with cutlasses. Or did...anyway. I'm suggesting that when you kill a creature, great or small, you get a body part of that creature, pelt, leather, ivory, eyeball...that kind of thing. You can then sell it at the trader for some gold, bigger or rarer the beast, the more gold. Squid eyes being worth the most, parrot feathers the least. It's also been suggested that you get meat from the animal, which you can eat to recover some HP. This is a suggestion made with new players in mind, as my newest character realised he got more of a reward going safely from town to town and gtting hsi gold and exp than he did traveling into dangerous jungle and killing stuff. |&lt;br /&gt;
suggest_time=00:11 am, Thurdsay 30th Aug |&lt;br /&gt;
suggest_author=[[User:RobZombie|RobZombie]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Dupe of something near the top of the page. or maybe that's a dupe of this... don't think so.--[[User:AlexanderRM|AlexanderRM]] 01:50, 13 September 2007 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===The Most-Awesome-Titanium Sword===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=replacement to the heavy sword|&lt;br /&gt;
suggest_scope=everyone|&lt;br /&gt;
suggest_description=Since someone was kind enough to spoil the locations of heavy swords, I hereby present you with this. The Most-Awesome-Titanium Sword! or the MATS.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Since Simon wouldn't implement the Shartak Laser, we'll have this.&lt;br /&gt;
&amp;lt;br&amp;gt;MATS stats&lt;br /&gt;
&amp;lt;br&amp;gt;Damage- 5&lt;br /&gt;
&amp;lt;br&amp;gt;Accuracy- 50% (cause its made of titanium, its easier to wield in theory)&lt;br /&gt;
&amp;lt;br&amp;gt;Chances for Critical- 18%&lt;br /&gt;
:Critical Hit- 10dmg to target&lt;br /&gt;
::Critical Miss- you break it, and you get hit for 5 damage by the broken blade&lt;br /&gt;
&amp;lt;br&amp;gt;Search Odds- 10% at only ONE place, or certain coordinate |&lt;br /&gt;
suggest_time=07:54, 4 September 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Elegost|Elegost]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
You scare me sometimes Ele ;P -[[User:Cthulhu|Cthulhu]]&lt;br /&gt;
: 1: &amp;quot;no, I didn't use earth elementals- I used ''titanium'' elementals&amp;quot;&lt;br /&gt;
2: Someone spoiled the locations of heavy swords? Where?--[[User:AlexanderRM|AlexanderRM]] 01:52, 13 September 2007 (UTC)&lt;br /&gt;
:Forums. Simon is cooking something up, don't worry. --[[User:Wulla-mullung|Wulla-mullung]] 03:14, 13 September 2007 (UTC)&lt;br /&gt;
lol, sounds good, but only one fixed place isn't good. What about there's only one of them, like the conch shell. It can't break, ever, and just like the conch shell when you die you lose it. And there would be a ranking of who killed the most people with it. Now that would be cool! --[[User:A SN|A SN]] 13:41, 1 April 2008 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Bottle/Gourd Of Healing Salve===&lt;br /&gt;
&lt;br /&gt;
Made by juicing healing herbs with an empty bottle or gourd in your inventory.  It would take 3 herbs to make 1 batch of salve and you must have the &amp;quot;Natural Medicine&amp;quot; skill to do so.  Salve heals 15hp when used.  That about covers it really.  The pro is its lighter then herbs, the con is it takes time to prepare.  Perhaps a small exp reward for preparing it (say 2 exp) would encourage players to make use of it, that is open to debate however. --[[User:Etherdrifter|Etherdrifter]] 00:25, 10 September 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
''Edit''&lt;br /&gt;
&lt;br /&gt;
Ousiders without &amp;quot;Native knowledge&amp;quot; would see it as gourd/bottle of green paste.--[[User:Etherdrifter|Etherdrifter]] 22:10, 29 September 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
&lt;br /&gt;
I like. I would suggest allowing pirates to use this skill too, maybe, it would give them the little balancing edge they need. - Rincewind.&lt;br /&gt;
*Perhaps put in place a different skill for pirates to use it?  It would probably need to be a subskill of Native Knowledge.  Not too sure of a name for it though.  Also what do you think of the idea for a small exp reward?--[[User:Etherdrifter|Etherdrifter]] 12:14, 10 September 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
**Small exps are aaaalways good. - Rincewind.&lt;br /&gt;
&lt;br /&gt;
*** Keep chronological order plz. This seems to apply to natives. What about outsiders? Them too? Outsiders would then have a choice of FAKs for 10 HP heals and herb salve for 15 HP heals? Whilst natives would have only herbs or herb salves? Seems oddly balanced. Dislike XP for making the stuff as you will gain XP when using it.--[[User:Skull Face|Skull Face]] 17:14, 20 September 2007 (UTC)&lt;br /&gt;
****Sorry about the mix up there with the time ordering.  Anyways I thought about a small exp reward as a native who just uses the herbs already gains much more exp as they would do from making and using the salve, 7.5 exp per ap against 10 exp per ap,.  The exp is an encouragment to make this and keep it stocked in the traders hut (Where anyone could use it) or use it outside of town.  2 exp seemed about right as it would take it to 9.5exp per ap making it slightly less useful when it used for healing in villages but much more useful for use outside of the village where healing herbs are not so plentiful.--[[User:Etherdrifter|Etherdrifter]] 22:10, 29 September 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Oysters ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Item|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=Oysters would be a new item found only in [[Suggestions:Game_mechanics#Oyster_Bed|oyster beds]]. Oysters in the inventory (1 slot per oyster) would have a button to 'Open' (similar to fruit having an 'Eat' button). They would have a 24 hour shelf life (similar to shargle eggs) after which they would have no food value. Once opened, in the inventory an oyster becomes an oyster shell. These shells have no value and traders will not accept them as trade items.&lt;br /&gt;
&lt;br /&gt;
Oysters would come in two varieties, edible and pearl-bearing, but cannot be identified until opened. When an edible oyster is opened (requiring a knife or dagger) the character would eat it immediately and gain +1 HP if below maximum HP with the following flavour text...&lt;br /&gt;
:''You open the oyster and consume the contents, gaining 1 HP.''&lt;br /&gt;
If the edible oyster is past its shelf life when opened the character gains nothing and sees flavour text such as...&lt;br /&gt;
:''You open the oyster but the contents are inedible.''&lt;br /&gt;
When a pearl-bearing oyster is opened a pearl is added to the inventory (see suggestion on item [[Suggestions:Items#Pearls|Pearls]]) with flavour text such as...&lt;br /&gt;
:''You open the oyster and inside is a small black/white pearl!''&lt;br /&gt;
&lt;br /&gt;
Characters who do not have one free inventory slot will still be permitted to open an oyster. In the event that it contains a pearl which cannot be added to their inventory they will see this flavour text...&lt;br /&gt;
:''You open the oyster and inside is a small black/white pearl which slips through your fingers and is lost!''&lt;br /&gt;
|&lt;br /&gt;
suggest_time=12:47, 14 September 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Support! it also applies to the suggestion below, you could merge those two. --[[User:Lama|Lama]] 21:19, 27 September 2007 (UTC)&amp;lt;br&amp;gt;&lt;br /&gt;
:Ok I like the idea and the one below but I take it that this option is available to both outsiders and natives?--[[User:Etherdrifter|Etherdrifter]] 22:13, 29 September 2007 (UTC)&lt;br /&gt;
::All classes, all ethnic backgrounds ;) --[[User:Skull Face|Skull Face]] 22:44, 29 September 2007 (UTC)&lt;br /&gt;
:::I think this is a great idea and goes well with your sunken city concept. - [[FirstAmongstDaves]] 2 Jan 08&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Pearls ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Item|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=A pearl would be a new item that takes up 1 inventory space. Pearls would only be found inside pearl-bearing oysters. Pearls would come in two flavours, white (19 out of 20) and black (1 out of 20). Traders would value white pearls at 1 times the cost of a gem and black pearls at approx 5 times the cost of a gem.&lt;br /&gt;
|&lt;br /&gt;
suggest_time=13:37, 14 September 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Comment here&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Compass===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New Item|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=This suggestion is for a new item, the humble compass. It would be found in the Weapons Hut and would occupy 1 inventory slot. If clicked (for 1 AP) the compass would report the approximate direction to [[Suggestions:Game_mechanics#Shartak_Mountain|Shartak Mountain]] provided that the jungle density does not block line-of-sight.&lt;br /&gt;
|&lt;br /&gt;
suggest_time=[[User:Skull Face|Skull Face]] 12:26, 20 September 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
So... how exactly does this work? The compass is used to detect the direction of north. Last I checked, Shartak mountain was not right smack on the north pole. --[[User:AlexanderRM|AlexanderRM]] 23:51, 15 October 2007 (UTC)&lt;br /&gt;
:I suggest you learn a wee bit about the use of a compass and compass bearings ;) --[[User:Skull Face|Skull Face]] 10:18, 16 October 2007 (UTC)&lt;br /&gt;
:I was at first confused as well, but now I understand. You look at the mountain. You look at your compass. The compass points towards the mountain. Now you know which way the mountain is. &lt;br /&gt;
:May I assume that without the compass, you just get the distance to the mountain (near, far, very far), but with it you get the direction?--[[User:Buttercup|Buttercup]] 07:05, 25 January 2008 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Theodolite===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Item|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=This suggestion is for a new item, the theodolite, to replace the GPS unit and provide a handwaving explanation for accurate surveying of Shartak by outsiders and pirates. It is a steampunk variant of [http://en.wikipedia.org/wiki/Theodolite the 18th/19th century surveyors' theodolite] and would be used to calculate vertical angles and aid in positional triangulation.&lt;br /&gt;
&lt;br /&gt;
In locations that do not block line-of-sight to the peak of [[Suggestions:Game_mechanics#Shartak_Mountain|Shartak Mountain]], the vertical inclination angle to the peak and the approximate known height of the peak would permit a rough calculation of the horizontal distance from the peak. This calculation would be refined by use of a barometer reading giving approximate current height above sea level. The distance from the peak alone is not sufficient to calculate location. The missing element would be the angular direction of the peak with respect to true N, obtained from a compass reading vs the angular scale on the theodolite. Thus the angular direction of the peak would be obtained. With this second item of information the approximate location on the island would be calculable.&lt;br /&gt;
&lt;br /&gt;
Unlike the automatic always-on GPS unit the standard theodolite must be clicked (for 1 AP) to give an approximate GPS locational reading. The theodolite would occupy 3 inventory slots (similar to a [[rifle]]) due to the need for the lens array, supporting tripod and chart. The theodolite would require solid ground and line-of-sight for accurate use and thus could not be used in [[Water (deep)#Water_.28deep.29|Deep Water]], higher density jungle or indoors. It would also be fragile and have a small (XX%) chance of being destroyed in a hostile attack.&lt;br /&gt;
&lt;br /&gt;
As an optional extra the location information provided by the theodolite may be subjected to error of 1 or 2 location squares. This error would be removed for the classes Explorer/Scout and Scientist. Multiple readings / APs may be needed if strict accuracy is required.&lt;br /&gt;
|&lt;br /&gt;
suggest_time=[[User:Skull Face|Skull Face]] 12:26, 20 September 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
First, the GPS isn't really that useful anyway if you have either exploration or the ubermap. It's still worth the inventory space even if you have both (though the ubermap may tottally nerf it, I'm not sure...), though the gold is... debatable. But at 1AP, 3 inventory, increased area-restriction in use, chance to break when attacked and to be slightly off in location? Heck no. Just plain useless. On top of that, I actually think the GPS should stay- it gives the idea of a &amp;quot;lost island&amp;quot; rather than just &amp;quot;Hispaniola under a different name&amp;quot;. So, uh, I'm thinking maybe not? --[[User:AlexanderRM|AlexanderRM]] 23:50, 15 October 2007 (UTC)&lt;br /&gt;
:If you had been following the discussions you'd know that Simon has asked for suggestions on how to rework the GPS into something that fits the Imperial time period - an island cannot be lost if it still receives satellite telemetry. I consider GPS to be a freebie that is overpowered and in need of adjustment both to suit the period feel and to balance it somewhat. The biggest argument against changing GPS in this fashion is that it would break the existing Greasemonkey scripts (although the Ubermap ''really'' kills the lost island feel). OTOH your arguments seem illogical. If, as you suggest, the existing GPS isn't useful then perhaps you shouldn't be voting against a change, hmmm?&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===fire and science===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=new items, and the skills to support them|&lt;br /&gt;
suggest_scope=everyone, but mainly scientists|&lt;br /&gt;
suggest_description='''new items''':&lt;br /&gt;
*'''charcoal''' (found in abandoned huts @ 10% chance):&lt;br /&gt;
**can be combined with other ingredients to produce black powder.&lt;br /&gt;
*'''saltpeter''' (found in swamp squares @ 10% chance):&lt;br /&gt;
**can be combined with other ingredients to produce black powder.&lt;br /&gt;
*'''sulfur''' (found in mountain caves @ 10% chance):&lt;br /&gt;
**can be combined with other ingredients to produce black powder.&lt;br /&gt;
*'''bottle/gourd of black powder''' (found in shipwreck armory @1% chance):&lt;br /&gt;
**can be used to attack groups of players by way of area-of-effect damage.&lt;br /&gt;
***base = 30% chance of 6dmg to target character + 15% chance of 2dmg to each of 10 random characters + 20% chance of 4dmg to user.&lt;br /&gt;
&lt;br /&gt;
'''new skills''':&lt;br /&gt;
*'''basic chemistry''' (scientists):&lt;br /&gt;
**allows a character possessing the proper ingredients to produce 'black powder'.&lt;br /&gt;
*'''basic munitions''' (soldiers, pirates, warriors with outsider knowledge):&lt;br /&gt;
**reduces risk to user to 10% chance of 2dmg &amp;amp; alters aoe to affect only characters matching the target's affiliation (eg. natives, outsiders, pirates).&lt;br /&gt;
*'''advanced munitions''' (pirates):&lt;br /&gt;
**reduces risk to user to 5% chance of 2dmg &amp;amp; alters aoe to include 15 characters &amp;amp; to exclude members of the user's clan.&lt;br /&gt;
&lt;br /&gt;
'''notes''':&lt;br /&gt;
*player with 'basic chemistry' can only produce 'black powder' provided that character's inventory contains at least one each of 'charcoal', 'saltpeter', and 'sulfur' as well as one empty gourd or bottle.&lt;br /&gt;
*character can only find 'black powder' in the shipwreck armory provided that inventory contains at least one empty gourd or bottle. otherwise, a message will occur indicating that 'black powder' was found, but lacking any means of containing it, the character was forced to leave it.&lt;br /&gt;
*any use of 'black powder' triggers a message indicating said use to all players present, regardless of whether or not they fall within the area-of-effect.&lt;br /&gt;
*when used in jungle squares, 'black powder' has a 1% chance of reducing jungle density by 1.|&lt;br /&gt;
suggest_time=22:40, 29 September 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Zeek|Zeek]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
I would suggest a small exp reward for making the powder but otherwise I like the general idea.--[[User:Etherdrifter|Etherdrifter]] 19:23, 1 October 2007 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Flintlock===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New Item|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=This suggestion is for a new item, the flintlock pistol, a black powder weapon from the pirate era, found only at the shipwreck, the ruined armoury NE of Durham and the tower on Midway Island. &lt;br /&gt;
&lt;br /&gt;
The flintlock would take up 2 inventory slots. Base hit chance for all classes would be 20% (45% with [[Suggestions:Skills#Black_Powder_Proficiency|Black Powder Proficiency]]) delivering 4 HP damage on a successful attack. The flintlock would be a 1 shot weapon requiring 2 APs to prime with a powder charge (1 AP with [[Suggestions:Skills#Black_Powder_Proficiency|Black Powder Proficiency]]), 1 AP to load with 1 lead balls and 1 AP to fire. When loaded and carried through a water square each flintlock would have a 50% chance of being soaked and the powder ruined - the item description would change to a ''useless flintlock''. Such a weapon would have to cleaned using 2 APs (1 AP with [[Suggestions:Skills#Black_Powder_Proficiency|Black Powder Proficiency]]) and the ammo added back to the user's inventory before the flintlock could be primed again. When used there is a small chance that a misfire (e.g. 95%-100%) would destroy the weapon and cause 4 HP damage to the user c.f. breaking machetes.&lt;br /&gt;
|&lt;br /&gt;
suggest_time=[[User:Skull Face|Skull Face]] 12:22, 9 November 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
This is not as good as a maxed machete because of the high AP cost. I don't want tons of useless items like that in shartak like they have in hellrising so NO.&lt;br /&gt;
:It's not meant to be as good as a maxed out machete. You are missing the point. Powder weapons are intended for pirates with [[Suggestions:Skills#Black_Powder_Proficiency|Black Powder Proficiency]]. That skill and the powder weapons would not make pirates superior to Soldiers or Warriors but it would give them additional options and RP flavour. From POV of AP usage vs damage inflicted, using the skill with multiple pistols would make a Pirate slightly more effective in combat (36 HP for 20 APs vs 30 HP for 20 APs) than solely with a cutlass and maxed HTH skills, but only until all their pistols are discharged. This fits nicely with the image of a volley of lead from pre-primed weaponry followed by HTH combat. Availability of powder and balls is deliberately kept problematic. Along with misfire chances this would keep these new weapons from flooding the market too quickly.--[[User:Skull Face|Skull Face]] 12:48, 6 December 2007 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Blunderbuss===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New Item|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=This suggestion is for a new item, the blunderbuss, a black powder weapon from the pirate era, found only at unspecified locations c.f. heavy swords. &lt;br /&gt;
&lt;br /&gt;
The blunderbuss would take up 3 inventory slots. Base hit chance for all classes would be 30% (55% with [[Suggestions:Skills#Black_Powder_Proficiency|Black Powder Proficiency]]) delivering 8 HP damage on a successful attack. The blunderbuss would be a 1 shot weapon requiring 3 AP to prime with a powder charge (2 APs with [[Suggestions:Skills#Black_Powder_Proficiency|Black Powder Proficiency]]), 3 AP to load with 3 lead balls and 1 AP to fire. When loaded and carried through a water square each blunderbuss would have a 50% chance of being soaked and the powder ruined - the item description would change to a ''useless blunderbuss''. Such a weapon would have to cleaned using 3 APs (2 APs with [[Suggestions:Skills#Black_Powder_Proficiency|Black Powder Proficiency]]) and the ammo added back to the user's inventory before the blunderbuss could be primed again. When used there is a small chance that a misfire (e.g. 95%-100%) would destroy the weapon and cause 8 HP damage to the user c.f. breaking machetes.&lt;br /&gt;
|&lt;br /&gt;
suggest_time=[[User:Skull Face|Skull Face]] 12:22, 9 November 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
So this thing takes 5 AP to fire once and it's shots have a 55% chance to hit for a loss 8 HP? Outside of trading this is completely useless. It doesn't come close to a maxed out machete. The amount of inventory it takes up is ridiculous. If all of the shots got off on a person with 65 HP, that would require 25 lead balls. God forbid anyone tries to bring down a fully healed pirate. Can you explain where they could be located and how much one sells for at a traders since trading with an NPC is the only thing this is useful for? A strong NO because I don't want another incentive for trading. This would likely subtract from the weak FAK and herb flow to the wreck and weaken pirates as a whole. [[User:Edwardel|Edwardel]] 01:29, 25 November 2007 (UTC)&lt;br /&gt;
:See comments on the flintlock above as you really seem to have missed the point. Nothing on Shartak, not even a heavy sword, is as good as a maxed out machete. The blunderbuss is a less serious proposition than the flintlock, more for flavour than anything else, and could be adjusted to allow a small %age hit chance for 2 HP damage vs each person in the same square as the target, mimicking a scattershot blast into a crowd.--[[User:Skull Face|Skull Face]] 12:52, 6 December 2007 (UTC)&lt;br /&gt;
::The usefulness of this sort of item isn't in a straight AP-&amp;gt;damage conversion, but in future performance.  With the above stats, a player can spend 5 AP to load one of these, to eventually spend 1 AP and inflict 4HP damage (on average, and with 5% backfire possibility), or, in other words, spend 165 AP (minus trading/searching AP) to load 33 of these (max carryable amount), so that at some point in the future (perhaps in a real time battle?) they can deliver 132 HP damage in 33 AP. At most a machete can do 165 damage in 33 AP but on average you'll get 51, much less than the Blunderbuss. --[[User:Frisco|Frisco]] 02:14, 7 December 2007 (UTC)&lt;br /&gt;
:::Did you note the part where I stated that the blunderbuss would have the same rarity as a heavy sword? If you are aware of anyone with 33 heavy swords please say so and we can continue having a serious conversation about the Shartak arms race. And yes you should be including trading / searching AP as that gives the true relative value of a weapon. Time spent searching for ammo (or heavy sword) vastly reduces the effectiveness of a weapon. Apply your logic and maths to the rifle and see what figures you come up with ;) --[[User:Skull Face|Skull Face]] 11:53, 7 December 2007 (UTC)&lt;br /&gt;
::::Why shouldn't it be as widely available as a cutlass? With load time, you get .66 damage per AP (w/o search time), much less than machete or rifle.  Or in other words, in the time a player has fully loaded 33 of these, one enemy has killed him thrice with a machete.  Again, i see the real benefit of this weapon is its future potential damage per AP, which can add to rp.  Am i missing some other benefit?  With regards to searching, you haven't stated these stats on your new items, so if you want to see those included, please do the math yourself. I see it as a moot point because including search time will decrease overall AP-damage ratio, which will increase the importance of the potential AP-damage ratio and heighten the niche value of this weapon as a benefit to rp. --[[User:Frisco|Frisco]] 18:51, 7 December 2007 (UTC)&lt;br /&gt;
:::::Yeah, the way it is now...it's pretty much completely useless. If it's that rare, it needs be have an equivalent power. And even if it's not rare and instead very common, it still needs to be more effective than a machete, to counterbalance the AP spent finding it. If this was implemented as it stands now, I would expect a total of three people to use it with any regularity. Oh, another thing. If you have multiple parts to one suggestion, put 'em in one section, okay? No need to have two surplus sections that are completely useless. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 19:47, 7 December 2007 (UTC)&lt;br /&gt;
::::::Mark there are no set rules for the wiki suggestions. I'm suggesting multiple items and skills and therefore I'm creating one suggestion per item, one suggestion per skill. I can't find a template for mixing multiple skills / items / whatever into a single suggestion. If there is, please point it out. If not, please restrict yourself to constructively slagging the suggestion :) --[[User:Skull Face|Skull Face]] 23:13, 7 December 2007 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Powder Flask===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New Item|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=This suggestion is for a new item, a flask of black powder, found only at the shipwreck, the ruined armoury NE of Durham and the tower on Midway Island.&lt;br /&gt;
&lt;br /&gt;
A powder flask would take up 2 inventory slots. A powder flask would be used to prime a black powder weapon. After each use has a powder flask would have a 20% chance of running out (guaranteeing at least one use). When carried through a water square each powder flask would have a 20% chance of being soaked and rendered useless. Useless or empty flasks would show as 'Empty Flask' in the inventory.&lt;br /&gt;
|&lt;br /&gt;
suggest_time=[[User:Skull Face|Skull Face]] 12:22, 9 November 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Comment here&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Lead Ball===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New Item|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=This suggestion is for a new item, a lead ammo ball for black powder weapons, found only at the shipwreck, the ruined armoury NE of Durham and the tower on Midway Island.&lt;br /&gt;
&lt;br /&gt;
A lead ball would take up 1 inventory slot per ball. A lead ball would be used to load a black powder weapon.&lt;br /&gt;
|&lt;br /&gt;
suggest_time=[[User:Skull Face|Skull Face]] 12:22, 9 November 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Comment here&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Jute Climbing Cloth===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New Item, found in Native camps only|&lt;br /&gt;
suggest_scope=All classes, but arguably could be restricted to Natives|&lt;br /&gt;
suggest_description=This suggestion aims at providing Native camps with an item roughly comparable to the GPS. It functions very different ly however, hopefully helping to achieve the 'equal but different' goal of class balance between Natives and Outsiders. The climbing cloth would be added to items found in the Native camp ammo and/or med huts with a similiar find rate to the GPS in Outsider camps. Natives could use the cloth to climb trees in any jungle square that contains a tree (mango, banana, berry). Outsiders can use this item if they have the Native knowledge skill.&lt;br /&gt;
 &lt;br /&gt;
Jute is a fibrous tropical plant that is used to make rough weave cloth. This type of cloth is used to make climbing coconut and other trees easier (see [http://www.wikihow.com/Climb-a-Coconut-Tree] for details). What is the point in climbing a tree? To see further of course! There are clearly many ways that this could be implemented, however I think the following would be realistic, relatively easy to implement and not over powered; Climbing a tree takes AP, probably 5AP would be reasonable, but for this AP use your character climbs the tree and surveys a 360 degree view. Unlike say the UD binocular skill that gives a greater graphical view in only one direction, the result of climbing would be a general outline of what is seen in a text description. An example would be something like&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Using your climbing cloth you shimmy up the (banana say) tree. Looking around you see signs of a settlement to the North East, the coast to the south and a lake to the West. You catch a glimpse of movement in the bushes nearby to the east, it's probably an animal but you can't make out what. You see a figure somewhat nearby to the south.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Obviously the above description is very 'busy' and in most locations you wouldn't see all those features. The spotting distance for landmarks such as lakes, mountains, the coast, settlements etc could be quite long, several dozen sqaures or so. Spotting animals and other characters is harder (since they are smaller and hidden by the jungle) and would be limited to about a dozen squares. The distance to the spotted animals/characters as well as landmarks is roughly indicated by flavour text (e.g. 'very close','nearby','somewhat far away','very far away' etc) and the details seen would also depend on range, so for instance character nearby could be identified as either a native or outsider, but not further away and a nearby animal could be identified by species (&amp;quot;You see an elephant quite close to the South&amp;quot;). In the case where there are lots of characters around, either they are all listed with details given as per above, or perhaps just the closest spotted character is reported, the flavour text would first detail the landmarks seen, then animals, then finish with &amp;quot;You see an outsider quite close to the North, you figure you'd better climb down before they see you&amp;quot;, thus naturally justifying why you only ever see the nearest character.&lt;br /&gt;
&lt;br /&gt;
I don't think this would be overpowered, but would provide a decent way of getting around that doesn't require using the Uber-map and also gives a bit, but not too much, more info about the local area that isn't given by the Uber-map. The requirement for using a tree, not just any square, also helps from overpowering this item.&lt;br /&gt;
&lt;br /&gt;
In conjuction with the Agriculture skill (if it was implemented) this item would allow the defenders of a camp to set up trees to be used as scout towers on the outskirts of the settlement, but that's probably thinking too far ahead.&lt;br /&gt;
&lt;br /&gt;
This would provide something unique for the Native huts, and I'm sure trader characters would like another item that is found in limited places to sell for profit in places where it is not found.|&lt;br /&gt;
suggest_time=07:03, 13 December 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Bogdanovist]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
I like the general idea behind this but not the fact that it is item-based (which is why I suggested making Shartak Mountain visible to all players a while back). Could this not be a default ability for everyone but at reduced APs for those with Native Knowledge? Has anyone previously suggested a dedicated Climbing skill? In terms of item support perhaps the appropriate item would also reduce APs required? I do think the suggested 5 APs is too high as you can climb the mountain, waterfall or shipwreck mast for much less. And you can do a lot of scouting with 5 APs if you have Trekking. Nevertheless it's a good idea, I'm surprised it hasn't been thought of previously.--[[User:Skull Face|Skull Face]] 09:35, 13 December 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
I like this suggestion, but agree with Skull Face here on the point of AP cost. How bout, 2AP all round for climbing a tree and 1AP with the item or skill? Skill would probably be more appropriate, giving Natives another distinctive skill, while allowing Outsiders to utilize trees as well. But then on the other hand, is it really worth the XP cost? As in purchasing a new skill that may potentially be rarely used. Perhaps the item would be more suited then, giving the Natives a distinctive means of navigation that Outsiders are not able to utilize. --[[User:Cthulhu|Cthulhu]]&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;In the case where there are lots of characters around,...&amp;quot;''&amp;lt;- summarize what is seen. There's ways to shorten descriptions without losing information. I prefer that to only seeing one figure/losing detail. I think that's my only objection. Otherwise great idea, I l0vez it to bitz0rz. Now I just need to start weaving my jute cloth out of wild grasses and hemp fibers, or whatever they're made from. --[[User:Buttercup|Buttercup]] 09:22, 25 January 2008 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Pretty Flowers===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=A new way to find items|&lt;br /&gt;
suggest_scope=Plants in the jungle|&lt;br /&gt;
suggest_description=Pretty flowers would actually be a specific kind of tropical flower, but outsiders wouldn't know the name without Native Knowledge. I prefer a blue flower. I'll look up different flowers it could be later.&lt;br /&gt;
&lt;br /&gt;
These flowers would generate in D9 and D10 jungle squares. Cutting the jungle to D8 or below would destroy any flowers in the square. Cutting from D10 to D9 would not harm the flowers, though. Up to three flowers can be on any D9/D10 square, growing much like jungle would. When you land on a square with a flower it's listed in the description, and the search button text would be changed to &amp;quot;collect flowers&amp;quot;. If you pick a flower, you take them all and the description/search button text returns to normal.&lt;br /&gt;
&lt;br /&gt;
Flowers can be worn in one's hair or otherwise adorn their person, sold to the trader, used to decorate a hut, or given away. Additionally, if enough are found they can be woven into a wreath (20 flowers) that can be worn on a person's head, or woven into a lei (40 flowers) to be worn like a necklace. Native Knowledge is needed to weave the flowers, but they can be worn without the skill (duh). No new skills need be introduced to the game to weave since it's pretty much for decoration anyway. It would cost 4 AP to weave a wreath and gain 2 XP, while a lei would cost 8 AP and gain 4 XP, roughly in line with jungle chopping or fruit juicing when you factor in getting the flowers.&lt;br /&gt;
&lt;br /&gt;
Flowers essentially last forever until they are used. Ie, when you wear them or decorate the hut with them they start the &amp;quot;fade clock&amp;quot;. A single flower worn in one's hair is fresh for 28 hours, then is listed as &amp;quot;starting to fade&amp;quot; for 10 hours, then is automatically discarded (&amp;quot;You toss away the faded flower&amp;quot;.) Wreaths and leis last longer not due to realism, but because they take so much more effort to make. A wreath would be &amp;quot;fresh&amp;quot; for 10 days before starting to fade, would be &amp;quot;starting to fade&amp;quot; for 24 hours, then would be discarded. A lei would be fresh for 18 days before starting to fade, would be &amp;quot;starting to fade&amp;quot; for 36 hours, then would be discarded.&lt;br /&gt;
&lt;br /&gt;
-*Edited to Add*- Due to the large quantity of flowers needed to make wreaths and leis, and the essentially decorative nature and light weight of flowers, they would take up very little, if any, inventory space. Essentially, a lei would take up 3 slots, a wreath would take up 2 slots, and 8 flowers would take up 1 slot. They would take up 0 spaces when worn, although there would be a limit of one single flower, one wreath, and 1-2 leis that could be worn at any one time. &lt;br /&gt;
&lt;br /&gt;
-*Edited to Add*- A lei would be worth 4 gold coins, a wreath would be worth 2 gold coins, and 10 flowers would be worth 1 gold coin. &lt;br /&gt;
&lt;br /&gt;
Now, for why it's needed:&lt;br /&gt;
*New, fun way to search for things.&lt;br /&gt;
*Gives people a tangible reason to ''not'' deforest at least part of the island.&lt;br /&gt;
*A way for people to show their love for each other.&lt;br /&gt;
*A way for people to show off their popularity (when they receive flowers and wear them) or vanity (when they find/buy flowers and wear them).&lt;br /&gt;
*Makes the huts look/smell nice.&lt;br /&gt;
*New way to make money.&lt;br /&gt;
&lt;br /&gt;
And why it's better than normal searching:&lt;br /&gt;
*Fruit trees/bushes notwithstanding, right now there's no reason to choose searching one square of jungle over another. &lt;br /&gt;
*Hitting &amp;quot;search&amp;quot; a million times in a row is boring.&lt;br /&gt;
*Finding fruit trees is fun, but searching fruit trees gets boring after a while because you just keep hitting the search button.&lt;br /&gt;
*Hunting animals is fun because you look around and find them. When you kill one, you find your next target. This would be like &amp;quot;hunting&amp;quot; flowers, only less dangerous.&lt;br /&gt;
*In summary: Move...see...get...move...see...get... is more fun than click &amp;quot;search&amp;quot;...click &amp;quot;search&amp;quot;...click &amp;quot;search&amp;quot;...&lt;br /&gt;
|&lt;br /&gt;
suggest_time=08:36, 25 January 2008 (UTC)|&lt;br /&gt;
suggest_author=[[User:Buttercup|Buttercup]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
This is only the start of what I hope will be an entirely new way to search for items to augment the current system. Other possibilities include sections of the island that hold canes that can be used for making blowpipes or good wood for darts; plants/materials that only villagers/settlers can find; other kinds of flowers/plants found in different terrains with different properties; and more, giving people reasons to search different parts of the island, rather than just hitting the &amp;quot;search&amp;quot; button in any old random square. --[[User:Buttercup|Buttercup]] 08:36, 25 January 2008 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Deadwood===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New Item|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=This suggestion is for a new (sort of) item, dead wood branches. Dead wood would be found only in Jungle squares containing trees (density 5 or higher) or inside empty huts in [[camp|camps]]. Each dead wood branch would occupy 1 inventory slot and function as driftwood.&lt;br /&gt;
|&lt;br /&gt;
suggest_time=17:01, 29 January 2008 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Comment here&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Flint &amp;amp; Tinder ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New Item|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=This suggestion is for a new item, a flint and tinder box for the creation of fires. This item would be found by searching empty huts in [[camp|camps]] or the cabins at the [[shipwreck]].&lt;br /&gt;
|&lt;br /&gt;
suggest_time=17:01, 29 January 2008 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Comment here&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Different Size Backpacks===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New Item|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=This suggestion is for different kinds and different carrying capcities of backpacks.&lt;br /&gt;
&lt;br /&gt;
Basket: A basket to be slung onto one's back. It would increase carrying capacity by 15 it would cost about 6 gold coins it would be in about double supply of backpacks though making it easier to get but offer less reward.&lt;br /&gt;
&lt;br /&gt;
Messenger Bag: A backpack to be carried on the side holding 20 items and cost about 8 gold coins. It would be produced more than the backpack but less than the basket.&lt;br /&gt;
&lt;br /&gt;
Regular Backpack: Same as before no changes...&lt;br /&gt;
&lt;br /&gt;
Oversized Backpack: The biggest of all backpacks, it would be produced at a very low rate about 1 per day or so? It would be worth 20 gold coins and add 40 slots to your base inventory. It would be this slimly produced due to its large effects.&lt;br /&gt;
&lt;br /&gt;
The effects of backpacks could not stack and if you're carrying two different backpacks the biggest one takes effect instead of the smaller one. Any small tweaks or other kinds of backpacks would be welcome.|&lt;br /&gt;
suggest_time=5:58 February 29, 2008 (GMT)|&lt;br /&gt;
suggest_author=[[User:Tracer|Tracer]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Comment here&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Drift Wood as a flotation device===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type= Change old item|&lt;br /&gt;
suggest_scope= Shartak|&lt;br /&gt;
suggest_description= Driftwood can be used as a flotation device to reduce the AP cost of moving in water. It makes the cost of moving in deep water the same as moving in shallow water. If you have the skill swimming, moving in both tiles will cost 1 AP. If you do not have the skill swimming, moving in both types of tiles will cost 2 AP. |&lt;br /&gt;
suggest_time=03:37, 8 March 2008 (UTC)|&lt;br /&gt;
suggest_author=[[User:Testingthelimits|Testingthelimits]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Comment here&lt;br /&gt;
*How many driftwood would it take? I'm imagining 2 or 3 per floater. -[[User:Elegost|Elegost]] 13:31, 1 April 2008 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Spyglass===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New item|&lt;br /&gt;
suggest_scope=Anyone who finds one.|&lt;br /&gt;
suggest_description=Allow to view square(s?) in one direction in the distance which you are not standing in at the cost of AP use.  &lt;br /&gt;
&lt;br /&gt;
There would be a limit to how far you could see and how many squares you could see with each use.   Possibly only 1 square at a time per single AP?&lt;br /&gt;
&lt;br /&gt;
The advantage to this would be that you could locate dangerous targets without having to get near them.&lt;br /&gt;
&lt;br /&gt;
The disadvantage would be that it would be less useful in exploring hexes than simply walking to the location.&lt;br /&gt;
&lt;br /&gt;
Alternatively, I suppose the spyglass could simply slightly increase your hex revealing ability, but that seems boring and a simple mechanical advantage.  People realistically shouldn't be walking around with a spyglass to their eye at all times after all.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the way things are structured right now, I don't know how this could be implemented mechanically.|&lt;br /&gt;
suggest_time=11:05 15th of March, 2008 (EST)|&lt;br /&gt;
suggest_author=GreyA2|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
*Similar to the binoculars of urbandead? I like it. Helps with the hunting :D -[[User:Elegost|Elegost]] 13:35, 1 April 2008 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Bottle of blood===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New possibility|&lt;br /&gt;
suggest_scope=Anyone|&lt;br /&gt;
suggest_description=When you're bleeding, you could fill bottles and gourds with your blood. You could then sell these. You could then use them as a bait for sharks. Spot someone you want to harm in the water (even if it's yourself), pour a bottle of blood in the water, if you swim away a shark will bite you once most of the time before you do, and every person staying on the spot will get bitten a few times by sharks until the blood would dissipate (a fixed duration). Therefore you could use it in a new way to harm someone in the water, or even make the sharks come at you faster, for whatever reason, whether you're trying to commit suicide or bottling more blood. Drinking blood would make your max HP gain 2 points for the duration of a day, no matter how much you would drink.|&lt;br /&gt;
suggest_time=13:26, 1 April 2008 (UTC)|&lt;br /&gt;
suggest_author=[[User:A SN|A SN]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
* Maybe it should give 5hp instead of 2? And maybe damage your ap for drinking blood. Like 1ap per bottle. -[[User:Elegost|Elegost]] 13:48, 1 April 2008 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Rafts, deep sea exploration===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New item|&lt;br /&gt;
suggest_scope=Anyone|&lt;br /&gt;
suggest_description=&lt;br /&gt;
suggest_time=11:57, 7 June 2008 (UTC)|&lt;br /&gt;
suggest_author=[[User:A SN|A SN]]|&lt;br /&gt;
suggest_comments=That would be nice if we could at last build rafts from driftwood, and if with those rafts, that could only be built in the water or a square adjacent to it, you could travel in water for 1 AP/square. The interesting part is that you could explore the very deep seas that we cannot swim in, but to make things harder on every square movement in deep waters you'd have a 1% chance for a large wave to overturn your raft and make you drown (because you can't swim there, or for more fun you could swim but the waves would take you between 5 and 15 HP at each movement, so if you were way off the coast you'd be bound to drown painfully). Also and as a sort of reward for your exploration, you could eventually discover islands wayyy off the coast, at least 150 units away, so that with a 1% chance of dying at each movement you'd only have a 22% (99%^150) to make it there with your raft in one piece. And who knows what you would find on these unknown and uncharted islands!&lt;br /&gt;
&lt;br /&gt;
Also a few details : you couldn't take your raft farther on land than the coast where you arrived, your raft could be attacked so that you could prevent anyone else from using it or even destroy someone's raft while they're using it so that they'd drown (now that would be a quite piratey thing to do!). And may I suggest that the islands would be so far away they wouldn't appear on any map even after someone would have explored it so as to not spoil the fun of discovery for others?&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Comment here&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>A SN</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Suggestions:Items&amp;diff=17820</id>
		<title>Suggestions:Items</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Suggestions:Items&amp;diff=17820"/>
		<updated>2008-04-01T13:42:34Z</updated>

		<summary type="html">&lt;p&gt;A SN: /* The Most-Awesome-Titanium Sword */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Suggestions header|page_type=Item}}&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Absinth ===&lt;br /&gt;
Could have a very low chance of being found, and would display as &amp;quot;Bottle of absinth&amp;quot; (in addition to the existing &amp;quot;Bottle of beer&amp;quot; and &amp;quot;Bottle of water&amp;quot;). Would result in a distortion of game display, showing some kind of living beings (native, outsiders or animals) as another kind (a native could be displayed as an outsider or an animal), causing the intoxicated character to attack people he wouldn't have attacked otherwise, or trying to role-play with an angry elephant. --[[User:Mad Robert|Mad Robert]] 03:53, 19 March 2006 (GMT)&lt;br /&gt;
*No reason to drink it then? --[[User:Grigoriy|Grigoriy]] 23:37, 19 March 2006 (GMT)&lt;br /&gt;
**I'm sure someone would drink it anyway. Could bring back some HP, of course... --[[User:Mad escription=A new, one-sRobert|Mad Robert]] 23:50, 19 March 2006 (GMT)&lt;br /&gt;
*The whole &amp;quot;distortion of game display&amp;quot; thing sounds too complicated. If it's a powerful enough hallucinogen, it could work as a teleporter to a random nearby location (&amp;quot;As the effects of the ''See tabsinthe wear off, you realize that you have moved to a different part of the jungle.&amp;quot;). But I think it'd be better theme-wise to introduce a plant native to the island with such an effect; also, these &amp;quot;strange herbs&amp;quot; would give outsiders something to confuse healing herbs with. &amp;amp;mdash; [[User:Elembis|Elembis]] 13:24, 21 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
When found/bought/clicked, it should say, &amp;quot;You search/bought/see and find absinth. It's probably not safe to drink.&amp;quot; I've never heard of absinth before, and wouldn't want to end up with a bunch of weird effects when I thought it was just another kind of booze. Adding &amp;quot;It's probably not safe to drink.&amp;quot; should clear up the confusion. When you take it, it should say, &amp;quot;You feel really weird, and things don't seem normal right now. This should wear off in an hour or two.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Maybe a different effect? For the next however many hours clicking &amp;quot;move&amp;quot; sometimes moves you in a random direction, speaking jumbles some of your words, you can't aim straight, and searching turns up pink elephants?  --[[User:Buttercup|Buttercup]] 01:38, 16 January 2008 (UTC)&lt;br /&gt;
:I read up on absinth. It IS booze. Geeze, and here I thought it was some kind of hallucinogen the way you were talking. --[[User:Buttercup|Buttercup]] 08:06, 27 January 2008 (UTC) &lt;br /&gt;
&lt;br /&gt;
::Yes, it's quite intense being normally around the 70% alcohol percentage. It contains Thujone, which was reportedly responsible for hallucinations. Oh, and it doesn't cause hallucinations. I drink it and to be quite frank, anything around 70% that is drunk in suitable quantities would cause many a vision. Good stuff :)--[[User:Cthulhu|Cthulhu]] 08:52, 27 January 2008 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Ah good old Absinthe, the nasty stuff is about 90% (not legal in most countries) and indeed it is not hallucinogenic but comes very close when you are blind drunk.  Perhaps it should cure poison but reduce your accuracy for several ap (if you can survive a bottle of 90% absinthe then you can survive pretty much any other poison).--[[User:Etherdrifter|Etherdrifter]] 19:04, 28 January 2008 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::I've heard of that 90% stuff. Gotta get a bottle for myself :) I do like the cure poison suggestion, but I suspect there is something else that helps deal with poison ;)--[[User:Cthulhu|Cthulhu]] 06:28, 1 February 2008 (UTC)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Spear ===&lt;br /&gt;
It could be the native warriors main weapon, give it a base damage of 3, same to hit as machete but it wouldn't cut through jungle -- [[User:Daylan|Daylan]] 11:02, 17 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
*A spear for stabbing or a spear for throwing (i.e single use) ? --[[User:Simon|Simon]] 15:49, 25 February 2006 (GMT)&lt;br /&gt;
**I like the idea of a spear for stabbing. We have enough single use weapons in the game, already. What would make it so different from a blowgun, if it is throwable? Which brings up another question: With a weapon that deals 3 damage and is reusable, who will bother with a blowgun?--[[User:Wifey|Wifey]] 06:54, 29 March 2006 (BST)&lt;br /&gt;
*The machete is already better than the blowpipe if you've got the three melee upgrades, and the spear would represent a third melee weapon warriors like me would need to carry around (along with a knife for writing and a machete for chopping). I don't see a point, unless it's to compete with the heavy sword, in which case I'd recommend that the heavy sword be toned down. &amp;amp;mdash; [[User:Elembis|Elembis]] 13:32, 21 May 2006 (BST)&lt;br /&gt;
*I like the idea of having the spear become the second “super” weapon in shartak, rather than increasing its damage potential its accuracy could be raised instead so that instead of 20 it could be 30 percent yet still have the same damage base of 2 like the cutlass/machete, while having other stats same or similar to the heavy sword. that would pretty much solve all the problems mentioned above--[[User:A for anarchy|A for anarchy]] 04:29, 22 July 2006 (UTC)&lt;br /&gt;
*Spears and bow-and-arrow should be implemented for natives, to give them some unique weapons besides the blowpipe. (why would all natives use the machete, an outsider item?) Natives should be able to make their own arrows from wood found the jungle. Also, to promote use by each class of 'their' weapon, maybe natives using spear should get 45% accuracy, using machete they should get get 40%... and outsiders using spear get 40%, but using machete get 45%? [[User:Arminius|Arminius]] 00:08, 27 August 2006 (UTC)&lt;br /&gt;
* I'd like to see the machete become more of a tool (ala the shovel) and be replaced (as a melee weapon) with two new melee weapons - swords for outsiders and spears for natives.  Drop the damage to 2 in this suggestion and it would be fine. [[User:Johan Crichton|Johan Crichton]] 05:48, 8 March 2007 (UTC) &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Head-shrinking powder ===&lt;br /&gt;
This could be either a melee or area weapon used by natives.&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
*What are the effects of it? Causes X HP of damage? Loss of AP? Loss of XP? Instant death? - [[User:Snarf|Snarf]]&lt;br /&gt;
**Could be used on a body to create a totem of some sort. This can then be placed in a square. People from the same village or settlement as the now shrunken head take twice as many AP to move through because of fear. Disintergrates after x number of people have moved through the square. {{unsigned|Hyper tyger|17:18, March 18, 2006 (BST) }}&lt;br /&gt;
***Any mechanism that gets shrunken outsider heads added to my inventory will get my vote. --[[User:Skull Face|Skull Face]] 10:37, 16 October 2007 (UTC)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Meat and Pelts ===&lt;br /&gt;
Heals 2 HP. Used by both outsiders and tribals. It appears in your inventory when you kill a beastie. [[User:Bungalow Bill|Bungalow Bill]]&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
*But you can only carry 200 pounds of meat back to your wagon. &amp;lt;nowiki&amp;gt;&amp;lt;/oregontrail&amp;gt;&amp;lt;/nowiki&amp;gt; --[[User:Lint|Lint]] 01:15, 13 February 2006 (GMT)&lt;br /&gt;
*Or you have to cook it, taking one AP and possibly a fire-lighting skill (who wants to eat raw monkey?).[[User:MorkaisChosen|MorkaisChosen]] 20:12, 20 February 2006 (GMT)&lt;br /&gt;
**Maybe you don't have to cook it but you get less HP and possibly lose HP to food poisoning. [DarkFerret]&lt;br /&gt;
*Or, to make it more, hm, tribal, you could need to bring it back to specific places in the village where it could be (instantaneously) cooked and used as a replenished &amp;quot;health pool&amp;quot; any player could use. You would still have the occasional berries to eat in the forest, but real meal would occure at a settlement. It would also provide a more efficient healing system (as currently, you roughly get to spend 50 AP to recover 4 or 5 HP, which makes death the most efficient way to restore your HP). -- Leaf&lt;br /&gt;
**''There is a large pot of stew cooking, it appears to be half full.''&lt;br /&gt;
***''You eat some and feel better. After a few spoonfuls you find your friend's pocket watch.'' [DarkFerret]&lt;br /&gt;
**Make it 1 HP per kg of meat (basing carcass size loosely on the animal's starting HP), and make each HP of carried meat fill 1 inventory space (and pretend preservation isn't a problem). Put an ever-boiling pot in each village (in a boring oudoor place; we could use more points of interest), and give people experience points whenever they contribute meat to any pot (more meat gives you more XP, and putting meat in the pot of your home village gives you extra (double?) XP). Omnipresent spices and palate differences could make food at Outsider villages inedible for Natives, and vice-versa. (Pirates ought to be able to eat from any pot, but for half the health benefit. Maybe they should even be able to eat meat raw.) Any non-meat added to the pot would simply disappear (and poison from poison berries would be broken up by the heat). This system would (1) encourage community, (2) increase realism (there's currently no realistic reason for a non-warrior to kill a non-threatening animal), and (3) provide another theme-fitting non-combat XP path. &amp;amp;mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)&lt;br /&gt;
***As per Elembis. For example, a meat item could be eaten raw for 1HP per 1 inventory space, or returned to a cooking pot (imho only in native camps...). Drinking from a cooking pot could restore 2HP, until &amp;quot;The pot is currently empty&amp;quot;. Non-meat items could not be added to the cooking pot -- the game menu functionality would be limited by the user interface (for example, Add Meat to Cooking Pot doesn't appear or doesn't work until you have meat in inventory, and adds meat to the cooking pot when clicked). --[[User:Tycho44|Tycho44]] 21:37, 16 June 2006 (BST)&lt;br /&gt;
***We should keep in mind that eating from a pot should heal faster than searching for and applying herbs and kits, or else players in need of healing won't bother. (6 searches per FAK/herb means 7 AP per 5/10 HP healed for non-scavengers, so 2 HP per bowl of food should be fine.) Also, I think that pots should treat pirates like normal outsiders, that all camps should have pots (since outsiders are surely capable of cooking meat), that the item should be &amp;quot;piece of meat&amp;quot;, that the description for a square with a pot should read something like &amp;quot;There is a fire here with a large pot over it.&amp;quot;, and that the button should read &amp;quot;Add Meat to Pot&amp;quot; (or perhaps that feature should just be linked to the &amp;quot;meat&amp;quot; button in the inventory list). &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 22:20, 16 June 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
* From the new forum: All this bloodthirsty killing of endangered animals is fun, but the carcasss goes to waste. When killing an animal, I propose:&lt;br /&gt;
&lt;br /&gt;
1. we can take pelts. You'd need a knife or machete to do this though. A pelt can be sold at the trader's hut where it can be bought by others. &amp;quot;Trader Joe says, &amp;quot;Great, here's one gold coin for your large stag pelt.&amp;quot;&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
2. we take meat. Again, you'd need a knife or machete. You can consume the meat for HPs, or sell it at a trader's hut where it can be bought by others. &amp;quot;You cook and eat an elephant carcass and gain 2 HP.&amp;quot; As for human meat: &amp;quot;You offer to trade one human carcass. The guard dog sniffs at it. Trader Sam recoils in horror. &amp;quot;Get that dead body out of my trading hut!&amp;quot; he yells.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The concerned environmentalist in me would not encourage a function by which we buy ansd sell tiger penises as aphrodisiacs, or elephant tusks for ivory. - [[FirstAmongstDaves]]&lt;br /&gt;
** -Aww, but why can't we sell elephant tusks? we can use them as a weapon with major damage (maybe we could have a 5% or so chance of hitting with the pointed end on a succesful hit, doing extra damage) but low accuracy and/or especially high break chance. (&amp;quot;your elephant tusk shatters, leaving you with the end which you throw away.&amp;quot;)--[[User:AlexanderRM|AlexanderRM]] 20:11, 22 June 2007 (UTC)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Radio beacon/receiver ===&lt;br /&gt;
A radio beacon/receiver for outsiders to pinpoint specific locations of interest.&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
*What's wrong with using the GPS co-ordinates of a specific location? - [[User:Snarf|Snarf]]&lt;br /&gt;
*Perhaps a way to have GPS waypoints or markers IN one own's GPS? --[[User:Wcervantes|Wcervantes]] 19:39, 16 February 2006 (GMT)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Holy Scriptures ===&lt;br /&gt;
Used to convert Natives into Ousiders. Requires &amp;quot;Religious Devotion&amp;quot;. Most likely found around Outsider settlements --[[User:One of many doctors|One of many doctors]] 23:22, 16 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
*Nobody wants to have a class change againt their will. -Grigoriy&lt;br /&gt;
*Noone wants to die against their will either, but it does happen ;-) Might be irritating, but also might be quite interesting. It would have to be possible both ways of course, natives to outsiders and outsiders to natives. Perhaps the outsiders can convert natives to outsiders with holy scriptures using the religious devotion skill and natives can convert outsiders to natives with a bottle of beer using the seduction skill! ;-) --[[User:Murk|Murk]] 12:28, 4 March 2006 (GMT)&lt;br /&gt;
*Class conversion gets awfully mucky, when you consider available skills. I would say that a better idea would be for use of Holy Scriptures on a native to prompt the natives with an invitation to change sides--without changing class. This would make them see outsiders by name, make natives anonymous, and cause them to show up on the map as &amp;quot;1 convert&amp;quot; to outsiders (as opposed to &amp;quot;1 native&amp;quot;) and as &amp;quot;1 traitor&amp;quot; to natives. Converting back would require a shaman with an equivalent skill (which can, of course, offer outsiders an opportunity to be accepted into native communities).&lt;br /&gt;
:Note, though, that I have no idea how difficult that would be to write in, given the existing code.--[[User:Wifey|Wifey]] 07:01, 29 March 2006 (BST)&lt;br /&gt;
*Such a feature would allow anyone to change class bath and forth at will by just using another of their characters of the appropriate class to effect the conversion, which makes classes virtually pointless.&lt;br /&gt;
*Class conversion sounds bad. Religion might be interesting, but this seems like a messy and unpleasant way to include it. &amp;amp;mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)&lt;br /&gt;
*Historically, natives did occasonally convert to outsider ways, whether by force or by choice. And outsiders did occasionally &amp;quot;go native&amp;quot;. Rather than coercing someone to change, maybe make it a voluntary change. The change would go into effect upon purchasing a skill, at the usual cost for the next skill. For a native to become an outsider, he would have to take the skill &amp;quot;Convert&amp;quot;, with the prerequisites of Outsider Knowledge and Expert Language. For an outsider to become a native, he would have to buy the skill &amp;quot;Gone Native&amp;quot;, with the prerequisites of Native Knowledge and Expert Language. The character would then convert to the new matching class. A Villager becomes a Settler, and a Soldier becomes a Warrior, for example. [[User:Nosimplehiway|Nosimplehiway]]--[[User:Nosimplehiway|Nosimplehiway]] 23:23, 28 November 2006 (UTC)&lt;br /&gt;
* You know, I wholeheartedly despise &amp;quot;permanent&amp;quot; class choices of any kind, and shartak is especially bed, because of the +25 XP skill cost per level makeing creating a new character and bringing it to the level of your old one very difficult. If I made this game, you could shift not only from native to outsider and back, you could switch from, say, warrior to shaman, or any other this-class-to-that thing. Anyway, you people really haven't though out the possibilities of a class choice against your will- shartak would be something other than people fighting or healing each other or exorcizing spirits for the rest of eternity. but the question is: is that good or bad?--[[User:AlexanderRM|AlexanderRM]] 23:44, 27 April 2007 (UTC)&lt;br /&gt;
**Not everyone agrees, friend.  A lot of us like the fact that each class is unique.  Still, I'm always interested in hearing other opinions.  Consider joining the official forum.  This discussion is moving away from the topic of a new item and towards a discussion of what direction we'd like Shartak to go. Thus, we should probably move our discussion elsewhere. Regards.--[[User:Black Joe|Black Joe]] 00:20, 28 April 2007 (UTC)&lt;br /&gt;
** Yes, and my idea keeps each class unique- but it allows you to change your mind on what class you are. For instance, right now both the scout/explorer and villager/settler are better than the warrior/soldier due to the heavy sword, because one has a better chance of finding one and the other has extra AP. My idea is to allow people who wanted to fight to go back and change that decision without haveing to start all over again. --[[User:AlexanderRM|AlexanderRM]] 01:06, 4 May 2007 (UTC)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== GPS Unit (Redesign) ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Item, modification|&lt;br /&gt;
suggest_scope=GPS unit|&lt;br /&gt;
suggest_description=This is a suggestion to change the gps unit into an object that presumably fits better with the game setting. We currently have no other modern item available for use (anachronism - VOCABULARY WORD!). Perhaps we should use a sextant? And rather than reveal the position all of the time, it requires a 1 AP use in non-dense, non-enclosed area.|&lt;br /&gt;
suggest_time=21:48, 23 February 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Yes, GPS units are indeed ''malapropos'' (another vocabulary word :D)--[[User:Grigoriy|Grigoriy]] 00:33, 27 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
Y'know, the &amp;quot;GPS Unit&amp;quot; item has stuck out like a sore thumb to me too.  I'd be very much in favor of a lower-tech replacement, if only because it makes the game more timeless.  But what tools ''did'' explorers of earlier eras use to measure latitude and longitude while traveling by land, anyway? And how accurate were they? Alternatively phrased: if you were trapped on a desert island without a GPS Unit, how would you estimate where you were? Lint's suggestion for a lower-tech replacement item, requiring AP and suitable terrain conditions for proper use, appeals to me. --[[User:Berry|Berry]] 14:03, 7 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
I've done some research into this and as Lint said, a sextant is what was used. Unfortunately though, a sextant doesn't do both longitude and latitude very quickly, you need charts/tables and several hours. See http://www.pbs.org/wgbh/nova/longitude/secrets.html for info. --[[User:Simon|Simon]] 14:55, 7 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
: Ahh; yeah, I had just been checking out http://www.lewis-clark.org/content/content-article.asp?ArticleID=1268 myself.  If I'm reading it right, it sounds like the bulk of the hours of calculation involved were due to being at sea and having to figure out what time zone you're in first as part of the equation.  (Both pages mention a &amp;quot;chronometer&amp;quot; which was finally invented to try to solve that problem.)  On land, though -- and especially on an island of Shartak's size -- you pretty much know where you are, and you're not likely to be crossing time zones.  A quote from the Lewis &amp;amp; Clark page: &amp;quot;If time can be fixed along any meridian of longitude, then longitudinal distance can be determined by comparing time at that meridian with local time, usually based on the point at which the sun reaches its zenith.&amp;quot;  So.  I wonder if we could fudge a bit with this sextant business by assuming that everyone on the island is able to determine what time it is on Shartak -- after all, we do get timestamped event messages! ;) -- and therefore we can apply that bit of knowledge to help determine longitude, overcoming the sextant's weakness.  That could even go in the FAQ.  I'm not really all that scientifically inclined, so please do feel welcome to correct me if if my thoughts are way off base.  In closing, I still like Lint's ideas about making it cost AP and require suitable terrain.  The former would represent the investment of time in setting up the equipment and doing the calculations.  The latter would give players a reason to clear a square of jungle. --[[User:Berry|Berry]] 16:07, 7 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
:: That all sounds good. I think there is a skill in there as well - I don't suppose a sextant is as accurate as GPS, so why not have it not produce the same result all of the time? Someone with the &amp;quot;Skillful Sextant Supervisor&amp;quot; skill gets more accurate results. --[[User:Dr. J|Dr. J]] 16:17, 7 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
: The AP cost of a sextant or other device could easily be added to the GPS unit by requiring that you 'use gps' to get the reading rather than it being on all the time. Whilst redesigning the GPS unit, how about thinking of something for natives to find out where they are - obviously not as accurate as a sextant, but something to guide them around or to specific locations. --[[User:Simon|Simon]] 16:30, 7 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
:: Just consider it a redesigned sextant that some mythical character dropped around the island and call it &amp;quot;Professor Inglewood's Speedy Sextant And Nano Tables&amp;quot; or some other such nonesense and leave it working the same, just with a different name.  As for natives, maybe they could see/read totems at different points in the jungle, indicating where resources/towns are. --[[User:Frisco|Frisco]] 17:06, 7 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
:: Natives divine their position with animal feces. It can be a new skill ;) Actually, in all seriousness, perhaps something involving animal bones? It would need to be something mystical, as there just isn't a more primitive method than the sextant. That way, it sort of balances; you use animal bone dice for a few minutes to divine your position accurately, and outsiders sit dow nand use a sextant.--[[User:Wifey|Wifey]] 07:08, 29 March 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
:: I'm currently of the opinion that the Natives don't need a version of the GPS. It helps a little with the mapping projects and location scripts. But my Shaman was just as lost than my gps-using Settler when I was traipsing through the Jungle. --[[User:Lint|Lint]] 23:10, 30 March 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
::: So natives need a sensing skill that gives them direction and distance to the nearest village. Natives seem to flail at the beginning compared to outsiders: every outsider counterpart item/skill is stronger (especially gps, blowpipe vs rifle, and the lack of bottled water). --[[User:Tycho44|Tycho44]] 05:43, 10 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
:::: How about giving Natives a 'always on' ability (like the GPS is now). They have been born and raised here, they _always_ know where they are (or perhaps it should be modified so that they always know where they are in relation to their village - ie, (201N, 34E of Wiksik). Make the GPS a sextant and require an AP to take a reading and perform the calculations. I would go so far as to suggest that it be tied to the Cartography skill or possibly an additional skill in the Cartography tree.[[User:Anothertwilight|Anothertwilight]] 06:20, 10 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
::::: I like this idea as well as Frisco's. Rename the GPS unit a sextant, keep its 0 AP use cost, and give all natives the ability to &amp;quot;Sense Position&amp;quot; for 1 AP and be told the direction and rough distance of the nearest village. (&amp;quot;After several minutes of attentive communion with the spirits, you sense that Raktam is about a day's journey north of here.&amp;quot;) &amp;lt;s&amp;gt;Maybe even take the GPS away; the natives should know their way around better than the outsiders.&amp;lt;/s&amp;gt; &amp;amp;mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
How about we just get ride of the gps unit in general and in its place have item called &amp;quot;a map and compass&amp;quot; and rather then being a 0AP cost item, it cost 1AP to tell the coordinates (exactly like an gps unit would) anywhere and gives no experience. --[[User:A for anarchy|A for anarchy]] 04:41, 22 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Making a map an item would require the skills of ''exploration'' and ''cartography'' to be changed or eliminated, which I'd rather not do. Also, the grid-like map already gives us a compass of sorts, so a compass as an item, while interesting, wouldn't really do anything. And finally, a 1 AP use cost for the GPS unit / map and compass / sextant would probably result in the creation of a Greasemonkey script that would store one's coordinates in a cookie, modify them for each movement based on which &amp;quot;move&amp;quot; buttons was pressed, and show the resulting coordinates all the time (at no AP cost). I suppose this could be done already for players without a GPS unit (that is, you could anchor your coordinate system by finding a known hut or landmark and inputting its coordinates), but the GPS unit makes it a lot easier. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 16:54, 26 July 2006 (UTC)&lt;br /&gt;
::: You all need a Antikythera mechanism - see&lt;br /&gt;
http://www.xsorbit1.com/users/incandescent/index.cgi?board=M&amp;amp;action=display&amp;amp;num=1167260766 - [[FirstAmongstDaves]]&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Remove uber sword of doom(aka heavy sword) ===&lt;br /&gt;
I don't even have a heavy sword yet but I can already tell(from the item page) that it makes a lot of things utterly useless.Just for reference the heavy sword is(when maxed attack skills) 45% hit, 5dam= '''2.25dam/ap'''. What does it make useless, well let me begin.&amp;lt;br&amp;gt;   &lt;br /&gt;
                             &lt;br /&gt;
1.Rifle skills- reason: the ap you spent getting the xp for those skills was better used searching for a heavy sword.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2.Rifle- reason: the dam/ap for the rifle is lower than a the heavy sword '''before''' factoring in the search for ammo part. The math: the rifle is 5 dam,60% hit,1.5 ap/shot( 3ap per 2 shots i think)= (5*.6)/1.5 =3/1.5 = '''2ap/dam NOT FACTORING IN SEARCHING FOR AMMO'''.&lt;br /&gt;
&lt;br /&gt;
3. The blowpipe- reason: the blowpipe sucks as it is, the machete makes it pointless(unless they actually poison) and the heavy sword just makes it absolute garbage(even if they poisoned). The math: 4 dam, 20% hit, 2ap/shot(assuming you have to reload after every shot i don't use the blowpipe so I wouldn't know)= (4*.2)/2=.8/2= '''.4 dam/ap NOT FACTORING IN SEARCHING FOR AMMO'''.&lt;br /&gt;
&lt;br /&gt;
Conclusion- I realize there are problems with the blowpipe but as far as I can tell with the rifle there are none. The knowledge of there even being a heavy sword is enough to discourage those that would take rifles training as a skill. The sword is just too powerful to balance in game as the only way to balance it would be to add another item that is just as crazy powerful, making it rare does nothing to the balance as people can still find it and it makes those few ,whom the RNG loves, ridiculosly overpowered. If the RNG loves somebody they should get multipul hits in a row not the ability to destroy everybody who can't/doesn't want to waste the ap to gain that ability. And after all just because it is rare doesn't mean we all can't find it, I know eventually we would all find one and there would be no variaty whatsoever in battle. Take urban dead for example they balanced the shotguns,pistols, and fireaxe evenly so there is no superior choice its about how you want to play. With the heavy sword it makes all other items pale in comparison BEFORE search rates are keyed into calculations, in urban dead it is AFTER that they are about even. This suggestion to remove something doesn't punish anybody because as of right now we do not know where to find the heavy sword, the only ones were stumbled across randomly so nobody would really have &amp;quot;wasted&amp;quot; the ap to find it(unless they have but I know after reading a bit I didn't for the fun reducing factor everybody having one would bring). Also don't bring up things about how I don't know how it works ingame because unless it takes 6ap to attack the math shows it is unbalanced. Please Simon fix this unbalanced  weapon by removing it, not by making everything else oh so much better. ANybody who is with me sign in the comments please.&lt;br /&gt;
&lt;br /&gt;
'''Comments'''&lt;br /&gt;
&lt;br /&gt;
*The math looks sound. And I agree that having everyone run around with Heavy Swords would make for a plain game. However, I don't see why it needs to be removed completely. Is there anything we can do to the sword mechanics to make it more even with the existing weapons? --[[User:Lint|Lint]] 01:04, 10 March 2006 (GMT)&lt;br /&gt;
*I agree. The machete with maxed out melee skils is arguably better than any other weapon, and the heavy sword makes that look like a butter knife. Yank it or make it so rare it would be like winning the lottery twice. --[[User:Jackel|Jackel]] 01:49, 10 March 2006 (GMT)&lt;br /&gt;
*I disagree with some of the logic in this argument.  If the heavy sword were a common weapon, then I could understand the concern; however, the &amp;quot;über sword of doom&amp;quot; is hardly of such availability.  As far as I know, only one player has the sword.  Having rare items like it add a new dimension to the game - a sort of treasure hunting aspect.  I would even propose that even more superior weapons are &amp;quot;hidden&amp;quot; around the island, possibly protected by superior animals. --[[User:Gandhi|Gandhi]] 00:34, 22 March 2006 (GMT)&lt;br /&gt;
** One player on the [[Game design]] page has commented on how he has acquired 3 Heavy Swords. Don't get me wrong, some weapons should be better than others to allow for diversity (that's why there's knives, daggers, and whatnot). However, as it stands, the Heavy Sword to our knowledge is the single best weapon available. Everyone is going to be running around with it and if you don't have one, you won't be able to compete. It'd be like playing Rock-Paper-Scissors-Nuclear Bomb and Nuclear Bomb always wins. --[[User:Lint|Lint]] 00:52, 22 March 2006 (GMT)&lt;br /&gt;
*Are these even real? I mean, how many people claim to have gotten them? one? This almost looks like a pretty funny joke. Also, Simon has stayed silent on this, implying some sort of uber sword conspiracy, so perhaps we shouldn't rock the boat. (Cue up suspenseful music) -[[User:BananaBear|BananaBear]] 06:02, 22 March 2006 (GMT)&lt;br /&gt;
**i have 3 swords ,but i'm reading it's really rare. I feel really lucky :). Oh , and i think it's too powerful compared to other weapons. Maybe there must be other rare ranged weapons (like some 6 or 7 o 8 damage rifle) or something like this --[[User:JonesDye|JonesDye]] 09:38, 27 March 2006 (BST)&lt;br /&gt;
**I thought I'd made them fairly rare (after the initial burst of finding them) but I think I made them too rare perhaps. There are still only 4 people with them, looks like the same 4 who had them originally. --[[User:Simon|Simon]] 00:01, 8 April 2006 (BST)&lt;br /&gt;
**Do you even have one Simon? --[[User:Grigoriy|Grigoriy]] 00:17, 8 April 2006 (BST)&lt;br /&gt;
**Nope. No heavy sword for any of my characters. --[[User:Simon|Simon]] 11:18, 8 April 2006 (BST)&lt;br /&gt;
*The original poster is correct about rifles/blowpipes being too weak. The rifle's AP/damage ratio is actually much lower than even the machete's, let alone the mysterious heavy sword. The rifle's accuracy is its edge, but 60% maximum accuracy really isn't *that* high or that much of an advantage over the 45% machete accuracy. The introduction of two new skills to the firearms skill tree, &amp;quot;Marksmanship&amp;quot; and &amp;quot;Expert Marksmanship&amp;quot;, each of which would add 10 or 15% to rifle/blowpipe accuracy, would help to solve this problem I would say (I dont know if anything like this has been proposed before). Dont remove the heavy sword, just make rifles more powerful.  -[[User:Arminius|Arminius]] 01:29, 8 April 2006 (BST)&lt;br /&gt;
* With the addition of the forgotten blowpipe skills, that should help the blowpipe ratio, and I'd say ignore the heavy sword since it seems so rare that you'll be lucky to get one unless someone trades one in for some essential supplies. Not sure about 80% accuracy with either of the ranged weapons - would those skills be available to all or just as an extension to firearms/blowpipe training? What happens to the blowpipe damage if the poisoning suggestion is implemented and the poison effect is added that takes away 1-5 HP over the next 5 AP unless you use serum or first aid kit (damage numbers not definite, just a rough figure)? --[[User:Simon|Simon]] 11:18, 8 April 2006 (BST)&lt;br /&gt;
**I was thinking that the new skill(s) would be part of the ranged weapon skill tree (how can one be a marksman if he does not have firearms training). I like the idea of making a ranged skill available to all though. A maximum accuracy of 20% for all non-soldier/warrior characters seems very low. Maybe the first skill in the tree should be available to all, but the next 2 or 3 skills only for soldiers/warriors? Just an idea. -[[User:Arminius|Arminius]] 02:50, 12 April 2006 (BST)&lt;br /&gt;
* I think adding one skills for rifle and one for blowpipe is really cool. Marksmanship is a nice name , but not to add accuracy, but to add +2 to damage. Poisoning for blowpipe go well too. Oh, and one of my swords is gone ç__ç. And about trading, i tried to trade one of them , but the trader didn't have 49 gold coins..and i think you can add some powerful and rare rifle--[[User:JonesDye|JonesDye]] 08:42, 10 April 2006 (BST)&lt;br /&gt;
* Currently the rifle (w/both skills) gets only 0.75 damage/AP total (searching, loading, and shooting) based on my calculation, and 3 damage/AP in combat (only shooting). The machete (w/all three skills) gets 1.35 damage/AP and obviously requires no searching or loading. I think that new skill(s) for the rifle/blowpipe to get their damage/AP ratio closer to (but not equal to or past) the 1.35 machete ratio would be the best way to go. If a new skill or two increases ranged damage by 2 as JonesDye suggested, the result would be a ratio of 1.05 total damage/AP, and 4.2 damage/AP in combat. (If skills are added to increase maximum accuracy to 80%, the result would be 1 total damage/AP and 4 damage/AP in combat.) This, I think, would be a better balance. Ranged weapons should be superior to the machete in combat, and they are, but currently they are only 2.2 times better (3 vs. 1.35). The proposed new combat ratio of ~4 damage/AP would be three times better than the machete in combat, although still inferior in total damage/AP ratio. (Note that the combat ratios mentioned above are exact, but the total damage/AP ratios are not exact because I do not know the % chance to find ammunition. The total damage/AP numbers used above assume that a total of 5 bullets can be found in 10 searches on average, which may be a liberal estimate but seemed accurate based on my experience.) -[[User:Arminius|Arminius]] 02:50, 12 April 2006 (BST)&lt;br /&gt;
**Still, 3 damage per AP isn't that bad. You can track someone down, kill someone outright in ~25 AP with a rack of rifles, and run far away -- whereas a machete might take 60 AP to cause ~81 damage. The blowpipe needs a lot of help: you can only carry half as many loaded pipes, and so you have to waste time in combat reloading. I believe that blowdart poison could cause another 1 dmg/turn for 4 turns (8 damage total if they don't heal) and it still wouldn't be overpowered. 20% to hit is totally useless, though. I would suggest something like a 20% -&amp;gt; 35% marksman upgrade for all classes, then 35% -&amp;gt; 50% -&amp;gt; 65% for soldier/warrior. Unless a non-soldier can attain a 35% or 40% to-hit rate with a rifle (higher with a blowpipe), the weapon serves absolutely no purpose -- it is just a glorified 1/3-gem. And if the heavy sword has the same break rate as other blades in the game, then there is no problem with a 1/3000 find rate or whatever. --[[User:Tycho44|Tycho44]] 05:59, 10 May 2006 (BST)&lt;br /&gt;
*As long as the heavy sword is extremely rare and quite powerful, why not replace it with a single &amp;quot;elephant sword&amp;quot;, or something with a similarly grand title. There would only be one on the island (or one per village: &amp;quot;The Elephant Sword of York&amp;quot;, etc.), its carrier would not be able to drop it (or, if dropped, it would be given to the next player revived by that village's shaman), players would get a special message upon being attacked by it, and it would change possession to the player who would kill its carrier. Also, its carrier should get a movement penalty so they'll be easier to catch. (And perhaps every person should have a sixth sense to divine the location of their village's Elephant Sword.) In short, if the sword is going to be rare, ''make it special''. &amp;amp;mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)&lt;br /&gt;
*I personally like the idea of having super weapons in shartak but rather than just being able to find it lying around, you should only be able to get by doing something specific (as reward for quests perhaps). Personally I like the idea a secret shop(s) (see my secret shop suggestion) where you could purchase a heavy sword and/or other hard to get items at hyper-inflated prices in the range of 100 to 1000 gold coins for one.----&lt;br /&gt;
*The only problem with this is that there probebly ''are'' people out there who have spent loads of AP looking for a heavy sword, and if those of them that found it suddenly have it deleted, =bad. How about either A: The heavy sword cannot be found by searching and those in people's inventorys randomly transform into their value in gold, or B: the heavy sword becomes more common and we add several more &amp;quot;uber&amp;quot; items (also more common than the current heavy sword):&lt;br /&gt;
The spear: this was what gave me the origional idea for other uber weapons. The heavy sword would become the outsider-only weapon and the spear would become the native weapon. All heavy sword belonging to natives would turn into spears. The spear should be more accurate and do less damage.&lt;br /&gt;
&lt;br /&gt;
The heavy gun: Ammo is rare but no too rare. Basically an upped version of the rifle.&lt;br /&gt;
&lt;br /&gt;
The poisoned bow+arrows: basically an upped blowpipe.&lt;br /&gt;
&lt;br /&gt;
Anyway, just one more note:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Take urban dead for example they balanced the shotguns,pistols, and fireaxe evenly so there is no superior choice its about how you want to play.&amp;quot;&lt;br /&gt;
*Mmh*&lt;br /&gt;
*Mmmh*&lt;br /&gt;
BWA HA HA HA HA HA HA HA!&lt;br /&gt;
*snorts*--[[User:AlexanderRM|AlexanderRM]] 00:01, 28 April 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
===studded leather &amp;amp; war gear===&lt;br /&gt;
both items have the same effect, except one is for outsiders and one is for natives, upon looking at the names, i cant really tell which would be for who, but that doesnt matter.&lt;br /&gt;
theese items could act likee flak jackets, but could (possibly) have the chance of inflicting damage upon being hit, as per, a guy with tons of knives on him being punched would probably cut up his assailant's hands. {{unsigned|Richard Rose|04:59, March 29, 2006 (BST)}}&lt;br /&gt;
&lt;br /&gt;
*Hm. I don't like the idea of inflicting damage on the assailant. I think that's a bit of a stretch. I could see outsiders coming over with breastplates and whatnot (a la John Smith, be it the noble stud from ''Pocahontas'' or the weaselly entrapeneur from history). Natives, though, would be unlikely to have that much. Perhaps, though, a wooden, oblong, leaf-shaped shield. Perhaps it would give a small (10%?) chance of blocking a melee attack. Thus, both sides would have a form of protection, but they would be ''different'' forms of protection, serving to distinguish the two sides.--[[User:Wifey|Wifey]] 08:31, 10 April 2006 (BST)&lt;br /&gt;
:: * We were talking about this at the old forum: armour for new players, like a leather cuirass. Once you hit level 2 it decomposes. It prevents new players from suffering an early death and being put off the game. - [[FirstAmongstDaves]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Messenger Pigeons===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New item|&lt;br /&gt;
suggest_scope=All outsiders|&lt;br /&gt;
suggest_description=Allows Outsiders to send messages over long distances. Just type up the message and enter the recepient's name and the bird flies off. &lt;br /&gt;
''You watch your pigeon fly off and hope it doesn't get intercepted.''&lt;br /&gt;
&amp;lt;br&amp;gt;Pigeons must be captured with an unamed skill and may be intercepted with a separate skill.|&lt;br /&gt;
suggest_time=22:23, 9 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
*How would you handle said &amp;quot;interception?&amp;quot; Would you be notified of pigeons sent off within a certain number of squares, and offered a chance to stop it? Would it show up as an actual animal that one could kill? I would say that the idea of sending a messenger pigeon along as a new, low-hp NPC with a specific destination is neat, but I don't know how hard it would be on the server.--[[User:Wifey|Wifey]] 08:35, 10 April 2006 (BST)&lt;br /&gt;
*Moving an npc pigeon wouldn't be difficult as long as there were only a limited number of them in play at any one time. How would you specify the destination though - pigeons need to know the destination don't they (not sure how homing pigeons work)? --[[User:Simon|Simon]] 14:38, 10 April 2006 (BST)&lt;br /&gt;
**Mmm. Maybe one would need to specify a GPS coordinate? Actually, I'm fairly certain that birds have been taught to find specific people that they are familiar with. Perhaps once we have a contacts list (do we? If so, I haven't been able to add anyone) we can send it to those listed on it? Then it would be rather like the mobile phone of UD... except that it takes time to travel, and could be killed for EXP by other players :) What kind of limit would you have in mind, by the way? I mean, I can't imagine a whole lot of people using this often enough for it to really be a problem, but as the game grows... You never know.--[[User:Wifey|Wifey]] 01:12, 11 April 2006 (BST)&lt;br /&gt;
**I would say that you would have to have a the person on a contact list before you can send them a messenger pigeon. The pigeon would move like 1 square per 5 mins and would appear as an attackable animal. The limit is that there are only so many pigeons in Shartak. You would have to have a skill to capture one without killing it. This skill could also be used to capture a messenger pigeon without killing it in order to &amp;quot;intercept&amp;quot; the message. Or perhaps tehy are different skills? Pigeons would be reusable. --[[User:One of many doctors|One of many doctors]] 01:27, 11 April 2006 (BST)&lt;br /&gt;
*Capturing and intercepting pigeons seems quite unrealistic. Instead, maybe you could give each village a communications hut with infinite pigeons, available to people from that village. Pigeons in inventory could be sent up with a message, and after some time they'd appear in their home villages and their messages would be held for their recipients. I like the drum idea better, though. &amp;amp;mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
* What about a parrot cage in the pirate trader's hut? {{profile|4862|Rozen}}&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Drum===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New item|&lt;br /&gt;
suggest_scope=All Natives|&lt;br /&gt;
suggest_description=Allows all Natives within a specified area to hear the senders message. Any Outsiders hear random drum beats unless they have the Expert Language skill. &lt;br /&gt;
''You hear random drumming in the distance.''&lt;br /&gt;
&amp;lt;br&amp;gt;Requires a drum beating skill to utilize.|&lt;br /&gt;
suggest_time=22:35, 9 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
A drum language? Neat. I would make it a native-only skill, though (how difficult would it be for an outsider to learn ''of'' the language, let alone the language itself?), and only one skill. Also, to show the difficulty of true articulation in such a language, it would be good to lower the character limit on drum messages. This way, long messages will be broken up, and will require a bit more AP.--[[User:Wifey|Wifey]] 08:40, 10 April 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
:Awesome. A great idea to help underpowered natives (no bottles of water in native villages, terrible blowpipe, no gps, outnumbered, etc.) and also a cool new rare item. Doesn't appear abusable. --[[User:Tycho44|Tycho44]] 22:27, 20 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
:I like this idea and think it should be open to Natives only, for the reasons [[User:Tycho44|Tycho44]] gave. Also, it stands to reason that Natives should have some kind of communication advantage, being Natives on the island and everything. Messages should have to be extremely short, or else there should be increasing AP costs for longer messages (1 AP per character, perhaps?). Think of Morse code. &amp;amp;mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
::I'm thinking that drums could be to natives what GPS units are to outsiders in terms of cost, usefulness, and skill requirements. Here's how it works in my mind:&lt;br /&gt;
::#All natives, and outsiders with ''Native Knowledge'', can drum a message for 1 AP per character. Outsiders without ''Native Knowledge'' either (1) have their beats carry a shorter distance or (2) have a 20% chance of breaking their drum. (I prefer the second option, assuming drums would be expensive items. I'd rather have drums be completely off-limits for such outsiders, but I can't think of a realistic reason for them to be unable to bang on a drum.)&lt;br /&gt;
::#Only natives, and outsiders with ''Native Knowledge'', can determine the direction of a beat. (Bass noises are the hardest to pinpoint.)&lt;br /&gt;
::#Only players on the same side as the drummer, and players on the other side with language skills, can interpret beats, as with all other communication in the game. (Unskilled listeners hear &amp;quot;random drumming&amp;quot; instead of &amp;quot;&amp;lt;garbled message&amp;gt;&amp;quot;, since extremely short messages will be quite common and language obfuscation doesn't touch the first letter of a word. ''Basic Language'' gives a 33% chance to interpret the message, ''Advanced Language'' 66%, and ''Expert Language'' 100%.)&lt;br /&gt;
::#Every beat is audible to everyone in the 13 by 13 square with the drummer at its center. (13 by 13 is just large enough to cover an entire camp, and camps should be communication hubs, after all.)&lt;br /&gt;
::In general, this item would benefit natives about as much as GPS units benefit outsiders. The hearing radii and AP costs of messages could be changed easily if drums became too powerful, annoying, or ineffective. And yes, I've played Urban Dead. =)&lt;br /&gt;
::&amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 22:54, 9 June 2006 (BST)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Hammer===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New Item|&lt;br /&gt;
suggest_scope=Available to all characters|&lt;br /&gt;
suggest_description=A basic hammer.  This item seems necessary for potential future building skills such as roads or huts or hut fortifications.  Hammers could also be used as offensive weapons.  They could also be subject to random breaking like machetes.|&lt;br /&gt;
suggest_time=06:18, 1 May 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Throgonuts|Throgonuts]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
I don't think we need another weapon until there's an actual niche for it to fill. I think hut-building would be great &amp;amp;mdash; require that all 8 surrounding jungle squares be cleared before one can be built, make huts destructable by melee weapons or by growing jungle in the immediate area, and turn standard medical/ammunition/trading huts into indestructable stone structures &amp;amp;mdash; but we don't need a hammer now. &amp;amp;mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)&lt;br /&gt;
I think the hammer would be part of the right tools to build a boat. The driftwood source on unity island (new tortuga) has the following message: ''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.'' .... so is a hammer the right tool? or is a tool kit the right tool? because pirates need boats. and i have so much driftwood i am throwing away rum and cutlasses and first aid kits!!! i require tools!!!! --[[User:Badhammer|Badhammer]] 02:27, 21 September 2006 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===303===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=new item|&lt;br /&gt;
suggest_scope=availible to only outsiders|&lt;br /&gt;
suggest_description=a 303's nickname is actually: elepahant rifle,[in real life],a 303 is able to blow a elephants head of 1 shot in the neck i am suggesting this for the further success of the CP against the reefer terror cell,though it could turn against us if lord paul reefer get's his hands on it or one of his group members!.&lt;br /&gt;
&lt;br /&gt;
Damage: 15, special dmg: 16.|&lt;br /&gt;
suggest_time=15,25, 17 June, 2006 (EST)|&lt;br /&gt;
suggest_author=[[User:Riddick|Riddick]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
No. Hell, I can scarcely understand what you're trying to suggest here. I can see that it's ridiculously powerful, though.--[[User:Wifey|Wifey]] 01:01, 26 June 2006 (UTC)&lt;br /&gt;
:No. I can't understand what you're saying, but that's a very unfair idea for Natives. Plus .303 is too small for an elephant gun. Are you saying that it can blow an elephant's ''head'' off?&lt;br /&gt;
:Uh, I have a Lee-Enfield. It uses the .303 British that you're talking about. That gun can't blow an elephant's head completely off. It's about the same as a standard .308 round. Besides, are you kidding on the damage? That's hugely overpowered. And only for outsiders? Unbalance at its best. This would get Spammed into oblivion in the UD wiki. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 02:05, 9 January 2007 (UTC)&lt;br /&gt;
I disagree totally with this idea. I think it should be 300 damage and a 99.8% chance of hitting something, and when you do, you get 1,000 XP, 100 AP, 10,000 gold coins, and $50 in real life. No, no, a .303 (as said above) is the standard round for a Lee-Enfield rifle. A .308 is the standart round in the M60, M14, and M16 rifles/machine guns. In reality, if you where shooting an elephant, you'd use a .375 H&amp;amp;H Magnum round, which is what pro ivroy-hunters use, although you could use a XM107 Barrett w/.50 cal. ammo. Take a look at [http://upload.wikimedia.org/wikipedia/en/a/ab/Rifle_cartridge_comparison.jpg] photo. The first one on the left is a .50 BMG, used in XM107 Barretts. The 3rd from the left is a .308, used in M-60/14/16's. Anyway, enough of the gun-talk and onto the suggestion-talk. I do like the idea of a Heavy Sword-esque rifle, but I don't think it should 'lyk du 10000000000000 dmage!`!!!!1one' or whatever he said. -[[User:Che|Che]] 20:07, 30 January 2007 (UTC)&lt;br /&gt;
::Che, the .308 isn't used by the M16. The M16 uses 5.56 mil, or essentially a .22 sporting round. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 19:14, 28 April 2007 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Berries to Increase AP===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Change item's effect|&lt;br /&gt;
suggest_scope=Tasty berries (or similiar item)|&lt;br /&gt;
suggest_description=There are so many HP-healing items in the game, most of which heal only 1 or 2 HP so are not cost-effective to use (In terms of AP-spent-per-HP-healed), therefore are not used at all by wise players. To make some of these items more valuable and add an interesting dynamic to the game, I suggest that the effect of eating berries should be to increase your AP level rather than you HP level. Eat some tasty berries, they invigorate you and you gain 2 AP (you spent one AP eating them, net gain of 1 AP). All of the long-time players have been in the situation I'm sure (and most newer players too), where we are about to kill an elephant or tiger or an enemy player for that matter, but we run out of AP just as the target is at 3 HP, then we have to go off-line and cant wait about for 20 minutes to finish the target off, as we have real-life obligations (while we are gone the target invariably escapes, is killed by someone else, or kills you!). So carrying around 5 bunches of tasty berries could give you 5 free AP when you really need them. Thus berries would become a very valuable item in the game too, rather than a superfluous item|&lt;br /&gt;
suggest_time=00:47, 21 June 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Arminius|Arminius]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Comment here&lt;br /&gt;
&lt;br /&gt;
I like the idea! You're probably going to end up with a net loss of APs on them anyway, but it's kinda like storing APs... This could work well. -[[User:MorkaisChosen|MorkaisChosen]] 10:54, 21 June 2006&lt;br /&gt;
:Exactly, you would definitely have a net loss of AP finding them. There would also be net loss of AP buying them in the trading hut, and once people catch on to how valuable they are they would become tremendously expensive (demand would overwhelm supply), making for an even bigger net loss of AP buying them. [[User:Arminius|Arminius]] 00:40, 27 June 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
I could certainly see it getting out of hand. You'd need to cut it off at a certain point. Maybe 5 is about right.--[[User:Wifey|Wifey]] 01:03, 26 June 2006 (UTC)&lt;br /&gt;
:Why would there need to be a cut-off? Even if someone is carrying 50 bunches of berries (which they will have spent many days worth of AP searching for on berry-bush squares), they will get their 50 extra AP and then it's all gone. With a full 75 AP and with 50 bunches of berries, a person could use 125 AP within a few minutes. If theoretically two 80-HP enemies are standing on the person's same exact square, odds are he can kill both with 5 AP to spare, but now all his berries are gone. I would agree that carrying 50 bunches of berries is pretty ridiculous, but again the person will have spent many days searching for them, a tremendous net loss of possible damage inflicted if he had just used all those hundreds of AP he spent searching, attacking. And even in that extreme example all he can do is inflict 160 damage and then his berry supply is used up, So I dont think it is necessarily &amp;quot;out of hand&amp;quot;. Besides, anyone who does such a thing (spends days finding 50 berries and goes and uses them all at once) is an idiot and a very poor player, the berries would be valuable to be used when you really desperatrely need them, when you are out of AP about to get a kill or maybe in some other limited way (as MorkaisChosen said, it is a way to store AP), not in that way. If you are worried about people camping berry bushes to get lots of AP-boosting berries, see below (and remember that some people do the same for first aid kits anyway). [[User:Arminius|Arminius]] 00:40, 27 June 2006 (UTC)&lt;br /&gt;
::The above remarks would be accurate if the AP-booster item was &amp;quot;invigorating herbs&amp;quot; found with an 8% rate in the Grasslands or something. However, berries have a 55% find rate (perhaps higher for villager), so 50 berries take at most two days to collect. Unless your character is a PKer who can attack anything that moves, the berry-buff would become very valuable for increasing combat efficiency. --[[User:Tycho44|Tycho44]] 17:37, 30 June 2006 (UTC)&lt;br /&gt;
:::Since this would be a radical change for berries, yes the find rates should be changed. The AP-giving item doesnt even have to be berries, my original sugegstion was &amp;quot;berries or similiar item&amp;quot;. I think it should be berries because there are berry bushes all over the island, rather than gerasslands which are only in one part of the island(?). [[User:Arminius|Arminius]] 23:55, 26 August 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
A comment I have is that this would make berry bushes genuinely valuable, but it is probably not desirable to have everyone camp the berry bushes, that's boring. Fortunately this problem is already solved by something Simon implemented very early on--berry bushes dry up and new ones are discovered all the time (it might be advisable to increase the rate at which they dry up and new ones pop up for this). [[User:Arminius|Arminius]] 00:40, 27 June 2006 (UTC)&lt;br /&gt;
:Not sure where you got this idea from, bushes are static.. for now! --[[User:Simon|Simon]] 01:00, 27 June 2006 (UTC)&lt;br /&gt;
::I could've sworn I've seen writings in the jungle making references to trees which are not there anymore, e.g. &amp;quot;this mango tree is claimed by John Doe&amp;quot;, but there is no tree in the square. [[User:Arminius|Arminius]] 23:55, 26 August 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
Well, as pointed out, it would take two days of camping a berry bush to get 70 berries, the maxiumum that can be stored (unless the idiot's walking around with no weapons).  However, you'd only get one day of extra combat from it. You're actually losing time that way.  If you're really worried, make bushes drop two types of berries, HP restorers and AP restorers.  Lower the find rates for both to match the current find rate. I assume this wouldn't be hard. Huts already drop multiple varieties of items.  I'd also like to point out that this system is already in place in KoL.  They just set a maximum you can eat before you get full to keep the system from being abused.  Would that be hard to code? --[[User:Black Joe|Black Joe]] 14:18, 13 July 2006&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
it's not worth it,eating a berry costs one action point(s),and every berry gives you 1 AP so really you would just be left on the same AP you were on before you ate the berry! [[User:Eminem1|Eminem1]] 01:03, 14 July 2006 (UTC)&lt;br /&gt;
:It would give 2 AP, you would spend 1 AP to eat it, so you would gain 1 AP. [[User:Arminius|Arminius]] 23:55, 26 August 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
Personally i like the idea getting free XP item so how about this; have one and only one item (say buncha berries) gives 1XP costs 1AP, but you can eat it whenever you want. this would pretty much reduce the number of people who are going to farm (as the chance of getting that one item consistently is comparatively low), it would make a welcome change to searches.--[[User:A for anarchy|A for anarchy]] 05:14, 22 July 2006 (UTC)&lt;br /&gt;
:I think you are confused here, the topic at hand is not gaining free XP, but &amp;quot;storing AP&amp;quot; as MorkaisChosen put it. [[User:Arminius|Arminius]] 23:55, 26 August 2006 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Camera/Spirit box===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Ranged weapon|&lt;br /&gt;
suggest_scope=Those plagued by banshees and those interested in scaring natives|&lt;br /&gt;
suggest_description=In just about every meeting of natives and cameras it is believed that the cameras are able to steal some of their spirit. On Shartak this is for sure and it also works on the dead. The camera is able to capture some of a person's spirit causing 3 points of damage. If the shot kills them they are trapped in the camera until they revive for X extra AP. If the user has Sixth Sense they may capture a spirit in the same way. The camera uses rolls of film with 5 shots each. Scientists have special photography skills increasing their chance of capture. Natives must have Outsider knowledge to use the camera. Otherwise it will appear as Spirit box in their inventory. (Possible native equivelent could be something like a voodoo doll)|&lt;br /&gt;
suggest_time=04:11, 23 July 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Darkferret|Darkferret]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
I like this! It rally does fit in for me... Plus it allows my clan to do some REAL research on Spirits by taking pictures. And, of course... Who you gonna call? [[User:MorkaisChosen|MorkaisChosen]] 10:58, 23 July 2006 (UTC)&lt;br /&gt;
 &lt;br /&gt;
I don't want to seem impolite, and I don't want to discourage people from making creative suggestions, which this certainly is.  However, I'm not so sure about this.  After all, cameras don't REALLY hurt people.  Also, cameras, to me, don't fit with the time period in Shartak, like GPS units. There are already suggestions to change the GPS unit to something else. I don't think adding another piece of relatively advanced technology will help.  Cameras have been around maybe 100 years?  Shartak seems to take place in the 1700's or so, a little too early.  Long story short, I don't think it fits.  That's just my opinion, however. [[User:Black Joe|Black Joe]]&lt;br /&gt;
:Just to remind you that this is a fictional game not set anywhere or anytime in paticular and what may not fit in reality may fit great in a game(Shartak ghosts? Urban Dead zombies?). In fact sometimes doing the impossible is what makes these games fun. (The Royal Expedition claims that it is 1906) --[[User:Darkferret|Darkferret]] 21:16, 27 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
i agree with idea that we should do something about ghosts, but the idea of trapping &amp;quot;ghosts&amp;quot; in cameras not so much, cause ghosts are players too and costing them extra AP for escape compounded with the AP cost of reviving, would seriously affect their gameplay.--[[User:A for anarchy|A for anarchy]] 03:40, 25 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
I really like this idea, although it shouldn't be used for hurting live players, instead capturing spirits who are farming xp in a resource hut. Then, rather than spending AP to escape, they should only have the option to revive (Perhaps at an increased cost)--[[User:Zydd Soral|Zydd Soral]] 16:55, 25 July, 2006&lt;br /&gt;
&lt;br /&gt;
Compared to exorcism, capturing spirits in a camera seems really silly and would make the game seem the same way. Maybe it'd be like introducing soap as an item that could deal damage to pirates: funny, but absurd and out of place in a role-playing game. Some elements of fantasy are acceptable in such games, but others, like this one, are too hard to swallow. But it's a clever idea. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 17:27, 26 July 2006 (UTC)&lt;br /&gt;
:Exorcism sounds like a really silly thing to me (holding up a symbol and saying some silly words is going to repel a ghost?). Plus it is very cliche and I don't think a scientist would be the kind of person who would do it. We don't have an outsider religious class in this game dispite the suggestions for it. The true equivelent of your antipirate soap would be a vacuum cleaner like in ghost busters.--[[User:Darkferret|Darkferret]] 21:16, 27 July 2006 (UTC)&lt;br /&gt;
::I have to disagree with you, Darkferret. If you're going to accept spirits, then you might as well accept exorcism.  After all, practically every culture I've heard of that believes in spirits also believes in having some way to banish them.  Additionally, there IS a religious class on the native side: the shaman. I agree the scientist is ill-suited for exorcism, but something can undoubtedly be worked out.[[User:Black Joe|Black Joe]] 19:38, 28 July 2006&lt;br /&gt;
:::Repeling a player counts as movement that does not use their AP which defies the Free Lunch Principle. Capture and captive player escape via revival is Free Lunch complient. Besides the outsiders already have too many classes and scientists need unique science related skills.--[[User:Darkferret|Darkferret]] 21:25, 12 August 2006 (UTC)&lt;br /&gt;
 &lt;br /&gt;
A Spirit Box could work as a kind of special wooden box with charms or religious symbols on it, but maybe not as a camera. [[User:MorkaisChosen|MorkaisChosen]] 10:38, 27 July 2006 (UTC)&lt;br /&gt;
:What would the roll of film equivalent be?--[[User:Darkferret|Darkferret]] 21:16, 27 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
''For several hundred years the island of Shartak has been populated by three native tribes from the villages Dalpok, Raktam and Wiksik. More frequently in recent weeks, strangers known to the natives as &amp;quot;outsiders&amp;quot; are appearing on their island wearing odd looking clothes and carrying '''flashing boxes''' and loud sticks.&lt;br /&gt;
Is that not a camera?&lt;br /&gt;
&lt;br /&gt;
:No, just bad wording. Supposed to be a reference to the gps units! --[[User:Simon|Simon]] 21:09, 2 October 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Infantry did not use double barrel rifles at this scale until the mid 19th century, by then the daguerreotype and the calotype had been invented.&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Subitems===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Divisable items|&lt;br /&gt;
suggest_scope=FAKs and Healing herbs|&lt;br /&gt;
suggest_description=When someone uses a FAK they usually don't use all of it. They may need a bandage but not the antitoxin. Instead of dumping it we could keep the unused parts much like we keep our containers. I suggest we divide the kit into 3-4 parts that separate when a kit is not completely used: Bandage for HP (possibly small[2-4HP] &amp;amp; large[3-6HP]), Antitoxin for Poisonous snake bites and Poison darts (possibly HP from Bunch of poisonous berries and Salt water if balanceable), and Stitching kit for Shark bite. I am not sure about the names of Healing herbs' subitems.|&lt;br /&gt;
suggest_time=22:28, 12 August 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Darkferret|Darkferret]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
This seems to be a realy good idea, i'm sure it would be a royal bitch to program, but maybe no more so than blunting a cutlass or breaking a machette. {{profile|4862|Rozen}}&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== The Bone Whistle ===&lt;br /&gt;
&lt;br /&gt;
I was screwing around with an idea on the Scurvy Crew page, and the more I thought about this one the more I liked it. Basically a bone whistle that'll function like the radio does in urban dead permitting long range communication within the game. This is more necessary in Shartak because of the greater distances involved with the game. It could be set to play certain notes so that only certain clans, villages, or classes could hear it like the radio is tuned to certain frequencies. Understanding and playing the bone whistle would require new skills that'll give senior players something new to spend their exp on.&lt;br /&gt;
&lt;br /&gt;
It might also only be played from certain locations such as in villages, on the mountain, on the beach, etc. The explanation being that sound doesn't travel in the deep jungle. It'd be especially helpful to players who aren't knee-deep in the forums or wiki coordinate. There's this dying language in Spain around the Pyrrenes (sp?) of whistling to communicate across the mountains so that could serve as a weak justification for it within the game's setting. What do you think? [[User:Tyler Whitney|Tyler Whitney]] 21:29, 4 September 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
Just reviewed past posts and it seems similar to the drums/pigeons proposed earlier. I think any of these could be made to work. [[User:Tyler Whitney|Tyler Whitney]] 21:32, 4 September 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
the birds for outsiders, the whistle for pirates and the drums for natives? or a parrot for pirates maybe? {{profile|4862|Rozen}}&lt;br /&gt;
&lt;br /&gt;
Smoke signals were another suggestion on the old forum. [[FirstAmongstDaves]]&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
===Flintlock Pistols===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New Item and Set of Skill to go along with it|&lt;br /&gt;
suggest_scope=Whoever can shoot a gun|&lt;br /&gt;
suggest_description='''Mechanics'''&lt;br /&gt;
*Half the inventory space of the rifle&lt;br /&gt;
*1 shot loading&lt;br /&gt;
*.5 AP to load. (or skill to make it so)&lt;br /&gt;
*4 damage&lt;br /&gt;
*Find in the Shipwreck's Armoury and (with less chance) the Large Cabin.&lt;br /&gt;
*Also find in outsider camp's ammo hut with the same chance as in the Large Cabin.&lt;br /&gt;
*Ammo is more likely to be found in 'purses' of three. eg, 'Looking around you find a purse of three flintlock balls'&lt;br /&gt;
&lt;br /&gt;
'''Roleplay and realism'''&lt;br /&gt;
*Soldiers who roleplay would prefer to carry them instead of the dozen rifles they now cary. In real life, you can realisticly carry eight flintlocks and a rifle. (Two in the boots, two on the shins, two on the thighs, and two under the arms with a rifle in hand).&lt;br /&gt;
*Pirates have always been seen with cutalss and one-shot pistol in hand.&lt;br /&gt;
&lt;br /&gt;
'''Skills'''&lt;br /&gt;
*'''No Skill'''- ''5% chance of hitting your target''&lt;br /&gt;
*'''Pistol Marksmanship(Soldiers and Pirates)'''- ''Plus 20% chance to hit your target with a Flintlock Pistol''&lt;br /&gt;
*'''Advanced Pistol Marksmanship'''- ''Plus another 20% chance to hit your targetwith a Flintlock Pistol''&lt;br /&gt;
*'''Hunter Marksman (Scouts with outsider knowledge and Explorers)'''- ''Plus another 20% chance to hit your target with a Flintlock.''&lt;br /&gt;
*'''Flintlock Mastery'''- ''Plus 15% chance to hit your target with Flintlock Pistol''&lt;br /&gt;
*'''Quickshot'''- ''Loading costs .5 AP''|&lt;br /&gt;
&lt;br /&gt;
suggest_time=02:36, 12 November 2006 (UTC)|&lt;br /&gt;
suggest_author={{profile|4862|Rozen}}|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
'''''Original idea by {{profile|4862|Rozen.}} Wiki-fied by [[User:Che|Che]]'''''&lt;br /&gt;
&lt;br /&gt;
I'd like to get some fresh comments about this. I have the old comments saved in case anyone wants to look...I just want to see what Shartak: The Next Generation thinks of this, you know :P  --[[User:Rozen|Rozen]] 22:59, 28 May 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
I'd really like to see this become a reality Rob. I would suggest it only be available at the shipwreck though. The only reason I can think of, as to why Simon hasn't introduced a firearm for Pirates so far, is that he wants Pirates to stay focused on bladed weapons, or at least, not favouring firearms over bladed weapons. But I'm only guessing here. Wild guessing at that ;) Anyways, if that ''were'' the case, I would make the hit% the same as using a cutlass/machete. 45% but with an extra point of damage. --[[User:Cthulhu|Cthulhu]]&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Meat Weapons===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Items|&lt;br /&gt;
suggest_scope=All|&lt;br /&gt;
suggest_description=Hi, I would like to consider the introduction of a range of meat weapons into the game. I have a full arsenal ready to go, these would include a pork sword, a luncheon meat truncheon, a bacon torpedo, a spam javelin, a mutton dagger and a beef spear. If anyone wants the stats for these weapons, please let me know. |&lt;br /&gt;
suggest_time=11:29, 29 November 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:LadyOfTheNight|LadyOfTheNight]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Oh come on these are just plain silly - bacon and pork could come from wild boar, but mutton and beef?  There aren't any sheep or cattle on the island! --[[User:Frisco|Frisco]] 18:53, 29 November 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
I'm worried for what the little ones may interprit pork sword as. I understand the US meaning is quite different to the Halo meaning. [[User:Rozen|Rozen]]&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
===Canteen/Water Pouch===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Container|&lt;br /&gt;
suggest_scope=Anyone looking for an extra sip|&lt;br /&gt;
suggest_description=Bottles and gourds of water may be cheap and attractive, but they are quite bulky worn on person. The canteen/water pouch is flatter/easier to carry taking 2 inventory spaces to carry 5 or 6 HP worth of water (or 1 space for 3 or 4 HP I'm not sure.)|&lt;br /&gt;
suggest_time=09:23, 5 December 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Darkferret|Darkferret]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Canteen? To be a little more in the setting, how about &amp;quot;''flask''&amp;quot;? And were you going to suggest that it hold more than one drink? --[[User:Lantz|&amp;lt;font color=&amp;quot;005555&amp;quot;&amp;gt;Lantz&amp;lt;/font&amp;gt;]] 03:15, 6 December 2006 (UTC)&lt;br /&gt;
:Feasible.. I would imagine something like a flask that gives 3 drinks of 2HP each but occupies 2 inventory spaces might make it a desired item compared to a bottle. Obviously it'd have to be refillable just like bottles and that's where it starts to get complicated. --[[User:Simon|Simon]] 18:54, 24 December 2006 (UTC) &lt;br /&gt;
: is it possible to have it as three bottles in programing, but when it appears in GUI it's only one object? I know NOTHING about programing, so i probably just made a fool of myself saying that. [[User:Rozen|Rozen]]&lt;br /&gt;
: A rifle can be loaded with two bullets, so there is presumably code that can be reused to create something similar that holds a certain number of uses? --[[User:Johan Crichton|Johan Crichton]] 01:28, 26 December 2006 (UTC)&lt;br /&gt;
:I...*hic*...never leaves the camps...*hic*...with out a flask of that bourbon here's. Hmm... pretending to be a drunkard has make me think of a new idea... anyway, this flask/canteen thing is a pretty good idea. -[[User:Che|Che]] 06:39, 31 December 2006 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Fire ===&lt;br /&gt;
&lt;br /&gt;
How about fire for torches? Fire could also: &lt;br /&gt;
&lt;br /&gt;
1. be used on the jungle (&amp;quot;You set fire to the surrounding jungle, causing smoke to billow into the sky.&amp;quot; The square could turn orange and then red as it was burned, then finally brown once it burned out), &lt;br /&gt;
&lt;br /&gt;
2. be used as campfires for villages and the wreck, &lt;br /&gt;
&lt;br /&gt;
3. light caves, for increased search rates (&amp;quot;You light a torch and it illuminates the cave. Shadows cast from flying bats give the cave an eery appearance.&amp;quot;) &lt;br /&gt;
&lt;br /&gt;
4. burn opponents, (&amp;quot;You hit Long Fin Killie in the face with a torch for 3HP damage.&amp;quot;) or huts (&amp;quot;&amp;quot;You set the hut on fire and the inhabitants each suffer 1HP loss from smoke inhalation.&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
5. scare away wild animals like tigers, which might not approach a torch. &lt;br /&gt;
&lt;br /&gt;
I also like the idea of driftwood being set ablaze with a flint of some description - a sharpening stone is a good idea - and also putting out fire with water. Perhaps you could not step into a river or the water with a lit torch - the torch would fizzle out (which would also prevent some smartie from setting fire to the shipwreck).&lt;br /&gt;
 &lt;br /&gt;
Fire might also be visible from a distance. &amp;quot;You see a column of smoke to the north east.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
And, as a gag, if you drink rum while holding a torch then you breath fire.&lt;br /&gt;
&lt;br /&gt;
[[FirstAmongstDaves]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
&amp;quot;You take a swig of rum and put your face up to the torch. You exale the rum into the fire, and a large jet of flame comes out of the other side of the torch.&amp;quot; or even, &lt;br /&gt;
&amp;quot;You take a swig of rum and put your face up to the torch. You exale the rum into the fire, and a large jet of flame comes out of the other side of the torch. However, you did not do it right and the flame singes your face for X hit points!&amp;quot;&lt;br /&gt;
-[[A Cow]] &lt;br /&gt;
::That would be amusing, if pointless, like the coin-toss. - [[FirstAmongstDaves]]&lt;br /&gt;
::: To be realistic, huts, jungle, or similar things should burn down and spread. burning areas would turn orange, then red, and would turn normal when there was nothing left to burn. Every AP recharge or so, the jungle would go down one level, a signpost if there was any would burn away, all people and animals would take X damage from various reasons (most animals would flee though), and huts or similar things would go down in levels (&amp;quot;slightly charred/ rather burned/ badly burned/collapsing/burnt ruins/nothing left but the foundation) which would have gradually decreasing search odds, and the last two would have the huts not be entered/exited areas, there would be no difference between inside and outside. The fire would have an X% chance of spreading into a touching square that wasn't burning or completely burnt down. There would have to be some way to put out or contain the fire to prevent the entire island from having all vegetation going to 0, all huts burning down (maybe a &amp;quot;hut repair&amp;quot; skill?), and all people and NPCs dying and having to wait for a shaman to come back before they can every time some guy sets something on fire. Maybe spreading from square to square would have a low chance and fuel consumption happens fast, so a fire will often burn down before it spreads. Or you could have player-imposed limitations by keeping a circle or part of one around an area totally clear of jungle and, if people comply with policy, players and signs. If you put it right at the edge and on the inside, animals wouldn't go in for whatever reason, so... a maniac trying to burn down the island would need a second torch if they used the first one on the village and the other villages still wouldn't be destroyed. Okay, by itself that wouldn't help much, but with the low spread/high burn and make it easy to put out with water and we've got some vague balance. --[[User:AlexanderRM|AlexanderRM]] 01:04, 13 September 2007 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Falconry ===&lt;br /&gt;
&lt;br /&gt;
Introduction:&lt;br /&gt;
Falcons and falconry could be another item/skill combination like the shooting skills. Falconry is an ancient sport. It was practiced in China before the year 2000 BC: falconry is also the subject of some of the oldest Egyptian wall paintings. English playwright William Shakespeare was a falconry fan who introduced falconry terms into popular speech: the word &amp;quot;Hag&amp;quot; or &amp;quot;Haggard&amp;quot; is the term for a mature wild hawk or falcon. Bedouins also have engaged in falconry for centuries. Peregrine falcons hunt and eat other birds and are famed for their speed (stooping, or diving, peregrines have been clocked at speeds of up to 220mph) and aerial prowess. &lt;br /&gt;
&lt;br /&gt;
Item:&lt;br /&gt;
The scenario would run like this: Near the mountains, &amp;quot;You find an egg in a large nest in a rocky outcrop. The egg is slightly smaller than a chicken egg, and is mottled with a dark, reddish-brown pigment.&amp;quot; This description is that of a falcon egg. The eggs could only be found by searching / scavenging. As falcons like the thermals of mountains and have nests in rocky crevaces, it makes sense that the eggs could only be found near the mountain.&lt;br /&gt;
&lt;br /&gt;
First skill level:&lt;br /&gt;
In order for you to do anything with the egg, you acquire a skill: &amp;quot;Hatching and rearing&amp;quot; of the falcon chick. Once you acquire that skill, the egg hatches. Perhaps some of the eggs would fail - say, 50%. In the player item list, the &amp;quot;one falcon egg&amp;quot; is replaced by &amp;quot;one falcon chick&amp;quot; or &amp;quot;one falcon eyase&amp;quot; (an eyase is a falcon chick) when the first skill level of &amp;quot;Hatching and rearing&amp;quot; is acquired. &lt;br /&gt;
&lt;br /&gt;
Second skill level:&lt;br /&gt;
The next skill you need to acquire is &amp;quot;Training your falcon&amp;quot;. With the &amp;quot;Training your falcon&amp;quot; skill, the &amp;quot;falcon chick&amp;quot; becomes a &amp;quot;young falcon&amp;quot;, and the young falcon can be used as a weapon. &amp;quot;You command your young falcon to rake Player Y's face, for 1 HP damage.&amp;quot; As a young falcon, it delivers only one HP hit, and has a low probability rate of striking. The keywords are &amp;quot;young falcon&amp;quot;, to indicate to players that the bird is immature and not yet capable fo use at full strength.&lt;br /&gt;
&lt;br /&gt;
In addition, as a young and inexperienced bird, it might also be prone to crashing and dying. &amp;quot;Your young falcon loses balance mid-flight and plummets into a tree, dying instantly.&amp;quot; While potentially heartbreaking for a proud falconeer who has raised the young falcon from an egg, the idea would be to discourage the falconeer from using the bird in combat until he or she has the next skill level. &lt;br /&gt;
&lt;br /&gt;
Third skill level:&lt;br /&gt;
With &amp;quot;falconry mastery&amp;quot;, the falcon can be used as a weapon like a rifle, with the same probability strike rate and damage for HPs. The advantage of having a falcon would be not having to worry about bullets. The text would read, &amp;quot;You command your falcon to rake Player Y's face, for 5HP damage.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Killing falcons:&lt;br /&gt;
It should be possible to kill falcons. In attacking another player with a falcon, there would be a low probability rate (say 1%) that &amp;quot;You attack Player Y and kill their falcon.&amp;quot; This could be listed in the kills stats. It would also no doubt fuel some enmity between players if one player kills another player's pet falcon. No one likes a pet murderer.&lt;br /&gt;
&lt;br /&gt;
Other ancillary issues:&lt;br /&gt;
Falcon eggs would be relatively rare, like heavy swords. &amp;quot;Falcon eggs&amp;quot;, &amp;quot;falcon chicks&amp;quot;, &amp;quot;young falcons&amp;quot; and &amp;quot;falcons&amp;quot; could have trading values, which would mean that the skill must affects a trading item (which I don't think we've seen yet). Any class of player could have a falcon egg, just like a heavy sword, and again like a heavy sword it would be possible to have more than one falcon. In announcing falconry as a new skill/item, you would only need to introduce the new skill in the Skills page and the kills stats: let players work out where the eggs might be.  -&lt;br /&gt;
[[FirstAmongstDaves]]&lt;br /&gt;
&amp;lt;br&amp;gt;Comments&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;Comments here.&lt;br /&gt;
A comprehensive pet system, allowing characters to have pet dogs, trained birds of prey (falcons are an example, but I don't know if there are Caribbean falcons?), pet parrots, pet monkeys etc might be one way to accomplish something like this? --[[User:Johan Crichton|Johan Crichton]] 21:00, 11 January 2007 (UTC)&lt;br /&gt;
:I looked at the pet suggestion, and we discussed domesticating elephants at the old forum. Animals in the game are NPCs, and so controlling them plus your character becomes problematic unless by domesticating them they lose their NPC status. I would have thought this was hard to code. The falconry system I'm suggesting only needs some modification of the existing shooting skill: falcons would be items, rather than NPCs. - [[FirstAmongstDaves]]&lt;br /&gt;
&lt;br /&gt;
::... and now we have shargles...! - [[FirstAmongstDaves]] 2 Jan 08&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Tent===&lt;br /&gt;
&lt;br /&gt;
Hello all, It seems to me that having the only shelter in villages seems silly. Why not have tents which can be used in the jungle. They could be deployed and then used for hiding. It would also make sense for a tent to make it impossible for an animal to attack you wihile you are in it. [[User:GusMcRae|GusMcRae]]&lt;br /&gt;
:Yeah, I seem to have trouble surviving overnight in the jungle, which makes it really hard to get places. Maybe it could have high inventory space and AP cost to set up/take down, but some animals won't attack you in there and some item, like a controlled torch or something, repels the rest but makes the tent always noticeable to people who can see your square. Or course players could go in there but... well, you can't have everything. The inventory space and the placing/removing costs would make travel slow and attacking difficult to balance the safety.--[[User:AlexanderRM|AlexanderRM]] 01:26, 13 September 2007 (UTC)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Trade Items===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=a series of items which will encourage trade|&lt;br /&gt;
suggest_scope=the economic structure of Shartak|&lt;br /&gt;
suggest_description=Few people bother to travel far afield from their home camps on Shartak. It is simply easier to do what you want to do right at home, and not take the risk of travel. If movement between the various camps, and general movement around the island is desirable, a good way to encourage that would be to foster trade. Historically, trade has been a major driver of exploration, communication and colonization. Trade is a result of basic market forces. When a seller has supply and a buyer has demand, a trade will likely occur. Currently the supply and demand are both readily available within each camp, and there is little need to travel. However, constructed items requiring multiple components, each part of which is only available in one camp would encourage this trade. &lt;br /&gt;
&lt;br /&gt;
For Outsiders, I propose the creation of three new items, which when combined would allow the creation of a more efficient, highly desirable weapon. The three items are steel ore (found in Derby, with a 1% search percentage), smithy tools (found in the Durham, with a 1% search percentage), and coal (found in York, with a 1% search percentage). When all three items are in one character's inventory and the character possesses Outsider Knowledge, or is an Outsider, the action &amp;quot;Forge Weapon&amp;quot; becomes available. This action costs 10 AP, but produces a &amp;quot;Scimitar&amp;quot;[http://en.wikipedia.org/wiki/Scimitar], with a base hit percentage of 20% and a base damage of 3. Each Scimitar created consumes one unit of coal, steel and smithy tools.&lt;br /&gt;
&lt;br /&gt;
The Native analog to this is the &amp;quot;Macuahuitl&amp;quot; [http://en.wikipedia.org/wiki/Macuahuitl], a giant, bladed war club. It has the same game stats as a Scimitar, and is contructed using obsidian from Dalpok, cured leather from Raktam, and ironwood from Wiksik.&lt;br /&gt;
&lt;br /&gt;
By implementing materials available only in one camp, which are necessary for the manufacture of goods which would be in high demand, an artifical economy can be created... trade, travel and adventure will be the natural outcomes of this. Presumably some individuals will make a career of searching materials local to their home camp and selling them to traders in other camps. Other individuals may specialize in the manufacture of these weapons. Still others may decide to drive off the outisders from their home camps, as a way of cornering the market. &lt;br /&gt;
|&lt;br /&gt;
suggest_time=04:50, 15 February 2007 (UTC)||&lt;br /&gt;
suggest_author=[[User:Nosimplehiway|Nosimplehiway]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Comment here&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
*Actualy, thats' not a bad idea. I wouldn't mind seeing this on Shartak. When i saw the name of the thread i was ready to go on about idem trading between players and zerging. But no, this looks pretty cool. Would scimitars be affected by body building and melee skills? that'd make the weapon 45% 4 damage, which is a worthy bonus for rounding up all the items. - [[User:Rozen|Rozen]]&lt;br /&gt;
**Yep, my idea is that it would include those bonuses, but it is not integral to the suggestion. This basic concept (rounding up trade items to get something cool and thereby indirectly creating an economy) has nothing to do with the item you get as an outcome, the item is only there to provide a big reward. The resultant item could be the tools to build a hut, the herbs needed for a super first aid kit, or any other big bonus. My goal is to create an economy, not the reward, per se. --[[User:Nosimplehiway|Nosimplehiway]] 19:57, 19 February 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
*Sounds good, but for RP purposes I'd rather the weapon be named 'Fine Sword', a more generic weapon. It'd be bad for me that I want a longsword and some other guy who wants a schiavona to be stuck with a scimitar. --[[User:Odysseus|Odysseus]] 18:45, 18 February 2007 (UTC)&lt;br /&gt;
**Good idea! Calling it a &amp;quot;fine sword&amp;quot; definitely opens up more RP possibilities. I am sticking to my guns on the macuahuitl, though; the idea of a warclub covered with razor sharp obsidian is just too cool to ignore. lol --[[User:Nosimplehiway|Nosimplehiway]] 19:57, 19 February 2007 (UTC)&lt;br /&gt;
*** Actually, many people almost never use the &amp;quot;contact roaming shaman&amp;quot; option, and so they stay near their home camps because they always get sent there when they die. I've only gone to another camp (wilsik) once and after dying a day or two in, got sent home and never returned. Maybe if we made it so that if people met a shaman from another camp, from then on they have the option the contact them, for different AP costs. (maybe natives/native shamans and outsiders outsider shamans would be 40AP, and anything else would be the same 50AP as contact roaming shaman...) Of course, other people being able to come back to life into the very center of an enemy village or settlement, lie there to get full AP, then stand up and massacre the people, and when they got killed just do it again might be bad... maybe some exorcism skill or innate power amulet, that someone you kill who isn't in an allied camp to their side can't re-spawn their for awhile or until they re-spawn and die again...--[[User:AlexanderRM|AlexanderRM]] 01:38, 13 September 2007 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===10 Melee Weapons===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Weapons|&lt;br /&gt;
suggest_scope=All|&lt;br /&gt;
suggest_description=It's about time we've had a host of new weapons! Here's what I'm suggesting. I've added all the current weapons for comparison plus the suggested Swordsman class (assuming you've maxed out CQB first incl. Balanced Stance), a suggested Pirate skill that ups Cutlass accuracy, and also their modified values for Body Building. Note that these weapons are superior in one way or another than cutlasses and machetes, BUT only these two can cut through jungle, and cutlasses can become better in the hands of pirates. Axes can cut through jungle but they're in the same league pretty much.&lt;br /&gt;
&lt;br /&gt;
1)'''Axe:''' A powerful but somewhat heavy weapon, the axe is also good at clearing jungle. It does only 0,05 damage more per AP if two non-swordsmen or non-pirates max out, compared to a machete or cutlass, so it's pretty much as good.&lt;br /&gt;
&lt;br /&gt;
'''Base Damage''' 3, '''Accuracy''' 10% (-&amp;gt;20%-&amp;gt;35%)&lt;br /&gt;
*'''Average Damage, untrained:''' 0,3 -&amp;gt; 0,4&lt;br /&gt;
*'''Average Damage, CQB:''' 0,6 -&amp;gt; 0,8 &lt;br /&gt;
*'''Average Damage, ACQB:''' 1,05 -&amp;gt; 1,4&lt;br /&gt;
*'''Average Damage, BS:''' 1,2 -&amp;gt; 1,55 &lt;br /&gt;
&lt;br /&gt;
2)'''Rapier:''' A slender sword, not particularly damaging but very easy to use. Common among many outsiders. Note that if you are a swordsman with maxed out skills, there's ALWAYS a chance to cause at least 1 point of damage, making it the best weapon for use against low HP enemies. Since it relies on thrusting, sharpening should be unnecessary.&lt;br /&gt;
&lt;br /&gt;
'''Base Damage''' 1, '''Accuracy''' 40% (-&amp;gt;50%-&amp;gt;65%-&amp;gt;75%)&lt;br /&gt;
*'''Average Damage, untrained:''' 0.4 -&amp;gt; 0,8&lt;br /&gt;
*'''Average Damage, CQB:''' 0,5 -&amp;gt; 1 &lt;br /&gt;
*'''Average Damage, ACQB:''' 0,65 -&amp;gt; 1,3&lt;br /&gt;
*'''Average Damage, BS:''' 0,8 -&amp;gt; 1,45&lt;br /&gt;
*'''Average Damage, Fencing:''' 0,9 -&amp;gt; 1,65 &lt;br /&gt;
*'''Average Damage, Exp. Fenc.:''' 1,05 -&amp;gt; 1,8 &lt;br /&gt;
&lt;br /&gt;
3)'''Saber:''' Favored by the navy, a saber looks like a slimmer and longer cutlass- or a cutlass looks like a short and wide saber. It's easier to use than a cutlass&lt;br /&gt;
&lt;br /&gt;
'''Base Damage''' 2, '''Accuracy''' 25% (-&amp;gt;35%-&amp;gt;50%-&amp;gt;60%)&lt;br /&gt;
*'''Average Damage, untrained:''' 0,5 -&amp;gt; 0,75&lt;br /&gt;
*'''Average Damage, CQB:''' 0,7 -&amp;gt; 1,05 &lt;br /&gt;
*'''Average Damage, ACQB:''' 1 -&amp;gt; 1,5&lt;br /&gt;
*'''Average Damage, BS:''' 1,15 -&amp;gt; 1,65 &lt;br /&gt;
*'''Average Damage, Fencing:''' 1,35 -&amp;gt; 1,95  &lt;br /&gt;
*'''Average Damage, Exp. Fenc.:''' 1,5 -&amp;gt; 2,1 &lt;br /&gt;
&lt;br /&gt;
4)'''Spear:''' Used by the natives mostly but sometimes by the outsiders, the spear is a very effective weapon, its long reach giving the user a great advantage. Since it relies on thrusting, sharpening should be unnecessary.&lt;br /&gt;
&lt;br /&gt;
'''Base Damage''' 2, '''Accuracy''' 25% (-&amp;gt;35%-&amp;gt;50%)&lt;br /&gt;
*'''Average Damage, untrained:''' 0,5 -&amp;gt; 0,75&lt;br /&gt;
*'''Average Damage, CQB:''' 0,7 -&amp;gt; 1,05 &lt;br /&gt;
*'''Average Damage, ACQB:''' 1 -&amp;gt; 1,5&lt;br /&gt;
*'''Average Damage, BS:''' 1,15 -&amp;gt; 1,65 &lt;br /&gt;
&lt;br /&gt;
5)'''Halberd:''' A heavy polearm used by some outsiders, this unwieldy weapon is tremendously powerful. It consists of a two to two and a half meter long shaft, topped by an axe blade and spear tip. (Actually the original idea was to have a 10% accuracy, but it would make it way too powerful and everyone would have a halberd. This would be realistic since polearms were often the most effective weapons... but not fun at all).&lt;br /&gt;
&lt;br /&gt;
'''Base Damage''' 4, '''Accuracy''' 5% (-&amp;gt;15%-&amp;gt;30%)&lt;br /&gt;
*'''Average Damage, untrained:''' 0,2 -&amp;gt; 0,25&lt;br /&gt;
*'''Average Damage, CQB:''' 0,6 -&amp;gt; 0,75 &lt;br /&gt;
*'''Average Damage, ACQB:''' 1,2 -&amp;gt; 1,5&lt;br /&gt;
*'''Average Damage, BS:''' 1,35 -&amp;gt; 1,65 &lt;br /&gt;
&lt;br /&gt;
6)'''Hammer:''' More of a tool than a weapon, it can still be used in that capacity. Includes clubs and other such blunt instruments.&lt;br /&gt;
&lt;br /&gt;
'''Base Damage''' 2, '''Accuracy''' 20% (-&amp;gt;30%-&amp;gt;45%)&lt;br /&gt;
*'''Average Damage, untrained:''' 0,4 -&amp;gt; 0,6&lt;br /&gt;
*'''Average Damage, CQB:''' 0,6 -&amp;gt; 0,9 &lt;br /&gt;
*'''Average Damage, ACQB:''' 0,9 -&amp;gt; 1,35&lt;br /&gt;
*'''Average Damage, BS:''' 1,05 -&amp;gt; 1,5 &lt;br /&gt;
&lt;br /&gt;
7)'''Fine sword:''' As the above suggestion (Can only be manufactured). A fine sword would be something like a very balanced weapon with tremendous capabilities, such as a bastard sword, longsword or heck, even a katana- it would certainly be two-handed. It should dull easily with use (like real swords), requiring constant care to even out its power.&lt;br /&gt;
&lt;br /&gt;
'''Base Damage''' 3, '''Accuracy''' 25% (-&amp;gt;35%-&amp;gt;50%-&amp;gt;60%)&lt;br /&gt;
*'''Average Damage, untrained:''' 0.75 -&amp;gt; 1&lt;br /&gt;
*'''Average Damage, CQB:''' 1,05 -&amp;gt; 1,4&lt;br /&gt;
*'''Average Damage, ACQB:''' 1,5 -&amp;gt; 2&lt;br /&gt;
*'''Average Damage, BS:''' 1,65 -&amp;gt; 2,15&lt;br /&gt;
*'''Average Damage, Fencing:''' 1,95 -&amp;gt; 2,55&lt;br /&gt;
*'''Average Damage, Exp. Fenc.:''' 2,1 -&amp;gt; 2,8&lt;br /&gt;
&lt;br /&gt;
8)'''Heavy Sword:''' Including the legendary sword for comparison. You can see it's unbelievably powerful. &lt;br /&gt;
&lt;br /&gt;
'''Base Damage''' 4, '''Accuracy''' 20% (&amp;gt;30%-&amp;gt;45%-&amp;gt;55%)&lt;br /&gt;
*'''Average Damage, untrained:''' 0,8 -&amp;gt; 1 &lt;br /&gt;
*'''Average Damage, CQB:''' 1,2 -&amp;gt; 1,5  &lt;br /&gt;
*'''Average Damage, ACQB:''' 1,8 -&amp;gt; 2,25&lt;br /&gt;
*'''Average Damage, BS:''' 1,95 -&amp;gt; 2,4  &lt;br /&gt;
*'''Average Damage, Fencing:''' 2,35 -&amp;gt; 2,9&lt;br /&gt;
*'''Average Damage, Exp. Fenc.:''' 2,5 -&amp;gt; 3,05 &lt;br /&gt;
&lt;br /&gt;
9)'''Knife:''' Including it for sake of completeness.&lt;br /&gt;
&lt;br /&gt;
'''Base Damage''' 1, '''Accuracy''' 20% (-&amp;gt;30%-&amp;gt;45%)&lt;br /&gt;
*'''Average Damage, untrained:''' 0,2 -&amp;gt; 0,4&lt;br /&gt;
*'''Average Damage, CQB:''' 0,3 -&amp;gt; 0,6 &lt;br /&gt;
*'''Average Damage, ACQB:''' 0,45 -&amp;gt; 0,9&lt;br /&gt;
*'''Average Damage, BS:''' 0,6 -&amp;gt; 1,05&lt;br /&gt;
&lt;br /&gt;
10)'''Machete/Cutlass:''' The same weapon, in essence. The Fencing entry also covers a maxed-out pirate. These are the only ones that can chop through jungle. These and the axe, which is the same thing. &lt;br /&gt;
&lt;br /&gt;
'''Base Damage''' 2, '''Accuracy''' 20% (-&amp;gt;30%-&amp;gt;45%-&amp;gt;55%)&lt;br /&gt;
*'''Average Damage, untrained:''' 0,4 -&amp;gt; 0,6&lt;br /&gt;
*'''Average Damage, CQB:''' 0,6 -&amp;gt; 0,9 &lt;br /&gt;
*'''Average Damage, ACQB:''' 0,9 -&amp;gt; 1,35&lt;br /&gt;
*'''Average Damage, BS:''' 1,05 -&amp;gt; 1,5 &lt;br /&gt;
*'''Average Damage, Fencing:''' 1,25 -&amp;gt; 1,8 &lt;br /&gt;
*'''Average Damage, Exp. Fenc.:''' 1,4 -&amp;gt; 1,95 &lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
suggest_time=22:13, 18 February 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Odysseus|Odysseus]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I'd love nothing more than to see more variety of weapons on Shartak. So to help you with your ideas, I vie you this link, its similar to what your suggesting, but doesn't require new classes or skills to add variety. http://forum.shartak.com/index.php/topic,193.0.html - rozen&lt;br /&gt;
*It looks like a great idea. I wouldn't mind having either yours or mine up, as long as we get more weapons! --[[User:Odysseus|Odysseus]] 23:46, 18 February 2007 (UTC)&lt;br /&gt;
**More melee weapons are a nice idea. If nothing else it leads to some variety in a character's panoply and adds to interest, as opposed to simply having 5 cutlasses or 5 machetes.-[[FirstAmongstDaves]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
 &lt;br /&gt;
===Big Stick and Cudgel===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=2 new, related items|&lt;br /&gt;
suggest_scope=All players|&lt;br /&gt;
suggest_description=1. Big stick: Or &amp;quot;There are trees all around me. Why's it so hard to find driftwood?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The big stick would be found in jungle squares.  The thicker the jungle, the more likely it is that you'll find a big stick.  The big stick would take up two inventory spaces.  By itself, it's useless.  However, it can be made into a couple other things.  &lt;br /&gt;
&lt;br /&gt;
A. If you have a blade, you can chop the big stick in half for 5 AP (without a blade, it costs 10AP).  This gives you two pieces of driftwood.  Why do I propose this?  Because it makes no sense that, on a jungle covered island, treeless beaches are the only place you get driftwood!  There are lots and lots of trees out in the jungle!  Surely I can find pieces of wood out there!  I apparently also like to use exclamation marks!&lt;br /&gt;
&lt;br /&gt;
B. For 5 AP with blade (10 AP without), you can trim the big stick down to a cudgel.  See below.&lt;br /&gt;
&lt;br /&gt;
Suggestion 2: The Cudgel: Or &amp;quot;Hitting each other with sticks.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The cudgel also takes 2 inventory spaces.  It does 1 HP damage without body building and 2HP damage with it.  Its base percentage to hit is 30%, giving it a maxed-out hit chance of 55%.  Why does it have a higher chance to hit?  Because it's a really big stick! People have been hitting each other with sticks for ages!  Now, even with that, it's still inferior to the machete.  So why's it useful?  &lt;br /&gt;
&lt;br /&gt;
1.  Higher chance to hit than daggers, knives, and fists.&lt;br /&gt;
2.  It can be manufactured out in the jungle, so if your knives and machetes break (don't laugh, this happened to me once), you can keep on hunting.&lt;br /&gt;
&lt;br /&gt;
Essentially, the cudgel is supposed to be an emergency weapon when your machetes run out.  Plus, I really like the idea of player-crafted items, and this is a non-unbalancing way to do that.|&lt;br /&gt;
suggest_time=02:29, 10 March 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Black Joe|Black Joe]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
I like this! It has no problem that I can see with game balance, and makes a lot of sense! I do have one question about it, though! Can it be found at all in the jungle squares which have been completely cleared or have very low density?!?--[[User:Nosimplehiway|Nosimplehiway]] 14:48, 13 March 2007 (UTC)&lt;br /&gt;
:In answer to your question, I would say &amp;quot;no&amp;quot; to completely cleared and &amp;quot;very low chance&amp;quot; to very low density.  Does this help?--[[User:Black Joe|Black Joe]] 02:00, 14 March 2007 (UTC)&lt;br /&gt;
::The only problem I have with this suggestion is that there's nothing to restrict items found to certain densities.. but that might be something I can add. --[[User:Simon|Simon]] 19:12, 29 May 2007 (UTC)&lt;br /&gt;
Hate to break it to 'ya, but the only reason there's only driftwood at the beaches and not in the forrest is simple. It's driftwood... as in it drifted from the sea onto land. -[[User:Che|el Che]] 23:42, 13 March 2007 (UTC)&lt;br /&gt;
:This is technically true, but the point is missed.  On a jungle island, one should be able to find sign post material where trees can be found.  That is not the case at the moment.--[[User:Black Joe|Black Joe]] 02:00, 14 March 2007 (UTC)&lt;br /&gt;
:The term &amp;quot;driftwood&amp;quot; is just a placeholder for any item which fills a similar role. Besides, I've lived in south Florida, hurricane country, and believe me, in a wilderness area you can find driftwood in some of the weirdest places.--[[User:Nosimplehiway|Nosimplehiway]] 13:56, 16 March 2007 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Tranquiliser/Paralyzing Dart===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Ammunition|&lt;br /&gt;
suggest_scope=Hunters who don't like to be bitten back|&lt;br /&gt;
suggest_description=Many hunters don't like FAKs taking up space that could be used for ammo and thus go without them. The animals don't go down without a fight however and the bush doesn't have the tools for a last minute tusk wound patch up before bed. If only the animals could be passified. Firing a tranquiliser from a rifle like a regular bullet or a paralyzing dart from a blowpipe, one can stun an animal, preventing automatic and retalitory attacks for awhile. In humans it reduces attack strength and/or accuracy and increases AP usage.|&lt;br /&gt;
suggest_time=17:05, 6 April 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Darkferret|Darkferret]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
I disagree with your base claim - I'd imagine that as many, if not more hunters travel with a lot of first aid kits since it allows them to spend longer in the jungle.  This suggestion just seems to remove the challenge of fighting something that will fight back, and reduce the need to go into the jungle  properly equipped. It would also seem easy to abuse against other player characters. --[[User:Johan Crichton|Johan Crichton]] 21:56, 6 April 2007 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Ivory===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=improvement|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=Back then the jungles were full of ivory poachers. What I'm proposing is the ability to harvest ivory from the dead elephants in the game. With each elephant you harvest you receive 2 units of ivory. To keep it simple you can harvest the ivory using a machete or a cutlass. Each unit of ivory would be worth 2 gold coins.|&lt;br /&gt;
suggest_time=15:16 03 May 2007|&lt;br /&gt;
suggest_author=[[User:kenny rogers1|kenny rogers1]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Cool, maybe something like this could be added to tigers. --[[User:Wulla-mullung|Wulla-mullung]]&lt;br /&gt;
&lt;br /&gt;
What would the ivory do? We could use it to make handles for the weapons, or ornaments for rifles. or chess pieces! -[[User:Elegost|Elegost]] 02:16, 17 May 2007 (UTC)&lt;br /&gt;
:This would go along with the meat suggestion elsewhere in the wiki. Perhaps when an animal dies, there are certain items that can be harvested from their corpse including meat x (number depends on size of animal), ivory from elephants, skin from bear or tiger, feathers from parrot. Once you've recovered as much as you can from the corpse, you'll just search the surrounding area instead. --[[User:Simon|Simon]] 07:26, 26 June 2007 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Shartak Laser===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Super weapon|&lt;br /&gt;
suggest_scope=anyone|&lt;br /&gt;
suggest_description=&lt;br /&gt;
This is the super (edited) Shartak version of the most awesome Spartan Laser from the Halo 3. It deals 10 dmg and is 50% accurate (since it does take a lot of effort to aim the thing). It cannot be found anywhere, but you need to make it. You'd need two pieces of driftwood, a mango, a gem, a dead parrot in the same square and a gps unit. It has four shots and has a 30% chance of breaking after firing. when out of ammo, it becomes useless baggage. you cannot sell a used or partially used shartak laser to traders. The pic of the Shartak laser is here. http://derby.jconserv.net/viewtopic.php?t=14&amp;amp;start=105|&lt;br /&gt;
suggest_time=13:12, 22 May 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Elegost|Elegost]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
(Pssst, Simon, just say you've implemented it! Where are you going to get a headless parrot from anyway?) --[[User:Rozen|Rozen]] 16:04, 22 May 2007 (UTC)&lt;br /&gt;
* This has been added, it's in a secret location and you'll have to journey through shark infested water and back to the mainland to find it. ;) --[[User:Simon|Simon]] 22:32, 25 June 2007 (UTC)&lt;br /&gt;
:seriously?!?!? why can't i have a free one?:D -[[User:Elegost|Elegost]] 02:17, 26 June 2007 (UTC)&lt;br /&gt;
::Ya, umm sorry I kinda took it. How about you give me 500 gold and it'll be at the Dalpok trader. --[[User:Wulla-mullung|Wulla-mullung]] 02:41, 26 June 2007 (UTC)&lt;br /&gt;
:::LOL. No, not seriously. I regret to inform you that this will never be implemented. Perhaps if you could come up with some less outrageous and powerful things that could be manufactured you might be luckier. --[[User:Simon|Simon]] 07:22, 26 June 2007 (UTC)&lt;br /&gt;
::::okay. you got me there. hahaha wait, i'll edit it. -[[User:Elegost|Elegost]] 10:42, 26 June 2007 (UTC)&lt;br /&gt;
: How about having it burn out once all shots are fired?--[[User:Johan Crichton|Johan Crichton]] 21:28, 26 June 2007 (UTC)&lt;br /&gt;
::sounds good. but i personally like the idea of it being disposable, just like the spartan laser. and you can't sell the empty one to the trader! -[[User:Elegost|Elegost]] 10:30, 27 June 2007 (UTC)&lt;br /&gt;
::::The above is a lie, I really do have the Shartak Laser. Simon just thought better of letting everyone know one exsisted. --[[User:Wulla-mullung|Wulla-mullung]] 02:33, 29 June 2007 (UTC)&lt;br /&gt;
:::::If you really do, you'll only be able to fire four shots. Also, if you could get a light bulb and run an electric current from the GPS to it and use the gem like a magnifying glass, you might just be able to do this. but make it need a scientist-only skill and have a 75% chance of being done wrong breaking the GPS and the light bulb. When it runs out of charges it leaves the light bulb and the gem intact, but if it breaks you just keep the gem.--[[User:AlexanderRM|AlexanderRM]] 01:45, 13 September 2007 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Bottle of Water===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=improvement|&lt;br /&gt;
suggest_scope=everyone who can drink bottles of water|&lt;br /&gt;
suggest_description=I just realized i carry more bottles of water than FAKS. So, maybe we can use bottles of water on other people, you know, help them drink and restore health. like a fak :)|&lt;br /&gt;
suggest_time=11:12, 6 June 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Elegost|Elegost]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
I fully agree - hence this suggestion: [[Suggestions:Miscellaneous#UI:_Heal_Patient_as_possible_action]] --[[User:Johan Crichton|Johan Crichton]] 04:43, 3 July 2007 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Melee Weapon Breaking tweak===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=weapon tweak|&lt;br /&gt;
suggest_scope=everyone|&lt;br /&gt;
suggest_description= the rate of breaking machetes could be altered a bit. I haven't had much luck breaking machetes these days. Shouldn't they break a lot too? Cutlasses seem to break a lot. And the non-breaking quality of the machete makes it a not-so-good item to trade at the traders. And perhaps writing materials could be blunted when writing too.&lt;br /&gt;
and maybe the sharpening stones can wear out after a while, like around ten sharpenings, it'll crumble to dust. And that'll stimulate players to buy or sell sharpening stones.|&lt;br /&gt;
suggest_time=09:00, 2 July 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Elegost|Elegost]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
I've had the opposite with machetes of late - if you use them for combat, they seem to break reasonably often. --[[User:Johan Crichton|Johan Crichton]] 22:18, 3 July 2007 (UTC)&lt;br /&gt;
Ooh, I know- have the sharpening stones turn blunt, so you can keep two sharpening stones, and use one to sharpen the other. --[[User:AlexanderRM|AlexanderRM]] 01:47, 13 September 2007 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Pit Trap===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Item/Skill|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=Once a hole has been dug with the digging skill/shovel, driftwood can be used to conceal the hole, creating a pit trap. The next individual/animal to enter the hex will fall into the pit, taking 6 points of damage.  This naturally destroys the driftwood covering for the pit and thus the pit would need to be 'reset' with more driftwood.&lt;br /&gt;
&lt;br /&gt;
If it would also cost a point of movement to get out of the pit as well, that would be interesting.|&lt;br /&gt;
suggest_time=10:04, 2 July 2007 (EST)|&lt;br /&gt;
suggest_author=GreyA2|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Similar suggestions already exist - [[Suggestions:Skills#Jungle_Skills]] has a mention of a 'Make/Detect Traps' skill, and [[Suggestions:Skills#Trap_Laying]]. --[[User:Johan Crichton|Johan Crichton]] 04:42, 3 July 2007 (UTC)&lt;br /&gt;
: It should have an x% of falling in per action, including entering and leaving, and it's a square, not a hex.--[[User:AlexanderRM|AlexanderRM]] 01:49, 13 September 2007 (UTC)&lt;br /&gt;
You should be able to add snakes to the pit. See [http://forum.shartak.com/index.php?topic=973.0 snake discussion] for more snake ideas. Each snake would have a chance of biting the person who fell in, at the normal snake damage rates. When someone falls in some of the snakes would use the person/driftwood to slither out of the pit. Possibly limit the number of snakes in the pit, or have a maximum as to how many could bite you, although an instant death trap that you ''really'' have to work at making, by gathering lots of snakes, would be great fun. &lt;br /&gt;
&lt;br /&gt;
I think the person who laid the trap should automatically know where it is an not be able to fall in. I also think that there should be a method to search for traps, which would search the 8 squares immediately surrounding you, so that you wouldn't have to step on the trap to look for it. &amp;quot;Search for traps&amp;quot; would automatically find any, since there's no way of knowing where a trap might be laid and you'd have to waste an AP every time you looked for them, anyway. If you know where the trap is, you don't set it off when entering the square. An &amp;quot;unset trap&amp;quot; option should be available for people who know where the trap is. &lt;br /&gt;
&lt;br /&gt;
I don't think there needs to be a skill to do this. Although, if you wanted a skill, you could make it so that the trapping skill allows you to place &amp;quot;well concealed&amp;quot; traps that are harder to notice (only 33% chance to notice them when checking for traps?) and harder to climb out of (5AP instead of 2?), and gives you a better chance of finding well concealed traps (66% chance?) during a trap search. --[[User:Buttercup|Buttercup]] 09:04, 18 January 2008 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Hunting-Skinning-Trading===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=new ways of income|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=When you kill an animal, you get exp, but no gold. When you trade, you get gold and experience if it's inter-settlement. In reality, peope make food and skins from hunting, in reality, people set into each other with cutlasses. Or did...anyway. I'm suggesting that when you kill a creature, great or small, you get a body part of that creature, pelt, leather, ivory, eyeball...that kind of thing. You can then sell it at the trader for some gold, bigger or rarer the beast, the more gold. Squid eyes being worth the most, parrot feathers the least. It's also been suggested that you get meat from the animal, which you can eat to recover some HP. This is a suggestion made with new players in mind, as my newest character realised he got more of a reward going safely from town to town and gtting hsi gold and exp than he did traveling into dangerous jungle and killing stuff. |&lt;br /&gt;
suggest_time=00:11 am, Thurdsay 30th Aug |&lt;br /&gt;
suggest_author=[[User:RobZombie|RobZombie]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Dupe of something near the top of the page. or maybe that's a dupe of this... don't think so.--[[User:AlexanderRM|AlexanderRM]] 01:50, 13 September 2007 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===The Most-Awesome-Titanium Sword===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=replacement to the heavy sword|&lt;br /&gt;
suggest_scope=everyone|&lt;br /&gt;
suggest_description=Since someone was kind enough to spoil the locations of heavy swords, I hereby present you with this. The Most-Awesome-Titanium Sword! or the MATS.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Since Simon wouldn't implement the Shartak Laser, we'll have this.&lt;br /&gt;
&amp;lt;br&amp;gt;MATS stats&lt;br /&gt;
&amp;lt;br&amp;gt;Damage- 5&lt;br /&gt;
&amp;lt;br&amp;gt;Accuracy- 50% (cause its made of titanium, its easier to wield in theory)&lt;br /&gt;
&amp;lt;br&amp;gt;Chances for Critical- 18%&lt;br /&gt;
:Critical Hit- 10dmg to target&lt;br /&gt;
::Critical Miss- you break it, and you get hit for 5 damage by the broken blade&lt;br /&gt;
&amp;lt;br&amp;gt;Search Odds- 10% at only ONE place, or certain coordinate |&lt;br /&gt;
suggest_time=07:54, 4 September 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Elegost|Elegost]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
You scare me sometimes Ele ;P -[[User:Cthulhu|Cthulhu]]&lt;br /&gt;
: 1: &amp;quot;no, I didn't use earth elementals- I used ''titanium'' elementals&amp;quot;&lt;br /&gt;
2: Someone spoiled the locations of heavy swords? Where?--[[User:AlexanderRM|AlexanderRM]] 01:52, 13 September 2007 (UTC)&lt;br /&gt;
:Forums. Simon is cooking something up, don't worry. --[[User:Wulla-mullung|Wulla-mullung]] 03:14, 13 September 2007 (UTC)&lt;br /&gt;
lol, sounds good, but only one fixed place isn't good. What about there's only one of them, like the conch shell. It can't break, ever, and just like the conch shell when you die you lose it. And there would be a ranking of who killed the most people with it. Now that would be cool! --[[User:A SN|A SN]] 13:41, 1 April 2008 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Bottle/Gourd Of Healing Salve===&lt;br /&gt;
&lt;br /&gt;
Made by juicing healing herbs with an empty bottle or gourd in your inventory.  It would take 3 herbs to make 1 batch of salve and you must have the &amp;quot;Natural Medicine&amp;quot; skill to do so.  Salve heals 15hp when used.  That about covers it really.  The pro is its lighter then herbs, the con is it takes time to prepare.  Perhaps a small exp reward for preparing it (say 2 exp) would encourage players to make use of it, that is open to debate however. --[[User:Etherdrifter|Etherdrifter]] 00:25, 10 September 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
''Edit''&lt;br /&gt;
&lt;br /&gt;
Ousiders without &amp;quot;Native knowledge&amp;quot; would see it as gourd/bottle of green paste.--[[User:Etherdrifter|Etherdrifter]] 22:10, 29 September 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
&lt;br /&gt;
I like. I would suggest allowing pirates to use this skill too, maybe, it would give them the little balancing edge they need. - Rincewind.&lt;br /&gt;
*Perhaps put in place a different skill for pirates to use it?  It would probably need to be a subskill of Native Knowledge.  Not too sure of a name for it though.  Also what do you think of the idea for a small exp reward?--[[User:Etherdrifter|Etherdrifter]] 12:14, 10 September 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
**Small exps are aaaalways good. - Rincewind.&lt;br /&gt;
&lt;br /&gt;
*** Keep chronological order plz. This seems to apply to natives. What about outsiders? Them too? Outsiders would then have a choice of FAKs for 10 HP heals and herb salve for 15 HP heals? Whilst natives would have only herbs or herb salves? Seems oddly balanced. Dislike XP for making the stuff as you will gain XP when using it.--[[User:Skull Face|Skull Face]] 17:14, 20 September 2007 (UTC)&lt;br /&gt;
****Sorry about the mix up there with the time ordering.  Anyways I thought about a small exp reward as a native who just uses the herbs already gains much more exp as they would do from making and using the salve, 7.5 exp per ap against 10 exp per ap,.  The exp is an encouragment to make this and keep it stocked in the traders hut (Where anyone could use it) or use it outside of town.  2 exp seemed about right as it would take it to 9.5exp per ap making it slightly less useful when it used for healing in villages but much more useful for use outside of the village where healing herbs are not so plentiful.--[[User:Etherdrifter|Etherdrifter]] 22:10, 29 September 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Oysters ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Item|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=Oysters would be a new item found only in [[Suggestions:Game_mechanics#Oyster_Bed|oyster beds]]. Oysters in the inventory (1 slot per oyster) would have a button to 'Open' (similar to fruit having an 'Eat' button). They would have a 24 hour shelf life (similar to shargle eggs) after which they would have no food value. Once opened, in the inventory an oyster becomes an oyster shell. These shells have no value and traders will not accept them as trade items.&lt;br /&gt;
&lt;br /&gt;
Oysters would come in two varieties, edible and pearl-bearing, but cannot be identified until opened. When an edible oyster is opened (requiring a knife or dagger) the character would eat it immediately and gain +1 HP if below maximum HP with the following flavour text...&lt;br /&gt;
:''You open the oyster and consume the contents, gaining 1 HP.''&lt;br /&gt;
If the edible oyster is past its shelf life when opened the character gains nothing and sees flavour text such as...&lt;br /&gt;
:''You open the oyster but the contents are inedible.''&lt;br /&gt;
When a pearl-bearing oyster is opened a pearl is added to the inventory (see suggestion on item [[Suggestions:Items#Pearls|Pearls]]) with flavour text such as...&lt;br /&gt;
:''You open the oyster and inside is a small black/white pearl!''&lt;br /&gt;
&lt;br /&gt;
Characters who do not have one free inventory slot will still be permitted to open an oyster. In the event that it contains a pearl which cannot be added to their inventory they will see this flavour text...&lt;br /&gt;
:''You open the oyster and inside is a small black/white pearl which slips through your fingers and is lost!''&lt;br /&gt;
|&lt;br /&gt;
suggest_time=12:47, 14 September 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Support! it also applies to the suggestion below, you could merge those two. --[[User:Lama|Lama]] 21:19, 27 September 2007 (UTC)&amp;lt;br&amp;gt;&lt;br /&gt;
:Ok I like the idea and the one below but I take it that this option is available to both outsiders and natives?--[[User:Etherdrifter|Etherdrifter]] 22:13, 29 September 2007 (UTC)&lt;br /&gt;
::All classes, all ethnic backgrounds ;) --[[User:Skull Face|Skull Face]] 22:44, 29 September 2007 (UTC)&lt;br /&gt;
:::I think this is a great idea and goes well with your sunken city concept. - [[FirstAmongstDaves]] 2 Jan 08&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Pearls ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Item|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=A pearl would be a new item that takes up 1 inventory space. Pearls would only be found inside pearl-bearing oysters. Pearls would come in two flavours, white (19 out of 20) and black (1 out of 20). Traders would value white pearls at 1 times the cost of a gem and black pearls at approx 5 times the cost of a gem.&lt;br /&gt;
|&lt;br /&gt;
suggest_time=13:37, 14 September 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Comment here&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Compass===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New Item|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=This suggestion is for a new item, the humble compass. It would be found in the Weapons Hut and would occupy 1 inventory slot. If clicked (for 1 AP) the compass would report the approximate direction to [[Suggestions:Game_mechanics#Shartak_Mountain|Shartak Mountain]] provided that the jungle density does not block line-of-sight.&lt;br /&gt;
|&lt;br /&gt;
suggest_time=[[User:Skull Face|Skull Face]] 12:26, 20 September 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
So... how exactly does this work? The compass is used to detect the direction of north. Last I checked, Shartak mountain was not right smack on the north pole. --[[User:AlexanderRM|AlexanderRM]] 23:51, 15 October 2007 (UTC)&lt;br /&gt;
:I suggest you learn a wee bit about the use of a compass and compass bearings ;) --[[User:Skull Face|Skull Face]] 10:18, 16 October 2007 (UTC)&lt;br /&gt;
:I was at first confused as well, but now I understand. You look at the mountain. You look at your compass. The compass points towards the mountain. Now you know which way the mountain is. &lt;br /&gt;
:May I assume that without the compass, you just get the distance to the mountain (near, far, very far), but with it you get the direction?--[[User:Buttercup|Buttercup]] 07:05, 25 January 2008 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Theodolite===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Item|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=This suggestion is for a new item, the theodolite, to replace the GPS unit and provide a handwaving explanation for accurate surveying of Shartak by outsiders and pirates. It is a steampunk variant of [http://en.wikipedia.org/wiki/Theodolite the 18th/19th century surveyors' theodolite] and would be used to calculate vertical angles and aid in positional triangulation.&lt;br /&gt;
&lt;br /&gt;
In locations that do not block line-of-sight to the peak of [[Suggestions:Game_mechanics#Shartak_Mountain|Shartak Mountain]], the vertical inclination angle to the peak and the approximate known height of the peak would permit a rough calculation of the horizontal distance from the peak. This calculation would be refined by use of a barometer reading giving approximate current height above sea level. The distance from the peak alone is not sufficient to calculate location. The missing element would be the angular direction of the peak with respect to true N, obtained from a compass reading vs the angular scale on the theodolite. Thus the angular direction of the peak would be obtained. With this second item of information the approximate location on the island would be calculable.&lt;br /&gt;
&lt;br /&gt;
Unlike the automatic always-on GPS unit the standard theodolite must be clicked (for 1 AP) to give an approximate GPS locational reading. The theodolite would occupy 3 inventory slots (similar to a [[rifle]]) due to the need for the lens array, supporting tripod and chart. The theodolite would require solid ground and line-of-sight for accurate use and thus could not be used in [[Water (deep)#Water_.28deep.29|Deep Water]], higher density jungle or indoors. It would also be fragile and have a small (XX%) chance of being destroyed in a hostile attack.&lt;br /&gt;
&lt;br /&gt;
As an optional extra the location information provided by the theodolite may be subjected to error of 1 or 2 location squares. This error would be removed for the classes Explorer/Scout and Scientist. Multiple readings / APs may be needed if strict accuracy is required.&lt;br /&gt;
|&lt;br /&gt;
suggest_time=[[User:Skull Face|Skull Face]] 12:26, 20 September 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
First, the GPS isn't really that useful anyway if you have either exploration or the ubermap. It's still worth the inventory space even if you have both (though the ubermap may tottally nerf it, I'm not sure...), though the gold is... debatable. But at 1AP, 3 inventory, increased area-restriction in use, chance to break when attacked and to be slightly off in location? Heck no. Just plain useless. On top of that, I actually think the GPS should stay- it gives the idea of a &amp;quot;lost island&amp;quot; rather than just &amp;quot;Hispaniola under a different name&amp;quot;. So, uh, I'm thinking maybe not? --[[User:AlexanderRM|AlexanderRM]] 23:50, 15 October 2007 (UTC)&lt;br /&gt;
:If you had been following the discussions you'd know that Simon has asked for suggestions on how to rework the GPS into something that fits the Imperial time period - an island cannot be lost if it still receives satellite telemetry. I consider GPS to be a freebie that is overpowered and in need of adjustment both to suit the period feel and to balance it somewhat. The biggest argument against changing GPS in this fashion is that it would break the existing Greasemonkey scripts (although the Ubermap ''really'' kills the lost island feel). OTOH your arguments seem illogical. If, as you suggest, the existing GPS isn't useful then perhaps you shouldn't be voting against a change, hmmm?&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===fire and science===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=new items, and the skills to support them|&lt;br /&gt;
suggest_scope=everyone, but mainly scientists|&lt;br /&gt;
suggest_description='''new items''':&lt;br /&gt;
*'''charcoal''' (found in abandoned huts @ 10% chance):&lt;br /&gt;
**can be combined with other ingredients to produce black powder.&lt;br /&gt;
*'''saltpeter''' (found in swamp squares @ 10% chance):&lt;br /&gt;
**can be combined with other ingredients to produce black powder.&lt;br /&gt;
*'''sulfur''' (found in mountain caves @ 10% chance):&lt;br /&gt;
**can be combined with other ingredients to produce black powder.&lt;br /&gt;
*'''bottle/gourd of black powder''' (found in shipwreck armory @1% chance):&lt;br /&gt;
**can be used to attack groups of players by way of area-of-effect damage.&lt;br /&gt;
***base = 30% chance of 6dmg to target character + 15% chance of 2dmg to each of 10 random characters + 20% chance of 4dmg to user.&lt;br /&gt;
&lt;br /&gt;
'''new skills''':&lt;br /&gt;
*'''basic chemistry''' (scientists):&lt;br /&gt;
**allows a character possessing the proper ingredients to produce 'black powder'.&lt;br /&gt;
*'''basic munitions''' (soldiers, pirates, warriors with outsider knowledge):&lt;br /&gt;
**reduces risk to user to 10% chance of 2dmg &amp;amp; alters aoe to affect only characters matching the target's affiliation (eg. natives, outsiders, pirates).&lt;br /&gt;
*'''advanced munitions''' (pirates):&lt;br /&gt;
**reduces risk to user to 5% chance of 2dmg &amp;amp; alters aoe to include 15 characters &amp;amp; to exclude members of the user's clan.&lt;br /&gt;
&lt;br /&gt;
'''notes''':&lt;br /&gt;
*player with 'basic chemistry' can only produce 'black powder' provided that character's inventory contains at least one each of 'charcoal', 'saltpeter', and 'sulfur' as well as one empty gourd or bottle.&lt;br /&gt;
*character can only find 'black powder' in the shipwreck armory provided that inventory contains at least one empty gourd or bottle. otherwise, a message will occur indicating that 'black powder' was found, but lacking any means of containing it, the character was forced to leave it.&lt;br /&gt;
*any use of 'black powder' triggers a message indicating said use to all players present, regardless of whether or not they fall within the area-of-effect.&lt;br /&gt;
*when used in jungle squares, 'black powder' has a 1% chance of reducing jungle density by 1.|&lt;br /&gt;
suggest_time=22:40, 29 September 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Zeek|Zeek]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
I would suggest a small exp reward for making the powder but otherwise I like the general idea.--[[User:Etherdrifter|Etherdrifter]] 19:23, 1 October 2007 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Flintlock===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New Item|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=This suggestion is for a new item, the flintlock pistol, a black powder weapon from the pirate era, found only at the shipwreck, the ruined armoury NE of Durham and the tower on Midway Island. &lt;br /&gt;
&lt;br /&gt;
The flintlock would take up 2 inventory slots. Base hit chance for all classes would be 20% (45% with [[Suggestions:Skills#Black_Powder_Proficiency|Black Powder Proficiency]]) delivering 4 HP damage on a successful attack. The flintlock would be a 1 shot weapon requiring 2 APs to prime with a powder charge (1 AP with [[Suggestions:Skills#Black_Powder_Proficiency|Black Powder Proficiency]]), 1 AP to load with 1 lead balls and 1 AP to fire. When loaded and carried through a water square each flintlock would have a 50% chance of being soaked and the powder ruined - the item description would change to a ''useless flintlock''. Such a weapon would have to cleaned using 2 APs (1 AP with [[Suggestions:Skills#Black_Powder_Proficiency|Black Powder Proficiency]]) and the ammo added back to the user's inventory before the flintlock could be primed again. When used there is a small chance that a misfire (e.g. 95%-100%) would destroy the weapon and cause 4 HP damage to the user c.f. breaking machetes.&lt;br /&gt;
|&lt;br /&gt;
suggest_time=[[User:Skull Face|Skull Face]] 12:22, 9 November 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
This is not as good as a maxed machete because of the high AP cost. I don't want tons of useless items like that in shartak like they have in hellrising so NO.&lt;br /&gt;
:It's not meant to be as good as a maxed out machete. You are missing the point. Powder weapons are intended for pirates with [[Suggestions:Skills#Black_Powder_Proficiency|Black Powder Proficiency]]. That skill and the powder weapons would not make pirates superior to Soldiers or Warriors but it would give them additional options and RP flavour. From POV of AP usage vs damage inflicted, using the skill with multiple pistols would make a Pirate slightly more effective in combat (36 HP for 20 APs vs 30 HP for 20 APs) than solely with a cutlass and maxed HTH skills, but only until all their pistols are discharged. This fits nicely with the image of a volley of lead from pre-primed weaponry followed by HTH combat. Availability of powder and balls is deliberately kept problematic. Along with misfire chances this would keep these new weapons from flooding the market too quickly.--[[User:Skull Face|Skull Face]] 12:48, 6 December 2007 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Blunderbuss===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New Item|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=This suggestion is for a new item, the blunderbuss, a black powder weapon from the pirate era, found only at unspecified locations c.f. heavy swords. &lt;br /&gt;
&lt;br /&gt;
The blunderbuss would take up 3 inventory slots. Base hit chance for all classes would be 30% (55% with [[Suggestions:Skills#Black_Powder_Proficiency|Black Powder Proficiency]]) delivering 8 HP damage on a successful attack. The blunderbuss would be a 1 shot weapon requiring 3 AP to prime with a powder charge (2 APs with [[Suggestions:Skills#Black_Powder_Proficiency|Black Powder Proficiency]]), 3 AP to load with 3 lead balls and 1 AP to fire. When loaded and carried through a water square each blunderbuss would have a 50% chance of being soaked and the powder ruined - the item description would change to a ''useless blunderbuss''. Such a weapon would have to cleaned using 3 APs (2 APs with [[Suggestions:Skills#Black_Powder_Proficiency|Black Powder Proficiency]]) and the ammo added back to the user's inventory before the blunderbuss could be primed again. When used there is a small chance that a misfire (e.g. 95%-100%) would destroy the weapon and cause 8 HP damage to the user c.f. breaking machetes.&lt;br /&gt;
|&lt;br /&gt;
suggest_time=[[User:Skull Face|Skull Face]] 12:22, 9 November 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
So this thing takes 5 AP to fire once and it's shots have a 55% chance to hit for a loss 8 HP? Outside of trading this is completely useless. It doesn't come close to a maxed out machete. The amount of inventory it takes up is ridiculous. If all of the shots got off on a person with 65 HP, that would require 25 lead balls. God forbid anyone tries to bring down a fully healed pirate. Can you explain where they could be located and how much one sells for at a traders since trading with an NPC is the only thing this is useful for? A strong NO because I don't want another incentive for trading. This would likely subtract from the weak FAK and herb flow to the wreck and weaken pirates as a whole. [[User:Edwardel|Edwardel]] 01:29, 25 November 2007 (UTC)&lt;br /&gt;
:See comments on the flintlock above as you really seem to have missed the point. Nothing on Shartak, not even a heavy sword, is as good as a maxed out machete. The blunderbuss is a less serious proposition than the flintlock, more for flavour than anything else, and could be adjusted to allow a small %age hit chance for 2 HP damage vs each person in the same square as the target, mimicking a scattershot blast into a crowd.--[[User:Skull Face|Skull Face]] 12:52, 6 December 2007 (UTC)&lt;br /&gt;
::The usefulness of this sort of item isn't in a straight AP-&amp;gt;damage conversion, but in future performance.  With the above stats, a player can spend 5 AP to load one of these, to eventually spend 1 AP and inflict 4HP damage (on average, and with 5% backfire possibility), or, in other words, spend 165 AP (minus trading/searching AP) to load 33 of these (max carryable amount), so that at some point in the future (perhaps in a real time battle?) they can deliver 132 HP damage in 33 AP. At most a machete can do 165 damage in 33 AP but on average you'll get 51, much less than the Blunderbuss. --[[User:Frisco|Frisco]] 02:14, 7 December 2007 (UTC)&lt;br /&gt;
:::Did you note the part where I stated that the blunderbuss would have the same rarity as a heavy sword? If you are aware of anyone with 33 heavy swords please say so and we can continue having a serious conversation about the Shartak arms race. And yes you should be including trading / searching AP as that gives the true relative value of a weapon. Time spent searching for ammo (or heavy sword) vastly reduces the effectiveness of a weapon. Apply your logic and maths to the rifle and see what figures you come up with ;) --[[User:Skull Face|Skull Face]] 11:53, 7 December 2007 (UTC)&lt;br /&gt;
::::Why shouldn't it be as widely available as a cutlass? With load time, you get .66 damage per AP (w/o search time), much less than machete or rifle.  Or in other words, in the time a player has fully loaded 33 of these, one enemy has killed him thrice with a machete.  Again, i see the real benefit of this weapon is its future potential damage per AP, which can add to rp.  Am i missing some other benefit?  With regards to searching, you haven't stated these stats on your new items, so if you want to see those included, please do the math yourself. I see it as a moot point because including search time will decrease overall AP-damage ratio, which will increase the importance of the potential AP-damage ratio and heighten the niche value of this weapon as a benefit to rp. --[[User:Frisco|Frisco]] 18:51, 7 December 2007 (UTC)&lt;br /&gt;
:::::Yeah, the way it is now...it's pretty much completely useless. If it's that rare, it needs be have an equivalent power. And even if it's not rare and instead very common, it still needs to be more effective than a machete, to counterbalance the AP spent finding it. If this was implemented as it stands now, I would expect a total of three people to use it with any regularity. Oh, another thing. If you have multiple parts to one suggestion, put 'em in one section, okay? No need to have two surplus sections that are completely useless. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 19:47, 7 December 2007 (UTC)&lt;br /&gt;
::::::Mark there are no set rules for the wiki suggestions. I'm suggesting multiple items and skills and therefore I'm creating one suggestion per item, one suggestion per skill. I can't find a template for mixing multiple skills / items / whatever into a single suggestion. If there is, please point it out. If not, please restrict yourself to constructively slagging the suggestion :) --[[User:Skull Face|Skull Face]] 23:13, 7 December 2007 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Powder Flask===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New Item|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=This suggestion is for a new item, a flask of black powder, found only at the shipwreck, the ruined armoury NE of Durham and the tower on Midway Island.&lt;br /&gt;
&lt;br /&gt;
A powder flask would take up 2 inventory slots. A powder flask would be used to prime a black powder weapon. After each use has a powder flask would have a 20% chance of running out (guaranteeing at least one use). When carried through a water square each powder flask would have a 20% chance of being soaked and rendered useless. Useless or empty flasks would show as 'Empty Flask' in the inventory.&lt;br /&gt;
|&lt;br /&gt;
suggest_time=[[User:Skull Face|Skull Face]] 12:22, 9 November 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Comment here&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Lead Ball===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New Item|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=This suggestion is for a new item, a lead ammo ball for black powder weapons, found only at the shipwreck, the ruined armoury NE of Durham and the tower on Midway Island.&lt;br /&gt;
&lt;br /&gt;
A lead ball would take up 1 inventory slot per ball. A lead ball would be used to load a black powder weapon.&lt;br /&gt;
|&lt;br /&gt;
suggest_time=[[User:Skull Face|Skull Face]] 12:22, 9 November 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Comment here&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Jute Climbing Cloth===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New Item, found in Native camps only|&lt;br /&gt;
suggest_scope=All classes, but arguably could be restricted to Natives|&lt;br /&gt;
suggest_description=This suggestion aims at providing Native camps with an item roughly comparable to the GPS. It functions very different ly however, hopefully helping to achieve the 'equal but different' goal of class balance between Natives and Outsiders. The climbing cloth would be added to items found in the Native camp ammo and/or med huts with a similiar find rate to the GPS in Outsider camps. Natives could use the cloth to climb trees in any jungle square that contains a tree (mango, banana, berry). Outsiders can use this item if they have the Native knowledge skill.&lt;br /&gt;
 &lt;br /&gt;
Jute is a fibrous tropical plant that is used to make rough weave cloth. This type of cloth is used to make climbing coconut and other trees easier (see [http://www.wikihow.com/Climb-a-Coconut-Tree] for details). What is the point in climbing a tree? To see further of course! There are clearly many ways that this could be implemented, however I think the following would be realistic, relatively easy to implement and not over powered; Climbing a tree takes AP, probably 5AP would be reasonable, but for this AP use your character climbs the tree and surveys a 360 degree view. Unlike say the UD binocular skill that gives a greater graphical view in only one direction, the result of climbing would be a general outline of what is seen in a text description. An example would be something like&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Using your climbing cloth you shimmy up the (banana say) tree. Looking around you see signs of a settlement to the North East, the coast to the south and a lake to the West. You catch a glimpse of movement in the bushes nearby to the east, it's probably an animal but you can't make out what. You see a figure somewhat nearby to the south.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Obviously the above description is very 'busy' and in most locations you wouldn't see all those features. The spotting distance for landmarks such as lakes, mountains, the coast, settlements etc could be quite long, several dozen sqaures or so. Spotting animals and other characters is harder (since they are smaller and hidden by the jungle) and would be limited to about a dozen squares. The distance to the spotted animals/characters as well as landmarks is roughly indicated by flavour text (e.g. 'very close','nearby','somewhat far away','very far away' etc) and the details seen would also depend on range, so for instance character nearby could be identified as either a native or outsider, but not further away and a nearby animal could be identified by species (&amp;quot;You see an elephant quite close to the South&amp;quot;). In the case where there are lots of characters around, either they are all listed with details given as per above, or perhaps just the closest spotted character is reported, the flavour text would first detail the landmarks seen, then animals, then finish with &amp;quot;You see an outsider quite close to the North, you figure you'd better climb down before they see you&amp;quot;, thus naturally justifying why you only ever see the nearest character.&lt;br /&gt;
&lt;br /&gt;
I don't think this would be overpowered, but would provide a decent way of getting around that doesn't require using the Uber-map and also gives a bit, but not too much, more info about the local area that isn't given by the Uber-map. The requirement for using a tree, not just any square, also helps from overpowering this item.&lt;br /&gt;
&lt;br /&gt;
In conjuction with the Agriculture skill (if it was implemented) this item would allow the defenders of a camp to set up trees to be used as scout towers on the outskirts of the settlement, but that's probably thinking too far ahead.&lt;br /&gt;
&lt;br /&gt;
This would provide something unique for the Native huts, and I'm sure trader characters would like another item that is found in limited places to sell for profit in places where it is not found.|&lt;br /&gt;
suggest_time=07:03, 13 December 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Bogdanovist]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
I like the general idea behind this but not the fact that it is item-based (which is why I suggested making Shartak Mountain visible to all players a while back). Could this not be a default ability for everyone but at reduced APs for those with Native Knowledge? Has anyone previously suggested a dedicated Climbing skill? In terms of item support perhaps the appropriate item would also reduce APs required? I do think the suggested 5 APs is too high as you can climb the mountain, waterfall or shipwreck mast for much less. And you can do a lot of scouting with 5 APs if you have Trekking. Nevertheless it's a good idea, I'm surprised it hasn't been thought of previously.--[[User:Skull Face|Skull Face]] 09:35, 13 December 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
I like this suggestion, but agree with Skull Face here on the point of AP cost. How bout, 2AP all round for climbing a tree and 1AP with the item or skill? Skill would probably be more appropriate, giving Natives another distinctive skill, while allowing Outsiders to utilize trees as well. But then on the other hand, is it really worth the XP cost? As in purchasing a new skill that may potentially be rarely used. Perhaps the item would be more suited then, giving the Natives a distinctive means of navigation that Outsiders are not able to utilize. --[[User:Cthulhu|Cthulhu]]&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;In the case where there are lots of characters around,...&amp;quot;''&amp;lt;- summarize what is seen. There's ways to shorten descriptions without losing information. I prefer that to only seeing one figure/losing detail. I think that's my only objection. Otherwise great idea, I l0vez it to bitz0rz. Now I just need to start weaving my jute cloth out of wild grasses and hemp fibers, or whatever they're made from. --[[User:Buttercup|Buttercup]] 09:22, 25 January 2008 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Pretty Flowers===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=A new way to find items|&lt;br /&gt;
suggest_scope=Plants in the jungle|&lt;br /&gt;
suggest_description=Pretty flowers would actually be a specific kind of tropical flower, but outsiders wouldn't know the name without Native Knowledge. I prefer a blue flower. I'll look up different flowers it could be later.&lt;br /&gt;
&lt;br /&gt;
These flowers would generate in D9 and D10 jungle squares. Cutting the jungle to D8 or below would destroy any flowers in the square. Cutting from D10 to D9 would not harm the flowers, though. Up to three flowers can be on any D9/D10 square, growing much like jungle would. When you land on a square with a flower it's listed in the description, and the search button text would be changed to &amp;quot;collect flowers&amp;quot;. If you pick a flower, you take them all and the description/search button text returns to normal.&lt;br /&gt;
&lt;br /&gt;
Flowers can be worn in one's hair or otherwise adorn their person, sold to the trader, used to decorate a hut, or given away. Additionally, if enough are found they can be woven into a wreath (20 flowers) that can be worn on a person's head, or woven into a lei (40 flowers) to be worn like a necklace. Native Knowledge is needed to weave the flowers, but they can be worn without the skill (duh). No new skills need be introduced to the game to weave since it's pretty much for decoration anyway. It would cost 4 AP to weave a wreath and gain 2 XP, while a lei would cost 8 AP and gain 4 XP, roughly in line with jungle chopping or fruit juicing when you factor in getting the flowers.&lt;br /&gt;
&lt;br /&gt;
Flowers essentially last forever until they are used. Ie, when you wear them or decorate the hut with them they start the &amp;quot;fade clock&amp;quot;. A single flower worn in one's hair is fresh for 28 hours, then is listed as &amp;quot;starting to fade&amp;quot; for 10 hours, then is automatically discarded (&amp;quot;You toss away the faded flower&amp;quot;.) Wreaths and leis last longer not due to realism, but because they take so much more effort to make. A wreath would be &amp;quot;fresh&amp;quot; for 10 days before starting to fade, would be &amp;quot;starting to fade&amp;quot; for 24 hours, then would be discarded. A lei would be fresh for 18 days before starting to fade, would be &amp;quot;starting to fade&amp;quot; for 36 hours, then would be discarded.&lt;br /&gt;
&lt;br /&gt;
-*Edited to Add*- Due to the large quantity of flowers needed to make wreaths and leis, and the essentially decorative nature and light weight of flowers, they would take up very little, if any, inventory space. Essentially, a lei would take up 3 slots, a wreath would take up 2 slots, and 8 flowers would take up 1 slot. They would take up 0 spaces when worn, although there would be a limit of one single flower, one wreath, and 1-2 leis that could be worn at any one time. &lt;br /&gt;
&lt;br /&gt;
-*Edited to Add*- A lei would be worth 4 gold coins, a wreath would be worth 2 gold coins, and 10 flowers would be worth 1 gold coin. &lt;br /&gt;
&lt;br /&gt;
Now, for why it's needed:&lt;br /&gt;
*New, fun way to search for things.&lt;br /&gt;
*Gives people a tangible reason to ''not'' deforest at least part of the island.&lt;br /&gt;
*A way for people to show their love for each other.&lt;br /&gt;
*A way for people to show off their popularity (when they receive flowers and wear them) or vanity (when they find/buy flowers and wear them).&lt;br /&gt;
*Makes the huts look/smell nice.&lt;br /&gt;
*New way to make money.&lt;br /&gt;
&lt;br /&gt;
And why it's better than normal searching:&lt;br /&gt;
*Fruit trees/bushes notwithstanding, right now there's no reason to choose searching one square of jungle over another. &lt;br /&gt;
*Hitting &amp;quot;search&amp;quot; a million times in a row is boring.&lt;br /&gt;
*Finding fruit trees is fun, but searching fruit trees gets boring after a while because you just keep hitting the search button.&lt;br /&gt;
*Hunting animals is fun because you look around and find them. When you kill one, you find your next target. This would be like &amp;quot;hunting&amp;quot; flowers, only less dangerous.&lt;br /&gt;
*In summary: Move...see...get...move...see...get... is more fun than click &amp;quot;search&amp;quot;...click &amp;quot;search&amp;quot;...click &amp;quot;search&amp;quot;...&lt;br /&gt;
|&lt;br /&gt;
suggest_time=08:36, 25 January 2008 (UTC)|&lt;br /&gt;
suggest_author=[[User:Buttercup|Buttercup]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
This is only the start of what I hope will be an entirely new way to search for items to augment the current system. Other possibilities include sections of the island that hold canes that can be used for making blowpipes or good wood for darts; plants/materials that only villagers/settlers can find; other kinds of flowers/plants found in different terrains with different properties; and more, giving people reasons to search different parts of the island, rather than just hitting the &amp;quot;search&amp;quot; button in any old random square. --[[User:Buttercup|Buttercup]] 08:36, 25 January 2008 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Deadwood===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New Item|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=This suggestion is for a new (sort of) item, dead wood branches. Dead wood would be found only in Jungle squares containing trees (density 5 or higher) or inside empty huts in [[camp|camps]]. Each dead wood branch would occupy 1 inventory slot and function as driftwood.&lt;br /&gt;
|&lt;br /&gt;
suggest_time=17:01, 29 January 2008 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Comment here&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Flint &amp;amp; Tinder ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New Item|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=This suggestion is for a new item, a flint and tinder box for the creation of fires. This item would be found by searching empty huts in [[camp|camps]] or the cabins at the [[shipwreck]].&lt;br /&gt;
|&lt;br /&gt;
suggest_time=17:01, 29 January 2008 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Comment here&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Different Size Backpacks===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New Item|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=This suggestion is for different kinds and different carrying capcities of backpacks.&lt;br /&gt;
&lt;br /&gt;
Basket: A basket to be slung onto one's back. It would increase carrying capacity by 15 it would cost about 6 gold coins it would be in about double supply of backpacks though making it easier to get but offer less reward.&lt;br /&gt;
&lt;br /&gt;
Messenger Bag: A backpack to be carried on the side holding 20 items and cost about 8 gold coins. It would be produced more than the backpack but less than the basket.&lt;br /&gt;
&lt;br /&gt;
Regular Backpack: Same as before no changes...&lt;br /&gt;
&lt;br /&gt;
Oversized Backpack: The biggest of all backpacks, it would be produced at a very low rate about 1 per day or so? It would be worth 20 gold coins and add 40 slots to your base inventory. It would be this slimly produced due to its large effects.&lt;br /&gt;
&lt;br /&gt;
The effects of backpacks could not stack and if you're carrying two different backpacks the biggest one takes effect instead of the smaller one. Any small tweaks or other kinds of backpacks would be welcome.|&lt;br /&gt;
suggest_time=5:58 February 29, 2008 (GMT)|&lt;br /&gt;
suggest_author=[[User:Tracer|Tracer]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Comment here&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Drift Wood as a flotation device===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type= Change old item|&lt;br /&gt;
suggest_scope= Shartak|&lt;br /&gt;
suggest_description= Driftwood can be used as a flotation device to reduce the AP cost of moving in water. It makes the cost of moving in deep water the same as moving in shallow water. If you have the skill swimming, moving in both tiles will cost 1 AP. If you do not have the skill swimming, moving in both types of tiles will cost 2 AP. |&lt;br /&gt;
suggest_time=03:37, 8 March 2008 (UTC)|&lt;br /&gt;
suggest_author=[[User:Testingthelimits|Testingthelimits]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Comment here&lt;br /&gt;
*How many driftwood would it take? I'm imagining 2 or 3 per floater. -[[User:Elegost|Elegost]] 13:31, 1 April 2008 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Spyglass===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New item|&lt;br /&gt;
suggest_scope=Anyone who finds one.|&lt;br /&gt;
suggest_description=Allow to view square(s?) in one direction in the distance which you are not standing in at the cost of AP use.  &lt;br /&gt;
&lt;br /&gt;
There would be a limit to how far you could see and how many squares you could see with each use.   Possibly only 1 square at a time per single AP?&lt;br /&gt;
&lt;br /&gt;
The advantage to this would be that you could locate dangerous targets without having to get near them.&lt;br /&gt;
&lt;br /&gt;
The disadvantage would be that it would be less useful in exploring hexes than simply walking to the location.&lt;br /&gt;
&lt;br /&gt;
Alternatively, I suppose the spyglass could simply slightly increase your hex revealing ability, but that seems boring and a simple mechanical advantage.  People realistically shouldn't be walking around with a spyglass to their eye at all times after all.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the way things are structured right now, I don't know how this could be implemented mechanically.|&lt;br /&gt;
suggest_time=11:05 15th of March, 2008 (EST)|&lt;br /&gt;
suggest_author=GreyA2|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
*Similar to the binoculars of urbandead? I like it. Helps with the hunting :D -[[User:Elegost|Elegost]] 13:35, 1 April 2008 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Bottle of blood===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New possibility|&lt;br /&gt;
suggest_scope=Anyone|&lt;br /&gt;
suggest_description=When you're bleeding, you could fill bottles and gourds with your blood. You could then sell these. You could then use them as a bait for sharks. Spot someone you want to harm in the water (even if it's yourself), pour a bottle of blood in the water, if you swim away a shark will bite you once most of the time before you do, and every person staying on the spot will get bitten a few times by sharks until the blood would dissipate (a fixed duration). Therefore you could use it in a new way to harm someone in the water, or even make the sharks come at you faster, for whatever reason, whether you're trying to commit suicide or bottling more blood. Drinking blood would make your max HP gain 2 points for the duration of a day, no matter how much you would drink.|&lt;br /&gt;
suggest_time=13:26, 1 April 2008 (UTC)|&lt;br /&gt;
suggest_author=[[User:A SN|A SN]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Comment here&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>A SN</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Suggestions:Items&amp;diff=17819</id>
		<title>Suggestions:Items</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Suggestions:Items&amp;diff=17819"/>
		<updated>2008-04-01T13:41:40Z</updated>

		<summary type="html">&lt;p&gt;A SN: /* The Most-Awesome-Titanium Sword */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Suggestions header|page_type=Item}}&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Absinth ===&lt;br /&gt;
Could have a very low chance of being found, and would display as &amp;quot;Bottle of absinth&amp;quot; (in addition to the existing &amp;quot;Bottle of beer&amp;quot; and &amp;quot;Bottle of water&amp;quot;). Would result in a distortion of game display, showing some kind of living beings (native, outsiders or animals) as another kind (a native could be displayed as an outsider or an animal), causing the intoxicated character to attack people he wouldn't have attacked otherwise, or trying to role-play with an angry elephant. --[[User:Mad Robert|Mad Robert]] 03:53, 19 March 2006 (GMT)&lt;br /&gt;
*No reason to drink it then? --[[User:Grigoriy|Grigoriy]] 23:37, 19 March 2006 (GMT)&lt;br /&gt;
**I'm sure someone would drink it anyway. Could bring back some HP, of course... --[[User:Mad escription=A new, one-sRobert|Mad Robert]] 23:50, 19 March 2006 (GMT)&lt;br /&gt;
*The whole &amp;quot;distortion of game display&amp;quot; thing sounds too complicated. If it's a powerful enough hallucinogen, it could work as a teleporter to a random nearby location (&amp;quot;As the effects of the ''See tabsinthe wear off, you realize that you have moved to a different part of the jungle.&amp;quot;). But I think it'd be better theme-wise to introduce a plant native to the island with such an effect; also, these &amp;quot;strange herbs&amp;quot; would give outsiders something to confuse healing herbs with. &amp;amp;mdash; [[User:Elembis|Elembis]] 13:24, 21 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
When found/bought/clicked, it should say, &amp;quot;You search/bought/see and find absinth. It's probably not safe to drink.&amp;quot; I've never heard of absinth before, and wouldn't want to end up with a bunch of weird effects when I thought it was just another kind of booze. Adding &amp;quot;It's probably not safe to drink.&amp;quot; should clear up the confusion. When you take it, it should say, &amp;quot;You feel really weird, and things don't seem normal right now. This should wear off in an hour or two.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Maybe a different effect? For the next however many hours clicking &amp;quot;move&amp;quot; sometimes moves you in a random direction, speaking jumbles some of your words, you can't aim straight, and searching turns up pink elephants?  --[[User:Buttercup|Buttercup]] 01:38, 16 January 2008 (UTC)&lt;br /&gt;
:I read up on absinth. It IS booze. Geeze, and here I thought it was some kind of hallucinogen the way you were talking. --[[User:Buttercup|Buttercup]] 08:06, 27 January 2008 (UTC) &lt;br /&gt;
&lt;br /&gt;
::Yes, it's quite intense being normally around the 70% alcohol percentage. It contains Thujone, which was reportedly responsible for hallucinations. Oh, and it doesn't cause hallucinations. I drink it and to be quite frank, anything around 70% that is drunk in suitable quantities would cause many a vision. Good stuff :)--[[User:Cthulhu|Cthulhu]] 08:52, 27 January 2008 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Ah good old Absinthe, the nasty stuff is about 90% (not legal in most countries) and indeed it is not hallucinogenic but comes very close when you are blind drunk.  Perhaps it should cure poison but reduce your accuracy for several ap (if you can survive a bottle of 90% absinthe then you can survive pretty much any other poison).--[[User:Etherdrifter|Etherdrifter]] 19:04, 28 January 2008 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::I've heard of that 90% stuff. Gotta get a bottle for myself :) I do like the cure poison suggestion, but I suspect there is something else that helps deal with poison ;)--[[User:Cthulhu|Cthulhu]] 06:28, 1 February 2008 (UTC)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Spear ===&lt;br /&gt;
It could be the native warriors main weapon, give it a base damage of 3, same to hit as machete but it wouldn't cut through jungle -- [[User:Daylan|Daylan]] 11:02, 17 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
*A spear for stabbing or a spear for throwing (i.e single use) ? --[[User:Simon|Simon]] 15:49, 25 February 2006 (GMT)&lt;br /&gt;
**I like the idea of a spear for stabbing. We have enough single use weapons in the game, already. What would make it so different from a blowgun, if it is throwable? Which brings up another question: With a weapon that deals 3 damage and is reusable, who will bother with a blowgun?--[[User:Wifey|Wifey]] 06:54, 29 March 2006 (BST)&lt;br /&gt;
*The machete is already better than the blowpipe if you've got the three melee upgrades, and the spear would represent a third melee weapon warriors like me would need to carry around (along with a knife for writing and a machete for chopping). I don't see a point, unless it's to compete with the heavy sword, in which case I'd recommend that the heavy sword be toned down. &amp;amp;mdash; [[User:Elembis|Elembis]] 13:32, 21 May 2006 (BST)&lt;br /&gt;
*I like the idea of having the spear become the second “super” weapon in shartak, rather than increasing its damage potential its accuracy could be raised instead so that instead of 20 it could be 30 percent yet still have the same damage base of 2 like the cutlass/machete, while having other stats same or similar to the heavy sword. that would pretty much solve all the problems mentioned above--[[User:A for anarchy|A for anarchy]] 04:29, 22 July 2006 (UTC)&lt;br /&gt;
*Spears and bow-and-arrow should be implemented for natives, to give them some unique weapons besides the blowpipe. (why would all natives use the machete, an outsider item?) Natives should be able to make their own arrows from wood found the jungle. Also, to promote use by each class of 'their' weapon, maybe natives using spear should get 45% accuracy, using machete they should get get 40%... and outsiders using spear get 40%, but using machete get 45%? [[User:Arminius|Arminius]] 00:08, 27 August 2006 (UTC)&lt;br /&gt;
* I'd like to see the machete become more of a tool (ala the shovel) and be replaced (as a melee weapon) with two new melee weapons - swords for outsiders and spears for natives.  Drop the damage to 2 in this suggestion and it would be fine. [[User:Johan Crichton|Johan Crichton]] 05:48, 8 March 2007 (UTC) &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Head-shrinking powder ===&lt;br /&gt;
This could be either a melee or area weapon used by natives.&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
*What are the effects of it? Causes X HP of damage? Loss of AP? Loss of XP? Instant death? - [[User:Snarf|Snarf]]&lt;br /&gt;
**Could be used on a body to create a totem of some sort. This can then be placed in a square. People from the same village or settlement as the now shrunken head take twice as many AP to move through because of fear. Disintergrates after x number of people have moved through the square. {{unsigned|Hyper tyger|17:18, March 18, 2006 (BST) }}&lt;br /&gt;
***Any mechanism that gets shrunken outsider heads added to my inventory will get my vote. --[[User:Skull Face|Skull Face]] 10:37, 16 October 2007 (UTC)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Meat and Pelts ===&lt;br /&gt;
Heals 2 HP. Used by both outsiders and tribals. It appears in your inventory when you kill a beastie. [[User:Bungalow Bill|Bungalow Bill]]&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
*But you can only carry 200 pounds of meat back to your wagon. &amp;lt;nowiki&amp;gt;&amp;lt;/oregontrail&amp;gt;&amp;lt;/nowiki&amp;gt; --[[User:Lint|Lint]] 01:15, 13 February 2006 (GMT)&lt;br /&gt;
*Or you have to cook it, taking one AP and possibly a fire-lighting skill (who wants to eat raw monkey?).[[User:MorkaisChosen|MorkaisChosen]] 20:12, 20 February 2006 (GMT)&lt;br /&gt;
**Maybe you don't have to cook it but you get less HP and possibly lose HP to food poisoning. [DarkFerret]&lt;br /&gt;
*Or, to make it more, hm, tribal, you could need to bring it back to specific places in the village where it could be (instantaneously) cooked and used as a replenished &amp;quot;health pool&amp;quot; any player could use. You would still have the occasional berries to eat in the forest, but real meal would occure at a settlement. It would also provide a more efficient healing system (as currently, you roughly get to spend 50 AP to recover 4 or 5 HP, which makes death the most efficient way to restore your HP). -- Leaf&lt;br /&gt;
**''There is a large pot of stew cooking, it appears to be half full.''&lt;br /&gt;
***''You eat some and feel better. After a few spoonfuls you find your friend's pocket watch.'' [DarkFerret]&lt;br /&gt;
**Make it 1 HP per kg of meat (basing carcass size loosely on the animal's starting HP), and make each HP of carried meat fill 1 inventory space (and pretend preservation isn't a problem). Put an ever-boiling pot in each village (in a boring oudoor place; we could use more points of interest), and give people experience points whenever they contribute meat to any pot (more meat gives you more XP, and putting meat in the pot of your home village gives you extra (double?) XP). Omnipresent spices and palate differences could make food at Outsider villages inedible for Natives, and vice-versa. (Pirates ought to be able to eat from any pot, but for half the health benefit. Maybe they should even be able to eat meat raw.) Any non-meat added to the pot would simply disappear (and poison from poison berries would be broken up by the heat). This system would (1) encourage community, (2) increase realism (there's currently no realistic reason for a non-warrior to kill a non-threatening animal), and (3) provide another theme-fitting non-combat XP path. &amp;amp;mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)&lt;br /&gt;
***As per Elembis. For example, a meat item could be eaten raw for 1HP per 1 inventory space, or returned to a cooking pot (imho only in native camps...). Drinking from a cooking pot could restore 2HP, until &amp;quot;The pot is currently empty&amp;quot;. Non-meat items could not be added to the cooking pot -- the game menu functionality would be limited by the user interface (for example, Add Meat to Cooking Pot doesn't appear or doesn't work until you have meat in inventory, and adds meat to the cooking pot when clicked). --[[User:Tycho44|Tycho44]] 21:37, 16 June 2006 (BST)&lt;br /&gt;
***We should keep in mind that eating from a pot should heal faster than searching for and applying herbs and kits, or else players in need of healing won't bother. (6 searches per FAK/herb means 7 AP per 5/10 HP healed for non-scavengers, so 2 HP per bowl of food should be fine.) Also, I think that pots should treat pirates like normal outsiders, that all camps should have pots (since outsiders are surely capable of cooking meat), that the item should be &amp;quot;piece of meat&amp;quot;, that the description for a square with a pot should read something like &amp;quot;There is a fire here with a large pot over it.&amp;quot;, and that the button should read &amp;quot;Add Meat to Pot&amp;quot; (or perhaps that feature should just be linked to the &amp;quot;meat&amp;quot; button in the inventory list). &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 22:20, 16 June 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
* From the new forum: All this bloodthirsty killing of endangered animals is fun, but the carcasss goes to waste. When killing an animal, I propose:&lt;br /&gt;
&lt;br /&gt;
1. we can take pelts. You'd need a knife or machete to do this though. A pelt can be sold at the trader's hut where it can be bought by others. &amp;quot;Trader Joe says, &amp;quot;Great, here's one gold coin for your large stag pelt.&amp;quot;&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
2. we take meat. Again, you'd need a knife or machete. You can consume the meat for HPs, or sell it at a trader's hut where it can be bought by others. &amp;quot;You cook and eat an elephant carcass and gain 2 HP.&amp;quot; As for human meat: &amp;quot;You offer to trade one human carcass. The guard dog sniffs at it. Trader Sam recoils in horror. &amp;quot;Get that dead body out of my trading hut!&amp;quot; he yells.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The concerned environmentalist in me would not encourage a function by which we buy ansd sell tiger penises as aphrodisiacs, or elephant tusks for ivory. - [[FirstAmongstDaves]]&lt;br /&gt;
** -Aww, but why can't we sell elephant tusks? we can use them as a weapon with major damage (maybe we could have a 5% or so chance of hitting with the pointed end on a succesful hit, doing extra damage) but low accuracy and/or especially high break chance. (&amp;quot;your elephant tusk shatters, leaving you with the end which you throw away.&amp;quot;)--[[User:AlexanderRM|AlexanderRM]] 20:11, 22 June 2007 (UTC)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Radio beacon/receiver ===&lt;br /&gt;
A radio beacon/receiver for outsiders to pinpoint specific locations of interest.&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
*What's wrong with using the GPS co-ordinates of a specific location? - [[User:Snarf|Snarf]]&lt;br /&gt;
*Perhaps a way to have GPS waypoints or markers IN one own's GPS? --[[User:Wcervantes|Wcervantes]] 19:39, 16 February 2006 (GMT)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Holy Scriptures ===&lt;br /&gt;
Used to convert Natives into Ousiders. Requires &amp;quot;Religious Devotion&amp;quot;. Most likely found around Outsider settlements --[[User:One of many doctors|One of many doctors]] 23:22, 16 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
*Nobody wants to have a class change againt their will. -Grigoriy&lt;br /&gt;
*Noone wants to die against their will either, but it does happen ;-) Might be irritating, but also might be quite interesting. It would have to be possible both ways of course, natives to outsiders and outsiders to natives. Perhaps the outsiders can convert natives to outsiders with holy scriptures using the religious devotion skill and natives can convert outsiders to natives with a bottle of beer using the seduction skill! ;-) --[[User:Murk|Murk]] 12:28, 4 March 2006 (GMT)&lt;br /&gt;
*Class conversion gets awfully mucky, when you consider available skills. I would say that a better idea would be for use of Holy Scriptures on a native to prompt the natives with an invitation to change sides--without changing class. This would make them see outsiders by name, make natives anonymous, and cause them to show up on the map as &amp;quot;1 convert&amp;quot; to outsiders (as opposed to &amp;quot;1 native&amp;quot;) and as &amp;quot;1 traitor&amp;quot; to natives. Converting back would require a shaman with an equivalent skill (which can, of course, offer outsiders an opportunity to be accepted into native communities).&lt;br /&gt;
:Note, though, that I have no idea how difficult that would be to write in, given the existing code.--[[User:Wifey|Wifey]] 07:01, 29 March 2006 (BST)&lt;br /&gt;
*Such a feature would allow anyone to change class bath and forth at will by just using another of their characters of the appropriate class to effect the conversion, which makes classes virtually pointless.&lt;br /&gt;
*Class conversion sounds bad. Religion might be interesting, but this seems like a messy and unpleasant way to include it. &amp;amp;mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)&lt;br /&gt;
*Historically, natives did occasonally convert to outsider ways, whether by force or by choice. And outsiders did occasionally &amp;quot;go native&amp;quot;. Rather than coercing someone to change, maybe make it a voluntary change. The change would go into effect upon purchasing a skill, at the usual cost for the next skill. For a native to become an outsider, he would have to take the skill &amp;quot;Convert&amp;quot;, with the prerequisites of Outsider Knowledge and Expert Language. For an outsider to become a native, he would have to buy the skill &amp;quot;Gone Native&amp;quot;, with the prerequisites of Native Knowledge and Expert Language. The character would then convert to the new matching class. A Villager becomes a Settler, and a Soldier becomes a Warrior, for example. [[User:Nosimplehiway|Nosimplehiway]]--[[User:Nosimplehiway|Nosimplehiway]] 23:23, 28 November 2006 (UTC)&lt;br /&gt;
* You know, I wholeheartedly despise &amp;quot;permanent&amp;quot; class choices of any kind, and shartak is especially bed, because of the +25 XP skill cost per level makeing creating a new character and bringing it to the level of your old one very difficult. If I made this game, you could shift not only from native to outsider and back, you could switch from, say, warrior to shaman, or any other this-class-to-that thing. Anyway, you people really haven't though out the possibilities of a class choice against your will- shartak would be something other than people fighting or healing each other or exorcizing spirits for the rest of eternity. but the question is: is that good or bad?--[[User:AlexanderRM|AlexanderRM]] 23:44, 27 April 2007 (UTC)&lt;br /&gt;
**Not everyone agrees, friend.  A lot of us like the fact that each class is unique.  Still, I'm always interested in hearing other opinions.  Consider joining the official forum.  This discussion is moving away from the topic of a new item and towards a discussion of what direction we'd like Shartak to go. Thus, we should probably move our discussion elsewhere. Regards.--[[User:Black Joe|Black Joe]] 00:20, 28 April 2007 (UTC)&lt;br /&gt;
** Yes, and my idea keeps each class unique- but it allows you to change your mind on what class you are. For instance, right now both the scout/explorer and villager/settler are better than the warrior/soldier due to the heavy sword, because one has a better chance of finding one and the other has extra AP. My idea is to allow people who wanted to fight to go back and change that decision without haveing to start all over again. --[[User:AlexanderRM|AlexanderRM]] 01:06, 4 May 2007 (UTC)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== GPS Unit (Redesign) ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Item, modification|&lt;br /&gt;
suggest_scope=GPS unit|&lt;br /&gt;
suggest_description=This is a suggestion to change the gps unit into an object that presumably fits better with the game setting. We currently have no other modern item available for use (anachronism - VOCABULARY WORD!). Perhaps we should use a sextant? And rather than reveal the position all of the time, it requires a 1 AP use in non-dense, non-enclosed area.|&lt;br /&gt;
suggest_time=21:48, 23 February 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Yes, GPS units are indeed ''malapropos'' (another vocabulary word :D)--[[User:Grigoriy|Grigoriy]] 00:33, 27 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
Y'know, the &amp;quot;GPS Unit&amp;quot; item has stuck out like a sore thumb to me too.  I'd be very much in favor of a lower-tech replacement, if only because it makes the game more timeless.  But what tools ''did'' explorers of earlier eras use to measure latitude and longitude while traveling by land, anyway? And how accurate were they? Alternatively phrased: if you were trapped on a desert island without a GPS Unit, how would you estimate where you were? Lint's suggestion for a lower-tech replacement item, requiring AP and suitable terrain conditions for proper use, appeals to me. --[[User:Berry|Berry]] 14:03, 7 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
I've done some research into this and as Lint said, a sextant is what was used. Unfortunately though, a sextant doesn't do both longitude and latitude very quickly, you need charts/tables and several hours. See http://www.pbs.org/wgbh/nova/longitude/secrets.html for info. --[[User:Simon|Simon]] 14:55, 7 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
: Ahh; yeah, I had just been checking out http://www.lewis-clark.org/content/content-article.asp?ArticleID=1268 myself.  If I'm reading it right, it sounds like the bulk of the hours of calculation involved were due to being at sea and having to figure out what time zone you're in first as part of the equation.  (Both pages mention a &amp;quot;chronometer&amp;quot; which was finally invented to try to solve that problem.)  On land, though -- and especially on an island of Shartak's size -- you pretty much know where you are, and you're not likely to be crossing time zones.  A quote from the Lewis &amp;amp; Clark page: &amp;quot;If time can be fixed along any meridian of longitude, then longitudinal distance can be determined by comparing time at that meridian with local time, usually based on the point at which the sun reaches its zenith.&amp;quot;  So.  I wonder if we could fudge a bit with this sextant business by assuming that everyone on the island is able to determine what time it is on Shartak -- after all, we do get timestamped event messages! ;) -- and therefore we can apply that bit of knowledge to help determine longitude, overcoming the sextant's weakness.  That could even go in the FAQ.  I'm not really all that scientifically inclined, so please do feel welcome to correct me if if my thoughts are way off base.  In closing, I still like Lint's ideas about making it cost AP and require suitable terrain.  The former would represent the investment of time in setting up the equipment and doing the calculations.  The latter would give players a reason to clear a square of jungle. --[[User:Berry|Berry]] 16:07, 7 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
:: That all sounds good. I think there is a skill in there as well - I don't suppose a sextant is as accurate as GPS, so why not have it not produce the same result all of the time? Someone with the &amp;quot;Skillful Sextant Supervisor&amp;quot; skill gets more accurate results. --[[User:Dr. J|Dr. J]] 16:17, 7 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
: The AP cost of a sextant or other device could easily be added to the GPS unit by requiring that you 'use gps' to get the reading rather than it being on all the time. Whilst redesigning the GPS unit, how about thinking of something for natives to find out where they are - obviously not as accurate as a sextant, but something to guide them around or to specific locations. --[[User:Simon|Simon]] 16:30, 7 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
:: Just consider it a redesigned sextant that some mythical character dropped around the island and call it &amp;quot;Professor Inglewood's Speedy Sextant And Nano Tables&amp;quot; or some other such nonesense and leave it working the same, just with a different name.  As for natives, maybe they could see/read totems at different points in the jungle, indicating where resources/towns are. --[[User:Frisco|Frisco]] 17:06, 7 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
:: Natives divine their position with animal feces. It can be a new skill ;) Actually, in all seriousness, perhaps something involving animal bones? It would need to be something mystical, as there just isn't a more primitive method than the sextant. That way, it sort of balances; you use animal bone dice for a few minutes to divine your position accurately, and outsiders sit dow nand use a sextant.--[[User:Wifey|Wifey]] 07:08, 29 March 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
:: I'm currently of the opinion that the Natives don't need a version of the GPS. It helps a little with the mapping projects and location scripts. But my Shaman was just as lost than my gps-using Settler when I was traipsing through the Jungle. --[[User:Lint|Lint]] 23:10, 30 March 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
::: So natives need a sensing skill that gives them direction and distance to the nearest village. Natives seem to flail at the beginning compared to outsiders: every outsider counterpart item/skill is stronger (especially gps, blowpipe vs rifle, and the lack of bottled water). --[[User:Tycho44|Tycho44]] 05:43, 10 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
:::: How about giving Natives a 'always on' ability (like the GPS is now). They have been born and raised here, they _always_ know where they are (or perhaps it should be modified so that they always know where they are in relation to their village - ie, (201N, 34E of Wiksik). Make the GPS a sextant and require an AP to take a reading and perform the calculations. I would go so far as to suggest that it be tied to the Cartography skill or possibly an additional skill in the Cartography tree.[[User:Anothertwilight|Anothertwilight]] 06:20, 10 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
::::: I like this idea as well as Frisco's. Rename the GPS unit a sextant, keep its 0 AP use cost, and give all natives the ability to &amp;quot;Sense Position&amp;quot; for 1 AP and be told the direction and rough distance of the nearest village. (&amp;quot;After several minutes of attentive communion with the spirits, you sense that Raktam is about a day's journey north of here.&amp;quot;) &amp;lt;s&amp;gt;Maybe even take the GPS away; the natives should know their way around better than the outsiders.&amp;lt;/s&amp;gt; &amp;amp;mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
How about we just get ride of the gps unit in general and in its place have item called &amp;quot;a map and compass&amp;quot; and rather then being a 0AP cost item, it cost 1AP to tell the coordinates (exactly like an gps unit would) anywhere and gives no experience. --[[User:A for anarchy|A for anarchy]] 04:41, 22 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Making a map an item would require the skills of ''exploration'' and ''cartography'' to be changed or eliminated, which I'd rather not do. Also, the grid-like map already gives us a compass of sorts, so a compass as an item, while interesting, wouldn't really do anything. And finally, a 1 AP use cost for the GPS unit / map and compass / sextant would probably result in the creation of a Greasemonkey script that would store one's coordinates in a cookie, modify them for each movement based on which &amp;quot;move&amp;quot; buttons was pressed, and show the resulting coordinates all the time (at no AP cost). I suppose this could be done already for players without a GPS unit (that is, you could anchor your coordinate system by finding a known hut or landmark and inputting its coordinates), but the GPS unit makes it a lot easier. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 16:54, 26 July 2006 (UTC)&lt;br /&gt;
::: You all need a Antikythera mechanism - see&lt;br /&gt;
http://www.xsorbit1.com/users/incandescent/index.cgi?board=M&amp;amp;action=display&amp;amp;num=1167260766 - [[FirstAmongstDaves]]&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Remove uber sword of doom(aka heavy sword) ===&lt;br /&gt;
I don't even have a heavy sword yet but I can already tell(from the item page) that it makes a lot of things utterly useless.Just for reference the heavy sword is(when maxed attack skills) 45% hit, 5dam= '''2.25dam/ap'''. What does it make useless, well let me begin.&amp;lt;br&amp;gt;   &lt;br /&gt;
                             &lt;br /&gt;
1.Rifle skills- reason: the ap you spent getting the xp for those skills was better used searching for a heavy sword.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2.Rifle- reason: the dam/ap for the rifle is lower than a the heavy sword '''before''' factoring in the search for ammo part. The math: the rifle is 5 dam,60% hit,1.5 ap/shot( 3ap per 2 shots i think)= (5*.6)/1.5 =3/1.5 = '''2ap/dam NOT FACTORING IN SEARCHING FOR AMMO'''.&lt;br /&gt;
&lt;br /&gt;
3. The blowpipe- reason: the blowpipe sucks as it is, the machete makes it pointless(unless they actually poison) and the heavy sword just makes it absolute garbage(even if they poisoned). The math: 4 dam, 20% hit, 2ap/shot(assuming you have to reload after every shot i don't use the blowpipe so I wouldn't know)= (4*.2)/2=.8/2= '''.4 dam/ap NOT FACTORING IN SEARCHING FOR AMMO'''.&lt;br /&gt;
&lt;br /&gt;
Conclusion- I realize there are problems with the blowpipe but as far as I can tell with the rifle there are none. The knowledge of there even being a heavy sword is enough to discourage those that would take rifles training as a skill. The sword is just too powerful to balance in game as the only way to balance it would be to add another item that is just as crazy powerful, making it rare does nothing to the balance as people can still find it and it makes those few ,whom the RNG loves, ridiculosly overpowered. If the RNG loves somebody they should get multipul hits in a row not the ability to destroy everybody who can't/doesn't want to waste the ap to gain that ability. And after all just because it is rare doesn't mean we all can't find it, I know eventually we would all find one and there would be no variaty whatsoever in battle. Take urban dead for example they balanced the shotguns,pistols, and fireaxe evenly so there is no superior choice its about how you want to play. With the heavy sword it makes all other items pale in comparison BEFORE search rates are keyed into calculations, in urban dead it is AFTER that they are about even. This suggestion to remove something doesn't punish anybody because as of right now we do not know where to find the heavy sword, the only ones were stumbled across randomly so nobody would really have &amp;quot;wasted&amp;quot; the ap to find it(unless they have but I know after reading a bit I didn't for the fun reducing factor everybody having one would bring). Also don't bring up things about how I don't know how it works ingame because unless it takes 6ap to attack the math shows it is unbalanced. Please Simon fix this unbalanced  weapon by removing it, not by making everything else oh so much better. ANybody who is with me sign in the comments please.&lt;br /&gt;
&lt;br /&gt;
'''Comments'''&lt;br /&gt;
&lt;br /&gt;
*The math looks sound. And I agree that having everyone run around with Heavy Swords would make for a plain game. However, I don't see why it needs to be removed completely. Is there anything we can do to the sword mechanics to make it more even with the existing weapons? --[[User:Lint|Lint]] 01:04, 10 March 2006 (GMT)&lt;br /&gt;
*I agree. The machete with maxed out melee skils is arguably better than any other weapon, and the heavy sword makes that look like a butter knife. Yank it or make it so rare it would be like winning the lottery twice. --[[User:Jackel|Jackel]] 01:49, 10 March 2006 (GMT)&lt;br /&gt;
*I disagree with some of the logic in this argument.  If the heavy sword were a common weapon, then I could understand the concern; however, the &amp;quot;über sword of doom&amp;quot; is hardly of such availability.  As far as I know, only one player has the sword.  Having rare items like it add a new dimension to the game - a sort of treasure hunting aspect.  I would even propose that even more superior weapons are &amp;quot;hidden&amp;quot; around the island, possibly protected by superior animals. --[[User:Gandhi|Gandhi]] 00:34, 22 March 2006 (GMT)&lt;br /&gt;
** One player on the [[Game design]] page has commented on how he has acquired 3 Heavy Swords. Don't get me wrong, some weapons should be better than others to allow for diversity (that's why there's knives, daggers, and whatnot). However, as it stands, the Heavy Sword to our knowledge is the single best weapon available. Everyone is going to be running around with it and if you don't have one, you won't be able to compete. It'd be like playing Rock-Paper-Scissors-Nuclear Bomb and Nuclear Bomb always wins. --[[User:Lint|Lint]] 00:52, 22 March 2006 (GMT)&lt;br /&gt;
*Are these even real? I mean, how many people claim to have gotten them? one? This almost looks like a pretty funny joke. Also, Simon has stayed silent on this, implying some sort of uber sword conspiracy, so perhaps we shouldn't rock the boat. (Cue up suspenseful music) -[[User:BananaBear|BananaBear]] 06:02, 22 March 2006 (GMT)&lt;br /&gt;
**i have 3 swords ,but i'm reading it's really rare. I feel really lucky :). Oh , and i think it's too powerful compared to other weapons. Maybe there must be other rare ranged weapons (like some 6 or 7 o 8 damage rifle) or something like this --[[User:JonesDye|JonesDye]] 09:38, 27 March 2006 (BST)&lt;br /&gt;
**I thought I'd made them fairly rare (after the initial burst of finding them) but I think I made them too rare perhaps. There are still only 4 people with them, looks like the same 4 who had them originally. --[[User:Simon|Simon]] 00:01, 8 April 2006 (BST)&lt;br /&gt;
**Do you even have one Simon? --[[User:Grigoriy|Grigoriy]] 00:17, 8 April 2006 (BST)&lt;br /&gt;
**Nope. No heavy sword for any of my characters. --[[User:Simon|Simon]] 11:18, 8 April 2006 (BST)&lt;br /&gt;
*The original poster is correct about rifles/blowpipes being too weak. The rifle's AP/damage ratio is actually much lower than even the machete's, let alone the mysterious heavy sword. The rifle's accuracy is its edge, but 60% maximum accuracy really isn't *that* high or that much of an advantage over the 45% machete accuracy. The introduction of two new skills to the firearms skill tree, &amp;quot;Marksmanship&amp;quot; and &amp;quot;Expert Marksmanship&amp;quot;, each of which would add 10 or 15% to rifle/blowpipe accuracy, would help to solve this problem I would say (I dont know if anything like this has been proposed before). Dont remove the heavy sword, just make rifles more powerful.  -[[User:Arminius|Arminius]] 01:29, 8 April 2006 (BST)&lt;br /&gt;
* With the addition of the forgotten blowpipe skills, that should help the blowpipe ratio, and I'd say ignore the heavy sword since it seems so rare that you'll be lucky to get one unless someone trades one in for some essential supplies. Not sure about 80% accuracy with either of the ranged weapons - would those skills be available to all or just as an extension to firearms/blowpipe training? What happens to the blowpipe damage if the poisoning suggestion is implemented and the poison effect is added that takes away 1-5 HP over the next 5 AP unless you use serum or first aid kit (damage numbers not definite, just a rough figure)? --[[User:Simon|Simon]] 11:18, 8 April 2006 (BST)&lt;br /&gt;
**I was thinking that the new skill(s) would be part of the ranged weapon skill tree (how can one be a marksman if he does not have firearms training). I like the idea of making a ranged skill available to all though. A maximum accuracy of 20% for all non-soldier/warrior characters seems very low. Maybe the first skill in the tree should be available to all, but the next 2 or 3 skills only for soldiers/warriors? Just an idea. -[[User:Arminius|Arminius]] 02:50, 12 April 2006 (BST)&lt;br /&gt;
* I think adding one skills for rifle and one for blowpipe is really cool. Marksmanship is a nice name , but not to add accuracy, but to add +2 to damage. Poisoning for blowpipe go well too. Oh, and one of my swords is gone ç__ç. And about trading, i tried to trade one of them , but the trader didn't have 49 gold coins..and i think you can add some powerful and rare rifle--[[User:JonesDye|JonesDye]] 08:42, 10 April 2006 (BST)&lt;br /&gt;
* Currently the rifle (w/both skills) gets only 0.75 damage/AP total (searching, loading, and shooting) based on my calculation, and 3 damage/AP in combat (only shooting). The machete (w/all three skills) gets 1.35 damage/AP and obviously requires no searching or loading. I think that new skill(s) for the rifle/blowpipe to get their damage/AP ratio closer to (but not equal to or past) the 1.35 machete ratio would be the best way to go. If a new skill or two increases ranged damage by 2 as JonesDye suggested, the result would be a ratio of 1.05 total damage/AP, and 4.2 damage/AP in combat. (If skills are added to increase maximum accuracy to 80%, the result would be 1 total damage/AP and 4 damage/AP in combat.) This, I think, would be a better balance. Ranged weapons should be superior to the machete in combat, and they are, but currently they are only 2.2 times better (3 vs. 1.35). The proposed new combat ratio of ~4 damage/AP would be three times better than the machete in combat, although still inferior in total damage/AP ratio. (Note that the combat ratios mentioned above are exact, but the total damage/AP ratios are not exact because I do not know the % chance to find ammunition. The total damage/AP numbers used above assume that a total of 5 bullets can be found in 10 searches on average, which may be a liberal estimate but seemed accurate based on my experience.) -[[User:Arminius|Arminius]] 02:50, 12 April 2006 (BST)&lt;br /&gt;
**Still, 3 damage per AP isn't that bad. You can track someone down, kill someone outright in ~25 AP with a rack of rifles, and run far away -- whereas a machete might take 60 AP to cause ~81 damage. The blowpipe needs a lot of help: you can only carry half as many loaded pipes, and so you have to waste time in combat reloading. I believe that blowdart poison could cause another 1 dmg/turn for 4 turns (8 damage total if they don't heal) and it still wouldn't be overpowered. 20% to hit is totally useless, though. I would suggest something like a 20% -&amp;gt; 35% marksman upgrade for all classes, then 35% -&amp;gt; 50% -&amp;gt; 65% for soldier/warrior. Unless a non-soldier can attain a 35% or 40% to-hit rate with a rifle (higher with a blowpipe), the weapon serves absolutely no purpose -- it is just a glorified 1/3-gem. And if the heavy sword has the same break rate as other blades in the game, then there is no problem with a 1/3000 find rate or whatever. --[[User:Tycho44|Tycho44]] 05:59, 10 May 2006 (BST)&lt;br /&gt;
*As long as the heavy sword is extremely rare and quite powerful, why not replace it with a single &amp;quot;elephant sword&amp;quot;, or something with a similarly grand title. There would only be one on the island (or one per village: &amp;quot;The Elephant Sword of York&amp;quot;, etc.), its carrier would not be able to drop it (or, if dropped, it would be given to the next player revived by that village's shaman), players would get a special message upon being attacked by it, and it would change possession to the player who would kill its carrier. Also, its carrier should get a movement penalty so they'll be easier to catch. (And perhaps every person should have a sixth sense to divine the location of their village's Elephant Sword.) In short, if the sword is going to be rare, ''make it special''. &amp;amp;mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)&lt;br /&gt;
*I personally like the idea of having super weapons in shartak but rather than just being able to find it lying around, you should only be able to get by doing something specific (as reward for quests perhaps). Personally I like the idea a secret shop(s) (see my secret shop suggestion) where you could purchase a heavy sword and/or other hard to get items at hyper-inflated prices in the range of 100 to 1000 gold coins for one.----&lt;br /&gt;
*The only problem with this is that there probebly ''are'' people out there who have spent loads of AP looking for a heavy sword, and if those of them that found it suddenly have it deleted, =bad. How about either A: The heavy sword cannot be found by searching and those in people's inventorys randomly transform into their value in gold, or B: the heavy sword becomes more common and we add several more &amp;quot;uber&amp;quot; items (also more common than the current heavy sword):&lt;br /&gt;
The spear: this was what gave me the origional idea for other uber weapons. The heavy sword would become the outsider-only weapon and the spear would become the native weapon. All heavy sword belonging to natives would turn into spears. The spear should be more accurate and do less damage.&lt;br /&gt;
&lt;br /&gt;
The heavy gun: Ammo is rare but no too rare. Basically an upped version of the rifle.&lt;br /&gt;
&lt;br /&gt;
The poisoned bow+arrows: basically an upped blowpipe.&lt;br /&gt;
&lt;br /&gt;
Anyway, just one more note:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Take urban dead for example they balanced the shotguns,pistols, and fireaxe evenly so there is no superior choice its about how you want to play.&amp;quot;&lt;br /&gt;
*Mmh*&lt;br /&gt;
*Mmmh*&lt;br /&gt;
BWA HA HA HA HA HA HA HA!&lt;br /&gt;
*snorts*--[[User:AlexanderRM|AlexanderRM]] 00:01, 28 April 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
===studded leather &amp;amp; war gear===&lt;br /&gt;
both items have the same effect, except one is for outsiders and one is for natives, upon looking at the names, i cant really tell which would be for who, but that doesnt matter.&lt;br /&gt;
theese items could act likee flak jackets, but could (possibly) have the chance of inflicting damage upon being hit, as per, a guy with tons of knives on him being punched would probably cut up his assailant's hands. {{unsigned|Richard Rose|04:59, March 29, 2006 (BST)}}&lt;br /&gt;
&lt;br /&gt;
*Hm. I don't like the idea of inflicting damage on the assailant. I think that's a bit of a stretch. I could see outsiders coming over with breastplates and whatnot (a la John Smith, be it the noble stud from ''Pocahontas'' or the weaselly entrapeneur from history). Natives, though, would be unlikely to have that much. Perhaps, though, a wooden, oblong, leaf-shaped shield. Perhaps it would give a small (10%?) chance of blocking a melee attack. Thus, both sides would have a form of protection, but they would be ''different'' forms of protection, serving to distinguish the two sides.--[[User:Wifey|Wifey]] 08:31, 10 April 2006 (BST)&lt;br /&gt;
:: * We were talking about this at the old forum: armour for new players, like a leather cuirass. Once you hit level 2 it decomposes. It prevents new players from suffering an early death and being put off the game. - [[FirstAmongstDaves]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Messenger Pigeons===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New item|&lt;br /&gt;
suggest_scope=All outsiders|&lt;br /&gt;
suggest_description=Allows Outsiders to send messages over long distances. Just type up the message and enter the recepient's name and the bird flies off. &lt;br /&gt;
''You watch your pigeon fly off and hope it doesn't get intercepted.''&lt;br /&gt;
&amp;lt;br&amp;gt;Pigeons must be captured with an unamed skill and may be intercepted with a separate skill.|&lt;br /&gt;
suggest_time=22:23, 9 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
*How would you handle said &amp;quot;interception?&amp;quot; Would you be notified of pigeons sent off within a certain number of squares, and offered a chance to stop it? Would it show up as an actual animal that one could kill? I would say that the idea of sending a messenger pigeon along as a new, low-hp NPC with a specific destination is neat, but I don't know how hard it would be on the server.--[[User:Wifey|Wifey]] 08:35, 10 April 2006 (BST)&lt;br /&gt;
*Moving an npc pigeon wouldn't be difficult as long as there were only a limited number of them in play at any one time. How would you specify the destination though - pigeons need to know the destination don't they (not sure how homing pigeons work)? --[[User:Simon|Simon]] 14:38, 10 April 2006 (BST)&lt;br /&gt;
**Mmm. Maybe one would need to specify a GPS coordinate? Actually, I'm fairly certain that birds have been taught to find specific people that they are familiar with. Perhaps once we have a contacts list (do we? If so, I haven't been able to add anyone) we can send it to those listed on it? Then it would be rather like the mobile phone of UD... except that it takes time to travel, and could be killed for EXP by other players :) What kind of limit would you have in mind, by the way? I mean, I can't imagine a whole lot of people using this often enough for it to really be a problem, but as the game grows... You never know.--[[User:Wifey|Wifey]] 01:12, 11 April 2006 (BST)&lt;br /&gt;
**I would say that you would have to have a the person on a contact list before you can send them a messenger pigeon. The pigeon would move like 1 square per 5 mins and would appear as an attackable animal. The limit is that there are only so many pigeons in Shartak. You would have to have a skill to capture one without killing it. This skill could also be used to capture a messenger pigeon without killing it in order to &amp;quot;intercept&amp;quot; the message. Or perhaps tehy are different skills? Pigeons would be reusable. --[[User:One of many doctors|One of many doctors]] 01:27, 11 April 2006 (BST)&lt;br /&gt;
*Capturing and intercepting pigeons seems quite unrealistic. Instead, maybe you could give each village a communications hut with infinite pigeons, available to people from that village. Pigeons in inventory could be sent up with a message, and after some time they'd appear in their home villages and their messages would be held for their recipients. I like the drum idea better, though. &amp;amp;mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
* What about a parrot cage in the pirate trader's hut? {{profile|4862|Rozen}}&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Drum===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New item|&lt;br /&gt;
suggest_scope=All Natives|&lt;br /&gt;
suggest_description=Allows all Natives within a specified area to hear the senders message. Any Outsiders hear random drum beats unless they have the Expert Language skill. &lt;br /&gt;
''You hear random drumming in the distance.''&lt;br /&gt;
&amp;lt;br&amp;gt;Requires a drum beating skill to utilize.|&lt;br /&gt;
suggest_time=22:35, 9 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
A drum language? Neat. I would make it a native-only skill, though (how difficult would it be for an outsider to learn ''of'' the language, let alone the language itself?), and only one skill. Also, to show the difficulty of true articulation in such a language, it would be good to lower the character limit on drum messages. This way, long messages will be broken up, and will require a bit more AP.--[[User:Wifey|Wifey]] 08:40, 10 April 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
:Awesome. A great idea to help underpowered natives (no bottles of water in native villages, terrible blowpipe, no gps, outnumbered, etc.) and also a cool new rare item. Doesn't appear abusable. --[[User:Tycho44|Tycho44]] 22:27, 20 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
:I like this idea and think it should be open to Natives only, for the reasons [[User:Tycho44|Tycho44]] gave. Also, it stands to reason that Natives should have some kind of communication advantage, being Natives on the island and everything. Messages should have to be extremely short, or else there should be increasing AP costs for longer messages (1 AP per character, perhaps?). Think of Morse code. &amp;amp;mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
::I'm thinking that drums could be to natives what GPS units are to outsiders in terms of cost, usefulness, and skill requirements. Here's how it works in my mind:&lt;br /&gt;
::#All natives, and outsiders with ''Native Knowledge'', can drum a message for 1 AP per character. Outsiders without ''Native Knowledge'' either (1) have their beats carry a shorter distance or (2) have a 20% chance of breaking their drum. (I prefer the second option, assuming drums would be expensive items. I'd rather have drums be completely off-limits for such outsiders, but I can't think of a realistic reason for them to be unable to bang on a drum.)&lt;br /&gt;
::#Only natives, and outsiders with ''Native Knowledge'', can determine the direction of a beat. (Bass noises are the hardest to pinpoint.)&lt;br /&gt;
::#Only players on the same side as the drummer, and players on the other side with language skills, can interpret beats, as with all other communication in the game. (Unskilled listeners hear &amp;quot;random drumming&amp;quot; instead of &amp;quot;&amp;lt;garbled message&amp;gt;&amp;quot;, since extremely short messages will be quite common and language obfuscation doesn't touch the first letter of a word. ''Basic Language'' gives a 33% chance to interpret the message, ''Advanced Language'' 66%, and ''Expert Language'' 100%.)&lt;br /&gt;
::#Every beat is audible to everyone in the 13 by 13 square with the drummer at its center. (13 by 13 is just large enough to cover an entire camp, and camps should be communication hubs, after all.)&lt;br /&gt;
::In general, this item would benefit natives about as much as GPS units benefit outsiders. The hearing radii and AP costs of messages could be changed easily if drums became too powerful, annoying, or ineffective. And yes, I've played Urban Dead. =)&lt;br /&gt;
::&amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 22:54, 9 June 2006 (BST)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Hammer===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New Item|&lt;br /&gt;
suggest_scope=Available to all characters|&lt;br /&gt;
suggest_description=A basic hammer.  This item seems necessary for potential future building skills such as roads or huts or hut fortifications.  Hammers could also be used as offensive weapons.  They could also be subject to random breaking like machetes.|&lt;br /&gt;
suggest_time=06:18, 1 May 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Throgonuts|Throgonuts]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
I don't think we need another weapon until there's an actual niche for it to fill. I think hut-building would be great &amp;amp;mdash; require that all 8 surrounding jungle squares be cleared before one can be built, make huts destructable by melee weapons or by growing jungle in the immediate area, and turn standard medical/ammunition/trading huts into indestructable stone structures &amp;amp;mdash; but we don't need a hammer now. &amp;amp;mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)&lt;br /&gt;
I think the hammer would be part of the right tools to build a boat. The driftwood source on unity island (new tortuga) has the following message: ''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.'' .... so is a hammer the right tool? or is a tool kit the right tool? because pirates need boats. and i have so much driftwood i am throwing away rum and cutlasses and first aid kits!!! i require tools!!!! --[[User:Badhammer|Badhammer]] 02:27, 21 September 2006 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===303===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=new item|&lt;br /&gt;
suggest_scope=availible to only outsiders|&lt;br /&gt;
suggest_description=a 303's nickname is actually: elepahant rifle,[in real life],a 303 is able to blow a elephants head of 1 shot in the neck i am suggesting this for the further success of the CP against the reefer terror cell,though it could turn against us if lord paul reefer get's his hands on it or one of his group members!.&lt;br /&gt;
&lt;br /&gt;
Damage: 15, special dmg: 16.|&lt;br /&gt;
suggest_time=15,25, 17 June, 2006 (EST)|&lt;br /&gt;
suggest_author=[[User:Riddick|Riddick]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
No. Hell, I can scarcely understand what you're trying to suggest here. I can see that it's ridiculously powerful, though.--[[User:Wifey|Wifey]] 01:01, 26 June 2006 (UTC)&lt;br /&gt;
:No. I can't understand what you're saying, but that's a very unfair idea for Natives. Plus .303 is too small for an elephant gun. Are you saying that it can blow an elephant's ''head'' off?&lt;br /&gt;
:Uh, I have a Lee-Enfield. It uses the .303 British that you're talking about. That gun can't blow an elephant's head completely off. It's about the same as a standard .308 round. Besides, are you kidding on the damage? That's hugely overpowered. And only for outsiders? Unbalance at its best. This would get Spammed into oblivion in the UD wiki. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 02:05, 9 January 2007 (UTC)&lt;br /&gt;
I disagree totally with this idea. I think it should be 300 damage and a 99.8% chance of hitting something, and when you do, you get 1,000 XP, 100 AP, 10,000 gold coins, and $50 in real life. No, no, a .303 (as said above) is the standard round for a Lee-Enfield rifle. A .308 is the standart round in the M60, M14, and M16 rifles/machine guns. In reality, if you where shooting an elephant, you'd use a .375 H&amp;amp;H Magnum round, which is what pro ivroy-hunters use, although you could use a XM107 Barrett w/.50 cal. ammo. Take a look at [http://upload.wikimedia.org/wikipedia/en/a/ab/Rifle_cartridge_comparison.jpg] photo. The first one on the left is a .50 BMG, used in XM107 Barretts. The 3rd from the left is a .308, used in M-60/14/16's. Anyway, enough of the gun-talk and onto the suggestion-talk. I do like the idea of a Heavy Sword-esque rifle, but I don't think it should 'lyk du 10000000000000 dmage!`!!!!1one' or whatever he said. -[[User:Che|Che]] 20:07, 30 January 2007 (UTC)&lt;br /&gt;
::Che, the .308 isn't used by the M16. The M16 uses 5.56 mil, or essentially a .22 sporting round. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 19:14, 28 April 2007 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Berries to Increase AP===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Change item's effect|&lt;br /&gt;
suggest_scope=Tasty berries (or similiar item)|&lt;br /&gt;
suggest_description=There are so many HP-healing items in the game, most of which heal only 1 or 2 HP so are not cost-effective to use (In terms of AP-spent-per-HP-healed), therefore are not used at all by wise players. To make some of these items more valuable and add an interesting dynamic to the game, I suggest that the effect of eating berries should be to increase your AP level rather than you HP level. Eat some tasty berries, they invigorate you and you gain 2 AP (you spent one AP eating them, net gain of 1 AP). All of the long-time players have been in the situation I'm sure (and most newer players too), where we are about to kill an elephant or tiger or an enemy player for that matter, but we run out of AP just as the target is at 3 HP, then we have to go off-line and cant wait about for 20 minutes to finish the target off, as we have real-life obligations (while we are gone the target invariably escapes, is killed by someone else, or kills you!). So carrying around 5 bunches of tasty berries could give you 5 free AP when you really need them. Thus berries would become a very valuable item in the game too, rather than a superfluous item|&lt;br /&gt;
suggest_time=00:47, 21 June 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Arminius|Arminius]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Comment here&lt;br /&gt;
&lt;br /&gt;
I like the idea! You're probably going to end up with a net loss of APs on them anyway, but it's kinda like storing APs... This could work well. -[[User:MorkaisChosen|MorkaisChosen]] 10:54, 21 June 2006&lt;br /&gt;
:Exactly, you would definitely have a net loss of AP finding them. There would also be net loss of AP buying them in the trading hut, and once people catch on to how valuable they are they would become tremendously expensive (demand would overwhelm supply), making for an even bigger net loss of AP buying them. [[User:Arminius|Arminius]] 00:40, 27 June 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
I could certainly see it getting out of hand. You'd need to cut it off at a certain point. Maybe 5 is about right.--[[User:Wifey|Wifey]] 01:03, 26 June 2006 (UTC)&lt;br /&gt;
:Why would there need to be a cut-off? Even if someone is carrying 50 bunches of berries (which they will have spent many days worth of AP searching for on berry-bush squares), they will get their 50 extra AP and then it's all gone. With a full 75 AP and with 50 bunches of berries, a person could use 125 AP within a few minutes. If theoretically two 80-HP enemies are standing on the person's same exact square, odds are he can kill both with 5 AP to spare, but now all his berries are gone. I would agree that carrying 50 bunches of berries is pretty ridiculous, but again the person will have spent many days searching for them, a tremendous net loss of possible damage inflicted if he had just used all those hundreds of AP he spent searching, attacking. And even in that extreme example all he can do is inflict 160 damage and then his berry supply is used up, So I dont think it is necessarily &amp;quot;out of hand&amp;quot;. Besides, anyone who does such a thing (spends days finding 50 berries and goes and uses them all at once) is an idiot and a very poor player, the berries would be valuable to be used when you really desperatrely need them, when you are out of AP about to get a kill or maybe in some other limited way (as MorkaisChosen said, it is a way to store AP), not in that way. If you are worried about people camping berry bushes to get lots of AP-boosting berries, see below (and remember that some people do the same for first aid kits anyway). [[User:Arminius|Arminius]] 00:40, 27 June 2006 (UTC)&lt;br /&gt;
::The above remarks would be accurate if the AP-booster item was &amp;quot;invigorating herbs&amp;quot; found with an 8% rate in the Grasslands or something. However, berries have a 55% find rate (perhaps higher for villager), so 50 berries take at most two days to collect. Unless your character is a PKer who can attack anything that moves, the berry-buff would become very valuable for increasing combat efficiency. --[[User:Tycho44|Tycho44]] 17:37, 30 June 2006 (UTC)&lt;br /&gt;
:::Since this would be a radical change for berries, yes the find rates should be changed. The AP-giving item doesnt even have to be berries, my original sugegstion was &amp;quot;berries or similiar item&amp;quot;. I think it should be berries because there are berry bushes all over the island, rather than gerasslands which are only in one part of the island(?). [[User:Arminius|Arminius]] 23:55, 26 August 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
A comment I have is that this would make berry bushes genuinely valuable, but it is probably not desirable to have everyone camp the berry bushes, that's boring. Fortunately this problem is already solved by something Simon implemented very early on--berry bushes dry up and new ones are discovered all the time (it might be advisable to increase the rate at which they dry up and new ones pop up for this). [[User:Arminius|Arminius]] 00:40, 27 June 2006 (UTC)&lt;br /&gt;
:Not sure where you got this idea from, bushes are static.. for now! --[[User:Simon|Simon]] 01:00, 27 June 2006 (UTC)&lt;br /&gt;
::I could've sworn I've seen writings in the jungle making references to trees which are not there anymore, e.g. &amp;quot;this mango tree is claimed by John Doe&amp;quot;, but there is no tree in the square. [[User:Arminius|Arminius]] 23:55, 26 August 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
Well, as pointed out, it would take two days of camping a berry bush to get 70 berries, the maxiumum that can be stored (unless the idiot's walking around with no weapons).  However, you'd only get one day of extra combat from it. You're actually losing time that way.  If you're really worried, make bushes drop two types of berries, HP restorers and AP restorers.  Lower the find rates for both to match the current find rate. I assume this wouldn't be hard. Huts already drop multiple varieties of items.  I'd also like to point out that this system is already in place in KoL.  They just set a maximum you can eat before you get full to keep the system from being abused.  Would that be hard to code? --[[User:Black Joe|Black Joe]] 14:18, 13 July 2006&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
it's not worth it,eating a berry costs one action point(s),and every berry gives you 1 AP so really you would just be left on the same AP you were on before you ate the berry! [[User:Eminem1|Eminem1]] 01:03, 14 July 2006 (UTC)&lt;br /&gt;
:It would give 2 AP, you would spend 1 AP to eat it, so you would gain 1 AP. [[User:Arminius|Arminius]] 23:55, 26 August 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
Personally i like the idea getting free XP item so how about this; have one and only one item (say buncha berries) gives 1XP costs 1AP, but you can eat it whenever you want. this would pretty much reduce the number of people who are going to farm (as the chance of getting that one item consistently is comparatively low), it would make a welcome change to searches.--[[User:A for anarchy|A for anarchy]] 05:14, 22 July 2006 (UTC)&lt;br /&gt;
:I think you are confused here, the topic at hand is not gaining free XP, but &amp;quot;storing AP&amp;quot; as MorkaisChosen put it. [[User:Arminius|Arminius]] 23:55, 26 August 2006 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Camera/Spirit box===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Ranged weapon|&lt;br /&gt;
suggest_scope=Those plagued by banshees and those interested in scaring natives|&lt;br /&gt;
suggest_description=In just about every meeting of natives and cameras it is believed that the cameras are able to steal some of their spirit. On Shartak this is for sure and it also works on the dead. The camera is able to capture some of a person's spirit causing 3 points of damage. If the shot kills them they are trapped in the camera until they revive for X extra AP. If the user has Sixth Sense they may capture a spirit in the same way. The camera uses rolls of film with 5 shots each. Scientists have special photography skills increasing their chance of capture. Natives must have Outsider knowledge to use the camera. Otherwise it will appear as Spirit box in their inventory. (Possible native equivelent could be something like a voodoo doll)|&lt;br /&gt;
suggest_time=04:11, 23 July 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Darkferret|Darkferret]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
I like this! It rally does fit in for me... Plus it allows my clan to do some REAL research on Spirits by taking pictures. And, of course... Who you gonna call? [[User:MorkaisChosen|MorkaisChosen]] 10:58, 23 July 2006 (UTC)&lt;br /&gt;
 &lt;br /&gt;
I don't want to seem impolite, and I don't want to discourage people from making creative suggestions, which this certainly is.  However, I'm not so sure about this.  After all, cameras don't REALLY hurt people.  Also, cameras, to me, don't fit with the time period in Shartak, like GPS units. There are already suggestions to change the GPS unit to something else. I don't think adding another piece of relatively advanced technology will help.  Cameras have been around maybe 100 years?  Shartak seems to take place in the 1700's or so, a little too early.  Long story short, I don't think it fits.  That's just my opinion, however. [[User:Black Joe|Black Joe]]&lt;br /&gt;
:Just to remind you that this is a fictional game not set anywhere or anytime in paticular and what may not fit in reality may fit great in a game(Shartak ghosts? Urban Dead zombies?). In fact sometimes doing the impossible is what makes these games fun. (The Royal Expedition claims that it is 1906) --[[User:Darkferret|Darkferret]] 21:16, 27 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
i agree with idea that we should do something about ghosts, but the idea of trapping &amp;quot;ghosts&amp;quot; in cameras not so much, cause ghosts are players too and costing them extra AP for escape compounded with the AP cost of reviving, would seriously affect their gameplay.--[[User:A for anarchy|A for anarchy]] 03:40, 25 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
I really like this idea, although it shouldn't be used for hurting live players, instead capturing spirits who are farming xp in a resource hut. Then, rather than spending AP to escape, they should only have the option to revive (Perhaps at an increased cost)--[[User:Zydd Soral|Zydd Soral]] 16:55, 25 July, 2006&lt;br /&gt;
&lt;br /&gt;
Compared to exorcism, capturing spirits in a camera seems really silly and would make the game seem the same way. Maybe it'd be like introducing soap as an item that could deal damage to pirates: funny, but absurd and out of place in a role-playing game. Some elements of fantasy are acceptable in such games, but others, like this one, are too hard to swallow. But it's a clever idea. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 17:27, 26 July 2006 (UTC)&lt;br /&gt;
:Exorcism sounds like a really silly thing to me (holding up a symbol and saying some silly words is going to repel a ghost?). Plus it is very cliche and I don't think a scientist would be the kind of person who would do it. We don't have an outsider religious class in this game dispite the suggestions for it. The true equivelent of your antipirate soap would be a vacuum cleaner like in ghost busters.--[[User:Darkferret|Darkferret]] 21:16, 27 July 2006 (UTC)&lt;br /&gt;
::I have to disagree with you, Darkferret. If you're going to accept spirits, then you might as well accept exorcism.  After all, practically every culture I've heard of that believes in spirits also believes in having some way to banish them.  Additionally, there IS a religious class on the native side: the shaman. I agree the scientist is ill-suited for exorcism, but something can undoubtedly be worked out.[[User:Black Joe|Black Joe]] 19:38, 28 July 2006&lt;br /&gt;
:::Repeling a player counts as movement that does not use their AP which defies the Free Lunch Principle. Capture and captive player escape via revival is Free Lunch complient. Besides the outsiders already have too many classes and scientists need unique science related skills.--[[User:Darkferret|Darkferret]] 21:25, 12 August 2006 (UTC)&lt;br /&gt;
 &lt;br /&gt;
A Spirit Box could work as a kind of special wooden box with charms or religious symbols on it, but maybe not as a camera. [[User:MorkaisChosen|MorkaisChosen]] 10:38, 27 July 2006 (UTC)&lt;br /&gt;
:What would the roll of film equivalent be?--[[User:Darkferret|Darkferret]] 21:16, 27 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
''For several hundred years the island of Shartak has been populated by three native tribes from the villages Dalpok, Raktam and Wiksik. More frequently in recent weeks, strangers known to the natives as &amp;quot;outsiders&amp;quot; are appearing on their island wearing odd looking clothes and carrying '''flashing boxes''' and loud sticks.&lt;br /&gt;
Is that not a camera?&lt;br /&gt;
&lt;br /&gt;
:No, just bad wording. Supposed to be a reference to the gps units! --[[User:Simon|Simon]] 21:09, 2 October 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Infantry did not use double barrel rifles at this scale until the mid 19th century, by then the daguerreotype and the calotype had been invented.&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Subitems===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Divisable items|&lt;br /&gt;
suggest_scope=FAKs and Healing herbs|&lt;br /&gt;
suggest_description=When someone uses a FAK they usually don't use all of it. They may need a bandage but not the antitoxin. Instead of dumping it we could keep the unused parts much like we keep our containers. I suggest we divide the kit into 3-4 parts that separate when a kit is not completely used: Bandage for HP (possibly small[2-4HP] &amp;amp; large[3-6HP]), Antitoxin for Poisonous snake bites and Poison darts (possibly HP from Bunch of poisonous berries and Salt water if balanceable), and Stitching kit for Shark bite. I am not sure about the names of Healing herbs' subitems.|&lt;br /&gt;
suggest_time=22:28, 12 August 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Darkferret|Darkferret]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
This seems to be a realy good idea, i'm sure it would be a royal bitch to program, but maybe no more so than blunting a cutlass or breaking a machette. {{profile|4862|Rozen}}&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== The Bone Whistle ===&lt;br /&gt;
&lt;br /&gt;
I was screwing around with an idea on the Scurvy Crew page, and the more I thought about this one the more I liked it. Basically a bone whistle that'll function like the radio does in urban dead permitting long range communication within the game. This is more necessary in Shartak because of the greater distances involved with the game. It could be set to play certain notes so that only certain clans, villages, or classes could hear it like the radio is tuned to certain frequencies. Understanding and playing the bone whistle would require new skills that'll give senior players something new to spend their exp on.&lt;br /&gt;
&lt;br /&gt;
It might also only be played from certain locations such as in villages, on the mountain, on the beach, etc. The explanation being that sound doesn't travel in the deep jungle. It'd be especially helpful to players who aren't knee-deep in the forums or wiki coordinate. There's this dying language in Spain around the Pyrrenes (sp?) of whistling to communicate across the mountains so that could serve as a weak justification for it within the game's setting. What do you think? [[User:Tyler Whitney|Tyler Whitney]] 21:29, 4 September 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
Just reviewed past posts and it seems similar to the drums/pigeons proposed earlier. I think any of these could be made to work. [[User:Tyler Whitney|Tyler Whitney]] 21:32, 4 September 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
the birds for outsiders, the whistle for pirates and the drums for natives? or a parrot for pirates maybe? {{profile|4862|Rozen}}&lt;br /&gt;
&lt;br /&gt;
Smoke signals were another suggestion on the old forum. [[FirstAmongstDaves]]&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
===Flintlock Pistols===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New Item and Set of Skill to go along with it|&lt;br /&gt;
suggest_scope=Whoever can shoot a gun|&lt;br /&gt;
suggest_description='''Mechanics'''&lt;br /&gt;
*Half the inventory space of the rifle&lt;br /&gt;
*1 shot loading&lt;br /&gt;
*.5 AP to load. (or skill to make it so)&lt;br /&gt;
*4 damage&lt;br /&gt;
*Find in the Shipwreck's Armoury and (with less chance) the Large Cabin.&lt;br /&gt;
*Also find in outsider camp's ammo hut with the same chance as in the Large Cabin.&lt;br /&gt;
*Ammo is more likely to be found in 'purses' of three. eg, 'Looking around you find a purse of three flintlock balls'&lt;br /&gt;
&lt;br /&gt;
'''Roleplay and realism'''&lt;br /&gt;
*Soldiers who roleplay would prefer to carry them instead of the dozen rifles they now cary. In real life, you can realisticly carry eight flintlocks and a rifle. (Two in the boots, two on the shins, two on the thighs, and two under the arms with a rifle in hand).&lt;br /&gt;
*Pirates have always been seen with cutalss and one-shot pistol in hand.&lt;br /&gt;
&lt;br /&gt;
'''Skills'''&lt;br /&gt;
*'''No Skill'''- ''5% chance of hitting your target''&lt;br /&gt;
*'''Pistol Marksmanship(Soldiers and Pirates)'''- ''Plus 20% chance to hit your target with a Flintlock Pistol''&lt;br /&gt;
*'''Advanced Pistol Marksmanship'''- ''Plus another 20% chance to hit your targetwith a Flintlock Pistol''&lt;br /&gt;
*'''Hunter Marksman (Scouts with outsider knowledge and Explorers)'''- ''Plus another 20% chance to hit your target with a Flintlock.''&lt;br /&gt;
*'''Flintlock Mastery'''- ''Plus 15% chance to hit your target with Flintlock Pistol''&lt;br /&gt;
*'''Quickshot'''- ''Loading costs .5 AP''|&lt;br /&gt;
&lt;br /&gt;
suggest_time=02:36, 12 November 2006 (UTC)|&lt;br /&gt;
suggest_author={{profile|4862|Rozen}}|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
'''''Original idea by {{profile|4862|Rozen.}} Wiki-fied by [[User:Che|Che]]'''''&lt;br /&gt;
&lt;br /&gt;
I'd like to get some fresh comments about this. I have the old comments saved in case anyone wants to look...I just want to see what Shartak: The Next Generation thinks of this, you know :P  --[[User:Rozen|Rozen]] 22:59, 28 May 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
I'd really like to see this become a reality Rob. I would suggest it only be available at the shipwreck though. The only reason I can think of, as to why Simon hasn't introduced a firearm for Pirates so far, is that he wants Pirates to stay focused on bladed weapons, or at least, not favouring firearms over bladed weapons. But I'm only guessing here. Wild guessing at that ;) Anyways, if that ''were'' the case, I would make the hit% the same as using a cutlass/machete. 45% but with an extra point of damage. --[[User:Cthulhu|Cthulhu]]&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Meat Weapons===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Items|&lt;br /&gt;
suggest_scope=All|&lt;br /&gt;
suggest_description=Hi, I would like to consider the introduction of a range of meat weapons into the game. I have a full arsenal ready to go, these would include a pork sword, a luncheon meat truncheon, a bacon torpedo, a spam javelin, a mutton dagger and a beef spear. If anyone wants the stats for these weapons, please let me know. |&lt;br /&gt;
suggest_time=11:29, 29 November 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:LadyOfTheNight|LadyOfTheNight]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Oh come on these are just plain silly - bacon and pork could come from wild boar, but mutton and beef?  There aren't any sheep or cattle on the island! --[[User:Frisco|Frisco]] 18:53, 29 November 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
I'm worried for what the little ones may interprit pork sword as. I understand the US meaning is quite different to the Halo meaning. [[User:Rozen|Rozen]]&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
===Canteen/Water Pouch===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Container|&lt;br /&gt;
suggest_scope=Anyone looking for an extra sip|&lt;br /&gt;
suggest_description=Bottles and gourds of water may be cheap and attractive, but they are quite bulky worn on person. The canteen/water pouch is flatter/easier to carry taking 2 inventory spaces to carry 5 or 6 HP worth of water (or 1 space for 3 or 4 HP I'm not sure.)|&lt;br /&gt;
suggest_time=09:23, 5 December 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Darkferret|Darkferret]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Canteen? To be a little more in the setting, how about &amp;quot;''flask''&amp;quot;? And were you going to suggest that it hold more than one drink? --[[User:Lantz|&amp;lt;font color=&amp;quot;005555&amp;quot;&amp;gt;Lantz&amp;lt;/font&amp;gt;]] 03:15, 6 December 2006 (UTC)&lt;br /&gt;
:Feasible.. I would imagine something like a flask that gives 3 drinks of 2HP each but occupies 2 inventory spaces might make it a desired item compared to a bottle. Obviously it'd have to be refillable just like bottles and that's where it starts to get complicated. --[[User:Simon|Simon]] 18:54, 24 December 2006 (UTC) &lt;br /&gt;
: is it possible to have it as three bottles in programing, but when it appears in GUI it's only one object? I know NOTHING about programing, so i probably just made a fool of myself saying that. [[User:Rozen|Rozen]]&lt;br /&gt;
: A rifle can be loaded with two bullets, so there is presumably code that can be reused to create something similar that holds a certain number of uses? --[[User:Johan Crichton|Johan Crichton]] 01:28, 26 December 2006 (UTC)&lt;br /&gt;
:I...*hic*...never leaves the camps...*hic*...with out a flask of that bourbon here's. Hmm... pretending to be a drunkard has make me think of a new idea... anyway, this flask/canteen thing is a pretty good idea. -[[User:Che|Che]] 06:39, 31 December 2006 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Fire ===&lt;br /&gt;
&lt;br /&gt;
How about fire for torches? Fire could also: &lt;br /&gt;
&lt;br /&gt;
1. be used on the jungle (&amp;quot;You set fire to the surrounding jungle, causing smoke to billow into the sky.&amp;quot; The square could turn orange and then red as it was burned, then finally brown once it burned out), &lt;br /&gt;
&lt;br /&gt;
2. be used as campfires for villages and the wreck, &lt;br /&gt;
&lt;br /&gt;
3. light caves, for increased search rates (&amp;quot;You light a torch and it illuminates the cave. Shadows cast from flying bats give the cave an eery appearance.&amp;quot;) &lt;br /&gt;
&lt;br /&gt;
4. burn opponents, (&amp;quot;You hit Long Fin Killie in the face with a torch for 3HP damage.&amp;quot;) or huts (&amp;quot;&amp;quot;You set the hut on fire and the inhabitants each suffer 1HP loss from smoke inhalation.&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
5. scare away wild animals like tigers, which might not approach a torch. &lt;br /&gt;
&lt;br /&gt;
I also like the idea of driftwood being set ablaze with a flint of some description - a sharpening stone is a good idea - and also putting out fire with water. Perhaps you could not step into a river or the water with a lit torch - the torch would fizzle out (which would also prevent some smartie from setting fire to the shipwreck).&lt;br /&gt;
 &lt;br /&gt;
Fire might also be visible from a distance. &amp;quot;You see a column of smoke to the north east.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
And, as a gag, if you drink rum while holding a torch then you breath fire.&lt;br /&gt;
&lt;br /&gt;
[[FirstAmongstDaves]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
&amp;quot;You take a swig of rum and put your face up to the torch. You exale the rum into the fire, and a large jet of flame comes out of the other side of the torch.&amp;quot; or even, &lt;br /&gt;
&amp;quot;You take a swig of rum and put your face up to the torch. You exale the rum into the fire, and a large jet of flame comes out of the other side of the torch. However, you did not do it right and the flame singes your face for X hit points!&amp;quot;&lt;br /&gt;
-[[A Cow]] &lt;br /&gt;
::That would be amusing, if pointless, like the coin-toss. - [[FirstAmongstDaves]]&lt;br /&gt;
::: To be realistic, huts, jungle, or similar things should burn down and spread. burning areas would turn orange, then red, and would turn normal when there was nothing left to burn. Every AP recharge or so, the jungle would go down one level, a signpost if there was any would burn away, all people and animals would take X damage from various reasons (most animals would flee though), and huts or similar things would go down in levels (&amp;quot;slightly charred/ rather burned/ badly burned/collapsing/burnt ruins/nothing left but the foundation) which would have gradually decreasing search odds, and the last two would have the huts not be entered/exited areas, there would be no difference between inside and outside. The fire would have an X% chance of spreading into a touching square that wasn't burning or completely burnt down. There would have to be some way to put out or contain the fire to prevent the entire island from having all vegetation going to 0, all huts burning down (maybe a &amp;quot;hut repair&amp;quot; skill?), and all people and NPCs dying and having to wait for a shaman to come back before they can every time some guy sets something on fire. Maybe spreading from square to square would have a low chance and fuel consumption happens fast, so a fire will often burn down before it spreads. Or you could have player-imposed limitations by keeping a circle or part of one around an area totally clear of jungle and, if people comply with policy, players and signs. If you put it right at the edge and on the inside, animals wouldn't go in for whatever reason, so... a maniac trying to burn down the island would need a second torch if they used the first one on the village and the other villages still wouldn't be destroyed. Okay, by itself that wouldn't help much, but with the low spread/high burn and make it easy to put out with water and we've got some vague balance. --[[User:AlexanderRM|AlexanderRM]] 01:04, 13 September 2007 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Falconry ===&lt;br /&gt;
&lt;br /&gt;
Introduction:&lt;br /&gt;
Falcons and falconry could be another item/skill combination like the shooting skills. Falconry is an ancient sport. It was practiced in China before the year 2000 BC: falconry is also the subject of some of the oldest Egyptian wall paintings. English playwright William Shakespeare was a falconry fan who introduced falconry terms into popular speech: the word &amp;quot;Hag&amp;quot; or &amp;quot;Haggard&amp;quot; is the term for a mature wild hawk or falcon. Bedouins also have engaged in falconry for centuries. Peregrine falcons hunt and eat other birds and are famed for their speed (stooping, or diving, peregrines have been clocked at speeds of up to 220mph) and aerial prowess. &lt;br /&gt;
&lt;br /&gt;
Item:&lt;br /&gt;
The scenario would run like this: Near the mountains, &amp;quot;You find an egg in a large nest in a rocky outcrop. The egg is slightly smaller than a chicken egg, and is mottled with a dark, reddish-brown pigment.&amp;quot; This description is that of a falcon egg. The eggs could only be found by searching / scavenging. As falcons like the thermals of mountains and have nests in rocky crevaces, it makes sense that the eggs could only be found near the mountain.&lt;br /&gt;
&lt;br /&gt;
First skill level:&lt;br /&gt;
In order for you to do anything with the egg, you acquire a skill: &amp;quot;Hatching and rearing&amp;quot; of the falcon chick. Once you acquire that skill, the egg hatches. Perhaps some of the eggs would fail - say, 50%. In the player item list, the &amp;quot;one falcon egg&amp;quot; is replaced by &amp;quot;one falcon chick&amp;quot; or &amp;quot;one falcon eyase&amp;quot; (an eyase is a falcon chick) when the first skill level of &amp;quot;Hatching and rearing&amp;quot; is acquired. &lt;br /&gt;
&lt;br /&gt;
Second skill level:&lt;br /&gt;
The next skill you need to acquire is &amp;quot;Training your falcon&amp;quot;. With the &amp;quot;Training your falcon&amp;quot; skill, the &amp;quot;falcon chick&amp;quot; becomes a &amp;quot;young falcon&amp;quot;, and the young falcon can be used as a weapon. &amp;quot;You command your young falcon to rake Player Y's face, for 1 HP damage.&amp;quot; As a young falcon, it delivers only one HP hit, and has a low probability rate of striking. The keywords are &amp;quot;young falcon&amp;quot;, to indicate to players that the bird is immature and not yet capable fo use at full strength.&lt;br /&gt;
&lt;br /&gt;
In addition, as a young and inexperienced bird, it might also be prone to crashing and dying. &amp;quot;Your young falcon loses balance mid-flight and plummets into a tree, dying instantly.&amp;quot; While potentially heartbreaking for a proud falconeer who has raised the young falcon from an egg, the idea would be to discourage the falconeer from using the bird in combat until he or she has the next skill level. &lt;br /&gt;
&lt;br /&gt;
Third skill level:&lt;br /&gt;
With &amp;quot;falconry mastery&amp;quot;, the falcon can be used as a weapon like a rifle, with the same probability strike rate and damage for HPs. The advantage of having a falcon would be not having to worry about bullets. The text would read, &amp;quot;You command your falcon to rake Player Y's face, for 5HP damage.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Killing falcons:&lt;br /&gt;
It should be possible to kill falcons. In attacking another player with a falcon, there would be a low probability rate (say 1%) that &amp;quot;You attack Player Y and kill their falcon.&amp;quot; This could be listed in the kills stats. It would also no doubt fuel some enmity between players if one player kills another player's pet falcon. No one likes a pet murderer.&lt;br /&gt;
&lt;br /&gt;
Other ancillary issues:&lt;br /&gt;
Falcon eggs would be relatively rare, like heavy swords. &amp;quot;Falcon eggs&amp;quot;, &amp;quot;falcon chicks&amp;quot;, &amp;quot;young falcons&amp;quot; and &amp;quot;falcons&amp;quot; could have trading values, which would mean that the skill must affects a trading item (which I don't think we've seen yet). Any class of player could have a falcon egg, just like a heavy sword, and again like a heavy sword it would be possible to have more than one falcon. In announcing falconry as a new skill/item, you would only need to introduce the new skill in the Skills page and the kills stats: let players work out where the eggs might be.  -&lt;br /&gt;
[[FirstAmongstDaves]]&lt;br /&gt;
&amp;lt;br&amp;gt;Comments&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;Comments here.&lt;br /&gt;
A comprehensive pet system, allowing characters to have pet dogs, trained birds of prey (falcons are an example, but I don't know if there are Caribbean falcons?), pet parrots, pet monkeys etc might be one way to accomplish something like this? --[[User:Johan Crichton|Johan Crichton]] 21:00, 11 January 2007 (UTC)&lt;br /&gt;
:I looked at the pet suggestion, and we discussed domesticating elephants at the old forum. Animals in the game are NPCs, and so controlling them plus your character becomes problematic unless by domesticating them they lose their NPC status. I would have thought this was hard to code. The falconry system I'm suggesting only needs some modification of the existing shooting skill: falcons would be items, rather than NPCs. - [[FirstAmongstDaves]]&lt;br /&gt;
&lt;br /&gt;
::... and now we have shargles...! - [[FirstAmongstDaves]] 2 Jan 08&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Tent===&lt;br /&gt;
&lt;br /&gt;
Hello all, It seems to me that having the only shelter in villages seems silly. Why not have tents which can be used in the jungle. They could be deployed and then used for hiding. It would also make sense for a tent to make it impossible for an animal to attack you wihile you are in it. [[User:GusMcRae|GusMcRae]]&lt;br /&gt;
:Yeah, I seem to have trouble surviving overnight in the jungle, which makes it really hard to get places. Maybe it could have high inventory space and AP cost to set up/take down, but some animals won't attack you in there and some item, like a controlled torch or something, repels the rest but makes the tent always noticeable to people who can see your square. Or course players could go in there but... well, you can't have everything. The inventory space and the placing/removing costs would make travel slow and attacking difficult to balance the safety.--[[User:AlexanderRM|AlexanderRM]] 01:26, 13 September 2007 (UTC)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Trade Items===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=a series of items which will encourage trade|&lt;br /&gt;
suggest_scope=the economic structure of Shartak|&lt;br /&gt;
suggest_description=Few people bother to travel far afield from their home camps on Shartak. It is simply easier to do what you want to do right at home, and not take the risk of travel. If movement between the various camps, and general movement around the island is desirable, a good way to encourage that would be to foster trade. Historically, trade has been a major driver of exploration, communication and colonization. Trade is a result of basic market forces. When a seller has supply and a buyer has demand, a trade will likely occur. Currently the supply and demand are both readily available within each camp, and there is little need to travel. However, constructed items requiring multiple components, each part of which is only available in one camp would encourage this trade. &lt;br /&gt;
&lt;br /&gt;
For Outsiders, I propose the creation of three new items, which when combined would allow the creation of a more efficient, highly desirable weapon. The three items are steel ore (found in Derby, with a 1% search percentage), smithy tools (found in the Durham, with a 1% search percentage), and coal (found in York, with a 1% search percentage). When all three items are in one character's inventory and the character possesses Outsider Knowledge, or is an Outsider, the action &amp;quot;Forge Weapon&amp;quot; becomes available. This action costs 10 AP, but produces a &amp;quot;Scimitar&amp;quot;[http://en.wikipedia.org/wiki/Scimitar], with a base hit percentage of 20% and a base damage of 3. Each Scimitar created consumes one unit of coal, steel and smithy tools.&lt;br /&gt;
&lt;br /&gt;
The Native analog to this is the &amp;quot;Macuahuitl&amp;quot; [http://en.wikipedia.org/wiki/Macuahuitl], a giant, bladed war club. It has the same game stats as a Scimitar, and is contructed using obsidian from Dalpok, cured leather from Raktam, and ironwood from Wiksik.&lt;br /&gt;
&lt;br /&gt;
By implementing materials available only in one camp, which are necessary for the manufacture of goods which would be in high demand, an artifical economy can be created... trade, travel and adventure will be the natural outcomes of this. Presumably some individuals will make a career of searching materials local to their home camp and selling them to traders in other camps. Other individuals may specialize in the manufacture of these weapons. Still others may decide to drive off the outisders from their home camps, as a way of cornering the market. &lt;br /&gt;
|&lt;br /&gt;
suggest_time=04:50, 15 February 2007 (UTC)||&lt;br /&gt;
suggest_author=[[User:Nosimplehiway|Nosimplehiway]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Comment here&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
*Actualy, thats' not a bad idea. I wouldn't mind seeing this on Shartak. When i saw the name of the thread i was ready to go on about idem trading between players and zerging. But no, this looks pretty cool. Would scimitars be affected by body building and melee skills? that'd make the weapon 45% 4 damage, which is a worthy bonus for rounding up all the items. - [[User:Rozen|Rozen]]&lt;br /&gt;
**Yep, my idea is that it would include those bonuses, but it is not integral to the suggestion. This basic concept (rounding up trade items to get something cool and thereby indirectly creating an economy) has nothing to do with the item you get as an outcome, the item is only there to provide a big reward. The resultant item could be the tools to build a hut, the herbs needed for a super first aid kit, or any other big bonus. My goal is to create an economy, not the reward, per se. --[[User:Nosimplehiway|Nosimplehiway]] 19:57, 19 February 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
*Sounds good, but for RP purposes I'd rather the weapon be named 'Fine Sword', a more generic weapon. It'd be bad for me that I want a longsword and some other guy who wants a schiavona to be stuck with a scimitar. --[[User:Odysseus|Odysseus]] 18:45, 18 February 2007 (UTC)&lt;br /&gt;
**Good idea! Calling it a &amp;quot;fine sword&amp;quot; definitely opens up more RP possibilities. I am sticking to my guns on the macuahuitl, though; the idea of a warclub covered with razor sharp obsidian is just too cool to ignore. lol --[[User:Nosimplehiway|Nosimplehiway]] 19:57, 19 February 2007 (UTC)&lt;br /&gt;
*** Actually, many people almost never use the &amp;quot;contact roaming shaman&amp;quot; option, and so they stay near their home camps because they always get sent there when they die. I've only gone to another camp (wilsik) once and after dying a day or two in, got sent home and never returned. Maybe if we made it so that if people met a shaman from another camp, from then on they have the option the contact them, for different AP costs. (maybe natives/native shamans and outsiders outsider shamans would be 40AP, and anything else would be the same 50AP as contact roaming shaman...) Of course, other people being able to come back to life into the very center of an enemy village or settlement, lie there to get full AP, then stand up and massacre the people, and when they got killed just do it again might be bad... maybe some exorcism skill or innate power amulet, that someone you kill who isn't in an allied camp to their side can't re-spawn their for awhile or until they re-spawn and die again...--[[User:AlexanderRM|AlexanderRM]] 01:38, 13 September 2007 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===10 Melee Weapons===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Weapons|&lt;br /&gt;
suggest_scope=All|&lt;br /&gt;
suggest_description=It's about time we've had a host of new weapons! Here's what I'm suggesting. I've added all the current weapons for comparison plus the suggested Swordsman class (assuming you've maxed out CQB first incl. Balanced Stance), a suggested Pirate skill that ups Cutlass accuracy, and also their modified values for Body Building. Note that these weapons are superior in one way or another than cutlasses and machetes, BUT only these two can cut through jungle, and cutlasses can become better in the hands of pirates. Axes can cut through jungle but they're in the same league pretty much.&lt;br /&gt;
&lt;br /&gt;
1)'''Axe:''' A powerful but somewhat heavy weapon, the axe is also good at clearing jungle. It does only 0,05 damage more per AP if two non-swordsmen or non-pirates max out, compared to a machete or cutlass, so it's pretty much as good.&lt;br /&gt;
&lt;br /&gt;
'''Base Damage''' 3, '''Accuracy''' 10% (-&amp;gt;20%-&amp;gt;35%)&lt;br /&gt;
*'''Average Damage, untrained:''' 0,3 -&amp;gt; 0,4&lt;br /&gt;
*'''Average Damage, CQB:''' 0,6 -&amp;gt; 0,8 &lt;br /&gt;
*'''Average Damage, ACQB:''' 1,05 -&amp;gt; 1,4&lt;br /&gt;
*'''Average Damage, BS:''' 1,2 -&amp;gt; 1,55 &lt;br /&gt;
&lt;br /&gt;
2)'''Rapier:''' A slender sword, not particularly damaging but very easy to use. Common among many outsiders. Note that if you are a swordsman with maxed out skills, there's ALWAYS a chance to cause at least 1 point of damage, making it the best weapon for use against low HP enemies. Since it relies on thrusting, sharpening should be unnecessary.&lt;br /&gt;
&lt;br /&gt;
'''Base Damage''' 1, '''Accuracy''' 40% (-&amp;gt;50%-&amp;gt;65%-&amp;gt;75%)&lt;br /&gt;
*'''Average Damage, untrained:''' 0.4 -&amp;gt; 0,8&lt;br /&gt;
*'''Average Damage, CQB:''' 0,5 -&amp;gt; 1 &lt;br /&gt;
*'''Average Damage, ACQB:''' 0,65 -&amp;gt; 1,3&lt;br /&gt;
*'''Average Damage, BS:''' 0,8 -&amp;gt; 1,45&lt;br /&gt;
*'''Average Damage, Fencing:''' 0,9 -&amp;gt; 1,65 &lt;br /&gt;
*'''Average Damage, Exp. Fenc.:''' 1,05 -&amp;gt; 1,8 &lt;br /&gt;
&lt;br /&gt;
3)'''Saber:''' Favored by the navy, a saber looks like a slimmer and longer cutlass- or a cutlass looks like a short and wide saber. It's easier to use than a cutlass&lt;br /&gt;
&lt;br /&gt;
'''Base Damage''' 2, '''Accuracy''' 25% (-&amp;gt;35%-&amp;gt;50%-&amp;gt;60%)&lt;br /&gt;
*'''Average Damage, untrained:''' 0,5 -&amp;gt; 0,75&lt;br /&gt;
*'''Average Damage, CQB:''' 0,7 -&amp;gt; 1,05 &lt;br /&gt;
*'''Average Damage, ACQB:''' 1 -&amp;gt; 1,5&lt;br /&gt;
*'''Average Damage, BS:''' 1,15 -&amp;gt; 1,65 &lt;br /&gt;
*'''Average Damage, Fencing:''' 1,35 -&amp;gt; 1,95  &lt;br /&gt;
*'''Average Damage, Exp. Fenc.:''' 1,5 -&amp;gt; 2,1 &lt;br /&gt;
&lt;br /&gt;
4)'''Spear:''' Used by the natives mostly but sometimes by the outsiders, the spear is a very effective weapon, its long reach giving the user a great advantage. Since it relies on thrusting, sharpening should be unnecessary.&lt;br /&gt;
&lt;br /&gt;
'''Base Damage''' 2, '''Accuracy''' 25% (-&amp;gt;35%-&amp;gt;50%)&lt;br /&gt;
*'''Average Damage, untrained:''' 0,5 -&amp;gt; 0,75&lt;br /&gt;
*'''Average Damage, CQB:''' 0,7 -&amp;gt; 1,05 &lt;br /&gt;
*'''Average Damage, ACQB:''' 1 -&amp;gt; 1,5&lt;br /&gt;
*'''Average Damage, BS:''' 1,15 -&amp;gt; 1,65 &lt;br /&gt;
&lt;br /&gt;
5)'''Halberd:''' A heavy polearm used by some outsiders, this unwieldy weapon is tremendously powerful. It consists of a two to two and a half meter long shaft, topped by an axe blade and spear tip. (Actually the original idea was to have a 10% accuracy, but it would make it way too powerful and everyone would have a halberd. This would be realistic since polearms were often the most effective weapons... but not fun at all).&lt;br /&gt;
&lt;br /&gt;
'''Base Damage''' 4, '''Accuracy''' 5% (-&amp;gt;15%-&amp;gt;30%)&lt;br /&gt;
*'''Average Damage, untrained:''' 0,2 -&amp;gt; 0,25&lt;br /&gt;
*'''Average Damage, CQB:''' 0,6 -&amp;gt; 0,75 &lt;br /&gt;
*'''Average Damage, ACQB:''' 1,2 -&amp;gt; 1,5&lt;br /&gt;
*'''Average Damage, BS:''' 1,35 -&amp;gt; 1,65 &lt;br /&gt;
&lt;br /&gt;
6)'''Hammer:''' More of a tool than a weapon, it can still be used in that capacity. Includes clubs and other such blunt instruments.&lt;br /&gt;
&lt;br /&gt;
'''Base Damage''' 2, '''Accuracy''' 20% (-&amp;gt;30%-&amp;gt;45%)&lt;br /&gt;
*'''Average Damage, untrained:''' 0,4 -&amp;gt; 0,6&lt;br /&gt;
*'''Average Damage, CQB:''' 0,6 -&amp;gt; 0,9 &lt;br /&gt;
*'''Average Damage, ACQB:''' 0,9 -&amp;gt; 1,35&lt;br /&gt;
*'''Average Damage, BS:''' 1,05 -&amp;gt; 1,5 &lt;br /&gt;
&lt;br /&gt;
7)'''Fine sword:''' As the above suggestion (Can only be manufactured). A fine sword would be something like a very balanced weapon with tremendous capabilities, such as a bastard sword, longsword or heck, even a katana- it would certainly be two-handed. It should dull easily with use (like real swords), requiring constant care to even out its power.&lt;br /&gt;
&lt;br /&gt;
'''Base Damage''' 3, '''Accuracy''' 25% (-&amp;gt;35%-&amp;gt;50%-&amp;gt;60%)&lt;br /&gt;
*'''Average Damage, untrained:''' 0.75 -&amp;gt; 1&lt;br /&gt;
*'''Average Damage, CQB:''' 1,05 -&amp;gt; 1,4&lt;br /&gt;
*'''Average Damage, ACQB:''' 1,5 -&amp;gt; 2&lt;br /&gt;
*'''Average Damage, BS:''' 1,65 -&amp;gt; 2,15&lt;br /&gt;
*'''Average Damage, Fencing:''' 1,95 -&amp;gt; 2,55&lt;br /&gt;
*'''Average Damage, Exp. Fenc.:''' 2,1 -&amp;gt; 2,8&lt;br /&gt;
&lt;br /&gt;
8)'''Heavy Sword:''' Including the legendary sword for comparison. You can see it's unbelievably powerful. &lt;br /&gt;
&lt;br /&gt;
'''Base Damage''' 4, '''Accuracy''' 20% (&amp;gt;30%-&amp;gt;45%-&amp;gt;55%)&lt;br /&gt;
*'''Average Damage, untrained:''' 0,8 -&amp;gt; 1 &lt;br /&gt;
*'''Average Damage, CQB:''' 1,2 -&amp;gt; 1,5  &lt;br /&gt;
*'''Average Damage, ACQB:''' 1,8 -&amp;gt; 2,25&lt;br /&gt;
*'''Average Damage, BS:''' 1,95 -&amp;gt; 2,4  &lt;br /&gt;
*'''Average Damage, Fencing:''' 2,35 -&amp;gt; 2,9&lt;br /&gt;
*'''Average Damage, Exp. Fenc.:''' 2,5 -&amp;gt; 3,05 &lt;br /&gt;
&lt;br /&gt;
9)'''Knife:''' Including it for sake of completeness.&lt;br /&gt;
&lt;br /&gt;
'''Base Damage''' 1, '''Accuracy''' 20% (-&amp;gt;30%-&amp;gt;45%)&lt;br /&gt;
*'''Average Damage, untrained:''' 0,2 -&amp;gt; 0,4&lt;br /&gt;
*'''Average Damage, CQB:''' 0,3 -&amp;gt; 0,6 &lt;br /&gt;
*'''Average Damage, ACQB:''' 0,45 -&amp;gt; 0,9&lt;br /&gt;
*'''Average Damage, BS:''' 0,6 -&amp;gt; 1,05&lt;br /&gt;
&lt;br /&gt;
10)'''Machete/Cutlass:''' The same weapon, in essence. The Fencing entry also covers a maxed-out pirate. These are the only ones that can chop through jungle. These and the axe, which is the same thing. &lt;br /&gt;
&lt;br /&gt;
'''Base Damage''' 2, '''Accuracy''' 20% (-&amp;gt;30%-&amp;gt;45%-&amp;gt;55%)&lt;br /&gt;
*'''Average Damage, untrained:''' 0,4 -&amp;gt; 0,6&lt;br /&gt;
*'''Average Damage, CQB:''' 0,6 -&amp;gt; 0,9 &lt;br /&gt;
*'''Average Damage, ACQB:''' 0,9 -&amp;gt; 1,35&lt;br /&gt;
*'''Average Damage, BS:''' 1,05 -&amp;gt; 1,5 &lt;br /&gt;
*'''Average Damage, Fencing:''' 1,25 -&amp;gt; 1,8 &lt;br /&gt;
*'''Average Damage, Exp. Fenc.:''' 1,4 -&amp;gt; 1,95 &lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
suggest_time=22:13, 18 February 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Odysseus|Odysseus]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I'd love nothing more than to see more variety of weapons on Shartak. So to help you with your ideas, I vie you this link, its similar to what your suggesting, but doesn't require new classes or skills to add variety. http://forum.shartak.com/index.php/topic,193.0.html - rozen&lt;br /&gt;
*It looks like a great idea. I wouldn't mind having either yours or mine up, as long as we get more weapons! --[[User:Odysseus|Odysseus]] 23:46, 18 February 2007 (UTC)&lt;br /&gt;
**More melee weapons are a nice idea. If nothing else it leads to some variety in a character's panoply and adds to interest, as opposed to simply having 5 cutlasses or 5 machetes.-[[FirstAmongstDaves]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
 &lt;br /&gt;
===Big Stick and Cudgel===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=2 new, related items|&lt;br /&gt;
suggest_scope=All players|&lt;br /&gt;
suggest_description=1. Big stick: Or &amp;quot;There are trees all around me. Why's it so hard to find driftwood?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The big stick would be found in jungle squares.  The thicker the jungle, the more likely it is that you'll find a big stick.  The big stick would take up two inventory spaces.  By itself, it's useless.  However, it can be made into a couple other things.  &lt;br /&gt;
&lt;br /&gt;
A. If you have a blade, you can chop the big stick in half for 5 AP (without a blade, it costs 10AP).  This gives you two pieces of driftwood.  Why do I propose this?  Because it makes no sense that, on a jungle covered island, treeless beaches are the only place you get driftwood!  There are lots and lots of trees out in the jungle!  Surely I can find pieces of wood out there!  I apparently also like to use exclamation marks!&lt;br /&gt;
&lt;br /&gt;
B. For 5 AP with blade (10 AP without), you can trim the big stick down to a cudgel.  See below.&lt;br /&gt;
&lt;br /&gt;
Suggestion 2: The Cudgel: Or &amp;quot;Hitting each other with sticks.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The cudgel also takes 2 inventory spaces.  It does 1 HP damage without body building and 2HP damage with it.  Its base percentage to hit is 30%, giving it a maxed-out hit chance of 55%.  Why does it have a higher chance to hit?  Because it's a really big stick! People have been hitting each other with sticks for ages!  Now, even with that, it's still inferior to the machete.  So why's it useful?  &lt;br /&gt;
&lt;br /&gt;
1.  Higher chance to hit than daggers, knives, and fists.&lt;br /&gt;
2.  It can be manufactured out in the jungle, so if your knives and machetes break (don't laugh, this happened to me once), you can keep on hunting.&lt;br /&gt;
&lt;br /&gt;
Essentially, the cudgel is supposed to be an emergency weapon when your machetes run out.  Plus, I really like the idea of player-crafted items, and this is a non-unbalancing way to do that.|&lt;br /&gt;
suggest_time=02:29, 10 March 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Black Joe|Black Joe]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
I like this! It has no problem that I can see with game balance, and makes a lot of sense! I do have one question about it, though! Can it be found at all in the jungle squares which have been completely cleared or have very low density?!?--[[User:Nosimplehiway|Nosimplehiway]] 14:48, 13 March 2007 (UTC)&lt;br /&gt;
:In answer to your question, I would say &amp;quot;no&amp;quot; to completely cleared and &amp;quot;very low chance&amp;quot; to very low density.  Does this help?--[[User:Black Joe|Black Joe]] 02:00, 14 March 2007 (UTC)&lt;br /&gt;
::The only problem I have with this suggestion is that there's nothing to restrict items found to certain densities.. but that might be something I can add. --[[User:Simon|Simon]] 19:12, 29 May 2007 (UTC)&lt;br /&gt;
Hate to break it to 'ya, but the only reason there's only driftwood at the beaches and not in the forrest is simple. It's driftwood... as in it drifted from the sea onto land. -[[User:Che|el Che]] 23:42, 13 March 2007 (UTC)&lt;br /&gt;
:This is technically true, but the point is missed.  On a jungle island, one should be able to find sign post material where trees can be found.  That is not the case at the moment.--[[User:Black Joe|Black Joe]] 02:00, 14 March 2007 (UTC)&lt;br /&gt;
:The term &amp;quot;driftwood&amp;quot; is just a placeholder for any item which fills a similar role. Besides, I've lived in south Florida, hurricane country, and believe me, in a wilderness area you can find driftwood in some of the weirdest places.--[[User:Nosimplehiway|Nosimplehiway]] 13:56, 16 March 2007 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Tranquiliser/Paralyzing Dart===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Ammunition|&lt;br /&gt;
suggest_scope=Hunters who don't like to be bitten back|&lt;br /&gt;
suggest_description=Many hunters don't like FAKs taking up space that could be used for ammo and thus go without them. The animals don't go down without a fight however and the bush doesn't have the tools for a last minute tusk wound patch up before bed. If only the animals could be passified. Firing a tranquiliser from a rifle like a regular bullet or a paralyzing dart from a blowpipe, one can stun an animal, preventing automatic and retalitory attacks for awhile. In humans it reduces attack strength and/or accuracy and increases AP usage.|&lt;br /&gt;
suggest_time=17:05, 6 April 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Darkferret|Darkferret]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
I disagree with your base claim - I'd imagine that as many, if not more hunters travel with a lot of first aid kits since it allows them to spend longer in the jungle.  This suggestion just seems to remove the challenge of fighting something that will fight back, and reduce the need to go into the jungle  properly equipped. It would also seem easy to abuse against other player characters. --[[User:Johan Crichton|Johan Crichton]] 21:56, 6 April 2007 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Ivory===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=improvement|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=Back then the jungles were full of ivory poachers. What I'm proposing is the ability to harvest ivory from the dead elephants in the game. With each elephant you harvest you receive 2 units of ivory. To keep it simple you can harvest the ivory using a machete or a cutlass. Each unit of ivory would be worth 2 gold coins.|&lt;br /&gt;
suggest_time=15:16 03 May 2007|&lt;br /&gt;
suggest_author=[[User:kenny rogers1|kenny rogers1]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Cool, maybe something like this could be added to tigers. --[[User:Wulla-mullung|Wulla-mullung]]&lt;br /&gt;
&lt;br /&gt;
What would the ivory do? We could use it to make handles for the weapons, or ornaments for rifles. or chess pieces! -[[User:Elegost|Elegost]] 02:16, 17 May 2007 (UTC)&lt;br /&gt;
:This would go along with the meat suggestion elsewhere in the wiki. Perhaps when an animal dies, there are certain items that can be harvested from their corpse including meat x (number depends on size of animal), ivory from elephants, skin from bear or tiger, feathers from parrot. Once you've recovered as much as you can from the corpse, you'll just search the surrounding area instead. --[[User:Simon|Simon]] 07:26, 26 June 2007 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Shartak Laser===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Super weapon|&lt;br /&gt;
suggest_scope=anyone|&lt;br /&gt;
suggest_description=&lt;br /&gt;
This is the super (edited) Shartak version of the most awesome Spartan Laser from the Halo 3. It deals 10 dmg and is 50% accurate (since it does take a lot of effort to aim the thing). It cannot be found anywhere, but you need to make it. You'd need two pieces of driftwood, a mango, a gem, a dead parrot in the same square and a gps unit. It has four shots and has a 30% chance of breaking after firing. when out of ammo, it becomes useless baggage. you cannot sell a used or partially used shartak laser to traders. The pic of the Shartak laser is here. http://derby.jconserv.net/viewtopic.php?t=14&amp;amp;start=105|&lt;br /&gt;
suggest_time=13:12, 22 May 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Elegost|Elegost]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
(Pssst, Simon, just say you've implemented it! Where are you going to get a headless parrot from anyway?) --[[User:Rozen|Rozen]] 16:04, 22 May 2007 (UTC)&lt;br /&gt;
* This has been added, it's in a secret location and you'll have to journey through shark infested water and back to the mainland to find it. ;) --[[User:Simon|Simon]] 22:32, 25 June 2007 (UTC)&lt;br /&gt;
:seriously?!?!? why can't i have a free one?:D -[[User:Elegost|Elegost]] 02:17, 26 June 2007 (UTC)&lt;br /&gt;
::Ya, umm sorry I kinda took it. How about you give me 500 gold and it'll be at the Dalpok trader. --[[User:Wulla-mullung|Wulla-mullung]] 02:41, 26 June 2007 (UTC)&lt;br /&gt;
:::LOL. No, not seriously. I regret to inform you that this will never be implemented. Perhaps if you could come up with some less outrageous and powerful things that could be manufactured you might be luckier. --[[User:Simon|Simon]] 07:22, 26 June 2007 (UTC)&lt;br /&gt;
::::okay. you got me there. hahaha wait, i'll edit it. -[[User:Elegost|Elegost]] 10:42, 26 June 2007 (UTC)&lt;br /&gt;
: How about having it burn out once all shots are fired?--[[User:Johan Crichton|Johan Crichton]] 21:28, 26 June 2007 (UTC)&lt;br /&gt;
::sounds good. but i personally like the idea of it being disposable, just like the spartan laser. and you can't sell the empty one to the trader! -[[User:Elegost|Elegost]] 10:30, 27 June 2007 (UTC)&lt;br /&gt;
::::The above is a lie, I really do have the Shartak Laser. Simon just thought better of letting everyone know one exsisted. --[[User:Wulla-mullung|Wulla-mullung]] 02:33, 29 June 2007 (UTC)&lt;br /&gt;
:::::If you really do, you'll only be able to fire four shots. Also, if you could get a light bulb and run an electric current from the GPS to it and use the gem like a magnifying glass, you might just be able to do this. but make it need a scientist-only skill and have a 75% chance of being done wrong breaking the GPS and the light bulb. When it runs out of charges it leaves the light bulb and the gem intact, but if it breaks you just keep the gem.--[[User:AlexanderRM|AlexanderRM]] 01:45, 13 September 2007 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Bottle of Water===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=improvement|&lt;br /&gt;
suggest_scope=everyone who can drink bottles of water|&lt;br /&gt;
suggest_description=I just realized i carry more bottles of water than FAKS. So, maybe we can use bottles of water on other people, you know, help them drink and restore health. like a fak :)|&lt;br /&gt;
suggest_time=11:12, 6 June 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Elegost|Elegost]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
I fully agree - hence this suggestion: [[Suggestions:Miscellaneous#UI:_Heal_Patient_as_possible_action]] --[[User:Johan Crichton|Johan Crichton]] 04:43, 3 July 2007 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Melee Weapon Breaking tweak===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=weapon tweak|&lt;br /&gt;
suggest_scope=everyone|&lt;br /&gt;
suggest_description= the rate of breaking machetes could be altered a bit. I haven't had much luck breaking machetes these days. Shouldn't they break a lot too? Cutlasses seem to break a lot. And the non-breaking quality of the machete makes it a not-so-good item to trade at the traders. And perhaps writing materials could be blunted when writing too.&lt;br /&gt;
and maybe the sharpening stones can wear out after a while, like around ten sharpenings, it'll crumble to dust. And that'll stimulate players to buy or sell sharpening stones.|&lt;br /&gt;
suggest_time=09:00, 2 July 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Elegost|Elegost]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
I've had the opposite with machetes of late - if you use them for combat, they seem to break reasonably often. --[[User:Johan Crichton|Johan Crichton]] 22:18, 3 July 2007 (UTC)&lt;br /&gt;
Ooh, I know- have the sharpening stones turn blunt, so you can keep two sharpening stones, and use one to sharpen the other. --[[User:AlexanderRM|AlexanderRM]] 01:47, 13 September 2007 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Pit Trap===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Item/Skill|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=Once a hole has been dug with the digging skill/shovel, driftwood can be used to conceal the hole, creating a pit trap. The next individual/animal to enter the hex will fall into the pit, taking 6 points of damage.  This naturally destroys the driftwood covering for the pit and thus the pit would need to be 'reset' with more driftwood.&lt;br /&gt;
&lt;br /&gt;
If it would also cost a point of movement to get out of the pit as well, that would be interesting.|&lt;br /&gt;
suggest_time=10:04, 2 July 2007 (EST)|&lt;br /&gt;
suggest_author=GreyA2|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Similar suggestions already exist - [[Suggestions:Skills#Jungle_Skills]] has a mention of a 'Make/Detect Traps' skill, and [[Suggestions:Skills#Trap_Laying]]. --[[User:Johan Crichton|Johan Crichton]] 04:42, 3 July 2007 (UTC)&lt;br /&gt;
: It should have an x% of falling in per action, including entering and leaving, and it's a square, not a hex.--[[User:AlexanderRM|AlexanderRM]] 01:49, 13 September 2007 (UTC)&lt;br /&gt;
You should be able to add snakes to the pit. See [http://forum.shartak.com/index.php?topic=973.0 snake discussion] for more snake ideas. Each snake would have a chance of biting the person who fell in, at the normal snake damage rates. When someone falls in some of the snakes would use the person/driftwood to slither out of the pit. Possibly limit the number of snakes in the pit, or have a maximum as to how many could bite you, although an instant death trap that you ''really'' have to work at making, by gathering lots of snakes, would be great fun. &lt;br /&gt;
&lt;br /&gt;
I think the person who laid the trap should automatically know where it is an not be able to fall in. I also think that there should be a method to search for traps, which would search the 8 squares immediately surrounding you, so that you wouldn't have to step on the trap to look for it. &amp;quot;Search for traps&amp;quot; would automatically find any, since there's no way of knowing where a trap might be laid and you'd have to waste an AP every time you looked for them, anyway. If you know where the trap is, you don't set it off when entering the square. An &amp;quot;unset trap&amp;quot; option should be available for people who know where the trap is. &lt;br /&gt;
&lt;br /&gt;
I don't think there needs to be a skill to do this. Although, if you wanted a skill, you could make it so that the trapping skill allows you to place &amp;quot;well concealed&amp;quot; traps that are harder to notice (only 33% chance to notice them when checking for traps?) and harder to climb out of (5AP instead of 2?), and gives you a better chance of finding well concealed traps (66% chance?) during a trap search. --[[User:Buttercup|Buttercup]] 09:04, 18 January 2008 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Hunting-Skinning-Trading===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=new ways of income|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=When you kill an animal, you get exp, but no gold. When you trade, you get gold and experience if it's inter-settlement. In reality, peope make food and skins from hunting, in reality, people set into each other with cutlasses. Or did...anyway. I'm suggesting that when you kill a creature, great or small, you get a body part of that creature, pelt, leather, ivory, eyeball...that kind of thing. You can then sell it at the trader for some gold, bigger or rarer the beast, the more gold. Squid eyes being worth the most, parrot feathers the least. It's also been suggested that you get meat from the animal, which you can eat to recover some HP. This is a suggestion made with new players in mind, as my newest character realised he got more of a reward going safely from town to town and gtting hsi gold and exp than he did traveling into dangerous jungle and killing stuff. |&lt;br /&gt;
suggest_time=00:11 am, Thurdsay 30th Aug |&lt;br /&gt;
suggest_author=[[User:RobZombie|RobZombie]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Dupe of something near the top of the page. or maybe that's a dupe of this... don't think so.--[[User:AlexanderRM|AlexanderRM]] 01:50, 13 September 2007 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===The Most-Awesome-Titanium Sword===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=replacement to the heavy sword|&lt;br /&gt;
suggest_scope=everyone|&lt;br /&gt;
suggest_description=Since someone was kind enough to spoil the locations of heavy swords, I hereby present you with this. The Most-Awesome-Titanium Sword! or the MATS.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Since Simon wouldn't implement the Shartak Laser, we'll have this.&lt;br /&gt;
&amp;lt;br&amp;gt;MATS stats&lt;br /&gt;
&amp;lt;br&amp;gt;Damage- 5&lt;br /&gt;
&amp;lt;br&amp;gt;Accuracy- 50% (cause its made of titanium, its easier to wield in theory)&lt;br /&gt;
&amp;lt;br&amp;gt;Chances for Critical- 18%&lt;br /&gt;
:Critical Hit- 10dmg to target&lt;br /&gt;
::Critical Miss- you break it, and you get hit for 5 damage by the broken blade&lt;br /&gt;
&amp;lt;br&amp;gt;Search Odds- 10% at only ONE place, or certain coordinate |&lt;br /&gt;
suggest_time=07:54, 4 September 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Elegost|Elegost]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
You scare me sometimes Ele ;P -[[User:Cthulhu|Cthulhu]]&lt;br /&gt;
: 1: &amp;quot;no, I didn't use earth elementals- I used ''titanium'' elementals&amp;quot;&lt;br /&gt;
2: Someone spoiled the locations of heavy swords? Where?--[[User:AlexanderRM|AlexanderRM]] 01:52, 13 September 2007 (UTC)&lt;br /&gt;
:Forums. Simon is cooking something up, don't worry. --[[User:Wulla-mullung|Wulla-mullung]] 03:14, 13 September 2007 (UTC)&lt;br /&gt;
lol, sounds good, but only one fixed place isn't good. What about there's only one of them, like the conch shell. I can't break, ever, and just like the conch shell when you die you lose it. Now that would be cool! --[[User:A SN|A SN]] 13:41, 1 April 2008 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Bottle/Gourd Of Healing Salve===&lt;br /&gt;
&lt;br /&gt;
Made by juicing healing herbs with an empty bottle or gourd in your inventory.  It would take 3 herbs to make 1 batch of salve and you must have the &amp;quot;Natural Medicine&amp;quot; skill to do so.  Salve heals 15hp when used.  That about covers it really.  The pro is its lighter then herbs, the con is it takes time to prepare.  Perhaps a small exp reward for preparing it (say 2 exp) would encourage players to make use of it, that is open to debate however. --[[User:Etherdrifter|Etherdrifter]] 00:25, 10 September 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
''Edit''&lt;br /&gt;
&lt;br /&gt;
Ousiders without &amp;quot;Native knowledge&amp;quot; would see it as gourd/bottle of green paste.--[[User:Etherdrifter|Etherdrifter]] 22:10, 29 September 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
&lt;br /&gt;
I like. I would suggest allowing pirates to use this skill too, maybe, it would give them the little balancing edge they need. - Rincewind.&lt;br /&gt;
*Perhaps put in place a different skill for pirates to use it?  It would probably need to be a subskill of Native Knowledge.  Not too sure of a name for it though.  Also what do you think of the idea for a small exp reward?--[[User:Etherdrifter|Etherdrifter]] 12:14, 10 September 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
**Small exps are aaaalways good. - Rincewind.&lt;br /&gt;
&lt;br /&gt;
*** Keep chronological order plz. This seems to apply to natives. What about outsiders? Them too? Outsiders would then have a choice of FAKs for 10 HP heals and herb salve for 15 HP heals? Whilst natives would have only herbs or herb salves? Seems oddly balanced. Dislike XP for making the stuff as you will gain XP when using it.--[[User:Skull Face|Skull Face]] 17:14, 20 September 2007 (UTC)&lt;br /&gt;
****Sorry about the mix up there with the time ordering.  Anyways I thought about a small exp reward as a native who just uses the herbs already gains much more exp as they would do from making and using the salve, 7.5 exp per ap against 10 exp per ap,.  The exp is an encouragment to make this and keep it stocked in the traders hut (Where anyone could use it) or use it outside of town.  2 exp seemed about right as it would take it to 9.5exp per ap making it slightly less useful when it used for healing in villages but much more useful for use outside of the village where healing herbs are not so plentiful.--[[User:Etherdrifter|Etherdrifter]] 22:10, 29 September 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Oysters ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Item|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=Oysters would be a new item found only in [[Suggestions:Game_mechanics#Oyster_Bed|oyster beds]]. Oysters in the inventory (1 slot per oyster) would have a button to 'Open' (similar to fruit having an 'Eat' button). They would have a 24 hour shelf life (similar to shargle eggs) after which they would have no food value. Once opened, in the inventory an oyster becomes an oyster shell. These shells have no value and traders will not accept them as trade items.&lt;br /&gt;
&lt;br /&gt;
Oysters would come in two varieties, edible and pearl-bearing, but cannot be identified until opened. When an edible oyster is opened (requiring a knife or dagger) the character would eat it immediately and gain +1 HP if below maximum HP with the following flavour text...&lt;br /&gt;
:''You open the oyster and consume the contents, gaining 1 HP.''&lt;br /&gt;
If the edible oyster is past its shelf life when opened the character gains nothing and sees flavour text such as...&lt;br /&gt;
:''You open the oyster but the contents are inedible.''&lt;br /&gt;
When a pearl-bearing oyster is opened a pearl is added to the inventory (see suggestion on item [[Suggestions:Items#Pearls|Pearls]]) with flavour text such as...&lt;br /&gt;
:''You open the oyster and inside is a small black/white pearl!''&lt;br /&gt;
&lt;br /&gt;
Characters who do not have one free inventory slot will still be permitted to open an oyster. In the event that it contains a pearl which cannot be added to their inventory they will see this flavour text...&lt;br /&gt;
:''You open the oyster and inside is a small black/white pearl which slips through your fingers and is lost!''&lt;br /&gt;
|&lt;br /&gt;
suggest_time=12:47, 14 September 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Support! it also applies to the suggestion below, you could merge those two. --[[User:Lama|Lama]] 21:19, 27 September 2007 (UTC)&amp;lt;br&amp;gt;&lt;br /&gt;
:Ok I like the idea and the one below but I take it that this option is available to both outsiders and natives?--[[User:Etherdrifter|Etherdrifter]] 22:13, 29 September 2007 (UTC)&lt;br /&gt;
::All classes, all ethnic backgrounds ;) --[[User:Skull Face|Skull Face]] 22:44, 29 September 2007 (UTC)&lt;br /&gt;
:::I think this is a great idea and goes well with your sunken city concept. - [[FirstAmongstDaves]] 2 Jan 08&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Pearls ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Item|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=A pearl would be a new item that takes up 1 inventory space. Pearls would only be found inside pearl-bearing oysters. Pearls would come in two flavours, white (19 out of 20) and black (1 out of 20). Traders would value white pearls at 1 times the cost of a gem and black pearls at approx 5 times the cost of a gem.&lt;br /&gt;
|&lt;br /&gt;
suggest_time=13:37, 14 September 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Comment here&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Compass===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New Item|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=This suggestion is for a new item, the humble compass. It would be found in the Weapons Hut and would occupy 1 inventory slot. If clicked (for 1 AP) the compass would report the approximate direction to [[Suggestions:Game_mechanics#Shartak_Mountain|Shartak Mountain]] provided that the jungle density does not block line-of-sight.&lt;br /&gt;
|&lt;br /&gt;
suggest_time=[[User:Skull Face|Skull Face]] 12:26, 20 September 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
So... how exactly does this work? The compass is used to detect the direction of north. Last I checked, Shartak mountain was not right smack on the north pole. --[[User:AlexanderRM|AlexanderRM]] 23:51, 15 October 2007 (UTC)&lt;br /&gt;
:I suggest you learn a wee bit about the use of a compass and compass bearings ;) --[[User:Skull Face|Skull Face]] 10:18, 16 October 2007 (UTC)&lt;br /&gt;
:I was at first confused as well, but now I understand. You look at the mountain. You look at your compass. The compass points towards the mountain. Now you know which way the mountain is. &lt;br /&gt;
:May I assume that without the compass, you just get the distance to the mountain (near, far, very far), but with it you get the direction?--[[User:Buttercup|Buttercup]] 07:05, 25 January 2008 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Theodolite===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Item|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=This suggestion is for a new item, the theodolite, to replace the GPS unit and provide a handwaving explanation for accurate surveying of Shartak by outsiders and pirates. It is a steampunk variant of [http://en.wikipedia.org/wiki/Theodolite the 18th/19th century surveyors' theodolite] and would be used to calculate vertical angles and aid in positional triangulation.&lt;br /&gt;
&lt;br /&gt;
In locations that do not block line-of-sight to the peak of [[Suggestions:Game_mechanics#Shartak_Mountain|Shartak Mountain]], the vertical inclination angle to the peak and the approximate known height of the peak would permit a rough calculation of the horizontal distance from the peak. This calculation would be refined by use of a barometer reading giving approximate current height above sea level. The distance from the peak alone is not sufficient to calculate location. The missing element would be the angular direction of the peak with respect to true N, obtained from a compass reading vs the angular scale on the theodolite. Thus the angular direction of the peak would be obtained. With this second item of information the approximate location on the island would be calculable.&lt;br /&gt;
&lt;br /&gt;
Unlike the automatic always-on GPS unit the standard theodolite must be clicked (for 1 AP) to give an approximate GPS locational reading. The theodolite would occupy 3 inventory slots (similar to a [[rifle]]) due to the need for the lens array, supporting tripod and chart. The theodolite would require solid ground and line-of-sight for accurate use and thus could not be used in [[Water (deep)#Water_.28deep.29|Deep Water]], higher density jungle or indoors. It would also be fragile and have a small (XX%) chance of being destroyed in a hostile attack.&lt;br /&gt;
&lt;br /&gt;
As an optional extra the location information provided by the theodolite may be subjected to error of 1 or 2 location squares. This error would be removed for the classes Explorer/Scout and Scientist. Multiple readings / APs may be needed if strict accuracy is required.&lt;br /&gt;
|&lt;br /&gt;
suggest_time=[[User:Skull Face|Skull Face]] 12:26, 20 September 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
First, the GPS isn't really that useful anyway if you have either exploration or the ubermap. It's still worth the inventory space even if you have both (though the ubermap may tottally nerf it, I'm not sure...), though the gold is... debatable. But at 1AP, 3 inventory, increased area-restriction in use, chance to break when attacked and to be slightly off in location? Heck no. Just plain useless. On top of that, I actually think the GPS should stay- it gives the idea of a &amp;quot;lost island&amp;quot; rather than just &amp;quot;Hispaniola under a different name&amp;quot;. So, uh, I'm thinking maybe not? --[[User:AlexanderRM|AlexanderRM]] 23:50, 15 October 2007 (UTC)&lt;br /&gt;
:If you had been following the discussions you'd know that Simon has asked for suggestions on how to rework the GPS into something that fits the Imperial time period - an island cannot be lost if it still receives satellite telemetry. I consider GPS to be a freebie that is overpowered and in need of adjustment both to suit the period feel and to balance it somewhat. The biggest argument against changing GPS in this fashion is that it would break the existing Greasemonkey scripts (although the Ubermap ''really'' kills the lost island feel). OTOH your arguments seem illogical. If, as you suggest, the existing GPS isn't useful then perhaps you shouldn't be voting against a change, hmmm?&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===fire and science===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=new items, and the skills to support them|&lt;br /&gt;
suggest_scope=everyone, but mainly scientists|&lt;br /&gt;
suggest_description='''new items''':&lt;br /&gt;
*'''charcoal''' (found in abandoned huts @ 10% chance):&lt;br /&gt;
**can be combined with other ingredients to produce black powder.&lt;br /&gt;
*'''saltpeter''' (found in swamp squares @ 10% chance):&lt;br /&gt;
**can be combined with other ingredients to produce black powder.&lt;br /&gt;
*'''sulfur''' (found in mountain caves @ 10% chance):&lt;br /&gt;
**can be combined with other ingredients to produce black powder.&lt;br /&gt;
*'''bottle/gourd of black powder''' (found in shipwreck armory @1% chance):&lt;br /&gt;
**can be used to attack groups of players by way of area-of-effect damage.&lt;br /&gt;
***base = 30% chance of 6dmg to target character + 15% chance of 2dmg to each of 10 random characters + 20% chance of 4dmg to user.&lt;br /&gt;
&lt;br /&gt;
'''new skills''':&lt;br /&gt;
*'''basic chemistry''' (scientists):&lt;br /&gt;
**allows a character possessing the proper ingredients to produce 'black powder'.&lt;br /&gt;
*'''basic munitions''' (soldiers, pirates, warriors with outsider knowledge):&lt;br /&gt;
**reduces risk to user to 10% chance of 2dmg &amp;amp; alters aoe to affect only characters matching the target's affiliation (eg. natives, outsiders, pirates).&lt;br /&gt;
*'''advanced munitions''' (pirates):&lt;br /&gt;
**reduces risk to user to 5% chance of 2dmg &amp;amp; alters aoe to include 15 characters &amp;amp; to exclude members of the user's clan.&lt;br /&gt;
&lt;br /&gt;
'''notes''':&lt;br /&gt;
*player with 'basic chemistry' can only produce 'black powder' provided that character's inventory contains at least one each of 'charcoal', 'saltpeter', and 'sulfur' as well as one empty gourd or bottle.&lt;br /&gt;
*character can only find 'black powder' in the shipwreck armory provided that inventory contains at least one empty gourd or bottle. otherwise, a message will occur indicating that 'black powder' was found, but lacking any means of containing it, the character was forced to leave it.&lt;br /&gt;
*any use of 'black powder' triggers a message indicating said use to all players present, regardless of whether or not they fall within the area-of-effect.&lt;br /&gt;
*when used in jungle squares, 'black powder' has a 1% chance of reducing jungle density by 1.|&lt;br /&gt;
suggest_time=22:40, 29 September 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Zeek|Zeek]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
I would suggest a small exp reward for making the powder but otherwise I like the general idea.--[[User:Etherdrifter|Etherdrifter]] 19:23, 1 October 2007 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Flintlock===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New Item|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=This suggestion is for a new item, the flintlock pistol, a black powder weapon from the pirate era, found only at the shipwreck, the ruined armoury NE of Durham and the tower on Midway Island. &lt;br /&gt;
&lt;br /&gt;
The flintlock would take up 2 inventory slots. Base hit chance for all classes would be 20% (45% with [[Suggestions:Skills#Black_Powder_Proficiency|Black Powder Proficiency]]) delivering 4 HP damage on a successful attack. The flintlock would be a 1 shot weapon requiring 2 APs to prime with a powder charge (1 AP with [[Suggestions:Skills#Black_Powder_Proficiency|Black Powder Proficiency]]), 1 AP to load with 1 lead balls and 1 AP to fire. When loaded and carried through a water square each flintlock would have a 50% chance of being soaked and the powder ruined - the item description would change to a ''useless flintlock''. Such a weapon would have to cleaned using 2 APs (1 AP with [[Suggestions:Skills#Black_Powder_Proficiency|Black Powder Proficiency]]) and the ammo added back to the user's inventory before the flintlock could be primed again. When used there is a small chance that a misfire (e.g. 95%-100%) would destroy the weapon and cause 4 HP damage to the user c.f. breaking machetes.&lt;br /&gt;
|&lt;br /&gt;
suggest_time=[[User:Skull Face|Skull Face]] 12:22, 9 November 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
This is not as good as a maxed machete because of the high AP cost. I don't want tons of useless items like that in shartak like they have in hellrising so NO.&lt;br /&gt;
:It's not meant to be as good as a maxed out machete. You are missing the point. Powder weapons are intended for pirates with [[Suggestions:Skills#Black_Powder_Proficiency|Black Powder Proficiency]]. That skill and the powder weapons would not make pirates superior to Soldiers or Warriors but it would give them additional options and RP flavour. From POV of AP usage vs damage inflicted, using the skill with multiple pistols would make a Pirate slightly more effective in combat (36 HP for 20 APs vs 30 HP for 20 APs) than solely with a cutlass and maxed HTH skills, but only until all their pistols are discharged. This fits nicely with the image of a volley of lead from pre-primed weaponry followed by HTH combat. Availability of powder and balls is deliberately kept problematic. Along with misfire chances this would keep these new weapons from flooding the market too quickly.--[[User:Skull Face|Skull Face]] 12:48, 6 December 2007 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Blunderbuss===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New Item|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=This suggestion is for a new item, the blunderbuss, a black powder weapon from the pirate era, found only at unspecified locations c.f. heavy swords. &lt;br /&gt;
&lt;br /&gt;
The blunderbuss would take up 3 inventory slots. Base hit chance for all classes would be 30% (55% with [[Suggestions:Skills#Black_Powder_Proficiency|Black Powder Proficiency]]) delivering 8 HP damage on a successful attack. The blunderbuss would be a 1 shot weapon requiring 3 AP to prime with a powder charge (2 APs with [[Suggestions:Skills#Black_Powder_Proficiency|Black Powder Proficiency]]), 3 AP to load with 3 lead balls and 1 AP to fire. When loaded and carried through a water square each blunderbuss would have a 50% chance of being soaked and the powder ruined - the item description would change to a ''useless blunderbuss''. Such a weapon would have to cleaned using 3 APs (2 APs with [[Suggestions:Skills#Black_Powder_Proficiency|Black Powder Proficiency]]) and the ammo added back to the user's inventory before the blunderbuss could be primed again. When used there is a small chance that a misfire (e.g. 95%-100%) would destroy the weapon and cause 8 HP damage to the user c.f. breaking machetes.&lt;br /&gt;
|&lt;br /&gt;
suggest_time=[[User:Skull Face|Skull Face]] 12:22, 9 November 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
So this thing takes 5 AP to fire once and it's shots have a 55% chance to hit for a loss 8 HP? Outside of trading this is completely useless. It doesn't come close to a maxed out machete. The amount of inventory it takes up is ridiculous. If all of the shots got off on a person with 65 HP, that would require 25 lead balls. God forbid anyone tries to bring down a fully healed pirate. Can you explain where they could be located and how much one sells for at a traders since trading with an NPC is the only thing this is useful for? A strong NO because I don't want another incentive for trading. This would likely subtract from the weak FAK and herb flow to the wreck and weaken pirates as a whole. [[User:Edwardel|Edwardel]] 01:29, 25 November 2007 (UTC)&lt;br /&gt;
:See comments on the flintlock above as you really seem to have missed the point. Nothing on Shartak, not even a heavy sword, is as good as a maxed out machete. The blunderbuss is a less serious proposition than the flintlock, more for flavour than anything else, and could be adjusted to allow a small %age hit chance for 2 HP damage vs each person in the same square as the target, mimicking a scattershot blast into a crowd.--[[User:Skull Face|Skull Face]] 12:52, 6 December 2007 (UTC)&lt;br /&gt;
::The usefulness of this sort of item isn't in a straight AP-&amp;gt;damage conversion, but in future performance.  With the above stats, a player can spend 5 AP to load one of these, to eventually spend 1 AP and inflict 4HP damage (on average, and with 5% backfire possibility), or, in other words, spend 165 AP (minus trading/searching AP) to load 33 of these (max carryable amount), so that at some point in the future (perhaps in a real time battle?) they can deliver 132 HP damage in 33 AP. At most a machete can do 165 damage in 33 AP but on average you'll get 51, much less than the Blunderbuss. --[[User:Frisco|Frisco]] 02:14, 7 December 2007 (UTC)&lt;br /&gt;
:::Did you note the part where I stated that the blunderbuss would have the same rarity as a heavy sword? If you are aware of anyone with 33 heavy swords please say so and we can continue having a serious conversation about the Shartak arms race. And yes you should be including trading / searching AP as that gives the true relative value of a weapon. Time spent searching for ammo (or heavy sword) vastly reduces the effectiveness of a weapon. Apply your logic and maths to the rifle and see what figures you come up with ;) --[[User:Skull Face|Skull Face]] 11:53, 7 December 2007 (UTC)&lt;br /&gt;
::::Why shouldn't it be as widely available as a cutlass? With load time, you get .66 damage per AP (w/o search time), much less than machete or rifle.  Or in other words, in the time a player has fully loaded 33 of these, one enemy has killed him thrice with a machete.  Again, i see the real benefit of this weapon is its future potential damage per AP, which can add to rp.  Am i missing some other benefit?  With regards to searching, you haven't stated these stats on your new items, so if you want to see those included, please do the math yourself. I see it as a moot point because including search time will decrease overall AP-damage ratio, which will increase the importance of the potential AP-damage ratio and heighten the niche value of this weapon as a benefit to rp. --[[User:Frisco|Frisco]] 18:51, 7 December 2007 (UTC)&lt;br /&gt;
:::::Yeah, the way it is now...it's pretty much completely useless. If it's that rare, it needs be have an equivalent power. And even if it's not rare and instead very common, it still needs to be more effective than a machete, to counterbalance the AP spent finding it. If this was implemented as it stands now, I would expect a total of three people to use it with any regularity. Oh, another thing. If you have multiple parts to one suggestion, put 'em in one section, okay? No need to have two surplus sections that are completely useless. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 19:47, 7 December 2007 (UTC)&lt;br /&gt;
::::::Mark there are no set rules for the wiki suggestions. I'm suggesting multiple items and skills and therefore I'm creating one suggestion per item, one suggestion per skill. I can't find a template for mixing multiple skills / items / whatever into a single suggestion. If there is, please point it out. If not, please restrict yourself to constructively slagging the suggestion :) --[[User:Skull Face|Skull Face]] 23:13, 7 December 2007 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Powder Flask===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New Item|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=This suggestion is for a new item, a flask of black powder, found only at the shipwreck, the ruined armoury NE of Durham and the tower on Midway Island.&lt;br /&gt;
&lt;br /&gt;
A powder flask would take up 2 inventory slots. A powder flask would be used to prime a black powder weapon. After each use has a powder flask would have a 20% chance of running out (guaranteeing at least one use). When carried through a water square each powder flask would have a 20% chance of being soaked and rendered useless. Useless or empty flasks would show as 'Empty Flask' in the inventory.&lt;br /&gt;
|&lt;br /&gt;
suggest_time=[[User:Skull Face|Skull Face]] 12:22, 9 November 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Comment here&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Lead Ball===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New Item|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=This suggestion is for a new item, a lead ammo ball for black powder weapons, found only at the shipwreck, the ruined armoury NE of Durham and the tower on Midway Island.&lt;br /&gt;
&lt;br /&gt;
A lead ball would take up 1 inventory slot per ball. A lead ball would be used to load a black powder weapon.&lt;br /&gt;
|&lt;br /&gt;
suggest_time=[[User:Skull Face|Skull Face]] 12:22, 9 November 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Comment here&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Jute Climbing Cloth===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New Item, found in Native camps only|&lt;br /&gt;
suggest_scope=All classes, but arguably could be restricted to Natives|&lt;br /&gt;
suggest_description=This suggestion aims at providing Native camps with an item roughly comparable to the GPS. It functions very different ly however, hopefully helping to achieve the 'equal but different' goal of class balance between Natives and Outsiders. The climbing cloth would be added to items found in the Native camp ammo and/or med huts with a similiar find rate to the GPS in Outsider camps. Natives could use the cloth to climb trees in any jungle square that contains a tree (mango, banana, berry). Outsiders can use this item if they have the Native knowledge skill.&lt;br /&gt;
 &lt;br /&gt;
Jute is a fibrous tropical plant that is used to make rough weave cloth. This type of cloth is used to make climbing coconut and other trees easier (see [http://www.wikihow.com/Climb-a-Coconut-Tree] for details). What is the point in climbing a tree? To see further of course! There are clearly many ways that this could be implemented, however I think the following would be realistic, relatively easy to implement and not over powered; Climbing a tree takes AP, probably 5AP would be reasonable, but for this AP use your character climbs the tree and surveys a 360 degree view. Unlike say the UD binocular skill that gives a greater graphical view in only one direction, the result of climbing would be a general outline of what is seen in a text description. An example would be something like&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Using your climbing cloth you shimmy up the (banana say) tree. Looking around you see signs of a settlement to the North East, the coast to the south and a lake to the West. You catch a glimpse of movement in the bushes nearby to the east, it's probably an animal but you can't make out what. You see a figure somewhat nearby to the south.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Obviously the above description is very 'busy' and in most locations you wouldn't see all those features. The spotting distance for landmarks such as lakes, mountains, the coast, settlements etc could be quite long, several dozen sqaures or so. Spotting animals and other characters is harder (since they are smaller and hidden by the jungle) and would be limited to about a dozen squares. The distance to the spotted animals/characters as well as landmarks is roughly indicated by flavour text (e.g. 'very close','nearby','somewhat far away','very far away' etc) and the details seen would also depend on range, so for instance character nearby could be identified as either a native or outsider, but not further away and a nearby animal could be identified by species (&amp;quot;You see an elephant quite close to the South&amp;quot;). In the case where there are lots of characters around, either they are all listed with details given as per above, or perhaps just the closest spotted character is reported, the flavour text would first detail the landmarks seen, then animals, then finish with &amp;quot;You see an outsider quite close to the North, you figure you'd better climb down before they see you&amp;quot;, thus naturally justifying why you only ever see the nearest character.&lt;br /&gt;
&lt;br /&gt;
I don't think this would be overpowered, but would provide a decent way of getting around that doesn't require using the Uber-map and also gives a bit, but not too much, more info about the local area that isn't given by the Uber-map. The requirement for using a tree, not just any square, also helps from overpowering this item.&lt;br /&gt;
&lt;br /&gt;
In conjuction with the Agriculture skill (if it was implemented) this item would allow the defenders of a camp to set up trees to be used as scout towers on the outskirts of the settlement, but that's probably thinking too far ahead.&lt;br /&gt;
&lt;br /&gt;
This would provide something unique for the Native huts, and I'm sure trader characters would like another item that is found in limited places to sell for profit in places where it is not found.|&lt;br /&gt;
suggest_time=07:03, 13 December 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Bogdanovist]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
I like the general idea behind this but not the fact that it is item-based (which is why I suggested making Shartak Mountain visible to all players a while back). Could this not be a default ability for everyone but at reduced APs for those with Native Knowledge? Has anyone previously suggested a dedicated Climbing skill? In terms of item support perhaps the appropriate item would also reduce APs required? I do think the suggested 5 APs is too high as you can climb the mountain, waterfall or shipwreck mast for much less. And you can do a lot of scouting with 5 APs if you have Trekking. Nevertheless it's a good idea, I'm surprised it hasn't been thought of previously.--[[User:Skull Face|Skull Face]] 09:35, 13 December 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
I like this suggestion, but agree with Skull Face here on the point of AP cost. How bout, 2AP all round for climbing a tree and 1AP with the item or skill? Skill would probably be more appropriate, giving Natives another distinctive skill, while allowing Outsiders to utilize trees as well. But then on the other hand, is it really worth the XP cost? As in purchasing a new skill that may potentially be rarely used. Perhaps the item would be more suited then, giving the Natives a distinctive means of navigation that Outsiders are not able to utilize. --[[User:Cthulhu|Cthulhu]]&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;In the case where there are lots of characters around,...&amp;quot;''&amp;lt;- summarize what is seen. There's ways to shorten descriptions without losing information. I prefer that to only seeing one figure/losing detail. I think that's my only objection. Otherwise great idea, I l0vez it to bitz0rz. Now I just need to start weaving my jute cloth out of wild grasses and hemp fibers, or whatever they're made from. --[[User:Buttercup|Buttercup]] 09:22, 25 January 2008 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Pretty Flowers===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=A new way to find items|&lt;br /&gt;
suggest_scope=Plants in the jungle|&lt;br /&gt;
suggest_description=Pretty flowers would actually be a specific kind of tropical flower, but outsiders wouldn't know the name without Native Knowledge. I prefer a blue flower. I'll look up different flowers it could be later.&lt;br /&gt;
&lt;br /&gt;
These flowers would generate in D9 and D10 jungle squares. Cutting the jungle to D8 or below would destroy any flowers in the square. Cutting from D10 to D9 would not harm the flowers, though. Up to three flowers can be on any D9/D10 square, growing much like jungle would. When you land on a square with a flower it's listed in the description, and the search button text would be changed to &amp;quot;collect flowers&amp;quot;. If you pick a flower, you take them all and the description/search button text returns to normal.&lt;br /&gt;
&lt;br /&gt;
Flowers can be worn in one's hair or otherwise adorn their person, sold to the trader, used to decorate a hut, or given away. Additionally, if enough are found they can be woven into a wreath (20 flowers) that can be worn on a person's head, or woven into a lei (40 flowers) to be worn like a necklace. Native Knowledge is needed to weave the flowers, but they can be worn without the skill (duh). No new skills need be introduced to the game to weave since it's pretty much for decoration anyway. It would cost 4 AP to weave a wreath and gain 2 XP, while a lei would cost 8 AP and gain 4 XP, roughly in line with jungle chopping or fruit juicing when you factor in getting the flowers.&lt;br /&gt;
&lt;br /&gt;
Flowers essentially last forever until they are used. Ie, when you wear them or decorate the hut with them they start the &amp;quot;fade clock&amp;quot;. A single flower worn in one's hair is fresh for 28 hours, then is listed as &amp;quot;starting to fade&amp;quot; for 10 hours, then is automatically discarded (&amp;quot;You toss away the faded flower&amp;quot;.) Wreaths and leis last longer not due to realism, but because they take so much more effort to make. A wreath would be &amp;quot;fresh&amp;quot; for 10 days before starting to fade, would be &amp;quot;starting to fade&amp;quot; for 24 hours, then would be discarded. A lei would be fresh for 18 days before starting to fade, would be &amp;quot;starting to fade&amp;quot; for 36 hours, then would be discarded.&lt;br /&gt;
&lt;br /&gt;
-*Edited to Add*- Due to the large quantity of flowers needed to make wreaths and leis, and the essentially decorative nature and light weight of flowers, they would take up very little, if any, inventory space. Essentially, a lei would take up 3 slots, a wreath would take up 2 slots, and 8 flowers would take up 1 slot. They would take up 0 spaces when worn, although there would be a limit of one single flower, one wreath, and 1-2 leis that could be worn at any one time. &lt;br /&gt;
&lt;br /&gt;
-*Edited to Add*- A lei would be worth 4 gold coins, a wreath would be worth 2 gold coins, and 10 flowers would be worth 1 gold coin. &lt;br /&gt;
&lt;br /&gt;
Now, for why it's needed:&lt;br /&gt;
*New, fun way to search for things.&lt;br /&gt;
*Gives people a tangible reason to ''not'' deforest at least part of the island.&lt;br /&gt;
*A way for people to show their love for each other.&lt;br /&gt;
*A way for people to show off their popularity (when they receive flowers and wear them) or vanity (when they find/buy flowers and wear them).&lt;br /&gt;
*Makes the huts look/smell nice.&lt;br /&gt;
*New way to make money.&lt;br /&gt;
&lt;br /&gt;
And why it's better than normal searching:&lt;br /&gt;
*Fruit trees/bushes notwithstanding, right now there's no reason to choose searching one square of jungle over another. &lt;br /&gt;
*Hitting &amp;quot;search&amp;quot; a million times in a row is boring.&lt;br /&gt;
*Finding fruit trees is fun, but searching fruit trees gets boring after a while because you just keep hitting the search button.&lt;br /&gt;
*Hunting animals is fun because you look around and find them. When you kill one, you find your next target. This would be like &amp;quot;hunting&amp;quot; flowers, only less dangerous.&lt;br /&gt;
*In summary: Move...see...get...move...see...get... is more fun than click &amp;quot;search&amp;quot;...click &amp;quot;search&amp;quot;...click &amp;quot;search&amp;quot;...&lt;br /&gt;
|&lt;br /&gt;
suggest_time=08:36, 25 January 2008 (UTC)|&lt;br /&gt;
suggest_author=[[User:Buttercup|Buttercup]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
This is only the start of what I hope will be an entirely new way to search for items to augment the current system. Other possibilities include sections of the island that hold canes that can be used for making blowpipes or good wood for darts; plants/materials that only villagers/settlers can find; other kinds of flowers/plants found in different terrains with different properties; and more, giving people reasons to search different parts of the island, rather than just hitting the &amp;quot;search&amp;quot; button in any old random square. --[[User:Buttercup|Buttercup]] 08:36, 25 January 2008 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Deadwood===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New Item|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=This suggestion is for a new (sort of) item, dead wood branches. Dead wood would be found only in Jungle squares containing trees (density 5 or higher) or inside empty huts in [[camp|camps]]. Each dead wood branch would occupy 1 inventory slot and function as driftwood.&lt;br /&gt;
|&lt;br /&gt;
suggest_time=17:01, 29 January 2008 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Comment here&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Flint &amp;amp; Tinder ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New Item|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=This suggestion is for a new item, a flint and tinder box for the creation of fires. This item would be found by searching empty huts in [[camp|camps]] or the cabins at the [[shipwreck]].&lt;br /&gt;
|&lt;br /&gt;
suggest_time=17:01, 29 January 2008 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Comment here&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Different Size Backpacks===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New Item|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=This suggestion is for different kinds and different carrying capcities of backpacks.&lt;br /&gt;
&lt;br /&gt;
Basket: A basket to be slung onto one's back. It would increase carrying capacity by 15 it would cost about 6 gold coins it would be in about double supply of backpacks though making it easier to get but offer less reward.&lt;br /&gt;
&lt;br /&gt;
Messenger Bag: A backpack to be carried on the side holding 20 items and cost about 8 gold coins. It would be produced more than the backpack but less than the basket.&lt;br /&gt;
&lt;br /&gt;
Regular Backpack: Same as before no changes...&lt;br /&gt;
&lt;br /&gt;
Oversized Backpack: The biggest of all backpacks, it would be produced at a very low rate about 1 per day or so? It would be worth 20 gold coins and add 40 slots to your base inventory. It would be this slimly produced due to its large effects.&lt;br /&gt;
&lt;br /&gt;
The effects of backpacks could not stack and if you're carrying two different backpacks the biggest one takes effect instead of the smaller one. Any small tweaks or other kinds of backpacks would be welcome.|&lt;br /&gt;
suggest_time=5:58 February 29, 2008 (GMT)|&lt;br /&gt;
suggest_author=[[User:Tracer|Tracer]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Comment here&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Drift Wood as a flotation device===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type= Change old item|&lt;br /&gt;
suggest_scope= Shartak|&lt;br /&gt;
suggest_description= Driftwood can be used as a flotation device to reduce the AP cost of moving in water. It makes the cost of moving in deep water the same as moving in shallow water. If you have the skill swimming, moving in both tiles will cost 1 AP. If you do not have the skill swimming, moving in both types of tiles will cost 2 AP. |&lt;br /&gt;
suggest_time=03:37, 8 March 2008 (UTC)|&lt;br /&gt;
suggest_author=[[User:Testingthelimits|Testingthelimits]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Comment here&lt;br /&gt;
*How many driftwood would it take? I'm imagining 2 or 3 per floater. -[[User:Elegost|Elegost]] 13:31, 1 April 2008 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Spyglass===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New item|&lt;br /&gt;
suggest_scope=Anyone who finds one.|&lt;br /&gt;
suggest_description=Allow to view square(s?) in one direction in the distance which you are not standing in at the cost of AP use.  &lt;br /&gt;
&lt;br /&gt;
There would be a limit to how far you could see and how many squares you could see with each use.   Possibly only 1 square at a time per single AP?&lt;br /&gt;
&lt;br /&gt;
The advantage to this would be that you could locate dangerous targets without having to get near them.&lt;br /&gt;
&lt;br /&gt;
The disadvantage would be that it would be less useful in exploring hexes than simply walking to the location.&lt;br /&gt;
&lt;br /&gt;
Alternatively, I suppose the spyglass could simply slightly increase your hex revealing ability, but that seems boring and a simple mechanical advantage.  People realistically shouldn't be walking around with a spyglass to their eye at all times after all.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the way things are structured right now, I don't know how this could be implemented mechanically.|&lt;br /&gt;
suggest_time=11:05 15th of March, 2008 (EST)|&lt;br /&gt;
suggest_author=GreyA2|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
*Similar to the binoculars of urbandead? I like it. Helps with the hunting :D -[[User:Elegost|Elegost]] 13:35, 1 April 2008 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Bottle of blood===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New possibility|&lt;br /&gt;
suggest_scope=Anyone|&lt;br /&gt;
suggest_description=When you're bleeding, you could fill bottles and gourds with your blood. You could then sell these. You could then use them as a bait for sharks. Spot someone you want to harm in the water (even if it's yourself), pour a bottle of blood in the water, if you swim away a shark will bite you once most of the time before you do, and every person staying on the spot will get bitten a few times by sharks until the blood would dissipate (a fixed duration). Therefore you could use it in a new way to harm someone in the water, or even make the sharks come at you faster, for whatever reason, whether you're trying to commit suicide or bottling more blood. Drinking blood would make your max HP gain 2 points for the duration of a day, no matter how much you would drink.|&lt;br /&gt;
suggest_time=13:26, 1 April 2008 (UTC)|&lt;br /&gt;
suggest_author=[[User:A SN|A SN]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Comment here&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>A SN</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Suggestions:Items&amp;diff=17818</id>
		<title>Suggestions:Items</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Suggestions:Items&amp;diff=17818"/>
		<updated>2008-04-01T13:41:05Z</updated>

		<summary type="html">&lt;p&gt;A SN: /* The Most-Awesome-Titanium Sword */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Suggestions header|page_type=Item}}&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Absinth ===&lt;br /&gt;
Could have a very low chance of being found, and would display as &amp;quot;Bottle of absinth&amp;quot; (in addition to the existing &amp;quot;Bottle of beer&amp;quot; and &amp;quot;Bottle of water&amp;quot;). Would result in a distortion of game display, showing some kind of living beings (native, outsiders or animals) as another kind (a native could be displayed as an outsider or an animal), causing the intoxicated character to attack people he wouldn't have attacked otherwise, or trying to role-play with an angry elephant. --[[User:Mad Robert|Mad Robert]] 03:53, 19 March 2006 (GMT)&lt;br /&gt;
*No reason to drink it then? --[[User:Grigoriy|Grigoriy]] 23:37, 19 March 2006 (GMT)&lt;br /&gt;
**I'm sure someone would drink it anyway. Could bring back some HP, of course... --[[User:Mad escription=A new, one-sRobert|Mad Robert]] 23:50, 19 March 2006 (GMT)&lt;br /&gt;
*The whole &amp;quot;distortion of game display&amp;quot; thing sounds too complicated. If it's a powerful enough hallucinogen, it could work as a teleporter to a random nearby location (&amp;quot;As the effects of the ''See tabsinthe wear off, you realize that you have moved to a different part of the jungle.&amp;quot;). But I think it'd be better theme-wise to introduce a plant native to the island with such an effect; also, these &amp;quot;strange herbs&amp;quot; would give outsiders something to confuse healing herbs with. &amp;amp;mdash; [[User:Elembis|Elembis]] 13:24, 21 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
When found/bought/clicked, it should say, &amp;quot;You search/bought/see and find absinth. It's probably not safe to drink.&amp;quot; I've never heard of absinth before, and wouldn't want to end up with a bunch of weird effects when I thought it was just another kind of booze. Adding &amp;quot;It's probably not safe to drink.&amp;quot; should clear up the confusion. When you take it, it should say, &amp;quot;You feel really weird, and things don't seem normal right now. This should wear off in an hour or two.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Maybe a different effect? For the next however many hours clicking &amp;quot;move&amp;quot; sometimes moves you in a random direction, speaking jumbles some of your words, you can't aim straight, and searching turns up pink elephants?  --[[User:Buttercup|Buttercup]] 01:38, 16 January 2008 (UTC)&lt;br /&gt;
:I read up on absinth. It IS booze. Geeze, and here I thought it was some kind of hallucinogen the way you were talking. --[[User:Buttercup|Buttercup]] 08:06, 27 January 2008 (UTC) &lt;br /&gt;
&lt;br /&gt;
::Yes, it's quite intense being normally around the 70% alcohol percentage. It contains Thujone, which was reportedly responsible for hallucinations. Oh, and it doesn't cause hallucinations. I drink it and to be quite frank, anything around 70% that is drunk in suitable quantities would cause many a vision. Good stuff :)--[[User:Cthulhu|Cthulhu]] 08:52, 27 January 2008 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Ah good old Absinthe, the nasty stuff is about 90% (not legal in most countries) and indeed it is not hallucinogenic but comes very close when you are blind drunk.  Perhaps it should cure poison but reduce your accuracy for several ap (if you can survive a bottle of 90% absinthe then you can survive pretty much any other poison).--[[User:Etherdrifter|Etherdrifter]] 19:04, 28 January 2008 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::I've heard of that 90% stuff. Gotta get a bottle for myself :) I do like the cure poison suggestion, but I suspect there is something else that helps deal with poison ;)--[[User:Cthulhu|Cthulhu]] 06:28, 1 February 2008 (UTC)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Spear ===&lt;br /&gt;
It could be the native warriors main weapon, give it a base damage of 3, same to hit as machete but it wouldn't cut through jungle -- [[User:Daylan|Daylan]] 11:02, 17 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
*A spear for stabbing or a spear for throwing (i.e single use) ? --[[User:Simon|Simon]] 15:49, 25 February 2006 (GMT)&lt;br /&gt;
**I like the idea of a spear for stabbing. We have enough single use weapons in the game, already. What would make it so different from a blowgun, if it is throwable? Which brings up another question: With a weapon that deals 3 damage and is reusable, who will bother with a blowgun?--[[User:Wifey|Wifey]] 06:54, 29 March 2006 (BST)&lt;br /&gt;
*The machete is already better than the blowpipe if you've got the three melee upgrades, and the spear would represent a third melee weapon warriors like me would need to carry around (along with a knife for writing and a machete for chopping). I don't see a point, unless it's to compete with the heavy sword, in which case I'd recommend that the heavy sword be toned down. &amp;amp;mdash; [[User:Elembis|Elembis]] 13:32, 21 May 2006 (BST)&lt;br /&gt;
*I like the idea of having the spear become the second “super” weapon in shartak, rather than increasing its damage potential its accuracy could be raised instead so that instead of 20 it could be 30 percent yet still have the same damage base of 2 like the cutlass/machete, while having other stats same or similar to the heavy sword. that would pretty much solve all the problems mentioned above--[[User:A for anarchy|A for anarchy]] 04:29, 22 July 2006 (UTC)&lt;br /&gt;
*Spears and bow-and-arrow should be implemented for natives, to give them some unique weapons besides the blowpipe. (why would all natives use the machete, an outsider item?) Natives should be able to make their own arrows from wood found the jungle. Also, to promote use by each class of 'their' weapon, maybe natives using spear should get 45% accuracy, using machete they should get get 40%... and outsiders using spear get 40%, but using machete get 45%? [[User:Arminius|Arminius]] 00:08, 27 August 2006 (UTC)&lt;br /&gt;
* I'd like to see the machete become more of a tool (ala the shovel) and be replaced (as a melee weapon) with two new melee weapons - swords for outsiders and spears for natives.  Drop the damage to 2 in this suggestion and it would be fine. [[User:Johan Crichton|Johan Crichton]] 05:48, 8 March 2007 (UTC) &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Head-shrinking powder ===&lt;br /&gt;
This could be either a melee or area weapon used by natives.&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
*What are the effects of it? Causes X HP of damage? Loss of AP? Loss of XP? Instant death? - [[User:Snarf|Snarf]]&lt;br /&gt;
**Could be used on a body to create a totem of some sort. This can then be placed in a square. People from the same village or settlement as the now shrunken head take twice as many AP to move through because of fear. Disintergrates after x number of people have moved through the square. {{unsigned|Hyper tyger|17:18, March 18, 2006 (BST) }}&lt;br /&gt;
***Any mechanism that gets shrunken outsider heads added to my inventory will get my vote. --[[User:Skull Face|Skull Face]] 10:37, 16 October 2007 (UTC)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Meat and Pelts ===&lt;br /&gt;
Heals 2 HP. Used by both outsiders and tribals. It appears in your inventory when you kill a beastie. [[User:Bungalow Bill|Bungalow Bill]]&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
*But you can only carry 200 pounds of meat back to your wagon. &amp;lt;nowiki&amp;gt;&amp;lt;/oregontrail&amp;gt;&amp;lt;/nowiki&amp;gt; --[[User:Lint|Lint]] 01:15, 13 February 2006 (GMT)&lt;br /&gt;
*Or you have to cook it, taking one AP and possibly a fire-lighting skill (who wants to eat raw monkey?).[[User:MorkaisChosen|MorkaisChosen]] 20:12, 20 February 2006 (GMT)&lt;br /&gt;
**Maybe you don't have to cook it but you get less HP and possibly lose HP to food poisoning. [DarkFerret]&lt;br /&gt;
*Or, to make it more, hm, tribal, you could need to bring it back to specific places in the village where it could be (instantaneously) cooked and used as a replenished &amp;quot;health pool&amp;quot; any player could use. You would still have the occasional berries to eat in the forest, but real meal would occure at a settlement. It would also provide a more efficient healing system (as currently, you roughly get to spend 50 AP to recover 4 or 5 HP, which makes death the most efficient way to restore your HP). -- Leaf&lt;br /&gt;
**''There is a large pot of stew cooking, it appears to be half full.''&lt;br /&gt;
***''You eat some and feel better. After a few spoonfuls you find your friend's pocket watch.'' [DarkFerret]&lt;br /&gt;
**Make it 1 HP per kg of meat (basing carcass size loosely on the animal's starting HP), and make each HP of carried meat fill 1 inventory space (and pretend preservation isn't a problem). Put an ever-boiling pot in each village (in a boring oudoor place; we could use more points of interest), and give people experience points whenever they contribute meat to any pot (more meat gives you more XP, and putting meat in the pot of your home village gives you extra (double?) XP). Omnipresent spices and palate differences could make food at Outsider villages inedible for Natives, and vice-versa. (Pirates ought to be able to eat from any pot, but for half the health benefit. Maybe they should even be able to eat meat raw.) Any non-meat added to the pot would simply disappear (and poison from poison berries would be broken up by the heat). This system would (1) encourage community, (2) increase realism (there's currently no realistic reason for a non-warrior to kill a non-threatening animal), and (3) provide another theme-fitting non-combat XP path. &amp;amp;mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)&lt;br /&gt;
***As per Elembis. For example, a meat item could be eaten raw for 1HP per 1 inventory space, or returned to a cooking pot (imho only in native camps...). Drinking from a cooking pot could restore 2HP, until &amp;quot;The pot is currently empty&amp;quot;. Non-meat items could not be added to the cooking pot -- the game menu functionality would be limited by the user interface (for example, Add Meat to Cooking Pot doesn't appear or doesn't work until you have meat in inventory, and adds meat to the cooking pot when clicked). --[[User:Tycho44|Tycho44]] 21:37, 16 June 2006 (BST)&lt;br /&gt;
***We should keep in mind that eating from a pot should heal faster than searching for and applying herbs and kits, or else players in need of healing won't bother. (6 searches per FAK/herb means 7 AP per 5/10 HP healed for non-scavengers, so 2 HP per bowl of food should be fine.) Also, I think that pots should treat pirates like normal outsiders, that all camps should have pots (since outsiders are surely capable of cooking meat), that the item should be &amp;quot;piece of meat&amp;quot;, that the description for a square with a pot should read something like &amp;quot;There is a fire here with a large pot over it.&amp;quot;, and that the button should read &amp;quot;Add Meat to Pot&amp;quot; (or perhaps that feature should just be linked to the &amp;quot;meat&amp;quot; button in the inventory list). &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 22:20, 16 June 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
* From the new forum: All this bloodthirsty killing of endangered animals is fun, but the carcasss goes to waste. When killing an animal, I propose:&lt;br /&gt;
&lt;br /&gt;
1. we can take pelts. You'd need a knife or machete to do this though. A pelt can be sold at the trader's hut where it can be bought by others. &amp;quot;Trader Joe says, &amp;quot;Great, here's one gold coin for your large stag pelt.&amp;quot;&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
2. we take meat. Again, you'd need a knife or machete. You can consume the meat for HPs, or sell it at a trader's hut where it can be bought by others. &amp;quot;You cook and eat an elephant carcass and gain 2 HP.&amp;quot; As for human meat: &amp;quot;You offer to trade one human carcass. The guard dog sniffs at it. Trader Sam recoils in horror. &amp;quot;Get that dead body out of my trading hut!&amp;quot; he yells.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The concerned environmentalist in me would not encourage a function by which we buy ansd sell tiger penises as aphrodisiacs, or elephant tusks for ivory. - [[FirstAmongstDaves]]&lt;br /&gt;
** -Aww, but why can't we sell elephant tusks? we can use them as a weapon with major damage (maybe we could have a 5% or so chance of hitting with the pointed end on a succesful hit, doing extra damage) but low accuracy and/or especially high break chance. (&amp;quot;your elephant tusk shatters, leaving you with the end which you throw away.&amp;quot;)--[[User:AlexanderRM|AlexanderRM]] 20:11, 22 June 2007 (UTC)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Radio beacon/receiver ===&lt;br /&gt;
A radio beacon/receiver for outsiders to pinpoint specific locations of interest.&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
*What's wrong with using the GPS co-ordinates of a specific location? - [[User:Snarf|Snarf]]&lt;br /&gt;
*Perhaps a way to have GPS waypoints or markers IN one own's GPS? --[[User:Wcervantes|Wcervantes]] 19:39, 16 February 2006 (GMT)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Holy Scriptures ===&lt;br /&gt;
Used to convert Natives into Ousiders. Requires &amp;quot;Religious Devotion&amp;quot;. Most likely found around Outsider settlements --[[User:One of many doctors|One of many doctors]] 23:22, 16 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
*Nobody wants to have a class change againt their will. -Grigoriy&lt;br /&gt;
*Noone wants to die against their will either, but it does happen ;-) Might be irritating, but also might be quite interesting. It would have to be possible both ways of course, natives to outsiders and outsiders to natives. Perhaps the outsiders can convert natives to outsiders with holy scriptures using the religious devotion skill and natives can convert outsiders to natives with a bottle of beer using the seduction skill! ;-) --[[User:Murk|Murk]] 12:28, 4 March 2006 (GMT)&lt;br /&gt;
*Class conversion gets awfully mucky, when you consider available skills. I would say that a better idea would be for use of Holy Scriptures on a native to prompt the natives with an invitation to change sides--without changing class. This would make them see outsiders by name, make natives anonymous, and cause them to show up on the map as &amp;quot;1 convert&amp;quot; to outsiders (as opposed to &amp;quot;1 native&amp;quot;) and as &amp;quot;1 traitor&amp;quot; to natives. Converting back would require a shaman with an equivalent skill (which can, of course, offer outsiders an opportunity to be accepted into native communities).&lt;br /&gt;
:Note, though, that I have no idea how difficult that would be to write in, given the existing code.--[[User:Wifey|Wifey]] 07:01, 29 March 2006 (BST)&lt;br /&gt;
*Such a feature would allow anyone to change class bath and forth at will by just using another of their characters of the appropriate class to effect the conversion, which makes classes virtually pointless.&lt;br /&gt;
*Class conversion sounds bad. Religion might be interesting, but this seems like a messy and unpleasant way to include it. &amp;amp;mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)&lt;br /&gt;
*Historically, natives did occasonally convert to outsider ways, whether by force or by choice. And outsiders did occasionally &amp;quot;go native&amp;quot;. Rather than coercing someone to change, maybe make it a voluntary change. The change would go into effect upon purchasing a skill, at the usual cost for the next skill. For a native to become an outsider, he would have to take the skill &amp;quot;Convert&amp;quot;, with the prerequisites of Outsider Knowledge and Expert Language. For an outsider to become a native, he would have to buy the skill &amp;quot;Gone Native&amp;quot;, with the prerequisites of Native Knowledge and Expert Language. The character would then convert to the new matching class. A Villager becomes a Settler, and a Soldier becomes a Warrior, for example. [[User:Nosimplehiway|Nosimplehiway]]--[[User:Nosimplehiway|Nosimplehiway]] 23:23, 28 November 2006 (UTC)&lt;br /&gt;
* You know, I wholeheartedly despise &amp;quot;permanent&amp;quot; class choices of any kind, and shartak is especially bed, because of the +25 XP skill cost per level makeing creating a new character and bringing it to the level of your old one very difficult. If I made this game, you could shift not only from native to outsider and back, you could switch from, say, warrior to shaman, or any other this-class-to-that thing. Anyway, you people really haven't though out the possibilities of a class choice against your will- shartak would be something other than people fighting or healing each other or exorcizing spirits for the rest of eternity. but the question is: is that good or bad?--[[User:AlexanderRM|AlexanderRM]] 23:44, 27 April 2007 (UTC)&lt;br /&gt;
**Not everyone agrees, friend.  A lot of us like the fact that each class is unique.  Still, I'm always interested in hearing other opinions.  Consider joining the official forum.  This discussion is moving away from the topic of a new item and towards a discussion of what direction we'd like Shartak to go. Thus, we should probably move our discussion elsewhere. Regards.--[[User:Black Joe|Black Joe]] 00:20, 28 April 2007 (UTC)&lt;br /&gt;
** Yes, and my idea keeps each class unique- but it allows you to change your mind on what class you are. For instance, right now both the scout/explorer and villager/settler are better than the warrior/soldier due to the heavy sword, because one has a better chance of finding one and the other has extra AP. My idea is to allow people who wanted to fight to go back and change that decision without haveing to start all over again. --[[User:AlexanderRM|AlexanderRM]] 01:06, 4 May 2007 (UTC)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== GPS Unit (Redesign) ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Item, modification|&lt;br /&gt;
suggest_scope=GPS unit|&lt;br /&gt;
suggest_description=This is a suggestion to change the gps unit into an object that presumably fits better with the game setting. We currently have no other modern item available for use (anachronism - VOCABULARY WORD!). Perhaps we should use a sextant? And rather than reveal the position all of the time, it requires a 1 AP use in non-dense, non-enclosed area.|&lt;br /&gt;
suggest_time=21:48, 23 February 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Yes, GPS units are indeed ''malapropos'' (another vocabulary word :D)--[[User:Grigoriy|Grigoriy]] 00:33, 27 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
Y'know, the &amp;quot;GPS Unit&amp;quot; item has stuck out like a sore thumb to me too.  I'd be very much in favor of a lower-tech replacement, if only because it makes the game more timeless.  But what tools ''did'' explorers of earlier eras use to measure latitude and longitude while traveling by land, anyway? And how accurate were they? Alternatively phrased: if you were trapped on a desert island without a GPS Unit, how would you estimate where you were? Lint's suggestion for a lower-tech replacement item, requiring AP and suitable terrain conditions for proper use, appeals to me. --[[User:Berry|Berry]] 14:03, 7 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
I've done some research into this and as Lint said, a sextant is what was used. Unfortunately though, a sextant doesn't do both longitude and latitude very quickly, you need charts/tables and several hours. See http://www.pbs.org/wgbh/nova/longitude/secrets.html for info. --[[User:Simon|Simon]] 14:55, 7 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
: Ahh; yeah, I had just been checking out http://www.lewis-clark.org/content/content-article.asp?ArticleID=1268 myself.  If I'm reading it right, it sounds like the bulk of the hours of calculation involved were due to being at sea and having to figure out what time zone you're in first as part of the equation.  (Both pages mention a &amp;quot;chronometer&amp;quot; which was finally invented to try to solve that problem.)  On land, though -- and especially on an island of Shartak's size -- you pretty much know where you are, and you're not likely to be crossing time zones.  A quote from the Lewis &amp;amp; Clark page: &amp;quot;If time can be fixed along any meridian of longitude, then longitudinal distance can be determined by comparing time at that meridian with local time, usually based on the point at which the sun reaches its zenith.&amp;quot;  So.  I wonder if we could fudge a bit with this sextant business by assuming that everyone on the island is able to determine what time it is on Shartak -- after all, we do get timestamped event messages! ;) -- and therefore we can apply that bit of knowledge to help determine longitude, overcoming the sextant's weakness.  That could even go in the FAQ.  I'm not really all that scientifically inclined, so please do feel welcome to correct me if if my thoughts are way off base.  In closing, I still like Lint's ideas about making it cost AP and require suitable terrain.  The former would represent the investment of time in setting up the equipment and doing the calculations.  The latter would give players a reason to clear a square of jungle. --[[User:Berry|Berry]] 16:07, 7 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
:: That all sounds good. I think there is a skill in there as well - I don't suppose a sextant is as accurate as GPS, so why not have it not produce the same result all of the time? Someone with the &amp;quot;Skillful Sextant Supervisor&amp;quot; skill gets more accurate results. --[[User:Dr. J|Dr. J]] 16:17, 7 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
: The AP cost of a sextant or other device could easily be added to the GPS unit by requiring that you 'use gps' to get the reading rather than it being on all the time. Whilst redesigning the GPS unit, how about thinking of something for natives to find out where they are - obviously not as accurate as a sextant, but something to guide them around or to specific locations. --[[User:Simon|Simon]] 16:30, 7 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
:: Just consider it a redesigned sextant that some mythical character dropped around the island and call it &amp;quot;Professor Inglewood's Speedy Sextant And Nano Tables&amp;quot; or some other such nonesense and leave it working the same, just with a different name.  As for natives, maybe they could see/read totems at different points in the jungle, indicating where resources/towns are. --[[User:Frisco|Frisco]] 17:06, 7 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
:: Natives divine their position with animal feces. It can be a new skill ;) Actually, in all seriousness, perhaps something involving animal bones? It would need to be something mystical, as there just isn't a more primitive method than the sextant. That way, it sort of balances; you use animal bone dice for a few minutes to divine your position accurately, and outsiders sit dow nand use a sextant.--[[User:Wifey|Wifey]] 07:08, 29 March 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
:: I'm currently of the opinion that the Natives don't need a version of the GPS. It helps a little with the mapping projects and location scripts. But my Shaman was just as lost than my gps-using Settler when I was traipsing through the Jungle. --[[User:Lint|Lint]] 23:10, 30 March 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
::: So natives need a sensing skill that gives them direction and distance to the nearest village. Natives seem to flail at the beginning compared to outsiders: every outsider counterpart item/skill is stronger (especially gps, blowpipe vs rifle, and the lack of bottled water). --[[User:Tycho44|Tycho44]] 05:43, 10 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
:::: How about giving Natives a 'always on' ability (like the GPS is now). They have been born and raised here, they _always_ know where they are (or perhaps it should be modified so that they always know where they are in relation to their village - ie, (201N, 34E of Wiksik). Make the GPS a sextant and require an AP to take a reading and perform the calculations. I would go so far as to suggest that it be tied to the Cartography skill or possibly an additional skill in the Cartography tree.[[User:Anothertwilight|Anothertwilight]] 06:20, 10 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
::::: I like this idea as well as Frisco's. Rename the GPS unit a sextant, keep its 0 AP use cost, and give all natives the ability to &amp;quot;Sense Position&amp;quot; for 1 AP and be told the direction and rough distance of the nearest village. (&amp;quot;After several minutes of attentive communion with the spirits, you sense that Raktam is about a day's journey north of here.&amp;quot;) &amp;lt;s&amp;gt;Maybe even take the GPS away; the natives should know their way around better than the outsiders.&amp;lt;/s&amp;gt; &amp;amp;mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
How about we just get ride of the gps unit in general and in its place have item called &amp;quot;a map and compass&amp;quot; and rather then being a 0AP cost item, it cost 1AP to tell the coordinates (exactly like an gps unit would) anywhere and gives no experience. --[[User:A for anarchy|A for anarchy]] 04:41, 22 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Making a map an item would require the skills of ''exploration'' and ''cartography'' to be changed or eliminated, which I'd rather not do. Also, the grid-like map already gives us a compass of sorts, so a compass as an item, while interesting, wouldn't really do anything. And finally, a 1 AP use cost for the GPS unit / map and compass / sextant would probably result in the creation of a Greasemonkey script that would store one's coordinates in a cookie, modify them for each movement based on which &amp;quot;move&amp;quot; buttons was pressed, and show the resulting coordinates all the time (at no AP cost). I suppose this could be done already for players without a GPS unit (that is, you could anchor your coordinate system by finding a known hut or landmark and inputting its coordinates), but the GPS unit makes it a lot easier. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 16:54, 26 July 2006 (UTC)&lt;br /&gt;
::: You all need a Antikythera mechanism - see&lt;br /&gt;
http://www.xsorbit1.com/users/incandescent/index.cgi?board=M&amp;amp;action=display&amp;amp;num=1167260766 - [[FirstAmongstDaves]]&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Remove uber sword of doom(aka heavy sword) ===&lt;br /&gt;
I don't even have a heavy sword yet but I can already tell(from the item page) that it makes a lot of things utterly useless.Just for reference the heavy sword is(when maxed attack skills) 45% hit, 5dam= '''2.25dam/ap'''. What does it make useless, well let me begin.&amp;lt;br&amp;gt;   &lt;br /&gt;
                             &lt;br /&gt;
1.Rifle skills- reason: the ap you spent getting the xp for those skills was better used searching for a heavy sword.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2.Rifle- reason: the dam/ap for the rifle is lower than a the heavy sword '''before''' factoring in the search for ammo part. The math: the rifle is 5 dam,60% hit,1.5 ap/shot( 3ap per 2 shots i think)= (5*.6)/1.5 =3/1.5 = '''2ap/dam NOT FACTORING IN SEARCHING FOR AMMO'''.&lt;br /&gt;
&lt;br /&gt;
3. The blowpipe- reason: the blowpipe sucks as it is, the machete makes it pointless(unless they actually poison) and the heavy sword just makes it absolute garbage(even if they poisoned). The math: 4 dam, 20% hit, 2ap/shot(assuming you have to reload after every shot i don't use the blowpipe so I wouldn't know)= (4*.2)/2=.8/2= '''.4 dam/ap NOT FACTORING IN SEARCHING FOR AMMO'''.&lt;br /&gt;
&lt;br /&gt;
Conclusion- I realize there are problems with the blowpipe but as far as I can tell with the rifle there are none. The knowledge of there even being a heavy sword is enough to discourage those that would take rifles training as a skill. The sword is just too powerful to balance in game as the only way to balance it would be to add another item that is just as crazy powerful, making it rare does nothing to the balance as people can still find it and it makes those few ,whom the RNG loves, ridiculosly overpowered. If the RNG loves somebody they should get multipul hits in a row not the ability to destroy everybody who can't/doesn't want to waste the ap to gain that ability. And after all just because it is rare doesn't mean we all can't find it, I know eventually we would all find one and there would be no variaty whatsoever in battle. Take urban dead for example they balanced the shotguns,pistols, and fireaxe evenly so there is no superior choice its about how you want to play. With the heavy sword it makes all other items pale in comparison BEFORE search rates are keyed into calculations, in urban dead it is AFTER that they are about even. This suggestion to remove something doesn't punish anybody because as of right now we do not know where to find the heavy sword, the only ones were stumbled across randomly so nobody would really have &amp;quot;wasted&amp;quot; the ap to find it(unless they have but I know after reading a bit I didn't for the fun reducing factor everybody having one would bring). Also don't bring up things about how I don't know how it works ingame because unless it takes 6ap to attack the math shows it is unbalanced. Please Simon fix this unbalanced  weapon by removing it, not by making everything else oh so much better. ANybody who is with me sign in the comments please.&lt;br /&gt;
&lt;br /&gt;
'''Comments'''&lt;br /&gt;
&lt;br /&gt;
*The math looks sound. And I agree that having everyone run around with Heavy Swords would make for a plain game. However, I don't see why it needs to be removed completely. Is there anything we can do to the sword mechanics to make it more even with the existing weapons? --[[User:Lint|Lint]] 01:04, 10 March 2006 (GMT)&lt;br /&gt;
*I agree. The machete with maxed out melee skils is arguably better than any other weapon, and the heavy sword makes that look like a butter knife. Yank it or make it so rare it would be like winning the lottery twice. --[[User:Jackel|Jackel]] 01:49, 10 March 2006 (GMT)&lt;br /&gt;
*I disagree with some of the logic in this argument.  If the heavy sword were a common weapon, then I could understand the concern; however, the &amp;quot;über sword of doom&amp;quot; is hardly of such availability.  As far as I know, only one player has the sword.  Having rare items like it add a new dimension to the game - a sort of treasure hunting aspect.  I would even propose that even more superior weapons are &amp;quot;hidden&amp;quot; around the island, possibly protected by superior animals. --[[User:Gandhi|Gandhi]] 00:34, 22 March 2006 (GMT)&lt;br /&gt;
** One player on the [[Game design]] page has commented on how he has acquired 3 Heavy Swords. Don't get me wrong, some weapons should be better than others to allow for diversity (that's why there's knives, daggers, and whatnot). However, as it stands, the Heavy Sword to our knowledge is the single best weapon available. Everyone is going to be running around with it and if you don't have one, you won't be able to compete. It'd be like playing Rock-Paper-Scissors-Nuclear Bomb and Nuclear Bomb always wins. --[[User:Lint|Lint]] 00:52, 22 March 2006 (GMT)&lt;br /&gt;
*Are these even real? I mean, how many people claim to have gotten them? one? This almost looks like a pretty funny joke. Also, Simon has stayed silent on this, implying some sort of uber sword conspiracy, so perhaps we shouldn't rock the boat. (Cue up suspenseful music) -[[User:BananaBear|BananaBear]] 06:02, 22 March 2006 (GMT)&lt;br /&gt;
**i have 3 swords ,but i'm reading it's really rare. I feel really lucky :). Oh , and i think it's too powerful compared to other weapons. Maybe there must be other rare ranged weapons (like some 6 or 7 o 8 damage rifle) or something like this --[[User:JonesDye|JonesDye]] 09:38, 27 March 2006 (BST)&lt;br /&gt;
**I thought I'd made them fairly rare (after the initial burst of finding them) but I think I made them too rare perhaps. There are still only 4 people with them, looks like the same 4 who had them originally. --[[User:Simon|Simon]] 00:01, 8 April 2006 (BST)&lt;br /&gt;
**Do you even have one Simon? --[[User:Grigoriy|Grigoriy]] 00:17, 8 April 2006 (BST)&lt;br /&gt;
**Nope. No heavy sword for any of my characters. --[[User:Simon|Simon]] 11:18, 8 April 2006 (BST)&lt;br /&gt;
*The original poster is correct about rifles/blowpipes being too weak. The rifle's AP/damage ratio is actually much lower than even the machete's, let alone the mysterious heavy sword. The rifle's accuracy is its edge, but 60% maximum accuracy really isn't *that* high or that much of an advantage over the 45% machete accuracy. The introduction of two new skills to the firearms skill tree, &amp;quot;Marksmanship&amp;quot; and &amp;quot;Expert Marksmanship&amp;quot;, each of which would add 10 or 15% to rifle/blowpipe accuracy, would help to solve this problem I would say (I dont know if anything like this has been proposed before). Dont remove the heavy sword, just make rifles more powerful.  -[[User:Arminius|Arminius]] 01:29, 8 April 2006 (BST)&lt;br /&gt;
* With the addition of the forgotten blowpipe skills, that should help the blowpipe ratio, and I'd say ignore the heavy sword since it seems so rare that you'll be lucky to get one unless someone trades one in for some essential supplies. Not sure about 80% accuracy with either of the ranged weapons - would those skills be available to all or just as an extension to firearms/blowpipe training? What happens to the blowpipe damage if the poisoning suggestion is implemented and the poison effect is added that takes away 1-5 HP over the next 5 AP unless you use serum or first aid kit (damage numbers not definite, just a rough figure)? --[[User:Simon|Simon]] 11:18, 8 April 2006 (BST)&lt;br /&gt;
**I was thinking that the new skill(s) would be part of the ranged weapon skill tree (how can one be a marksman if he does not have firearms training). I like the idea of making a ranged skill available to all though. A maximum accuracy of 20% for all non-soldier/warrior characters seems very low. Maybe the first skill in the tree should be available to all, but the next 2 or 3 skills only for soldiers/warriors? Just an idea. -[[User:Arminius|Arminius]] 02:50, 12 April 2006 (BST)&lt;br /&gt;
* I think adding one skills for rifle and one for blowpipe is really cool. Marksmanship is a nice name , but not to add accuracy, but to add +2 to damage. Poisoning for blowpipe go well too. Oh, and one of my swords is gone ç__ç. And about trading, i tried to trade one of them , but the trader didn't have 49 gold coins..and i think you can add some powerful and rare rifle--[[User:JonesDye|JonesDye]] 08:42, 10 April 2006 (BST)&lt;br /&gt;
* Currently the rifle (w/both skills) gets only 0.75 damage/AP total (searching, loading, and shooting) based on my calculation, and 3 damage/AP in combat (only shooting). The machete (w/all three skills) gets 1.35 damage/AP and obviously requires no searching or loading. I think that new skill(s) for the rifle/blowpipe to get their damage/AP ratio closer to (but not equal to or past) the 1.35 machete ratio would be the best way to go. If a new skill or two increases ranged damage by 2 as JonesDye suggested, the result would be a ratio of 1.05 total damage/AP, and 4.2 damage/AP in combat. (If skills are added to increase maximum accuracy to 80%, the result would be 1 total damage/AP and 4 damage/AP in combat.) This, I think, would be a better balance. Ranged weapons should be superior to the machete in combat, and they are, but currently they are only 2.2 times better (3 vs. 1.35). The proposed new combat ratio of ~4 damage/AP would be three times better than the machete in combat, although still inferior in total damage/AP ratio. (Note that the combat ratios mentioned above are exact, but the total damage/AP ratios are not exact because I do not know the % chance to find ammunition. The total damage/AP numbers used above assume that a total of 5 bullets can be found in 10 searches on average, which may be a liberal estimate but seemed accurate based on my experience.) -[[User:Arminius|Arminius]] 02:50, 12 April 2006 (BST)&lt;br /&gt;
**Still, 3 damage per AP isn't that bad. You can track someone down, kill someone outright in ~25 AP with a rack of rifles, and run far away -- whereas a machete might take 60 AP to cause ~81 damage. The blowpipe needs a lot of help: you can only carry half as many loaded pipes, and so you have to waste time in combat reloading. I believe that blowdart poison could cause another 1 dmg/turn for 4 turns (8 damage total if they don't heal) and it still wouldn't be overpowered. 20% to hit is totally useless, though. I would suggest something like a 20% -&amp;gt; 35% marksman upgrade for all classes, then 35% -&amp;gt; 50% -&amp;gt; 65% for soldier/warrior. Unless a non-soldier can attain a 35% or 40% to-hit rate with a rifle (higher with a blowpipe), the weapon serves absolutely no purpose -- it is just a glorified 1/3-gem. And if the heavy sword has the same break rate as other blades in the game, then there is no problem with a 1/3000 find rate or whatever. --[[User:Tycho44|Tycho44]] 05:59, 10 May 2006 (BST)&lt;br /&gt;
*As long as the heavy sword is extremely rare and quite powerful, why not replace it with a single &amp;quot;elephant sword&amp;quot;, or something with a similarly grand title. There would only be one on the island (or one per village: &amp;quot;The Elephant Sword of York&amp;quot;, etc.), its carrier would not be able to drop it (or, if dropped, it would be given to the next player revived by that village's shaman), players would get a special message upon being attacked by it, and it would change possession to the player who would kill its carrier. Also, its carrier should get a movement penalty so they'll be easier to catch. (And perhaps every person should have a sixth sense to divine the location of their village's Elephant Sword.) In short, if the sword is going to be rare, ''make it special''. &amp;amp;mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)&lt;br /&gt;
*I personally like the idea of having super weapons in shartak but rather than just being able to find it lying around, you should only be able to get by doing something specific (as reward for quests perhaps). Personally I like the idea a secret shop(s) (see my secret shop suggestion) where you could purchase a heavy sword and/or other hard to get items at hyper-inflated prices in the range of 100 to 1000 gold coins for one.----&lt;br /&gt;
*The only problem with this is that there probebly ''are'' people out there who have spent loads of AP looking for a heavy sword, and if those of them that found it suddenly have it deleted, =bad. How about either A: The heavy sword cannot be found by searching and those in people's inventorys randomly transform into their value in gold, or B: the heavy sword becomes more common and we add several more &amp;quot;uber&amp;quot; items (also more common than the current heavy sword):&lt;br /&gt;
The spear: this was what gave me the origional idea for other uber weapons. The heavy sword would become the outsider-only weapon and the spear would become the native weapon. All heavy sword belonging to natives would turn into spears. The spear should be more accurate and do less damage.&lt;br /&gt;
&lt;br /&gt;
The heavy gun: Ammo is rare but no too rare. Basically an upped version of the rifle.&lt;br /&gt;
&lt;br /&gt;
The poisoned bow+arrows: basically an upped blowpipe.&lt;br /&gt;
&lt;br /&gt;
Anyway, just one more note:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Take urban dead for example they balanced the shotguns,pistols, and fireaxe evenly so there is no superior choice its about how you want to play.&amp;quot;&lt;br /&gt;
*Mmh*&lt;br /&gt;
*Mmmh*&lt;br /&gt;
BWA HA HA HA HA HA HA HA!&lt;br /&gt;
*snorts*--[[User:AlexanderRM|AlexanderRM]] 00:01, 28 April 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
===studded leather &amp;amp; war gear===&lt;br /&gt;
both items have the same effect, except one is for outsiders and one is for natives, upon looking at the names, i cant really tell which would be for who, but that doesnt matter.&lt;br /&gt;
theese items could act likee flak jackets, but could (possibly) have the chance of inflicting damage upon being hit, as per, a guy with tons of knives on him being punched would probably cut up his assailant's hands. {{unsigned|Richard Rose|04:59, March 29, 2006 (BST)}}&lt;br /&gt;
&lt;br /&gt;
*Hm. I don't like the idea of inflicting damage on the assailant. I think that's a bit of a stretch. I could see outsiders coming over with breastplates and whatnot (a la John Smith, be it the noble stud from ''Pocahontas'' or the weaselly entrapeneur from history). Natives, though, would be unlikely to have that much. Perhaps, though, a wooden, oblong, leaf-shaped shield. Perhaps it would give a small (10%?) chance of blocking a melee attack. Thus, both sides would have a form of protection, but they would be ''different'' forms of protection, serving to distinguish the two sides.--[[User:Wifey|Wifey]] 08:31, 10 April 2006 (BST)&lt;br /&gt;
:: * We were talking about this at the old forum: armour for new players, like a leather cuirass. Once you hit level 2 it decomposes. It prevents new players from suffering an early death and being put off the game. - [[FirstAmongstDaves]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Messenger Pigeons===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New item|&lt;br /&gt;
suggest_scope=All outsiders|&lt;br /&gt;
suggest_description=Allows Outsiders to send messages over long distances. Just type up the message and enter the recepient's name and the bird flies off. &lt;br /&gt;
''You watch your pigeon fly off and hope it doesn't get intercepted.''&lt;br /&gt;
&amp;lt;br&amp;gt;Pigeons must be captured with an unamed skill and may be intercepted with a separate skill.|&lt;br /&gt;
suggest_time=22:23, 9 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
*How would you handle said &amp;quot;interception?&amp;quot; Would you be notified of pigeons sent off within a certain number of squares, and offered a chance to stop it? Would it show up as an actual animal that one could kill? I would say that the idea of sending a messenger pigeon along as a new, low-hp NPC with a specific destination is neat, but I don't know how hard it would be on the server.--[[User:Wifey|Wifey]] 08:35, 10 April 2006 (BST)&lt;br /&gt;
*Moving an npc pigeon wouldn't be difficult as long as there were only a limited number of them in play at any one time. How would you specify the destination though - pigeons need to know the destination don't they (not sure how homing pigeons work)? --[[User:Simon|Simon]] 14:38, 10 April 2006 (BST)&lt;br /&gt;
**Mmm. Maybe one would need to specify a GPS coordinate? Actually, I'm fairly certain that birds have been taught to find specific people that they are familiar with. Perhaps once we have a contacts list (do we? If so, I haven't been able to add anyone) we can send it to those listed on it? Then it would be rather like the mobile phone of UD... except that it takes time to travel, and could be killed for EXP by other players :) What kind of limit would you have in mind, by the way? I mean, I can't imagine a whole lot of people using this often enough for it to really be a problem, but as the game grows... You never know.--[[User:Wifey|Wifey]] 01:12, 11 April 2006 (BST)&lt;br /&gt;
**I would say that you would have to have a the person on a contact list before you can send them a messenger pigeon. The pigeon would move like 1 square per 5 mins and would appear as an attackable animal. The limit is that there are only so many pigeons in Shartak. You would have to have a skill to capture one without killing it. This skill could also be used to capture a messenger pigeon without killing it in order to &amp;quot;intercept&amp;quot; the message. Or perhaps tehy are different skills? Pigeons would be reusable. --[[User:One of many doctors|One of many doctors]] 01:27, 11 April 2006 (BST)&lt;br /&gt;
*Capturing and intercepting pigeons seems quite unrealistic. Instead, maybe you could give each village a communications hut with infinite pigeons, available to people from that village. Pigeons in inventory could be sent up with a message, and after some time they'd appear in their home villages and their messages would be held for their recipients. I like the drum idea better, though. &amp;amp;mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
* What about a parrot cage in the pirate trader's hut? {{profile|4862|Rozen}}&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Drum===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New item|&lt;br /&gt;
suggest_scope=All Natives|&lt;br /&gt;
suggest_description=Allows all Natives within a specified area to hear the senders message. Any Outsiders hear random drum beats unless they have the Expert Language skill. &lt;br /&gt;
''You hear random drumming in the distance.''&lt;br /&gt;
&amp;lt;br&amp;gt;Requires a drum beating skill to utilize.|&lt;br /&gt;
suggest_time=22:35, 9 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
A drum language? Neat. I would make it a native-only skill, though (how difficult would it be for an outsider to learn ''of'' the language, let alone the language itself?), and only one skill. Also, to show the difficulty of true articulation in such a language, it would be good to lower the character limit on drum messages. This way, long messages will be broken up, and will require a bit more AP.--[[User:Wifey|Wifey]] 08:40, 10 April 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
:Awesome. A great idea to help underpowered natives (no bottles of water in native villages, terrible blowpipe, no gps, outnumbered, etc.) and also a cool new rare item. Doesn't appear abusable. --[[User:Tycho44|Tycho44]] 22:27, 20 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
:I like this idea and think it should be open to Natives only, for the reasons [[User:Tycho44|Tycho44]] gave. Also, it stands to reason that Natives should have some kind of communication advantage, being Natives on the island and everything. Messages should have to be extremely short, or else there should be increasing AP costs for longer messages (1 AP per character, perhaps?). Think of Morse code. &amp;amp;mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
::I'm thinking that drums could be to natives what GPS units are to outsiders in terms of cost, usefulness, and skill requirements. Here's how it works in my mind:&lt;br /&gt;
::#All natives, and outsiders with ''Native Knowledge'', can drum a message for 1 AP per character. Outsiders without ''Native Knowledge'' either (1) have their beats carry a shorter distance or (2) have a 20% chance of breaking their drum. (I prefer the second option, assuming drums would be expensive items. I'd rather have drums be completely off-limits for such outsiders, but I can't think of a realistic reason for them to be unable to bang on a drum.)&lt;br /&gt;
::#Only natives, and outsiders with ''Native Knowledge'', can determine the direction of a beat. (Bass noises are the hardest to pinpoint.)&lt;br /&gt;
::#Only players on the same side as the drummer, and players on the other side with language skills, can interpret beats, as with all other communication in the game. (Unskilled listeners hear &amp;quot;random drumming&amp;quot; instead of &amp;quot;&amp;lt;garbled message&amp;gt;&amp;quot;, since extremely short messages will be quite common and language obfuscation doesn't touch the first letter of a word. ''Basic Language'' gives a 33% chance to interpret the message, ''Advanced Language'' 66%, and ''Expert Language'' 100%.)&lt;br /&gt;
::#Every beat is audible to everyone in the 13 by 13 square with the drummer at its center. (13 by 13 is just large enough to cover an entire camp, and camps should be communication hubs, after all.)&lt;br /&gt;
::In general, this item would benefit natives about as much as GPS units benefit outsiders. The hearing radii and AP costs of messages could be changed easily if drums became too powerful, annoying, or ineffective. And yes, I've played Urban Dead. =)&lt;br /&gt;
::&amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 22:54, 9 June 2006 (BST)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Hammer===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New Item|&lt;br /&gt;
suggest_scope=Available to all characters|&lt;br /&gt;
suggest_description=A basic hammer.  This item seems necessary for potential future building skills such as roads or huts or hut fortifications.  Hammers could also be used as offensive weapons.  They could also be subject to random breaking like machetes.|&lt;br /&gt;
suggest_time=06:18, 1 May 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Throgonuts|Throgonuts]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
I don't think we need another weapon until there's an actual niche for it to fill. I think hut-building would be great &amp;amp;mdash; require that all 8 surrounding jungle squares be cleared before one can be built, make huts destructable by melee weapons or by growing jungle in the immediate area, and turn standard medical/ammunition/trading huts into indestructable stone structures &amp;amp;mdash; but we don't need a hammer now. &amp;amp;mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)&lt;br /&gt;
I think the hammer would be part of the right tools to build a boat. The driftwood source on unity island (new tortuga) has the following message: ''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.'' .... so is a hammer the right tool? or is a tool kit the right tool? because pirates need boats. and i have so much driftwood i am throwing away rum and cutlasses and first aid kits!!! i require tools!!!! --[[User:Badhammer|Badhammer]] 02:27, 21 September 2006 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===303===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=new item|&lt;br /&gt;
suggest_scope=availible to only outsiders|&lt;br /&gt;
suggest_description=a 303's nickname is actually: elepahant rifle,[in real life],a 303 is able to blow a elephants head of 1 shot in the neck i am suggesting this for the further success of the CP against the reefer terror cell,though it could turn against us if lord paul reefer get's his hands on it or one of his group members!.&lt;br /&gt;
&lt;br /&gt;
Damage: 15, special dmg: 16.|&lt;br /&gt;
suggest_time=15,25, 17 June, 2006 (EST)|&lt;br /&gt;
suggest_author=[[User:Riddick|Riddick]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
No. Hell, I can scarcely understand what you're trying to suggest here. I can see that it's ridiculously powerful, though.--[[User:Wifey|Wifey]] 01:01, 26 June 2006 (UTC)&lt;br /&gt;
:No. I can't understand what you're saying, but that's a very unfair idea for Natives. Plus .303 is too small for an elephant gun. Are you saying that it can blow an elephant's ''head'' off?&lt;br /&gt;
:Uh, I have a Lee-Enfield. It uses the .303 British that you're talking about. That gun can't blow an elephant's head completely off. It's about the same as a standard .308 round. Besides, are you kidding on the damage? That's hugely overpowered. And only for outsiders? Unbalance at its best. This would get Spammed into oblivion in the UD wiki. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 02:05, 9 January 2007 (UTC)&lt;br /&gt;
I disagree totally with this idea. I think it should be 300 damage and a 99.8% chance of hitting something, and when you do, you get 1,000 XP, 100 AP, 10,000 gold coins, and $50 in real life. No, no, a .303 (as said above) is the standard round for a Lee-Enfield rifle. A .308 is the standart round in the M60, M14, and M16 rifles/machine guns. In reality, if you where shooting an elephant, you'd use a .375 H&amp;amp;H Magnum round, which is what pro ivroy-hunters use, although you could use a XM107 Barrett w/.50 cal. ammo. Take a look at [http://upload.wikimedia.org/wikipedia/en/a/ab/Rifle_cartridge_comparison.jpg] photo. The first one on the left is a .50 BMG, used in XM107 Barretts. The 3rd from the left is a .308, used in M-60/14/16's. Anyway, enough of the gun-talk and onto the suggestion-talk. I do like the idea of a Heavy Sword-esque rifle, but I don't think it should 'lyk du 10000000000000 dmage!`!!!!1one' or whatever he said. -[[User:Che|Che]] 20:07, 30 January 2007 (UTC)&lt;br /&gt;
::Che, the .308 isn't used by the M16. The M16 uses 5.56 mil, or essentially a .22 sporting round. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 19:14, 28 April 2007 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Berries to Increase AP===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Change item's effect|&lt;br /&gt;
suggest_scope=Tasty berries (or similiar item)|&lt;br /&gt;
suggest_description=There are so many HP-healing items in the game, most of which heal only 1 or 2 HP so are not cost-effective to use (In terms of AP-spent-per-HP-healed), therefore are not used at all by wise players. To make some of these items more valuable and add an interesting dynamic to the game, I suggest that the effect of eating berries should be to increase your AP level rather than you HP level. Eat some tasty berries, they invigorate you and you gain 2 AP (you spent one AP eating them, net gain of 1 AP). All of the long-time players have been in the situation I'm sure (and most newer players too), where we are about to kill an elephant or tiger or an enemy player for that matter, but we run out of AP just as the target is at 3 HP, then we have to go off-line and cant wait about for 20 minutes to finish the target off, as we have real-life obligations (while we are gone the target invariably escapes, is killed by someone else, or kills you!). So carrying around 5 bunches of tasty berries could give you 5 free AP when you really need them. Thus berries would become a very valuable item in the game too, rather than a superfluous item|&lt;br /&gt;
suggest_time=00:47, 21 June 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Arminius|Arminius]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Comment here&lt;br /&gt;
&lt;br /&gt;
I like the idea! You're probably going to end up with a net loss of APs on them anyway, but it's kinda like storing APs... This could work well. -[[User:MorkaisChosen|MorkaisChosen]] 10:54, 21 June 2006&lt;br /&gt;
:Exactly, you would definitely have a net loss of AP finding them. There would also be net loss of AP buying them in the trading hut, and once people catch on to how valuable they are they would become tremendously expensive (demand would overwhelm supply), making for an even bigger net loss of AP buying them. [[User:Arminius|Arminius]] 00:40, 27 June 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
I could certainly see it getting out of hand. You'd need to cut it off at a certain point. Maybe 5 is about right.--[[User:Wifey|Wifey]] 01:03, 26 June 2006 (UTC)&lt;br /&gt;
:Why would there need to be a cut-off? Even if someone is carrying 50 bunches of berries (which they will have spent many days worth of AP searching for on berry-bush squares), they will get their 50 extra AP and then it's all gone. With a full 75 AP and with 50 bunches of berries, a person could use 125 AP within a few minutes. If theoretically two 80-HP enemies are standing on the person's same exact square, odds are he can kill both with 5 AP to spare, but now all his berries are gone. I would agree that carrying 50 bunches of berries is pretty ridiculous, but again the person will have spent many days searching for them, a tremendous net loss of possible damage inflicted if he had just used all those hundreds of AP he spent searching, attacking. And even in that extreme example all he can do is inflict 160 damage and then his berry supply is used up, So I dont think it is necessarily &amp;quot;out of hand&amp;quot;. Besides, anyone who does such a thing (spends days finding 50 berries and goes and uses them all at once) is an idiot and a very poor player, the berries would be valuable to be used when you really desperatrely need them, when you are out of AP about to get a kill or maybe in some other limited way (as MorkaisChosen said, it is a way to store AP), not in that way. If you are worried about people camping berry bushes to get lots of AP-boosting berries, see below (and remember that some people do the same for first aid kits anyway). [[User:Arminius|Arminius]] 00:40, 27 June 2006 (UTC)&lt;br /&gt;
::The above remarks would be accurate if the AP-booster item was &amp;quot;invigorating herbs&amp;quot; found with an 8% rate in the Grasslands or something. However, berries have a 55% find rate (perhaps higher for villager), so 50 berries take at most two days to collect. Unless your character is a PKer who can attack anything that moves, the berry-buff would become very valuable for increasing combat efficiency. --[[User:Tycho44|Tycho44]] 17:37, 30 June 2006 (UTC)&lt;br /&gt;
:::Since this would be a radical change for berries, yes the find rates should be changed. The AP-giving item doesnt even have to be berries, my original sugegstion was &amp;quot;berries or similiar item&amp;quot;. I think it should be berries because there are berry bushes all over the island, rather than gerasslands which are only in one part of the island(?). [[User:Arminius|Arminius]] 23:55, 26 August 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
A comment I have is that this would make berry bushes genuinely valuable, but it is probably not desirable to have everyone camp the berry bushes, that's boring. Fortunately this problem is already solved by something Simon implemented very early on--berry bushes dry up and new ones are discovered all the time (it might be advisable to increase the rate at which they dry up and new ones pop up for this). [[User:Arminius|Arminius]] 00:40, 27 June 2006 (UTC)&lt;br /&gt;
:Not sure where you got this idea from, bushes are static.. for now! --[[User:Simon|Simon]] 01:00, 27 June 2006 (UTC)&lt;br /&gt;
::I could've sworn I've seen writings in the jungle making references to trees which are not there anymore, e.g. &amp;quot;this mango tree is claimed by John Doe&amp;quot;, but there is no tree in the square. [[User:Arminius|Arminius]] 23:55, 26 August 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
Well, as pointed out, it would take two days of camping a berry bush to get 70 berries, the maxiumum that can be stored (unless the idiot's walking around with no weapons).  However, you'd only get one day of extra combat from it. You're actually losing time that way.  If you're really worried, make bushes drop two types of berries, HP restorers and AP restorers.  Lower the find rates for both to match the current find rate. I assume this wouldn't be hard. Huts already drop multiple varieties of items.  I'd also like to point out that this system is already in place in KoL.  They just set a maximum you can eat before you get full to keep the system from being abused.  Would that be hard to code? --[[User:Black Joe|Black Joe]] 14:18, 13 July 2006&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
it's not worth it,eating a berry costs one action point(s),and every berry gives you 1 AP so really you would just be left on the same AP you were on before you ate the berry! [[User:Eminem1|Eminem1]] 01:03, 14 July 2006 (UTC)&lt;br /&gt;
:It would give 2 AP, you would spend 1 AP to eat it, so you would gain 1 AP. [[User:Arminius|Arminius]] 23:55, 26 August 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
Personally i like the idea getting free XP item so how about this; have one and only one item (say buncha berries) gives 1XP costs 1AP, but you can eat it whenever you want. this would pretty much reduce the number of people who are going to farm (as the chance of getting that one item consistently is comparatively low), it would make a welcome change to searches.--[[User:A for anarchy|A for anarchy]] 05:14, 22 July 2006 (UTC)&lt;br /&gt;
:I think you are confused here, the topic at hand is not gaining free XP, but &amp;quot;storing AP&amp;quot; as MorkaisChosen put it. [[User:Arminius|Arminius]] 23:55, 26 August 2006 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Camera/Spirit box===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Ranged weapon|&lt;br /&gt;
suggest_scope=Those plagued by banshees and those interested in scaring natives|&lt;br /&gt;
suggest_description=In just about every meeting of natives and cameras it is believed that the cameras are able to steal some of their spirit. On Shartak this is for sure and it also works on the dead. The camera is able to capture some of a person's spirit causing 3 points of damage. If the shot kills them they are trapped in the camera until they revive for X extra AP. If the user has Sixth Sense they may capture a spirit in the same way. The camera uses rolls of film with 5 shots each. Scientists have special photography skills increasing their chance of capture. Natives must have Outsider knowledge to use the camera. Otherwise it will appear as Spirit box in their inventory. (Possible native equivelent could be something like a voodoo doll)|&lt;br /&gt;
suggest_time=04:11, 23 July 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Darkferret|Darkferret]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
I like this! It rally does fit in for me... Plus it allows my clan to do some REAL research on Spirits by taking pictures. And, of course... Who you gonna call? [[User:MorkaisChosen|MorkaisChosen]] 10:58, 23 July 2006 (UTC)&lt;br /&gt;
 &lt;br /&gt;
I don't want to seem impolite, and I don't want to discourage people from making creative suggestions, which this certainly is.  However, I'm not so sure about this.  After all, cameras don't REALLY hurt people.  Also, cameras, to me, don't fit with the time period in Shartak, like GPS units. There are already suggestions to change the GPS unit to something else. I don't think adding another piece of relatively advanced technology will help.  Cameras have been around maybe 100 years?  Shartak seems to take place in the 1700's or so, a little too early.  Long story short, I don't think it fits.  That's just my opinion, however. [[User:Black Joe|Black Joe]]&lt;br /&gt;
:Just to remind you that this is a fictional game not set anywhere or anytime in paticular and what may not fit in reality may fit great in a game(Shartak ghosts? Urban Dead zombies?). In fact sometimes doing the impossible is what makes these games fun. (The Royal Expedition claims that it is 1906) --[[User:Darkferret|Darkferret]] 21:16, 27 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
i agree with idea that we should do something about ghosts, but the idea of trapping &amp;quot;ghosts&amp;quot; in cameras not so much, cause ghosts are players too and costing them extra AP for escape compounded with the AP cost of reviving, would seriously affect their gameplay.--[[User:A for anarchy|A for anarchy]] 03:40, 25 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
I really like this idea, although it shouldn't be used for hurting live players, instead capturing spirits who are farming xp in a resource hut. Then, rather than spending AP to escape, they should only have the option to revive (Perhaps at an increased cost)--[[User:Zydd Soral|Zydd Soral]] 16:55, 25 July, 2006&lt;br /&gt;
&lt;br /&gt;
Compared to exorcism, capturing spirits in a camera seems really silly and would make the game seem the same way. Maybe it'd be like introducing soap as an item that could deal damage to pirates: funny, but absurd and out of place in a role-playing game. Some elements of fantasy are acceptable in such games, but others, like this one, are too hard to swallow. But it's a clever idea. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 17:27, 26 July 2006 (UTC)&lt;br /&gt;
:Exorcism sounds like a really silly thing to me (holding up a symbol and saying some silly words is going to repel a ghost?). Plus it is very cliche and I don't think a scientist would be the kind of person who would do it. We don't have an outsider religious class in this game dispite the suggestions for it. The true equivelent of your antipirate soap would be a vacuum cleaner like in ghost busters.--[[User:Darkferret|Darkferret]] 21:16, 27 July 2006 (UTC)&lt;br /&gt;
::I have to disagree with you, Darkferret. If you're going to accept spirits, then you might as well accept exorcism.  After all, practically every culture I've heard of that believes in spirits also believes in having some way to banish them.  Additionally, there IS a religious class on the native side: the shaman. I agree the scientist is ill-suited for exorcism, but something can undoubtedly be worked out.[[User:Black Joe|Black Joe]] 19:38, 28 July 2006&lt;br /&gt;
:::Repeling a player counts as movement that does not use their AP which defies the Free Lunch Principle. Capture and captive player escape via revival is Free Lunch complient. Besides the outsiders already have too many classes and scientists need unique science related skills.--[[User:Darkferret|Darkferret]] 21:25, 12 August 2006 (UTC)&lt;br /&gt;
 &lt;br /&gt;
A Spirit Box could work as a kind of special wooden box with charms or religious symbols on it, but maybe not as a camera. [[User:MorkaisChosen|MorkaisChosen]] 10:38, 27 July 2006 (UTC)&lt;br /&gt;
:What would the roll of film equivalent be?--[[User:Darkferret|Darkferret]] 21:16, 27 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
''For several hundred years the island of Shartak has been populated by three native tribes from the villages Dalpok, Raktam and Wiksik. More frequently in recent weeks, strangers known to the natives as &amp;quot;outsiders&amp;quot; are appearing on their island wearing odd looking clothes and carrying '''flashing boxes''' and loud sticks.&lt;br /&gt;
Is that not a camera?&lt;br /&gt;
&lt;br /&gt;
:No, just bad wording. Supposed to be a reference to the gps units! --[[User:Simon|Simon]] 21:09, 2 October 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Infantry did not use double barrel rifles at this scale until the mid 19th century, by then the daguerreotype and the calotype had been invented.&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Subitems===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Divisable items|&lt;br /&gt;
suggest_scope=FAKs and Healing herbs|&lt;br /&gt;
suggest_description=When someone uses a FAK they usually don't use all of it. They may need a bandage but not the antitoxin. Instead of dumping it we could keep the unused parts much like we keep our containers. I suggest we divide the kit into 3-4 parts that separate when a kit is not completely used: Bandage for HP (possibly small[2-4HP] &amp;amp; large[3-6HP]), Antitoxin for Poisonous snake bites and Poison darts (possibly HP from Bunch of poisonous berries and Salt water if balanceable), and Stitching kit for Shark bite. I am not sure about the names of Healing herbs' subitems.|&lt;br /&gt;
suggest_time=22:28, 12 August 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Darkferret|Darkferret]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
This seems to be a realy good idea, i'm sure it would be a royal bitch to program, but maybe no more so than blunting a cutlass or breaking a machette. {{profile|4862|Rozen}}&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== The Bone Whistle ===&lt;br /&gt;
&lt;br /&gt;
I was screwing around with an idea on the Scurvy Crew page, and the more I thought about this one the more I liked it. Basically a bone whistle that'll function like the radio does in urban dead permitting long range communication within the game. This is more necessary in Shartak because of the greater distances involved with the game. It could be set to play certain notes so that only certain clans, villages, or classes could hear it like the radio is tuned to certain frequencies. Understanding and playing the bone whistle would require new skills that'll give senior players something new to spend their exp on.&lt;br /&gt;
&lt;br /&gt;
It might also only be played from certain locations such as in villages, on the mountain, on the beach, etc. The explanation being that sound doesn't travel in the deep jungle. It'd be especially helpful to players who aren't knee-deep in the forums or wiki coordinate. There's this dying language in Spain around the Pyrrenes (sp?) of whistling to communicate across the mountains so that could serve as a weak justification for it within the game's setting. What do you think? [[User:Tyler Whitney|Tyler Whitney]] 21:29, 4 September 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
Just reviewed past posts and it seems similar to the drums/pigeons proposed earlier. I think any of these could be made to work. [[User:Tyler Whitney|Tyler Whitney]] 21:32, 4 September 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
the birds for outsiders, the whistle for pirates and the drums for natives? or a parrot for pirates maybe? {{profile|4862|Rozen}}&lt;br /&gt;
&lt;br /&gt;
Smoke signals were another suggestion on the old forum. [[FirstAmongstDaves]]&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
===Flintlock Pistols===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New Item and Set of Skill to go along with it|&lt;br /&gt;
suggest_scope=Whoever can shoot a gun|&lt;br /&gt;
suggest_description='''Mechanics'''&lt;br /&gt;
*Half the inventory space of the rifle&lt;br /&gt;
*1 shot loading&lt;br /&gt;
*.5 AP to load. (or skill to make it so)&lt;br /&gt;
*4 damage&lt;br /&gt;
*Find in the Shipwreck's Armoury and (with less chance) the Large Cabin.&lt;br /&gt;
*Also find in outsider camp's ammo hut with the same chance as in the Large Cabin.&lt;br /&gt;
*Ammo is more likely to be found in 'purses' of three. eg, 'Looking around you find a purse of three flintlock balls'&lt;br /&gt;
&lt;br /&gt;
'''Roleplay and realism'''&lt;br /&gt;
*Soldiers who roleplay would prefer to carry them instead of the dozen rifles they now cary. In real life, you can realisticly carry eight flintlocks and a rifle. (Two in the boots, two on the shins, two on the thighs, and two under the arms with a rifle in hand).&lt;br /&gt;
*Pirates have always been seen with cutalss and one-shot pistol in hand.&lt;br /&gt;
&lt;br /&gt;
'''Skills'''&lt;br /&gt;
*'''No Skill'''- ''5% chance of hitting your target''&lt;br /&gt;
*'''Pistol Marksmanship(Soldiers and Pirates)'''- ''Plus 20% chance to hit your target with a Flintlock Pistol''&lt;br /&gt;
*'''Advanced Pistol Marksmanship'''- ''Plus another 20% chance to hit your targetwith a Flintlock Pistol''&lt;br /&gt;
*'''Hunter Marksman (Scouts with outsider knowledge and Explorers)'''- ''Plus another 20% chance to hit your target with a Flintlock.''&lt;br /&gt;
*'''Flintlock Mastery'''- ''Plus 15% chance to hit your target with Flintlock Pistol''&lt;br /&gt;
*'''Quickshot'''- ''Loading costs .5 AP''|&lt;br /&gt;
&lt;br /&gt;
suggest_time=02:36, 12 November 2006 (UTC)|&lt;br /&gt;
suggest_author={{profile|4862|Rozen}}|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
'''''Original idea by {{profile|4862|Rozen.}} Wiki-fied by [[User:Che|Che]]'''''&lt;br /&gt;
&lt;br /&gt;
I'd like to get some fresh comments about this. I have the old comments saved in case anyone wants to look...I just want to see what Shartak: The Next Generation thinks of this, you know :P  --[[User:Rozen|Rozen]] 22:59, 28 May 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
I'd really like to see this become a reality Rob. I would suggest it only be available at the shipwreck though. The only reason I can think of, as to why Simon hasn't introduced a firearm for Pirates so far, is that he wants Pirates to stay focused on bladed weapons, or at least, not favouring firearms over bladed weapons. But I'm only guessing here. Wild guessing at that ;) Anyways, if that ''were'' the case, I would make the hit% the same as using a cutlass/machete. 45% but with an extra point of damage. --[[User:Cthulhu|Cthulhu]]&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Meat Weapons===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Items|&lt;br /&gt;
suggest_scope=All|&lt;br /&gt;
suggest_description=Hi, I would like to consider the introduction of a range of meat weapons into the game. I have a full arsenal ready to go, these would include a pork sword, a luncheon meat truncheon, a bacon torpedo, a spam javelin, a mutton dagger and a beef spear. If anyone wants the stats for these weapons, please let me know. |&lt;br /&gt;
suggest_time=11:29, 29 November 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:LadyOfTheNight|LadyOfTheNight]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Oh come on these are just plain silly - bacon and pork could come from wild boar, but mutton and beef?  There aren't any sheep or cattle on the island! --[[User:Frisco|Frisco]] 18:53, 29 November 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
I'm worried for what the little ones may interprit pork sword as. I understand the US meaning is quite different to the Halo meaning. [[User:Rozen|Rozen]]&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
===Canteen/Water Pouch===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Container|&lt;br /&gt;
suggest_scope=Anyone looking for an extra sip|&lt;br /&gt;
suggest_description=Bottles and gourds of water may be cheap and attractive, but they are quite bulky worn on person. The canteen/water pouch is flatter/easier to carry taking 2 inventory spaces to carry 5 or 6 HP worth of water (or 1 space for 3 or 4 HP I'm not sure.)|&lt;br /&gt;
suggest_time=09:23, 5 December 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Darkferret|Darkferret]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Canteen? To be a little more in the setting, how about &amp;quot;''flask''&amp;quot;? And were you going to suggest that it hold more than one drink? --[[User:Lantz|&amp;lt;font color=&amp;quot;005555&amp;quot;&amp;gt;Lantz&amp;lt;/font&amp;gt;]] 03:15, 6 December 2006 (UTC)&lt;br /&gt;
:Feasible.. I would imagine something like a flask that gives 3 drinks of 2HP each but occupies 2 inventory spaces might make it a desired item compared to a bottle. Obviously it'd have to be refillable just like bottles and that's where it starts to get complicated. --[[User:Simon|Simon]] 18:54, 24 December 2006 (UTC) &lt;br /&gt;
: is it possible to have it as three bottles in programing, but when it appears in GUI it's only one object? I know NOTHING about programing, so i probably just made a fool of myself saying that. [[User:Rozen|Rozen]]&lt;br /&gt;
: A rifle can be loaded with two bullets, so there is presumably code that can be reused to create something similar that holds a certain number of uses? --[[User:Johan Crichton|Johan Crichton]] 01:28, 26 December 2006 (UTC)&lt;br /&gt;
:I...*hic*...never leaves the camps...*hic*...with out a flask of that bourbon here's. Hmm... pretending to be a drunkard has make me think of a new idea... anyway, this flask/canteen thing is a pretty good idea. -[[User:Che|Che]] 06:39, 31 December 2006 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Fire ===&lt;br /&gt;
&lt;br /&gt;
How about fire for torches? Fire could also: &lt;br /&gt;
&lt;br /&gt;
1. be used on the jungle (&amp;quot;You set fire to the surrounding jungle, causing smoke to billow into the sky.&amp;quot; The square could turn orange and then red as it was burned, then finally brown once it burned out), &lt;br /&gt;
&lt;br /&gt;
2. be used as campfires for villages and the wreck, &lt;br /&gt;
&lt;br /&gt;
3. light caves, for increased search rates (&amp;quot;You light a torch and it illuminates the cave. Shadows cast from flying bats give the cave an eery appearance.&amp;quot;) &lt;br /&gt;
&lt;br /&gt;
4. burn opponents, (&amp;quot;You hit Long Fin Killie in the face with a torch for 3HP damage.&amp;quot;) or huts (&amp;quot;&amp;quot;You set the hut on fire and the inhabitants each suffer 1HP loss from smoke inhalation.&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
5. scare away wild animals like tigers, which might not approach a torch. &lt;br /&gt;
&lt;br /&gt;
I also like the idea of driftwood being set ablaze with a flint of some description - a sharpening stone is a good idea - and also putting out fire with water. Perhaps you could not step into a river or the water with a lit torch - the torch would fizzle out (which would also prevent some smartie from setting fire to the shipwreck).&lt;br /&gt;
 &lt;br /&gt;
Fire might also be visible from a distance. &amp;quot;You see a column of smoke to the north east.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
And, as a gag, if you drink rum while holding a torch then you breath fire.&lt;br /&gt;
&lt;br /&gt;
[[FirstAmongstDaves]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
&amp;quot;You take a swig of rum and put your face up to the torch. You exale the rum into the fire, and a large jet of flame comes out of the other side of the torch.&amp;quot; or even, &lt;br /&gt;
&amp;quot;You take a swig of rum and put your face up to the torch. You exale the rum into the fire, and a large jet of flame comes out of the other side of the torch. However, you did not do it right and the flame singes your face for X hit points!&amp;quot;&lt;br /&gt;
-[[A Cow]] &lt;br /&gt;
::That would be amusing, if pointless, like the coin-toss. - [[FirstAmongstDaves]]&lt;br /&gt;
::: To be realistic, huts, jungle, or similar things should burn down and spread. burning areas would turn orange, then red, and would turn normal when there was nothing left to burn. Every AP recharge or so, the jungle would go down one level, a signpost if there was any would burn away, all people and animals would take X damage from various reasons (most animals would flee though), and huts or similar things would go down in levels (&amp;quot;slightly charred/ rather burned/ badly burned/collapsing/burnt ruins/nothing left but the foundation) which would have gradually decreasing search odds, and the last two would have the huts not be entered/exited areas, there would be no difference between inside and outside. The fire would have an X% chance of spreading into a touching square that wasn't burning or completely burnt down. There would have to be some way to put out or contain the fire to prevent the entire island from having all vegetation going to 0, all huts burning down (maybe a &amp;quot;hut repair&amp;quot; skill?), and all people and NPCs dying and having to wait for a shaman to come back before they can every time some guy sets something on fire. Maybe spreading from square to square would have a low chance and fuel consumption happens fast, so a fire will often burn down before it spreads. Or you could have player-imposed limitations by keeping a circle or part of one around an area totally clear of jungle and, if people comply with policy, players and signs. If you put it right at the edge and on the inside, animals wouldn't go in for whatever reason, so... a maniac trying to burn down the island would need a second torch if they used the first one on the village and the other villages still wouldn't be destroyed. Okay, by itself that wouldn't help much, but with the low spread/high burn and make it easy to put out with water and we've got some vague balance. --[[User:AlexanderRM|AlexanderRM]] 01:04, 13 September 2007 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Falconry ===&lt;br /&gt;
&lt;br /&gt;
Introduction:&lt;br /&gt;
Falcons and falconry could be another item/skill combination like the shooting skills. Falconry is an ancient sport. It was practiced in China before the year 2000 BC: falconry is also the subject of some of the oldest Egyptian wall paintings. English playwright William Shakespeare was a falconry fan who introduced falconry terms into popular speech: the word &amp;quot;Hag&amp;quot; or &amp;quot;Haggard&amp;quot; is the term for a mature wild hawk or falcon. Bedouins also have engaged in falconry for centuries. Peregrine falcons hunt and eat other birds and are famed for their speed (stooping, or diving, peregrines have been clocked at speeds of up to 220mph) and aerial prowess. &lt;br /&gt;
&lt;br /&gt;
Item:&lt;br /&gt;
The scenario would run like this: Near the mountains, &amp;quot;You find an egg in a large nest in a rocky outcrop. The egg is slightly smaller than a chicken egg, and is mottled with a dark, reddish-brown pigment.&amp;quot; This description is that of a falcon egg. The eggs could only be found by searching / scavenging. As falcons like the thermals of mountains and have nests in rocky crevaces, it makes sense that the eggs could only be found near the mountain.&lt;br /&gt;
&lt;br /&gt;
First skill level:&lt;br /&gt;
In order for you to do anything with the egg, you acquire a skill: &amp;quot;Hatching and rearing&amp;quot; of the falcon chick. Once you acquire that skill, the egg hatches. Perhaps some of the eggs would fail - say, 50%. In the player item list, the &amp;quot;one falcon egg&amp;quot; is replaced by &amp;quot;one falcon chick&amp;quot; or &amp;quot;one falcon eyase&amp;quot; (an eyase is a falcon chick) when the first skill level of &amp;quot;Hatching and rearing&amp;quot; is acquired. &lt;br /&gt;
&lt;br /&gt;
Second skill level:&lt;br /&gt;
The next skill you need to acquire is &amp;quot;Training your falcon&amp;quot;. With the &amp;quot;Training your falcon&amp;quot; skill, the &amp;quot;falcon chick&amp;quot; becomes a &amp;quot;young falcon&amp;quot;, and the young falcon can be used as a weapon. &amp;quot;You command your young falcon to rake Player Y's face, for 1 HP damage.&amp;quot; As a young falcon, it delivers only one HP hit, and has a low probability rate of striking. The keywords are &amp;quot;young falcon&amp;quot;, to indicate to players that the bird is immature and not yet capable fo use at full strength.&lt;br /&gt;
&lt;br /&gt;
In addition, as a young and inexperienced bird, it might also be prone to crashing and dying. &amp;quot;Your young falcon loses balance mid-flight and plummets into a tree, dying instantly.&amp;quot; While potentially heartbreaking for a proud falconeer who has raised the young falcon from an egg, the idea would be to discourage the falconeer from using the bird in combat until he or she has the next skill level. &lt;br /&gt;
&lt;br /&gt;
Third skill level:&lt;br /&gt;
With &amp;quot;falconry mastery&amp;quot;, the falcon can be used as a weapon like a rifle, with the same probability strike rate and damage for HPs. The advantage of having a falcon would be not having to worry about bullets. The text would read, &amp;quot;You command your falcon to rake Player Y's face, for 5HP damage.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Killing falcons:&lt;br /&gt;
It should be possible to kill falcons. In attacking another player with a falcon, there would be a low probability rate (say 1%) that &amp;quot;You attack Player Y and kill their falcon.&amp;quot; This could be listed in the kills stats. It would also no doubt fuel some enmity between players if one player kills another player's pet falcon. No one likes a pet murderer.&lt;br /&gt;
&lt;br /&gt;
Other ancillary issues:&lt;br /&gt;
Falcon eggs would be relatively rare, like heavy swords. &amp;quot;Falcon eggs&amp;quot;, &amp;quot;falcon chicks&amp;quot;, &amp;quot;young falcons&amp;quot; and &amp;quot;falcons&amp;quot; could have trading values, which would mean that the skill must affects a trading item (which I don't think we've seen yet). Any class of player could have a falcon egg, just like a heavy sword, and again like a heavy sword it would be possible to have more than one falcon. In announcing falconry as a new skill/item, you would only need to introduce the new skill in the Skills page and the kills stats: let players work out where the eggs might be.  -&lt;br /&gt;
[[FirstAmongstDaves]]&lt;br /&gt;
&amp;lt;br&amp;gt;Comments&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;Comments here.&lt;br /&gt;
A comprehensive pet system, allowing characters to have pet dogs, trained birds of prey (falcons are an example, but I don't know if there are Caribbean falcons?), pet parrots, pet monkeys etc might be one way to accomplish something like this? --[[User:Johan Crichton|Johan Crichton]] 21:00, 11 January 2007 (UTC)&lt;br /&gt;
:I looked at the pet suggestion, and we discussed domesticating elephants at the old forum. Animals in the game are NPCs, and so controlling them plus your character becomes problematic unless by domesticating them they lose their NPC status. I would have thought this was hard to code. The falconry system I'm suggesting only needs some modification of the existing shooting skill: falcons would be items, rather than NPCs. - [[FirstAmongstDaves]]&lt;br /&gt;
&lt;br /&gt;
::... and now we have shargles...! - [[FirstAmongstDaves]] 2 Jan 08&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Tent===&lt;br /&gt;
&lt;br /&gt;
Hello all, It seems to me that having the only shelter in villages seems silly. Why not have tents which can be used in the jungle. They could be deployed and then used for hiding. It would also make sense for a tent to make it impossible for an animal to attack you wihile you are in it. [[User:GusMcRae|GusMcRae]]&lt;br /&gt;
:Yeah, I seem to have trouble surviving overnight in the jungle, which makes it really hard to get places. Maybe it could have high inventory space and AP cost to set up/take down, but some animals won't attack you in there and some item, like a controlled torch or something, repels the rest but makes the tent always noticeable to people who can see your square. Or course players could go in there but... well, you can't have everything. The inventory space and the placing/removing costs would make travel slow and attacking difficult to balance the safety.--[[User:AlexanderRM|AlexanderRM]] 01:26, 13 September 2007 (UTC)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Trade Items===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=a series of items which will encourage trade|&lt;br /&gt;
suggest_scope=the economic structure of Shartak|&lt;br /&gt;
suggest_description=Few people bother to travel far afield from their home camps on Shartak. It is simply easier to do what you want to do right at home, and not take the risk of travel. If movement between the various camps, and general movement around the island is desirable, a good way to encourage that would be to foster trade. Historically, trade has been a major driver of exploration, communication and colonization. Trade is a result of basic market forces. When a seller has supply and a buyer has demand, a trade will likely occur. Currently the supply and demand are both readily available within each camp, and there is little need to travel. However, constructed items requiring multiple components, each part of which is only available in one camp would encourage this trade. &lt;br /&gt;
&lt;br /&gt;
For Outsiders, I propose the creation of three new items, which when combined would allow the creation of a more efficient, highly desirable weapon. The three items are steel ore (found in Derby, with a 1% search percentage), smithy tools (found in the Durham, with a 1% search percentage), and coal (found in York, with a 1% search percentage). When all three items are in one character's inventory and the character possesses Outsider Knowledge, or is an Outsider, the action &amp;quot;Forge Weapon&amp;quot; becomes available. This action costs 10 AP, but produces a &amp;quot;Scimitar&amp;quot;[http://en.wikipedia.org/wiki/Scimitar], with a base hit percentage of 20% and a base damage of 3. Each Scimitar created consumes one unit of coal, steel and smithy tools.&lt;br /&gt;
&lt;br /&gt;
The Native analog to this is the &amp;quot;Macuahuitl&amp;quot; [http://en.wikipedia.org/wiki/Macuahuitl], a giant, bladed war club. It has the same game stats as a Scimitar, and is contructed using obsidian from Dalpok, cured leather from Raktam, and ironwood from Wiksik.&lt;br /&gt;
&lt;br /&gt;
By implementing materials available only in one camp, which are necessary for the manufacture of goods which would be in high demand, an artifical economy can be created... trade, travel and adventure will be the natural outcomes of this. Presumably some individuals will make a career of searching materials local to their home camp and selling them to traders in other camps. Other individuals may specialize in the manufacture of these weapons. Still others may decide to drive off the outisders from their home camps, as a way of cornering the market. &lt;br /&gt;
|&lt;br /&gt;
suggest_time=04:50, 15 February 2007 (UTC)||&lt;br /&gt;
suggest_author=[[User:Nosimplehiway|Nosimplehiway]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Comment here&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
*Actualy, thats' not a bad idea. I wouldn't mind seeing this on Shartak. When i saw the name of the thread i was ready to go on about idem trading between players and zerging. But no, this looks pretty cool. Would scimitars be affected by body building and melee skills? that'd make the weapon 45% 4 damage, which is a worthy bonus for rounding up all the items. - [[User:Rozen|Rozen]]&lt;br /&gt;
**Yep, my idea is that it would include those bonuses, but it is not integral to the suggestion. This basic concept (rounding up trade items to get something cool and thereby indirectly creating an economy) has nothing to do with the item you get as an outcome, the item is only there to provide a big reward. The resultant item could be the tools to build a hut, the herbs needed for a super first aid kit, or any other big bonus. My goal is to create an economy, not the reward, per se. --[[User:Nosimplehiway|Nosimplehiway]] 19:57, 19 February 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
*Sounds good, but for RP purposes I'd rather the weapon be named 'Fine Sword', a more generic weapon. It'd be bad for me that I want a longsword and some other guy who wants a schiavona to be stuck with a scimitar. --[[User:Odysseus|Odysseus]] 18:45, 18 February 2007 (UTC)&lt;br /&gt;
**Good idea! Calling it a &amp;quot;fine sword&amp;quot; definitely opens up more RP possibilities. I am sticking to my guns on the macuahuitl, though; the idea of a warclub covered with razor sharp obsidian is just too cool to ignore. lol --[[User:Nosimplehiway|Nosimplehiway]] 19:57, 19 February 2007 (UTC)&lt;br /&gt;
*** Actually, many people almost never use the &amp;quot;contact roaming shaman&amp;quot; option, and so they stay near their home camps because they always get sent there when they die. I've only gone to another camp (wilsik) once and after dying a day or two in, got sent home and never returned. Maybe if we made it so that if people met a shaman from another camp, from then on they have the option the contact them, for different AP costs. (maybe natives/native shamans and outsiders outsider shamans would be 40AP, and anything else would be the same 50AP as contact roaming shaman...) Of course, other people being able to come back to life into the very center of an enemy village or settlement, lie there to get full AP, then stand up and massacre the people, and when they got killed just do it again might be bad... maybe some exorcism skill or innate power amulet, that someone you kill who isn't in an allied camp to their side can't re-spawn their for awhile or until they re-spawn and die again...--[[User:AlexanderRM|AlexanderRM]] 01:38, 13 September 2007 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===10 Melee Weapons===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Weapons|&lt;br /&gt;
suggest_scope=All|&lt;br /&gt;
suggest_description=It's about time we've had a host of new weapons! Here's what I'm suggesting. I've added all the current weapons for comparison plus the suggested Swordsman class (assuming you've maxed out CQB first incl. Balanced Stance), a suggested Pirate skill that ups Cutlass accuracy, and also their modified values for Body Building. Note that these weapons are superior in one way or another than cutlasses and machetes, BUT only these two can cut through jungle, and cutlasses can become better in the hands of pirates. Axes can cut through jungle but they're in the same league pretty much.&lt;br /&gt;
&lt;br /&gt;
1)'''Axe:''' A powerful but somewhat heavy weapon, the axe is also good at clearing jungle. It does only 0,05 damage more per AP if two non-swordsmen or non-pirates max out, compared to a machete or cutlass, so it's pretty much as good.&lt;br /&gt;
&lt;br /&gt;
'''Base Damage''' 3, '''Accuracy''' 10% (-&amp;gt;20%-&amp;gt;35%)&lt;br /&gt;
*'''Average Damage, untrained:''' 0,3 -&amp;gt; 0,4&lt;br /&gt;
*'''Average Damage, CQB:''' 0,6 -&amp;gt; 0,8 &lt;br /&gt;
*'''Average Damage, ACQB:''' 1,05 -&amp;gt; 1,4&lt;br /&gt;
*'''Average Damage, BS:''' 1,2 -&amp;gt; 1,55 &lt;br /&gt;
&lt;br /&gt;
2)'''Rapier:''' A slender sword, not particularly damaging but very easy to use. Common among many outsiders. Note that if you are a swordsman with maxed out skills, there's ALWAYS a chance to cause at least 1 point of damage, making it the best weapon for use against low HP enemies. Since it relies on thrusting, sharpening should be unnecessary.&lt;br /&gt;
&lt;br /&gt;
'''Base Damage''' 1, '''Accuracy''' 40% (-&amp;gt;50%-&amp;gt;65%-&amp;gt;75%)&lt;br /&gt;
*'''Average Damage, untrained:''' 0.4 -&amp;gt; 0,8&lt;br /&gt;
*'''Average Damage, CQB:''' 0,5 -&amp;gt; 1 &lt;br /&gt;
*'''Average Damage, ACQB:''' 0,65 -&amp;gt; 1,3&lt;br /&gt;
*'''Average Damage, BS:''' 0,8 -&amp;gt; 1,45&lt;br /&gt;
*'''Average Damage, Fencing:''' 0,9 -&amp;gt; 1,65 &lt;br /&gt;
*'''Average Damage, Exp. Fenc.:''' 1,05 -&amp;gt; 1,8 &lt;br /&gt;
&lt;br /&gt;
3)'''Saber:''' Favored by the navy, a saber looks like a slimmer and longer cutlass- or a cutlass looks like a short and wide saber. It's easier to use than a cutlass&lt;br /&gt;
&lt;br /&gt;
'''Base Damage''' 2, '''Accuracy''' 25% (-&amp;gt;35%-&amp;gt;50%-&amp;gt;60%)&lt;br /&gt;
*'''Average Damage, untrained:''' 0,5 -&amp;gt; 0,75&lt;br /&gt;
*'''Average Damage, CQB:''' 0,7 -&amp;gt; 1,05 &lt;br /&gt;
*'''Average Damage, ACQB:''' 1 -&amp;gt; 1,5&lt;br /&gt;
*'''Average Damage, BS:''' 1,15 -&amp;gt; 1,65 &lt;br /&gt;
*'''Average Damage, Fencing:''' 1,35 -&amp;gt; 1,95  &lt;br /&gt;
*'''Average Damage, Exp. Fenc.:''' 1,5 -&amp;gt; 2,1 &lt;br /&gt;
&lt;br /&gt;
4)'''Spear:''' Used by the natives mostly but sometimes by the outsiders, the spear is a very effective weapon, its long reach giving the user a great advantage. Since it relies on thrusting, sharpening should be unnecessary.&lt;br /&gt;
&lt;br /&gt;
'''Base Damage''' 2, '''Accuracy''' 25% (-&amp;gt;35%-&amp;gt;50%)&lt;br /&gt;
*'''Average Damage, untrained:''' 0,5 -&amp;gt; 0,75&lt;br /&gt;
*'''Average Damage, CQB:''' 0,7 -&amp;gt; 1,05 &lt;br /&gt;
*'''Average Damage, ACQB:''' 1 -&amp;gt; 1,5&lt;br /&gt;
*'''Average Damage, BS:''' 1,15 -&amp;gt; 1,65 &lt;br /&gt;
&lt;br /&gt;
5)'''Halberd:''' A heavy polearm used by some outsiders, this unwieldy weapon is tremendously powerful. It consists of a two to two and a half meter long shaft, topped by an axe blade and spear tip. (Actually the original idea was to have a 10% accuracy, but it would make it way too powerful and everyone would have a halberd. This would be realistic since polearms were often the most effective weapons... but not fun at all).&lt;br /&gt;
&lt;br /&gt;
'''Base Damage''' 4, '''Accuracy''' 5% (-&amp;gt;15%-&amp;gt;30%)&lt;br /&gt;
*'''Average Damage, untrained:''' 0,2 -&amp;gt; 0,25&lt;br /&gt;
*'''Average Damage, CQB:''' 0,6 -&amp;gt; 0,75 &lt;br /&gt;
*'''Average Damage, ACQB:''' 1,2 -&amp;gt; 1,5&lt;br /&gt;
*'''Average Damage, BS:''' 1,35 -&amp;gt; 1,65 &lt;br /&gt;
&lt;br /&gt;
6)'''Hammer:''' More of a tool than a weapon, it can still be used in that capacity. Includes clubs and other such blunt instruments.&lt;br /&gt;
&lt;br /&gt;
'''Base Damage''' 2, '''Accuracy''' 20% (-&amp;gt;30%-&amp;gt;45%)&lt;br /&gt;
*'''Average Damage, untrained:''' 0,4 -&amp;gt; 0,6&lt;br /&gt;
*'''Average Damage, CQB:''' 0,6 -&amp;gt; 0,9 &lt;br /&gt;
*'''Average Damage, ACQB:''' 0,9 -&amp;gt; 1,35&lt;br /&gt;
*'''Average Damage, BS:''' 1,05 -&amp;gt; 1,5 &lt;br /&gt;
&lt;br /&gt;
7)'''Fine sword:''' As the above suggestion (Can only be manufactured). A fine sword would be something like a very balanced weapon with tremendous capabilities, such as a bastard sword, longsword or heck, even a katana- it would certainly be two-handed. It should dull easily with use (like real swords), requiring constant care to even out its power.&lt;br /&gt;
&lt;br /&gt;
'''Base Damage''' 3, '''Accuracy''' 25% (-&amp;gt;35%-&amp;gt;50%-&amp;gt;60%)&lt;br /&gt;
*'''Average Damage, untrained:''' 0.75 -&amp;gt; 1&lt;br /&gt;
*'''Average Damage, CQB:''' 1,05 -&amp;gt; 1,4&lt;br /&gt;
*'''Average Damage, ACQB:''' 1,5 -&amp;gt; 2&lt;br /&gt;
*'''Average Damage, BS:''' 1,65 -&amp;gt; 2,15&lt;br /&gt;
*'''Average Damage, Fencing:''' 1,95 -&amp;gt; 2,55&lt;br /&gt;
*'''Average Damage, Exp. Fenc.:''' 2,1 -&amp;gt; 2,8&lt;br /&gt;
&lt;br /&gt;
8)'''Heavy Sword:''' Including the legendary sword for comparison. You can see it's unbelievably powerful. &lt;br /&gt;
&lt;br /&gt;
'''Base Damage''' 4, '''Accuracy''' 20% (&amp;gt;30%-&amp;gt;45%-&amp;gt;55%)&lt;br /&gt;
*'''Average Damage, untrained:''' 0,8 -&amp;gt; 1 &lt;br /&gt;
*'''Average Damage, CQB:''' 1,2 -&amp;gt; 1,5  &lt;br /&gt;
*'''Average Damage, ACQB:''' 1,8 -&amp;gt; 2,25&lt;br /&gt;
*'''Average Damage, BS:''' 1,95 -&amp;gt; 2,4  &lt;br /&gt;
*'''Average Damage, Fencing:''' 2,35 -&amp;gt; 2,9&lt;br /&gt;
*'''Average Damage, Exp. Fenc.:''' 2,5 -&amp;gt; 3,05 &lt;br /&gt;
&lt;br /&gt;
9)'''Knife:''' Including it for sake of completeness.&lt;br /&gt;
&lt;br /&gt;
'''Base Damage''' 1, '''Accuracy''' 20% (-&amp;gt;30%-&amp;gt;45%)&lt;br /&gt;
*'''Average Damage, untrained:''' 0,2 -&amp;gt; 0,4&lt;br /&gt;
*'''Average Damage, CQB:''' 0,3 -&amp;gt; 0,6 &lt;br /&gt;
*'''Average Damage, ACQB:''' 0,45 -&amp;gt; 0,9&lt;br /&gt;
*'''Average Damage, BS:''' 0,6 -&amp;gt; 1,05&lt;br /&gt;
&lt;br /&gt;
10)'''Machete/Cutlass:''' The same weapon, in essence. The Fencing entry also covers a maxed-out pirate. These are the only ones that can chop through jungle. These and the axe, which is the same thing. &lt;br /&gt;
&lt;br /&gt;
'''Base Damage''' 2, '''Accuracy''' 20% (-&amp;gt;30%-&amp;gt;45%-&amp;gt;55%)&lt;br /&gt;
*'''Average Damage, untrained:''' 0,4 -&amp;gt; 0,6&lt;br /&gt;
*'''Average Damage, CQB:''' 0,6 -&amp;gt; 0,9 &lt;br /&gt;
*'''Average Damage, ACQB:''' 0,9 -&amp;gt; 1,35&lt;br /&gt;
*'''Average Damage, BS:''' 1,05 -&amp;gt; 1,5 &lt;br /&gt;
*'''Average Damage, Fencing:''' 1,25 -&amp;gt; 1,8 &lt;br /&gt;
*'''Average Damage, Exp. Fenc.:''' 1,4 -&amp;gt; 1,95 &lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
suggest_time=22:13, 18 February 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Odysseus|Odysseus]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I'd love nothing more than to see more variety of weapons on Shartak. So to help you with your ideas, I vie you this link, its similar to what your suggesting, but doesn't require new classes or skills to add variety. http://forum.shartak.com/index.php/topic,193.0.html - rozen&lt;br /&gt;
*It looks like a great idea. I wouldn't mind having either yours or mine up, as long as we get more weapons! --[[User:Odysseus|Odysseus]] 23:46, 18 February 2007 (UTC)&lt;br /&gt;
**More melee weapons are a nice idea. If nothing else it leads to some variety in a character's panoply and adds to interest, as opposed to simply having 5 cutlasses or 5 machetes.-[[FirstAmongstDaves]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
 &lt;br /&gt;
===Big Stick and Cudgel===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=2 new, related items|&lt;br /&gt;
suggest_scope=All players|&lt;br /&gt;
suggest_description=1. Big stick: Or &amp;quot;There are trees all around me. Why's it so hard to find driftwood?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The big stick would be found in jungle squares.  The thicker the jungle, the more likely it is that you'll find a big stick.  The big stick would take up two inventory spaces.  By itself, it's useless.  However, it can be made into a couple other things.  &lt;br /&gt;
&lt;br /&gt;
A. If you have a blade, you can chop the big stick in half for 5 AP (without a blade, it costs 10AP).  This gives you two pieces of driftwood.  Why do I propose this?  Because it makes no sense that, on a jungle covered island, treeless beaches are the only place you get driftwood!  There are lots and lots of trees out in the jungle!  Surely I can find pieces of wood out there!  I apparently also like to use exclamation marks!&lt;br /&gt;
&lt;br /&gt;
B. For 5 AP with blade (10 AP without), you can trim the big stick down to a cudgel.  See below.&lt;br /&gt;
&lt;br /&gt;
Suggestion 2: The Cudgel: Or &amp;quot;Hitting each other with sticks.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The cudgel also takes 2 inventory spaces.  It does 1 HP damage without body building and 2HP damage with it.  Its base percentage to hit is 30%, giving it a maxed-out hit chance of 55%.  Why does it have a higher chance to hit?  Because it's a really big stick! People have been hitting each other with sticks for ages!  Now, even with that, it's still inferior to the machete.  So why's it useful?  &lt;br /&gt;
&lt;br /&gt;
1.  Higher chance to hit than daggers, knives, and fists.&lt;br /&gt;
2.  It can be manufactured out in the jungle, so if your knives and machetes break (don't laugh, this happened to me once), you can keep on hunting.&lt;br /&gt;
&lt;br /&gt;
Essentially, the cudgel is supposed to be an emergency weapon when your machetes run out.  Plus, I really like the idea of player-crafted items, and this is a non-unbalancing way to do that.|&lt;br /&gt;
suggest_time=02:29, 10 March 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Black Joe|Black Joe]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
I like this! It has no problem that I can see with game balance, and makes a lot of sense! I do have one question about it, though! Can it be found at all in the jungle squares which have been completely cleared or have very low density?!?--[[User:Nosimplehiway|Nosimplehiway]] 14:48, 13 March 2007 (UTC)&lt;br /&gt;
:In answer to your question, I would say &amp;quot;no&amp;quot; to completely cleared and &amp;quot;very low chance&amp;quot; to very low density.  Does this help?--[[User:Black Joe|Black Joe]] 02:00, 14 March 2007 (UTC)&lt;br /&gt;
::The only problem I have with this suggestion is that there's nothing to restrict items found to certain densities.. but that might be something I can add. --[[User:Simon|Simon]] 19:12, 29 May 2007 (UTC)&lt;br /&gt;
Hate to break it to 'ya, but the only reason there's only driftwood at the beaches and not in the forrest is simple. It's driftwood... as in it drifted from the sea onto land. -[[User:Che|el Che]] 23:42, 13 March 2007 (UTC)&lt;br /&gt;
:This is technically true, but the point is missed.  On a jungle island, one should be able to find sign post material where trees can be found.  That is not the case at the moment.--[[User:Black Joe|Black Joe]] 02:00, 14 March 2007 (UTC)&lt;br /&gt;
:The term &amp;quot;driftwood&amp;quot; is just a placeholder for any item which fills a similar role. Besides, I've lived in south Florida, hurricane country, and believe me, in a wilderness area you can find driftwood in some of the weirdest places.--[[User:Nosimplehiway|Nosimplehiway]] 13:56, 16 March 2007 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Tranquiliser/Paralyzing Dart===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Ammunition|&lt;br /&gt;
suggest_scope=Hunters who don't like to be bitten back|&lt;br /&gt;
suggest_description=Many hunters don't like FAKs taking up space that could be used for ammo and thus go without them. The animals don't go down without a fight however and the bush doesn't have the tools for a last minute tusk wound patch up before bed. If only the animals could be passified. Firing a tranquiliser from a rifle like a regular bullet or a paralyzing dart from a blowpipe, one can stun an animal, preventing automatic and retalitory attacks for awhile. In humans it reduces attack strength and/or accuracy and increases AP usage.|&lt;br /&gt;
suggest_time=17:05, 6 April 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Darkferret|Darkferret]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
I disagree with your base claim - I'd imagine that as many, if not more hunters travel with a lot of first aid kits since it allows them to spend longer in the jungle.  This suggestion just seems to remove the challenge of fighting something that will fight back, and reduce the need to go into the jungle  properly equipped. It would also seem easy to abuse against other player characters. --[[User:Johan Crichton|Johan Crichton]] 21:56, 6 April 2007 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Ivory===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=improvement|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=Back then the jungles were full of ivory poachers. What I'm proposing is the ability to harvest ivory from the dead elephants in the game. With each elephant you harvest you receive 2 units of ivory. To keep it simple you can harvest the ivory using a machete or a cutlass. Each unit of ivory would be worth 2 gold coins.|&lt;br /&gt;
suggest_time=15:16 03 May 2007|&lt;br /&gt;
suggest_author=[[User:kenny rogers1|kenny rogers1]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Cool, maybe something like this could be added to tigers. --[[User:Wulla-mullung|Wulla-mullung]]&lt;br /&gt;
&lt;br /&gt;
What would the ivory do? We could use it to make handles for the weapons, or ornaments for rifles. or chess pieces! -[[User:Elegost|Elegost]] 02:16, 17 May 2007 (UTC)&lt;br /&gt;
:This would go along with the meat suggestion elsewhere in the wiki. Perhaps when an animal dies, there are certain items that can be harvested from their corpse including meat x (number depends on size of animal), ivory from elephants, skin from bear or tiger, feathers from parrot. Once you've recovered as much as you can from the corpse, you'll just search the surrounding area instead. --[[User:Simon|Simon]] 07:26, 26 June 2007 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Shartak Laser===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Super weapon|&lt;br /&gt;
suggest_scope=anyone|&lt;br /&gt;
suggest_description=&lt;br /&gt;
This is the super (edited) Shartak version of the most awesome Spartan Laser from the Halo 3. It deals 10 dmg and is 50% accurate (since it does take a lot of effort to aim the thing). It cannot be found anywhere, but you need to make it. You'd need two pieces of driftwood, a mango, a gem, a dead parrot in the same square and a gps unit. It has four shots and has a 30% chance of breaking after firing. when out of ammo, it becomes useless baggage. you cannot sell a used or partially used shartak laser to traders. The pic of the Shartak laser is here. http://derby.jconserv.net/viewtopic.php?t=14&amp;amp;start=105|&lt;br /&gt;
suggest_time=13:12, 22 May 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Elegost|Elegost]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
(Pssst, Simon, just say you've implemented it! Where are you going to get a headless parrot from anyway?) --[[User:Rozen|Rozen]] 16:04, 22 May 2007 (UTC)&lt;br /&gt;
* This has been added, it's in a secret location and you'll have to journey through shark infested water and back to the mainland to find it. ;) --[[User:Simon|Simon]] 22:32, 25 June 2007 (UTC)&lt;br /&gt;
:seriously?!?!? why can't i have a free one?:D -[[User:Elegost|Elegost]] 02:17, 26 June 2007 (UTC)&lt;br /&gt;
::Ya, umm sorry I kinda took it. How about you give me 500 gold and it'll be at the Dalpok trader. --[[User:Wulla-mullung|Wulla-mullung]] 02:41, 26 June 2007 (UTC)&lt;br /&gt;
:::LOL. No, not seriously. I regret to inform you that this will never be implemented. Perhaps if you could come up with some less outrageous and powerful things that could be manufactured you might be luckier. --[[User:Simon|Simon]] 07:22, 26 June 2007 (UTC)&lt;br /&gt;
::::okay. you got me there. hahaha wait, i'll edit it. -[[User:Elegost|Elegost]] 10:42, 26 June 2007 (UTC)&lt;br /&gt;
: How about having it burn out once all shots are fired?--[[User:Johan Crichton|Johan Crichton]] 21:28, 26 June 2007 (UTC)&lt;br /&gt;
::sounds good. but i personally like the idea of it being disposable, just like the spartan laser. and you can't sell the empty one to the trader! -[[User:Elegost|Elegost]] 10:30, 27 June 2007 (UTC)&lt;br /&gt;
::::The above is a lie, I really do have the Shartak Laser. Simon just thought better of letting everyone know one exsisted. --[[User:Wulla-mullung|Wulla-mullung]] 02:33, 29 June 2007 (UTC)&lt;br /&gt;
:::::If you really do, you'll only be able to fire four shots. Also, if you could get a light bulb and run an electric current from the GPS to it and use the gem like a magnifying glass, you might just be able to do this. but make it need a scientist-only skill and have a 75% chance of being done wrong breaking the GPS and the light bulb. When it runs out of charges it leaves the light bulb and the gem intact, but if it breaks you just keep the gem.--[[User:AlexanderRM|AlexanderRM]] 01:45, 13 September 2007 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Bottle of Water===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=improvement|&lt;br /&gt;
suggest_scope=everyone who can drink bottles of water|&lt;br /&gt;
suggest_description=I just realized i carry more bottles of water than FAKS. So, maybe we can use bottles of water on other people, you know, help them drink and restore health. like a fak :)|&lt;br /&gt;
suggest_time=11:12, 6 June 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Elegost|Elegost]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
I fully agree - hence this suggestion: [[Suggestions:Miscellaneous#UI:_Heal_Patient_as_possible_action]] --[[User:Johan Crichton|Johan Crichton]] 04:43, 3 July 2007 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Melee Weapon Breaking tweak===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=weapon tweak|&lt;br /&gt;
suggest_scope=everyone|&lt;br /&gt;
suggest_description= the rate of breaking machetes could be altered a bit. I haven't had much luck breaking machetes these days. Shouldn't they break a lot too? Cutlasses seem to break a lot. And the non-breaking quality of the machete makes it a not-so-good item to trade at the traders. And perhaps writing materials could be blunted when writing too.&lt;br /&gt;
and maybe the sharpening stones can wear out after a while, like around ten sharpenings, it'll crumble to dust. And that'll stimulate players to buy or sell sharpening stones.|&lt;br /&gt;
suggest_time=09:00, 2 July 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Elegost|Elegost]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
I've had the opposite with machetes of late - if you use them for combat, they seem to break reasonably often. --[[User:Johan Crichton|Johan Crichton]] 22:18, 3 July 2007 (UTC)&lt;br /&gt;
Ooh, I know- have the sharpening stones turn blunt, so you can keep two sharpening stones, and use one to sharpen the other. --[[User:AlexanderRM|AlexanderRM]] 01:47, 13 September 2007 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Pit Trap===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Item/Skill|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=Once a hole has been dug with the digging skill/shovel, driftwood can be used to conceal the hole, creating a pit trap. The next individual/animal to enter the hex will fall into the pit, taking 6 points of damage.  This naturally destroys the driftwood covering for the pit and thus the pit would need to be 'reset' with more driftwood.&lt;br /&gt;
&lt;br /&gt;
If it would also cost a point of movement to get out of the pit as well, that would be interesting.|&lt;br /&gt;
suggest_time=10:04, 2 July 2007 (EST)|&lt;br /&gt;
suggest_author=GreyA2|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Similar suggestions already exist - [[Suggestions:Skills#Jungle_Skills]] has a mention of a 'Make/Detect Traps' skill, and [[Suggestions:Skills#Trap_Laying]]. --[[User:Johan Crichton|Johan Crichton]] 04:42, 3 July 2007 (UTC)&lt;br /&gt;
: It should have an x% of falling in per action, including entering and leaving, and it's a square, not a hex.--[[User:AlexanderRM|AlexanderRM]] 01:49, 13 September 2007 (UTC)&lt;br /&gt;
You should be able to add snakes to the pit. See [http://forum.shartak.com/index.php?topic=973.0 snake discussion] for more snake ideas. Each snake would have a chance of biting the person who fell in, at the normal snake damage rates. When someone falls in some of the snakes would use the person/driftwood to slither out of the pit. Possibly limit the number of snakes in the pit, or have a maximum as to how many could bite you, although an instant death trap that you ''really'' have to work at making, by gathering lots of snakes, would be great fun. &lt;br /&gt;
&lt;br /&gt;
I think the person who laid the trap should automatically know where it is an not be able to fall in. I also think that there should be a method to search for traps, which would search the 8 squares immediately surrounding you, so that you wouldn't have to step on the trap to look for it. &amp;quot;Search for traps&amp;quot; would automatically find any, since there's no way of knowing where a trap might be laid and you'd have to waste an AP every time you looked for them, anyway. If you know where the trap is, you don't set it off when entering the square. An &amp;quot;unset trap&amp;quot; option should be available for people who know where the trap is. &lt;br /&gt;
&lt;br /&gt;
I don't think there needs to be a skill to do this. Although, if you wanted a skill, you could make it so that the trapping skill allows you to place &amp;quot;well concealed&amp;quot; traps that are harder to notice (only 33% chance to notice them when checking for traps?) and harder to climb out of (5AP instead of 2?), and gives you a better chance of finding well concealed traps (66% chance?) during a trap search. --[[User:Buttercup|Buttercup]] 09:04, 18 January 2008 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Hunting-Skinning-Trading===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=new ways of income|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=When you kill an animal, you get exp, but no gold. When you trade, you get gold and experience if it's inter-settlement. In reality, peope make food and skins from hunting, in reality, people set into each other with cutlasses. Or did...anyway. I'm suggesting that when you kill a creature, great or small, you get a body part of that creature, pelt, leather, ivory, eyeball...that kind of thing. You can then sell it at the trader for some gold, bigger or rarer the beast, the more gold. Squid eyes being worth the most, parrot feathers the least. It's also been suggested that you get meat from the animal, which you can eat to recover some HP. This is a suggestion made with new players in mind, as my newest character realised he got more of a reward going safely from town to town and gtting hsi gold and exp than he did traveling into dangerous jungle and killing stuff. |&lt;br /&gt;
suggest_time=00:11 am, Thurdsay 30th Aug |&lt;br /&gt;
suggest_author=[[User:RobZombie|RobZombie]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Dupe of something near the top of the page. or maybe that's a dupe of this... don't think so.--[[User:AlexanderRM|AlexanderRM]] 01:50, 13 September 2007 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===The Most-Awesome-Titanium Sword===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=replacement to the heavy sword|&lt;br /&gt;
suggest_scope=everyone|&lt;br /&gt;
suggest_description=Since someone was kind enough to spoil the locations of heavy swords, I hereby present you with this. The Most-Awesome-Titanium Sword! or the MATS.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Since Simon wouldn't implement the Shartak Laser, we'll have this.&lt;br /&gt;
&amp;lt;br&amp;gt;MATS stats&lt;br /&gt;
&amp;lt;br&amp;gt;Damage- 5&lt;br /&gt;
&amp;lt;br&amp;gt;Accuracy- 50% (cause its made of titanium, its easier to wield in theory)&lt;br /&gt;
&amp;lt;br&amp;gt;Chances for Critical- 18%&lt;br /&gt;
:Critical Hit- 10dmg to target&lt;br /&gt;
::Critical Miss- you break it, and you get hit for 5 damage by the broken blade&lt;br /&gt;
&amp;lt;br&amp;gt;Search Odds- 10% at only ONE place, or certain coordinate |&lt;br /&gt;
suggest_time=07:54, 4 September 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Elegost|Elegost]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
You scare me sometimes Ele ;P -[[User:Cthulhu|Cthulhu]]&lt;br /&gt;
: 1: &amp;quot;no, I didn't use earth elementals- I used ''titanium'' elementals&amp;quot;&lt;br /&gt;
2: Someone spoiled the locations of heavy swords? Where?--[[User:AlexanderRM|AlexanderRM]] 01:52, 13 September 2007 (UTC)&lt;br /&gt;
:Forums. Simon is cooking something up, don't worry. --[[User:Wulla-mullung|Wulla-mullung]] 03:14, 13 September 2007 (UTC)&lt;br /&gt;
lol, sounds good, but only one fixed place isn't good. What about there's only one of them, like the conch shell. I can't break, ever, and just like the conch shell when you die you lose it. Now that would be cool!&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Bottle/Gourd Of Healing Salve===&lt;br /&gt;
&lt;br /&gt;
Made by juicing healing herbs with an empty bottle or gourd in your inventory.  It would take 3 herbs to make 1 batch of salve and you must have the &amp;quot;Natural Medicine&amp;quot; skill to do so.  Salve heals 15hp when used.  That about covers it really.  The pro is its lighter then herbs, the con is it takes time to prepare.  Perhaps a small exp reward for preparing it (say 2 exp) would encourage players to make use of it, that is open to debate however. --[[User:Etherdrifter|Etherdrifter]] 00:25, 10 September 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
''Edit''&lt;br /&gt;
&lt;br /&gt;
Ousiders without &amp;quot;Native knowledge&amp;quot; would see it as gourd/bottle of green paste.--[[User:Etherdrifter|Etherdrifter]] 22:10, 29 September 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
&lt;br /&gt;
I like. I would suggest allowing pirates to use this skill too, maybe, it would give them the little balancing edge they need. - Rincewind.&lt;br /&gt;
*Perhaps put in place a different skill for pirates to use it?  It would probably need to be a subskill of Native Knowledge.  Not too sure of a name for it though.  Also what do you think of the idea for a small exp reward?--[[User:Etherdrifter|Etherdrifter]] 12:14, 10 September 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
**Small exps are aaaalways good. - Rincewind.&lt;br /&gt;
&lt;br /&gt;
*** Keep chronological order plz. This seems to apply to natives. What about outsiders? Them too? Outsiders would then have a choice of FAKs for 10 HP heals and herb salve for 15 HP heals? Whilst natives would have only herbs or herb salves? Seems oddly balanced. Dislike XP for making the stuff as you will gain XP when using it.--[[User:Skull Face|Skull Face]] 17:14, 20 September 2007 (UTC)&lt;br /&gt;
****Sorry about the mix up there with the time ordering.  Anyways I thought about a small exp reward as a native who just uses the herbs already gains much more exp as they would do from making and using the salve, 7.5 exp per ap against 10 exp per ap,.  The exp is an encouragment to make this and keep it stocked in the traders hut (Where anyone could use it) or use it outside of town.  2 exp seemed about right as it would take it to 9.5exp per ap making it slightly less useful when it used for healing in villages but much more useful for use outside of the village where healing herbs are not so plentiful.--[[User:Etherdrifter|Etherdrifter]] 22:10, 29 September 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Oysters ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Item|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=Oysters would be a new item found only in [[Suggestions:Game_mechanics#Oyster_Bed|oyster beds]]. Oysters in the inventory (1 slot per oyster) would have a button to 'Open' (similar to fruit having an 'Eat' button). They would have a 24 hour shelf life (similar to shargle eggs) after which they would have no food value. Once opened, in the inventory an oyster becomes an oyster shell. These shells have no value and traders will not accept them as trade items.&lt;br /&gt;
&lt;br /&gt;
Oysters would come in two varieties, edible and pearl-bearing, but cannot be identified until opened. When an edible oyster is opened (requiring a knife or dagger) the character would eat it immediately and gain +1 HP if below maximum HP with the following flavour text...&lt;br /&gt;
:''You open the oyster and consume the contents, gaining 1 HP.''&lt;br /&gt;
If the edible oyster is past its shelf life when opened the character gains nothing and sees flavour text such as...&lt;br /&gt;
:''You open the oyster but the contents are inedible.''&lt;br /&gt;
When a pearl-bearing oyster is opened a pearl is added to the inventory (see suggestion on item [[Suggestions:Items#Pearls|Pearls]]) with flavour text such as...&lt;br /&gt;
:''You open the oyster and inside is a small black/white pearl!''&lt;br /&gt;
&lt;br /&gt;
Characters who do not have one free inventory slot will still be permitted to open an oyster. In the event that it contains a pearl which cannot be added to their inventory they will see this flavour text...&lt;br /&gt;
:''You open the oyster and inside is a small black/white pearl which slips through your fingers and is lost!''&lt;br /&gt;
|&lt;br /&gt;
suggest_time=12:47, 14 September 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Support! it also applies to the suggestion below, you could merge those two. --[[User:Lama|Lama]] 21:19, 27 September 2007 (UTC)&amp;lt;br&amp;gt;&lt;br /&gt;
:Ok I like the idea and the one below but I take it that this option is available to both outsiders and natives?--[[User:Etherdrifter|Etherdrifter]] 22:13, 29 September 2007 (UTC)&lt;br /&gt;
::All classes, all ethnic backgrounds ;) --[[User:Skull Face|Skull Face]] 22:44, 29 September 2007 (UTC)&lt;br /&gt;
:::I think this is a great idea and goes well with your sunken city concept. - [[FirstAmongstDaves]] 2 Jan 08&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Pearls ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Item|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=A pearl would be a new item that takes up 1 inventory space. Pearls would only be found inside pearl-bearing oysters. Pearls would come in two flavours, white (19 out of 20) and black (1 out of 20). Traders would value white pearls at 1 times the cost of a gem and black pearls at approx 5 times the cost of a gem.&lt;br /&gt;
|&lt;br /&gt;
suggest_time=13:37, 14 September 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Comment here&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Compass===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New Item|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=This suggestion is for a new item, the humble compass. It would be found in the Weapons Hut and would occupy 1 inventory slot. If clicked (for 1 AP) the compass would report the approximate direction to [[Suggestions:Game_mechanics#Shartak_Mountain|Shartak Mountain]] provided that the jungle density does not block line-of-sight.&lt;br /&gt;
|&lt;br /&gt;
suggest_time=[[User:Skull Face|Skull Face]] 12:26, 20 September 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
So... how exactly does this work? The compass is used to detect the direction of north. Last I checked, Shartak mountain was not right smack on the north pole. --[[User:AlexanderRM|AlexanderRM]] 23:51, 15 October 2007 (UTC)&lt;br /&gt;
:I suggest you learn a wee bit about the use of a compass and compass bearings ;) --[[User:Skull Face|Skull Face]] 10:18, 16 October 2007 (UTC)&lt;br /&gt;
:I was at first confused as well, but now I understand. You look at the mountain. You look at your compass. The compass points towards the mountain. Now you know which way the mountain is. &lt;br /&gt;
:May I assume that without the compass, you just get the distance to the mountain (near, far, very far), but with it you get the direction?--[[User:Buttercup|Buttercup]] 07:05, 25 January 2008 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Theodolite===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Item|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=This suggestion is for a new item, the theodolite, to replace the GPS unit and provide a handwaving explanation for accurate surveying of Shartak by outsiders and pirates. It is a steampunk variant of [http://en.wikipedia.org/wiki/Theodolite the 18th/19th century surveyors' theodolite] and would be used to calculate vertical angles and aid in positional triangulation.&lt;br /&gt;
&lt;br /&gt;
In locations that do not block line-of-sight to the peak of [[Suggestions:Game_mechanics#Shartak_Mountain|Shartak Mountain]], the vertical inclination angle to the peak and the approximate known height of the peak would permit a rough calculation of the horizontal distance from the peak. This calculation would be refined by use of a barometer reading giving approximate current height above sea level. The distance from the peak alone is not sufficient to calculate location. The missing element would be the angular direction of the peak with respect to true N, obtained from a compass reading vs the angular scale on the theodolite. Thus the angular direction of the peak would be obtained. With this second item of information the approximate location on the island would be calculable.&lt;br /&gt;
&lt;br /&gt;
Unlike the automatic always-on GPS unit the standard theodolite must be clicked (for 1 AP) to give an approximate GPS locational reading. The theodolite would occupy 3 inventory slots (similar to a [[rifle]]) due to the need for the lens array, supporting tripod and chart. The theodolite would require solid ground and line-of-sight for accurate use and thus could not be used in [[Water (deep)#Water_.28deep.29|Deep Water]], higher density jungle or indoors. It would also be fragile and have a small (XX%) chance of being destroyed in a hostile attack.&lt;br /&gt;
&lt;br /&gt;
As an optional extra the location information provided by the theodolite may be subjected to error of 1 or 2 location squares. This error would be removed for the classes Explorer/Scout and Scientist. Multiple readings / APs may be needed if strict accuracy is required.&lt;br /&gt;
|&lt;br /&gt;
suggest_time=[[User:Skull Face|Skull Face]] 12:26, 20 September 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
First, the GPS isn't really that useful anyway if you have either exploration or the ubermap. It's still worth the inventory space even if you have both (though the ubermap may tottally nerf it, I'm not sure...), though the gold is... debatable. But at 1AP, 3 inventory, increased area-restriction in use, chance to break when attacked and to be slightly off in location? Heck no. Just plain useless. On top of that, I actually think the GPS should stay- it gives the idea of a &amp;quot;lost island&amp;quot; rather than just &amp;quot;Hispaniola under a different name&amp;quot;. So, uh, I'm thinking maybe not? --[[User:AlexanderRM|AlexanderRM]] 23:50, 15 October 2007 (UTC)&lt;br /&gt;
:If you had been following the discussions you'd know that Simon has asked for suggestions on how to rework the GPS into something that fits the Imperial time period - an island cannot be lost if it still receives satellite telemetry. I consider GPS to be a freebie that is overpowered and in need of adjustment both to suit the period feel and to balance it somewhat. The biggest argument against changing GPS in this fashion is that it would break the existing Greasemonkey scripts (although the Ubermap ''really'' kills the lost island feel). OTOH your arguments seem illogical. If, as you suggest, the existing GPS isn't useful then perhaps you shouldn't be voting against a change, hmmm?&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===fire and science===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=new items, and the skills to support them|&lt;br /&gt;
suggest_scope=everyone, but mainly scientists|&lt;br /&gt;
suggest_description='''new items''':&lt;br /&gt;
*'''charcoal''' (found in abandoned huts @ 10% chance):&lt;br /&gt;
**can be combined with other ingredients to produce black powder.&lt;br /&gt;
*'''saltpeter''' (found in swamp squares @ 10% chance):&lt;br /&gt;
**can be combined with other ingredients to produce black powder.&lt;br /&gt;
*'''sulfur''' (found in mountain caves @ 10% chance):&lt;br /&gt;
**can be combined with other ingredients to produce black powder.&lt;br /&gt;
*'''bottle/gourd of black powder''' (found in shipwreck armory @1% chance):&lt;br /&gt;
**can be used to attack groups of players by way of area-of-effect damage.&lt;br /&gt;
***base = 30% chance of 6dmg to target character + 15% chance of 2dmg to each of 10 random characters + 20% chance of 4dmg to user.&lt;br /&gt;
&lt;br /&gt;
'''new skills''':&lt;br /&gt;
*'''basic chemistry''' (scientists):&lt;br /&gt;
**allows a character possessing the proper ingredients to produce 'black powder'.&lt;br /&gt;
*'''basic munitions''' (soldiers, pirates, warriors with outsider knowledge):&lt;br /&gt;
**reduces risk to user to 10% chance of 2dmg &amp;amp; alters aoe to affect only characters matching the target's affiliation (eg. natives, outsiders, pirates).&lt;br /&gt;
*'''advanced munitions''' (pirates):&lt;br /&gt;
**reduces risk to user to 5% chance of 2dmg &amp;amp; alters aoe to include 15 characters &amp;amp; to exclude members of the user's clan.&lt;br /&gt;
&lt;br /&gt;
'''notes''':&lt;br /&gt;
*player with 'basic chemistry' can only produce 'black powder' provided that character's inventory contains at least one each of 'charcoal', 'saltpeter', and 'sulfur' as well as one empty gourd or bottle.&lt;br /&gt;
*character can only find 'black powder' in the shipwreck armory provided that inventory contains at least one empty gourd or bottle. otherwise, a message will occur indicating that 'black powder' was found, but lacking any means of containing it, the character was forced to leave it.&lt;br /&gt;
*any use of 'black powder' triggers a message indicating said use to all players present, regardless of whether or not they fall within the area-of-effect.&lt;br /&gt;
*when used in jungle squares, 'black powder' has a 1% chance of reducing jungle density by 1.|&lt;br /&gt;
suggest_time=22:40, 29 September 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Zeek|Zeek]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
I would suggest a small exp reward for making the powder but otherwise I like the general idea.--[[User:Etherdrifter|Etherdrifter]] 19:23, 1 October 2007 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Flintlock===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New Item|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=This suggestion is for a new item, the flintlock pistol, a black powder weapon from the pirate era, found only at the shipwreck, the ruined armoury NE of Durham and the tower on Midway Island. &lt;br /&gt;
&lt;br /&gt;
The flintlock would take up 2 inventory slots. Base hit chance for all classes would be 20% (45% with [[Suggestions:Skills#Black_Powder_Proficiency|Black Powder Proficiency]]) delivering 4 HP damage on a successful attack. The flintlock would be a 1 shot weapon requiring 2 APs to prime with a powder charge (1 AP with [[Suggestions:Skills#Black_Powder_Proficiency|Black Powder Proficiency]]), 1 AP to load with 1 lead balls and 1 AP to fire. When loaded and carried through a water square each flintlock would have a 50% chance of being soaked and the powder ruined - the item description would change to a ''useless flintlock''. Such a weapon would have to cleaned using 2 APs (1 AP with [[Suggestions:Skills#Black_Powder_Proficiency|Black Powder Proficiency]]) and the ammo added back to the user's inventory before the flintlock could be primed again. When used there is a small chance that a misfire (e.g. 95%-100%) would destroy the weapon and cause 4 HP damage to the user c.f. breaking machetes.&lt;br /&gt;
|&lt;br /&gt;
suggest_time=[[User:Skull Face|Skull Face]] 12:22, 9 November 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
This is not as good as a maxed machete because of the high AP cost. I don't want tons of useless items like that in shartak like they have in hellrising so NO.&lt;br /&gt;
:It's not meant to be as good as a maxed out machete. You are missing the point. Powder weapons are intended for pirates with [[Suggestions:Skills#Black_Powder_Proficiency|Black Powder Proficiency]]. That skill and the powder weapons would not make pirates superior to Soldiers or Warriors but it would give them additional options and RP flavour. From POV of AP usage vs damage inflicted, using the skill with multiple pistols would make a Pirate slightly more effective in combat (36 HP for 20 APs vs 30 HP for 20 APs) than solely with a cutlass and maxed HTH skills, but only until all their pistols are discharged. This fits nicely with the image of a volley of lead from pre-primed weaponry followed by HTH combat. Availability of powder and balls is deliberately kept problematic. Along with misfire chances this would keep these new weapons from flooding the market too quickly.--[[User:Skull Face|Skull Face]] 12:48, 6 December 2007 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Blunderbuss===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New Item|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=This suggestion is for a new item, the blunderbuss, a black powder weapon from the pirate era, found only at unspecified locations c.f. heavy swords. &lt;br /&gt;
&lt;br /&gt;
The blunderbuss would take up 3 inventory slots. Base hit chance for all classes would be 30% (55% with [[Suggestions:Skills#Black_Powder_Proficiency|Black Powder Proficiency]]) delivering 8 HP damage on a successful attack. The blunderbuss would be a 1 shot weapon requiring 3 AP to prime with a powder charge (2 APs with [[Suggestions:Skills#Black_Powder_Proficiency|Black Powder Proficiency]]), 3 AP to load with 3 lead balls and 1 AP to fire. When loaded and carried through a water square each blunderbuss would have a 50% chance of being soaked and the powder ruined - the item description would change to a ''useless blunderbuss''. Such a weapon would have to cleaned using 3 APs (2 APs with [[Suggestions:Skills#Black_Powder_Proficiency|Black Powder Proficiency]]) and the ammo added back to the user's inventory before the blunderbuss could be primed again. When used there is a small chance that a misfire (e.g. 95%-100%) would destroy the weapon and cause 8 HP damage to the user c.f. breaking machetes.&lt;br /&gt;
|&lt;br /&gt;
suggest_time=[[User:Skull Face|Skull Face]] 12:22, 9 November 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
So this thing takes 5 AP to fire once and it's shots have a 55% chance to hit for a loss 8 HP? Outside of trading this is completely useless. It doesn't come close to a maxed out machete. The amount of inventory it takes up is ridiculous. If all of the shots got off on a person with 65 HP, that would require 25 lead balls. God forbid anyone tries to bring down a fully healed pirate. Can you explain where they could be located and how much one sells for at a traders since trading with an NPC is the only thing this is useful for? A strong NO because I don't want another incentive for trading. This would likely subtract from the weak FAK and herb flow to the wreck and weaken pirates as a whole. [[User:Edwardel|Edwardel]] 01:29, 25 November 2007 (UTC)&lt;br /&gt;
:See comments on the flintlock above as you really seem to have missed the point. Nothing on Shartak, not even a heavy sword, is as good as a maxed out machete. The blunderbuss is a less serious proposition than the flintlock, more for flavour than anything else, and could be adjusted to allow a small %age hit chance for 2 HP damage vs each person in the same square as the target, mimicking a scattershot blast into a crowd.--[[User:Skull Face|Skull Face]] 12:52, 6 December 2007 (UTC)&lt;br /&gt;
::The usefulness of this sort of item isn't in a straight AP-&amp;gt;damage conversion, but in future performance.  With the above stats, a player can spend 5 AP to load one of these, to eventually spend 1 AP and inflict 4HP damage (on average, and with 5% backfire possibility), or, in other words, spend 165 AP (minus trading/searching AP) to load 33 of these (max carryable amount), so that at some point in the future (perhaps in a real time battle?) they can deliver 132 HP damage in 33 AP. At most a machete can do 165 damage in 33 AP but on average you'll get 51, much less than the Blunderbuss. --[[User:Frisco|Frisco]] 02:14, 7 December 2007 (UTC)&lt;br /&gt;
:::Did you note the part where I stated that the blunderbuss would have the same rarity as a heavy sword? If you are aware of anyone with 33 heavy swords please say so and we can continue having a serious conversation about the Shartak arms race. And yes you should be including trading / searching AP as that gives the true relative value of a weapon. Time spent searching for ammo (or heavy sword) vastly reduces the effectiveness of a weapon. Apply your logic and maths to the rifle and see what figures you come up with ;) --[[User:Skull Face|Skull Face]] 11:53, 7 December 2007 (UTC)&lt;br /&gt;
::::Why shouldn't it be as widely available as a cutlass? With load time, you get .66 damage per AP (w/o search time), much less than machete or rifle.  Or in other words, in the time a player has fully loaded 33 of these, one enemy has killed him thrice with a machete.  Again, i see the real benefit of this weapon is its future potential damage per AP, which can add to rp.  Am i missing some other benefit?  With regards to searching, you haven't stated these stats on your new items, so if you want to see those included, please do the math yourself. I see it as a moot point because including search time will decrease overall AP-damage ratio, which will increase the importance of the potential AP-damage ratio and heighten the niche value of this weapon as a benefit to rp. --[[User:Frisco|Frisco]] 18:51, 7 December 2007 (UTC)&lt;br /&gt;
:::::Yeah, the way it is now...it's pretty much completely useless. If it's that rare, it needs be have an equivalent power. And even if it's not rare and instead very common, it still needs to be more effective than a machete, to counterbalance the AP spent finding it. If this was implemented as it stands now, I would expect a total of three people to use it with any regularity. Oh, another thing. If you have multiple parts to one suggestion, put 'em in one section, okay? No need to have two surplus sections that are completely useless. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 19:47, 7 December 2007 (UTC)&lt;br /&gt;
::::::Mark there are no set rules for the wiki suggestions. I'm suggesting multiple items and skills and therefore I'm creating one suggestion per item, one suggestion per skill. I can't find a template for mixing multiple skills / items / whatever into a single suggestion. If there is, please point it out. If not, please restrict yourself to constructively slagging the suggestion :) --[[User:Skull Face|Skull Face]] 23:13, 7 December 2007 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Powder Flask===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New Item|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=This suggestion is for a new item, a flask of black powder, found only at the shipwreck, the ruined armoury NE of Durham and the tower on Midway Island.&lt;br /&gt;
&lt;br /&gt;
A powder flask would take up 2 inventory slots. A powder flask would be used to prime a black powder weapon. After each use has a powder flask would have a 20% chance of running out (guaranteeing at least one use). When carried through a water square each powder flask would have a 20% chance of being soaked and rendered useless. Useless or empty flasks would show as 'Empty Flask' in the inventory.&lt;br /&gt;
|&lt;br /&gt;
suggest_time=[[User:Skull Face|Skull Face]] 12:22, 9 November 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Comment here&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Lead Ball===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New Item|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=This suggestion is for a new item, a lead ammo ball for black powder weapons, found only at the shipwreck, the ruined armoury NE of Durham and the tower on Midway Island.&lt;br /&gt;
&lt;br /&gt;
A lead ball would take up 1 inventory slot per ball. A lead ball would be used to load a black powder weapon.&lt;br /&gt;
|&lt;br /&gt;
suggest_time=[[User:Skull Face|Skull Face]] 12:22, 9 November 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Comment here&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Jute Climbing Cloth===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New Item, found in Native camps only|&lt;br /&gt;
suggest_scope=All classes, but arguably could be restricted to Natives|&lt;br /&gt;
suggest_description=This suggestion aims at providing Native camps with an item roughly comparable to the GPS. It functions very different ly however, hopefully helping to achieve the 'equal but different' goal of class balance between Natives and Outsiders. The climbing cloth would be added to items found in the Native camp ammo and/or med huts with a similiar find rate to the GPS in Outsider camps. Natives could use the cloth to climb trees in any jungle square that contains a tree (mango, banana, berry). Outsiders can use this item if they have the Native knowledge skill.&lt;br /&gt;
 &lt;br /&gt;
Jute is a fibrous tropical plant that is used to make rough weave cloth. This type of cloth is used to make climbing coconut and other trees easier (see [http://www.wikihow.com/Climb-a-Coconut-Tree] for details). What is the point in climbing a tree? To see further of course! There are clearly many ways that this could be implemented, however I think the following would be realistic, relatively easy to implement and not over powered; Climbing a tree takes AP, probably 5AP would be reasonable, but for this AP use your character climbs the tree and surveys a 360 degree view. Unlike say the UD binocular skill that gives a greater graphical view in only one direction, the result of climbing would be a general outline of what is seen in a text description. An example would be something like&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Using your climbing cloth you shimmy up the (banana say) tree. Looking around you see signs of a settlement to the North East, the coast to the south and a lake to the West. You catch a glimpse of movement in the bushes nearby to the east, it's probably an animal but you can't make out what. You see a figure somewhat nearby to the south.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Obviously the above description is very 'busy' and in most locations you wouldn't see all those features. The spotting distance for landmarks such as lakes, mountains, the coast, settlements etc could be quite long, several dozen sqaures or so. Spotting animals and other characters is harder (since they are smaller and hidden by the jungle) and would be limited to about a dozen squares. The distance to the spotted animals/characters as well as landmarks is roughly indicated by flavour text (e.g. 'very close','nearby','somewhat far away','very far away' etc) and the details seen would also depend on range, so for instance character nearby could be identified as either a native or outsider, but not further away and a nearby animal could be identified by species (&amp;quot;You see an elephant quite close to the South&amp;quot;). In the case where there are lots of characters around, either they are all listed with details given as per above, or perhaps just the closest spotted character is reported, the flavour text would first detail the landmarks seen, then animals, then finish with &amp;quot;You see an outsider quite close to the North, you figure you'd better climb down before they see you&amp;quot;, thus naturally justifying why you only ever see the nearest character.&lt;br /&gt;
&lt;br /&gt;
I don't think this would be overpowered, but would provide a decent way of getting around that doesn't require using the Uber-map and also gives a bit, but not too much, more info about the local area that isn't given by the Uber-map. The requirement for using a tree, not just any square, also helps from overpowering this item.&lt;br /&gt;
&lt;br /&gt;
In conjuction with the Agriculture skill (if it was implemented) this item would allow the defenders of a camp to set up trees to be used as scout towers on the outskirts of the settlement, but that's probably thinking too far ahead.&lt;br /&gt;
&lt;br /&gt;
This would provide something unique for the Native huts, and I'm sure trader characters would like another item that is found in limited places to sell for profit in places where it is not found.|&lt;br /&gt;
suggest_time=07:03, 13 December 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Bogdanovist]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
I like the general idea behind this but not the fact that it is item-based (which is why I suggested making Shartak Mountain visible to all players a while back). Could this not be a default ability for everyone but at reduced APs for those with Native Knowledge? Has anyone previously suggested a dedicated Climbing skill? In terms of item support perhaps the appropriate item would also reduce APs required? I do think the suggested 5 APs is too high as you can climb the mountain, waterfall or shipwreck mast for much less. And you can do a lot of scouting with 5 APs if you have Trekking. Nevertheless it's a good idea, I'm surprised it hasn't been thought of previously.--[[User:Skull Face|Skull Face]] 09:35, 13 December 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
I like this suggestion, but agree with Skull Face here on the point of AP cost. How bout, 2AP all round for climbing a tree and 1AP with the item or skill? Skill would probably be more appropriate, giving Natives another distinctive skill, while allowing Outsiders to utilize trees as well. But then on the other hand, is it really worth the XP cost? As in purchasing a new skill that may potentially be rarely used. Perhaps the item would be more suited then, giving the Natives a distinctive means of navigation that Outsiders are not able to utilize. --[[User:Cthulhu|Cthulhu]]&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;In the case where there are lots of characters around,...&amp;quot;''&amp;lt;- summarize what is seen. There's ways to shorten descriptions without losing information. I prefer that to only seeing one figure/losing detail. I think that's my only objection. Otherwise great idea, I l0vez it to bitz0rz. Now I just need to start weaving my jute cloth out of wild grasses and hemp fibers, or whatever they're made from. --[[User:Buttercup|Buttercup]] 09:22, 25 January 2008 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Pretty Flowers===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=A new way to find items|&lt;br /&gt;
suggest_scope=Plants in the jungle|&lt;br /&gt;
suggest_description=Pretty flowers would actually be a specific kind of tropical flower, but outsiders wouldn't know the name without Native Knowledge. I prefer a blue flower. I'll look up different flowers it could be later.&lt;br /&gt;
&lt;br /&gt;
These flowers would generate in D9 and D10 jungle squares. Cutting the jungle to D8 or below would destroy any flowers in the square. Cutting from D10 to D9 would not harm the flowers, though. Up to three flowers can be on any D9/D10 square, growing much like jungle would. When you land on a square with a flower it's listed in the description, and the search button text would be changed to &amp;quot;collect flowers&amp;quot;. If you pick a flower, you take them all and the description/search button text returns to normal.&lt;br /&gt;
&lt;br /&gt;
Flowers can be worn in one's hair or otherwise adorn their person, sold to the trader, used to decorate a hut, or given away. Additionally, if enough are found they can be woven into a wreath (20 flowers) that can be worn on a person's head, or woven into a lei (40 flowers) to be worn like a necklace. Native Knowledge is needed to weave the flowers, but they can be worn without the skill (duh). No new skills need be introduced to the game to weave since it's pretty much for decoration anyway. It would cost 4 AP to weave a wreath and gain 2 XP, while a lei would cost 8 AP and gain 4 XP, roughly in line with jungle chopping or fruit juicing when you factor in getting the flowers.&lt;br /&gt;
&lt;br /&gt;
Flowers essentially last forever until they are used. Ie, when you wear them or decorate the hut with them they start the &amp;quot;fade clock&amp;quot;. A single flower worn in one's hair is fresh for 28 hours, then is listed as &amp;quot;starting to fade&amp;quot; for 10 hours, then is automatically discarded (&amp;quot;You toss away the faded flower&amp;quot;.) Wreaths and leis last longer not due to realism, but because they take so much more effort to make. A wreath would be &amp;quot;fresh&amp;quot; for 10 days before starting to fade, would be &amp;quot;starting to fade&amp;quot; for 24 hours, then would be discarded. A lei would be fresh for 18 days before starting to fade, would be &amp;quot;starting to fade&amp;quot; for 36 hours, then would be discarded.&lt;br /&gt;
&lt;br /&gt;
-*Edited to Add*- Due to the large quantity of flowers needed to make wreaths and leis, and the essentially decorative nature and light weight of flowers, they would take up very little, if any, inventory space. Essentially, a lei would take up 3 slots, a wreath would take up 2 slots, and 8 flowers would take up 1 slot. They would take up 0 spaces when worn, although there would be a limit of one single flower, one wreath, and 1-2 leis that could be worn at any one time. &lt;br /&gt;
&lt;br /&gt;
-*Edited to Add*- A lei would be worth 4 gold coins, a wreath would be worth 2 gold coins, and 10 flowers would be worth 1 gold coin. &lt;br /&gt;
&lt;br /&gt;
Now, for why it's needed:&lt;br /&gt;
*New, fun way to search for things.&lt;br /&gt;
*Gives people a tangible reason to ''not'' deforest at least part of the island.&lt;br /&gt;
*A way for people to show their love for each other.&lt;br /&gt;
*A way for people to show off their popularity (when they receive flowers and wear them) or vanity (when they find/buy flowers and wear them).&lt;br /&gt;
*Makes the huts look/smell nice.&lt;br /&gt;
*New way to make money.&lt;br /&gt;
&lt;br /&gt;
And why it's better than normal searching:&lt;br /&gt;
*Fruit trees/bushes notwithstanding, right now there's no reason to choose searching one square of jungle over another. &lt;br /&gt;
*Hitting &amp;quot;search&amp;quot; a million times in a row is boring.&lt;br /&gt;
*Finding fruit trees is fun, but searching fruit trees gets boring after a while because you just keep hitting the search button.&lt;br /&gt;
*Hunting animals is fun because you look around and find them. When you kill one, you find your next target. This would be like &amp;quot;hunting&amp;quot; flowers, only less dangerous.&lt;br /&gt;
*In summary: Move...see...get...move...see...get... is more fun than click &amp;quot;search&amp;quot;...click &amp;quot;search&amp;quot;...click &amp;quot;search&amp;quot;...&lt;br /&gt;
|&lt;br /&gt;
suggest_time=08:36, 25 January 2008 (UTC)|&lt;br /&gt;
suggest_author=[[User:Buttercup|Buttercup]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
This is only the start of what I hope will be an entirely new way to search for items to augment the current system. Other possibilities include sections of the island that hold canes that can be used for making blowpipes or good wood for darts; plants/materials that only villagers/settlers can find; other kinds of flowers/plants found in different terrains with different properties; and more, giving people reasons to search different parts of the island, rather than just hitting the &amp;quot;search&amp;quot; button in any old random square. --[[User:Buttercup|Buttercup]] 08:36, 25 January 2008 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Deadwood===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New Item|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=This suggestion is for a new (sort of) item, dead wood branches. Dead wood would be found only in Jungle squares containing trees (density 5 or higher) or inside empty huts in [[camp|camps]]. Each dead wood branch would occupy 1 inventory slot and function as driftwood.&lt;br /&gt;
|&lt;br /&gt;
suggest_time=17:01, 29 January 2008 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Comment here&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Flint &amp;amp; Tinder ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New Item|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=This suggestion is for a new item, a flint and tinder box for the creation of fires. This item would be found by searching empty huts in [[camp|camps]] or the cabins at the [[shipwreck]].&lt;br /&gt;
|&lt;br /&gt;
suggest_time=17:01, 29 January 2008 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Comment here&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Different Size Backpacks===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New Item|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=This suggestion is for different kinds and different carrying capcities of backpacks.&lt;br /&gt;
&lt;br /&gt;
Basket: A basket to be slung onto one's back. It would increase carrying capacity by 15 it would cost about 6 gold coins it would be in about double supply of backpacks though making it easier to get but offer less reward.&lt;br /&gt;
&lt;br /&gt;
Messenger Bag: A backpack to be carried on the side holding 20 items and cost about 8 gold coins. It would be produced more than the backpack but less than the basket.&lt;br /&gt;
&lt;br /&gt;
Regular Backpack: Same as before no changes...&lt;br /&gt;
&lt;br /&gt;
Oversized Backpack: The biggest of all backpacks, it would be produced at a very low rate about 1 per day or so? It would be worth 20 gold coins and add 40 slots to your base inventory. It would be this slimly produced due to its large effects.&lt;br /&gt;
&lt;br /&gt;
The effects of backpacks could not stack and if you're carrying two different backpacks the biggest one takes effect instead of the smaller one. Any small tweaks or other kinds of backpacks would be welcome.|&lt;br /&gt;
suggest_time=5:58 February 29, 2008 (GMT)|&lt;br /&gt;
suggest_author=[[User:Tracer|Tracer]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Comment here&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Drift Wood as a flotation device===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type= Change old item|&lt;br /&gt;
suggest_scope= Shartak|&lt;br /&gt;
suggest_description= Driftwood can be used as a flotation device to reduce the AP cost of moving in water. It makes the cost of moving in deep water the same as moving in shallow water. If you have the skill swimming, moving in both tiles will cost 1 AP. If you do not have the skill swimming, moving in both types of tiles will cost 2 AP. |&lt;br /&gt;
suggest_time=03:37, 8 March 2008 (UTC)|&lt;br /&gt;
suggest_author=[[User:Testingthelimits|Testingthelimits]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Comment here&lt;br /&gt;
*How many driftwood would it take? I'm imagining 2 or 3 per floater. -[[User:Elegost|Elegost]] 13:31, 1 April 2008 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Spyglass===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New item|&lt;br /&gt;
suggest_scope=Anyone who finds one.|&lt;br /&gt;
suggest_description=Allow to view square(s?) in one direction in the distance which you are not standing in at the cost of AP use.  &lt;br /&gt;
&lt;br /&gt;
There would be a limit to how far you could see and how many squares you could see with each use.   Possibly only 1 square at a time per single AP?&lt;br /&gt;
&lt;br /&gt;
The advantage to this would be that you could locate dangerous targets without having to get near them.&lt;br /&gt;
&lt;br /&gt;
The disadvantage would be that it would be less useful in exploring hexes than simply walking to the location.&lt;br /&gt;
&lt;br /&gt;
Alternatively, I suppose the spyglass could simply slightly increase your hex revealing ability, but that seems boring and a simple mechanical advantage.  People realistically shouldn't be walking around with a spyglass to their eye at all times after all.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the way things are structured right now, I don't know how this could be implemented mechanically.|&lt;br /&gt;
suggest_time=11:05 15th of March, 2008 (EST)|&lt;br /&gt;
suggest_author=GreyA2|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
*Similar to the binoculars of urbandead? I like it. Helps with the hunting :D -[[User:Elegost|Elegost]] 13:35, 1 April 2008 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Bottle of blood===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New possibility|&lt;br /&gt;
suggest_scope=Anyone|&lt;br /&gt;
suggest_description=When you're bleeding, you could fill bottles and gourds with your blood. You could then sell these. You could then use them as a bait for sharks. Spot someone you want to harm in the water (even if it's yourself), pour a bottle of blood in the water, if you swim away a shark will bite you once most of the time before you do, and every person staying on the spot will get bitten a few times by sharks until the blood would dissipate (a fixed duration). Therefore you could use it in a new way to harm someone in the water, or even make the sharks come at you faster, for whatever reason, whether you're trying to commit suicide or bottling more blood. Drinking blood would make your max HP gain 2 points for the duration of a day, no matter how much you would drink.|&lt;br /&gt;
suggest_time=13:26, 1 April 2008 (UTC)|&lt;br /&gt;
suggest_author=[[User:A SN|A SN]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Comment here&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>A SN</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Suggestions:Items&amp;diff=17815</id>
		<title>Suggestions:Items</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Suggestions:Items&amp;diff=17815"/>
		<updated>2008-04-01T13:28:35Z</updated>

		<summary type="html">&lt;p&gt;A SN: /* Bottle of blood */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Suggestions header|page_type=Item}}&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Absinth ===&lt;br /&gt;
Could have a very low chance of being found, and would display as &amp;quot;Bottle of absinth&amp;quot; (in addition to the existing &amp;quot;Bottle of beer&amp;quot; and &amp;quot;Bottle of water&amp;quot;). Would result in a distortion of game display, showing some kind of living beings (native, outsiders or animals) as another kind (a native could be displayed as an outsider or an animal), causing the intoxicated character to attack people he wouldn't have attacked otherwise, or trying to role-play with an angry elephant. --[[User:Mad Robert|Mad Robert]] 03:53, 19 March 2006 (GMT)&lt;br /&gt;
*No reason to drink it then? --[[User:Grigoriy|Grigoriy]] 23:37, 19 March 2006 (GMT)&lt;br /&gt;
**I'm sure someone would drink it anyway. Could bring back some HP, of course... --[[User:Mad escription=A new, one-sRobert|Mad Robert]] 23:50, 19 March 2006 (GMT)&lt;br /&gt;
*The whole &amp;quot;distortion of game display&amp;quot; thing sounds too complicated. If it's a powerful enough hallucinogen, it could work as a teleporter to a random nearby location (&amp;quot;As the effects of the ''See tabsinthe wear off, you realize that you have moved to a different part of the jungle.&amp;quot;). But I think it'd be better theme-wise to introduce a plant native to the island with such an effect; also, these &amp;quot;strange herbs&amp;quot; would give outsiders something to confuse healing herbs with. &amp;amp;mdash; [[User:Elembis|Elembis]] 13:24, 21 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
When found/bought/clicked, it should say, &amp;quot;You search/bought/see and find absinth. It's probably not safe to drink.&amp;quot; I've never heard of absinth before, and wouldn't want to end up with a bunch of weird effects when I thought it was just another kind of booze. Adding &amp;quot;It's probably not safe to drink.&amp;quot; should clear up the confusion. When you take it, it should say, &amp;quot;You feel really weird, and things don't seem normal right now. This should wear off in an hour or two.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Maybe a different effect? For the next however many hours clicking &amp;quot;move&amp;quot; sometimes moves you in a random direction, speaking jumbles some of your words, you can't aim straight, and searching turns up pink elephants?  --[[User:Buttercup|Buttercup]] 01:38, 16 January 2008 (UTC)&lt;br /&gt;
:I read up on absinth. It IS booze. Geeze, and here I thought it was some kind of hallucinogen the way you were talking. --[[User:Buttercup|Buttercup]] 08:06, 27 January 2008 (UTC) &lt;br /&gt;
&lt;br /&gt;
::Yes, it's quite intense being normally around the 70% alcohol percentage. It contains Thujone, which was reportedly responsible for hallucinations. Oh, and it doesn't cause hallucinations. I drink it and to be quite frank, anything around 70% that is drunk in suitable quantities would cause many a vision. Good stuff :)--[[User:Cthulhu|Cthulhu]] 08:52, 27 January 2008 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Ah good old Absinthe, the nasty stuff is about 90% (not legal in most countries) and indeed it is not hallucinogenic but comes very close when you are blind drunk.  Perhaps it should cure poison but reduce your accuracy for several ap (if you can survive a bottle of 90% absinthe then you can survive pretty much any other poison).--[[User:Etherdrifter|Etherdrifter]] 19:04, 28 January 2008 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::I've heard of that 90% stuff. Gotta get a bottle for myself :) I do like the cure poison suggestion, but I suspect there is something else that helps deal with poison ;)--[[User:Cthulhu|Cthulhu]] 06:28, 1 February 2008 (UTC)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Spear ===&lt;br /&gt;
It could be the native warriors main weapon, give it a base damage of 3, same to hit as machete but it wouldn't cut through jungle -- [[User:Daylan|Daylan]] 11:02, 17 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
*A spear for stabbing or a spear for throwing (i.e single use) ? --[[User:Simon|Simon]] 15:49, 25 February 2006 (GMT)&lt;br /&gt;
**I like the idea of a spear for stabbing. We have enough single use weapons in the game, already. What would make it so different from a blowgun, if it is throwable? Which brings up another question: With a weapon that deals 3 damage and is reusable, who will bother with a blowgun?--[[User:Wifey|Wifey]] 06:54, 29 March 2006 (BST)&lt;br /&gt;
*The machete is already better than the blowpipe if you've got the three melee upgrades, and the spear would represent a third melee weapon warriors like me would need to carry around (along with a knife for writing and a machete for chopping). I don't see a point, unless it's to compete with the heavy sword, in which case I'd recommend that the heavy sword be toned down. &amp;amp;mdash; [[User:Elembis|Elembis]] 13:32, 21 May 2006 (BST)&lt;br /&gt;
*I like the idea of having the spear become the second “super” weapon in shartak, rather than increasing its damage potential its accuracy could be raised instead so that instead of 20 it could be 30 percent yet still have the same damage base of 2 like the cutlass/machete, while having other stats same or similar to the heavy sword. that would pretty much solve all the problems mentioned above--[[User:A for anarchy|A for anarchy]] 04:29, 22 July 2006 (UTC)&lt;br /&gt;
*Spears and bow-and-arrow should be implemented for natives, to give them some unique weapons besides the blowpipe. (why would all natives use the machete, an outsider item?) Natives should be able to make their own arrows from wood found the jungle. Also, to promote use by each class of 'their' weapon, maybe natives using spear should get 45% accuracy, using machete they should get get 40%... and outsiders using spear get 40%, but using machete get 45%? [[User:Arminius|Arminius]] 00:08, 27 August 2006 (UTC)&lt;br /&gt;
* I'd like to see the machete become more of a tool (ala the shovel) and be replaced (as a melee weapon) with two new melee weapons - swords for outsiders and spears for natives.  Drop the damage to 2 in this suggestion and it would be fine. [[User:Johan Crichton|Johan Crichton]] 05:48, 8 March 2007 (UTC) &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Head-shrinking powder ===&lt;br /&gt;
This could be either a melee or area weapon used by natives.&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
*What are the effects of it? Causes X HP of damage? Loss of AP? Loss of XP? Instant death? - [[User:Snarf|Snarf]]&lt;br /&gt;
**Could be used on a body to create a totem of some sort. This can then be placed in a square. People from the same village or settlement as the now shrunken head take twice as many AP to move through because of fear. Disintergrates after x number of people have moved through the square. {{unsigned|Hyper tyger|17:18, March 18, 2006 (BST) }}&lt;br /&gt;
***Any mechanism that gets shrunken outsider heads added to my inventory will get my vote. --[[User:Skull Face|Skull Face]] 10:37, 16 October 2007 (UTC)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Meat and Pelts ===&lt;br /&gt;
Heals 2 HP. Used by both outsiders and tribals. It appears in your inventory when you kill a beastie. [[User:Bungalow Bill|Bungalow Bill]]&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
*But you can only carry 200 pounds of meat back to your wagon. &amp;lt;nowiki&amp;gt;&amp;lt;/oregontrail&amp;gt;&amp;lt;/nowiki&amp;gt; --[[User:Lint|Lint]] 01:15, 13 February 2006 (GMT)&lt;br /&gt;
*Or you have to cook it, taking one AP and possibly a fire-lighting skill (who wants to eat raw monkey?).[[User:MorkaisChosen|MorkaisChosen]] 20:12, 20 February 2006 (GMT)&lt;br /&gt;
**Maybe you don't have to cook it but you get less HP and possibly lose HP to food poisoning. [DarkFerret]&lt;br /&gt;
*Or, to make it more, hm, tribal, you could need to bring it back to specific places in the village where it could be (instantaneously) cooked and used as a replenished &amp;quot;health pool&amp;quot; any player could use. You would still have the occasional berries to eat in the forest, but real meal would occure at a settlement. It would also provide a more efficient healing system (as currently, you roughly get to spend 50 AP to recover 4 or 5 HP, which makes death the most efficient way to restore your HP). -- Leaf&lt;br /&gt;
**''There is a large pot of stew cooking, it appears to be half full.''&lt;br /&gt;
***''You eat some and feel better. After a few spoonfuls you find your friend's pocket watch.'' [DarkFerret]&lt;br /&gt;
**Make it 1 HP per kg of meat (basing carcass size loosely on the animal's starting HP), and make each HP of carried meat fill 1 inventory space (and pretend preservation isn't a problem). Put an ever-boiling pot in each village (in a boring oudoor place; we could use more points of interest), and give people experience points whenever they contribute meat to any pot (more meat gives you more XP, and putting meat in the pot of your home village gives you extra (double?) XP). Omnipresent spices and palate differences could make food at Outsider villages inedible for Natives, and vice-versa. (Pirates ought to be able to eat from any pot, but for half the health benefit. Maybe they should even be able to eat meat raw.) Any non-meat added to the pot would simply disappear (and poison from poison berries would be broken up by the heat). This system would (1) encourage community, (2) increase realism (there's currently no realistic reason for a non-warrior to kill a non-threatening animal), and (3) provide another theme-fitting non-combat XP path. &amp;amp;mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)&lt;br /&gt;
***As per Elembis. For example, a meat item could be eaten raw for 1HP per 1 inventory space, or returned to a cooking pot (imho only in native camps...). Drinking from a cooking pot could restore 2HP, until &amp;quot;The pot is currently empty&amp;quot;. Non-meat items could not be added to the cooking pot -- the game menu functionality would be limited by the user interface (for example, Add Meat to Cooking Pot doesn't appear or doesn't work until you have meat in inventory, and adds meat to the cooking pot when clicked). --[[User:Tycho44|Tycho44]] 21:37, 16 June 2006 (BST)&lt;br /&gt;
***We should keep in mind that eating from a pot should heal faster than searching for and applying herbs and kits, or else players in need of healing won't bother. (6 searches per FAK/herb means 7 AP per 5/10 HP healed for non-scavengers, so 2 HP per bowl of food should be fine.) Also, I think that pots should treat pirates like normal outsiders, that all camps should have pots (since outsiders are surely capable of cooking meat), that the item should be &amp;quot;piece of meat&amp;quot;, that the description for a square with a pot should read something like &amp;quot;There is a fire here with a large pot over it.&amp;quot;, and that the button should read &amp;quot;Add Meat to Pot&amp;quot; (or perhaps that feature should just be linked to the &amp;quot;meat&amp;quot; button in the inventory list). &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 22:20, 16 June 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
* From the new forum: All this bloodthirsty killing of endangered animals is fun, but the carcasss goes to waste. When killing an animal, I propose:&lt;br /&gt;
&lt;br /&gt;
1. we can take pelts. You'd need a knife or machete to do this though. A pelt can be sold at the trader's hut where it can be bought by others. &amp;quot;Trader Joe says, &amp;quot;Great, here's one gold coin for your large stag pelt.&amp;quot;&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
2. we take meat. Again, you'd need a knife or machete. You can consume the meat for HPs, or sell it at a trader's hut where it can be bought by others. &amp;quot;You cook and eat an elephant carcass and gain 2 HP.&amp;quot; As for human meat: &amp;quot;You offer to trade one human carcass. The guard dog sniffs at it. Trader Sam recoils in horror. &amp;quot;Get that dead body out of my trading hut!&amp;quot; he yells.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The concerned environmentalist in me would not encourage a function by which we buy ansd sell tiger penises as aphrodisiacs, or elephant tusks for ivory. - [[FirstAmongstDaves]]&lt;br /&gt;
** -Aww, but why can't we sell elephant tusks? we can use them as a weapon with major damage (maybe we could have a 5% or so chance of hitting with the pointed end on a succesful hit, doing extra damage) but low accuracy and/or especially high break chance. (&amp;quot;your elephant tusk shatters, leaving you with the end which you throw away.&amp;quot;)--[[User:AlexanderRM|AlexanderRM]] 20:11, 22 June 2007 (UTC)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Radio beacon/receiver ===&lt;br /&gt;
A radio beacon/receiver for outsiders to pinpoint specific locations of interest.&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
*What's wrong with using the GPS co-ordinates of a specific location? - [[User:Snarf|Snarf]]&lt;br /&gt;
*Perhaps a way to have GPS waypoints or markers IN one own's GPS? --[[User:Wcervantes|Wcervantes]] 19:39, 16 February 2006 (GMT)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Holy Scriptures ===&lt;br /&gt;
Used to convert Natives into Ousiders. Requires &amp;quot;Religious Devotion&amp;quot;. Most likely found around Outsider settlements --[[User:One of many doctors|One of many doctors]] 23:22, 16 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
*Nobody wants to have a class change againt their will. -Grigoriy&lt;br /&gt;
*Noone wants to die against their will either, but it does happen ;-) Might be irritating, but also might be quite interesting. It would have to be possible both ways of course, natives to outsiders and outsiders to natives. Perhaps the outsiders can convert natives to outsiders with holy scriptures using the religious devotion skill and natives can convert outsiders to natives with a bottle of beer using the seduction skill! ;-) --[[User:Murk|Murk]] 12:28, 4 March 2006 (GMT)&lt;br /&gt;
*Class conversion gets awfully mucky, when you consider available skills. I would say that a better idea would be for use of Holy Scriptures on a native to prompt the natives with an invitation to change sides--without changing class. This would make them see outsiders by name, make natives anonymous, and cause them to show up on the map as &amp;quot;1 convert&amp;quot; to outsiders (as opposed to &amp;quot;1 native&amp;quot;) and as &amp;quot;1 traitor&amp;quot; to natives. Converting back would require a shaman with an equivalent skill (which can, of course, offer outsiders an opportunity to be accepted into native communities).&lt;br /&gt;
:Note, though, that I have no idea how difficult that would be to write in, given the existing code.--[[User:Wifey|Wifey]] 07:01, 29 March 2006 (BST)&lt;br /&gt;
*Such a feature would allow anyone to change class bath and forth at will by just using another of their characters of the appropriate class to effect the conversion, which makes classes virtually pointless.&lt;br /&gt;
*Class conversion sounds bad. Religion might be interesting, but this seems like a messy and unpleasant way to include it. &amp;amp;mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)&lt;br /&gt;
*Historically, natives did occasonally convert to outsider ways, whether by force or by choice. And outsiders did occasionally &amp;quot;go native&amp;quot;. Rather than coercing someone to change, maybe make it a voluntary change. The change would go into effect upon purchasing a skill, at the usual cost for the next skill. For a native to become an outsider, he would have to take the skill &amp;quot;Convert&amp;quot;, with the prerequisites of Outsider Knowledge and Expert Language. For an outsider to become a native, he would have to buy the skill &amp;quot;Gone Native&amp;quot;, with the prerequisites of Native Knowledge and Expert Language. The character would then convert to the new matching class. A Villager becomes a Settler, and a Soldier becomes a Warrior, for example. [[User:Nosimplehiway|Nosimplehiway]]--[[User:Nosimplehiway|Nosimplehiway]] 23:23, 28 November 2006 (UTC)&lt;br /&gt;
* You know, I wholeheartedly despise &amp;quot;permanent&amp;quot; class choices of any kind, and shartak is especially bed, because of the +25 XP skill cost per level makeing creating a new character and bringing it to the level of your old one very difficult. If I made this game, you could shift not only from native to outsider and back, you could switch from, say, warrior to shaman, or any other this-class-to-that thing. Anyway, you people really haven't though out the possibilities of a class choice against your will- shartak would be something other than people fighting or healing each other or exorcizing spirits for the rest of eternity. but the question is: is that good or bad?--[[User:AlexanderRM|AlexanderRM]] 23:44, 27 April 2007 (UTC)&lt;br /&gt;
**Not everyone agrees, friend.  A lot of us like the fact that each class is unique.  Still, I'm always interested in hearing other opinions.  Consider joining the official forum.  This discussion is moving away from the topic of a new item and towards a discussion of what direction we'd like Shartak to go. Thus, we should probably move our discussion elsewhere. Regards.--[[User:Black Joe|Black Joe]] 00:20, 28 April 2007 (UTC)&lt;br /&gt;
** Yes, and my idea keeps each class unique- but it allows you to change your mind on what class you are. For instance, right now both the scout/explorer and villager/settler are better than the warrior/soldier due to the heavy sword, because one has a better chance of finding one and the other has extra AP. My idea is to allow people who wanted to fight to go back and change that decision without haveing to start all over again. --[[User:AlexanderRM|AlexanderRM]] 01:06, 4 May 2007 (UTC)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== GPS Unit (Redesign) ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Item, modification|&lt;br /&gt;
suggest_scope=GPS unit|&lt;br /&gt;
suggest_description=This is a suggestion to change the gps unit into an object that presumably fits better with the game setting. We currently have no other modern item available for use (anachronism - VOCABULARY WORD!). Perhaps we should use a sextant? And rather than reveal the position all of the time, it requires a 1 AP use in non-dense, non-enclosed area.|&lt;br /&gt;
suggest_time=21:48, 23 February 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Yes, GPS units are indeed ''malapropos'' (another vocabulary word :D)--[[User:Grigoriy|Grigoriy]] 00:33, 27 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
Y'know, the &amp;quot;GPS Unit&amp;quot; item has stuck out like a sore thumb to me too.  I'd be very much in favor of a lower-tech replacement, if only because it makes the game more timeless.  But what tools ''did'' explorers of earlier eras use to measure latitude and longitude while traveling by land, anyway? And how accurate were they? Alternatively phrased: if you were trapped on a desert island without a GPS Unit, how would you estimate where you were? Lint's suggestion for a lower-tech replacement item, requiring AP and suitable terrain conditions for proper use, appeals to me. --[[User:Berry|Berry]] 14:03, 7 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
I've done some research into this and as Lint said, a sextant is what was used. Unfortunately though, a sextant doesn't do both longitude and latitude very quickly, you need charts/tables and several hours. See http://www.pbs.org/wgbh/nova/longitude/secrets.html for info. --[[User:Simon|Simon]] 14:55, 7 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
: Ahh; yeah, I had just been checking out http://www.lewis-clark.org/content/content-article.asp?ArticleID=1268 myself.  If I'm reading it right, it sounds like the bulk of the hours of calculation involved were due to being at sea and having to figure out what time zone you're in first as part of the equation.  (Both pages mention a &amp;quot;chronometer&amp;quot; which was finally invented to try to solve that problem.)  On land, though -- and especially on an island of Shartak's size -- you pretty much know where you are, and you're not likely to be crossing time zones.  A quote from the Lewis &amp;amp; Clark page: &amp;quot;If time can be fixed along any meridian of longitude, then longitudinal distance can be determined by comparing time at that meridian with local time, usually based on the point at which the sun reaches its zenith.&amp;quot;  So.  I wonder if we could fudge a bit with this sextant business by assuming that everyone on the island is able to determine what time it is on Shartak -- after all, we do get timestamped event messages! ;) -- and therefore we can apply that bit of knowledge to help determine longitude, overcoming the sextant's weakness.  That could even go in the FAQ.  I'm not really all that scientifically inclined, so please do feel welcome to correct me if if my thoughts are way off base.  In closing, I still like Lint's ideas about making it cost AP and require suitable terrain.  The former would represent the investment of time in setting up the equipment and doing the calculations.  The latter would give players a reason to clear a square of jungle. --[[User:Berry|Berry]] 16:07, 7 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
:: That all sounds good. I think there is a skill in there as well - I don't suppose a sextant is as accurate as GPS, so why not have it not produce the same result all of the time? Someone with the &amp;quot;Skillful Sextant Supervisor&amp;quot; skill gets more accurate results. --[[User:Dr. J|Dr. J]] 16:17, 7 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
: The AP cost of a sextant or other device could easily be added to the GPS unit by requiring that you 'use gps' to get the reading rather than it being on all the time. Whilst redesigning the GPS unit, how about thinking of something for natives to find out where they are - obviously not as accurate as a sextant, but something to guide them around or to specific locations. --[[User:Simon|Simon]] 16:30, 7 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
:: Just consider it a redesigned sextant that some mythical character dropped around the island and call it &amp;quot;Professor Inglewood's Speedy Sextant And Nano Tables&amp;quot; or some other such nonesense and leave it working the same, just with a different name.  As for natives, maybe they could see/read totems at different points in the jungle, indicating where resources/towns are. --[[User:Frisco|Frisco]] 17:06, 7 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
:: Natives divine their position with animal feces. It can be a new skill ;) Actually, in all seriousness, perhaps something involving animal bones? It would need to be something mystical, as there just isn't a more primitive method than the sextant. That way, it sort of balances; you use animal bone dice for a few minutes to divine your position accurately, and outsiders sit dow nand use a sextant.--[[User:Wifey|Wifey]] 07:08, 29 March 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
:: I'm currently of the opinion that the Natives don't need a version of the GPS. It helps a little with the mapping projects and location scripts. But my Shaman was just as lost than my gps-using Settler when I was traipsing through the Jungle. --[[User:Lint|Lint]] 23:10, 30 March 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
::: So natives need a sensing skill that gives them direction and distance to the nearest village. Natives seem to flail at the beginning compared to outsiders: every outsider counterpart item/skill is stronger (especially gps, blowpipe vs rifle, and the lack of bottled water). --[[User:Tycho44|Tycho44]] 05:43, 10 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
:::: How about giving Natives a 'always on' ability (like the GPS is now). They have been born and raised here, they _always_ know where they are (or perhaps it should be modified so that they always know where they are in relation to their village - ie, (201N, 34E of Wiksik). Make the GPS a sextant and require an AP to take a reading and perform the calculations. I would go so far as to suggest that it be tied to the Cartography skill or possibly an additional skill in the Cartography tree.[[User:Anothertwilight|Anothertwilight]] 06:20, 10 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
::::: I like this idea as well as Frisco's. Rename the GPS unit a sextant, keep its 0 AP use cost, and give all natives the ability to &amp;quot;Sense Position&amp;quot; for 1 AP and be told the direction and rough distance of the nearest village. (&amp;quot;After several minutes of attentive communion with the spirits, you sense that Raktam is about a day's journey north of here.&amp;quot;) &amp;lt;s&amp;gt;Maybe even take the GPS away; the natives should know their way around better than the outsiders.&amp;lt;/s&amp;gt; &amp;amp;mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
How about we just get ride of the gps unit in general and in its place have item called &amp;quot;a map and compass&amp;quot; and rather then being a 0AP cost item, it cost 1AP to tell the coordinates (exactly like an gps unit would) anywhere and gives no experience. --[[User:A for anarchy|A for anarchy]] 04:41, 22 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Making a map an item would require the skills of ''exploration'' and ''cartography'' to be changed or eliminated, which I'd rather not do. Also, the grid-like map already gives us a compass of sorts, so a compass as an item, while interesting, wouldn't really do anything. And finally, a 1 AP use cost for the GPS unit / map and compass / sextant would probably result in the creation of a Greasemonkey script that would store one's coordinates in a cookie, modify them for each movement based on which &amp;quot;move&amp;quot; buttons was pressed, and show the resulting coordinates all the time (at no AP cost). I suppose this could be done already for players without a GPS unit (that is, you could anchor your coordinate system by finding a known hut or landmark and inputting its coordinates), but the GPS unit makes it a lot easier. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 16:54, 26 July 2006 (UTC)&lt;br /&gt;
::: You all need a Antikythera mechanism - see&lt;br /&gt;
http://www.xsorbit1.com/users/incandescent/index.cgi?board=M&amp;amp;action=display&amp;amp;num=1167260766 - [[FirstAmongstDaves]]&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Remove uber sword of doom(aka heavy sword) ===&lt;br /&gt;
I don't even have a heavy sword yet but I can already tell(from the item page) that it makes a lot of things utterly useless.Just for reference the heavy sword is(when maxed attack skills) 45% hit, 5dam= '''2.25dam/ap'''. What does it make useless, well let me begin.&amp;lt;br&amp;gt;   &lt;br /&gt;
                             &lt;br /&gt;
1.Rifle skills- reason: the ap you spent getting the xp for those skills was better used searching for a heavy sword.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2.Rifle- reason: the dam/ap for the rifle is lower than a the heavy sword '''before''' factoring in the search for ammo part. The math: the rifle is 5 dam,60% hit,1.5 ap/shot( 3ap per 2 shots i think)= (5*.6)/1.5 =3/1.5 = '''2ap/dam NOT FACTORING IN SEARCHING FOR AMMO'''.&lt;br /&gt;
&lt;br /&gt;
3. The blowpipe- reason: the blowpipe sucks as it is, the machete makes it pointless(unless they actually poison) and the heavy sword just makes it absolute garbage(even if they poisoned). The math: 4 dam, 20% hit, 2ap/shot(assuming you have to reload after every shot i don't use the blowpipe so I wouldn't know)= (4*.2)/2=.8/2= '''.4 dam/ap NOT FACTORING IN SEARCHING FOR AMMO'''.&lt;br /&gt;
&lt;br /&gt;
Conclusion- I realize there are problems with the blowpipe but as far as I can tell with the rifle there are none. The knowledge of there even being a heavy sword is enough to discourage those that would take rifles training as a skill. The sword is just too powerful to balance in game as the only way to balance it would be to add another item that is just as crazy powerful, making it rare does nothing to the balance as people can still find it and it makes those few ,whom the RNG loves, ridiculosly overpowered. If the RNG loves somebody they should get multipul hits in a row not the ability to destroy everybody who can't/doesn't want to waste the ap to gain that ability. And after all just because it is rare doesn't mean we all can't find it, I know eventually we would all find one and there would be no variaty whatsoever in battle. Take urban dead for example they balanced the shotguns,pistols, and fireaxe evenly so there is no superior choice its about how you want to play. With the heavy sword it makes all other items pale in comparison BEFORE search rates are keyed into calculations, in urban dead it is AFTER that they are about even. This suggestion to remove something doesn't punish anybody because as of right now we do not know where to find the heavy sword, the only ones were stumbled across randomly so nobody would really have &amp;quot;wasted&amp;quot; the ap to find it(unless they have but I know after reading a bit I didn't for the fun reducing factor everybody having one would bring). Also don't bring up things about how I don't know how it works ingame because unless it takes 6ap to attack the math shows it is unbalanced. Please Simon fix this unbalanced  weapon by removing it, not by making everything else oh so much better. ANybody who is with me sign in the comments please.&lt;br /&gt;
&lt;br /&gt;
'''Comments'''&lt;br /&gt;
&lt;br /&gt;
*The math looks sound. And I agree that having everyone run around with Heavy Swords would make for a plain game. However, I don't see why it needs to be removed completely. Is there anything we can do to the sword mechanics to make it more even with the existing weapons? --[[User:Lint|Lint]] 01:04, 10 March 2006 (GMT)&lt;br /&gt;
*I agree. The machete with maxed out melee skils is arguably better than any other weapon, and the heavy sword makes that look like a butter knife. Yank it or make it so rare it would be like winning the lottery twice. --[[User:Jackel|Jackel]] 01:49, 10 March 2006 (GMT)&lt;br /&gt;
*I disagree with some of the logic in this argument.  If the heavy sword were a common weapon, then I could understand the concern; however, the &amp;quot;über sword of doom&amp;quot; is hardly of such availability.  As far as I know, only one player has the sword.  Having rare items like it add a new dimension to the game - a sort of treasure hunting aspect.  I would even propose that even more superior weapons are &amp;quot;hidden&amp;quot; around the island, possibly protected by superior animals. --[[User:Gandhi|Gandhi]] 00:34, 22 March 2006 (GMT)&lt;br /&gt;
** One player on the [[Game design]] page has commented on how he has acquired 3 Heavy Swords. Don't get me wrong, some weapons should be better than others to allow for diversity (that's why there's knives, daggers, and whatnot). However, as it stands, the Heavy Sword to our knowledge is the single best weapon available. Everyone is going to be running around with it and if you don't have one, you won't be able to compete. It'd be like playing Rock-Paper-Scissors-Nuclear Bomb and Nuclear Bomb always wins. --[[User:Lint|Lint]] 00:52, 22 March 2006 (GMT)&lt;br /&gt;
*Are these even real? I mean, how many people claim to have gotten them? one? This almost looks like a pretty funny joke. Also, Simon has stayed silent on this, implying some sort of uber sword conspiracy, so perhaps we shouldn't rock the boat. (Cue up suspenseful music) -[[User:BananaBear|BananaBear]] 06:02, 22 March 2006 (GMT)&lt;br /&gt;
**i have 3 swords ,but i'm reading it's really rare. I feel really lucky :). Oh , and i think it's too powerful compared to other weapons. Maybe there must be other rare ranged weapons (like some 6 or 7 o 8 damage rifle) or something like this --[[User:JonesDye|JonesDye]] 09:38, 27 March 2006 (BST)&lt;br /&gt;
**I thought I'd made them fairly rare (after the initial burst of finding them) but I think I made them too rare perhaps. There are still only 4 people with them, looks like the same 4 who had them originally. --[[User:Simon|Simon]] 00:01, 8 April 2006 (BST)&lt;br /&gt;
**Do you even have one Simon? --[[User:Grigoriy|Grigoriy]] 00:17, 8 April 2006 (BST)&lt;br /&gt;
**Nope. No heavy sword for any of my characters. --[[User:Simon|Simon]] 11:18, 8 April 2006 (BST)&lt;br /&gt;
*The original poster is correct about rifles/blowpipes being too weak. The rifle's AP/damage ratio is actually much lower than even the machete's, let alone the mysterious heavy sword. The rifle's accuracy is its edge, but 60% maximum accuracy really isn't *that* high or that much of an advantage over the 45% machete accuracy. The introduction of two new skills to the firearms skill tree, &amp;quot;Marksmanship&amp;quot; and &amp;quot;Expert Marksmanship&amp;quot;, each of which would add 10 or 15% to rifle/blowpipe accuracy, would help to solve this problem I would say (I dont know if anything like this has been proposed before). Dont remove the heavy sword, just make rifles more powerful.  -[[User:Arminius|Arminius]] 01:29, 8 April 2006 (BST)&lt;br /&gt;
* With the addition of the forgotten blowpipe skills, that should help the blowpipe ratio, and I'd say ignore the heavy sword since it seems so rare that you'll be lucky to get one unless someone trades one in for some essential supplies. Not sure about 80% accuracy with either of the ranged weapons - would those skills be available to all or just as an extension to firearms/blowpipe training? What happens to the blowpipe damage if the poisoning suggestion is implemented and the poison effect is added that takes away 1-5 HP over the next 5 AP unless you use serum or first aid kit (damage numbers not definite, just a rough figure)? --[[User:Simon|Simon]] 11:18, 8 April 2006 (BST)&lt;br /&gt;
**I was thinking that the new skill(s) would be part of the ranged weapon skill tree (how can one be a marksman if he does not have firearms training). I like the idea of making a ranged skill available to all though. A maximum accuracy of 20% for all non-soldier/warrior characters seems very low. Maybe the first skill in the tree should be available to all, but the next 2 or 3 skills only for soldiers/warriors? Just an idea. -[[User:Arminius|Arminius]] 02:50, 12 April 2006 (BST)&lt;br /&gt;
* I think adding one skills for rifle and one for blowpipe is really cool. Marksmanship is a nice name , but not to add accuracy, but to add +2 to damage. Poisoning for blowpipe go well too. Oh, and one of my swords is gone ç__ç. And about trading, i tried to trade one of them , but the trader didn't have 49 gold coins..and i think you can add some powerful and rare rifle--[[User:JonesDye|JonesDye]] 08:42, 10 April 2006 (BST)&lt;br /&gt;
* Currently the rifle (w/both skills) gets only 0.75 damage/AP total (searching, loading, and shooting) based on my calculation, and 3 damage/AP in combat (only shooting). The machete (w/all three skills) gets 1.35 damage/AP and obviously requires no searching or loading. I think that new skill(s) for the rifle/blowpipe to get their damage/AP ratio closer to (but not equal to or past) the 1.35 machete ratio would be the best way to go. If a new skill or two increases ranged damage by 2 as JonesDye suggested, the result would be a ratio of 1.05 total damage/AP, and 4.2 damage/AP in combat. (If skills are added to increase maximum accuracy to 80%, the result would be 1 total damage/AP and 4 damage/AP in combat.) This, I think, would be a better balance. Ranged weapons should be superior to the machete in combat, and they are, but currently they are only 2.2 times better (3 vs. 1.35). The proposed new combat ratio of ~4 damage/AP would be three times better than the machete in combat, although still inferior in total damage/AP ratio. (Note that the combat ratios mentioned above are exact, but the total damage/AP ratios are not exact because I do not know the % chance to find ammunition. The total damage/AP numbers used above assume that a total of 5 bullets can be found in 10 searches on average, which may be a liberal estimate but seemed accurate based on my experience.) -[[User:Arminius|Arminius]] 02:50, 12 April 2006 (BST)&lt;br /&gt;
**Still, 3 damage per AP isn't that bad. You can track someone down, kill someone outright in ~25 AP with a rack of rifles, and run far away -- whereas a machete might take 60 AP to cause ~81 damage. The blowpipe needs a lot of help: you can only carry half as many loaded pipes, and so you have to waste time in combat reloading. I believe that blowdart poison could cause another 1 dmg/turn for 4 turns (8 damage total if they don't heal) and it still wouldn't be overpowered. 20% to hit is totally useless, though. I would suggest something like a 20% -&amp;gt; 35% marksman upgrade for all classes, then 35% -&amp;gt; 50% -&amp;gt; 65% for soldier/warrior. Unless a non-soldier can attain a 35% or 40% to-hit rate with a rifle (higher with a blowpipe), the weapon serves absolutely no purpose -- it is just a glorified 1/3-gem. And if the heavy sword has the same break rate as other blades in the game, then there is no problem with a 1/3000 find rate or whatever. --[[User:Tycho44|Tycho44]] 05:59, 10 May 2006 (BST)&lt;br /&gt;
*As long as the heavy sword is extremely rare and quite powerful, why not replace it with a single &amp;quot;elephant sword&amp;quot;, or something with a similarly grand title. There would only be one on the island (or one per village: &amp;quot;The Elephant Sword of York&amp;quot;, etc.), its carrier would not be able to drop it (or, if dropped, it would be given to the next player revived by that village's shaman), players would get a special message upon being attacked by it, and it would change possession to the player who would kill its carrier. Also, its carrier should get a movement penalty so they'll be easier to catch. (And perhaps every person should have a sixth sense to divine the location of their village's Elephant Sword.) In short, if the sword is going to be rare, ''make it special''. &amp;amp;mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)&lt;br /&gt;
*I personally like the idea of having super weapons in shartak but rather than just being able to find it lying around, you should only be able to get by doing something specific (as reward for quests perhaps). Personally I like the idea a secret shop(s) (see my secret shop suggestion) where you could purchase a heavy sword and/or other hard to get items at hyper-inflated prices in the range of 100 to 1000 gold coins for one.----&lt;br /&gt;
*The only problem with this is that there probebly ''are'' people out there who have spent loads of AP looking for a heavy sword, and if those of them that found it suddenly have it deleted, =bad. How about either A: The heavy sword cannot be found by searching and those in people's inventorys randomly transform into their value in gold, or B: the heavy sword becomes more common and we add several more &amp;quot;uber&amp;quot; items (also more common than the current heavy sword):&lt;br /&gt;
The spear: this was what gave me the origional idea for other uber weapons. The heavy sword would become the outsider-only weapon and the spear would become the native weapon. All heavy sword belonging to natives would turn into spears. The spear should be more accurate and do less damage.&lt;br /&gt;
&lt;br /&gt;
The heavy gun: Ammo is rare but no too rare. Basically an upped version of the rifle.&lt;br /&gt;
&lt;br /&gt;
The poisoned bow+arrows: basically an upped blowpipe.&lt;br /&gt;
&lt;br /&gt;
Anyway, just one more note:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Take urban dead for example they balanced the shotguns,pistols, and fireaxe evenly so there is no superior choice its about how you want to play.&amp;quot;&lt;br /&gt;
*Mmh*&lt;br /&gt;
*Mmmh*&lt;br /&gt;
BWA HA HA HA HA HA HA HA!&lt;br /&gt;
*snorts*--[[User:AlexanderRM|AlexanderRM]] 00:01, 28 April 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
===studded leather &amp;amp; war gear===&lt;br /&gt;
both items have the same effect, except one is for outsiders and one is for natives, upon looking at the names, i cant really tell which would be for who, but that doesnt matter.&lt;br /&gt;
theese items could act likee flak jackets, but could (possibly) have the chance of inflicting damage upon being hit, as per, a guy with tons of knives on him being punched would probably cut up his assailant's hands. {{unsigned|Richard Rose|04:59, March 29, 2006 (BST)}}&lt;br /&gt;
&lt;br /&gt;
*Hm. I don't like the idea of inflicting damage on the assailant. I think that's a bit of a stretch. I could see outsiders coming over with breastplates and whatnot (a la John Smith, be it the noble stud from ''Pocahontas'' or the weaselly entrapeneur from history). Natives, though, would be unlikely to have that much. Perhaps, though, a wooden, oblong, leaf-shaped shield. Perhaps it would give a small (10%?) chance of blocking a melee attack. Thus, both sides would have a form of protection, but they would be ''different'' forms of protection, serving to distinguish the two sides.--[[User:Wifey|Wifey]] 08:31, 10 April 2006 (BST)&lt;br /&gt;
:: * We were talking about this at the old forum: armour for new players, like a leather cuirass. Once you hit level 2 it decomposes. It prevents new players from suffering an early death and being put off the game. - [[FirstAmongstDaves]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Messenger Pigeons===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New item|&lt;br /&gt;
suggest_scope=All outsiders|&lt;br /&gt;
suggest_description=Allows Outsiders to send messages over long distances. Just type up the message and enter the recepient's name and the bird flies off. &lt;br /&gt;
''You watch your pigeon fly off and hope it doesn't get intercepted.''&lt;br /&gt;
&amp;lt;br&amp;gt;Pigeons must be captured with an unamed skill and may be intercepted with a separate skill.|&lt;br /&gt;
suggest_time=22:23, 9 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
*How would you handle said &amp;quot;interception?&amp;quot; Would you be notified of pigeons sent off within a certain number of squares, and offered a chance to stop it? Would it show up as an actual animal that one could kill? I would say that the idea of sending a messenger pigeon along as a new, low-hp NPC with a specific destination is neat, but I don't know how hard it would be on the server.--[[User:Wifey|Wifey]] 08:35, 10 April 2006 (BST)&lt;br /&gt;
*Moving an npc pigeon wouldn't be difficult as long as there were only a limited number of them in play at any one time. How would you specify the destination though - pigeons need to know the destination don't they (not sure how homing pigeons work)? --[[User:Simon|Simon]] 14:38, 10 April 2006 (BST)&lt;br /&gt;
**Mmm. Maybe one would need to specify a GPS coordinate? Actually, I'm fairly certain that birds have been taught to find specific people that they are familiar with. Perhaps once we have a contacts list (do we? If so, I haven't been able to add anyone) we can send it to those listed on it? Then it would be rather like the mobile phone of UD... except that it takes time to travel, and could be killed for EXP by other players :) What kind of limit would you have in mind, by the way? I mean, I can't imagine a whole lot of people using this often enough for it to really be a problem, but as the game grows... You never know.--[[User:Wifey|Wifey]] 01:12, 11 April 2006 (BST)&lt;br /&gt;
**I would say that you would have to have a the person on a contact list before you can send them a messenger pigeon. The pigeon would move like 1 square per 5 mins and would appear as an attackable animal. The limit is that there are only so many pigeons in Shartak. You would have to have a skill to capture one without killing it. This skill could also be used to capture a messenger pigeon without killing it in order to &amp;quot;intercept&amp;quot; the message. Or perhaps tehy are different skills? Pigeons would be reusable. --[[User:One of many doctors|One of many doctors]] 01:27, 11 April 2006 (BST)&lt;br /&gt;
*Capturing and intercepting pigeons seems quite unrealistic. Instead, maybe you could give each village a communications hut with infinite pigeons, available to people from that village. Pigeons in inventory could be sent up with a message, and after some time they'd appear in their home villages and their messages would be held for their recipients. I like the drum idea better, though. &amp;amp;mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
* What about a parrot cage in the pirate trader's hut? {{profile|4862|Rozen}}&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Drum===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New item|&lt;br /&gt;
suggest_scope=All Natives|&lt;br /&gt;
suggest_description=Allows all Natives within a specified area to hear the senders message. Any Outsiders hear random drum beats unless they have the Expert Language skill. &lt;br /&gt;
''You hear random drumming in the distance.''&lt;br /&gt;
&amp;lt;br&amp;gt;Requires a drum beating skill to utilize.|&lt;br /&gt;
suggest_time=22:35, 9 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
A drum language? Neat. I would make it a native-only skill, though (how difficult would it be for an outsider to learn ''of'' the language, let alone the language itself?), and only one skill. Also, to show the difficulty of true articulation in such a language, it would be good to lower the character limit on drum messages. This way, long messages will be broken up, and will require a bit more AP.--[[User:Wifey|Wifey]] 08:40, 10 April 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
:Awesome. A great idea to help underpowered natives (no bottles of water in native villages, terrible blowpipe, no gps, outnumbered, etc.) and also a cool new rare item. Doesn't appear abusable. --[[User:Tycho44|Tycho44]] 22:27, 20 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
:I like this idea and think it should be open to Natives only, for the reasons [[User:Tycho44|Tycho44]] gave. Also, it stands to reason that Natives should have some kind of communication advantage, being Natives on the island and everything. Messages should have to be extremely short, or else there should be increasing AP costs for longer messages (1 AP per character, perhaps?). Think of Morse code. &amp;amp;mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
::I'm thinking that drums could be to natives what GPS units are to outsiders in terms of cost, usefulness, and skill requirements. Here's how it works in my mind:&lt;br /&gt;
::#All natives, and outsiders with ''Native Knowledge'', can drum a message for 1 AP per character. Outsiders without ''Native Knowledge'' either (1) have their beats carry a shorter distance or (2) have a 20% chance of breaking their drum. (I prefer the second option, assuming drums would be expensive items. I'd rather have drums be completely off-limits for such outsiders, but I can't think of a realistic reason for them to be unable to bang on a drum.)&lt;br /&gt;
::#Only natives, and outsiders with ''Native Knowledge'', can determine the direction of a beat. (Bass noises are the hardest to pinpoint.)&lt;br /&gt;
::#Only players on the same side as the drummer, and players on the other side with language skills, can interpret beats, as with all other communication in the game. (Unskilled listeners hear &amp;quot;random drumming&amp;quot; instead of &amp;quot;&amp;lt;garbled message&amp;gt;&amp;quot;, since extremely short messages will be quite common and language obfuscation doesn't touch the first letter of a word. ''Basic Language'' gives a 33% chance to interpret the message, ''Advanced Language'' 66%, and ''Expert Language'' 100%.)&lt;br /&gt;
::#Every beat is audible to everyone in the 13 by 13 square with the drummer at its center. (13 by 13 is just large enough to cover an entire camp, and camps should be communication hubs, after all.)&lt;br /&gt;
::In general, this item would benefit natives about as much as GPS units benefit outsiders. The hearing radii and AP costs of messages could be changed easily if drums became too powerful, annoying, or ineffective. And yes, I've played Urban Dead. =)&lt;br /&gt;
::&amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 22:54, 9 June 2006 (BST)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Hammer===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New Item|&lt;br /&gt;
suggest_scope=Available to all characters|&lt;br /&gt;
suggest_description=A basic hammer.  This item seems necessary for potential future building skills such as roads or huts or hut fortifications.  Hammers could also be used as offensive weapons.  They could also be subject to random breaking like machetes.|&lt;br /&gt;
suggest_time=06:18, 1 May 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Throgonuts|Throgonuts]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
I don't think we need another weapon until there's an actual niche for it to fill. I think hut-building would be great &amp;amp;mdash; require that all 8 surrounding jungle squares be cleared before one can be built, make huts destructable by melee weapons or by growing jungle in the immediate area, and turn standard medical/ammunition/trading huts into indestructable stone structures &amp;amp;mdash; but we don't need a hammer now. &amp;amp;mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)&lt;br /&gt;
I think the hammer would be part of the right tools to build a boat. The driftwood source on unity island (new tortuga) has the following message: ''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.'' .... so is a hammer the right tool? or is a tool kit the right tool? because pirates need boats. and i have so much driftwood i am throwing away rum and cutlasses and first aid kits!!! i require tools!!!! --[[User:Badhammer|Badhammer]] 02:27, 21 September 2006 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===303===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=new item|&lt;br /&gt;
suggest_scope=availible to only outsiders|&lt;br /&gt;
suggest_description=a 303's nickname is actually: elepahant rifle,[in real life],a 303 is able to blow a elephants head of 1 shot in the neck i am suggesting this for the further success of the CP against the reefer terror cell,though it could turn against us if lord paul reefer get's his hands on it or one of his group members!.&lt;br /&gt;
&lt;br /&gt;
Damage: 15, special dmg: 16.|&lt;br /&gt;
suggest_time=15,25, 17 June, 2006 (EST)|&lt;br /&gt;
suggest_author=[[User:Riddick|Riddick]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
No. Hell, I can scarcely understand what you're trying to suggest here. I can see that it's ridiculously powerful, though.--[[User:Wifey|Wifey]] 01:01, 26 June 2006 (UTC)&lt;br /&gt;
:No. I can't understand what you're saying, but that's a very unfair idea for Natives. Plus .303 is too small for an elephant gun. Are you saying that it can blow an elephant's ''head'' off?&lt;br /&gt;
:Uh, I have a Lee-Enfield. It uses the .303 British that you're talking about. That gun can't blow an elephant's head completely off. It's about the same as a standard .308 round. Besides, are you kidding on the damage? That's hugely overpowered. And only for outsiders? Unbalance at its best. This would get Spammed into oblivion in the UD wiki. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 02:05, 9 January 2007 (UTC)&lt;br /&gt;
I disagree totally with this idea. I think it should be 300 damage and a 99.8% chance of hitting something, and when you do, you get 1,000 XP, 100 AP, 10,000 gold coins, and $50 in real life. No, no, a .303 (as said above) is the standard round for a Lee-Enfield rifle. A .308 is the standart round in the M60, M14, and M16 rifles/machine guns. In reality, if you where shooting an elephant, you'd use a .375 H&amp;amp;H Magnum round, which is what pro ivroy-hunters use, although you could use a XM107 Barrett w/.50 cal. ammo. Take a look at [http://upload.wikimedia.org/wikipedia/en/a/ab/Rifle_cartridge_comparison.jpg] photo. The first one on the left is a .50 BMG, used in XM107 Barretts. The 3rd from the left is a .308, used in M-60/14/16's. Anyway, enough of the gun-talk and onto the suggestion-talk. I do like the idea of a Heavy Sword-esque rifle, but I don't think it should 'lyk du 10000000000000 dmage!`!!!!1one' or whatever he said. -[[User:Che|Che]] 20:07, 30 January 2007 (UTC)&lt;br /&gt;
::Che, the .308 isn't used by the M16. The M16 uses 5.56 mil, or essentially a .22 sporting round. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 19:14, 28 April 2007 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Berries to Increase AP===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Change item's effect|&lt;br /&gt;
suggest_scope=Tasty berries (or similiar item)|&lt;br /&gt;
suggest_description=There are so many HP-healing items in the game, most of which heal only 1 or 2 HP so are not cost-effective to use (In terms of AP-spent-per-HP-healed), therefore are not used at all by wise players. To make some of these items more valuable and add an interesting dynamic to the game, I suggest that the effect of eating berries should be to increase your AP level rather than you HP level. Eat some tasty berries, they invigorate you and you gain 2 AP (you spent one AP eating them, net gain of 1 AP). All of the long-time players have been in the situation I'm sure (and most newer players too), where we are about to kill an elephant or tiger or an enemy player for that matter, but we run out of AP just as the target is at 3 HP, then we have to go off-line and cant wait about for 20 minutes to finish the target off, as we have real-life obligations (while we are gone the target invariably escapes, is killed by someone else, or kills you!). So carrying around 5 bunches of tasty berries could give you 5 free AP when you really need them. Thus berries would become a very valuable item in the game too, rather than a superfluous item|&lt;br /&gt;
suggest_time=00:47, 21 June 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Arminius|Arminius]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Comment here&lt;br /&gt;
&lt;br /&gt;
I like the idea! You're probably going to end up with a net loss of APs on them anyway, but it's kinda like storing APs... This could work well. -[[User:MorkaisChosen|MorkaisChosen]] 10:54, 21 June 2006&lt;br /&gt;
:Exactly, you would definitely have a net loss of AP finding them. There would also be net loss of AP buying them in the trading hut, and once people catch on to how valuable they are they would become tremendously expensive (demand would overwhelm supply), making for an even bigger net loss of AP buying them. [[User:Arminius|Arminius]] 00:40, 27 June 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
I could certainly see it getting out of hand. You'd need to cut it off at a certain point. Maybe 5 is about right.--[[User:Wifey|Wifey]] 01:03, 26 June 2006 (UTC)&lt;br /&gt;
:Why would there need to be a cut-off? Even if someone is carrying 50 bunches of berries (which they will have spent many days worth of AP searching for on berry-bush squares), they will get their 50 extra AP and then it's all gone. With a full 75 AP and with 50 bunches of berries, a person could use 125 AP within a few minutes. If theoretically two 80-HP enemies are standing on the person's same exact square, odds are he can kill both with 5 AP to spare, but now all his berries are gone. I would agree that carrying 50 bunches of berries is pretty ridiculous, but again the person will have spent many days searching for them, a tremendous net loss of possible damage inflicted if he had just used all those hundreds of AP he spent searching, attacking. And even in that extreme example all he can do is inflict 160 damage and then his berry supply is used up, So I dont think it is necessarily &amp;quot;out of hand&amp;quot;. Besides, anyone who does such a thing (spends days finding 50 berries and goes and uses them all at once) is an idiot and a very poor player, the berries would be valuable to be used when you really desperatrely need them, when you are out of AP about to get a kill or maybe in some other limited way (as MorkaisChosen said, it is a way to store AP), not in that way. If you are worried about people camping berry bushes to get lots of AP-boosting berries, see below (and remember that some people do the same for first aid kits anyway). [[User:Arminius|Arminius]] 00:40, 27 June 2006 (UTC)&lt;br /&gt;
::The above remarks would be accurate if the AP-booster item was &amp;quot;invigorating herbs&amp;quot; found with an 8% rate in the Grasslands or something. However, berries have a 55% find rate (perhaps higher for villager), so 50 berries take at most two days to collect. Unless your character is a PKer who can attack anything that moves, the berry-buff would become very valuable for increasing combat efficiency. --[[User:Tycho44|Tycho44]] 17:37, 30 June 2006 (UTC)&lt;br /&gt;
:::Since this would be a radical change for berries, yes the find rates should be changed. The AP-giving item doesnt even have to be berries, my original sugegstion was &amp;quot;berries or similiar item&amp;quot;. I think it should be berries because there are berry bushes all over the island, rather than gerasslands which are only in one part of the island(?). [[User:Arminius|Arminius]] 23:55, 26 August 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
A comment I have is that this would make berry bushes genuinely valuable, but it is probably not desirable to have everyone camp the berry bushes, that's boring. Fortunately this problem is already solved by something Simon implemented very early on--berry bushes dry up and new ones are discovered all the time (it might be advisable to increase the rate at which they dry up and new ones pop up for this). [[User:Arminius|Arminius]] 00:40, 27 June 2006 (UTC)&lt;br /&gt;
:Not sure where you got this idea from, bushes are static.. for now! --[[User:Simon|Simon]] 01:00, 27 June 2006 (UTC)&lt;br /&gt;
::I could've sworn I've seen writings in the jungle making references to trees which are not there anymore, e.g. &amp;quot;this mango tree is claimed by John Doe&amp;quot;, but there is no tree in the square. [[User:Arminius|Arminius]] 23:55, 26 August 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
Well, as pointed out, it would take two days of camping a berry bush to get 70 berries, the maxiumum that can be stored (unless the idiot's walking around with no weapons).  However, you'd only get one day of extra combat from it. You're actually losing time that way.  If you're really worried, make bushes drop two types of berries, HP restorers and AP restorers.  Lower the find rates for both to match the current find rate. I assume this wouldn't be hard. Huts already drop multiple varieties of items.  I'd also like to point out that this system is already in place in KoL.  They just set a maximum you can eat before you get full to keep the system from being abused.  Would that be hard to code? --[[User:Black Joe|Black Joe]] 14:18, 13 July 2006&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
it's not worth it,eating a berry costs one action point(s),and every berry gives you 1 AP so really you would just be left on the same AP you were on before you ate the berry! [[User:Eminem1|Eminem1]] 01:03, 14 July 2006 (UTC)&lt;br /&gt;
:It would give 2 AP, you would spend 1 AP to eat it, so you would gain 1 AP. [[User:Arminius|Arminius]] 23:55, 26 August 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
Personally i like the idea getting free XP item so how about this; have one and only one item (say buncha berries) gives 1XP costs 1AP, but you can eat it whenever you want. this would pretty much reduce the number of people who are going to farm (as the chance of getting that one item consistently is comparatively low), it would make a welcome change to searches.--[[User:A for anarchy|A for anarchy]] 05:14, 22 July 2006 (UTC)&lt;br /&gt;
:I think you are confused here, the topic at hand is not gaining free XP, but &amp;quot;storing AP&amp;quot; as MorkaisChosen put it. [[User:Arminius|Arminius]] 23:55, 26 August 2006 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Camera/Spirit box===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Ranged weapon|&lt;br /&gt;
suggest_scope=Those plagued by banshees and those interested in scaring natives|&lt;br /&gt;
suggest_description=In just about every meeting of natives and cameras it is believed that the cameras are able to steal some of their spirit. On Shartak this is for sure and it also works on the dead. The camera is able to capture some of a person's spirit causing 3 points of damage. If the shot kills them they are trapped in the camera until they revive for X extra AP. If the user has Sixth Sense they may capture a spirit in the same way. The camera uses rolls of film with 5 shots each. Scientists have special photography skills increasing their chance of capture. Natives must have Outsider knowledge to use the camera. Otherwise it will appear as Spirit box in their inventory. (Possible native equivelent could be something like a voodoo doll)|&lt;br /&gt;
suggest_time=04:11, 23 July 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Darkferret|Darkferret]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
I like this! It rally does fit in for me... Plus it allows my clan to do some REAL research on Spirits by taking pictures. And, of course... Who you gonna call? [[User:MorkaisChosen|MorkaisChosen]] 10:58, 23 July 2006 (UTC)&lt;br /&gt;
 &lt;br /&gt;
I don't want to seem impolite, and I don't want to discourage people from making creative suggestions, which this certainly is.  However, I'm not so sure about this.  After all, cameras don't REALLY hurt people.  Also, cameras, to me, don't fit with the time period in Shartak, like GPS units. There are already suggestions to change the GPS unit to something else. I don't think adding another piece of relatively advanced technology will help.  Cameras have been around maybe 100 years?  Shartak seems to take place in the 1700's or so, a little too early.  Long story short, I don't think it fits.  That's just my opinion, however. [[User:Black Joe|Black Joe]]&lt;br /&gt;
:Just to remind you that this is a fictional game not set anywhere or anytime in paticular and what may not fit in reality may fit great in a game(Shartak ghosts? Urban Dead zombies?). In fact sometimes doing the impossible is what makes these games fun. (The Royal Expedition claims that it is 1906) --[[User:Darkferret|Darkferret]] 21:16, 27 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
i agree with idea that we should do something about ghosts, but the idea of trapping &amp;quot;ghosts&amp;quot; in cameras not so much, cause ghosts are players too and costing them extra AP for escape compounded with the AP cost of reviving, would seriously affect their gameplay.--[[User:A for anarchy|A for anarchy]] 03:40, 25 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
I really like this idea, although it shouldn't be used for hurting live players, instead capturing spirits who are farming xp in a resource hut. Then, rather than spending AP to escape, they should only have the option to revive (Perhaps at an increased cost)--[[User:Zydd Soral|Zydd Soral]] 16:55, 25 July, 2006&lt;br /&gt;
&lt;br /&gt;
Compared to exorcism, capturing spirits in a camera seems really silly and would make the game seem the same way. Maybe it'd be like introducing soap as an item that could deal damage to pirates: funny, but absurd and out of place in a role-playing game. Some elements of fantasy are acceptable in such games, but others, like this one, are too hard to swallow. But it's a clever idea. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 17:27, 26 July 2006 (UTC)&lt;br /&gt;
:Exorcism sounds like a really silly thing to me (holding up a symbol and saying some silly words is going to repel a ghost?). Plus it is very cliche and I don't think a scientist would be the kind of person who would do it. We don't have an outsider religious class in this game dispite the suggestions for it. The true equivelent of your antipirate soap would be a vacuum cleaner like in ghost busters.--[[User:Darkferret|Darkferret]] 21:16, 27 July 2006 (UTC)&lt;br /&gt;
::I have to disagree with you, Darkferret. If you're going to accept spirits, then you might as well accept exorcism.  After all, practically every culture I've heard of that believes in spirits also believes in having some way to banish them.  Additionally, there IS a religious class on the native side: the shaman. I agree the scientist is ill-suited for exorcism, but something can undoubtedly be worked out.[[User:Black Joe|Black Joe]] 19:38, 28 July 2006&lt;br /&gt;
:::Repeling a player counts as movement that does not use their AP which defies the Free Lunch Principle. Capture and captive player escape via revival is Free Lunch complient. Besides the outsiders already have too many classes and scientists need unique science related skills.--[[User:Darkferret|Darkferret]] 21:25, 12 August 2006 (UTC)&lt;br /&gt;
 &lt;br /&gt;
A Spirit Box could work as a kind of special wooden box with charms or religious symbols on it, but maybe not as a camera. [[User:MorkaisChosen|MorkaisChosen]] 10:38, 27 July 2006 (UTC)&lt;br /&gt;
:What would the roll of film equivalent be?--[[User:Darkferret|Darkferret]] 21:16, 27 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
''For several hundred years the island of Shartak has been populated by three native tribes from the villages Dalpok, Raktam and Wiksik. More frequently in recent weeks, strangers known to the natives as &amp;quot;outsiders&amp;quot; are appearing on their island wearing odd looking clothes and carrying '''flashing boxes''' and loud sticks.&lt;br /&gt;
Is that not a camera?&lt;br /&gt;
&lt;br /&gt;
:No, just bad wording. Supposed to be a reference to the gps units! --[[User:Simon|Simon]] 21:09, 2 October 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Infantry did not use double barrel rifles at this scale until the mid 19th century, by then the daguerreotype and the calotype had been invented.&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Subitems===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Divisable items|&lt;br /&gt;
suggest_scope=FAKs and Healing herbs|&lt;br /&gt;
suggest_description=When someone uses a FAK they usually don't use all of it. They may need a bandage but not the antitoxin. Instead of dumping it we could keep the unused parts much like we keep our containers. I suggest we divide the kit into 3-4 parts that separate when a kit is not completely used: Bandage for HP (possibly small[2-4HP] &amp;amp; large[3-6HP]), Antitoxin for Poisonous snake bites and Poison darts (possibly HP from Bunch of poisonous berries and Salt water if balanceable), and Stitching kit for Shark bite. I am not sure about the names of Healing herbs' subitems.|&lt;br /&gt;
suggest_time=22:28, 12 August 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Darkferret|Darkferret]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
This seems to be a realy good idea, i'm sure it would be a royal bitch to program, but maybe no more so than blunting a cutlass or breaking a machette. {{profile|4862|Rozen}}&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== The Bone Whistle ===&lt;br /&gt;
&lt;br /&gt;
I was screwing around with an idea on the Scurvy Crew page, and the more I thought about this one the more I liked it. Basically a bone whistle that'll function like the radio does in urban dead permitting long range communication within the game. This is more necessary in Shartak because of the greater distances involved with the game. It could be set to play certain notes so that only certain clans, villages, or classes could hear it like the radio is tuned to certain frequencies. Understanding and playing the bone whistle would require new skills that'll give senior players something new to spend their exp on.&lt;br /&gt;
&lt;br /&gt;
It might also only be played from certain locations such as in villages, on the mountain, on the beach, etc. The explanation being that sound doesn't travel in the deep jungle. It'd be especially helpful to players who aren't knee-deep in the forums or wiki coordinate. There's this dying language in Spain around the Pyrrenes (sp?) of whistling to communicate across the mountains so that could serve as a weak justification for it within the game's setting. What do you think? [[User:Tyler Whitney|Tyler Whitney]] 21:29, 4 September 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
Just reviewed past posts and it seems similar to the drums/pigeons proposed earlier. I think any of these could be made to work. [[User:Tyler Whitney|Tyler Whitney]] 21:32, 4 September 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
the birds for outsiders, the whistle for pirates and the drums for natives? or a parrot for pirates maybe? {{profile|4862|Rozen}}&lt;br /&gt;
&lt;br /&gt;
Smoke signals were another suggestion on the old forum. [[FirstAmongstDaves]]&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
===Flintlock Pistols===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New Item and Set of Skill to go along with it|&lt;br /&gt;
suggest_scope=Whoever can shoot a gun|&lt;br /&gt;
suggest_description='''Mechanics'''&lt;br /&gt;
*Half the inventory space of the rifle&lt;br /&gt;
*1 shot loading&lt;br /&gt;
*.5 AP to load. (or skill to make it so)&lt;br /&gt;
*4 damage&lt;br /&gt;
*Find in the Shipwreck's Armoury and (with less chance) the Large Cabin.&lt;br /&gt;
*Also find in outsider camp's ammo hut with the same chance as in the Large Cabin.&lt;br /&gt;
*Ammo is more likely to be found in 'purses' of three. eg, 'Looking around you find a purse of three flintlock balls'&lt;br /&gt;
&lt;br /&gt;
'''Roleplay and realism'''&lt;br /&gt;
*Soldiers who roleplay would prefer to carry them instead of the dozen rifles they now cary. In real life, you can realisticly carry eight flintlocks and a rifle. (Two in the boots, two on the shins, two on the thighs, and two under the arms with a rifle in hand).&lt;br /&gt;
*Pirates have always been seen with cutalss and one-shot pistol in hand.&lt;br /&gt;
&lt;br /&gt;
'''Skills'''&lt;br /&gt;
*'''No Skill'''- ''5% chance of hitting your target''&lt;br /&gt;
*'''Pistol Marksmanship(Soldiers and Pirates)'''- ''Plus 20% chance to hit your target with a Flintlock Pistol''&lt;br /&gt;
*'''Advanced Pistol Marksmanship'''- ''Plus another 20% chance to hit your targetwith a Flintlock Pistol''&lt;br /&gt;
*'''Hunter Marksman (Scouts with outsider knowledge and Explorers)'''- ''Plus another 20% chance to hit your target with a Flintlock.''&lt;br /&gt;
*'''Flintlock Mastery'''- ''Plus 15% chance to hit your target with Flintlock Pistol''&lt;br /&gt;
*'''Quickshot'''- ''Loading costs .5 AP''|&lt;br /&gt;
&lt;br /&gt;
suggest_time=02:36, 12 November 2006 (UTC)|&lt;br /&gt;
suggest_author={{profile|4862|Rozen}}|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
'''''Original idea by {{profile|4862|Rozen.}} Wiki-fied by [[User:Che|Che]]'''''&lt;br /&gt;
&lt;br /&gt;
I'd like to get some fresh comments about this. I have the old comments saved in case anyone wants to look...I just want to see what Shartak: The Next Generation thinks of this, you know :P  --[[User:Rozen|Rozen]] 22:59, 28 May 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
I'd really like to see this become a reality Rob. I would suggest it only be available at the shipwreck though. The only reason I can think of, as to why Simon hasn't introduced a firearm for Pirates so far, is that he wants Pirates to stay focused on bladed weapons, or at least, not favouring firearms over bladed weapons. But I'm only guessing here. Wild guessing at that ;) Anyways, if that ''were'' the case, I would make the hit% the same as using a cutlass/machete. 45% but with an extra point of damage. --[[User:Cthulhu|Cthulhu]]&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Meat Weapons===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Items|&lt;br /&gt;
suggest_scope=All|&lt;br /&gt;
suggest_description=Hi, I would like to consider the introduction of a range of meat weapons into the game. I have a full arsenal ready to go, these would include a pork sword, a luncheon meat truncheon, a bacon torpedo, a spam javelin, a mutton dagger and a beef spear. If anyone wants the stats for these weapons, please let me know. |&lt;br /&gt;
suggest_time=11:29, 29 November 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:LadyOfTheNight|LadyOfTheNight]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Oh come on these are just plain silly - bacon and pork could come from wild boar, but mutton and beef?  There aren't any sheep or cattle on the island! --[[User:Frisco|Frisco]] 18:53, 29 November 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
I'm worried for what the little ones may interprit pork sword as. I understand the US meaning is quite different to the Halo meaning. [[User:Rozen|Rozen]]&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
===Canteen/Water Pouch===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Container|&lt;br /&gt;
suggest_scope=Anyone looking for an extra sip|&lt;br /&gt;
suggest_description=Bottles and gourds of water may be cheap and attractive, but they are quite bulky worn on person. The canteen/water pouch is flatter/easier to carry taking 2 inventory spaces to carry 5 or 6 HP worth of water (or 1 space for 3 or 4 HP I'm not sure.)|&lt;br /&gt;
suggest_time=09:23, 5 December 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Darkferret|Darkferret]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Canteen? To be a little more in the setting, how about &amp;quot;''flask''&amp;quot;? And were you going to suggest that it hold more than one drink? --[[User:Lantz|&amp;lt;font color=&amp;quot;005555&amp;quot;&amp;gt;Lantz&amp;lt;/font&amp;gt;]] 03:15, 6 December 2006 (UTC)&lt;br /&gt;
:Feasible.. I would imagine something like a flask that gives 3 drinks of 2HP each but occupies 2 inventory spaces might make it a desired item compared to a bottle. Obviously it'd have to be refillable just like bottles and that's where it starts to get complicated. --[[User:Simon|Simon]] 18:54, 24 December 2006 (UTC) &lt;br /&gt;
: is it possible to have it as three bottles in programing, but when it appears in GUI it's only one object? I know NOTHING about programing, so i probably just made a fool of myself saying that. [[User:Rozen|Rozen]]&lt;br /&gt;
: A rifle can be loaded with two bullets, so there is presumably code that can be reused to create something similar that holds a certain number of uses? --[[User:Johan Crichton|Johan Crichton]] 01:28, 26 December 2006 (UTC)&lt;br /&gt;
:I...*hic*...never leaves the camps...*hic*...with out a flask of that bourbon here's. Hmm... pretending to be a drunkard has make me think of a new idea... anyway, this flask/canteen thing is a pretty good idea. -[[User:Che|Che]] 06:39, 31 December 2006 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Fire ===&lt;br /&gt;
&lt;br /&gt;
How about fire for torches? Fire could also: &lt;br /&gt;
&lt;br /&gt;
1. be used on the jungle (&amp;quot;You set fire to the surrounding jungle, causing smoke to billow into the sky.&amp;quot; The square could turn orange and then red as it was burned, then finally brown once it burned out), &lt;br /&gt;
&lt;br /&gt;
2. be used as campfires for villages and the wreck, &lt;br /&gt;
&lt;br /&gt;
3. light caves, for increased search rates (&amp;quot;You light a torch and it illuminates the cave. Shadows cast from flying bats give the cave an eery appearance.&amp;quot;) &lt;br /&gt;
&lt;br /&gt;
4. burn opponents, (&amp;quot;You hit Long Fin Killie in the face with a torch for 3HP damage.&amp;quot;) or huts (&amp;quot;&amp;quot;You set the hut on fire and the inhabitants each suffer 1HP loss from smoke inhalation.&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
5. scare away wild animals like tigers, which might not approach a torch. &lt;br /&gt;
&lt;br /&gt;
I also like the idea of driftwood being set ablaze with a flint of some description - a sharpening stone is a good idea - and also putting out fire with water. Perhaps you could not step into a river or the water with a lit torch - the torch would fizzle out (which would also prevent some smartie from setting fire to the shipwreck).&lt;br /&gt;
 &lt;br /&gt;
Fire might also be visible from a distance. &amp;quot;You see a column of smoke to the north east.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
And, as a gag, if you drink rum while holding a torch then you breath fire.&lt;br /&gt;
&lt;br /&gt;
[[FirstAmongstDaves]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
&amp;quot;You take a swig of rum and put your face up to the torch. You exale the rum into the fire, and a large jet of flame comes out of the other side of the torch.&amp;quot; or even, &lt;br /&gt;
&amp;quot;You take a swig of rum and put your face up to the torch. You exale the rum into the fire, and a large jet of flame comes out of the other side of the torch. However, you did not do it right and the flame singes your face for X hit points!&amp;quot;&lt;br /&gt;
-[[A Cow]] &lt;br /&gt;
::That would be amusing, if pointless, like the coin-toss. - [[FirstAmongstDaves]]&lt;br /&gt;
::: To be realistic, huts, jungle, or similar things should burn down and spread. burning areas would turn orange, then red, and would turn normal when there was nothing left to burn. Every AP recharge or so, the jungle would go down one level, a signpost if there was any would burn away, all people and animals would take X damage from various reasons (most animals would flee though), and huts or similar things would go down in levels (&amp;quot;slightly charred/ rather burned/ badly burned/collapsing/burnt ruins/nothing left but the foundation) which would have gradually decreasing search odds, and the last two would have the huts not be entered/exited areas, there would be no difference between inside and outside. The fire would have an X% chance of spreading into a touching square that wasn't burning or completely burnt down. There would have to be some way to put out or contain the fire to prevent the entire island from having all vegetation going to 0, all huts burning down (maybe a &amp;quot;hut repair&amp;quot; skill?), and all people and NPCs dying and having to wait for a shaman to come back before they can every time some guy sets something on fire. Maybe spreading from square to square would have a low chance and fuel consumption happens fast, so a fire will often burn down before it spreads. Or you could have player-imposed limitations by keeping a circle or part of one around an area totally clear of jungle and, if people comply with policy, players and signs. If you put it right at the edge and on the inside, animals wouldn't go in for whatever reason, so... a maniac trying to burn down the island would need a second torch if they used the first one on the village and the other villages still wouldn't be destroyed. Okay, by itself that wouldn't help much, but with the low spread/high burn and make it easy to put out with water and we've got some vague balance. --[[User:AlexanderRM|AlexanderRM]] 01:04, 13 September 2007 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Falconry ===&lt;br /&gt;
&lt;br /&gt;
Introduction:&lt;br /&gt;
Falcons and falconry could be another item/skill combination like the shooting skills. Falconry is an ancient sport. It was practiced in China before the year 2000 BC: falconry is also the subject of some of the oldest Egyptian wall paintings. English playwright William Shakespeare was a falconry fan who introduced falconry terms into popular speech: the word &amp;quot;Hag&amp;quot; or &amp;quot;Haggard&amp;quot; is the term for a mature wild hawk or falcon. Bedouins also have engaged in falconry for centuries. Peregrine falcons hunt and eat other birds and are famed for their speed (stooping, or diving, peregrines have been clocked at speeds of up to 220mph) and aerial prowess. &lt;br /&gt;
&lt;br /&gt;
Item:&lt;br /&gt;
The scenario would run like this: Near the mountains, &amp;quot;You find an egg in a large nest in a rocky outcrop. The egg is slightly smaller than a chicken egg, and is mottled with a dark, reddish-brown pigment.&amp;quot; This description is that of a falcon egg. The eggs could only be found by searching / scavenging. As falcons like the thermals of mountains and have nests in rocky crevaces, it makes sense that the eggs could only be found near the mountain.&lt;br /&gt;
&lt;br /&gt;
First skill level:&lt;br /&gt;
In order for you to do anything with the egg, you acquire a skill: &amp;quot;Hatching and rearing&amp;quot; of the falcon chick. Once you acquire that skill, the egg hatches. Perhaps some of the eggs would fail - say, 50%. In the player item list, the &amp;quot;one falcon egg&amp;quot; is replaced by &amp;quot;one falcon chick&amp;quot; or &amp;quot;one falcon eyase&amp;quot; (an eyase is a falcon chick) when the first skill level of &amp;quot;Hatching and rearing&amp;quot; is acquired. &lt;br /&gt;
&lt;br /&gt;
Second skill level:&lt;br /&gt;
The next skill you need to acquire is &amp;quot;Training your falcon&amp;quot;. With the &amp;quot;Training your falcon&amp;quot; skill, the &amp;quot;falcon chick&amp;quot; becomes a &amp;quot;young falcon&amp;quot;, and the young falcon can be used as a weapon. &amp;quot;You command your young falcon to rake Player Y's face, for 1 HP damage.&amp;quot; As a young falcon, it delivers only one HP hit, and has a low probability rate of striking. The keywords are &amp;quot;young falcon&amp;quot;, to indicate to players that the bird is immature and not yet capable fo use at full strength.&lt;br /&gt;
&lt;br /&gt;
In addition, as a young and inexperienced bird, it might also be prone to crashing and dying. &amp;quot;Your young falcon loses balance mid-flight and plummets into a tree, dying instantly.&amp;quot; While potentially heartbreaking for a proud falconeer who has raised the young falcon from an egg, the idea would be to discourage the falconeer from using the bird in combat until he or she has the next skill level. &lt;br /&gt;
&lt;br /&gt;
Third skill level:&lt;br /&gt;
With &amp;quot;falconry mastery&amp;quot;, the falcon can be used as a weapon like a rifle, with the same probability strike rate and damage for HPs. The advantage of having a falcon would be not having to worry about bullets. The text would read, &amp;quot;You command your falcon to rake Player Y's face, for 5HP damage.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Killing falcons:&lt;br /&gt;
It should be possible to kill falcons. In attacking another player with a falcon, there would be a low probability rate (say 1%) that &amp;quot;You attack Player Y and kill their falcon.&amp;quot; This could be listed in the kills stats. It would also no doubt fuel some enmity between players if one player kills another player's pet falcon. No one likes a pet murderer.&lt;br /&gt;
&lt;br /&gt;
Other ancillary issues:&lt;br /&gt;
Falcon eggs would be relatively rare, like heavy swords. &amp;quot;Falcon eggs&amp;quot;, &amp;quot;falcon chicks&amp;quot;, &amp;quot;young falcons&amp;quot; and &amp;quot;falcons&amp;quot; could have trading values, which would mean that the skill must affects a trading item (which I don't think we've seen yet). Any class of player could have a falcon egg, just like a heavy sword, and again like a heavy sword it would be possible to have more than one falcon. In announcing falconry as a new skill/item, you would only need to introduce the new skill in the Skills page and the kills stats: let players work out where the eggs might be.  -&lt;br /&gt;
[[FirstAmongstDaves]]&lt;br /&gt;
&amp;lt;br&amp;gt;Comments&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;Comments here.&lt;br /&gt;
A comprehensive pet system, allowing characters to have pet dogs, trained birds of prey (falcons are an example, but I don't know if there are Caribbean falcons?), pet parrots, pet monkeys etc might be one way to accomplish something like this? --[[User:Johan Crichton|Johan Crichton]] 21:00, 11 January 2007 (UTC)&lt;br /&gt;
:I looked at the pet suggestion, and we discussed domesticating elephants at the old forum. Animals in the game are NPCs, and so controlling them plus your character becomes problematic unless by domesticating them they lose their NPC status. I would have thought this was hard to code. The falconry system I'm suggesting only needs some modification of the existing shooting skill: falcons would be items, rather than NPCs. - [[FirstAmongstDaves]]&lt;br /&gt;
&lt;br /&gt;
::... and now we have shargles...! - [[FirstAmongstDaves]] 2 Jan 08&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Tent===&lt;br /&gt;
&lt;br /&gt;
Hello all, It seems to me that having the only shelter in villages seems silly. Why not have tents which can be used in the jungle. They could be deployed and then used for hiding. It would also make sense for a tent to make it impossible for an animal to attack you wihile you are in it. [[User:GusMcRae|GusMcRae]]&lt;br /&gt;
:Yeah, I seem to have trouble surviving overnight in the jungle, which makes it really hard to get places. Maybe it could have high inventory space and AP cost to set up/take down, but some animals won't attack you in there and some item, like a controlled torch or something, repels the rest but makes the tent always noticeable to people who can see your square. Or course players could go in there but... well, you can't have everything. The inventory space and the placing/removing costs would make travel slow and attacking difficult to balance the safety.--[[User:AlexanderRM|AlexanderRM]] 01:26, 13 September 2007 (UTC)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Trade Items===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=a series of items which will encourage trade|&lt;br /&gt;
suggest_scope=the economic structure of Shartak|&lt;br /&gt;
suggest_description=Few people bother to travel far afield from their home camps on Shartak. It is simply easier to do what you want to do right at home, and not take the risk of travel. If movement between the various camps, and general movement around the island is desirable, a good way to encourage that would be to foster trade. Historically, trade has been a major driver of exploration, communication and colonization. Trade is a result of basic market forces. When a seller has supply and a buyer has demand, a trade will likely occur. Currently the supply and demand are both readily available within each camp, and there is little need to travel. However, constructed items requiring multiple components, each part of which is only available in one camp would encourage this trade. &lt;br /&gt;
&lt;br /&gt;
For Outsiders, I propose the creation of three new items, which when combined would allow the creation of a more efficient, highly desirable weapon. The three items are steel ore (found in Derby, with a 1% search percentage), smithy tools (found in the Durham, with a 1% search percentage), and coal (found in York, with a 1% search percentage). When all three items are in one character's inventory and the character possesses Outsider Knowledge, or is an Outsider, the action &amp;quot;Forge Weapon&amp;quot; becomes available. This action costs 10 AP, but produces a &amp;quot;Scimitar&amp;quot;[http://en.wikipedia.org/wiki/Scimitar], with a base hit percentage of 20% and a base damage of 3. Each Scimitar created consumes one unit of coal, steel and smithy tools.&lt;br /&gt;
&lt;br /&gt;
The Native analog to this is the &amp;quot;Macuahuitl&amp;quot; [http://en.wikipedia.org/wiki/Macuahuitl], a giant, bladed war club. It has the same game stats as a Scimitar, and is contructed using obsidian from Dalpok, cured leather from Raktam, and ironwood from Wiksik.&lt;br /&gt;
&lt;br /&gt;
By implementing materials available only in one camp, which are necessary for the manufacture of goods which would be in high demand, an artifical economy can be created... trade, travel and adventure will be the natural outcomes of this. Presumably some individuals will make a career of searching materials local to their home camp and selling them to traders in other camps. Other individuals may specialize in the manufacture of these weapons. Still others may decide to drive off the outisders from their home camps, as a way of cornering the market. &lt;br /&gt;
|&lt;br /&gt;
suggest_time=04:50, 15 February 2007 (UTC)||&lt;br /&gt;
suggest_author=[[User:Nosimplehiway|Nosimplehiway]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Comment here&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
*Actualy, thats' not a bad idea. I wouldn't mind seeing this on Shartak. When i saw the name of the thread i was ready to go on about idem trading between players and zerging. But no, this looks pretty cool. Would scimitars be affected by body building and melee skills? that'd make the weapon 45% 4 damage, which is a worthy bonus for rounding up all the items. - [[User:Rozen|Rozen]]&lt;br /&gt;
**Yep, my idea is that it would include those bonuses, but it is not integral to the suggestion. This basic concept (rounding up trade items to get something cool and thereby indirectly creating an economy) has nothing to do with the item you get as an outcome, the item is only there to provide a big reward. The resultant item could be the tools to build a hut, the herbs needed for a super first aid kit, or any other big bonus. My goal is to create an economy, not the reward, per se. --[[User:Nosimplehiway|Nosimplehiway]] 19:57, 19 February 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
*Sounds good, but for RP purposes I'd rather the weapon be named 'Fine Sword', a more generic weapon. It'd be bad for me that I want a longsword and some other guy who wants a schiavona to be stuck with a scimitar. --[[User:Odysseus|Odysseus]] 18:45, 18 February 2007 (UTC)&lt;br /&gt;
**Good idea! Calling it a &amp;quot;fine sword&amp;quot; definitely opens up more RP possibilities. I am sticking to my guns on the macuahuitl, though; the idea of a warclub covered with razor sharp obsidian is just too cool to ignore. lol --[[User:Nosimplehiway|Nosimplehiway]] 19:57, 19 February 2007 (UTC)&lt;br /&gt;
*** Actually, many people almost never use the &amp;quot;contact roaming shaman&amp;quot; option, and so they stay near their home camps because they always get sent there when they die. I've only gone to another camp (wilsik) once and after dying a day or two in, got sent home and never returned. Maybe if we made it so that if people met a shaman from another camp, from then on they have the option the contact them, for different AP costs. (maybe natives/native shamans and outsiders outsider shamans would be 40AP, and anything else would be the same 50AP as contact roaming shaman...) Of course, other people being able to come back to life into the very center of an enemy village or settlement, lie there to get full AP, then stand up and massacre the people, and when they got killed just do it again might be bad... maybe some exorcism skill or innate power amulet, that someone you kill who isn't in an allied camp to their side can't re-spawn their for awhile or until they re-spawn and die again...--[[User:AlexanderRM|AlexanderRM]] 01:38, 13 September 2007 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===10 Melee Weapons===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Weapons|&lt;br /&gt;
suggest_scope=All|&lt;br /&gt;
suggest_description=It's about time we've had a host of new weapons! Here's what I'm suggesting. I've added all the current weapons for comparison plus the suggested Swordsman class (assuming you've maxed out CQB first incl. Balanced Stance), a suggested Pirate skill that ups Cutlass accuracy, and also their modified values for Body Building. Note that these weapons are superior in one way or another than cutlasses and machetes, BUT only these two can cut through jungle, and cutlasses can become better in the hands of pirates. Axes can cut through jungle but they're in the same league pretty much.&lt;br /&gt;
&lt;br /&gt;
1)'''Axe:''' A powerful but somewhat heavy weapon, the axe is also good at clearing jungle. It does only 0,05 damage more per AP if two non-swordsmen or non-pirates max out, compared to a machete or cutlass, so it's pretty much as good.&lt;br /&gt;
&lt;br /&gt;
'''Base Damage''' 3, '''Accuracy''' 10% (-&amp;gt;20%-&amp;gt;35%)&lt;br /&gt;
*'''Average Damage, untrained:''' 0,3 -&amp;gt; 0,4&lt;br /&gt;
*'''Average Damage, CQB:''' 0,6 -&amp;gt; 0,8 &lt;br /&gt;
*'''Average Damage, ACQB:''' 1,05 -&amp;gt; 1,4&lt;br /&gt;
*'''Average Damage, BS:''' 1,2 -&amp;gt; 1,55 &lt;br /&gt;
&lt;br /&gt;
2)'''Rapier:''' A slender sword, not particularly damaging but very easy to use. Common among many outsiders. Note that if you are a swordsman with maxed out skills, there's ALWAYS a chance to cause at least 1 point of damage, making it the best weapon for use against low HP enemies. Since it relies on thrusting, sharpening should be unnecessary.&lt;br /&gt;
&lt;br /&gt;
'''Base Damage''' 1, '''Accuracy''' 40% (-&amp;gt;50%-&amp;gt;65%-&amp;gt;75%)&lt;br /&gt;
*'''Average Damage, untrained:''' 0.4 -&amp;gt; 0,8&lt;br /&gt;
*'''Average Damage, CQB:''' 0,5 -&amp;gt; 1 &lt;br /&gt;
*'''Average Damage, ACQB:''' 0,65 -&amp;gt; 1,3&lt;br /&gt;
*'''Average Damage, BS:''' 0,8 -&amp;gt; 1,45&lt;br /&gt;
*'''Average Damage, Fencing:''' 0,9 -&amp;gt; 1,65 &lt;br /&gt;
*'''Average Damage, Exp. Fenc.:''' 1,05 -&amp;gt; 1,8 &lt;br /&gt;
&lt;br /&gt;
3)'''Saber:''' Favored by the navy, a saber looks like a slimmer and longer cutlass- or a cutlass looks like a short and wide saber. It's easier to use than a cutlass&lt;br /&gt;
&lt;br /&gt;
'''Base Damage''' 2, '''Accuracy''' 25% (-&amp;gt;35%-&amp;gt;50%-&amp;gt;60%)&lt;br /&gt;
*'''Average Damage, untrained:''' 0,5 -&amp;gt; 0,75&lt;br /&gt;
*'''Average Damage, CQB:''' 0,7 -&amp;gt; 1,05 &lt;br /&gt;
*'''Average Damage, ACQB:''' 1 -&amp;gt; 1,5&lt;br /&gt;
*'''Average Damage, BS:''' 1,15 -&amp;gt; 1,65 &lt;br /&gt;
*'''Average Damage, Fencing:''' 1,35 -&amp;gt; 1,95  &lt;br /&gt;
*'''Average Damage, Exp. Fenc.:''' 1,5 -&amp;gt; 2,1 &lt;br /&gt;
&lt;br /&gt;
4)'''Spear:''' Used by the natives mostly but sometimes by the outsiders, the spear is a very effective weapon, its long reach giving the user a great advantage. Since it relies on thrusting, sharpening should be unnecessary.&lt;br /&gt;
&lt;br /&gt;
'''Base Damage''' 2, '''Accuracy''' 25% (-&amp;gt;35%-&amp;gt;50%)&lt;br /&gt;
*'''Average Damage, untrained:''' 0,5 -&amp;gt; 0,75&lt;br /&gt;
*'''Average Damage, CQB:''' 0,7 -&amp;gt; 1,05 &lt;br /&gt;
*'''Average Damage, ACQB:''' 1 -&amp;gt; 1,5&lt;br /&gt;
*'''Average Damage, BS:''' 1,15 -&amp;gt; 1,65 &lt;br /&gt;
&lt;br /&gt;
5)'''Halberd:''' A heavy polearm used by some outsiders, this unwieldy weapon is tremendously powerful. It consists of a two to two and a half meter long shaft, topped by an axe blade and spear tip. (Actually the original idea was to have a 10% accuracy, but it would make it way too powerful and everyone would have a halberd. This would be realistic since polearms were often the most effective weapons... but not fun at all).&lt;br /&gt;
&lt;br /&gt;
'''Base Damage''' 4, '''Accuracy''' 5% (-&amp;gt;15%-&amp;gt;30%)&lt;br /&gt;
*'''Average Damage, untrained:''' 0,2 -&amp;gt; 0,25&lt;br /&gt;
*'''Average Damage, CQB:''' 0,6 -&amp;gt; 0,75 &lt;br /&gt;
*'''Average Damage, ACQB:''' 1,2 -&amp;gt; 1,5&lt;br /&gt;
*'''Average Damage, BS:''' 1,35 -&amp;gt; 1,65 &lt;br /&gt;
&lt;br /&gt;
6)'''Hammer:''' More of a tool than a weapon, it can still be used in that capacity. Includes clubs and other such blunt instruments.&lt;br /&gt;
&lt;br /&gt;
'''Base Damage''' 2, '''Accuracy''' 20% (-&amp;gt;30%-&amp;gt;45%)&lt;br /&gt;
*'''Average Damage, untrained:''' 0,4 -&amp;gt; 0,6&lt;br /&gt;
*'''Average Damage, CQB:''' 0,6 -&amp;gt; 0,9 &lt;br /&gt;
*'''Average Damage, ACQB:''' 0,9 -&amp;gt; 1,35&lt;br /&gt;
*'''Average Damage, BS:''' 1,05 -&amp;gt; 1,5 &lt;br /&gt;
&lt;br /&gt;
7)'''Fine sword:''' As the above suggestion (Can only be manufactured). A fine sword would be something like a very balanced weapon with tremendous capabilities, such as a bastard sword, longsword or heck, even a katana- it would certainly be two-handed. It should dull easily with use (like real swords), requiring constant care to even out its power.&lt;br /&gt;
&lt;br /&gt;
'''Base Damage''' 3, '''Accuracy''' 25% (-&amp;gt;35%-&amp;gt;50%-&amp;gt;60%)&lt;br /&gt;
*'''Average Damage, untrained:''' 0.75 -&amp;gt; 1&lt;br /&gt;
*'''Average Damage, CQB:''' 1,05 -&amp;gt; 1,4&lt;br /&gt;
*'''Average Damage, ACQB:''' 1,5 -&amp;gt; 2&lt;br /&gt;
*'''Average Damage, BS:''' 1,65 -&amp;gt; 2,15&lt;br /&gt;
*'''Average Damage, Fencing:''' 1,95 -&amp;gt; 2,55&lt;br /&gt;
*'''Average Damage, Exp. Fenc.:''' 2,1 -&amp;gt; 2,8&lt;br /&gt;
&lt;br /&gt;
8)'''Heavy Sword:''' Including the legendary sword for comparison. You can see it's unbelievably powerful. &lt;br /&gt;
&lt;br /&gt;
'''Base Damage''' 4, '''Accuracy''' 20% (&amp;gt;30%-&amp;gt;45%-&amp;gt;55%)&lt;br /&gt;
*'''Average Damage, untrained:''' 0,8 -&amp;gt; 1 &lt;br /&gt;
*'''Average Damage, CQB:''' 1,2 -&amp;gt; 1,5  &lt;br /&gt;
*'''Average Damage, ACQB:''' 1,8 -&amp;gt; 2,25&lt;br /&gt;
*'''Average Damage, BS:''' 1,95 -&amp;gt; 2,4  &lt;br /&gt;
*'''Average Damage, Fencing:''' 2,35 -&amp;gt; 2,9&lt;br /&gt;
*'''Average Damage, Exp. Fenc.:''' 2,5 -&amp;gt; 3,05 &lt;br /&gt;
&lt;br /&gt;
9)'''Knife:''' Including it for sake of completeness.&lt;br /&gt;
&lt;br /&gt;
'''Base Damage''' 1, '''Accuracy''' 20% (-&amp;gt;30%-&amp;gt;45%)&lt;br /&gt;
*'''Average Damage, untrained:''' 0,2 -&amp;gt; 0,4&lt;br /&gt;
*'''Average Damage, CQB:''' 0,3 -&amp;gt; 0,6 &lt;br /&gt;
*'''Average Damage, ACQB:''' 0,45 -&amp;gt; 0,9&lt;br /&gt;
*'''Average Damage, BS:''' 0,6 -&amp;gt; 1,05&lt;br /&gt;
&lt;br /&gt;
10)'''Machete/Cutlass:''' The same weapon, in essence. The Fencing entry also covers a maxed-out pirate. These are the only ones that can chop through jungle. These and the axe, which is the same thing. &lt;br /&gt;
&lt;br /&gt;
'''Base Damage''' 2, '''Accuracy''' 20% (-&amp;gt;30%-&amp;gt;45%-&amp;gt;55%)&lt;br /&gt;
*'''Average Damage, untrained:''' 0,4 -&amp;gt; 0,6&lt;br /&gt;
*'''Average Damage, CQB:''' 0,6 -&amp;gt; 0,9 &lt;br /&gt;
*'''Average Damage, ACQB:''' 0,9 -&amp;gt; 1,35&lt;br /&gt;
*'''Average Damage, BS:''' 1,05 -&amp;gt; 1,5 &lt;br /&gt;
*'''Average Damage, Fencing:''' 1,25 -&amp;gt; 1,8 &lt;br /&gt;
*'''Average Damage, Exp. Fenc.:''' 1,4 -&amp;gt; 1,95 &lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
suggest_time=22:13, 18 February 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Odysseus|Odysseus]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I'd love nothing more than to see more variety of weapons on Shartak. So to help you with your ideas, I vie you this link, its similar to what your suggesting, but doesn't require new classes or skills to add variety. http://forum.shartak.com/index.php/topic,193.0.html - rozen&lt;br /&gt;
*It looks like a great idea. I wouldn't mind having either yours or mine up, as long as we get more weapons! --[[User:Odysseus|Odysseus]] 23:46, 18 February 2007 (UTC)&lt;br /&gt;
**More melee weapons are a nice idea. If nothing else it leads to some variety in a character's panoply and adds to interest, as opposed to simply having 5 cutlasses or 5 machetes.-[[FirstAmongstDaves]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
 &lt;br /&gt;
===Big Stick and Cudgel===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=2 new, related items|&lt;br /&gt;
suggest_scope=All players|&lt;br /&gt;
suggest_description=1. Big stick: Or &amp;quot;There are trees all around me. Why's it so hard to find driftwood?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The big stick would be found in jungle squares.  The thicker the jungle, the more likely it is that you'll find a big stick.  The big stick would take up two inventory spaces.  By itself, it's useless.  However, it can be made into a couple other things.  &lt;br /&gt;
&lt;br /&gt;
A. If you have a blade, you can chop the big stick in half for 5 AP (without a blade, it costs 10AP).  This gives you two pieces of driftwood.  Why do I propose this?  Because it makes no sense that, on a jungle covered island, treeless beaches are the only place you get driftwood!  There are lots and lots of trees out in the jungle!  Surely I can find pieces of wood out there!  I apparently also like to use exclamation marks!&lt;br /&gt;
&lt;br /&gt;
B. For 5 AP with blade (10 AP without), you can trim the big stick down to a cudgel.  See below.&lt;br /&gt;
&lt;br /&gt;
Suggestion 2: The Cudgel: Or &amp;quot;Hitting each other with sticks.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The cudgel also takes 2 inventory spaces.  It does 1 HP damage without body building and 2HP damage with it.  Its base percentage to hit is 30%, giving it a maxed-out hit chance of 55%.  Why does it have a higher chance to hit?  Because it's a really big stick! People have been hitting each other with sticks for ages!  Now, even with that, it's still inferior to the machete.  So why's it useful?  &lt;br /&gt;
&lt;br /&gt;
1.  Higher chance to hit than daggers, knives, and fists.&lt;br /&gt;
2.  It can be manufactured out in the jungle, so if your knives and machetes break (don't laugh, this happened to me once), you can keep on hunting.&lt;br /&gt;
&lt;br /&gt;
Essentially, the cudgel is supposed to be an emergency weapon when your machetes run out.  Plus, I really like the idea of player-crafted items, and this is a non-unbalancing way to do that.|&lt;br /&gt;
suggest_time=02:29, 10 March 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Black Joe|Black Joe]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
I like this! It has no problem that I can see with game balance, and makes a lot of sense! I do have one question about it, though! Can it be found at all in the jungle squares which have been completely cleared or have very low density?!?--[[User:Nosimplehiway|Nosimplehiway]] 14:48, 13 March 2007 (UTC)&lt;br /&gt;
:In answer to your question, I would say &amp;quot;no&amp;quot; to completely cleared and &amp;quot;very low chance&amp;quot; to very low density.  Does this help?--[[User:Black Joe|Black Joe]] 02:00, 14 March 2007 (UTC)&lt;br /&gt;
::The only problem I have with this suggestion is that there's nothing to restrict items found to certain densities.. but that might be something I can add. --[[User:Simon|Simon]] 19:12, 29 May 2007 (UTC)&lt;br /&gt;
Hate to break it to 'ya, but the only reason there's only driftwood at the beaches and not in the forrest is simple. It's driftwood... as in it drifted from the sea onto land. -[[User:Che|el Che]] 23:42, 13 March 2007 (UTC)&lt;br /&gt;
:This is technically true, but the point is missed.  On a jungle island, one should be able to find sign post material where trees can be found.  That is not the case at the moment.--[[User:Black Joe|Black Joe]] 02:00, 14 March 2007 (UTC)&lt;br /&gt;
:The term &amp;quot;driftwood&amp;quot; is just a placeholder for any item which fills a similar role. Besides, I've lived in south Florida, hurricane country, and believe me, in a wilderness area you can find driftwood in some of the weirdest places.--[[User:Nosimplehiway|Nosimplehiway]] 13:56, 16 March 2007 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Tranquiliser/Paralyzing Dart===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Ammunition|&lt;br /&gt;
suggest_scope=Hunters who don't like to be bitten back|&lt;br /&gt;
suggest_description=Many hunters don't like FAKs taking up space that could be used for ammo and thus go without them. The animals don't go down without a fight however and the bush doesn't have the tools for a last minute tusk wound patch up before bed. If only the animals could be passified. Firing a tranquiliser from a rifle like a regular bullet or a paralyzing dart from a blowpipe, one can stun an animal, preventing automatic and retalitory attacks for awhile. In humans it reduces attack strength and/or accuracy and increases AP usage.|&lt;br /&gt;
suggest_time=17:05, 6 April 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Darkferret|Darkferret]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
I disagree with your base claim - I'd imagine that as many, if not more hunters travel with a lot of first aid kits since it allows them to spend longer in the jungle.  This suggestion just seems to remove the challenge of fighting something that will fight back, and reduce the need to go into the jungle  properly equipped. It would also seem easy to abuse against other player characters. --[[User:Johan Crichton|Johan Crichton]] 21:56, 6 April 2007 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Ivory===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=improvement|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=Back then the jungles were full of ivory poachers. What I'm proposing is the ability to harvest ivory from the dead elephants in the game. With each elephant you harvest you receive 2 units of ivory. To keep it simple you can harvest the ivory using a machete or a cutlass. Each unit of ivory would be worth 2 gold coins.|&lt;br /&gt;
suggest_time=15:16 03 May 2007|&lt;br /&gt;
suggest_author=[[User:kenny rogers1|kenny rogers1]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Cool, maybe something like this could be added to tigers. --[[User:Wulla-mullung|Wulla-mullung]]&lt;br /&gt;
&lt;br /&gt;
What would the ivory do? We could use it to make handles for the weapons, or ornaments for rifles. or chess pieces! -[[User:Elegost|Elegost]] 02:16, 17 May 2007 (UTC)&lt;br /&gt;
:This would go along with the meat suggestion elsewhere in the wiki. Perhaps when an animal dies, there are certain items that can be harvested from their corpse including meat x (number depends on size of animal), ivory from elephants, skin from bear or tiger, feathers from parrot. Once you've recovered as much as you can from the corpse, you'll just search the surrounding area instead. --[[User:Simon|Simon]] 07:26, 26 June 2007 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Shartak Laser===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Super weapon|&lt;br /&gt;
suggest_scope=anyone|&lt;br /&gt;
suggest_description=&lt;br /&gt;
This is the super (edited) Shartak version of the most awesome Spartan Laser from the Halo 3. It deals 10 dmg and is 50% accurate (since it does take a lot of effort to aim the thing). It cannot be found anywhere, but you need to make it. You'd need two pieces of driftwood, a mango, a gem, a dead parrot in the same square and a gps unit. It has four shots and has a 30% chance of breaking after firing. when out of ammo, it becomes useless baggage. you cannot sell a used or partially used shartak laser to traders. The pic of the Shartak laser is here. http://derby.jconserv.net/viewtopic.php?t=14&amp;amp;start=105|&lt;br /&gt;
suggest_time=13:12, 22 May 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Elegost|Elegost]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
(Pssst, Simon, just say you've implemented it! Where are you going to get a headless parrot from anyway?) --[[User:Rozen|Rozen]] 16:04, 22 May 2007 (UTC)&lt;br /&gt;
* This has been added, it's in a secret location and you'll have to journey through shark infested water and back to the mainland to find it. ;) --[[User:Simon|Simon]] 22:32, 25 June 2007 (UTC)&lt;br /&gt;
:seriously?!?!? why can't i have a free one?:D -[[User:Elegost|Elegost]] 02:17, 26 June 2007 (UTC)&lt;br /&gt;
::Ya, umm sorry I kinda took it. How about you give me 500 gold and it'll be at the Dalpok trader. --[[User:Wulla-mullung|Wulla-mullung]] 02:41, 26 June 2007 (UTC)&lt;br /&gt;
:::LOL. No, not seriously. I regret to inform you that this will never be implemented. Perhaps if you could come up with some less outrageous and powerful things that could be manufactured you might be luckier. --[[User:Simon|Simon]] 07:22, 26 June 2007 (UTC)&lt;br /&gt;
::::okay. you got me there. hahaha wait, i'll edit it. -[[User:Elegost|Elegost]] 10:42, 26 June 2007 (UTC)&lt;br /&gt;
: How about having it burn out once all shots are fired?--[[User:Johan Crichton|Johan Crichton]] 21:28, 26 June 2007 (UTC)&lt;br /&gt;
::sounds good. but i personally like the idea of it being disposable, just like the spartan laser. and you can't sell the empty one to the trader! -[[User:Elegost|Elegost]] 10:30, 27 June 2007 (UTC)&lt;br /&gt;
::::The above is a lie, I really do have the Shartak Laser. Simon just thought better of letting everyone know one exsisted. --[[User:Wulla-mullung|Wulla-mullung]] 02:33, 29 June 2007 (UTC)&lt;br /&gt;
:::::If you really do, you'll only be able to fire four shots. Also, if you could get a light bulb and run an electric current from the GPS to it and use the gem like a magnifying glass, you might just be able to do this. but make it need a scientist-only skill and have a 75% chance of being done wrong breaking the GPS and the light bulb. When it runs out of charges it leaves the light bulb and the gem intact, but if it breaks you just keep the gem.--[[User:AlexanderRM|AlexanderRM]] 01:45, 13 September 2007 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Bottle of Water===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=improvement|&lt;br /&gt;
suggest_scope=everyone who can drink bottles of water|&lt;br /&gt;
suggest_description=I just realized i carry more bottles of water than FAKS. So, maybe we can use bottles of water on other people, you know, help them drink and restore health. like a fak :)|&lt;br /&gt;
suggest_time=11:12, 6 June 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Elegost|Elegost]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
I fully agree - hence this suggestion: [[Suggestions:Miscellaneous#UI:_Heal_Patient_as_possible_action]] --[[User:Johan Crichton|Johan Crichton]] 04:43, 3 July 2007 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Melee Weapon Breaking tweak===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=weapon tweak|&lt;br /&gt;
suggest_scope=everyone|&lt;br /&gt;
suggest_description= the rate of breaking machetes could be altered a bit. I haven't had much luck breaking machetes these days. Shouldn't they break a lot too? Cutlasses seem to break a lot. And the non-breaking quality of the machete makes it a not-so-good item to trade at the traders. And perhaps writing materials could be blunted when writing too.&lt;br /&gt;
and maybe the sharpening stones can wear out after a while, like around ten sharpenings, it'll crumble to dust. And that'll stimulate players to buy or sell sharpening stones.|&lt;br /&gt;
suggest_time=09:00, 2 July 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Elegost|Elegost]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
I've had the opposite with machetes of late - if you use them for combat, they seem to break reasonably often. --[[User:Johan Crichton|Johan Crichton]] 22:18, 3 July 2007 (UTC)&lt;br /&gt;
Ooh, I know- have the sharpening stones turn blunt, so you can keep two sharpening stones, and use one to sharpen the other. --[[User:AlexanderRM|AlexanderRM]] 01:47, 13 September 2007 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Pit Trap===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Item/Skill|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=Once a hole has been dug with the digging skill/shovel, driftwood can be used to conceal the hole, creating a pit trap. The next individual/animal to enter the hex will fall into the pit, taking 6 points of damage.  This naturally destroys the driftwood covering for the pit and thus the pit would need to be 'reset' with more driftwood.&lt;br /&gt;
&lt;br /&gt;
If it would also cost a point of movement to get out of the pit as well, that would be interesting.|&lt;br /&gt;
suggest_time=10:04, 2 July 2007 (EST)|&lt;br /&gt;
suggest_author=GreyA2|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Similar suggestions already exist - [[Suggestions:Skills#Jungle_Skills]] has a mention of a 'Make/Detect Traps' skill, and [[Suggestions:Skills#Trap_Laying]]. --[[User:Johan Crichton|Johan Crichton]] 04:42, 3 July 2007 (UTC)&lt;br /&gt;
: It should have an x% of falling in per action, including entering and leaving, and it's a square, not a hex.--[[User:AlexanderRM|AlexanderRM]] 01:49, 13 September 2007 (UTC)&lt;br /&gt;
You should be able to add snakes to the pit. See [http://forum.shartak.com/index.php?topic=973.0 snake discussion] for more snake ideas. Each snake would have a chance of biting the person who fell in, at the normal snake damage rates. When someone falls in some of the snakes would use the person/driftwood to slither out of the pit. Possibly limit the number of snakes in the pit, or have a maximum as to how many could bite you, although an instant death trap that you ''really'' have to work at making, by gathering lots of snakes, would be great fun. &lt;br /&gt;
&lt;br /&gt;
I think the person who laid the trap should automatically know where it is an not be able to fall in. I also think that there should be a method to search for traps, which would search the 8 squares immediately surrounding you, so that you wouldn't have to step on the trap to look for it. &amp;quot;Search for traps&amp;quot; would automatically find any, since there's no way of knowing where a trap might be laid and you'd have to waste an AP every time you looked for them, anyway. If you know where the trap is, you don't set it off when entering the square. An &amp;quot;unset trap&amp;quot; option should be available for people who know where the trap is. &lt;br /&gt;
&lt;br /&gt;
I don't think there needs to be a skill to do this. Although, if you wanted a skill, you could make it so that the trapping skill allows you to place &amp;quot;well concealed&amp;quot; traps that are harder to notice (only 33% chance to notice them when checking for traps?) and harder to climb out of (5AP instead of 2?), and gives you a better chance of finding well concealed traps (66% chance?) during a trap search. --[[User:Buttercup|Buttercup]] 09:04, 18 January 2008 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Hunting-Skinning-Trading===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=new ways of income|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=When you kill an animal, you get exp, but no gold. When you trade, you get gold and experience if it's inter-settlement. In reality, peope make food and skins from hunting, in reality, people set into each other with cutlasses. Or did...anyway. I'm suggesting that when you kill a creature, great or small, you get a body part of that creature, pelt, leather, ivory, eyeball...that kind of thing. You can then sell it at the trader for some gold, bigger or rarer the beast, the more gold. Squid eyes being worth the most, parrot feathers the least. It's also been suggested that you get meat from the animal, which you can eat to recover some HP. This is a suggestion made with new players in mind, as my newest character realised he got more of a reward going safely from town to town and gtting hsi gold and exp than he did traveling into dangerous jungle and killing stuff. |&lt;br /&gt;
suggest_time=00:11 am, Thurdsay 30th Aug |&lt;br /&gt;
suggest_author=[[User:RobZombie|RobZombie]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Dupe of something near the top of the page. or maybe that's a dupe of this... don't think so.--[[User:AlexanderRM|AlexanderRM]] 01:50, 13 September 2007 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===The Most-Awesome-Titanium Sword===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=replacement to the heavy sword|&lt;br /&gt;
suggest_scope=everyone|&lt;br /&gt;
suggest_description=Since someone was kind enough to spoil the locations of heavy swords, I hereby present you with this. The Most-Awesome-Titanium Sword! or the MATS.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Since Simon wouldn't implement the Shartak Laser, we'll have this.&lt;br /&gt;
&amp;lt;br&amp;gt;MATS stats&lt;br /&gt;
&amp;lt;br&amp;gt;Damage- 5&lt;br /&gt;
&amp;lt;br&amp;gt;Accuracy- 50% (cause its made of titanium, its easier to wield in theory)&lt;br /&gt;
&amp;lt;br&amp;gt;Chances for Critical- 18%&lt;br /&gt;
:Critical Hit- 10dmg to target&lt;br /&gt;
::Critical Miss- you break it, and you get hit for 5 damage by the broken blade&lt;br /&gt;
&amp;lt;br&amp;gt;Search Odds- 10% at only ONE place, or certain coordinate |&lt;br /&gt;
suggest_time=07:54, 4 September 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Elegost|Elegost]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
You scare me sometimes Ele ;P -[[User:Cthulhu|Cthulhu]]&lt;br /&gt;
: 1: &amp;quot;no, I didn't use earth elementals- I used ''titanium'' elementals&amp;quot;&lt;br /&gt;
2: Someone spoiled the locations of heavy swords? Where?--[[User:AlexanderRM|AlexanderRM]] 01:52, 13 September 2007 (UTC)&lt;br /&gt;
:Forums. Simon is cooking something up, don't worry. --[[User:Wulla-mullung|Wulla-mullung]] 03:14, 13 September 2007 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Bottle/Gourd Of Healing Salve===&lt;br /&gt;
&lt;br /&gt;
Made by juicing healing herbs with an empty bottle or gourd in your inventory.  It would take 3 herbs to make 1 batch of salve and you must have the &amp;quot;Natural Medicine&amp;quot; skill to do so.  Salve heals 15hp when used.  That about covers it really.  The pro is its lighter then herbs, the con is it takes time to prepare.  Perhaps a small exp reward for preparing it (say 2 exp) would encourage players to make use of it, that is open to debate however. --[[User:Etherdrifter|Etherdrifter]] 00:25, 10 September 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
''Edit''&lt;br /&gt;
&lt;br /&gt;
Ousiders without &amp;quot;Native knowledge&amp;quot; would see it as gourd/bottle of green paste.--[[User:Etherdrifter|Etherdrifter]] 22:10, 29 September 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
&lt;br /&gt;
I like. I would suggest allowing pirates to use this skill too, maybe, it would give them the little balancing edge they need. - Rincewind.&lt;br /&gt;
*Perhaps put in place a different skill for pirates to use it?  It would probably need to be a subskill of Native Knowledge.  Not too sure of a name for it though.  Also what do you think of the idea for a small exp reward?--[[User:Etherdrifter|Etherdrifter]] 12:14, 10 September 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
**Small exps are aaaalways good. - Rincewind.&lt;br /&gt;
&lt;br /&gt;
*** Keep chronological order plz. This seems to apply to natives. What about outsiders? Them too? Outsiders would then have a choice of FAKs for 10 HP heals and herb salve for 15 HP heals? Whilst natives would have only herbs or herb salves? Seems oddly balanced. Dislike XP for making the stuff as you will gain XP when using it.--[[User:Skull Face|Skull Face]] 17:14, 20 September 2007 (UTC)&lt;br /&gt;
****Sorry about the mix up there with the time ordering.  Anyways I thought about a small exp reward as a native who just uses the herbs already gains much more exp as they would do from making and using the salve, 7.5 exp per ap against 10 exp per ap,.  The exp is an encouragment to make this and keep it stocked in the traders hut (Where anyone could use it) or use it outside of town.  2 exp seemed about right as it would take it to 9.5exp per ap making it slightly less useful when it used for healing in villages but much more useful for use outside of the village where healing herbs are not so plentiful.--[[User:Etherdrifter|Etherdrifter]] 22:10, 29 September 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Oysters ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Item|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=Oysters would be a new item found only in [[Suggestions:Game_mechanics#Oyster_Bed|oyster beds]]. Oysters in the inventory (1 slot per oyster) would have a button to 'Open' (similar to fruit having an 'Eat' button). They would have a 24 hour shelf life (similar to shargle eggs) after which they would have no food value. Once opened, in the inventory an oyster becomes an oyster shell. These shells have no value and traders will not accept them as trade items.&lt;br /&gt;
&lt;br /&gt;
Oysters would come in two varieties, edible and pearl-bearing, but cannot be identified until opened. When an edible oyster is opened (requiring a knife or dagger) the character would eat it immediately and gain +1 HP if below maximum HP with the following flavour text...&lt;br /&gt;
:''You open the oyster and consume the contents, gaining 1 HP.''&lt;br /&gt;
If the edible oyster is past its shelf life when opened the character gains nothing and sees flavour text such as...&lt;br /&gt;
:''You open the oyster but the contents are inedible.''&lt;br /&gt;
When a pearl-bearing oyster is opened a pearl is added to the inventory (see suggestion on item [[Suggestions:Items#Pearls|Pearls]]) with flavour text such as...&lt;br /&gt;
:''You open the oyster and inside is a small black/white pearl!''&lt;br /&gt;
&lt;br /&gt;
Characters who do not have one free inventory slot will still be permitted to open an oyster. In the event that it contains a pearl which cannot be added to their inventory they will see this flavour text...&lt;br /&gt;
:''You open the oyster and inside is a small black/white pearl which slips through your fingers and is lost!''&lt;br /&gt;
|&lt;br /&gt;
suggest_time=12:47, 14 September 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Support! it also applies to the suggestion below, you could merge those two. --[[User:Lama|Lama]] 21:19, 27 September 2007 (UTC)&amp;lt;br&amp;gt;&lt;br /&gt;
:Ok I like the idea and the one below but I take it that this option is available to both outsiders and natives?--[[User:Etherdrifter|Etherdrifter]] 22:13, 29 September 2007 (UTC)&lt;br /&gt;
::All classes, all ethnic backgrounds ;) --[[User:Skull Face|Skull Face]] 22:44, 29 September 2007 (UTC)&lt;br /&gt;
:::I think this is a great idea and goes well with your sunken city concept. - [[FirstAmongstDaves]] 2 Jan 08&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Pearls ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Item|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=A pearl would be a new item that takes up 1 inventory space. Pearls would only be found inside pearl-bearing oysters. Pearls would come in two flavours, white (19 out of 20) and black (1 out of 20). Traders would value white pearls at 1 times the cost of a gem and black pearls at approx 5 times the cost of a gem.&lt;br /&gt;
|&lt;br /&gt;
suggest_time=13:37, 14 September 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Comment here&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Compass===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New Item|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=This suggestion is for a new item, the humble compass. It would be found in the Weapons Hut and would occupy 1 inventory slot. If clicked (for 1 AP) the compass would report the approximate direction to [[Suggestions:Game_mechanics#Shartak_Mountain|Shartak Mountain]] provided that the jungle density does not block line-of-sight.&lt;br /&gt;
|&lt;br /&gt;
suggest_time=[[User:Skull Face|Skull Face]] 12:26, 20 September 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
So... how exactly does this work? The compass is used to detect the direction of north. Last I checked, Shartak mountain was not right smack on the north pole. --[[User:AlexanderRM|AlexanderRM]] 23:51, 15 October 2007 (UTC)&lt;br /&gt;
:I suggest you learn a wee bit about the use of a compass and compass bearings ;) --[[User:Skull Face|Skull Face]] 10:18, 16 October 2007 (UTC)&lt;br /&gt;
:I was at first confused as well, but now I understand. You look at the mountain. You look at your compass. The compass points towards the mountain. Now you know which way the mountain is. &lt;br /&gt;
:May I assume that without the compass, you just get the distance to the mountain (near, far, very far), but with it you get the direction?--[[User:Buttercup|Buttercup]] 07:05, 25 January 2008 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Theodolite===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Item|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=This suggestion is for a new item, the theodolite, to replace the GPS unit and provide a handwaving explanation for accurate surveying of Shartak by outsiders and pirates. It is a steampunk variant of [http://en.wikipedia.org/wiki/Theodolite the 18th/19th century surveyors' theodolite] and would be used to calculate vertical angles and aid in positional triangulation.&lt;br /&gt;
&lt;br /&gt;
In locations that do not block line-of-sight to the peak of [[Suggestions:Game_mechanics#Shartak_Mountain|Shartak Mountain]], the vertical inclination angle to the peak and the approximate known height of the peak would permit a rough calculation of the horizontal distance from the peak. This calculation would be refined by use of a barometer reading giving approximate current height above sea level. The distance from the peak alone is not sufficient to calculate location. The missing element would be the angular direction of the peak with respect to true N, obtained from a compass reading vs the angular scale on the theodolite. Thus the angular direction of the peak would be obtained. With this second item of information the approximate location on the island would be calculable.&lt;br /&gt;
&lt;br /&gt;
Unlike the automatic always-on GPS unit the standard theodolite must be clicked (for 1 AP) to give an approximate GPS locational reading. The theodolite would occupy 3 inventory slots (similar to a [[rifle]]) due to the need for the lens array, supporting tripod and chart. The theodolite would require solid ground and line-of-sight for accurate use and thus could not be used in [[Water (deep)#Water_.28deep.29|Deep Water]], higher density jungle or indoors. It would also be fragile and have a small (XX%) chance of being destroyed in a hostile attack.&lt;br /&gt;
&lt;br /&gt;
As an optional extra the location information provided by the theodolite may be subjected to error of 1 or 2 location squares. This error would be removed for the classes Explorer/Scout and Scientist. Multiple readings / APs may be needed if strict accuracy is required.&lt;br /&gt;
|&lt;br /&gt;
suggest_time=[[User:Skull Face|Skull Face]] 12:26, 20 September 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
First, the GPS isn't really that useful anyway if you have either exploration or the ubermap. It's still worth the inventory space even if you have both (though the ubermap may tottally nerf it, I'm not sure...), though the gold is... debatable. But at 1AP, 3 inventory, increased area-restriction in use, chance to break when attacked and to be slightly off in location? Heck no. Just plain useless. On top of that, I actually think the GPS should stay- it gives the idea of a &amp;quot;lost island&amp;quot; rather than just &amp;quot;Hispaniola under a different name&amp;quot;. So, uh, I'm thinking maybe not? --[[User:AlexanderRM|AlexanderRM]] 23:50, 15 October 2007 (UTC)&lt;br /&gt;
:If you had been following the discussions you'd know that Simon has asked for suggestions on how to rework the GPS into something that fits the Imperial time period - an island cannot be lost if it still receives satellite telemetry. I consider GPS to be a freebie that is overpowered and in need of adjustment both to suit the period feel and to balance it somewhat. The biggest argument against changing GPS in this fashion is that it would break the existing Greasemonkey scripts (although the Ubermap ''really'' kills the lost island feel). OTOH your arguments seem illogical. If, as you suggest, the existing GPS isn't useful then perhaps you shouldn't be voting against a change, hmmm?&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===fire and science===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=new items, and the skills to support them|&lt;br /&gt;
suggest_scope=everyone, but mainly scientists|&lt;br /&gt;
suggest_description='''new items''':&lt;br /&gt;
*'''charcoal''' (found in abandoned huts @ 10% chance):&lt;br /&gt;
**can be combined with other ingredients to produce black powder.&lt;br /&gt;
*'''saltpeter''' (found in swamp squares @ 10% chance):&lt;br /&gt;
**can be combined with other ingredients to produce black powder.&lt;br /&gt;
*'''sulfur''' (found in mountain caves @ 10% chance):&lt;br /&gt;
**can be combined with other ingredients to produce black powder.&lt;br /&gt;
*'''bottle/gourd of black powder''' (found in shipwreck armory @1% chance):&lt;br /&gt;
**can be used to attack groups of players by way of area-of-effect damage.&lt;br /&gt;
***base = 30% chance of 6dmg to target character + 15% chance of 2dmg to each of 10 random characters + 20% chance of 4dmg to user.&lt;br /&gt;
&lt;br /&gt;
'''new skills''':&lt;br /&gt;
*'''basic chemistry''' (scientists):&lt;br /&gt;
**allows a character possessing the proper ingredients to produce 'black powder'.&lt;br /&gt;
*'''basic munitions''' (soldiers, pirates, warriors with outsider knowledge):&lt;br /&gt;
**reduces risk to user to 10% chance of 2dmg &amp;amp; alters aoe to affect only characters matching the target's affiliation (eg. natives, outsiders, pirates).&lt;br /&gt;
*'''advanced munitions''' (pirates):&lt;br /&gt;
**reduces risk to user to 5% chance of 2dmg &amp;amp; alters aoe to include 15 characters &amp;amp; to exclude members of the user's clan.&lt;br /&gt;
&lt;br /&gt;
'''notes''':&lt;br /&gt;
*player with 'basic chemistry' can only produce 'black powder' provided that character's inventory contains at least one each of 'charcoal', 'saltpeter', and 'sulfur' as well as one empty gourd or bottle.&lt;br /&gt;
*character can only find 'black powder' in the shipwreck armory provided that inventory contains at least one empty gourd or bottle. otherwise, a message will occur indicating that 'black powder' was found, but lacking any means of containing it, the character was forced to leave it.&lt;br /&gt;
*any use of 'black powder' triggers a message indicating said use to all players present, regardless of whether or not they fall within the area-of-effect.&lt;br /&gt;
*when used in jungle squares, 'black powder' has a 1% chance of reducing jungle density by 1.|&lt;br /&gt;
suggest_time=22:40, 29 September 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Zeek|Zeek]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
I would suggest a small exp reward for making the powder but otherwise I like the general idea.--[[User:Etherdrifter|Etherdrifter]] 19:23, 1 October 2007 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Flintlock===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New Item|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=This suggestion is for a new item, the flintlock pistol, a black powder weapon from the pirate era, found only at the shipwreck, the ruined armoury NE of Durham and the tower on Midway Island. &lt;br /&gt;
&lt;br /&gt;
The flintlock would take up 2 inventory slots. Base hit chance for all classes would be 20% (45% with [[Suggestions:Skills#Black_Powder_Proficiency|Black Powder Proficiency]]) delivering 4 HP damage on a successful attack. The flintlock would be a 1 shot weapon requiring 2 APs to prime with a powder charge (1 AP with [[Suggestions:Skills#Black_Powder_Proficiency|Black Powder Proficiency]]), 1 AP to load with 1 lead balls and 1 AP to fire. When loaded and carried through a water square each flintlock would have a 50% chance of being soaked and the powder ruined - the item description would change to a ''useless flintlock''. Such a weapon would have to cleaned using 2 APs (1 AP with [[Suggestions:Skills#Black_Powder_Proficiency|Black Powder Proficiency]]) and the ammo added back to the user's inventory before the flintlock could be primed again. When used there is a small chance that a misfire (e.g. 95%-100%) would destroy the weapon and cause 4 HP damage to the user c.f. breaking machetes.&lt;br /&gt;
|&lt;br /&gt;
suggest_time=[[User:Skull Face|Skull Face]] 12:22, 9 November 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
This is not as good as a maxed machete because of the high AP cost. I don't want tons of useless items like that in shartak like they have in hellrising so NO.&lt;br /&gt;
:It's not meant to be as good as a maxed out machete. You are missing the point. Powder weapons are intended for pirates with [[Suggestions:Skills#Black_Powder_Proficiency|Black Powder Proficiency]]. That skill and the powder weapons would not make pirates superior to Soldiers or Warriors but it would give them additional options and RP flavour. From POV of AP usage vs damage inflicted, using the skill with multiple pistols would make a Pirate slightly more effective in combat (36 HP for 20 APs vs 30 HP for 20 APs) than solely with a cutlass and maxed HTH skills, but only until all their pistols are discharged. This fits nicely with the image of a volley of lead from pre-primed weaponry followed by HTH combat. Availability of powder and balls is deliberately kept problematic. Along with misfire chances this would keep these new weapons from flooding the market too quickly.--[[User:Skull Face|Skull Face]] 12:48, 6 December 2007 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Blunderbuss===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New Item|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=This suggestion is for a new item, the blunderbuss, a black powder weapon from the pirate era, found only at unspecified locations c.f. heavy swords. &lt;br /&gt;
&lt;br /&gt;
The blunderbuss would take up 3 inventory slots. Base hit chance for all classes would be 30% (55% with [[Suggestions:Skills#Black_Powder_Proficiency|Black Powder Proficiency]]) delivering 8 HP damage on a successful attack. The blunderbuss would be a 1 shot weapon requiring 3 AP to prime with a powder charge (2 APs with [[Suggestions:Skills#Black_Powder_Proficiency|Black Powder Proficiency]]), 3 AP to load with 3 lead balls and 1 AP to fire. When loaded and carried through a water square each blunderbuss would have a 50% chance of being soaked and the powder ruined - the item description would change to a ''useless blunderbuss''. Such a weapon would have to cleaned using 3 APs (2 APs with [[Suggestions:Skills#Black_Powder_Proficiency|Black Powder Proficiency]]) and the ammo added back to the user's inventory before the blunderbuss could be primed again. When used there is a small chance that a misfire (e.g. 95%-100%) would destroy the weapon and cause 8 HP damage to the user c.f. breaking machetes.&lt;br /&gt;
|&lt;br /&gt;
suggest_time=[[User:Skull Face|Skull Face]] 12:22, 9 November 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
So this thing takes 5 AP to fire once and it's shots have a 55% chance to hit for a loss 8 HP? Outside of trading this is completely useless. It doesn't come close to a maxed out machete. The amount of inventory it takes up is ridiculous. If all of the shots got off on a person with 65 HP, that would require 25 lead balls. God forbid anyone tries to bring down a fully healed pirate. Can you explain where they could be located and how much one sells for at a traders since trading with an NPC is the only thing this is useful for? A strong NO because I don't want another incentive for trading. This would likely subtract from the weak FAK and herb flow to the wreck and weaken pirates as a whole. [[User:Edwardel|Edwardel]] 01:29, 25 November 2007 (UTC)&lt;br /&gt;
:See comments on the flintlock above as you really seem to have missed the point. Nothing on Shartak, not even a heavy sword, is as good as a maxed out machete. The blunderbuss is a less serious proposition than the flintlock, more for flavour than anything else, and could be adjusted to allow a small %age hit chance for 2 HP damage vs each person in the same square as the target, mimicking a scattershot blast into a crowd.--[[User:Skull Face|Skull Face]] 12:52, 6 December 2007 (UTC)&lt;br /&gt;
::The usefulness of this sort of item isn't in a straight AP-&amp;gt;damage conversion, but in future performance.  With the above stats, a player can spend 5 AP to load one of these, to eventually spend 1 AP and inflict 4HP damage (on average, and with 5% backfire possibility), or, in other words, spend 165 AP (minus trading/searching AP) to load 33 of these (max carryable amount), so that at some point in the future (perhaps in a real time battle?) they can deliver 132 HP damage in 33 AP. At most a machete can do 165 damage in 33 AP but on average you'll get 51, much less than the Blunderbuss. --[[User:Frisco|Frisco]] 02:14, 7 December 2007 (UTC)&lt;br /&gt;
:::Did you note the part where I stated that the blunderbuss would have the same rarity as a heavy sword? If you are aware of anyone with 33 heavy swords please say so and we can continue having a serious conversation about the Shartak arms race. And yes you should be including trading / searching AP as that gives the true relative value of a weapon. Time spent searching for ammo (or heavy sword) vastly reduces the effectiveness of a weapon. Apply your logic and maths to the rifle and see what figures you come up with ;) --[[User:Skull Face|Skull Face]] 11:53, 7 December 2007 (UTC)&lt;br /&gt;
::::Why shouldn't it be as widely available as a cutlass? With load time, you get .66 damage per AP (w/o search time), much less than machete or rifle.  Or in other words, in the time a player has fully loaded 33 of these, one enemy has killed him thrice with a machete.  Again, i see the real benefit of this weapon is its future potential damage per AP, which can add to rp.  Am i missing some other benefit?  With regards to searching, you haven't stated these stats on your new items, so if you want to see those included, please do the math yourself. I see it as a moot point because including search time will decrease overall AP-damage ratio, which will increase the importance of the potential AP-damage ratio and heighten the niche value of this weapon as a benefit to rp. --[[User:Frisco|Frisco]] 18:51, 7 December 2007 (UTC)&lt;br /&gt;
:::::Yeah, the way it is now...it's pretty much completely useless. If it's that rare, it needs be have an equivalent power. And even if it's not rare and instead very common, it still needs to be more effective than a machete, to counterbalance the AP spent finding it. If this was implemented as it stands now, I would expect a total of three people to use it with any regularity. Oh, another thing. If you have multiple parts to one suggestion, put 'em in one section, okay? No need to have two surplus sections that are completely useless. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 19:47, 7 December 2007 (UTC)&lt;br /&gt;
::::::Mark there are no set rules for the wiki suggestions. I'm suggesting multiple items and skills and therefore I'm creating one suggestion per item, one suggestion per skill. I can't find a template for mixing multiple skills / items / whatever into a single suggestion. If there is, please point it out. If not, please restrict yourself to constructively slagging the suggestion :) --[[User:Skull Face|Skull Face]] 23:13, 7 December 2007 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Powder Flask===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New Item|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=This suggestion is for a new item, a flask of black powder, found only at the shipwreck, the ruined armoury NE of Durham and the tower on Midway Island.&lt;br /&gt;
&lt;br /&gt;
A powder flask would take up 2 inventory slots. A powder flask would be used to prime a black powder weapon. After each use has a powder flask would have a 20% chance of running out (guaranteeing at least one use). When carried through a water square each powder flask would have a 20% chance of being soaked and rendered useless. Useless or empty flasks would show as 'Empty Flask' in the inventory.&lt;br /&gt;
|&lt;br /&gt;
suggest_time=[[User:Skull Face|Skull Face]] 12:22, 9 November 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Comment here&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Lead Ball===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New Item|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=This suggestion is for a new item, a lead ammo ball for black powder weapons, found only at the shipwreck, the ruined armoury NE of Durham and the tower on Midway Island.&lt;br /&gt;
&lt;br /&gt;
A lead ball would take up 1 inventory slot per ball. A lead ball would be used to load a black powder weapon.&lt;br /&gt;
|&lt;br /&gt;
suggest_time=[[User:Skull Face|Skull Face]] 12:22, 9 November 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Comment here&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Jute Climbing Cloth===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New Item, found in Native camps only|&lt;br /&gt;
suggest_scope=All classes, but arguably could be restricted to Natives|&lt;br /&gt;
suggest_description=This suggestion aims at providing Native camps with an item roughly comparable to the GPS. It functions very different ly however, hopefully helping to achieve the 'equal but different' goal of class balance between Natives and Outsiders. The climbing cloth would be added to items found in the Native camp ammo and/or med huts with a similiar find rate to the GPS in Outsider camps. Natives could use the cloth to climb trees in any jungle square that contains a tree (mango, banana, berry). Outsiders can use this item if they have the Native knowledge skill.&lt;br /&gt;
 &lt;br /&gt;
Jute is a fibrous tropical plant that is used to make rough weave cloth. This type of cloth is used to make climbing coconut and other trees easier (see [http://www.wikihow.com/Climb-a-Coconut-Tree] for details). What is the point in climbing a tree? To see further of course! There are clearly many ways that this could be implemented, however I think the following would be realistic, relatively easy to implement and not over powered; Climbing a tree takes AP, probably 5AP would be reasonable, but for this AP use your character climbs the tree and surveys a 360 degree view. Unlike say the UD binocular skill that gives a greater graphical view in only one direction, the result of climbing would be a general outline of what is seen in a text description. An example would be something like&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Using your climbing cloth you shimmy up the (banana say) tree. Looking around you see signs of a settlement to the North East, the coast to the south and a lake to the West. You catch a glimpse of movement in the bushes nearby to the east, it's probably an animal but you can't make out what. You see a figure somewhat nearby to the south.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Obviously the above description is very 'busy' and in most locations you wouldn't see all those features. The spotting distance for landmarks such as lakes, mountains, the coast, settlements etc could be quite long, several dozen sqaures or so. Spotting animals and other characters is harder (since they are smaller and hidden by the jungle) and would be limited to about a dozen squares. The distance to the spotted animals/characters as well as landmarks is roughly indicated by flavour text (e.g. 'very close','nearby','somewhat far away','very far away' etc) and the details seen would also depend on range, so for instance character nearby could be identified as either a native or outsider, but not further away and a nearby animal could be identified by species (&amp;quot;You see an elephant quite close to the South&amp;quot;). In the case where there are lots of characters around, either they are all listed with details given as per above, or perhaps just the closest spotted character is reported, the flavour text would first detail the landmarks seen, then animals, then finish with &amp;quot;You see an outsider quite close to the North, you figure you'd better climb down before they see you&amp;quot;, thus naturally justifying why you only ever see the nearest character.&lt;br /&gt;
&lt;br /&gt;
I don't think this would be overpowered, but would provide a decent way of getting around that doesn't require using the Uber-map and also gives a bit, but not too much, more info about the local area that isn't given by the Uber-map. The requirement for using a tree, not just any square, also helps from overpowering this item.&lt;br /&gt;
&lt;br /&gt;
In conjuction with the Agriculture skill (if it was implemented) this item would allow the defenders of a camp to set up trees to be used as scout towers on the outskirts of the settlement, but that's probably thinking too far ahead.&lt;br /&gt;
&lt;br /&gt;
This would provide something unique for the Native huts, and I'm sure trader characters would like another item that is found in limited places to sell for profit in places where it is not found.|&lt;br /&gt;
suggest_time=07:03, 13 December 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Bogdanovist]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
I like the general idea behind this but not the fact that it is item-based (which is why I suggested making Shartak Mountain visible to all players a while back). Could this not be a default ability for everyone but at reduced APs for those with Native Knowledge? Has anyone previously suggested a dedicated Climbing skill? In terms of item support perhaps the appropriate item would also reduce APs required? I do think the suggested 5 APs is too high as you can climb the mountain, waterfall or shipwreck mast for much less. And you can do a lot of scouting with 5 APs if you have Trekking. Nevertheless it's a good idea, I'm surprised it hasn't been thought of previously.--[[User:Skull Face|Skull Face]] 09:35, 13 December 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
I like this suggestion, but agree with Skull Face here on the point of AP cost. How bout, 2AP all round for climbing a tree and 1AP with the item or skill? Skill would probably be more appropriate, giving Natives another distinctive skill, while allowing Outsiders to utilize trees as well. But then on the other hand, is it really worth the XP cost? As in purchasing a new skill that may potentially be rarely used. Perhaps the item would be more suited then, giving the Natives a distinctive means of navigation that Outsiders are not able to utilize. --[[User:Cthulhu|Cthulhu]]&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;In the case where there are lots of characters around,...&amp;quot;''&amp;lt;- summarize what is seen. There's ways to shorten descriptions without losing information. I prefer that to only seeing one figure/losing detail. I think that's my only objection. Otherwise great idea, I l0vez it to bitz0rz. Now I just need to start weaving my jute cloth out of wild grasses and hemp fibers, or whatever they're made from. --[[User:Buttercup|Buttercup]] 09:22, 25 January 2008 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Pretty Flowers===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=A new way to find items|&lt;br /&gt;
suggest_scope=Plants in the jungle|&lt;br /&gt;
suggest_description=Pretty flowers would actually be a specific kind of tropical flower, but outsiders wouldn't know the name without Native Knowledge. I prefer a blue flower. I'll look up different flowers it could be later.&lt;br /&gt;
&lt;br /&gt;
These flowers would generate in D9 and D10 jungle squares. Cutting the jungle to D8 or below would destroy any flowers in the square. Cutting from D10 to D9 would not harm the flowers, though. Up to three flowers can be on any D9/D10 square, growing much like jungle would. When you land on a square with a flower it's listed in the description, and the search button text would be changed to &amp;quot;collect flowers&amp;quot;. If you pick a flower, you take them all and the description/search button text returns to normal.&lt;br /&gt;
&lt;br /&gt;
Flowers can be worn in one's hair or otherwise adorn their person, sold to the trader, used to decorate a hut, or given away. Additionally, if enough are found they can be woven into a wreath (20 flowers) that can be worn on a person's head, or woven into a lei (40 flowers) to be worn like a necklace. Native Knowledge is needed to weave the flowers, but they can be worn without the skill (duh). No new skills need be introduced to the game to weave since it's pretty much for decoration anyway. It would cost 4 AP to weave a wreath and gain 2 XP, while a lei would cost 8 AP and gain 4 XP, roughly in line with jungle chopping or fruit juicing when you factor in getting the flowers.&lt;br /&gt;
&lt;br /&gt;
Flowers essentially last forever until they are used. Ie, when you wear them or decorate the hut with them they start the &amp;quot;fade clock&amp;quot;. A single flower worn in one's hair is fresh for 28 hours, then is listed as &amp;quot;starting to fade&amp;quot; for 10 hours, then is automatically discarded (&amp;quot;You toss away the faded flower&amp;quot;.) Wreaths and leis last longer not due to realism, but because they take so much more effort to make. A wreath would be &amp;quot;fresh&amp;quot; for 10 days before starting to fade, would be &amp;quot;starting to fade&amp;quot; for 24 hours, then would be discarded. A lei would be fresh for 18 days before starting to fade, would be &amp;quot;starting to fade&amp;quot; for 36 hours, then would be discarded.&lt;br /&gt;
&lt;br /&gt;
-*Edited to Add*- Due to the large quantity of flowers needed to make wreaths and leis, and the essentially decorative nature and light weight of flowers, they would take up very little, if any, inventory space. Essentially, a lei would take up 3 slots, a wreath would take up 2 slots, and 8 flowers would take up 1 slot. They would take up 0 spaces when worn, although there would be a limit of one single flower, one wreath, and 1-2 leis that could be worn at any one time. &lt;br /&gt;
&lt;br /&gt;
-*Edited to Add*- A lei would be worth 4 gold coins, a wreath would be worth 2 gold coins, and 10 flowers would be worth 1 gold coin. &lt;br /&gt;
&lt;br /&gt;
Now, for why it's needed:&lt;br /&gt;
*New, fun way to search for things.&lt;br /&gt;
*Gives people a tangible reason to ''not'' deforest at least part of the island.&lt;br /&gt;
*A way for people to show their love for each other.&lt;br /&gt;
*A way for people to show off their popularity (when they receive flowers and wear them) or vanity (when they find/buy flowers and wear them).&lt;br /&gt;
*Makes the huts look/smell nice.&lt;br /&gt;
*New way to make money.&lt;br /&gt;
&lt;br /&gt;
And why it's better than normal searching:&lt;br /&gt;
*Fruit trees/bushes notwithstanding, right now there's no reason to choose searching one square of jungle over another. &lt;br /&gt;
*Hitting &amp;quot;search&amp;quot; a million times in a row is boring.&lt;br /&gt;
*Finding fruit trees is fun, but searching fruit trees gets boring after a while because you just keep hitting the search button.&lt;br /&gt;
*Hunting animals is fun because you look around and find them. When you kill one, you find your next target. This would be like &amp;quot;hunting&amp;quot; flowers, only less dangerous.&lt;br /&gt;
*In summary: Move...see...get...move...see...get... is more fun than click &amp;quot;search&amp;quot;...click &amp;quot;search&amp;quot;...click &amp;quot;search&amp;quot;...&lt;br /&gt;
|&lt;br /&gt;
suggest_time=08:36, 25 January 2008 (UTC)|&lt;br /&gt;
suggest_author=[[User:Buttercup|Buttercup]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
This is only the start of what I hope will be an entirely new way to search for items to augment the current system. Other possibilities include sections of the island that hold canes that can be used for making blowpipes or good wood for darts; plants/materials that only villagers/settlers can find; other kinds of flowers/plants found in different terrains with different properties; and more, giving people reasons to search different parts of the island, rather than just hitting the &amp;quot;search&amp;quot; button in any old random square. --[[User:Buttercup|Buttercup]] 08:36, 25 January 2008 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Deadwood===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New Item|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=This suggestion is for a new (sort of) item, dead wood branches. Dead wood would be found only in Jungle squares containing trees (density 5 or higher) or inside empty huts in [[camp|camps]]. Each dead wood branch would occupy 1 inventory slot and function as driftwood.&lt;br /&gt;
|&lt;br /&gt;
suggest_time=17:01, 29 January 2008 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Comment here&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Flint &amp;amp; Tinder ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New Item|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=This suggestion is for a new item, a flint and tinder box for the creation of fires. This item would be found by searching empty huts in [[camp|camps]] or the cabins at the [[shipwreck]].&lt;br /&gt;
|&lt;br /&gt;
suggest_time=17:01, 29 January 2008 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Comment here&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Different Size Backpacks===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New Item|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=This suggestion is for different kinds and different carrying capcities of backpacks.&lt;br /&gt;
&lt;br /&gt;
Basket: A basket to be slung onto one's back. It would increase carrying capacity by 15 it would cost about 6 gold coins it would be in about double supply of backpacks though making it easier to get but offer less reward.&lt;br /&gt;
&lt;br /&gt;
Messenger Bag: A backpack to be carried on the side holding 20 items and cost about 8 gold coins. It would be produced more than the backpack but less than the basket.&lt;br /&gt;
&lt;br /&gt;
Regular Backpack: Same as before no changes...&lt;br /&gt;
&lt;br /&gt;
Oversized Backpack: The biggest of all backpacks, it would be produced at a very low rate about 1 per day or so? It would be worth 20 gold coins and add 40 slots to your base inventory. It would be this slimly produced due to its large effects.&lt;br /&gt;
&lt;br /&gt;
The effects of backpacks could not stack and if you're carrying two different backpacks the biggest one takes effect instead of the smaller one. Any small tweaks or other kinds of backpacks would be welcome.|&lt;br /&gt;
suggest_time=5:58 February 29, 2008 (GMT)|&lt;br /&gt;
suggest_author=[[User:Tracer|Tracer]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Comment here&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Drift Wood as a flotation device===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type= Change old item|&lt;br /&gt;
suggest_scope= Shartak|&lt;br /&gt;
suggest_description= Driftwood can be used as a flotation device to reduce the AP cost of moving in water. It makes the cost of moving in deep water the same as moving in shallow water. If you have the skill swimming, moving in both tiles will cost 1 AP. If you do not have the skill swimming, moving in both types of tiles will cost 2 AP. |&lt;br /&gt;
suggest_time=03:37, 8 March 2008 (UTC)|&lt;br /&gt;
suggest_author=[[User:Testingthelimits|Testingthelimits]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Comment here&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Spyglass===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New item|&lt;br /&gt;
suggest_scope=Anyone who finds one.|&lt;br /&gt;
suggest_description=Allow to view square(s?) in one direction in the distance which you are not standing in at the cost of AP use.  &lt;br /&gt;
&lt;br /&gt;
There would be a limit to how far you could see and how many squares you could see with each use.   Possibly only 1 square at a time per single AP?&lt;br /&gt;
&lt;br /&gt;
The advantage to this would be that you could locate dangerous targets without having to get near them.&lt;br /&gt;
&lt;br /&gt;
The disadvantage would be that it would be less useful in exploring hexes than simply walking to the location.&lt;br /&gt;
&lt;br /&gt;
Alternatively, I suppose the spyglass could simply slightly increase your hex revealing ability, but that seems boring and a simple mechanical advantage.  People realistically shouldn't be walking around with a spyglass to their eye at all times after all.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the way things are structured right now, I don't know how this could be implemented mechanically.|&lt;br /&gt;
suggest_time=11:05 15th of March, 2008 (EST)|&lt;br /&gt;
suggest_author=GreyA2|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Comment here&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Bottle of blood===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New possibility|&lt;br /&gt;
suggest_scope=Anyone|&lt;br /&gt;
suggest_description=When you're bleeding, you could fill bottles and gourds with your blood. You could then sell these. You could then use them as a bait for sharks. Spot someone you want to harm in the water (even if it's yourself), pour a bottle of blood in the water, if you swim away a shark will bite you once most of the time before you do, and every person staying on the spot will get bitten a few times by sharks until the blood would dissipate (a fixed duration). Therefore you could use it in a new way to harm someone in the water, or even make the sharks come at you faster, for whatever reason, whether you're trying to commit suicide or bottling more blood. Drinking blood would make your max HP gain 2 points for the duration of a day, no matter how much you would drink.|&lt;br /&gt;
suggest_time=13:26, 1 April 2008 (UTC)|&lt;br /&gt;
suggest_author=[[User:A SN|A SN]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Comment here&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>A SN</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Suggestions:Items&amp;diff=17814</id>
		<title>Suggestions:Items</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Suggestions:Items&amp;diff=17814"/>
		<updated>2008-04-01T13:26:20Z</updated>

		<summary type="html">&lt;p&gt;A SN: Blood!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Suggestions header|page_type=Item}}&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Absinth ===&lt;br /&gt;
Could have a very low chance of being found, and would display as &amp;quot;Bottle of absinth&amp;quot; (in addition to the existing &amp;quot;Bottle of beer&amp;quot; and &amp;quot;Bottle of water&amp;quot;). Would result in a distortion of game display, showing some kind of living beings (native, outsiders or animals) as another kind (a native could be displayed as an outsider or an animal), causing the intoxicated character to attack people he wouldn't have attacked otherwise, or trying to role-play with an angry elephant. --[[User:Mad Robert|Mad Robert]] 03:53, 19 March 2006 (GMT)&lt;br /&gt;
*No reason to drink it then? --[[User:Grigoriy|Grigoriy]] 23:37, 19 March 2006 (GMT)&lt;br /&gt;
**I'm sure someone would drink it anyway. Could bring back some HP, of course... --[[User:Mad escription=A new, one-sRobert|Mad Robert]] 23:50, 19 March 2006 (GMT)&lt;br /&gt;
*The whole &amp;quot;distortion of game display&amp;quot; thing sounds too complicated. If it's a powerful enough hallucinogen, it could work as a teleporter to a random nearby location (&amp;quot;As the effects of the ''See tabsinthe wear off, you realize that you have moved to a different part of the jungle.&amp;quot;). But I think it'd be better theme-wise to introduce a plant native to the island with such an effect; also, these &amp;quot;strange herbs&amp;quot; would give outsiders something to confuse healing herbs with. &amp;amp;mdash; [[User:Elembis|Elembis]] 13:24, 21 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
When found/bought/clicked, it should say, &amp;quot;You search/bought/see and find absinth. It's probably not safe to drink.&amp;quot; I've never heard of absinth before, and wouldn't want to end up with a bunch of weird effects when I thought it was just another kind of booze. Adding &amp;quot;It's probably not safe to drink.&amp;quot; should clear up the confusion. When you take it, it should say, &amp;quot;You feel really weird, and things don't seem normal right now. This should wear off in an hour or two.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Maybe a different effect? For the next however many hours clicking &amp;quot;move&amp;quot; sometimes moves you in a random direction, speaking jumbles some of your words, you can't aim straight, and searching turns up pink elephants?  --[[User:Buttercup|Buttercup]] 01:38, 16 January 2008 (UTC)&lt;br /&gt;
:I read up on absinth. It IS booze. Geeze, and here I thought it was some kind of hallucinogen the way you were talking. --[[User:Buttercup|Buttercup]] 08:06, 27 January 2008 (UTC) &lt;br /&gt;
&lt;br /&gt;
::Yes, it's quite intense being normally around the 70% alcohol percentage. It contains Thujone, which was reportedly responsible for hallucinations. Oh, and it doesn't cause hallucinations. I drink it and to be quite frank, anything around 70% that is drunk in suitable quantities would cause many a vision. Good stuff :)--[[User:Cthulhu|Cthulhu]] 08:52, 27 January 2008 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Ah good old Absinthe, the nasty stuff is about 90% (not legal in most countries) and indeed it is not hallucinogenic but comes very close when you are blind drunk.  Perhaps it should cure poison but reduce your accuracy for several ap (if you can survive a bottle of 90% absinthe then you can survive pretty much any other poison).--[[User:Etherdrifter|Etherdrifter]] 19:04, 28 January 2008 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::I've heard of that 90% stuff. Gotta get a bottle for myself :) I do like the cure poison suggestion, but I suspect there is something else that helps deal with poison ;)--[[User:Cthulhu|Cthulhu]] 06:28, 1 February 2008 (UTC)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Spear ===&lt;br /&gt;
It could be the native warriors main weapon, give it a base damage of 3, same to hit as machete but it wouldn't cut through jungle -- [[User:Daylan|Daylan]] 11:02, 17 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
*A spear for stabbing or a spear for throwing (i.e single use) ? --[[User:Simon|Simon]] 15:49, 25 February 2006 (GMT)&lt;br /&gt;
**I like the idea of a spear for stabbing. We have enough single use weapons in the game, already. What would make it so different from a blowgun, if it is throwable? Which brings up another question: With a weapon that deals 3 damage and is reusable, who will bother with a blowgun?--[[User:Wifey|Wifey]] 06:54, 29 March 2006 (BST)&lt;br /&gt;
*The machete is already better than the blowpipe if you've got the three melee upgrades, and the spear would represent a third melee weapon warriors like me would need to carry around (along with a knife for writing and a machete for chopping). I don't see a point, unless it's to compete with the heavy sword, in which case I'd recommend that the heavy sword be toned down. &amp;amp;mdash; [[User:Elembis|Elembis]] 13:32, 21 May 2006 (BST)&lt;br /&gt;
*I like the idea of having the spear become the second “super” weapon in shartak, rather than increasing its damage potential its accuracy could be raised instead so that instead of 20 it could be 30 percent yet still have the same damage base of 2 like the cutlass/machete, while having other stats same or similar to the heavy sword. that would pretty much solve all the problems mentioned above--[[User:A for anarchy|A for anarchy]] 04:29, 22 July 2006 (UTC)&lt;br /&gt;
*Spears and bow-and-arrow should be implemented for natives, to give them some unique weapons besides the blowpipe. (why would all natives use the machete, an outsider item?) Natives should be able to make their own arrows from wood found the jungle. Also, to promote use by each class of 'their' weapon, maybe natives using spear should get 45% accuracy, using machete they should get get 40%... and outsiders using spear get 40%, but using machete get 45%? [[User:Arminius|Arminius]] 00:08, 27 August 2006 (UTC)&lt;br /&gt;
* I'd like to see the machete become more of a tool (ala the shovel) and be replaced (as a melee weapon) with two new melee weapons - swords for outsiders and spears for natives.  Drop the damage to 2 in this suggestion and it would be fine. [[User:Johan Crichton|Johan Crichton]] 05:48, 8 March 2007 (UTC) &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Head-shrinking powder ===&lt;br /&gt;
This could be either a melee or area weapon used by natives.&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
*What are the effects of it? Causes X HP of damage? Loss of AP? Loss of XP? Instant death? - [[User:Snarf|Snarf]]&lt;br /&gt;
**Could be used on a body to create a totem of some sort. This can then be placed in a square. People from the same village or settlement as the now shrunken head take twice as many AP to move through because of fear. Disintergrates after x number of people have moved through the square. {{unsigned|Hyper tyger|17:18, March 18, 2006 (BST) }}&lt;br /&gt;
***Any mechanism that gets shrunken outsider heads added to my inventory will get my vote. --[[User:Skull Face|Skull Face]] 10:37, 16 October 2007 (UTC)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Meat and Pelts ===&lt;br /&gt;
Heals 2 HP. Used by both outsiders and tribals. It appears in your inventory when you kill a beastie. [[User:Bungalow Bill|Bungalow Bill]]&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
*But you can only carry 200 pounds of meat back to your wagon. &amp;lt;nowiki&amp;gt;&amp;lt;/oregontrail&amp;gt;&amp;lt;/nowiki&amp;gt; --[[User:Lint|Lint]] 01:15, 13 February 2006 (GMT)&lt;br /&gt;
*Or you have to cook it, taking one AP and possibly a fire-lighting skill (who wants to eat raw monkey?).[[User:MorkaisChosen|MorkaisChosen]] 20:12, 20 February 2006 (GMT)&lt;br /&gt;
**Maybe you don't have to cook it but you get less HP and possibly lose HP to food poisoning. [DarkFerret]&lt;br /&gt;
*Or, to make it more, hm, tribal, you could need to bring it back to specific places in the village where it could be (instantaneously) cooked and used as a replenished &amp;quot;health pool&amp;quot; any player could use. You would still have the occasional berries to eat in the forest, but real meal would occure at a settlement. It would also provide a more efficient healing system (as currently, you roughly get to spend 50 AP to recover 4 or 5 HP, which makes death the most efficient way to restore your HP). -- Leaf&lt;br /&gt;
**''There is a large pot of stew cooking, it appears to be half full.''&lt;br /&gt;
***''You eat some and feel better. After a few spoonfuls you find your friend's pocket watch.'' [DarkFerret]&lt;br /&gt;
**Make it 1 HP per kg of meat (basing carcass size loosely on the animal's starting HP), and make each HP of carried meat fill 1 inventory space (and pretend preservation isn't a problem). Put an ever-boiling pot in each village (in a boring oudoor place; we could use more points of interest), and give people experience points whenever they contribute meat to any pot (more meat gives you more XP, and putting meat in the pot of your home village gives you extra (double?) XP). Omnipresent spices and palate differences could make food at Outsider villages inedible for Natives, and vice-versa. (Pirates ought to be able to eat from any pot, but for half the health benefit. Maybe they should even be able to eat meat raw.) Any non-meat added to the pot would simply disappear (and poison from poison berries would be broken up by the heat). This system would (1) encourage community, (2) increase realism (there's currently no realistic reason for a non-warrior to kill a non-threatening animal), and (3) provide another theme-fitting non-combat XP path. &amp;amp;mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)&lt;br /&gt;
***As per Elembis. For example, a meat item could be eaten raw for 1HP per 1 inventory space, or returned to a cooking pot (imho only in native camps...). Drinking from a cooking pot could restore 2HP, until &amp;quot;The pot is currently empty&amp;quot;. Non-meat items could not be added to the cooking pot -- the game menu functionality would be limited by the user interface (for example, Add Meat to Cooking Pot doesn't appear or doesn't work until you have meat in inventory, and adds meat to the cooking pot when clicked). --[[User:Tycho44|Tycho44]] 21:37, 16 June 2006 (BST)&lt;br /&gt;
***We should keep in mind that eating from a pot should heal faster than searching for and applying herbs and kits, or else players in need of healing won't bother. (6 searches per FAK/herb means 7 AP per 5/10 HP healed for non-scavengers, so 2 HP per bowl of food should be fine.) Also, I think that pots should treat pirates like normal outsiders, that all camps should have pots (since outsiders are surely capable of cooking meat), that the item should be &amp;quot;piece of meat&amp;quot;, that the description for a square with a pot should read something like &amp;quot;There is a fire here with a large pot over it.&amp;quot;, and that the button should read &amp;quot;Add Meat to Pot&amp;quot; (or perhaps that feature should just be linked to the &amp;quot;meat&amp;quot; button in the inventory list). &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 22:20, 16 June 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
* From the new forum: All this bloodthirsty killing of endangered animals is fun, but the carcasss goes to waste. When killing an animal, I propose:&lt;br /&gt;
&lt;br /&gt;
1. we can take pelts. You'd need a knife or machete to do this though. A pelt can be sold at the trader's hut where it can be bought by others. &amp;quot;Trader Joe says, &amp;quot;Great, here's one gold coin for your large stag pelt.&amp;quot;&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
2. we take meat. Again, you'd need a knife or machete. You can consume the meat for HPs, or sell it at a trader's hut where it can be bought by others. &amp;quot;You cook and eat an elephant carcass and gain 2 HP.&amp;quot; As for human meat: &amp;quot;You offer to trade one human carcass. The guard dog sniffs at it. Trader Sam recoils in horror. &amp;quot;Get that dead body out of my trading hut!&amp;quot; he yells.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The concerned environmentalist in me would not encourage a function by which we buy ansd sell tiger penises as aphrodisiacs, or elephant tusks for ivory. - [[FirstAmongstDaves]]&lt;br /&gt;
** -Aww, but why can't we sell elephant tusks? we can use them as a weapon with major damage (maybe we could have a 5% or so chance of hitting with the pointed end on a succesful hit, doing extra damage) but low accuracy and/or especially high break chance. (&amp;quot;your elephant tusk shatters, leaving you with the end which you throw away.&amp;quot;)--[[User:AlexanderRM|AlexanderRM]] 20:11, 22 June 2007 (UTC)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Radio beacon/receiver ===&lt;br /&gt;
A radio beacon/receiver for outsiders to pinpoint specific locations of interest.&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
*What's wrong with using the GPS co-ordinates of a specific location? - [[User:Snarf|Snarf]]&lt;br /&gt;
*Perhaps a way to have GPS waypoints or markers IN one own's GPS? --[[User:Wcervantes|Wcervantes]] 19:39, 16 February 2006 (GMT)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Holy Scriptures ===&lt;br /&gt;
Used to convert Natives into Ousiders. Requires &amp;quot;Religious Devotion&amp;quot;. Most likely found around Outsider settlements --[[User:One of many doctors|One of many doctors]] 23:22, 16 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
*Nobody wants to have a class change againt their will. -Grigoriy&lt;br /&gt;
*Noone wants to die against their will either, but it does happen ;-) Might be irritating, but also might be quite interesting. It would have to be possible both ways of course, natives to outsiders and outsiders to natives. Perhaps the outsiders can convert natives to outsiders with holy scriptures using the religious devotion skill and natives can convert outsiders to natives with a bottle of beer using the seduction skill! ;-) --[[User:Murk|Murk]] 12:28, 4 March 2006 (GMT)&lt;br /&gt;
*Class conversion gets awfully mucky, when you consider available skills. I would say that a better idea would be for use of Holy Scriptures on a native to prompt the natives with an invitation to change sides--without changing class. This would make them see outsiders by name, make natives anonymous, and cause them to show up on the map as &amp;quot;1 convert&amp;quot; to outsiders (as opposed to &amp;quot;1 native&amp;quot;) and as &amp;quot;1 traitor&amp;quot; to natives. Converting back would require a shaman with an equivalent skill (which can, of course, offer outsiders an opportunity to be accepted into native communities).&lt;br /&gt;
:Note, though, that I have no idea how difficult that would be to write in, given the existing code.--[[User:Wifey|Wifey]] 07:01, 29 March 2006 (BST)&lt;br /&gt;
*Such a feature would allow anyone to change class bath and forth at will by just using another of their characters of the appropriate class to effect the conversion, which makes classes virtually pointless.&lt;br /&gt;
*Class conversion sounds bad. Religion might be interesting, but this seems like a messy and unpleasant way to include it. &amp;amp;mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)&lt;br /&gt;
*Historically, natives did occasonally convert to outsider ways, whether by force or by choice. And outsiders did occasionally &amp;quot;go native&amp;quot;. Rather than coercing someone to change, maybe make it a voluntary change. The change would go into effect upon purchasing a skill, at the usual cost for the next skill. For a native to become an outsider, he would have to take the skill &amp;quot;Convert&amp;quot;, with the prerequisites of Outsider Knowledge and Expert Language. For an outsider to become a native, he would have to buy the skill &amp;quot;Gone Native&amp;quot;, with the prerequisites of Native Knowledge and Expert Language. The character would then convert to the new matching class. A Villager becomes a Settler, and a Soldier becomes a Warrior, for example. [[User:Nosimplehiway|Nosimplehiway]]--[[User:Nosimplehiway|Nosimplehiway]] 23:23, 28 November 2006 (UTC)&lt;br /&gt;
* You know, I wholeheartedly despise &amp;quot;permanent&amp;quot; class choices of any kind, and shartak is especially bed, because of the +25 XP skill cost per level makeing creating a new character and bringing it to the level of your old one very difficult. If I made this game, you could shift not only from native to outsider and back, you could switch from, say, warrior to shaman, or any other this-class-to-that thing. Anyway, you people really haven't though out the possibilities of a class choice against your will- shartak would be something other than people fighting or healing each other or exorcizing spirits for the rest of eternity. but the question is: is that good or bad?--[[User:AlexanderRM|AlexanderRM]] 23:44, 27 April 2007 (UTC)&lt;br /&gt;
**Not everyone agrees, friend.  A lot of us like the fact that each class is unique.  Still, I'm always interested in hearing other opinions.  Consider joining the official forum.  This discussion is moving away from the topic of a new item and towards a discussion of what direction we'd like Shartak to go. Thus, we should probably move our discussion elsewhere. Regards.--[[User:Black Joe|Black Joe]] 00:20, 28 April 2007 (UTC)&lt;br /&gt;
** Yes, and my idea keeps each class unique- but it allows you to change your mind on what class you are. For instance, right now both the scout/explorer and villager/settler are better than the warrior/soldier due to the heavy sword, because one has a better chance of finding one and the other has extra AP. My idea is to allow people who wanted to fight to go back and change that decision without haveing to start all over again. --[[User:AlexanderRM|AlexanderRM]] 01:06, 4 May 2007 (UTC)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== GPS Unit (Redesign) ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Item, modification|&lt;br /&gt;
suggest_scope=GPS unit|&lt;br /&gt;
suggest_description=This is a suggestion to change the gps unit into an object that presumably fits better with the game setting. We currently have no other modern item available for use (anachronism - VOCABULARY WORD!). Perhaps we should use a sextant? And rather than reveal the position all of the time, it requires a 1 AP use in non-dense, non-enclosed area.|&lt;br /&gt;
suggest_time=21:48, 23 February 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Yes, GPS units are indeed ''malapropos'' (another vocabulary word :D)--[[User:Grigoriy|Grigoriy]] 00:33, 27 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
Y'know, the &amp;quot;GPS Unit&amp;quot; item has stuck out like a sore thumb to me too.  I'd be very much in favor of a lower-tech replacement, if only because it makes the game more timeless.  But what tools ''did'' explorers of earlier eras use to measure latitude and longitude while traveling by land, anyway? And how accurate were they? Alternatively phrased: if you were trapped on a desert island without a GPS Unit, how would you estimate where you were? Lint's suggestion for a lower-tech replacement item, requiring AP and suitable terrain conditions for proper use, appeals to me. --[[User:Berry|Berry]] 14:03, 7 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
I've done some research into this and as Lint said, a sextant is what was used. Unfortunately though, a sextant doesn't do both longitude and latitude very quickly, you need charts/tables and several hours. See http://www.pbs.org/wgbh/nova/longitude/secrets.html for info. --[[User:Simon|Simon]] 14:55, 7 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
: Ahh; yeah, I had just been checking out http://www.lewis-clark.org/content/content-article.asp?ArticleID=1268 myself.  If I'm reading it right, it sounds like the bulk of the hours of calculation involved were due to being at sea and having to figure out what time zone you're in first as part of the equation.  (Both pages mention a &amp;quot;chronometer&amp;quot; which was finally invented to try to solve that problem.)  On land, though -- and especially on an island of Shartak's size -- you pretty much know where you are, and you're not likely to be crossing time zones.  A quote from the Lewis &amp;amp; Clark page: &amp;quot;If time can be fixed along any meridian of longitude, then longitudinal distance can be determined by comparing time at that meridian with local time, usually based on the point at which the sun reaches its zenith.&amp;quot;  So.  I wonder if we could fudge a bit with this sextant business by assuming that everyone on the island is able to determine what time it is on Shartak -- after all, we do get timestamped event messages! ;) -- and therefore we can apply that bit of knowledge to help determine longitude, overcoming the sextant's weakness.  That could even go in the FAQ.  I'm not really all that scientifically inclined, so please do feel welcome to correct me if if my thoughts are way off base.  In closing, I still like Lint's ideas about making it cost AP and require suitable terrain.  The former would represent the investment of time in setting up the equipment and doing the calculations.  The latter would give players a reason to clear a square of jungle. --[[User:Berry|Berry]] 16:07, 7 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
:: That all sounds good. I think there is a skill in there as well - I don't suppose a sextant is as accurate as GPS, so why not have it not produce the same result all of the time? Someone with the &amp;quot;Skillful Sextant Supervisor&amp;quot; skill gets more accurate results. --[[User:Dr. J|Dr. J]] 16:17, 7 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
: The AP cost of a sextant or other device could easily be added to the GPS unit by requiring that you 'use gps' to get the reading rather than it being on all the time. Whilst redesigning the GPS unit, how about thinking of something for natives to find out where they are - obviously not as accurate as a sextant, but something to guide them around or to specific locations. --[[User:Simon|Simon]] 16:30, 7 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
:: Just consider it a redesigned sextant that some mythical character dropped around the island and call it &amp;quot;Professor Inglewood's Speedy Sextant And Nano Tables&amp;quot; or some other such nonesense and leave it working the same, just with a different name.  As for natives, maybe they could see/read totems at different points in the jungle, indicating where resources/towns are. --[[User:Frisco|Frisco]] 17:06, 7 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
:: Natives divine their position with animal feces. It can be a new skill ;) Actually, in all seriousness, perhaps something involving animal bones? It would need to be something mystical, as there just isn't a more primitive method than the sextant. That way, it sort of balances; you use animal bone dice for a few minutes to divine your position accurately, and outsiders sit dow nand use a sextant.--[[User:Wifey|Wifey]] 07:08, 29 March 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
:: I'm currently of the opinion that the Natives don't need a version of the GPS. It helps a little with the mapping projects and location scripts. But my Shaman was just as lost than my gps-using Settler when I was traipsing through the Jungle. --[[User:Lint|Lint]] 23:10, 30 March 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
::: So natives need a sensing skill that gives them direction and distance to the nearest village. Natives seem to flail at the beginning compared to outsiders: every outsider counterpart item/skill is stronger (especially gps, blowpipe vs rifle, and the lack of bottled water). --[[User:Tycho44|Tycho44]] 05:43, 10 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
:::: How about giving Natives a 'always on' ability (like the GPS is now). They have been born and raised here, they _always_ know where they are (or perhaps it should be modified so that they always know where they are in relation to their village - ie, (201N, 34E of Wiksik). Make the GPS a sextant and require an AP to take a reading and perform the calculations. I would go so far as to suggest that it be tied to the Cartography skill or possibly an additional skill in the Cartography tree.[[User:Anothertwilight|Anothertwilight]] 06:20, 10 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
::::: I like this idea as well as Frisco's. Rename the GPS unit a sextant, keep its 0 AP use cost, and give all natives the ability to &amp;quot;Sense Position&amp;quot; for 1 AP and be told the direction and rough distance of the nearest village. (&amp;quot;After several minutes of attentive communion with the spirits, you sense that Raktam is about a day's journey north of here.&amp;quot;) &amp;lt;s&amp;gt;Maybe even take the GPS away; the natives should know their way around better than the outsiders.&amp;lt;/s&amp;gt; &amp;amp;mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
How about we just get ride of the gps unit in general and in its place have item called &amp;quot;a map and compass&amp;quot; and rather then being a 0AP cost item, it cost 1AP to tell the coordinates (exactly like an gps unit would) anywhere and gives no experience. --[[User:A for anarchy|A for anarchy]] 04:41, 22 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Making a map an item would require the skills of ''exploration'' and ''cartography'' to be changed or eliminated, which I'd rather not do. Also, the grid-like map already gives us a compass of sorts, so a compass as an item, while interesting, wouldn't really do anything. And finally, a 1 AP use cost for the GPS unit / map and compass / sextant would probably result in the creation of a Greasemonkey script that would store one's coordinates in a cookie, modify them for each movement based on which &amp;quot;move&amp;quot; buttons was pressed, and show the resulting coordinates all the time (at no AP cost). I suppose this could be done already for players without a GPS unit (that is, you could anchor your coordinate system by finding a known hut or landmark and inputting its coordinates), but the GPS unit makes it a lot easier. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 16:54, 26 July 2006 (UTC)&lt;br /&gt;
::: You all need a Antikythera mechanism - see&lt;br /&gt;
http://www.xsorbit1.com/users/incandescent/index.cgi?board=M&amp;amp;action=display&amp;amp;num=1167260766 - [[FirstAmongstDaves]]&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Remove uber sword of doom(aka heavy sword) ===&lt;br /&gt;
I don't even have a heavy sword yet but I can already tell(from the item page) that it makes a lot of things utterly useless.Just for reference the heavy sword is(when maxed attack skills) 45% hit, 5dam= '''2.25dam/ap'''. What does it make useless, well let me begin.&amp;lt;br&amp;gt;   &lt;br /&gt;
                             &lt;br /&gt;
1.Rifle skills- reason: the ap you spent getting the xp for those skills was better used searching for a heavy sword.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2.Rifle- reason: the dam/ap for the rifle is lower than a the heavy sword '''before''' factoring in the search for ammo part. The math: the rifle is 5 dam,60% hit,1.5 ap/shot( 3ap per 2 shots i think)= (5*.6)/1.5 =3/1.5 = '''2ap/dam NOT FACTORING IN SEARCHING FOR AMMO'''.&lt;br /&gt;
&lt;br /&gt;
3. The blowpipe- reason: the blowpipe sucks as it is, the machete makes it pointless(unless they actually poison) and the heavy sword just makes it absolute garbage(even if they poisoned). The math: 4 dam, 20% hit, 2ap/shot(assuming you have to reload after every shot i don't use the blowpipe so I wouldn't know)= (4*.2)/2=.8/2= '''.4 dam/ap NOT FACTORING IN SEARCHING FOR AMMO'''.&lt;br /&gt;
&lt;br /&gt;
Conclusion- I realize there are problems with the blowpipe but as far as I can tell with the rifle there are none. The knowledge of there even being a heavy sword is enough to discourage those that would take rifles training as a skill. The sword is just too powerful to balance in game as the only way to balance it would be to add another item that is just as crazy powerful, making it rare does nothing to the balance as people can still find it and it makes those few ,whom the RNG loves, ridiculosly overpowered. If the RNG loves somebody they should get multipul hits in a row not the ability to destroy everybody who can't/doesn't want to waste the ap to gain that ability. And after all just because it is rare doesn't mean we all can't find it, I know eventually we would all find one and there would be no variaty whatsoever in battle. Take urban dead for example they balanced the shotguns,pistols, and fireaxe evenly so there is no superior choice its about how you want to play. With the heavy sword it makes all other items pale in comparison BEFORE search rates are keyed into calculations, in urban dead it is AFTER that they are about even. This suggestion to remove something doesn't punish anybody because as of right now we do not know where to find the heavy sword, the only ones were stumbled across randomly so nobody would really have &amp;quot;wasted&amp;quot; the ap to find it(unless they have but I know after reading a bit I didn't for the fun reducing factor everybody having one would bring). Also don't bring up things about how I don't know how it works ingame because unless it takes 6ap to attack the math shows it is unbalanced. Please Simon fix this unbalanced  weapon by removing it, not by making everything else oh so much better. ANybody who is with me sign in the comments please.&lt;br /&gt;
&lt;br /&gt;
'''Comments'''&lt;br /&gt;
&lt;br /&gt;
*The math looks sound. And I agree that having everyone run around with Heavy Swords would make for a plain game. However, I don't see why it needs to be removed completely. Is there anything we can do to the sword mechanics to make it more even with the existing weapons? --[[User:Lint|Lint]] 01:04, 10 March 2006 (GMT)&lt;br /&gt;
*I agree. The machete with maxed out melee skils is arguably better than any other weapon, and the heavy sword makes that look like a butter knife. Yank it or make it so rare it would be like winning the lottery twice. --[[User:Jackel|Jackel]] 01:49, 10 March 2006 (GMT)&lt;br /&gt;
*I disagree with some of the logic in this argument.  If the heavy sword were a common weapon, then I could understand the concern; however, the &amp;quot;über sword of doom&amp;quot; is hardly of such availability.  As far as I know, only one player has the sword.  Having rare items like it add a new dimension to the game - a sort of treasure hunting aspect.  I would even propose that even more superior weapons are &amp;quot;hidden&amp;quot; around the island, possibly protected by superior animals. --[[User:Gandhi|Gandhi]] 00:34, 22 March 2006 (GMT)&lt;br /&gt;
** One player on the [[Game design]] page has commented on how he has acquired 3 Heavy Swords. Don't get me wrong, some weapons should be better than others to allow for diversity (that's why there's knives, daggers, and whatnot). However, as it stands, the Heavy Sword to our knowledge is the single best weapon available. Everyone is going to be running around with it and if you don't have one, you won't be able to compete. It'd be like playing Rock-Paper-Scissors-Nuclear Bomb and Nuclear Bomb always wins. --[[User:Lint|Lint]] 00:52, 22 March 2006 (GMT)&lt;br /&gt;
*Are these even real? I mean, how many people claim to have gotten them? one? This almost looks like a pretty funny joke. Also, Simon has stayed silent on this, implying some sort of uber sword conspiracy, so perhaps we shouldn't rock the boat. (Cue up suspenseful music) -[[User:BananaBear|BananaBear]] 06:02, 22 March 2006 (GMT)&lt;br /&gt;
**i have 3 swords ,but i'm reading it's really rare. I feel really lucky :). Oh , and i think it's too powerful compared to other weapons. Maybe there must be other rare ranged weapons (like some 6 or 7 o 8 damage rifle) or something like this --[[User:JonesDye|JonesDye]] 09:38, 27 March 2006 (BST)&lt;br /&gt;
**I thought I'd made them fairly rare (after the initial burst of finding them) but I think I made them too rare perhaps. There are still only 4 people with them, looks like the same 4 who had them originally. --[[User:Simon|Simon]] 00:01, 8 April 2006 (BST)&lt;br /&gt;
**Do you even have one Simon? --[[User:Grigoriy|Grigoriy]] 00:17, 8 April 2006 (BST)&lt;br /&gt;
**Nope. No heavy sword for any of my characters. --[[User:Simon|Simon]] 11:18, 8 April 2006 (BST)&lt;br /&gt;
*The original poster is correct about rifles/blowpipes being too weak. The rifle's AP/damage ratio is actually much lower than even the machete's, let alone the mysterious heavy sword. The rifle's accuracy is its edge, but 60% maximum accuracy really isn't *that* high or that much of an advantage over the 45% machete accuracy. The introduction of two new skills to the firearms skill tree, &amp;quot;Marksmanship&amp;quot; and &amp;quot;Expert Marksmanship&amp;quot;, each of which would add 10 or 15% to rifle/blowpipe accuracy, would help to solve this problem I would say (I dont know if anything like this has been proposed before). Dont remove the heavy sword, just make rifles more powerful.  -[[User:Arminius|Arminius]] 01:29, 8 April 2006 (BST)&lt;br /&gt;
* With the addition of the forgotten blowpipe skills, that should help the blowpipe ratio, and I'd say ignore the heavy sword since it seems so rare that you'll be lucky to get one unless someone trades one in for some essential supplies. Not sure about 80% accuracy with either of the ranged weapons - would those skills be available to all or just as an extension to firearms/blowpipe training? What happens to the blowpipe damage if the poisoning suggestion is implemented and the poison effect is added that takes away 1-5 HP over the next 5 AP unless you use serum or first aid kit (damage numbers not definite, just a rough figure)? --[[User:Simon|Simon]] 11:18, 8 April 2006 (BST)&lt;br /&gt;
**I was thinking that the new skill(s) would be part of the ranged weapon skill tree (how can one be a marksman if he does not have firearms training). I like the idea of making a ranged skill available to all though. A maximum accuracy of 20% for all non-soldier/warrior characters seems very low. Maybe the first skill in the tree should be available to all, but the next 2 or 3 skills only for soldiers/warriors? Just an idea. -[[User:Arminius|Arminius]] 02:50, 12 April 2006 (BST)&lt;br /&gt;
* I think adding one skills for rifle and one for blowpipe is really cool. Marksmanship is a nice name , but not to add accuracy, but to add +2 to damage. Poisoning for blowpipe go well too. Oh, and one of my swords is gone ç__ç. And about trading, i tried to trade one of them , but the trader didn't have 49 gold coins..and i think you can add some powerful and rare rifle--[[User:JonesDye|JonesDye]] 08:42, 10 April 2006 (BST)&lt;br /&gt;
* Currently the rifle (w/both skills) gets only 0.75 damage/AP total (searching, loading, and shooting) based on my calculation, and 3 damage/AP in combat (only shooting). The machete (w/all three skills) gets 1.35 damage/AP and obviously requires no searching or loading. I think that new skill(s) for the rifle/blowpipe to get their damage/AP ratio closer to (but not equal to or past) the 1.35 machete ratio would be the best way to go. If a new skill or two increases ranged damage by 2 as JonesDye suggested, the result would be a ratio of 1.05 total damage/AP, and 4.2 damage/AP in combat. (If skills are added to increase maximum accuracy to 80%, the result would be 1 total damage/AP and 4 damage/AP in combat.) This, I think, would be a better balance. Ranged weapons should be superior to the machete in combat, and they are, but currently they are only 2.2 times better (3 vs. 1.35). The proposed new combat ratio of ~4 damage/AP would be three times better than the machete in combat, although still inferior in total damage/AP ratio. (Note that the combat ratios mentioned above are exact, but the total damage/AP ratios are not exact because I do not know the % chance to find ammunition. The total damage/AP numbers used above assume that a total of 5 bullets can be found in 10 searches on average, which may be a liberal estimate but seemed accurate based on my experience.) -[[User:Arminius|Arminius]] 02:50, 12 April 2006 (BST)&lt;br /&gt;
**Still, 3 damage per AP isn't that bad. You can track someone down, kill someone outright in ~25 AP with a rack of rifles, and run far away -- whereas a machete might take 60 AP to cause ~81 damage. The blowpipe needs a lot of help: you can only carry half as many loaded pipes, and so you have to waste time in combat reloading. I believe that blowdart poison could cause another 1 dmg/turn for 4 turns (8 damage total if they don't heal) and it still wouldn't be overpowered. 20% to hit is totally useless, though. I would suggest something like a 20% -&amp;gt; 35% marksman upgrade for all classes, then 35% -&amp;gt; 50% -&amp;gt; 65% for soldier/warrior. Unless a non-soldier can attain a 35% or 40% to-hit rate with a rifle (higher with a blowpipe), the weapon serves absolutely no purpose -- it is just a glorified 1/3-gem. And if the heavy sword has the same break rate as other blades in the game, then there is no problem with a 1/3000 find rate or whatever. --[[User:Tycho44|Tycho44]] 05:59, 10 May 2006 (BST)&lt;br /&gt;
*As long as the heavy sword is extremely rare and quite powerful, why not replace it with a single &amp;quot;elephant sword&amp;quot;, or something with a similarly grand title. There would only be one on the island (or one per village: &amp;quot;The Elephant Sword of York&amp;quot;, etc.), its carrier would not be able to drop it (or, if dropped, it would be given to the next player revived by that village's shaman), players would get a special message upon being attacked by it, and it would change possession to the player who would kill its carrier. Also, its carrier should get a movement penalty so they'll be easier to catch. (And perhaps every person should have a sixth sense to divine the location of their village's Elephant Sword.) In short, if the sword is going to be rare, ''make it special''. &amp;amp;mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)&lt;br /&gt;
*I personally like the idea of having super weapons in shartak but rather than just being able to find it lying around, you should only be able to get by doing something specific (as reward for quests perhaps). Personally I like the idea a secret shop(s) (see my secret shop suggestion) where you could purchase a heavy sword and/or other hard to get items at hyper-inflated prices in the range of 100 to 1000 gold coins for one.----&lt;br /&gt;
*The only problem with this is that there probebly ''are'' people out there who have spent loads of AP looking for a heavy sword, and if those of them that found it suddenly have it deleted, =bad. How about either A: The heavy sword cannot be found by searching and those in people's inventorys randomly transform into their value in gold, or B: the heavy sword becomes more common and we add several more &amp;quot;uber&amp;quot; items (also more common than the current heavy sword):&lt;br /&gt;
The spear: this was what gave me the origional idea for other uber weapons. The heavy sword would become the outsider-only weapon and the spear would become the native weapon. All heavy sword belonging to natives would turn into spears. The spear should be more accurate and do less damage.&lt;br /&gt;
&lt;br /&gt;
The heavy gun: Ammo is rare but no too rare. Basically an upped version of the rifle.&lt;br /&gt;
&lt;br /&gt;
The poisoned bow+arrows: basically an upped blowpipe.&lt;br /&gt;
&lt;br /&gt;
Anyway, just one more note:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Take urban dead for example they balanced the shotguns,pistols, and fireaxe evenly so there is no superior choice its about how you want to play.&amp;quot;&lt;br /&gt;
*Mmh*&lt;br /&gt;
*Mmmh*&lt;br /&gt;
BWA HA HA HA HA HA HA HA!&lt;br /&gt;
*snorts*--[[User:AlexanderRM|AlexanderRM]] 00:01, 28 April 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
===studded leather &amp;amp; war gear===&lt;br /&gt;
both items have the same effect, except one is for outsiders and one is for natives, upon looking at the names, i cant really tell which would be for who, but that doesnt matter.&lt;br /&gt;
theese items could act likee flak jackets, but could (possibly) have the chance of inflicting damage upon being hit, as per, a guy with tons of knives on him being punched would probably cut up his assailant's hands. {{unsigned|Richard Rose|04:59, March 29, 2006 (BST)}}&lt;br /&gt;
&lt;br /&gt;
*Hm. I don't like the idea of inflicting damage on the assailant. I think that's a bit of a stretch. I could see outsiders coming over with breastplates and whatnot (a la John Smith, be it the noble stud from ''Pocahontas'' or the weaselly entrapeneur from history). Natives, though, would be unlikely to have that much. Perhaps, though, a wooden, oblong, leaf-shaped shield. Perhaps it would give a small (10%?) chance of blocking a melee attack. Thus, both sides would have a form of protection, but they would be ''different'' forms of protection, serving to distinguish the two sides.--[[User:Wifey|Wifey]] 08:31, 10 April 2006 (BST)&lt;br /&gt;
:: * We were talking about this at the old forum: armour for new players, like a leather cuirass. Once you hit level 2 it decomposes. It prevents new players from suffering an early death and being put off the game. - [[FirstAmongstDaves]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Messenger Pigeons===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New item|&lt;br /&gt;
suggest_scope=All outsiders|&lt;br /&gt;
suggest_description=Allows Outsiders to send messages over long distances. Just type up the message and enter the recepient's name and the bird flies off. &lt;br /&gt;
''You watch your pigeon fly off and hope it doesn't get intercepted.''&lt;br /&gt;
&amp;lt;br&amp;gt;Pigeons must be captured with an unamed skill and may be intercepted with a separate skill.|&lt;br /&gt;
suggest_time=22:23, 9 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
*How would you handle said &amp;quot;interception?&amp;quot; Would you be notified of pigeons sent off within a certain number of squares, and offered a chance to stop it? Would it show up as an actual animal that one could kill? I would say that the idea of sending a messenger pigeon along as a new, low-hp NPC with a specific destination is neat, but I don't know how hard it would be on the server.--[[User:Wifey|Wifey]] 08:35, 10 April 2006 (BST)&lt;br /&gt;
*Moving an npc pigeon wouldn't be difficult as long as there were only a limited number of them in play at any one time. How would you specify the destination though - pigeons need to know the destination don't they (not sure how homing pigeons work)? --[[User:Simon|Simon]] 14:38, 10 April 2006 (BST)&lt;br /&gt;
**Mmm. Maybe one would need to specify a GPS coordinate? Actually, I'm fairly certain that birds have been taught to find specific people that they are familiar with. Perhaps once we have a contacts list (do we? If so, I haven't been able to add anyone) we can send it to those listed on it? Then it would be rather like the mobile phone of UD... except that it takes time to travel, and could be killed for EXP by other players :) What kind of limit would you have in mind, by the way? I mean, I can't imagine a whole lot of people using this often enough for it to really be a problem, but as the game grows... You never know.--[[User:Wifey|Wifey]] 01:12, 11 April 2006 (BST)&lt;br /&gt;
**I would say that you would have to have a the person on a contact list before you can send them a messenger pigeon. The pigeon would move like 1 square per 5 mins and would appear as an attackable animal. The limit is that there are only so many pigeons in Shartak. You would have to have a skill to capture one without killing it. This skill could also be used to capture a messenger pigeon without killing it in order to &amp;quot;intercept&amp;quot; the message. Or perhaps tehy are different skills? Pigeons would be reusable. --[[User:One of many doctors|One of many doctors]] 01:27, 11 April 2006 (BST)&lt;br /&gt;
*Capturing and intercepting pigeons seems quite unrealistic. Instead, maybe you could give each village a communications hut with infinite pigeons, available to people from that village. Pigeons in inventory could be sent up with a message, and after some time they'd appear in their home villages and their messages would be held for their recipients. I like the drum idea better, though. &amp;amp;mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
* What about a parrot cage in the pirate trader's hut? {{profile|4862|Rozen}}&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Drum===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New item|&lt;br /&gt;
suggest_scope=All Natives|&lt;br /&gt;
suggest_description=Allows all Natives within a specified area to hear the senders message. Any Outsiders hear random drum beats unless they have the Expert Language skill. &lt;br /&gt;
''You hear random drumming in the distance.''&lt;br /&gt;
&amp;lt;br&amp;gt;Requires a drum beating skill to utilize.|&lt;br /&gt;
suggest_time=22:35, 9 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
A drum language? Neat. I would make it a native-only skill, though (how difficult would it be for an outsider to learn ''of'' the language, let alone the language itself?), and only one skill. Also, to show the difficulty of true articulation in such a language, it would be good to lower the character limit on drum messages. This way, long messages will be broken up, and will require a bit more AP.--[[User:Wifey|Wifey]] 08:40, 10 April 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
:Awesome. A great idea to help underpowered natives (no bottles of water in native villages, terrible blowpipe, no gps, outnumbered, etc.) and also a cool new rare item. Doesn't appear abusable. --[[User:Tycho44|Tycho44]] 22:27, 20 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
:I like this idea and think it should be open to Natives only, for the reasons [[User:Tycho44|Tycho44]] gave. Also, it stands to reason that Natives should have some kind of communication advantage, being Natives on the island and everything. Messages should have to be extremely short, or else there should be increasing AP costs for longer messages (1 AP per character, perhaps?). Think of Morse code. &amp;amp;mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
::I'm thinking that drums could be to natives what GPS units are to outsiders in terms of cost, usefulness, and skill requirements. Here's how it works in my mind:&lt;br /&gt;
::#All natives, and outsiders with ''Native Knowledge'', can drum a message for 1 AP per character. Outsiders without ''Native Knowledge'' either (1) have their beats carry a shorter distance or (2) have a 20% chance of breaking their drum. (I prefer the second option, assuming drums would be expensive items. I'd rather have drums be completely off-limits for such outsiders, but I can't think of a realistic reason for them to be unable to bang on a drum.)&lt;br /&gt;
::#Only natives, and outsiders with ''Native Knowledge'', can determine the direction of a beat. (Bass noises are the hardest to pinpoint.)&lt;br /&gt;
::#Only players on the same side as the drummer, and players on the other side with language skills, can interpret beats, as with all other communication in the game. (Unskilled listeners hear &amp;quot;random drumming&amp;quot; instead of &amp;quot;&amp;lt;garbled message&amp;gt;&amp;quot;, since extremely short messages will be quite common and language obfuscation doesn't touch the first letter of a word. ''Basic Language'' gives a 33% chance to interpret the message, ''Advanced Language'' 66%, and ''Expert Language'' 100%.)&lt;br /&gt;
::#Every beat is audible to everyone in the 13 by 13 square with the drummer at its center. (13 by 13 is just large enough to cover an entire camp, and camps should be communication hubs, after all.)&lt;br /&gt;
::In general, this item would benefit natives about as much as GPS units benefit outsiders. The hearing radii and AP costs of messages could be changed easily if drums became too powerful, annoying, or ineffective. And yes, I've played Urban Dead. =)&lt;br /&gt;
::&amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 22:54, 9 June 2006 (BST)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Hammer===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New Item|&lt;br /&gt;
suggest_scope=Available to all characters|&lt;br /&gt;
suggest_description=A basic hammer.  This item seems necessary for potential future building skills such as roads or huts or hut fortifications.  Hammers could also be used as offensive weapons.  They could also be subject to random breaking like machetes.|&lt;br /&gt;
suggest_time=06:18, 1 May 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Throgonuts|Throgonuts]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
I don't think we need another weapon until there's an actual niche for it to fill. I think hut-building would be great &amp;amp;mdash; require that all 8 surrounding jungle squares be cleared before one can be built, make huts destructable by melee weapons or by growing jungle in the immediate area, and turn standard medical/ammunition/trading huts into indestructable stone structures &amp;amp;mdash; but we don't need a hammer now. &amp;amp;mdash; [[User:Elembis|Elembis]] 15:41, 21 May 2006 (BST)&lt;br /&gt;
I think the hammer would be part of the right tools to build a boat. The driftwood source on unity island (new tortuga) has the following message: ''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.'' .... so is a hammer the right tool? or is a tool kit the right tool? because pirates need boats. and i have so much driftwood i am throwing away rum and cutlasses and first aid kits!!! i require tools!!!! --[[User:Badhammer|Badhammer]] 02:27, 21 September 2006 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===303===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=new item|&lt;br /&gt;
suggest_scope=availible to only outsiders|&lt;br /&gt;
suggest_description=a 303's nickname is actually: elepahant rifle,[in real life],a 303 is able to blow a elephants head of 1 shot in the neck i am suggesting this for the further success of the CP against the reefer terror cell,though it could turn against us if lord paul reefer get's his hands on it or one of his group members!.&lt;br /&gt;
&lt;br /&gt;
Damage: 15, special dmg: 16.|&lt;br /&gt;
suggest_time=15,25, 17 June, 2006 (EST)|&lt;br /&gt;
suggest_author=[[User:Riddick|Riddick]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
No. Hell, I can scarcely understand what you're trying to suggest here. I can see that it's ridiculously powerful, though.--[[User:Wifey|Wifey]] 01:01, 26 June 2006 (UTC)&lt;br /&gt;
:No. I can't understand what you're saying, but that's a very unfair idea for Natives. Plus .303 is too small for an elephant gun. Are you saying that it can blow an elephant's ''head'' off?&lt;br /&gt;
:Uh, I have a Lee-Enfield. It uses the .303 British that you're talking about. That gun can't blow an elephant's head completely off. It's about the same as a standard .308 round. Besides, are you kidding on the damage? That's hugely overpowered. And only for outsiders? Unbalance at its best. This would get Spammed into oblivion in the UD wiki. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 02:05, 9 January 2007 (UTC)&lt;br /&gt;
I disagree totally with this idea. I think it should be 300 damage and a 99.8% chance of hitting something, and when you do, you get 1,000 XP, 100 AP, 10,000 gold coins, and $50 in real life. No, no, a .303 (as said above) is the standard round for a Lee-Enfield rifle. A .308 is the standart round in the M60, M14, and M16 rifles/machine guns. In reality, if you where shooting an elephant, you'd use a .375 H&amp;amp;H Magnum round, which is what pro ivroy-hunters use, although you could use a XM107 Barrett w/.50 cal. ammo. Take a look at [http://upload.wikimedia.org/wikipedia/en/a/ab/Rifle_cartridge_comparison.jpg] photo. The first one on the left is a .50 BMG, used in XM107 Barretts. The 3rd from the left is a .308, used in M-60/14/16's. Anyway, enough of the gun-talk and onto the suggestion-talk. I do like the idea of a Heavy Sword-esque rifle, but I don't think it should 'lyk du 10000000000000 dmage!`!!!!1one' or whatever he said. -[[User:Che|Che]] 20:07, 30 January 2007 (UTC)&lt;br /&gt;
::Che, the .308 isn't used by the M16. The M16 uses 5.56 mil, or essentially a .22 sporting round. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 19:14, 28 April 2007 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Berries to Increase AP===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Change item's effect|&lt;br /&gt;
suggest_scope=Tasty berries (or similiar item)|&lt;br /&gt;
suggest_description=There are so many HP-healing items in the game, most of which heal only 1 or 2 HP so are not cost-effective to use (In terms of AP-spent-per-HP-healed), therefore are not used at all by wise players. To make some of these items more valuable and add an interesting dynamic to the game, I suggest that the effect of eating berries should be to increase your AP level rather than you HP level. Eat some tasty berries, they invigorate you and you gain 2 AP (you spent one AP eating them, net gain of 1 AP). All of the long-time players have been in the situation I'm sure (and most newer players too), where we are about to kill an elephant or tiger or an enemy player for that matter, but we run out of AP just as the target is at 3 HP, then we have to go off-line and cant wait about for 20 minutes to finish the target off, as we have real-life obligations (while we are gone the target invariably escapes, is killed by someone else, or kills you!). So carrying around 5 bunches of tasty berries could give you 5 free AP when you really need them. Thus berries would become a very valuable item in the game too, rather than a superfluous item|&lt;br /&gt;
suggest_time=00:47, 21 June 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Arminius|Arminius]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Comment here&lt;br /&gt;
&lt;br /&gt;
I like the idea! You're probably going to end up with a net loss of APs on them anyway, but it's kinda like storing APs... This could work well. -[[User:MorkaisChosen|MorkaisChosen]] 10:54, 21 June 2006&lt;br /&gt;
:Exactly, you would definitely have a net loss of AP finding them. There would also be net loss of AP buying them in the trading hut, and once people catch on to how valuable they are they would become tremendously expensive (demand would overwhelm supply), making for an even bigger net loss of AP buying them. [[User:Arminius|Arminius]] 00:40, 27 June 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
I could certainly see it getting out of hand. You'd need to cut it off at a certain point. Maybe 5 is about right.--[[User:Wifey|Wifey]] 01:03, 26 June 2006 (UTC)&lt;br /&gt;
:Why would there need to be a cut-off? Even if someone is carrying 50 bunches of berries (which they will have spent many days worth of AP searching for on berry-bush squares), they will get their 50 extra AP and then it's all gone. With a full 75 AP and with 50 bunches of berries, a person could use 125 AP within a few minutes. If theoretically two 80-HP enemies are standing on the person's same exact square, odds are he can kill both with 5 AP to spare, but now all his berries are gone. I would agree that carrying 50 bunches of berries is pretty ridiculous, but again the person will have spent many days searching for them, a tremendous net loss of possible damage inflicted if he had just used all those hundreds of AP he spent searching, attacking. And even in that extreme example all he can do is inflict 160 damage and then his berry supply is used up, So I dont think it is necessarily &amp;quot;out of hand&amp;quot;. Besides, anyone who does such a thing (spends days finding 50 berries and goes and uses them all at once) is an idiot and a very poor player, the berries would be valuable to be used when you really desperatrely need them, when you are out of AP about to get a kill or maybe in some other limited way (as MorkaisChosen said, it is a way to store AP), not in that way. If you are worried about people camping berry bushes to get lots of AP-boosting berries, see below (and remember that some people do the same for first aid kits anyway). [[User:Arminius|Arminius]] 00:40, 27 June 2006 (UTC)&lt;br /&gt;
::The above remarks would be accurate if the AP-booster item was &amp;quot;invigorating herbs&amp;quot; found with an 8% rate in the Grasslands or something. However, berries have a 55% find rate (perhaps higher for villager), so 50 berries take at most two days to collect. Unless your character is a PKer who can attack anything that moves, the berry-buff would become very valuable for increasing combat efficiency. --[[User:Tycho44|Tycho44]] 17:37, 30 June 2006 (UTC)&lt;br /&gt;
:::Since this would be a radical change for berries, yes the find rates should be changed. The AP-giving item doesnt even have to be berries, my original sugegstion was &amp;quot;berries or similiar item&amp;quot;. I think it should be berries because there are berry bushes all over the island, rather than gerasslands which are only in one part of the island(?). [[User:Arminius|Arminius]] 23:55, 26 August 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
A comment I have is that this would make berry bushes genuinely valuable, but it is probably not desirable to have everyone camp the berry bushes, that's boring. Fortunately this problem is already solved by something Simon implemented very early on--berry bushes dry up and new ones are discovered all the time (it might be advisable to increase the rate at which they dry up and new ones pop up for this). [[User:Arminius|Arminius]] 00:40, 27 June 2006 (UTC)&lt;br /&gt;
:Not sure where you got this idea from, bushes are static.. for now! --[[User:Simon|Simon]] 01:00, 27 June 2006 (UTC)&lt;br /&gt;
::I could've sworn I've seen writings in the jungle making references to trees which are not there anymore, e.g. &amp;quot;this mango tree is claimed by John Doe&amp;quot;, but there is no tree in the square. [[User:Arminius|Arminius]] 23:55, 26 August 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
Well, as pointed out, it would take two days of camping a berry bush to get 70 berries, the maxiumum that can be stored (unless the idiot's walking around with no weapons).  However, you'd only get one day of extra combat from it. You're actually losing time that way.  If you're really worried, make bushes drop two types of berries, HP restorers and AP restorers.  Lower the find rates for both to match the current find rate. I assume this wouldn't be hard. Huts already drop multiple varieties of items.  I'd also like to point out that this system is already in place in KoL.  They just set a maximum you can eat before you get full to keep the system from being abused.  Would that be hard to code? --[[User:Black Joe|Black Joe]] 14:18, 13 July 2006&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
it's not worth it,eating a berry costs one action point(s),and every berry gives you 1 AP so really you would just be left on the same AP you were on before you ate the berry! [[User:Eminem1|Eminem1]] 01:03, 14 July 2006 (UTC)&lt;br /&gt;
:It would give 2 AP, you would spend 1 AP to eat it, so you would gain 1 AP. [[User:Arminius|Arminius]] 23:55, 26 August 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
Personally i like the idea getting free XP item so how about this; have one and only one item (say buncha berries) gives 1XP costs 1AP, but you can eat it whenever you want. this would pretty much reduce the number of people who are going to farm (as the chance of getting that one item consistently is comparatively low), it would make a welcome change to searches.--[[User:A for anarchy|A for anarchy]] 05:14, 22 July 2006 (UTC)&lt;br /&gt;
:I think you are confused here, the topic at hand is not gaining free XP, but &amp;quot;storing AP&amp;quot; as MorkaisChosen put it. [[User:Arminius|Arminius]] 23:55, 26 August 2006 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Camera/Spirit box===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Ranged weapon|&lt;br /&gt;
suggest_scope=Those plagued by banshees and those interested in scaring natives|&lt;br /&gt;
suggest_description=In just about every meeting of natives and cameras it is believed that the cameras are able to steal some of their spirit. On Shartak this is for sure and it also works on the dead. The camera is able to capture some of a person's spirit causing 3 points of damage. If the shot kills them they are trapped in the camera until they revive for X extra AP. If the user has Sixth Sense they may capture a spirit in the same way. The camera uses rolls of film with 5 shots each. Scientists have special photography skills increasing their chance of capture. Natives must have Outsider knowledge to use the camera. Otherwise it will appear as Spirit box in their inventory. (Possible native equivelent could be something like a voodoo doll)|&lt;br /&gt;
suggest_time=04:11, 23 July 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Darkferret|Darkferret]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
I like this! It rally does fit in for me... Plus it allows my clan to do some REAL research on Spirits by taking pictures. And, of course... Who you gonna call? [[User:MorkaisChosen|MorkaisChosen]] 10:58, 23 July 2006 (UTC)&lt;br /&gt;
 &lt;br /&gt;
I don't want to seem impolite, and I don't want to discourage people from making creative suggestions, which this certainly is.  However, I'm not so sure about this.  After all, cameras don't REALLY hurt people.  Also, cameras, to me, don't fit with the time period in Shartak, like GPS units. There are already suggestions to change the GPS unit to something else. I don't think adding another piece of relatively advanced technology will help.  Cameras have been around maybe 100 years?  Shartak seems to take place in the 1700's or so, a little too early.  Long story short, I don't think it fits.  That's just my opinion, however. [[User:Black Joe|Black Joe]]&lt;br /&gt;
:Just to remind you that this is a fictional game not set anywhere or anytime in paticular and what may not fit in reality may fit great in a game(Shartak ghosts? Urban Dead zombies?). In fact sometimes doing the impossible is what makes these games fun. (The Royal Expedition claims that it is 1906) --[[User:Darkferret|Darkferret]] 21:16, 27 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
i agree with idea that we should do something about ghosts, but the idea of trapping &amp;quot;ghosts&amp;quot; in cameras not so much, cause ghosts are players too and costing them extra AP for escape compounded with the AP cost of reviving, would seriously affect their gameplay.--[[User:A for anarchy|A for anarchy]] 03:40, 25 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
I really like this idea, although it shouldn't be used for hurting live players, instead capturing spirits who are farming xp in a resource hut. Then, rather than spending AP to escape, they should only have the option to revive (Perhaps at an increased cost)--[[User:Zydd Soral|Zydd Soral]] 16:55, 25 July, 2006&lt;br /&gt;
&lt;br /&gt;
Compared to exorcism, capturing spirits in a camera seems really silly and would make the game seem the same way. Maybe it'd be like introducing soap as an item that could deal damage to pirates: funny, but absurd and out of place in a role-playing game. Some elements of fantasy are acceptable in such games, but others, like this one, are too hard to swallow. But it's a clever idea. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 17:27, 26 July 2006 (UTC)&lt;br /&gt;
:Exorcism sounds like a really silly thing to me (holding up a symbol and saying some silly words is going to repel a ghost?). Plus it is very cliche and I don't think a scientist would be the kind of person who would do it. We don't have an outsider religious class in this game dispite the suggestions for it. The true equivelent of your antipirate soap would be a vacuum cleaner like in ghost busters.--[[User:Darkferret|Darkferret]] 21:16, 27 July 2006 (UTC)&lt;br /&gt;
::I have to disagree with you, Darkferret. If you're going to accept spirits, then you might as well accept exorcism.  After all, practically every culture I've heard of that believes in spirits also believes in having some way to banish them.  Additionally, there IS a religious class on the native side: the shaman. I agree the scientist is ill-suited for exorcism, but something can undoubtedly be worked out.[[User:Black Joe|Black Joe]] 19:38, 28 July 2006&lt;br /&gt;
:::Repeling a player counts as movement that does not use their AP which defies the Free Lunch Principle. Capture and captive player escape via revival is Free Lunch complient. Besides the outsiders already have too many classes and scientists need unique science related skills.--[[User:Darkferret|Darkferret]] 21:25, 12 August 2006 (UTC)&lt;br /&gt;
 &lt;br /&gt;
A Spirit Box could work as a kind of special wooden box with charms or religious symbols on it, but maybe not as a camera. [[User:MorkaisChosen|MorkaisChosen]] 10:38, 27 July 2006 (UTC)&lt;br /&gt;
:What would the roll of film equivalent be?--[[User:Darkferret|Darkferret]] 21:16, 27 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
''For several hundred years the island of Shartak has been populated by three native tribes from the villages Dalpok, Raktam and Wiksik. More frequently in recent weeks, strangers known to the natives as &amp;quot;outsiders&amp;quot; are appearing on their island wearing odd looking clothes and carrying '''flashing boxes''' and loud sticks.&lt;br /&gt;
Is that not a camera?&lt;br /&gt;
&lt;br /&gt;
:No, just bad wording. Supposed to be a reference to the gps units! --[[User:Simon|Simon]] 21:09, 2 October 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Infantry did not use double barrel rifles at this scale until the mid 19th century, by then the daguerreotype and the calotype had been invented.&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Subitems===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Divisable items|&lt;br /&gt;
suggest_scope=FAKs and Healing herbs|&lt;br /&gt;
suggest_description=When someone uses a FAK they usually don't use all of it. They may need a bandage but not the antitoxin. Instead of dumping it we could keep the unused parts much like we keep our containers. I suggest we divide the kit into 3-4 parts that separate when a kit is not completely used: Bandage for HP (possibly small[2-4HP] &amp;amp; large[3-6HP]), Antitoxin for Poisonous snake bites and Poison darts (possibly HP from Bunch of poisonous berries and Salt water if balanceable), and Stitching kit for Shark bite. I am not sure about the names of Healing herbs' subitems.|&lt;br /&gt;
suggest_time=22:28, 12 August 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Darkferret|Darkferret]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
This seems to be a realy good idea, i'm sure it would be a royal bitch to program, but maybe no more so than blunting a cutlass or breaking a machette. {{profile|4862|Rozen}}&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== The Bone Whistle ===&lt;br /&gt;
&lt;br /&gt;
I was screwing around with an idea on the Scurvy Crew page, and the more I thought about this one the more I liked it. Basically a bone whistle that'll function like the radio does in urban dead permitting long range communication within the game. This is more necessary in Shartak because of the greater distances involved with the game. It could be set to play certain notes so that only certain clans, villages, or classes could hear it like the radio is tuned to certain frequencies. Understanding and playing the bone whistle would require new skills that'll give senior players something new to spend their exp on.&lt;br /&gt;
&lt;br /&gt;
It might also only be played from certain locations such as in villages, on the mountain, on the beach, etc. The explanation being that sound doesn't travel in the deep jungle. It'd be especially helpful to players who aren't knee-deep in the forums or wiki coordinate. There's this dying language in Spain around the Pyrrenes (sp?) of whistling to communicate across the mountains so that could serve as a weak justification for it within the game's setting. What do you think? [[User:Tyler Whitney|Tyler Whitney]] 21:29, 4 September 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
Just reviewed past posts and it seems similar to the drums/pigeons proposed earlier. I think any of these could be made to work. [[User:Tyler Whitney|Tyler Whitney]] 21:32, 4 September 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
the birds for outsiders, the whistle for pirates and the drums for natives? or a parrot for pirates maybe? {{profile|4862|Rozen}}&lt;br /&gt;
&lt;br /&gt;
Smoke signals were another suggestion on the old forum. [[FirstAmongstDaves]]&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
===Flintlock Pistols===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New Item and Set of Skill to go along with it|&lt;br /&gt;
suggest_scope=Whoever can shoot a gun|&lt;br /&gt;
suggest_description='''Mechanics'''&lt;br /&gt;
*Half the inventory space of the rifle&lt;br /&gt;
*1 shot loading&lt;br /&gt;
*.5 AP to load. (or skill to make it so)&lt;br /&gt;
*4 damage&lt;br /&gt;
*Find in the Shipwreck's Armoury and (with less chance) the Large Cabin.&lt;br /&gt;
*Also find in outsider camp's ammo hut with the same chance as in the Large Cabin.&lt;br /&gt;
*Ammo is more likely to be found in 'purses' of three. eg, 'Looking around you find a purse of three flintlock balls'&lt;br /&gt;
&lt;br /&gt;
'''Roleplay and realism'''&lt;br /&gt;
*Soldiers who roleplay would prefer to carry them instead of the dozen rifles they now cary. In real life, you can realisticly carry eight flintlocks and a rifle. (Two in the boots, two on the shins, two on the thighs, and two under the arms with a rifle in hand).&lt;br /&gt;
*Pirates have always been seen with cutalss and one-shot pistol in hand.&lt;br /&gt;
&lt;br /&gt;
'''Skills'''&lt;br /&gt;
*'''No Skill'''- ''5% chance of hitting your target''&lt;br /&gt;
*'''Pistol Marksmanship(Soldiers and Pirates)'''- ''Plus 20% chance to hit your target with a Flintlock Pistol''&lt;br /&gt;
*'''Advanced Pistol Marksmanship'''- ''Plus another 20% chance to hit your targetwith a Flintlock Pistol''&lt;br /&gt;
*'''Hunter Marksman (Scouts with outsider knowledge and Explorers)'''- ''Plus another 20% chance to hit your target with a Flintlock.''&lt;br /&gt;
*'''Flintlock Mastery'''- ''Plus 15% chance to hit your target with Flintlock Pistol''&lt;br /&gt;
*'''Quickshot'''- ''Loading costs .5 AP''|&lt;br /&gt;
&lt;br /&gt;
suggest_time=02:36, 12 November 2006 (UTC)|&lt;br /&gt;
suggest_author={{profile|4862|Rozen}}|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
'''''Original idea by {{profile|4862|Rozen.}} Wiki-fied by [[User:Che|Che]]'''''&lt;br /&gt;
&lt;br /&gt;
I'd like to get some fresh comments about this. I have the old comments saved in case anyone wants to look...I just want to see what Shartak: The Next Generation thinks of this, you know :P  --[[User:Rozen|Rozen]] 22:59, 28 May 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
I'd really like to see this become a reality Rob. I would suggest it only be available at the shipwreck though. The only reason I can think of, as to why Simon hasn't introduced a firearm for Pirates so far, is that he wants Pirates to stay focused on bladed weapons, or at least, not favouring firearms over bladed weapons. But I'm only guessing here. Wild guessing at that ;) Anyways, if that ''were'' the case, I would make the hit% the same as using a cutlass/machete. 45% but with an extra point of damage. --[[User:Cthulhu|Cthulhu]]&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Meat Weapons===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Items|&lt;br /&gt;
suggest_scope=All|&lt;br /&gt;
suggest_description=Hi, I would like to consider the introduction of a range of meat weapons into the game. I have a full arsenal ready to go, these would include a pork sword, a luncheon meat truncheon, a bacon torpedo, a spam javelin, a mutton dagger and a beef spear. If anyone wants the stats for these weapons, please let me know. |&lt;br /&gt;
suggest_time=11:29, 29 November 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:LadyOfTheNight|LadyOfTheNight]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Oh come on these are just plain silly - bacon and pork could come from wild boar, but mutton and beef?  There aren't any sheep or cattle on the island! --[[User:Frisco|Frisco]] 18:53, 29 November 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
I'm worried for what the little ones may interprit pork sword as. I understand the US meaning is quite different to the Halo meaning. [[User:Rozen|Rozen]]&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
===Canteen/Water Pouch===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Container|&lt;br /&gt;
suggest_scope=Anyone looking for an extra sip|&lt;br /&gt;
suggest_description=Bottles and gourds of water may be cheap and attractive, but they are quite bulky worn on person. The canteen/water pouch is flatter/easier to carry taking 2 inventory spaces to carry 5 or 6 HP worth of water (or 1 space for 3 or 4 HP I'm not sure.)|&lt;br /&gt;
suggest_time=09:23, 5 December 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Darkferret|Darkferret]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Canteen? To be a little more in the setting, how about &amp;quot;''flask''&amp;quot;? And were you going to suggest that it hold more than one drink? --[[User:Lantz|&amp;lt;font color=&amp;quot;005555&amp;quot;&amp;gt;Lantz&amp;lt;/font&amp;gt;]] 03:15, 6 December 2006 (UTC)&lt;br /&gt;
:Feasible.. I would imagine something like a flask that gives 3 drinks of 2HP each but occupies 2 inventory spaces might make it a desired item compared to a bottle. Obviously it'd have to be refillable just like bottles and that's where it starts to get complicated. --[[User:Simon|Simon]] 18:54, 24 December 2006 (UTC) &lt;br /&gt;
: is it possible to have it as three bottles in programing, but when it appears in GUI it's only one object? I know NOTHING about programing, so i probably just made a fool of myself saying that. [[User:Rozen|Rozen]]&lt;br /&gt;
: A rifle can be loaded with two bullets, so there is presumably code that can be reused to create something similar that holds a certain number of uses? --[[User:Johan Crichton|Johan Crichton]] 01:28, 26 December 2006 (UTC)&lt;br /&gt;
:I...*hic*...never leaves the camps...*hic*...with out a flask of that bourbon here's. Hmm... pretending to be a drunkard has make me think of a new idea... anyway, this flask/canteen thing is a pretty good idea. -[[User:Che|Che]] 06:39, 31 December 2006 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Fire ===&lt;br /&gt;
&lt;br /&gt;
How about fire for torches? Fire could also: &lt;br /&gt;
&lt;br /&gt;
1. be used on the jungle (&amp;quot;You set fire to the surrounding jungle, causing smoke to billow into the sky.&amp;quot; The square could turn orange and then red as it was burned, then finally brown once it burned out), &lt;br /&gt;
&lt;br /&gt;
2. be used as campfires for villages and the wreck, &lt;br /&gt;
&lt;br /&gt;
3. light caves, for increased search rates (&amp;quot;You light a torch and it illuminates the cave. Shadows cast from flying bats give the cave an eery appearance.&amp;quot;) &lt;br /&gt;
&lt;br /&gt;
4. burn opponents, (&amp;quot;You hit Long Fin Killie in the face with a torch for 3HP damage.&amp;quot;) or huts (&amp;quot;&amp;quot;You set the hut on fire and the inhabitants each suffer 1HP loss from smoke inhalation.&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
5. scare away wild animals like tigers, which might not approach a torch. &lt;br /&gt;
&lt;br /&gt;
I also like the idea of driftwood being set ablaze with a flint of some description - a sharpening stone is a good idea - and also putting out fire with water. Perhaps you could not step into a river or the water with a lit torch - the torch would fizzle out (which would also prevent some smartie from setting fire to the shipwreck).&lt;br /&gt;
 &lt;br /&gt;
Fire might also be visible from a distance. &amp;quot;You see a column of smoke to the north east.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
And, as a gag, if you drink rum while holding a torch then you breath fire.&lt;br /&gt;
&lt;br /&gt;
[[FirstAmongstDaves]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
&amp;quot;You take a swig of rum and put your face up to the torch. You exale the rum into the fire, and a large jet of flame comes out of the other side of the torch.&amp;quot; or even, &lt;br /&gt;
&amp;quot;You take a swig of rum and put your face up to the torch. You exale the rum into the fire, and a large jet of flame comes out of the other side of the torch. However, you did not do it right and the flame singes your face for X hit points!&amp;quot;&lt;br /&gt;
-[[A Cow]] &lt;br /&gt;
::That would be amusing, if pointless, like the coin-toss. - [[FirstAmongstDaves]]&lt;br /&gt;
::: To be realistic, huts, jungle, or similar things should burn down and spread. burning areas would turn orange, then red, and would turn normal when there was nothing left to burn. Every AP recharge or so, the jungle would go down one level, a signpost if there was any would burn away, all people and animals would take X damage from various reasons (most animals would flee though), and huts or similar things would go down in levels (&amp;quot;slightly charred/ rather burned/ badly burned/collapsing/burnt ruins/nothing left but the foundation) which would have gradually decreasing search odds, and the last two would have the huts not be entered/exited areas, there would be no difference between inside and outside. The fire would have an X% chance of spreading into a touching square that wasn't burning or completely burnt down. There would have to be some way to put out or contain the fire to prevent the entire island from having all vegetation going to 0, all huts burning down (maybe a &amp;quot;hut repair&amp;quot; skill?), and all people and NPCs dying and having to wait for a shaman to come back before they can every time some guy sets something on fire. Maybe spreading from square to square would have a low chance and fuel consumption happens fast, so a fire will often burn down before it spreads. Or you could have player-imposed limitations by keeping a circle or part of one around an area totally clear of jungle and, if people comply with policy, players and signs. If you put it right at the edge and on the inside, animals wouldn't go in for whatever reason, so... a maniac trying to burn down the island would need a second torch if they used the first one on the village and the other villages still wouldn't be destroyed. Okay, by itself that wouldn't help much, but with the low spread/high burn and make it easy to put out with water and we've got some vague balance. --[[User:AlexanderRM|AlexanderRM]] 01:04, 13 September 2007 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Falconry ===&lt;br /&gt;
&lt;br /&gt;
Introduction:&lt;br /&gt;
Falcons and falconry could be another item/skill combination like the shooting skills. Falconry is an ancient sport. It was practiced in China before the year 2000 BC: falconry is also the subject of some of the oldest Egyptian wall paintings. English playwright William Shakespeare was a falconry fan who introduced falconry terms into popular speech: the word &amp;quot;Hag&amp;quot; or &amp;quot;Haggard&amp;quot; is the term for a mature wild hawk or falcon. Bedouins also have engaged in falconry for centuries. Peregrine falcons hunt and eat other birds and are famed for their speed (stooping, or diving, peregrines have been clocked at speeds of up to 220mph) and aerial prowess. &lt;br /&gt;
&lt;br /&gt;
Item:&lt;br /&gt;
The scenario would run like this: Near the mountains, &amp;quot;You find an egg in a large nest in a rocky outcrop. The egg is slightly smaller than a chicken egg, and is mottled with a dark, reddish-brown pigment.&amp;quot; This description is that of a falcon egg. The eggs could only be found by searching / scavenging. As falcons like the thermals of mountains and have nests in rocky crevaces, it makes sense that the eggs could only be found near the mountain.&lt;br /&gt;
&lt;br /&gt;
First skill level:&lt;br /&gt;
In order for you to do anything with the egg, you acquire a skill: &amp;quot;Hatching and rearing&amp;quot; of the falcon chick. Once you acquire that skill, the egg hatches. Perhaps some of the eggs would fail - say, 50%. In the player item list, the &amp;quot;one falcon egg&amp;quot; is replaced by &amp;quot;one falcon chick&amp;quot; or &amp;quot;one falcon eyase&amp;quot; (an eyase is a falcon chick) when the first skill level of &amp;quot;Hatching and rearing&amp;quot; is acquired. &lt;br /&gt;
&lt;br /&gt;
Second skill level:&lt;br /&gt;
The next skill you need to acquire is &amp;quot;Training your falcon&amp;quot;. With the &amp;quot;Training your falcon&amp;quot; skill, the &amp;quot;falcon chick&amp;quot; becomes a &amp;quot;young falcon&amp;quot;, and the young falcon can be used as a weapon. &amp;quot;You command your young falcon to rake Player Y's face, for 1 HP damage.&amp;quot; As a young falcon, it delivers only one HP hit, and has a low probability rate of striking. The keywords are &amp;quot;young falcon&amp;quot;, to indicate to players that the bird is immature and not yet capable fo use at full strength.&lt;br /&gt;
&lt;br /&gt;
In addition, as a young and inexperienced bird, it might also be prone to crashing and dying. &amp;quot;Your young falcon loses balance mid-flight and plummets into a tree, dying instantly.&amp;quot; While potentially heartbreaking for a proud falconeer who has raised the young falcon from an egg, the idea would be to discourage the falconeer from using the bird in combat until he or she has the next skill level. &lt;br /&gt;
&lt;br /&gt;
Third skill level:&lt;br /&gt;
With &amp;quot;falconry mastery&amp;quot;, the falcon can be used as a weapon like a rifle, with the same probability strike rate and damage for HPs. The advantage of having a falcon would be not having to worry about bullets. The text would read, &amp;quot;You command your falcon to rake Player Y's face, for 5HP damage.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Killing falcons:&lt;br /&gt;
It should be possible to kill falcons. In attacking another player with a falcon, there would be a low probability rate (say 1%) that &amp;quot;You attack Player Y and kill their falcon.&amp;quot; This could be listed in the kills stats. It would also no doubt fuel some enmity between players if one player kills another player's pet falcon. No one likes a pet murderer.&lt;br /&gt;
&lt;br /&gt;
Other ancillary issues:&lt;br /&gt;
Falcon eggs would be relatively rare, like heavy swords. &amp;quot;Falcon eggs&amp;quot;, &amp;quot;falcon chicks&amp;quot;, &amp;quot;young falcons&amp;quot; and &amp;quot;falcons&amp;quot; could have trading values, which would mean that the skill must affects a trading item (which I don't think we've seen yet). Any class of player could have a falcon egg, just like a heavy sword, and again like a heavy sword it would be possible to have more than one falcon. In announcing falconry as a new skill/item, you would only need to introduce the new skill in the Skills page and the kills stats: let players work out where the eggs might be.  -&lt;br /&gt;
[[FirstAmongstDaves]]&lt;br /&gt;
&amp;lt;br&amp;gt;Comments&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;Comments here.&lt;br /&gt;
A comprehensive pet system, allowing characters to have pet dogs, trained birds of prey (falcons are an example, but I don't know if there are Caribbean falcons?), pet parrots, pet monkeys etc might be one way to accomplish something like this? --[[User:Johan Crichton|Johan Crichton]] 21:00, 11 January 2007 (UTC)&lt;br /&gt;
:I looked at the pet suggestion, and we discussed domesticating elephants at the old forum. Animals in the game are NPCs, and so controlling them plus your character becomes problematic unless by domesticating them they lose their NPC status. I would have thought this was hard to code. The falconry system I'm suggesting only needs some modification of the existing shooting skill: falcons would be items, rather than NPCs. - [[FirstAmongstDaves]]&lt;br /&gt;
&lt;br /&gt;
::... and now we have shargles...! - [[FirstAmongstDaves]] 2 Jan 08&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Tent===&lt;br /&gt;
&lt;br /&gt;
Hello all, It seems to me that having the only shelter in villages seems silly. Why not have tents which can be used in the jungle. They could be deployed and then used for hiding. It would also make sense for a tent to make it impossible for an animal to attack you wihile you are in it. [[User:GusMcRae|GusMcRae]]&lt;br /&gt;
:Yeah, I seem to have trouble surviving overnight in the jungle, which makes it really hard to get places. Maybe it could have high inventory space and AP cost to set up/take down, but some animals won't attack you in there and some item, like a controlled torch or something, repels the rest but makes the tent always noticeable to people who can see your square. Or course players could go in there but... well, you can't have everything. The inventory space and the placing/removing costs would make travel slow and attacking difficult to balance the safety.--[[User:AlexanderRM|AlexanderRM]] 01:26, 13 September 2007 (UTC)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Trade Items===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=a series of items which will encourage trade|&lt;br /&gt;
suggest_scope=the economic structure of Shartak|&lt;br /&gt;
suggest_description=Few people bother to travel far afield from their home camps on Shartak. It is simply easier to do what you want to do right at home, and not take the risk of travel. If movement between the various camps, and general movement around the island is desirable, a good way to encourage that would be to foster trade. Historically, trade has been a major driver of exploration, communication and colonization. Trade is a result of basic market forces. When a seller has supply and a buyer has demand, a trade will likely occur. Currently the supply and demand are both readily available within each camp, and there is little need to travel. However, constructed items requiring multiple components, each part of which is only available in one camp would encourage this trade. &lt;br /&gt;
&lt;br /&gt;
For Outsiders, I propose the creation of three new items, which when combined would allow the creation of a more efficient, highly desirable weapon. The three items are steel ore (found in Derby, with a 1% search percentage), smithy tools (found in the Durham, with a 1% search percentage), and coal (found in York, with a 1% search percentage). When all three items are in one character's inventory and the character possesses Outsider Knowledge, or is an Outsider, the action &amp;quot;Forge Weapon&amp;quot; becomes available. This action costs 10 AP, but produces a &amp;quot;Scimitar&amp;quot;[http://en.wikipedia.org/wiki/Scimitar], with a base hit percentage of 20% and a base damage of 3. Each Scimitar created consumes one unit of coal, steel and smithy tools.&lt;br /&gt;
&lt;br /&gt;
The Native analog to this is the &amp;quot;Macuahuitl&amp;quot; [http://en.wikipedia.org/wiki/Macuahuitl], a giant, bladed war club. It has the same game stats as a Scimitar, and is contructed using obsidian from Dalpok, cured leather from Raktam, and ironwood from Wiksik.&lt;br /&gt;
&lt;br /&gt;
By implementing materials available only in one camp, which are necessary for the manufacture of goods which would be in high demand, an artifical economy can be created... trade, travel and adventure will be the natural outcomes of this. Presumably some individuals will make a career of searching materials local to their home camp and selling them to traders in other camps. Other individuals may specialize in the manufacture of these weapons. Still others may decide to drive off the outisders from their home camps, as a way of cornering the market. &lt;br /&gt;
|&lt;br /&gt;
suggest_time=04:50, 15 February 2007 (UTC)||&lt;br /&gt;
suggest_author=[[User:Nosimplehiway|Nosimplehiway]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Comment here&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
*Actualy, thats' not a bad idea. I wouldn't mind seeing this on Shartak. When i saw the name of the thread i was ready to go on about idem trading between players and zerging. But no, this looks pretty cool. Would scimitars be affected by body building and melee skills? that'd make the weapon 45% 4 damage, which is a worthy bonus for rounding up all the items. - [[User:Rozen|Rozen]]&lt;br /&gt;
**Yep, my idea is that it would include those bonuses, but it is not integral to the suggestion. This basic concept (rounding up trade items to get something cool and thereby indirectly creating an economy) has nothing to do with the item you get as an outcome, the item is only there to provide a big reward. The resultant item could be the tools to build a hut, the herbs needed for a super first aid kit, or any other big bonus. My goal is to create an economy, not the reward, per se. --[[User:Nosimplehiway|Nosimplehiway]] 19:57, 19 February 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
*Sounds good, but for RP purposes I'd rather the weapon be named 'Fine Sword', a more generic weapon. It'd be bad for me that I want a longsword and some other guy who wants a schiavona to be stuck with a scimitar. --[[User:Odysseus|Odysseus]] 18:45, 18 February 2007 (UTC)&lt;br /&gt;
**Good idea! Calling it a &amp;quot;fine sword&amp;quot; definitely opens up more RP possibilities. I am sticking to my guns on the macuahuitl, though; the idea of a warclub covered with razor sharp obsidian is just too cool to ignore. lol --[[User:Nosimplehiway|Nosimplehiway]] 19:57, 19 February 2007 (UTC)&lt;br /&gt;
*** Actually, many people almost never use the &amp;quot;contact roaming shaman&amp;quot; option, and so they stay near their home camps because they always get sent there when they die. I've only gone to another camp (wilsik) once and after dying a day or two in, got sent home and never returned. Maybe if we made it so that if people met a shaman from another camp, from then on they have the option the contact them, for different AP costs. (maybe natives/native shamans and outsiders outsider shamans would be 40AP, and anything else would be the same 50AP as contact roaming shaman...) Of course, other people being able to come back to life into the very center of an enemy village or settlement, lie there to get full AP, then stand up and massacre the people, and when they got killed just do it again might be bad... maybe some exorcism skill or innate power amulet, that someone you kill who isn't in an allied camp to their side can't re-spawn their for awhile or until they re-spawn and die again...--[[User:AlexanderRM|AlexanderRM]] 01:38, 13 September 2007 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===10 Melee Weapons===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Weapons|&lt;br /&gt;
suggest_scope=All|&lt;br /&gt;
suggest_description=It's about time we've had a host of new weapons! Here's what I'm suggesting. I've added all the current weapons for comparison plus the suggested Swordsman class (assuming you've maxed out CQB first incl. Balanced Stance), a suggested Pirate skill that ups Cutlass accuracy, and also their modified values for Body Building. Note that these weapons are superior in one way or another than cutlasses and machetes, BUT only these two can cut through jungle, and cutlasses can become better in the hands of pirates. Axes can cut through jungle but they're in the same league pretty much.&lt;br /&gt;
&lt;br /&gt;
1)'''Axe:''' A powerful but somewhat heavy weapon, the axe is also good at clearing jungle. It does only 0,05 damage more per AP if two non-swordsmen or non-pirates max out, compared to a machete or cutlass, so it's pretty much as good.&lt;br /&gt;
&lt;br /&gt;
'''Base Damage''' 3, '''Accuracy''' 10% (-&amp;gt;20%-&amp;gt;35%)&lt;br /&gt;
*'''Average Damage, untrained:''' 0,3 -&amp;gt; 0,4&lt;br /&gt;
*'''Average Damage, CQB:''' 0,6 -&amp;gt; 0,8 &lt;br /&gt;
*'''Average Damage, ACQB:''' 1,05 -&amp;gt; 1,4&lt;br /&gt;
*'''Average Damage, BS:''' 1,2 -&amp;gt; 1,55 &lt;br /&gt;
&lt;br /&gt;
2)'''Rapier:''' A slender sword, not particularly damaging but very easy to use. Common among many outsiders. Note that if you are a swordsman with maxed out skills, there's ALWAYS a chance to cause at least 1 point of damage, making it the best weapon for use against low HP enemies. Since it relies on thrusting, sharpening should be unnecessary.&lt;br /&gt;
&lt;br /&gt;
'''Base Damage''' 1, '''Accuracy''' 40% (-&amp;gt;50%-&amp;gt;65%-&amp;gt;75%)&lt;br /&gt;
*'''Average Damage, untrained:''' 0.4 -&amp;gt; 0,8&lt;br /&gt;
*'''Average Damage, CQB:''' 0,5 -&amp;gt; 1 &lt;br /&gt;
*'''Average Damage, ACQB:''' 0,65 -&amp;gt; 1,3&lt;br /&gt;
*'''Average Damage, BS:''' 0,8 -&amp;gt; 1,45&lt;br /&gt;
*'''Average Damage, Fencing:''' 0,9 -&amp;gt; 1,65 &lt;br /&gt;
*'''Average Damage, Exp. Fenc.:''' 1,05 -&amp;gt; 1,8 &lt;br /&gt;
&lt;br /&gt;
3)'''Saber:''' Favored by the navy, a saber looks like a slimmer and longer cutlass- or a cutlass looks like a short and wide saber. It's easier to use than a cutlass&lt;br /&gt;
&lt;br /&gt;
'''Base Damage''' 2, '''Accuracy''' 25% (-&amp;gt;35%-&amp;gt;50%-&amp;gt;60%)&lt;br /&gt;
*'''Average Damage, untrained:''' 0,5 -&amp;gt; 0,75&lt;br /&gt;
*'''Average Damage, CQB:''' 0,7 -&amp;gt; 1,05 &lt;br /&gt;
*'''Average Damage, ACQB:''' 1 -&amp;gt; 1,5&lt;br /&gt;
*'''Average Damage, BS:''' 1,15 -&amp;gt; 1,65 &lt;br /&gt;
*'''Average Damage, Fencing:''' 1,35 -&amp;gt; 1,95  &lt;br /&gt;
*'''Average Damage, Exp. Fenc.:''' 1,5 -&amp;gt; 2,1 &lt;br /&gt;
&lt;br /&gt;
4)'''Spear:''' Used by the natives mostly but sometimes by the outsiders, the spear is a very effective weapon, its long reach giving the user a great advantage. Since it relies on thrusting, sharpening should be unnecessary.&lt;br /&gt;
&lt;br /&gt;
'''Base Damage''' 2, '''Accuracy''' 25% (-&amp;gt;35%-&amp;gt;50%)&lt;br /&gt;
*'''Average Damage, untrained:''' 0,5 -&amp;gt; 0,75&lt;br /&gt;
*'''Average Damage, CQB:''' 0,7 -&amp;gt; 1,05 &lt;br /&gt;
*'''Average Damage, ACQB:''' 1 -&amp;gt; 1,5&lt;br /&gt;
*'''Average Damage, BS:''' 1,15 -&amp;gt; 1,65 &lt;br /&gt;
&lt;br /&gt;
5)'''Halberd:''' A heavy polearm used by some outsiders, this unwieldy weapon is tremendously powerful. It consists of a two to two and a half meter long shaft, topped by an axe blade and spear tip. (Actually the original idea was to have a 10% accuracy, but it would make it way too powerful and everyone would have a halberd. This would be realistic since polearms were often the most effective weapons... but not fun at all).&lt;br /&gt;
&lt;br /&gt;
'''Base Damage''' 4, '''Accuracy''' 5% (-&amp;gt;15%-&amp;gt;30%)&lt;br /&gt;
*'''Average Damage, untrained:''' 0,2 -&amp;gt; 0,25&lt;br /&gt;
*'''Average Damage, CQB:''' 0,6 -&amp;gt; 0,75 &lt;br /&gt;
*'''Average Damage, ACQB:''' 1,2 -&amp;gt; 1,5&lt;br /&gt;
*'''Average Damage, BS:''' 1,35 -&amp;gt; 1,65 &lt;br /&gt;
&lt;br /&gt;
6)'''Hammer:''' More of a tool than a weapon, it can still be used in that capacity. Includes clubs and other such blunt instruments.&lt;br /&gt;
&lt;br /&gt;
'''Base Damage''' 2, '''Accuracy''' 20% (-&amp;gt;30%-&amp;gt;45%)&lt;br /&gt;
*'''Average Damage, untrained:''' 0,4 -&amp;gt; 0,6&lt;br /&gt;
*'''Average Damage, CQB:''' 0,6 -&amp;gt; 0,9 &lt;br /&gt;
*'''Average Damage, ACQB:''' 0,9 -&amp;gt; 1,35&lt;br /&gt;
*'''Average Damage, BS:''' 1,05 -&amp;gt; 1,5 &lt;br /&gt;
&lt;br /&gt;
7)'''Fine sword:''' As the above suggestion (Can only be manufactured). A fine sword would be something like a very balanced weapon with tremendous capabilities, such as a bastard sword, longsword or heck, even a katana- it would certainly be two-handed. It should dull easily with use (like real swords), requiring constant care to even out its power.&lt;br /&gt;
&lt;br /&gt;
'''Base Damage''' 3, '''Accuracy''' 25% (-&amp;gt;35%-&amp;gt;50%-&amp;gt;60%)&lt;br /&gt;
*'''Average Damage, untrained:''' 0.75 -&amp;gt; 1&lt;br /&gt;
*'''Average Damage, CQB:''' 1,05 -&amp;gt; 1,4&lt;br /&gt;
*'''Average Damage, ACQB:''' 1,5 -&amp;gt; 2&lt;br /&gt;
*'''Average Damage, BS:''' 1,65 -&amp;gt; 2,15&lt;br /&gt;
*'''Average Damage, Fencing:''' 1,95 -&amp;gt; 2,55&lt;br /&gt;
*'''Average Damage, Exp. Fenc.:''' 2,1 -&amp;gt; 2,8&lt;br /&gt;
&lt;br /&gt;
8)'''Heavy Sword:''' Including the legendary sword for comparison. You can see it's unbelievably powerful. &lt;br /&gt;
&lt;br /&gt;
'''Base Damage''' 4, '''Accuracy''' 20% (&amp;gt;30%-&amp;gt;45%-&amp;gt;55%)&lt;br /&gt;
*'''Average Damage, untrained:''' 0,8 -&amp;gt; 1 &lt;br /&gt;
*'''Average Damage, CQB:''' 1,2 -&amp;gt; 1,5  &lt;br /&gt;
*'''Average Damage, ACQB:''' 1,8 -&amp;gt; 2,25&lt;br /&gt;
*'''Average Damage, BS:''' 1,95 -&amp;gt; 2,4  &lt;br /&gt;
*'''Average Damage, Fencing:''' 2,35 -&amp;gt; 2,9&lt;br /&gt;
*'''Average Damage, Exp. Fenc.:''' 2,5 -&amp;gt; 3,05 &lt;br /&gt;
&lt;br /&gt;
9)'''Knife:''' Including it for sake of completeness.&lt;br /&gt;
&lt;br /&gt;
'''Base Damage''' 1, '''Accuracy''' 20% (-&amp;gt;30%-&amp;gt;45%)&lt;br /&gt;
*'''Average Damage, untrained:''' 0,2 -&amp;gt; 0,4&lt;br /&gt;
*'''Average Damage, CQB:''' 0,3 -&amp;gt; 0,6 &lt;br /&gt;
*'''Average Damage, ACQB:''' 0,45 -&amp;gt; 0,9&lt;br /&gt;
*'''Average Damage, BS:''' 0,6 -&amp;gt; 1,05&lt;br /&gt;
&lt;br /&gt;
10)'''Machete/Cutlass:''' The same weapon, in essence. The Fencing entry also covers a maxed-out pirate. These are the only ones that can chop through jungle. These and the axe, which is the same thing. &lt;br /&gt;
&lt;br /&gt;
'''Base Damage''' 2, '''Accuracy''' 20% (-&amp;gt;30%-&amp;gt;45%-&amp;gt;55%)&lt;br /&gt;
*'''Average Damage, untrained:''' 0,4 -&amp;gt; 0,6&lt;br /&gt;
*'''Average Damage, CQB:''' 0,6 -&amp;gt; 0,9 &lt;br /&gt;
*'''Average Damage, ACQB:''' 0,9 -&amp;gt; 1,35&lt;br /&gt;
*'''Average Damage, BS:''' 1,05 -&amp;gt; 1,5 &lt;br /&gt;
*'''Average Damage, Fencing:''' 1,25 -&amp;gt; 1,8 &lt;br /&gt;
*'''Average Damage, Exp. Fenc.:''' 1,4 -&amp;gt; 1,95 &lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
suggest_time=22:13, 18 February 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Odysseus|Odysseus]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I'd love nothing more than to see more variety of weapons on Shartak. So to help you with your ideas, I vie you this link, its similar to what your suggesting, but doesn't require new classes or skills to add variety. http://forum.shartak.com/index.php/topic,193.0.html - rozen&lt;br /&gt;
*It looks like a great idea. I wouldn't mind having either yours or mine up, as long as we get more weapons! --[[User:Odysseus|Odysseus]] 23:46, 18 February 2007 (UTC)&lt;br /&gt;
**More melee weapons are a nice idea. If nothing else it leads to some variety in a character's panoply and adds to interest, as opposed to simply having 5 cutlasses or 5 machetes.-[[FirstAmongstDaves]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
 &lt;br /&gt;
===Big Stick and Cudgel===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=2 new, related items|&lt;br /&gt;
suggest_scope=All players|&lt;br /&gt;
suggest_description=1. Big stick: Or &amp;quot;There are trees all around me. Why's it so hard to find driftwood?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The big stick would be found in jungle squares.  The thicker the jungle, the more likely it is that you'll find a big stick.  The big stick would take up two inventory spaces.  By itself, it's useless.  However, it can be made into a couple other things.  &lt;br /&gt;
&lt;br /&gt;
A. If you have a blade, you can chop the big stick in half for 5 AP (without a blade, it costs 10AP).  This gives you two pieces of driftwood.  Why do I propose this?  Because it makes no sense that, on a jungle covered island, treeless beaches are the only place you get driftwood!  There are lots and lots of trees out in the jungle!  Surely I can find pieces of wood out there!  I apparently also like to use exclamation marks!&lt;br /&gt;
&lt;br /&gt;
B. For 5 AP with blade (10 AP without), you can trim the big stick down to a cudgel.  See below.&lt;br /&gt;
&lt;br /&gt;
Suggestion 2: The Cudgel: Or &amp;quot;Hitting each other with sticks.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The cudgel also takes 2 inventory spaces.  It does 1 HP damage without body building and 2HP damage with it.  Its base percentage to hit is 30%, giving it a maxed-out hit chance of 55%.  Why does it have a higher chance to hit?  Because it's a really big stick! People have been hitting each other with sticks for ages!  Now, even with that, it's still inferior to the machete.  So why's it useful?  &lt;br /&gt;
&lt;br /&gt;
1.  Higher chance to hit than daggers, knives, and fists.&lt;br /&gt;
2.  It can be manufactured out in the jungle, so if your knives and machetes break (don't laugh, this happened to me once), you can keep on hunting.&lt;br /&gt;
&lt;br /&gt;
Essentially, the cudgel is supposed to be an emergency weapon when your machetes run out.  Plus, I really like the idea of player-crafted items, and this is a non-unbalancing way to do that.|&lt;br /&gt;
suggest_time=02:29, 10 March 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Black Joe|Black Joe]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
I like this! It has no problem that I can see with game balance, and makes a lot of sense! I do have one question about it, though! Can it be found at all in the jungle squares which have been completely cleared or have very low density?!?--[[User:Nosimplehiway|Nosimplehiway]] 14:48, 13 March 2007 (UTC)&lt;br /&gt;
:In answer to your question, I would say &amp;quot;no&amp;quot; to completely cleared and &amp;quot;very low chance&amp;quot; to very low density.  Does this help?--[[User:Black Joe|Black Joe]] 02:00, 14 March 2007 (UTC)&lt;br /&gt;
::The only problem I have with this suggestion is that there's nothing to restrict items found to certain densities.. but that might be something I can add. --[[User:Simon|Simon]] 19:12, 29 May 2007 (UTC)&lt;br /&gt;
Hate to break it to 'ya, but the only reason there's only driftwood at the beaches and not in the forrest is simple. It's driftwood... as in it drifted from the sea onto land. -[[User:Che|el Che]] 23:42, 13 March 2007 (UTC)&lt;br /&gt;
:This is technically true, but the point is missed.  On a jungle island, one should be able to find sign post material where trees can be found.  That is not the case at the moment.--[[User:Black Joe|Black Joe]] 02:00, 14 March 2007 (UTC)&lt;br /&gt;
:The term &amp;quot;driftwood&amp;quot; is just a placeholder for any item which fills a similar role. Besides, I've lived in south Florida, hurricane country, and believe me, in a wilderness area you can find driftwood in some of the weirdest places.--[[User:Nosimplehiway|Nosimplehiway]] 13:56, 16 March 2007 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Tranquiliser/Paralyzing Dart===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Ammunition|&lt;br /&gt;
suggest_scope=Hunters who don't like to be bitten back|&lt;br /&gt;
suggest_description=Many hunters don't like FAKs taking up space that could be used for ammo and thus go without them. The animals don't go down without a fight however and the bush doesn't have the tools for a last minute tusk wound patch up before bed. If only the animals could be passified. Firing a tranquiliser from a rifle like a regular bullet or a paralyzing dart from a blowpipe, one can stun an animal, preventing automatic and retalitory attacks for awhile. In humans it reduces attack strength and/or accuracy and increases AP usage.|&lt;br /&gt;
suggest_time=17:05, 6 April 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Darkferret|Darkferret]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
I disagree with your base claim - I'd imagine that as many, if not more hunters travel with a lot of first aid kits since it allows them to spend longer in the jungle.  This suggestion just seems to remove the challenge of fighting something that will fight back, and reduce the need to go into the jungle  properly equipped. It would also seem easy to abuse against other player characters. --[[User:Johan Crichton|Johan Crichton]] 21:56, 6 April 2007 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Ivory===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=improvement|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=Back then the jungles were full of ivory poachers. What I'm proposing is the ability to harvest ivory from the dead elephants in the game. With each elephant you harvest you receive 2 units of ivory. To keep it simple you can harvest the ivory using a machete or a cutlass. Each unit of ivory would be worth 2 gold coins.|&lt;br /&gt;
suggest_time=15:16 03 May 2007|&lt;br /&gt;
suggest_author=[[User:kenny rogers1|kenny rogers1]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Cool, maybe something like this could be added to tigers. --[[User:Wulla-mullung|Wulla-mullung]]&lt;br /&gt;
&lt;br /&gt;
What would the ivory do? We could use it to make handles for the weapons, or ornaments for rifles. or chess pieces! -[[User:Elegost|Elegost]] 02:16, 17 May 2007 (UTC)&lt;br /&gt;
:This would go along with the meat suggestion elsewhere in the wiki. Perhaps when an animal dies, there are certain items that can be harvested from their corpse including meat x (number depends on size of animal), ivory from elephants, skin from bear or tiger, feathers from parrot. Once you've recovered as much as you can from the corpse, you'll just search the surrounding area instead. --[[User:Simon|Simon]] 07:26, 26 June 2007 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Shartak Laser===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Super weapon|&lt;br /&gt;
suggest_scope=anyone|&lt;br /&gt;
suggest_description=&lt;br /&gt;
This is the super (edited) Shartak version of the most awesome Spartan Laser from the Halo 3. It deals 10 dmg and is 50% accurate (since it does take a lot of effort to aim the thing). It cannot be found anywhere, but you need to make it. You'd need two pieces of driftwood, a mango, a gem, a dead parrot in the same square and a gps unit. It has four shots and has a 30% chance of breaking after firing. when out of ammo, it becomes useless baggage. you cannot sell a used or partially used shartak laser to traders. The pic of the Shartak laser is here. http://derby.jconserv.net/viewtopic.php?t=14&amp;amp;start=105|&lt;br /&gt;
suggest_time=13:12, 22 May 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Elegost|Elegost]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
(Pssst, Simon, just say you've implemented it! Where are you going to get a headless parrot from anyway?) --[[User:Rozen|Rozen]] 16:04, 22 May 2007 (UTC)&lt;br /&gt;
* This has been added, it's in a secret location and you'll have to journey through shark infested water and back to the mainland to find it. ;) --[[User:Simon|Simon]] 22:32, 25 June 2007 (UTC)&lt;br /&gt;
:seriously?!?!? why can't i have a free one?:D -[[User:Elegost|Elegost]] 02:17, 26 June 2007 (UTC)&lt;br /&gt;
::Ya, umm sorry I kinda took it. How about you give me 500 gold and it'll be at the Dalpok trader. --[[User:Wulla-mullung|Wulla-mullung]] 02:41, 26 June 2007 (UTC)&lt;br /&gt;
:::LOL. No, not seriously. I regret to inform you that this will never be implemented. Perhaps if you could come up with some less outrageous and powerful things that could be manufactured you might be luckier. --[[User:Simon|Simon]] 07:22, 26 June 2007 (UTC)&lt;br /&gt;
::::okay. you got me there. hahaha wait, i'll edit it. -[[User:Elegost|Elegost]] 10:42, 26 June 2007 (UTC)&lt;br /&gt;
: How about having it burn out once all shots are fired?--[[User:Johan Crichton|Johan Crichton]] 21:28, 26 June 2007 (UTC)&lt;br /&gt;
::sounds good. but i personally like the idea of it being disposable, just like the spartan laser. and you can't sell the empty one to the trader! -[[User:Elegost|Elegost]] 10:30, 27 June 2007 (UTC)&lt;br /&gt;
::::The above is a lie, I really do have the Shartak Laser. Simon just thought better of letting everyone know one exsisted. --[[User:Wulla-mullung|Wulla-mullung]] 02:33, 29 June 2007 (UTC)&lt;br /&gt;
:::::If you really do, you'll only be able to fire four shots. Also, if you could get a light bulb and run an electric current from the GPS to it and use the gem like a magnifying glass, you might just be able to do this. but make it need a scientist-only skill and have a 75% chance of being done wrong breaking the GPS and the light bulb. When it runs out of charges it leaves the light bulb and the gem intact, but if it breaks you just keep the gem.--[[User:AlexanderRM|AlexanderRM]] 01:45, 13 September 2007 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Bottle of Water===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=improvement|&lt;br /&gt;
suggest_scope=everyone who can drink bottles of water|&lt;br /&gt;
suggest_description=I just realized i carry more bottles of water than FAKS. So, maybe we can use bottles of water on other people, you know, help them drink and restore health. like a fak :)|&lt;br /&gt;
suggest_time=11:12, 6 June 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Elegost|Elegost]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
I fully agree - hence this suggestion: [[Suggestions:Miscellaneous#UI:_Heal_Patient_as_possible_action]] --[[User:Johan Crichton|Johan Crichton]] 04:43, 3 July 2007 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Melee Weapon Breaking tweak===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=weapon tweak|&lt;br /&gt;
suggest_scope=everyone|&lt;br /&gt;
suggest_description= the rate of breaking machetes could be altered a bit. I haven't had much luck breaking machetes these days. Shouldn't they break a lot too? Cutlasses seem to break a lot. And the non-breaking quality of the machete makes it a not-so-good item to trade at the traders. And perhaps writing materials could be blunted when writing too.&lt;br /&gt;
and maybe the sharpening stones can wear out after a while, like around ten sharpenings, it'll crumble to dust. And that'll stimulate players to buy or sell sharpening stones.|&lt;br /&gt;
suggest_time=09:00, 2 July 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Elegost|Elegost]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
I've had the opposite with machetes of late - if you use them for combat, they seem to break reasonably often. --[[User:Johan Crichton|Johan Crichton]] 22:18, 3 July 2007 (UTC)&lt;br /&gt;
Ooh, I know- have the sharpening stones turn blunt, so you can keep two sharpening stones, and use one to sharpen the other. --[[User:AlexanderRM|AlexanderRM]] 01:47, 13 September 2007 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Pit Trap===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Item/Skill|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=Once a hole has been dug with the digging skill/shovel, driftwood can be used to conceal the hole, creating a pit trap. The next individual/animal to enter the hex will fall into the pit, taking 6 points of damage.  This naturally destroys the driftwood covering for the pit and thus the pit would need to be 'reset' with more driftwood.&lt;br /&gt;
&lt;br /&gt;
If it would also cost a point of movement to get out of the pit as well, that would be interesting.|&lt;br /&gt;
suggest_time=10:04, 2 July 2007 (EST)|&lt;br /&gt;
suggest_author=GreyA2|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Similar suggestions already exist - [[Suggestions:Skills#Jungle_Skills]] has a mention of a 'Make/Detect Traps' skill, and [[Suggestions:Skills#Trap_Laying]]. --[[User:Johan Crichton|Johan Crichton]] 04:42, 3 July 2007 (UTC)&lt;br /&gt;
: It should have an x% of falling in per action, including entering and leaving, and it's a square, not a hex.--[[User:AlexanderRM|AlexanderRM]] 01:49, 13 September 2007 (UTC)&lt;br /&gt;
You should be able to add snakes to the pit. See [http://forum.shartak.com/index.php?topic=973.0 snake discussion] for more snake ideas. Each snake would have a chance of biting the person who fell in, at the normal snake damage rates. When someone falls in some of the snakes would use the person/driftwood to slither out of the pit. Possibly limit the number of snakes in the pit, or have a maximum as to how many could bite you, although an instant death trap that you ''really'' have to work at making, by gathering lots of snakes, would be great fun. &lt;br /&gt;
&lt;br /&gt;
I think the person who laid the trap should automatically know where it is an not be able to fall in. I also think that there should be a method to search for traps, which would search the 8 squares immediately surrounding you, so that you wouldn't have to step on the trap to look for it. &amp;quot;Search for traps&amp;quot; would automatically find any, since there's no way of knowing where a trap might be laid and you'd have to waste an AP every time you looked for them, anyway. If you know where the trap is, you don't set it off when entering the square. An &amp;quot;unset trap&amp;quot; option should be available for people who know where the trap is. &lt;br /&gt;
&lt;br /&gt;
I don't think there needs to be a skill to do this. Although, if you wanted a skill, you could make it so that the trapping skill allows you to place &amp;quot;well concealed&amp;quot; traps that are harder to notice (only 33% chance to notice them when checking for traps?) and harder to climb out of (5AP instead of 2?), and gives you a better chance of finding well concealed traps (66% chance?) during a trap search. --[[User:Buttercup|Buttercup]] 09:04, 18 January 2008 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Hunting-Skinning-Trading===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=new ways of income|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=When you kill an animal, you get exp, but no gold. When you trade, you get gold and experience if it's inter-settlement. In reality, peope make food and skins from hunting, in reality, people set into each other with cutlasses. Or did...anyway. I'm suggesting that when you kill a creature, great or small, you get a body part of that creature, pelt, leather, ivory, eyeball...that kind of thing. You can then sell it at the trader for some gold, bigger or rarer the beast, the more gold. Squid eyes being worth the most, parrot feathers the least. It's also been suggested that you get meat from the animal, which you can eat to recover some HP. This is a suggestion made with new players in mind, as my newest character realised he got more of a reward going safely from town to town and gtting hsi gold and exp than he did traveling into dangerous jungle and killing stuff. |&lt;br /&gt;
suggest_time=00:11 am, Thurdsay 30th Aug |&lt;br /&gt;
suggest_author=[[User:RobZombie|RobZombie]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Dupe of something near the top of the page. or maybe that's a dupe of this... don't think so.--[[User:AlexanderRM|AlexanderRM]] 01:50, 13 September 2007 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===The Most-Awesome-Titanium Sword===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=replacement to the heavy sword|&lt;br /&gt;
suggest_scope=everyone|&lt;br /&gt;
suggest_description=Since someone was kind enough to spoil the locations of heavy swords, I hereby present you with this. The Most-Awesome-Titanium Sword! or the MATS.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Since Simon wouldn't implement the Shartak Laser, we'll have this.&lt;br /&gt;
&amp;lt;br&amp;gt;MATS stats&lt;br /&gt;
&amp;lt;br&amp;gt;Damage- 5&lt;br /&gt;
&amp;lt;br&amp;gt;Accuracy- 50% (cause its made of titanium, its easier to wield in theory)&lt;br /&gt;
&amp;lt;br&amp;gt;Chances for Critical- 18%&lt;br /&gt;
:Critical Hit- 10dmg to target&lt;br /&gt;
::Critical Miss- you break it, and you get hit for 5 damage by the broken blade&lt;br /&gt;
&amp;lt;br&amp;gt;Search Odds- 10% at only ONE place, or certain coordinate |&lt;br /&gt;
suggest_time=07:54, 4 September 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Elegost|Elegost]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
You scare me sometimes Ele ;P -[[User:Cthulhu|Cthulhu]]&lt;br /&gt;
: 1: &amp;quot;no, I didn't use earth elementals- I used ''titanium'' elementals&amp;quot;&lt;br /&gt;
2: Someone spoiled the locations of heavy swords? Where?--[[User:AlexanderRM|AlexanderRM]] 01:52, 13 September 2007 (UTC)&lt;br /&gt;
:Forums. Simon is cooking something up, don't worry. --[[User:Wulla-mullung|Wulla-mullung]] 03:14, 13 September 2007 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Bottle/Gourd Of Healing Salve===&lt;br /&gt;
&lt;br /&gt;
Made by juicing healing herbs with an empty bottle or gourd in your inventory.  It would take 3 herbs to make 1 batch of salve and you must have the &amp;quot;Natural Medicine&amp;quot; skill to do so.  Salve heals 15hp when used.  That about covers it really.  The pro is its lighter then herbs, the con is it takes time to prepare.  Perhaps a small exp reward for preparing it (say 2 exp) would encourage players to make use of it, that is open to debate however. --[[User:Etherdrifter|Etherdrifter]] 00:25, 10 September 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
''Edit''&lt;br /&gt;
&lt;br /&gt;
Ousiders without &amp;quot;Native knowledge&amp;quot; would see it as gourd/bottle of green paste.--[[User:Etherdrifter|Etherdrifter]] 22:10, 29 September 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
&lt;br /&gt;
I like. I would suggest allowing pirates to use this skill too, maybe, it would give them the little balancing edge they need. - Rincewind.&lt;br /&gt;
*Perhaps put in place a different skill for pirates to use it?  It would probably need to be a subskill of Native Knowledge.  Not too sure of a name for it though.  Also what do you think of the idea for a small exp reward?--[[User:Etherdrifter|Etherdrifter]] 12:14, 10 September 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
**Small exps are aaaalways good. - Rincewind.&lt;br /&gt;
&lt;br /&gt;
*** Keep chronological order plz. This seems to apply to natives. What about outsiders? Them too? Outsiders would then have a choice of FAKs for 10 HP heals and herb salve for 15 HP heals? Whilst natives would have only herbs or herb salves? Seems oddly balanced. Dislike XP for making the stuff as you will gain XP when using it.--[[User:Skull Face|Skull Face]] 17:14, 20 September 2007 (UTC)&lt;br /&gt;
****Sorry about the mix up there with the time ordering.  Anyways I thought about a small exp reward as a native who just uses the herbs already gains much more exp as they would do from making and using the salve, 7.5 exp per ap against 10 exp per ap,.  The exp is an encouragment to make this and keep it stocked in the traders hut (Where anyone could use it) or use it outside of town.  2 exp seemed about right as it would take it to 9.5exp per ap making it slightly less useful when it used for healing in villages but much more useful for use outside of the village where healing herbs are not so plentiful.--[[User:Etherdrifter|Etherdrifter]] 22:10, 29 September 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Oysters ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Item|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=Oysters would be a new item found only in [[Suggestions:Game_mechanics#Oyster_Bed|oyster beds]]. Oysters in the inventory (1 slot per oyster) would have a button to 'Open' (similar to fruit having an 'Eat' button). They would have a 24 hour shelf life (similar to shargle eggs) after which they would have no food value. Once opened, in the inventory an oyster becomes an oyster shell. These shells have no value and traders will not accept them as trade items.&lt;br /&gt;
&lt;br /&gt;
Oysters would come in two varieties, edible and pearl-bearing, but cannot be identified until opened. When an edible oyster is opened (requiring a knife or dagger) the character would eat it immediately and gain +1 HP if below maximum HP with the following flavour text...&lt;br /&gt;
:''You open the oyster and consume the contents, gaining 1 HP.''&lt;br /&gt;
If the edible oyster is past its shelf life when opened the character gains nothing and sees flavour text such as...&lt;br /&gt;
:''You open the oyster but the contents are inedible.''&lt;br /&gt;
When a pearl-bearing oyster is opened a pearl is added to the inventory (see suggestion on item [[Suggestions:Items#Pearls|Pearls]]) with flavour text such as...&lt;br /&gt;
:''You open the oyster and inside is a small black/white pearl!''&lt;br /&gt;
&lt;br /&gt;
Characters who do not have one free inventory slot will still be permitted to open an oyster. In the event that it contains a pearl which cannot be added to their inventory they will see this flavour text...&lt;br /&gt;
:''You open the oyster and inside is a small black/white pearl which slips through your fingers and is lost!''&lt;br /&gt;
|&lt;br /&gt;
suggest_time=12:47, 14 September 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Support! it also applies to the suggestion below, you could merge those two. --[[User:Lama|Lama]] 21:19, 27 September 2007 (UTC)&amp;lt;br&amp;gt;&lt;br /&gt;
:Ok I like the idea and the one below but I take it that this option is available to both outsiders and natives?--[[User:Etherdrifter|Etherdrifter]] 22:13, 29 September 2007 (UTC)&lt;br /&gt;
::All classes, all ethnic backgrounds ;) --[[User:Skull Face|Skull Face]] 22:44, 29 September 2007 (UTC)&lt;br /&gt;
:::I think this is a great idea and goes well with your sunken city concept. - [[FirstAmongstDaves]] 2 Jan 08&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Pearls ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Item|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=A pearl would be a new item that takes up 1 inventory space. Pearls would only be found inside pearl-bearing oysters. Pearls would come in two flavours, white (19 out of 20) and black (1 out of 20). Traders would value white pearls at 1 times the cost of a gem and black pearls at approx 5 times the cost of a gem.&lt;br /&gt;
|&lt;br /&gt;
suggest_time=13:37, 14 September 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Comment here&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Compass===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New Item|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=This suggestion is for a new item, the humble compass. It would be found in the Weapons Hut and would occupy 1 inventory slot. If clicked (for 1 AP) the compass would report the approximate direction to [[Suggestions:Game_mechanics#Shartak_Mountain|Shartak Mountain]] provided that the jungle density does not block line-of-sight.&lt;br /&gt;
|&lt;br /&gt;
suggest_time=[[User:Skull Face|Skull Face]] 12:26, 20 September 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
So... how exactly does this work? The compass is used to detect the direction of north. Last I checked, Shartak mountain was not right smack on the north pole. --[[User:AlexanderRM|AlexanderRM]] 23:51, 15 October 2007 (UTC)&lt;br /&gt;
:I suggest you learn a wee bit about the use of a compass and compass bearings ;) --[[User:Skull Face|Skull Face]] 10:18, 16 October 2007 (UTC)&lt;br /&gt;
:I was at first confused as well, but now I understand. You look at the mountain. You look at your compass. The compass points towards the mountain. Now you know which way the mountain is. &lt;br /&gt;
:May I assume that without the compass, you just get the distance to the mountain (near, far, very far), but with it you get the direction?--[[User:Buttercup|Buttercup]] 07:05, 25 January 2008 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Theodolite===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Item|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=This suggestion is for a new item, the theodolite, to replace the GPS unit and provide a handwaving explanation for accurate surveying of Shartak by outsiders and pirates. It is a steampunk variant of [http://en.wikipedia.org/wiki/Theodolite the 18th/19th century surveyors' theodolite] and would be used to calculate vertical angles and aid in positional triangulation.&lt;br /&gt;
&lt;br /&gt;
In locations that do not block line-of-sight to the peak of [[Suggestions:Game_mechanics#Shartak_Mountain|Shartak Mountain]], the vertical inclination angle to the peak and the approximate known height of the peak would permit a rough calculation of the horizontal distance from the peak. This calculation would be refined by use of a barometer reading giving approximate current height above sea level. The distance from the peak alone is not sufficient to calculate location. The missing element would be the angular direction of the peak with respect to true N, obtained from a compass reading vs the angular scale on the theodolite. Thus the angular direction of the peak would be obtained. With this second item of information the approximate location on the island would be calculable.&lt;br /&gt;
&lt;br /&gt;
Unlike the automatic always-on GPS unit the standard theodolite must be clicked (for 1 AP) to give an approximate GPS locational reading. The theodolite would occupy 3 inventory slots (similar to a [[rifle]]) due to the need for the lens array, supporting tripod and chart. The theodolite would require solid ground and line-of-sight for accurate use and thus could not be used in [[Water (deep)#Water_.28deep.29|Deep Water]], higher density jungle or indoors. It would also be fragile and have a small (XX%) chance of being destroyed in a hostile attack.&lt;br /&gt;
&lt;br /&gt;
As an optional extra the location information provided by the theodolite may be subjected to error of 1 or 2 location squares. This error would be removed for the classes Explorer/Scout and Scientist. Multiple readings / APs may be needed if strict accuracy is required.&lt;br /&gt;
|&lt;br /&gt;
suggest_time=[[User:Skull Face|Skull Face]] 12:26, 20 September 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
First, the GPS isn't really that useful anyway if you have either exploration or the ubermap. It's still worth the inventory space even if you have both (though the ubermap may tottally nerf it, I'm not sure...), though the gold is... debatable. But at 1AP, 3 inventory, increased area-restriction in use, chance to break when attacked and to be slightly off in location? Heck no. Just plain useless. On top of that, I actually think the GPS should stay- it gives the idea of a &amp;quot;lost island&amp;quot; rather than just &amp;quot;Hispaniola under a different name&amp;quot;. So, uh, I'm thinking maybe not? --[[User:AlexanderRM|AlexanderRM]] 23:50, 15 October 2007 (UTC)&lt;br /&gt;
:If you had been following the discussions you'd know that Simon has asked for suggestions on how to rework the GPS into something that fits the Imperial time period - an island cannot be lost if it still receives satellite telemetry. I consider GPS to be a freebie that is overpowered and in need of adjustment both to suit the period feel and to balance it somewhat. The biggest argument against changing GPS in this fashion is that it would break the existing Greasemonkey scripts (although the Ubermap ''really'' kills the lost island feel). OTOH your arguments seem illogical. If, as you suggest, the existing GPS isn't useful then perhaps you shouldn't be voting against a change, hmmm?&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===fire and science===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=new items, and the skills to support them|&lt;br /&gt;
suggest_scope=everyone, but mainly scientists|&lt;br /&gt;
suggest_description='''new items''':&lt;br /&gt;
*'''charcoal''' (found in abandoned huts @ 10% chance):&lt;br /&gt;
**can be combined with other ingredients to produce black powder.&lt;br /&gt;
*'''saltpeter''' (found in swamp squares @ 10% chance):&lt;br /&gt;
**can be combined with other ingredients to produce black powder.&lt;br /&gt;
*'''sulfur''' (found in mountain caves @ 10% chance):&lt;br /&gt;
**can be combined with other ingredients to produce black powder.&lt;br /&gt;
*'''bottle/gourd of black powder''' (found in shipwreck armory @1% chance):&lt;br /&gt;
**can be used to attack groups of players by way of area-of-effect damage.&lt;br /&gt;
***base = 30% chance of 6dmg to target character + 15% chance of 2dmg to each of 10 random characters + 20% chance of 4dmg to user.&lt;br /&gt;
&lt;br /&gt;
'''new skills''':&lt;br /&gt;
*'''basic chemistry''' (scientists):&lt;br /&gt;
**allows a character possessing the proper ingredients to produce 'black powder'.&lt;br /&gt;
*'''basic munitions''' (soldiers, pirates, warriors with outsider knowledge):&lt;br /&gt;
**reduces risk to user to 10% chance of 2dmg &amp;amp; alters aoe to affect only characters matching the target's affiliation (eg. natives, outsiders, pirates).&lt;br /&gt;
*'''advanced munitions''' (pirates):&lt;br /&gt;
**reduces risk to user to 5% chance of 2dmg &amp;amp; alters aoe to include 15 characters &amp;amp; to exclude members of the user's clan.&lt;br /&gt;
&lt;br /&gt;
'''notes''':&lt;br /&gt;
*player with 'basic chemistry' can only produce 'black powder' provided that character's inventory contains at least one each of 'charcoal', 'saltpeter', and 'sulfur' as well as one empty gourd or bottle.&lt;br /&gt;
*character can only find 'black powder' in the shipwreck armory provided that inventory contains at least one empty gourd or bottle. otherwise, a message will occur indicating that 'black powder' was found, but lacking any means of containing it, the character was forced to leave it.&lt;br /&gt;
*any use of 'black powder' triggers a message indicating said use to all players present, regardless of whether or not they fall within the area-of-effect.&lt;br /&gt;
*when used in jungle squares, 'black powder' has a 1% chance of reducing jungle density by 1.|&lt;br /&gt;
suggest_time=22:40, 29 September 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Zeek|Zeek]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
I would suggest a small exp reward for making the powder but otherwise I like the general idea.--[[User:Etherdrifter|Etherdrifter]] 19:23, 1 October 2007 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Flintlock===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New Item|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=This suggestion is for a new item, the flintlock pistol, a black powder weapon from the pirate era, found only at the shipwreck, the ruined armoury NE of Durham and the tower on Midway Island. &lt;br /&gt;
&lt;br /&gt;
The flintlock would take up 2 inventory slots. Base hit chance for all classes would be 20% (45% with [[Suggestions:Skills#Black_Powder_Proficiency|Black Powder Proficiency]]) delivering 4 HP damage on a successful attack. The flintlock would be a 1 shot weapon requiring 2 APs to prime with a powder charge (1 AP with [[Suggestions:Skills#Black_Powder_Proficiency|Black Powder Proficiency]]), 1 AP to load with 1 lead balls and 1 AP to fire. When loaded and carried through a water square each flintlock would have a 50% chance of being soaked and the powder ruined - the item description would change to a ''useless flintlock''. Such a weapon would have to cleaned using 2 APs (1 AP with [[Suggestions:Skills#Black_Powder_Proficiency|Black Powder Proficiency]]) and the ammo added back to the user's inventory before the flintlock could be primed again. When used there is a small chance that a misfire (e.g. 95%-100%) would destroy the weapon and cause 4 HP damage to the user c.f. breaking machetes.&lt;br /&gt;
|&lt;br /&gt;
suggest_time=[[User:Skull Face|Skull Face]] 12:22, 9 November 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
This is not as good as a maxed machete because of the high AP cost. I don't want tons of useless items like that in shartak like they have in hellrising so NO.&lt;br /&gt;
:It's not meant to be as good as a maxed out machete. You are missing the point. Powder weapons are intended for pirates with [[Suggestions:Skills#Black_Powder_Proficiency|Black Powder Proficiency]]. That skill and the powder weapons would not make pirates superior to Soldiers or Warriors but it would give them additional options and RP flavour. From POV of AP usage vs damage inflicted, using the skill with multiple pistols would make a Pirate slightly more effective in combat (36 HP for 20 APs vs 30 HP for 20 APs) than solely with a cutlass and maxed HTH skills, but only until all their pistols are discharged. This fits nicely with the image of a volley of lead from pre-primed weaponry followed by HTH combat. Availability of powder and balls is deliberately kept problematic. Along with misfire chances this would keep these new weapons from flooding the market too quickly.--[[User:Skull Face|Skull Face]] 12:48, 6 December 2007 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Blunderbuss===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New Item|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=This suggestion is for a new item, the blunderbuss, a black powder weapon from the pirate era, found only at unspecified locations c.f. heavy swords. &lt;br /&gt;
&lt;br /&gt;
The blunderbuss would take up 3 inventory slots. Base hit chance for all classes would be 30% (55% with [[Suggestions:Skills#Black_Powder_Proficiency|Black Powder Proficiency]]) delivering 8 HP damage on a successful attack. The blunderbuss would be a 1 shot weapon requiring 3 AP to prime with a powder charge (2 APs with [[Suggestions:Skills#Black_Powder_Proficiency|Black Powder Proficiency]]), 3 AP to load with 3 lead balls and 1 AP to fire. When loaded and carried through a water square each blunderbuss would have a 50% chance of being soaked and the powder ruined - the item description would change to a ''useless blunderbuss''. Such a weapon would have to cleaned using 3 APs (2 APs with [[Suggestions:Skills#Black_Powder_Proficiency|Black Powder Proficiency]]) and the ammo added back to the user's inventory before the blunderbuss could be primed again. When used there is a small chance that a misfire (e.g. 95%-100%) would destroy the weapon and cause 8 HP damage to the user c.f. breaking machetes.&lt;br /&gt;
|&lt;br /&gt;
suggest_time=[[User:Skull Face|Skull Face]] 12:22, 9 November 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
So this thing takes 5 AP to fire once and it's shots have a 55% chance to hit for a loss 8 HP? Outside of trading this is completely useless. It doesn't come close to a maxed out machete. The amount of inventory it takes up is ridiculous. If all of the shots got off on a person with 65 HP, that would require 25 lead balls. God forbid anyone tries to bring down a fully healed pirate. Can you explain where they could be located and how much one sells for at a traders since trading with an NPC is the only thing this is useful for? A strong NO because I don't want another incentive for trading. This would likely subtract from the weak FAK and herb flow to the wreck and weaken pirates as a whole. [[User:Edwardel|Edwardel]] 01:29, 25 November 2007 (UTC)&lt;br /&gt;
:See comments on the flintlock above as you really seem to have missed the point. Nothing on Shartak, not even a heavy sword, is as good as a maxed out machete. The blunderbuss is a less serious proposition than the flintlock, more for flavour than anything else, and could be adjusted to allow a small %age hit chance for 2 HP damage vs each person in the same square as the target, mimicking a scattershot blast into a crowd.--[[User:Skull Face|Skull Face]] 12:52, 6 December 2007 (UTC)&lt;br /&gt;
::The usefulness of this sort of item isn't in a straight AP-&amp;gt;damage conversion, but in future performance.  With the above stats, a player can spend 5 AP to load one of these, to eventually spend 1 AP and inflict 4HP damage (on average, and with 5% backfire possibility), or, in other words, spend 165 AP (minus trading/searching AP) to load 33 of these (max carryable amount), so that at some point in the future (perhaps in a real time battle?) they can deliver 132 HP damage in 33 AP. At most a machete can do 165 damage in 33 AP but on average you'll get 51, much less than the Blunderbuss. --[[User:Frisco|Frisco]] 02:14, 7 December 2007 (UTC)&lt;br /&gt;
:::Did you note the part where I stated that the blunderbuss would have the same rarity as a heavy sword? If you are aware of anyone with 33 heavy swords please say so and we can continue having a serious conversation about the Shartak arms race. And yes you should be including trading / searching AP as that gives the true relative value of a weapon. Time spent searching for ammo (or heavy sword) vastly reduces the effectiveness of a weapon. Apply your logic and maths to the rifle and see what figures you come up with ;) --[[User:Skull Face|Skull Face]] 11:53, 7 December 2007 (UTC)&lt;br /&gt;
::::Why shouldn't it be as widely available as a cutlass? With load time, you get .66 damage per AP (w/o search time), much less than machete or rifle.  Or in other words, in the time a player has fully loaded 33 of these, one enemy has killed him thrice with a machete.  Again, i see the real benefit of this weapon is its future potential damage per AP, which can add to rp.  Am i missing some other benefit?  With regards to searching, you haven't stated these stats on your new items, so if you want to see those included, please do the math yourself. I see it as a moot point because including search time will decrease overall AP-damage ratio, which will increase the importance of the potential AP-damage ratio and heighten the niche value of this weapon as a benefit to rp. --[[User:Frisco|Frisco]] 18:51, 7 December 2007 (UTC)&lt;br /&gt;
:::::Yeah, the way it is now...it's pretty much completely useless. If it's that rare, it needs be have an equivalent power. And even if it's not rare and instead very common, it still needs to be more effective than a machete, to counterbalance the AP spent finding it. If this was implemented as it stands now, I would expect a total of three people to use it with any regularity. Oh, another thing. If you have multiple parts to one suggestion, put 'em in one section, okay? No need to have two surplus sections that are completely useless. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 19:47, 7 December 2007 (UTC)&lt;br /&gt;
::::::Mark there are no set rules for the wiki suggestions. I'm suggesting multiple items and skills and therefore I'm creating one suggestion per item, one suggestion per skill. I can't find a template for mixing multiple skills / items / whatever into a single suggestion. If there is, please point it out. If not, please restrict yourself to constructively slagging the suggestion :) --[[User:Skull Face|Skull Face]] 23:13, 7 December 2007 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Powder Flask===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New Item|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=This suggestion is for a new item, a flask of black powder, found only at the shipwreck, the ruined armoury NE of Durham and the tower on Midway Island.&lt;br /&gt;
&lt;br /&gt;
A powder flask would take up 2 inventory slots. A powder flask would be used to prime a black powder weapon. After each use has a powder flask would have a 20% chance of running out (guaranteeing at least one use). When carried through a water square each powder flask would have a 20% chance of being soaked and rendered useless. Useless or empty flasks would show as 'Empty Flask' in the inventory.&lt;br /&gt;
|&lt;br /&gt;
suggest_time=[[User:Skull Face|Skull Face]] 12:22, 9 November 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Comment here&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Lead Ball===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New Item|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=This suggestion is for a new item, a lead ammo ball for black powder weapons, found only at the shipwreck, the ruined armoury NE of Durham and the tower on Midway Island.&lt;br /&gt;
&lt;br /&gt;
A lead ball would take up 1 inventory slot per ball. A lead ball would be used to load a black powder weapon.&lt;br /&gt;
|&lt;br /&gt;
suggest_time=[[User:Skull Face|Skull Face]] 12:22, 9 November 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Comment here&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Jute Climbing Cloth===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New Item, found in Native camps only|&lt;br /&gt;
suggest_scope=All classes, but arguably could be restricted to Natives|&lt;br /&gt;
suggest_description=This suggestion aims at providing Native camps with an item roughly comparable to the GPS. It functions very different ly however, hopefully helping to achieve the 'equal but different' goal of class balance between Natives and Outsiders. The climbing cloth would be added to items found in the Native camp ammo and/or med huts with a similiar find rate to the GPS in Outsider camps. Natives could use the cloth to climb trees in any jungle square that contains a tree (mango, banana, berry). Outsiders can use this item if they have the Native knowledge skill.&lt;br /&gt;
 &lt;br /&gt;
Jute is a fibrous tropical plant that is used to make rough weave cloth. This type of cloth is used to make climbing coconut and other trees easier (see [http://www.wikihow.com/Climb-a-Coconut-Tree] for details). What is the point in climbing a tree? To see further of course! There are clearly many ways that this could be implemented, however I think the following would be realistic, relatively easy to implement and not over powered; Climbing a tree takes AP, probably 5AP would be reasonable, but for this AP use your character climbs the tree and surveys a 360 degree view. Unlike say the UD binocular skill that gives a greater graphical view in only one direction, the result of climbing would be a general outline of what is seen in a text description. An example would be something like&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Using your climbing cloth you shimmy up the (banana say) tree. Looking around you see signs of a settlement to the North East, the coast to the south and a lake to the West. You catch a glimpse of movement in the bushes nearby to the east, it's probably an animal but you can't make out what. You see a figure somewhat nearby to the south.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Obviously the above description is very 'busy' and in most locations you wouldn't see all those features. The spotting distance for landmarks such as lakes, mountains, the coast, settlements etc could be quite long, several dozen sqaures or so. Spotting animals and other characters is harder (since they are smaller and hidden by the jungle) and would be limited to about a dozen squares. The distance to the spotted animals/characters as well as landmarks is roughly indicated by flavour text (e.g. 'very close','nearby','somewhat far away','very far away' etc) and the details seen would also depend on range, so for instance character nearby could be identified as either a native or outsider, but not further away and a nearby animal could be identified by species (&amp;quot;You see an elephant quite close to the South&amp;quot;). In the case where there are lots of characters around, either they are all listed with details given as per above, or perhaps just the closest spotted character is reported, the flavour text would first detail the landmarks seen, then animals, then finish with &amp;quot;You see an outsider quite close to the North, you figure you'd better climb down before they see you&amp;quot;, thus naturally justifying why you only ever see the nearest character.&lt;br /&gt;
&lt;br /&gt;
I don't think this would be overpowered, but would provide a decent way of getting around that doesn't require using the Uber-map and also gives a bit, but not too much, more info about the local area that isn't given by the Uber-map. The requirement for using a tree, not just any square, also helps from overpowering this item.&lt;br /&gt;
&lt;br /&gt;
In conjuction with the Agriculture skill (if it was implemented) this item would allow the defenders of a camp to set up trees to be used as scout towers on the outskirts of the settlement, but that's probably thinking too far ahead.&lt;br /&gt;
&lt;br /&gt;
This would provide something unique for the Native huts, and I'm sure trader characters would like another item that is found in limited places to sell for profit in places where it is not found.|&lt;br /&gt;
suggest_time=07:03, 13 December 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Bogdanovist]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
I like the general idea behind this but not the fact that it is item-based (which is why I suggested making Shartak Mountain visible to all players a while back). Could this not be a default ability for everyone but at reduced APs for those with Native Knowledge? Has anyone previously suggested a dedicated Climbing skill? In terms of item support perhaps the appropriate item would also reduce APs required? I do think the suggested 5 APs is too high as you can climb the mountain, waterfall or shipwreck mast for much less. And you can do a lot of scouting with 5 APs if you have Trekking. Nevertheless it's a good idea, I'm surprised it hasn't been thought of previously.--[[User:Skull Face|Skull Face]] 09:35, 13 December 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
I like this suggestion, but agree with Skull Face here on the point of AP cost. How bout, 2AP all round for climbing a tree and 1AP with the item or skill? Skill would probably be more appropriate, giving Natives another distinctive skill, while allowing Outsiders to utilize trees as well. But then on the other hand, is it really worth the XP cost? As in purchasing a new skill that may potentially be rarely used. Perhaps the item would be more suited then, giving the Natives a distinctive means of navigation that Outsiders are not able to utilize. --[[User:Cthulhu|Cthulhu]]&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;In the case where there are lots of characters around,...&amp;quot;''&amp;lt;- summarize what is seen. There's ways to shorten descriptions without losing information. I prefer that to only seeing one figure/losing detail. I think that's my only objection. Otherwise great idea, I l0vez it to bitz0rz. Now I just need to start weaving my jute cloth out of wild grasses and hemp fibers, or whatever they're made from. --[[User:Buttercup|Buttercup]] 09:22, 25 January 2008 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Pretty Flowers===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=A new way to find items|&lt;br /&gt;
suggest_scope=Plants in the jungle|&lt;br /&gt;
suggest_description=Pretty flowers would actually be a specific kind of tropical flower, but outsiders wouldn't know the name without Native Knowledge. I prefer a blue flower. I'll look up different flowers it could be later.&lt;br /&gt;
&lt;br /&gt;
These flowers would generate in D9 and D10 jungle squares. Cutting the jungle to D8 or below would destroy any flowers in the square. Cutting from D10 to D9 would not harm the flowers, though. Up to three flowers can be on any D9/D10 square, growing much like jungle would. When you land on a square with a flower it's listed in the description, and the search button text would be changed to &amp;quot;collect flowers&amp;quot;. If you pick a flower, you take them all and the description/search button text returns to normal.&lt;br /&gt;
&lt;br /&gt;
Flowers can be worn in one's hair or otherwise adorn their person, sold to the trader, used to decorate a hut, or given away. Additionally, if enough are found they can be woven into a wreath (20 flowers) that can be worn on a person's head, or woven into a lei (40 flowers) to be worn like a necklace. Native Knowledge is needed to weave the flowers, but they can be worn without the skill (duh). No new skills need be introduced to the game to weave since it's pretty much for decoration anyway. It would cost 4 AP to weave a wreath and gain 2 XP, while a lei would cost 8 AP and gain 4 XP, roughly in line with jungle chopping or fruit juicing when you factor in getting the flowers.&lt;br /&gt;
&lt;br /&gt;
Flowers essentially last forever until they are used. Ie, when you wear them or decorate the hut with them they start the &amp;quot;fade clock&amp;quot;. A single flower worn in one's hair is fresh for 28 hours, then is listed as &amp;quot;starting to fade&amp;quot; for 10 hours, then is automatically discarded (&amp;quot;You toss away the faded flower&amp;quot;.) Wreaths and leis last longer not due to realism, but because they take so much more effort to make. A wreath would be &amp;quot;fresh&amp;quot; for 10 days before starting to fade, would be &amp;quot;starting to fade&amp;quot; for 24 hours, then would be discarded. A lei would be fresh for 18 days before starting to fade, would be &amp;quot;starting to fade&amp;quot; for 36 hours, then would be discarded.&lt;br /&gt;
&lt;br /&gt;
-*Edited to Add*- Due to the large quantity of flowers needed to make wreaths and leis, and the essentially decorative nature and light weight of flowers, they would take up very little, if any, inventory space. Essentially, a lei would take up 3 slots, a wreath would take up 2 slots, and 8 flowers would take up 1 slot. They would take up 0 spaces when worn, although there would be a limit of one single flower, one wreath, and 1-2 leis that could be worn at any one time. &lt;br /&gt;
&lt;br /&gt;
-*Edited to Add*- A lei would be worth 4 gold coins, a wreath would be worth 2 gold coins, and 10 flowers would be worth 1 gold coin. &lt;br /&gt;
&lt;br /&gt;
Now, for why it's needed:&lt;br /&gt;
*New, fun way to search for things.&lt;br /&gt;
*Gives people a tangible reason to ''not'' deforest at least part of the island.&lt;br /&gt;
*A way for people to show their love for each other.&lt;br /&gt;
*A way for people to show off their popularity (when they receive flowers and wear them) or vanity (when they find/buy flowers and wear them).&lt;br /&gt;
*Makes the huts look/smell nice.&lt;br /&gt;
*New way to make money.&lt;br /&gt;
&lt;br /&gt;
And why it's better than normal searching:&lt;br /&gt;
*Fruit trees/bushes notwithstanding, right now there's no reason to choose searching one square of jungle over another. &lt;br /&gt;
*Hitting &amp;quot;search&amp;quot; a million times in a row is boring.&lt;br /&gt;
*Finding fruit trees is fun, but searching fruit trees gets boring after a while because you just keep hitting the search button.&lt;br /&gt;
*Hunting animals is fun because you look around and find them. When you kill one, you find your next target. This would be like &amp;quot;hunting&amp;quot; flowers, only less dangerous.&lt;br /&gt;
*In summary: Move...see...get...move...see...get... is more fun than click &amp;quot;search&amp;quot;...click &amp;quot;search&amp;quot;...click &amp;quot;search&amp;quot;...&lt;br /&gt;
|&lt;br /&gt;
suggest_time=08:36, 25 January 2008 (UTC)|&lt;br /&gt;
suggest_author=[[User:Buttercup|Buttercup]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
This is only the start of what I hope will be an entirely new way to search for items to augment the current system. Other possibilities include sections of the island that hold canes that can be used for making blowpipes or good wood for darts; plants/materials that only villagers/settlers can find; other kinds of flowers/plants found in different terrains with different properties; and more, giving people reasons to search different parts of the island, rather than just hitting the &amp;quot;search&amp;quot; button in any old random square. --[[User:Buttercup|Buttercup]] 08:36, 25 January 2008 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Deadwood===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New Item|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=This suggestion is for a new (sort of) item, dead wood branches. Dead wood would be found only in Jungle squares containing trees (density 5 or higher) or inside empty huts in [[camp|camps]]. Each dead wood branch would occupy 1 inventory slot and function as driftwood.&lt;br /&gt;
|&lt;br /&gt;
suggest_time=17:01, 29 January 2008 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Comment here&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Flint &amp;amp; Tinder ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New Item|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=This suggestion is for a new item, a flint and tinder box for the creation of fires. This item would be found by searching empty huts in [[camp|camps]] or the cabins at the [[shipwreck]].&lt;br /&gt;
|&lt;br /&gt;
suggest_time=17:01, 29 January 2008 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Comment here&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Different Size Backpacks===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New Item|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=This suggestion is for different kinds and different carrying capcities of backpacks.&lt;br /&gt;
&lt;br /&gt;
Basket: A basket to be slung onto one's back. It would increase carrying capacity by 15 it would cost about 6 gold coins it would be in about double supply of backpacks though making it easier to get but offer less reward.&lt;br /&gt;
&lt;br /&gt;
Messenger Bag: A backpack to be carried on the side holding 20 items and cost about 8 gold coins. It would be produced more than the backpack but less than the basket.&lt;br /&gt;
&lt;br /&gt;
Regular Backpack: Same as before no changes...&lt;br /&gt;
&lt;br /&gt;
Oversized Backpack: The biggest of all backpacks, it would be produced at a very low rate about 1 per day or so? It would be worth 20 gold coins and add 40 slots to your base inventory. It would be this slimly produced due to its large effects.&lt;br /&gt;
&lt;br /&gt;
The effects of backpacks could not stack and if you're carrying two different backpacks the biggest one takes effect instead of the smaller one. Any small tweaks or other kinds of backpacks would be welcome.|&lt;br /&gt;
suggest_time=5:58 February 29, 2008 (GMT)|&lt;br /&gt;
suggest_author=[[User:Tracer|Tracer]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Comment here&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Drift Wood as a flotation device===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type= Change old item|&lt;br /&gt;
suggest_scope= Shartak|&lt;br /&gt;
suggest_description= Driftwood can be used as a flotation device to reduce the AP cost of moving in water. It makes the cost of moving in deep water the same as moving in shallow water. If you have the skill swimming, moving in both tiles will cost 1 AP. If you do not have the skill swimming, moving in both types of tiles will cost 2 AP. |&lt;br /&gt;
suggest_time=03:37, 8 March 2008 (UTC)|&lt;br /&gt;
suggest_author=[[User:Testingthelimits|Testingthelimits]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Comment here&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Spyglass===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New item|&lt;br /&gt;
suggest_scope=Anyone who finds one.|&lt;br /&gt;
suggest_description=Allow to view square(s?) in one direction in the distance which you are not standing in at the cost of AP use.  &lt;br /&gt;
&lt;br /&gt;
There would be a limit to how far you could see and how many squares you could see with each use.   Possibly only 1 square at a time per single AP?&lt;br /&gt;
&lt;br /&gt;
The advantage to this would be that you could locate dangerous targets without having to get near them.&lt;br /&gt;
&lt;br /&gt;
The disadvantage would be that it would be less useful in exploring hexes than simply walking to the location.&lt;br /&gt;
&lt;br /&gt;
Alternatively, I suppose the spyglass could simply slightly increase your hex revealing ability, but that seems boring and a simple mechanical advantage.  People realistically shouldn't be walking around with a spyglass to their eye at all times after all.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the way things are structured right now, I don't know how this could be implemented mechanically.|&lt;br /&gt;
suggest_time=11:05 15th of March, 2008 (EST)|&lt;br /&gt;
suggest_author=GreyA2|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Comment here&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Bottle of blood===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New possibility|&lt;br /&gt;
suggest_scope=Anyone|&lt;br /&gt;
suggest_description=When you're bleeding, you could fill bottles and gourds with your bloods. You could then sell these. You could then use them as a bait for sharks. Spot someone you want to harm in the water (even if it's yourself), pour a bottle of blood in the water, if you swim away a shark will bite you once most of the time before you do, and every person staying on the spot will get bitten a few times by sharks until the blood would dissipate (a fixed duration). Therefore you could use it in a new way to harm someone in the water, or even make the sharks come at you faster, for whatever reason, whether you're trying to commit suicide or bottling more blood. Drinking blood would make your max HP gain 2 points for the duration of a day, no matter how much you would drink.|&lt;br /&gt;
suggest_time=13:26, 1 April 2008 (UTC)|&lt;br /&gt;
suggest_author=[[User:A SN|A SN]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Comment here&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>A SN</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Durham&amp;diff=17627</id>
		<title>Durham</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Durham&amp;diff=17627"/>
		<updated>2008-02-11T10:50:48Z</updated>

		<summary type="html">&lt;p&gt;A SN: /* Map */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Home|&lt;br /&gt;
| image       = satellite_durham.png&lt;br /&gt;
| cx          = -70648&lt;br /&gt;
| cy          = 26343&lt;br /&gt;
| type        = Outsider&lt;br /&gt;
| huts        = 22&lt;br /&gt;
| shaman      = Kadmor&lt;br /&gt;
| shaman_gps  = [-70.648,+26.343]&lt;br /&gt;
| shaman_loc  = (08,08)&lt;br /&gt;
| trader      = Dick&lt;br /&gt;
| trader_gps  = [-70.649,+26.347]&lt;br /&gt;
| trader_loc  = (07,04)&lt;br /&gt;
| ammo_gps    = [-70.647,+26.349]&lt;br /&gt;
| ammo_loc    = (09,02)&lt;br /&gt;
| medical_gps = [-70.651,+26.344]&lt;br /&gt;
| medical_loc = (05,07)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Durham''' is one of the four outsider [[camp]]s on Shartak. Located on the far western side of the island's southern shore, it consists of twenty-two [[hut]]s in an oblong clearing.&lt;br /&gt;
&lt;br /&gt;
A [[shaman]] named Kadmor is held captive in the center of the clearing.&lt;br /&gt;
&lt;br /&gt;
== Map ==&lt;br /&gt;
{| cellpadding=&amp;quot;8&amp;quot; cellspacing=&amp;quot;1&amp;quot; style=&amp;quot;background-color: #e0e0e0&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;16&amp;quot; bgcolor=&amp;quot;#f9f9f9&amp;quot; | '''The Village of Durham - Territory Map'''&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|01&lt;br /&gt;
| bgcolor=#33c033|02&lt;br /&gt;
| bgcolor=#33c033|03&lt;br /&gt;
| bgcolor=#33c033|04&lt;br /&gt;
| bgcolor=#33c033|05&lt;br /&gt;
| bgcolor=#33c033|06&lt;br /&gt;
| bgcolor=#33c033|07&lt;br /&gt;
| bgcolor=#33c033|08&lt;br /&gt;
| bgcolor=#33c033|09&lt;br /&gt;
| bgcolor=#33c033|10&lt;br /&gt;
| bgcolor=#33c033|11&lt;br /&gt;
| bgcolor=#33c033|12&lt;br /&gt;
| bgcolor=#33c033|13&lt;br /&gt;
| bgcolor=#33c033|14&lt;br /&gt;
| bgcolor=#33c033|15&lt;br /&gt;
| bgcolor=#33c033|16&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|02&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|'''A'''&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|03&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|'''U&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|04&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|'''C'''&lt;br /&gt;
| bgcolor=#aa8866|'''T'''&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|05&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|'''B'''&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|06&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|07&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|'''M'''&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|08&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|'''S'''&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|09&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|10&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|11&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|H&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|12&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|13&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|14&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#4444af|&lt;br /&gt;
| bgcolor=#4444af|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=16 bgcolor=#f9f9f9 | '''Legend'''&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| colspan=15 bgcolor=#f9f9f9 | Unincorporated (&amp;quot;Jungle&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| colspan=15 bgcolor=#f9f9f9 | Village territory (&amp;quot;Durham&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| colspan=15 bgcolor=#f9f9f9 | Hut&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''T'''&lt;br /&gt;
| colspan=15 bgcolor=#f9f9f9 | Trading post&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''A'''&lt;br /&gt;
| colspan=15 bgcolor=#f9f9f9 | Ammunition hut&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''M'''&lt;br /&gt;
| colspan=15 bgcolor=#f9f9f9 | Medical hut&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''C'''&lt;br /&gt;
| colspan=15 bgcolor=#f9f9f9 | Census Office&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''B'''&lt;br /&gt;
| colspan=15 bgcolor=#f9f9f9 | Bank&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''U&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
| colspan=15 bgcolor=#f9f9f9 | Durham Utility Head Quarters&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''S'''&lt;br /&gt;
| colspan=15 bgcolor=#f9f9f9 | Shaman&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| colspan=15 bgcolor=#f9f9f9 | Beach&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| colspan=15 bgcolor=#f9f9f9 | Water&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#4444af|&lt;br /&gt;
| colspan=15 bgcolor=#f9f9f9 | Deep water&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* The above is a territory map, not a map of jungle density (which constantly changes). Therefore, the jungle and village squares will very likely be colored differently in-game than they are here. Squares within the village will be displayed as &amp;quot;Durham&amp;quot; on the game map, and jungle squares will be displayed as &amp;quot;Jungle&amp;quot;.&lt;br /&gt;
* The numbers on the map are merely for local reference and are not related to GPS coordinates at all.&lt;br /&gt;
&lt;br /&gt;
== Points of Interest ==&lt;br /&gt;
&lt;br /&gt;
=== Trail to York ===&lt;br /&gt;
Starting at the ammunition hut, move 3 squares north east, then follow the trail eastward (eventually turning south east and then east again) until you arrive in York.&lt;br /&gt;
&lt;br /&gt;
===Census Office===&lt;br /&gt;
In the hut west of the Trader's hut is a census office where foreigners and Durhamites can apply to become Durham citizens. Durham Citizens have the right to vote, run for elected office, and receive protection from the government.&lt;br /&gt;
&lt;br /&gt;
==The Government==&lt;br /&gt;
The [[Durham government]] has its own page.&lt;br /&gt;
&lt;br /&gt;
==Groups Operating in Durham==&lt;br /&gt;
Durham, being the 2nd most populous city after [[York]] has a few groups currently operating in it.&lt;br /&gt;
&lt;br /&gt;
*[[Durham Nationalists]]&lt;br /&gt;
*[[Durham Pistoleers]]&lt;br /&gt;
*[[Durham Utility]]&lt;br /&gt;
*[[Healers of Shartak]]&lt;br /&gt;
&lt;br /&gt;
{{Locationsnav}}&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>A SN</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Items&amp;diff=17003</id>
		<title>Items</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Items&amp;diff=17003"/>
		<updated>2008-01-07T19:12:32Z</updated>

		<summary type="html">&lt;p&gt;A SN: I just sold the conch shell to the Wiksik trader&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float: right; margin: 0 0 10px 10px&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
For more information, see [[Talk:Items]].&lt;br /&gt;
&lt;br /&gt;
== Melee weapons ==&lt;br /&gt;
&lt;br /&gt;
The default weapon, the punch, deals 1 point of base damage at 10% base accuracy.&lt;br /&gt;
&lt;br /&gt;
There is a very low chance of a weapon dealing additional damage during combat. &amp;quot;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.&amp;quot; There is also a very low chance of a weapon breaking during combat, which causes you to lose that weapon. &amp;quot;Unlucky or just clumsy? The blade snaps off and you're left holding the handle, which you discard.&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;1&amp;quot; style=&amp;quot;background-color: #f9f9f9; border: solid 1px #ccc; border-collapse: collapse&amp;quot;&lt;br /&gt;
|-bgcolor=&amp;quot;#0095B6&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Melee Weapons&lt;br /&gt;
|-bgcolor=&amp;quot;#0095B6&amp;quot;&lt;br /&gt;
!Name !! Base damage !! Base accuracy !! [[Trading#Trading_Hut_Prices|Normal trade value]] !! [[Locations]] !! Notes&lt;br /&gt;
&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|Knife&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|1&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|30%&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|$80&lt;br /&gt;
|Camps&lt;br /&gt;
|Required for [[Writing|writing messages]] on trees or huts.&lt;br /&gt;
&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|Blunt&amp;amp;nbsp;knife&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|1&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|30%&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|$80&lt;br /&gt;
|Camps&lt;br /&gt;
|Can't write. Can be sharpened.&lt;br /&gt;
&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|Dagger&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|1&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|30%&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|$80&lt;br /&gt;
|Ruins&lt;br /&gt;
|Required for [[Writing|writing messages]] on trees or huts.&lt;br /&gt;
&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|Blunt&amp;amp;nbsp;dagger&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|1&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|30%&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|$??&lt;br /&gt;
|Ship Armory&lt;br /&gt;
|Required for ? (same as dagger?)&lt;br /&gt;
&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|Machete&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|2&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|20%&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|$100&lt;br /&gt;
|Jungle&lt;br /&gt;
|Breakable. Required for chopping through the jungle. Can become a blunt machete when you chop vegetation; see [[Special weapon event odds]].&lt;br /&gt;
&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|Blunt&amp;amp;nbsp;machete&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|1&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|20%&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|$70&lt;br /&gt;
|Camps, Jungle&lt;br /&gt;
|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.&lt;br /&gt;
&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|Cutlass&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|2&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|20%&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|$120&lt;br /&gt;
|Ship&lt;br /&gt;
|Breakable. Required for chopping through the jungle. Can become a blunt cutlass when you chop vegetation; see [[Special weapon event odds]].&lt;br /&gt;
&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|Blunt&amp;amp;nbsp;cutlass&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|1&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|20%&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|$80&lt;br /&gt;
|Ship, swamp&lt;br /&gt;
|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.&lt;br /&gt;
&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|Heavy&amp;amp;nbsp;sword&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|4&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|20%&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|$5000 (?)&lt;br /&gt;
|Swamp&lt;br /&gt;
|Rare item. Breakable; unknown if it can become blunt.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Ranged weapons and ammunition ==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;1&amp;quot; style=&amp;quot;background-color: #f9f9f9; border: solid 1px #ccc; border-collapse: collapse&amp;quot;&lt;br /&gt;
|-bgcolor=&amp;quot;#0095B6&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Ranged Weapons&lt;br /&gt;
|-bgcolor=&amp;quot;#0095B6&amp;quot;&lt;br /&gt;
!Name !! Base damage !! Base accuracy !! [[Trading#Trading_Hut_Prices|Normal trade value]] !! [[Locations]] !! Notes&lt;br /&gt;
&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|Rifle&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|5&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|20%&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|$300&lt;br /&gt;
|Outsider ammunition huts, Outsider camps&lt;br /&gt;
|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.)''&lt;br /&gt;
&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|Blowpipe&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|4 (up to 8 with poison effect)&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|20%&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|$300&lt;br /&gt;
|Native ammunition huts, Native camps&lt;br /&gt;
|Needs ammo (poison darts). Darts are not loaded into the blowpipe, like the rifle, but poison darts are taken directly from their stack. Uses 2 inventory spaces. ''('''Natives only'''; outsiders require ''[[native knowledge]]'' to use.)''.  Requires 1.5 AP to fire, but advanced Warriors can reduce this to 1 AP. 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. &lt;br /&gt;
&lt;br /&gt;
A special skill allows natives to fire the blowpipe without the need for reloading. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;1&amp;quot; style=&amp;quot;background-color: #f9f9f9; border: solid 1px #ccc; border-collapse: collapse&amp;quot;&lt;br /&gt;
|-bgcolor=&amp;quot;#0095B6&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Ammunition&lt;br /&gt;
|-bgcolor=&amp;quot;#0095B6&amp;quot;&lt;br /&gt;
!Name !! [[Trading#Trading_Hut_Prices|Normal trade value]] !! [[Locations]] !! Notes&lt;br /&gt;
&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|Rifle bullet&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|$15&lt;br /&gt;
|Outsider ammunition huts, Outsider camps''&lt;br /&gt;
|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.)''&lt;br /&gt;
&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|Poison dart&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|$10&lt;br /&gt;
|Native ammunition huts, Native camps''&lt;br /&gt;
|Used as ammo for blowpipes. 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.)''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Consumables ==&lt;br /&gt;
&lt;br /&gt;
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.&amp;lt;br&amp;gt;  &lt;br /&gt;
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]] [[trader]]s and [[shaman]]s). Attempting to use one on someone with full health uses no AP and does not waste the item; instead, you will see that &amp;quot;''Player'' is already at full health.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;1&amp;quot; style=&amp;quot;background-color: #f9f9f9; border: solid 1px #ccc; border-collapse: collapse&amp;quot;&lt;br /&gt;
|-bgcolor=&amp;quot;#0095B6&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Consumables&lt;br /&gt;
|-bgcolor=&amp;quot;#0095B6&amp;quot;&lt;br /&gt;
!Name !! Restores!! [[Trading#Trading_Hut_Prices|Normal trade value]] !! Price per 1HP healed !! [[Locations]] !! Notes&lt;br /&gt;
&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|Banana&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|1 HP&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|$40&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|$40&lt;br /&gt;
|banana tree, loose in jungle&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|Mango&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|1 HP&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|$40&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|$40&lt;br /&gt;
|mango tree, jungle&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|Bunch of tasty berries&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|2 HP&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|$40&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|$20&lt;br /&gt;
|berry bush, jungle&lt;br /&gt;
|Outsiders without ''[[native knowledge]]'' recognize them as 'berries' and may use them normally, but cannot identify them from poisonous berries.&lt;br /&gt;
&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|Bunch of poisonous berries&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|-2 HP&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|$20&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|($10 per 1 HP damage)&lt;br /&gt;
|berry bush&lt;br /&gt;
|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.&lt;br /&gt;
&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|Bottle of beer&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|2 HP&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|$40&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|$20&lt;br /&gt;
|outsider camps, beach&lt;br /&gt;
|Drinking it gives an empty bottle.  Natives without ''[[outsider knowledge]]'' see it as 'brown liquid', but may drink it normally.&lt;br /&gt;
&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|Bottle of rum&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|2 HP&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|$40&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|$20&lt;br /&gt;
|shipwreck&lt;br /&gt;
|Drinking it gives an empty bottle.  Natives without ''[[outsider knowledge]]'' see it as 'brown liquid', but may drink it normally.&lt;br /&gt;
&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|Bottle of water&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|2 HP&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|$30&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|$15&lt;br /&gt;
|outsider camps, shipwreck, use empty bottle in fresh water (river, lake)&lt;br /&gt;
|Drinking it gives an empty bottle.  Natives without ''[[outsider knowledge]]'' see it as 'liquid', but may drink it normally.&lt;br /&gt;
&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|Bottle of salt water&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|-2 HP&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|$20&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|($10 per 1 HP damage)&lt;br /&gt;
|use empty bottle in salt water (beach, ocean)&lt;br /&gt;
|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. &lt;br /&gt;
&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|Bottle of banana juice&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|4 HP&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|?&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|?&lt;br /&gt;
|Juice 4 bananas into an empty bottle&lt;br /&gt;
|Heals for 4 HP, gives 4 XP, and leaves an empty bottle.&lt;br /&gt;
&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|Bottle of mango juice&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|4 HP&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|?&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|?&lt;br /&gt;
|Juice 4 mangos into an empty bottle&lt;br /&gt;
|Heals for 4 HP, gives 4 XP, and leaves an empty bottle.&lt;br /&gt;
&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|Bottle of tasty berry juice&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|8 HP&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|?&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|?&lt;br /&gt;
|Juice 4 bunches of tasty berries into an empty bottle&lt;br /&gt;
|Heals for 8 HP, gives 8 XP, and leaves an empty bottle. Outsiders without ''[[native knowledge]]'' recognize it as 'bottle of berry juice' and may drink it normally, but cannot identify it from poisonous berry juice.&lt;br /&gt;
&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|Bottle of poisonous berry juice&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|-8 HP&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|?&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|(? per 1 HP damage)&lt;br /&gt;
|Juice 4 bunches of poisonous berries into an empty bottle&lt;br /&gt;
|Damages for 8 HP, gives 8 XP, and leaves an empty bottle. Outsiders without ''[[native knowledge]]'' recognize it as 'bottle of berry juice' and may drink it normally, but cannot identify it from tasty berry juice.&lt;br /&gt;
&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|Bottle of pumpkin juice&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|6 HP&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|?&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|?&lt;br /&gt;
|Juice 2 pumpkins into an empty bottle&lt;br /&gt;
|Heals for 6 HP, gives 6 XP, and leaves an empty bottle.&lt;br /&gt;
&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|Gourd of water&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|2 HP&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|$30&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|$15&lt;br /&gt;
|loose in jungle, use empty gourd in fresh water (river, lake)&lt;br /&gt;
|Drinking it gives an empty gourd.&lt;br /&gt;
&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|Gourd of salt water&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|-2 HP&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|$20&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|($10 per 1 HP damage)&lt;br /&gt;
|use empty gourd in in salt water (beach, ocean)&lt;br /&gt;
|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.&lt;br /&gt;
&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|Gourd of banana juice&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|4 HP&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|?&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|?&lt;br /&gt;
|Juice 4 bananas into an empty gourd&lt;br /&gt;
|Heals for 4 HP, gives 4 XP, and leaves an empty gourd.&lt;br /&gt;
&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|Gourd of mango juice&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|4 HP&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|?&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|?&lt;br /&gt;
|Juice 4 mangos into an empty gourd&lt;br /&gt;
|Heals for 4 HP, gives 4 XP, and leaves an empty gourd.&lt;br /&gt;
&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|Gourd of tasty berry juice&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|8 HP&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|?&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|?&lt;br /&gt;
|Juice 4 bunches of tasty berries into an empty gourd&lt;br /&gt;
|Heals for 8 HP, gives 8 XP, and leaves an empty gourd. Outsiders without ''[[native knowledge]]'' recognize it as 'gourd of berry juice' and may drink it normally, but cannot identify it from poisonous berry juice.&lt;br /&gt;
&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|Gourd of poisonous berry juice&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|-8 HP&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|?&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|(? per 1 HP damage)&lt;br /&gt;
|Juice 4 bunches of poisonous berries into an empty gourd&lt;br /&gt;
|Damages for 8 HP, gives 8 XP, and leaves an empty gourd. Outsiders without ''[[native knowledge]]'' recognize it as 'gourd of berry juice' and may drink it normally, but cannot identify it from tasty berry juice.&lt;br /&gt;
&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|Gourd of pumpkin juice&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|6 HP &lt;br /&gt;
|align=&amp;quot;right&amp;quot;|?&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|?&lt;br /&gt;
|Juice 2 pumpkins into an empty gourd&lt;br /&gt;
|Heals for 6 HP , gives 6 XP , and leaves an empty gourd.&lt;br /&gt;
&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|First aid kit&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|5/10 HP&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|$200&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|$40/$20&lt;br /&gt;
|outsider medical huts, shipwreck, jungle&lt;br /&gt;
|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.  &amp;quot;FAK&amp;quot; and &amp;quot;kit&amp;quot;  are common abbreviations.&lt;br /&gt;
&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|Healing herb&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|5/10 HP&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|$200&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|$40/$20&lt;br /&gt;
|outsider medical huts, shipwreck&lt;br /&gt;
|Heals 5 HP unskilled, or 10 HP with Natural Medicine skill.  Heals shark bite wounds.  Outsiders without ''[[native knowledge]]'' see this item as a &amp;quot;dried herb&amp;quot; and are unable to use it.  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Empty bottle====&lt;br /&gt;
* '''[[Trading#Trading_Hut_Prices|Normal value]]''': $25&lt;br /&gt;
* '''[[Locations]]''': camps, resource huts, jungle&lt;br /&gt;
&lt;br /&gt;
Remains in your inventory after drinking a bottle of beer, rum or water. &amp;lt;br&amp;gt;&lt;br /&gt;
They may be filled at certain locations, including:&lt;br /&gt;
* Water in inland rivers (gives bottle of water)&lt;br /&gt;
* Water at beach (gives a bottle of salt water)&lt;br /&gt;
&lt;br /&gt;
====Empty gourd====&lt;br /&gt;
* '''[[Trading#Trading_Hut_Prices|Normal value]]''': $25 (?)&lt;br /&gt;
* '''[[Locations]]''': camps, resource huts, jungle&lt;br /&gt;
&lt;br /&gt;
Drinking a gourd of water or juice 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.&lt;br /&gt;
&lt;br /&gt;
====Pumpkin====&lt;br /&gt;
* '''[[Trading#Trading_Hut_Prices|Normal value]]''': ?&lt;br /&gt;
* '''[[Locations]]''': jungle (during Halloween or a few days before)&lt;br /&gt;
&lt;br /&gt;
Pumpkins can be carved into ghastly or jolly jack o'lanterns, the type being decided apparently at random. Two pumpkins can be juiced into an empty  bottle or gourd.&lt;br /&gt;
&lt;br /&gt;
== Useful equipment ==&lt;br /&gt;
&lt;br /&gt;
=== GPS unit ===&lt;br /&gt;
* '''[[Trading#Trading_Hut_Prices|Normal value]]''': $250&lt;br /&gt;
* '''[[Locations]]''': outsider camps, outsider resource huts&lt;br /&gt;
* '''Usable by''': outsiders; natives with ''[[outsider knowledge]]''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
[-70.366,+26.443] is considered the same as 26.443N 70.366W (check out the location with [http://maps.google.com/?ie=UTF8&amp;amp;om=1&amp;amp;z=5&amp;amp;ll=26.443,-70.366&amp;amp;spn=22.710548,28.125 Google Maps])&lt;br /&gt;
&lt;br /&gt;
On 2007-11-30, GPS units were changed to hold a battery charge. Units found by searching carry a random charge. Units bought from a trader are always full at 100% charge if they were switched off when bought and 99% if they were switched on. Switching on a unit consumes 2% of the charge, presumably expending energy to acquire the satellite signal; switching off does not consume any charge. Units lose 1% of their charge every 12 hours when on, therefore it is advantageous to switch them off only for periods of 24 hours or more. It is not possible to charge a unit, but units with 0% charge can be sold to a trader.&lt;br /&gt;
&lt;br /&gt;
=== Piece of driftwood ===&lt;br /&gt;
* '''[[Trading#Trading_Hut_Prices|Normal value]]''': $70&lt;br /&gt;
* '''[[Locations]]''': beach, dunes, boatyard&lt;br /&gt;
A [[signpost]] can be built out of two pieces of driftwood.&lt;br /&gt;
&lt;br /&gt;
=== Sharpening stone ===&lt;br /&gt;
* '''[[Trading#Trading_Hut_Prices|Normal value]]''': $50&lt;br /&gt;
* '''[[Locations]]''': all camps&lt;br /&gt;
Clicking on it will sharpen either a blunt machete, blunt cutlass, blunt knife, or blunt dagger from your inventory.&lt;br /&gt;
&lt;br /&gt;
=== Shovel ===&lt;br /&gt;
* '''[[Trading#Trading_Hut_Prices|Normal value]]''': ?&lt;br /&gt;
* '''[[Locations]]''': all camps&lt;br /&gt;
Allows digging (for those without the digging skill) or digging of deeper holes (for those with the digging skill). &lt;br /&gt;
&lt;br /&gt;
=== Backpack ===&lt;br /&gt;
* '''[[Trading#Trading_Hut_Prices|Normal value]]''': $1200&lt;br /&gt;
* '''[[Locations]]''': all camps&lt;br /&gt;
Adds 30 spaces to inventory. Does not stack.&lt;br /&gt;
&lt;br /&gt;
=== Jolly/ghastly jack o'lantern ===&lt;br /&gt;
* '''[[Trading#Trading_Hut_Prices|Normal value]]''': $?&lt;br /&gt;
Made by carving a pumpkin. It can be used to scare away ghosts during Halloween. Single use only.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Currency ==&lt;br /&gt;
&lt;br /&gt;
=== Gem ===&lt;br /&gt;
* '''[[Trading#Trading_Hut_Prices|Normal value]]''': $1000&lt;br /&gt;
* '''[[Locations]]''': ruins, hold (shipwreck)&lt;br /&gt;
&lt;br /&gt;
Ten times more valuable than gold at normal prices. Unlike gold, gems require inventory space.&lt;br /&gt;
&lt;br /&gt;
=== Gold coin ===&lt;br /&gt;
* '''[[Trading#Trading_Hut_Prices|Normal value]]''': $100&lt;br /&gt;
* '''[[Locations]]''': camps, jungle, beach&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;Give&amp;quot; button. Clicking on a gold coin in one's inventory flips it and gives &amp;quot;heads&amp;quot; or &amp;quot;tails&amp;quot; as a result: &amp;quot;You toss a gold coin into the air and catch it. It shows heads.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Charms and Amulets ==&lt;br /&gt;
Charms are automatically listed in your character profile, and may or may not give an advantage to gameplay.  Examining one gives the message: &amp;quot;The [item] doesn't appear to actually do anything. Maybe just carrying it is sufficient if you believe in its power.&amp;quot; There are rumors that charms have both a positive and a negative effect, but they have not been verified. &lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;1&amp;quot; style=&amp;quot;background-color: #f9f9f9; border: solid 1px #ccc; border-collapse: collapse&amp;quot;&lt;br /&gt;
|-bgcolor=&amp;quot;#0095B6&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot;|Charms and Amulets&lt;br /&gt;
|-bgcolor=&amp;quot;#0095B6&amp;quot;&lt;br /&gt;
!Name !! [[Trading#Trading_Hut_Prices|Normal trade value]] !! [[Locations]] !! Positive Effect !! Negative Effect&lt;br /&gt;
&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|Rabbit foot charm&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|? &lt;br /&gt;
|align=&amp;quot;right&amp;quot;|jungle&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|?&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|?&lt;br /&gt;
&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|Parrot feather charm&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|? &lt;br /&gt;
|align=&amp;quot;right&amp;quot;|jungle&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|Animals are less likely to attack you&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|You have less chance to find anything while searching&lt;br /&gt;
&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|Silver skull cross&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|? &lt;br /&gt;
|align=&amp;quot;right&amp;quot;|jungle&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|Reduces chance of getting possessed&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|?&lt;br /&gt;
&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|Monkey claw charm&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|? &lt;br /&gt;
|align=&amp;quot;right&amp;quot;|jungle&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|Greater chance of finding fruit in trees/bushes&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|?&lt;br /&gt;
&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|Tiger tooth amulet&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|$50&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|Temple Ruins south of shipwreck&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|Increases chance of critical hits&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|Increases chance of weapon breaking&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Creatures ==&lt;br /&gt;
When searching in certain areas, players may catch animals.  These have no practical function, but may be exchanged at the trading hut.&lt;br /&gt;
&lt;br /&gt;
=== Crab ===&lt;br /&gt;
* '''[[Trading#Trading_Hut_Prices|Normal value]]''': $50&lt;br /&gt;
* '''[[Locations]]''': beach&lt;br /&gt;
&lt;br /&gt;
=== Poisonous snake ===&lt;br /&gt;
* '''[[Trading#Trading_Hut_Prices|Normal value]]''': $5&lt;br /&gt;
* '''[[Locations]]''': grasslands&lt;br /&gt;
&lt;br /&gt;
=== Egg ===&lt;br /&gt;
Once found, an egg will hatch a [[shargle]] after approximately one week. Burying the egg can prevent hatcing; the one-week period continues after the egg is unburied. The eggs are quite hard to hold - playing with them a couple of times will eventually lead to a drop of the egg, which then disappears from the inventory. &lt;br /&gt;
&lt;br /&gt;
* '''[[Trading#Trading_Hut_Prices|Normal value]]''': $?&lt;br /&gt;
* '''[[Locations]]''': mountain path&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Conch shell==&lt;br /&gt;
The conch shell is a special item in Shartak. There is only one on the island making it a prized possession, one for which many players will not hesitate to kill in order to get it. The conch also has special properties. Blowing it will give the user a variable amount of XP, which is believed to depend on the number of people nearby. However, the sound will travel several squares alerting every user in the vicinity. The conch appears in the 5x5 map, so it is immediately obvious who the holder of the conch is, if you get close enough to him/her. Killing the character holding the conch transfers possession of the conch to the killer. The conch can be sold to a trader for a significant amount of gold coins, but cannot be bought. Once sold it will appear randomly on a beach square. &lt;br /&gt;
&lt;br /&gt;
* '''[[Locations]]''': beach&lt;br /&gt;
* '''Last known holder''': [http://www.shartak.com/profile.cgi?id=1645 Adolf Schwarznigger]&lt;br /&gt;
&lt;br /&gt;
==Broken knife (discarded)==&lt;br /&gt;
Searching in certain locations, such as water or swamp, gives the message, &amp;quot;You find a broken knife, which you discard. It seems there is nothing to be found here.&amp;quot; Receiving this message indicates that no items can be found in this particular location at all.&lt;br /&gt;
&lt;br /&gt;
[[Category:Glossary]]&lt;/div&gt;</summary>
		<author><name>A SN</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Durham&amp;diff=15055</id>
		<title>Durham</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Durham&amp;diff=15055"/>
		<updated>2007-07-15T21:44:14Z</updated>

		<summary type="html">&lt;p&gt;A SN: nice idea but honnestly it kinds of ruins the map&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Home|&lt;br /&gt;
| image       = satellite_durham.png&lt;br /&gt;
| cx          = -70648&lt;br /&gt;
| cy          = 26343&lt;br /&gt;
| type        = Outsider&lt;br /&gt;
| huts        = 22&lt;br /&gt;
| shaman      = Kadmor&lt;br /&gt;
| shaman_gps  = [-70.648,+26.343]&lt;br /&gt;
| shaman_loc  = (08,08)&lt;br /&gt;
| trader      = Dick&lt;br /&gt;
| trader_gps  = [-70.649,+26.347]&lt;br /&gt;
| trader_loc  = (07,04)&lt;br /&gt;
| ammo_gps    = [-70.647,+26.349]&lt;br /&gt;
| ammo_loc    = (09,02)&lt;br /&gt;
| medical_gps = [-70.651,+26.344]&lt;br /&gt;
| medical_loc = (05,07)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Durham''' is one of the four outsider [[camp]]s on Shartak. Located on the far western side of the island's southern shore, it consists of twenty-two [[hut]]s in an oblong clearing.&lt;br /&gt;
&lt;br /&gt;
A [[shaman]] named Kadmor is held captive in the center of the clearing.&lt;br /&gt;
&lt;br /&gt;
== Map ==&lt;br /&gt;
{| cellpadding=&amp;quot;8&amp;quot; cellspacing=&amp;quot;1&amp;quot; style=&amp;quot;background-color: #e0e0e0&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;16&amp;quot; bgcolor=&amp;quot;#f9f9f9&amp;quot; | '''The Village of Durham - Territory Map'''&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|01&lt;br /&gt;
| bgcolor=#33c033|02&lt;br /&gt;
| bgcolor=#33c033|03&lt;br /&gt;
| bgcolor=#33c033|04&lt;br /&gt;
| bgcolor=#33c033|05&lt;br /&gt;
| bgcolor=#33c033|06&lt;br /&gt;
| bgcolor=#33c033|07&lt;br /&gt;
| bgcolor=#33c033|08&lt;br /&gt;
| bgcolor=#33c033|09&lt;br /&gt;
| bgcolor=#33c033|10&lt;br /&gt;
| bgcolor=#33c033|11&lt;br /&gt;
| bgcolor=#33c033|12&lt;br /&gt;
| bgcolor=#33c033|13&lt;br /&gt;
| bgcolor=#33c033|14&lt;br /&gt;
| bgcolor=#33c033|15&lt;br /&gt;
| bgcolor=#33c033|16&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|02&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|'''A'''&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|03&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|H&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|04&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|'''T'''&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|05&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|06&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|07&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|'''M'''&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|08&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|'''S'''&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|09&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|10&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|11&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|H&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|12&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|13&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|14&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#4444af|&lt;br /&gt;
| bgcolor=#4444af|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=16 bgcolor=#f9f9f9 | '''Legend'''&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| colspan=15 bgcolor=#f9f9f9 | Unincorporated (&amp;quot;Jungle&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| colspan=15 bgcolor=#f9f9f9 | Village territory (&amp;quot;Durham&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| colspan=15 bgcolor=#f9f9f9 | Hut&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''T'''&lt;br /&gt;
| colspan=15 bgcolor=#f9f9f9 | Trading post&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''A'''&lt;br /&gt;
| colspan=15 bgcolor=#f9f9f9 | Ammunition hut&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''M'''&lt;br /&gt;
| colspan=15 bgcolor=#f9f9f9 | Medical hut&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''S'''&lt;br /&gt;
| colspan=15 bgcolor=#f9f9f9 | Shaman&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| colspan=15 bgcolor=#f9f9f9 | Beach&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| colspan=15 bgcolor=#f9f9f9 | Water&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#4444af|&lt;br /&gt;
| colspan=15 bgcolor=#f9f9f9 | Deep water&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* The above is a territory map, not a map of jungle density (which constantly changes). Therefore, the jungle and village squares will very likely be colored differently in-game than they are here. Squares within the village will be displayed as &amp;quot;Durham&amp;quot; on the game map, and jungle squares will be displayed as &amp;quot;Jungle&amp;quot;.&lt;br /&gt;
* The numbers on the map are merely for local reference and are not related to GPS coordinates at all.&lt;br /&gt;
&lt;br /&gt;
== Points of Interest ==&lt;br /&gt;
&lt;br /&gt;
=== Trail to York ===&lt;br /&gt;
Starting at the ammunition hut, move 3 squares north east, then follow the trail eastward (eventually turning south east and then east again) until you arrive in York.&lt;br /&gt;
&lt;br /&gt;
==Groups Operating in Durham==&lt;br /&gt;
Durham, being the 2nd most populous city after [[York]] has a few groups currently operating in it.&lt;br /&gt;
&lt;br /&gt;
*[[Colonial Counter Terrorist Unit]]&lt;br /&gt;
*[[Durham Nationalists]]&lt;br /&gt;
*[[Durham Pistoleers]]&lt;br /&gt;
*[[Durham Utility]]&lt;br /&gt;
*[[Healers of Shartak]]&lt;br /&gt;
&lt;br /&gt;
{{Locationsnav}}&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>A SN</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Durham&amp;diff=14988</id>
		<title>Durham</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Durham&amp;diff=14988"/>
		<updated>2007-07-07T09:43:00Z</updated>

		<summary type="html">&lt;p&gt;A SN: /* Map */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Home|&lt;br /&gt;
| image       = satellite_durham.png&lt;br /&gt;
| cx          = -70648&lt;br /&gt;
| cy          = 26343&lt;br /&gt;
| type        = Outsider&lt;br /&gt;
| huts        = 22&lt;br /&gt;
| shaman      = Kadmor&lt;br /&gt;
| shaman_gps  = [-70.648,+26.343]&lt;br /&gt;
| shaman_loc  = (08,08)&lt;br /&gt;
| trader      = Dick&lt;br /&gt;
| trader_gps  = [-70.649,+26.347]&lt;br /&gt;
| trader_loc  = (07,04)&lt;br /&gt;
| ammo_gps    = [-70.647,+26.349]&lt;br /&gt;
| ammo_loc    = (09,02)&lt;br /&gt;
| medical_gps = [-70.651,+26.344]&lt;br /&gt;
| medical_loc = (05,07)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Durham''' is one of the four outsider [[camp]]s on Shartak. Located on the far western side of the island's southern shore, it consists of twenty-two [[hut]]s in an oblong clearing.&lt;br /&gt;
&lt;br /&gt;
A [[shaman]] named Kadmor is held captive in the center of the clearing.&lt;br /&gt;
&lt;br /&gt;
== Map ==&lt;br /&gt;
{| cellpadding=&amp;quot;8&amp;quot; cellspacing=&amp;quot;1&amp;quot; style=&amp;quot;background-color: #e0e0e0&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;16&amp;quot; bgcolor=&amp;quot;#f9f9f9&amp;quot; | '''The Village of Durham - Territory Map'''&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|01&lt;br /&gt;
| bgcolor=#33c033|02&lt;br /&gt;
| bgcolor=#33c033|03&lt;br /&gt;
| bgcolor=#33c033|04&lt;br /&gt;
| bgcolor=#33c033|05&lt;br /&gt;
| bgcolor=#33c033|06&lt;br /&gt;
| bgcolor=#33c033|07&lt;br /&gt;
| bgcolor=#33c033|08&lt;br /&gt;
| bgcolor=#33c033|09&lt;br /&gt;
| bgcolor=#33c033|10&lt;br /&gt;
| bgcolor=#33c033|11&lt;br /&gt;
| bgcolor=#33c033|12&lt;br /&gt;
| bgcolor=#33c033|13&lt;br /&gt;
| bgcolor=#33c033|14&lt;br /&gt;
| bgcolor=#33c033|15&lt;br /&gt;
| bgcolor=#33c033|16&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|02&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|'''A'''&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|03&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|H&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|04&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|'''T'''&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|05&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|06&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|07&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|'''M'''&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|08&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|'''S'''&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|09&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|10&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|11&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|H&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|12&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|13&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|14&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#4444af|&lt;br /&gt;
| bgcolor=#4444af|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=16 bgcolor=#f9f9f9 | '''Legend'''&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| colspan=15 bgcolor=#f9f9f9 | Unincorporated (&amp;quot;Jungle&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| colspan=15 bgcolor=#f9f9f9 | Village territory (&amp;quot;Durham&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| colspan=15 bgcolor=#f9f9f9 | Hut&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''T'''&lt;br /&gt;
| colspan=15 bgcolor=#f9f9f9 | Trading post&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''A'''&lt;br /&gt;
| colspan=15 bgcolor=#f9f9f9 | Ammunition hut&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''M'''&lt;br /&gt;
| colspan=15 bgcolor=#f9f9f9 | Medical hut&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''S'''&lt;br /&gt;
| colspan=15 bgcolor=#f9f9f9 | Shaman&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| colspan=15 bgcolor=#f9f9f9 | Beach&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| colspan=15 bgcolor=#f9f9f9 | Water&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#4444af|&lt;br /&gt;
| colspan=15 bgcolor=#f9f9f9 | Deep water&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* The above is a territory map, not a map of jungle density (which constantly changes). Therefore, the jungle and village squares will very likely be colored differently in-game than they are here. Squares within the village will be displayed as &amp;quot;Durham&amp;quot; on the game map, and jungle squares will be displayed as &amp;quot;Jungle&amp;quot;.&lt;br /&gt;
* The numbers on the map are merely for local reference and are not related to GPS coordinates at all.&lt;br /&gt;
&lt;br /&gt;
== Points of Interest ==&lt;br /&gt;
&lt;br /&gt;
=== Trail to York ===&lt;br /&gt;
Starting at the ammunition hut, move 3 squares north east, then follow the trail eastward (eventually turning south east and then east again) until you arrive in York.&lt;br /&gt;
&lt;br /&gt;
==Groups Operating in Durham==&lt;br /&gt;
Durham, being the 2nd most populous city after [[York]] has a few groups currently operating in it.&lt;br /&gt;
&lt;br /&gt;
*[[Colonial Counter Terrorist Unit]]&lt;br /&gt;
*[[Durham Nationalists]]&lt;br /&gt;
*[[Durham Pistoleers]]&lt;br /&gt;
*[[Durham Utility]]&lt;br /&gt;
*[[Healers of Shartak]]&lt;br /&gt;
&lt;br /&gt;
{{Locationsnav}}&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>A SN</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Suggestions:Miscellaneous&amp;diff=14878</id>
		<title>Suggestions:Miscellaneous</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Suggestions:Miscellaneous&amp;diff=14878"/>
		<updated>2007-06-26T15:01:36Z</updated>

		<summary type="html">&lt;p&gt;A SN: /* Miscellaneous */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Suggestions header|page_type=Miscellaneous}}&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Clans as contacts and uniforms===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Contact list, Role-playing|&lt;br /&gt;
suggest_scope=Recognizing people by the clan they belong to if they wear the clan's uniform|&lt;br /&gt;
suggest_description=The idea would be that you could add a clan as a contact, just like you can add a single person. It would act as if you added every single person one by one in your contacts lists, all to either friends, neutral or enemies, provided that it's a clan which members wear uniforms (which would be set when creating/editing a clan). It would be pretty convenient, for example if you're at war with a clan, you could add the whole clan as an enemy, and recognize each of its members as such, and thus bring some convenience and some more realism to the gameplay (because it only makes sense to recognize a Colonial Police member (for example) by their uniform if you're at war with them). The interest of uniforms wouldn't only to be an easily recognizable target for your enemies but to also be easily recognizable for your allies. For example, clans made of both natives and outsiders could recognize each other without giving away coins, which I believe would be very convenient for them.|&lt;br /&gt;
suggest_time=15:01, 26 June 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:A SN|A SN]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Comment here&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Entrance text===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New text|&lt;br /&gt;
suggest_scope=Entering places|&lt;br /&gt;
suggest_description=At the moment, if as a ghost I enter a hut (at any rate), I get the message &amp;quot;You step inside.&amp;quot; As I leave, I get &amp;quot;You climb outside.&amp;quot; Now I'm pretty sure it said somewhere that ghosts are supposed to 'float through the jungle' and whatnot, so shouldn't the same apply to buildings. I suggest that the text be changed to something like &amp;quot;you float through the wall&amp;quot; - or something better, I'll leave that to Simon.|&lt;br /&gt;
suggest_time=19:50, 24th February 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:slayerofmuffins|slayerofmuffins]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Comment here&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
===Plantable-Plants===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Improvement|&lt;br /&gt;
suggest_scope=Players|&lt;br /&gt;
suggest_description=A player would be able to plant a seed or berry to have a bush grow with a slim chance of success. It may need some watering and a little time to grow. It would function like a normal tree or berry bush, and appear in a block's description. It would last until the block it was in is chopped past a certain density, so it would not work on a beach. Overgrowth by random weeds would also destroy it. It doesn't need to show up on the map as an icon. There might be a small XP reward for successfully planting one.|&lt;br /&gt;
suggest_time=05:17, 26 November 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Lantz|Lantz]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
This sounds like the suggested [http://wiki.shartak.com/index.php/Suggestions:Skills#Planting.2Fagriculture Planting/Agriculture] skill. --[[User:Frisco|Frisco]] 19:39, 27 November 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
:This idea is simpler and doesn't require a new skill.--[[User:Lantz|&amp;lt;font color=&amp;quot;005555&amp;quot;&amp;gt;Lantz&amp;lt;/font&amp;gt;]] 22:08, 27 November 2006 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Temporary Shelter===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Improvement|&lt;br /&gt;
suggest_scope=Players|&lt;br /&gt;
suggest_description=With quite a few pieces of driftwood, a player would be able to erect a temporary hut, for a small XP reward. If making an enterable hut is too costly on the server and/or its maintainers, then make it simply create a square in which a player is not so suceptible to attack by animals or any sort of weather implemented in the future. The hut would last until either it collapsed on its own, if improperly maintained(by adding driftwood every few days), or if attacked by another player or animal. Weather may even knock it down. This would be a fairly simple terrain type, so any additions by game implementers would work very well.|&lt;br /&gt;
suggest_time=05:11, 26 November 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Lantz|Lantz]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Player NotePad===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Improvement|&lt;br /&gt;
suggest_scope=Players|&lt;br /&gt;
suggest_description=Players need a little notepad that they can keep notes on in their profile. Notes that only they can see, such as locations of certain places of interest they have found, or plans they want to keep for the next day's AP spending or roleplaying. This would work like the player desciption, easily editable and update-able. I'd use it to keep the coordinates of berry bushes I'd find in my area I patrol.|&lt;br /&gt;
suggest_time=05:02, 26 November 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Lantz|Lantz]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Tunnels ===&lt;br /&gt;
Tunnels underneath the island lead to interesting places.&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
:How do you know they don't exist? :) [[User:Dr._J|Dr. J]]&lt;br /&gt;
::Tunnels underneath the island '''lead to interesting places.''' --[[User:Tycho44|Tycho44]] 06:43, 8 June 2006 (BST)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Treasure to capture ===&lt;br /&gt;
&amp;quot;Capture the flag&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
: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)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Player VS Player Interaction ===&lt;br /&gt;
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 &amp;quot;birthed&amp;quot; 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]]&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
: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)&lt;br /&gt;
&lt;br /&gt;
: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)&lt;br /&gt;
&lt;br /&gt;
: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)&lt;br /&gt;
&lt;br /&gt;
: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)&lt;br /&gt;
&lt;br /&gt;
: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) &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Spirit Movement ===&lt;br /&gt;
&lt;br /&gt;
A couple thoughts on this topic.--[[User:Jackel|Jackel]] 02:29, 6 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
*My character has the &amp;quot;trekking&amp;quot; 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.&lt;br /&gt;
::Perhaps spirits have less impetus than live characters --[[User:Dr. J|Dr. J]] 18:55, 7 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
*Spirits move effortlessly through the thickest jungle, water, swamp--as it should be. Why should mountains be an impediment?&lt;br /&gt;
: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) ?&lt;br /&gt;
:They also can't move through the deepest water, but that is the boundary of the game I'm guessing.&lt;br /&gt;
&lt;br /&gt;
So what's the suggestion here? Perhaps this belongs in the Talk page instead? --[[User:Simon|Simon]] 17:51, 27 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
: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)&lt;br /&gt;
&lt;br /&gt;
::Fast-moving spirits don't make sense to me. Zipping across Shartak by dying doesn't seem right (unless you're contacting the home shaman). I prefer the idea of a spirit that is somewhat &amp;quot;bound&amp;quot; to their site of death. A high fixed movement cost per square (1AP or 2AP) creates this binding effect. --[[User:Tycho44|Tycho44]] 05:19, 10 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
:The main problem with this suggestion is that it lets spirits travel faster than everyone but explorers (since heavy jungle sometimes gets in a trekker's way), meaning that if you're dead and have somewhere to be, it's better to float across the island than walk across it. This means fewer visible people in the jungle and fewer player interactions overall. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 05:01, 19 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Player Titles===&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;Greenhorn Jack the Good Shot&amp;quot;, if Sheila is in the top 10% killers and middle 50 explorer, she would be &amp;quot;The Adventurous Sheila, Grandmaster Hunter&amp;quot;, and [[User:Murk|Murk]] would simply be &amp;quot;Demigod Murk&amp;quot;.  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)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
: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)&lt;br /&gt;
&lt;br /&gt;
*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.&lt;br /&gt;
:* A title for every player or just those in the weekly top A% of whatever chart?&lt;br /&gt;
:* 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].&lt;br /&gt;
:* What kind of statistics would need to be kept for this to work?&lt;br /&gt;
::* 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.&lt;br /&gt;
::* animal kills for the hunter titles? specific types of animals killed e.g &amp;quot;Bob the parrot killer&amp;quot;, &amp;quot;Fred the big game hunter&amp;quot;, &amp;quot;Bert the murderer&amp;quot; (pkills) rather than just all animals killed?&lt;br /&gt;
::* something for some other kind of title, trading perhaps? &amp;quot;Tycho the master salesperson&amp;quot; for example ;)&lt;br /&gt;
:* 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.. &lt;br /&gt;
:--[[User:Simon|Simon]] 12:43, 9 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: 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 &amp;quot;the Butcher of York&amp;quot; an official title?&lt;br /&gt;
&lt;br /&gt;
:: 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)&lt;br /&gt;
&lt;br /&gt;
::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.&amp;lt;br /&amp;gt;Most of what follows is inspired by a [http://wiki.urbandead.com/index.php?title=Talk:Suggestions&amp;amp;diff=prev&amp;amp;oldid=173904 draft suggestion] on the Urban Dead wiki and my experience with Nexus War.&amp;lt;br /&amp;gt;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.&lt;br /&gt;
::* Area explored - Wanderer, Traveller, Adventurer&lt;br /&gt;
:::Bonus prefixes for top-ranking explorers: Top 1% - Worldly, Top 5% - Experienced, Top 20% - (e.g., Worldly Adventurer)&lt;br /&gt;
::* Hasn't killed anyone - Pacifist&lt;br /&gt;
::* Killed animals - Herder, Hunter, Slayer&lt;br /&gt;
:::Bonus prefixes to state which type of animal the player has killed the most (e.g., Wild Boar Herder, Elephant Hunter, Special Slayer)&lt;br /&gt;
::* Killed opposing side - Killer, Fighter, Conqueror&lt;br /&gt;
::* Killed same side - Turncoat, Backstabber, Traitor&lt;br /&gt;
:::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).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Inventory Limit===&lt;br /&gt;
&lt;br /&gt;
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)&lt;br /&gt;
* The inventory is somewhat flexible in size (+/- 2) so wouldn't be completely foolproof if represented as &amp;quot;(x/y)&amp;quot; appended to the inventory header, I could do something like a small bit of text just below the header like &amp;quot;You can carry lots more&amp;quot; &amp;quot;You can carry more things&amp;quot; &amp;quot;You can't carry much more&amp;quot; &amp;quot;You might be able to carry a couple more things&amp;quot; &amp;quot;You can't carry anything else&amp;quot;.  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)&lt;br /&gt;
* 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)&lt;br /&gt;
**&amp;quot;is it just you that wants this feature?&amp;quot; Hmm, I assumed everyone would want this feature. Perhaps &amp;quot;your inventory is getting full&amp;quot; and &amp;quot;your inventory is full&amp;quot; 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)&lt;br /&gt;
***&amp;lt;Bump.&amp;gt; Also, why not &amp;quot;(x/y)&amp;quot; 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 &amp;quot;(x)&amp;quot; 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)&lt;br /&gt;
*See the last list item at [[The_Shartak_Wiki:Community_Portal#Greasemonkey_scripts]]. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 07:51, 28 May 2006 (BST)&lt;br /&gt;
* 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)&lt;br /&gt;
** 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)&lt;br /&gt;
* Ok, this has been added...&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&amp;lt;span class=&amp;quot;invsize&amp;quot;&amp;gt;36 / 70&amp;lt;/span&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
but the invsize style is set to display:none by default - override it to get it to display alongside the inventory header. --[[User:Simon|Simon]] 21:34, 9 July 2006 (UTC)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===In-game Rankings===&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;crown of the fallen parrots&amp;quot; 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)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
* See the player titles suggestion further up! --[[User:Simon|Simon]] 12:46, 9 July 2006 (UTC)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Wiki: table CSS ===&lt;br /&gt;
&lt;br /&gt;
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)&lt;br /&gt;
* 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)&lt;br /&gt;
** 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.&lt;br /&gt;
*** 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)&lt;br /&gt;
**** Colors aren't too important, I was more concerned with borders.  Something simple like:&lt;br /&gt;
 table.bordered, table.bordered td {&lt;br /&gt;
   border: 1px solid black;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Pets ===&lt;br /&gt;
&lt;br /&gt;
''Discussion of Pets has been moved to the existing [[Suggestions:Game mechanics#Pet System|Pet System]] suggestion.''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===ruins===&lt;br /&gt;
the ruins in the game are mostly for show, and that can be aggravating at times, as i would love to &amp;quot;explore&amp;quot; ruins more if there was something there. i am suggesting several things such as:&lt;br /&gt;
*unique, ruin only monsters&lt;br /&gt;
*special items found only in ruins&lt;br /&gt;
*if quests are implemented, a quest location&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;Richard Rose&amp;quot; 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 &amp;quot;interesting&amp;quot; components for ruins.&lt;br /&gt;
&lt;br /&gt;
'''Comments:'''&lt;br /&gt;
*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. &lt;br /&gt;
:* &amp;quot;As the wind blows through the ruined arch, you hear the spirit voices of the ancestors&amp;quot; (gain 1 XP). &lt;br /&gt;
:* &amp;quot;You find a bundle of parrot feathers tied to a leather strap. The spirit magic of this amulet has long since faded away.&amp;quot; (junk item that could be implemented with magic/spirits later). &lt;br /&gt;
:* &amp;quot;Ghosts of the ancient dead chill your soul&amp;quot; (lose 2 HP, gain 2 XP). &lt;br /&gt;
:* &amp;quot;Sliding the heavy iron lid to one side, you discover [[The Conch|The Conch&amp;lt;sup&amp;gt;(tm)&amp;lt;/sup&amp;gt;]]!&amp;quot;&lt;br /&gt;
:...And so on. --[[User:Tycho44|Tycho44]] 22:56, 15 May 2006 (BST)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Wind===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game Element Addition|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=&lt;br /&gt;
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.|&lt;br /&gt;
suggest_time=16:54, 14 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Frisco|Frisco]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
* 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)&lt;br /&gt;
:* A tornado/hurricane would be possible, scattering players and npcs that it runs over into adjacent squares. It would have to move every 30-60 minutes and theoretically could move players halfway across the island if it happened to throw them into the same square that it then moved into next. --[[User:Simon|Simon]] 16:20, 18 August 2006 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===UDTool type Firefox plugin===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Plugin|&lt;br /&gt;
suggest_scope=All players with Firefox|&lt;br /&gt;
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).|&lt;br /&gt;
suggest_time=08:18, 27 May 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Rip Purr|Rip Purr]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
* 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)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Hide Skills===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Technical|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=I think it would be useful to be able to have a &amp;quot;Hide Skills&amp;quot; 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?|&lt;br /&gt;
suggest_time=08:18, 31 May 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Kripcat|Kripcat]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
* ''Comment removed'' --[[User:Lint|Lint]] 20:06, 6 June 2006 (BST)&lt;br /&gt;
** Well, hiding (as a skill) seems different from &amp;quot;hiding your list of skills&amp;quot;... 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 &amp;quot;Disguise&amp;quot; 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)&lt;br /&gt;
*** 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)&lt;br /&gt;
***That is another bonus to be sure, might add a little ''tang'' to your game. [[User:Kripcat|Kripcat]] 07:28, 6 June 2006 (BST)&lt;br /&gt;
***The problem with doing anything &amp;quot;while you sleep&amp;quot; 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 &amp;quot;asleep&amp;quot; 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)&lt;br /&gt;
****There's no issue with ''player-activated'' sleep conditions. Clicking a button (&amp;quot;Disguise Self 4AP&amp;quot; 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) &lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Jungle Regrowth===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type= Alteration|&lt;br /&gt;
suggest_scope= The regrowth of the Jungle Terrain type|&lt;br /&gt;
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:&lt;br /&gt;
&lt;br /&gt;
*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 &amp;quot;seeding&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
*Each square of Jungle (with the exception of D10) has a 7.5% chance of &amp;quot;growing&amp;quot; into the density level 1 above its current.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
'''Edit''': On second thought it may just be easier to create a &amp;quot;coding requirment&amp;quot; that new Jungle Terrain appear within 3 squares of an already positioned Jungle Square. [[User:Kripcat|Kripcat]] 08:24, 6 June 2006 (BST) |       &lt;br /&gt;
suggest_time=08:18, 6 June 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Kripcat|Kripcat]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
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)&lt;br /&gt;
*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)&lt;br /&gt;
* 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)&lt;br /&gt;
*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)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Animal Meat===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type= Alteration|&lt;br /&gt;
suggest_scope= get meat from dead animals|&lt;br /&gt;
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&amp;quot;there is a corpse of a large stag&amp;quot; that will not be there when it runs out of meat....[meat restores 2 HP].|&lt;br /&gt;
suggest_time=04:52, 8 June 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Riddick|Riddick]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
* There is an existing [[Suggestions:Items#Meat|meat suggestion]]. --[[User:Lint|Lint]] 06:32, 8 June 2006 (BST)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Breakable weapons===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Weapon alteration|&lt;br /&gt;
suggest_scope=All weapons|&lt;br /&gt;
suggest_description=I'd like to propose that all weapons break occassionally.  At the moment, cutlasses and machetes do, but I don't think any other weapons do.  This means that there is a surplus of rifles and blowpipes on the island, as they continue to be produced, but are never destroyed.  It makes perfect sense for a rifle or blowpipe to break (poor handling or poor workmanship?).  Additionally, once someone acquires a heavy sword, it is theirs permanently (to my knowledge).  If it was breakable, it would be both more realistic and less unbalancing.  That being said, the very name &amp;quot;heavy sword&amp;quot; implies that it is strongly built, so perhaps it should have a significantly lower chance of breaking than a machete or cutlass.|&lt;br /&gt;
suggest_time=10:25, 19 July 2006|&lt;br /&gt;
suggest_author=[[User:Black Joe|Black Joe]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
* Also take a look at Suggestions:Items, where there is a Remove Uber Sword of Doom (aka Heavy Sword) discussion. If I recall correctly, both Simon and Jones Dye have implied that heavy swords do break. I'm not sure why the name &amp;quot;heavy sword&amp;quot; suggests anything other than the sword weighing a lot. Whether it breaks a little or a lot, the heavy sword is still by far the best item in the game, and would still be superior even if it did 1 less damage and broke with normal frequency. Rifles and blowpipes are common - it would be fine for them to have a slight breakage chance. --[[User:Tycho44|Tycho44]] 16:14, 19 July 2006 (UTC)&lt;br /&gt;
**To me, heavy implies it's either thick or otherwise stronger.  However, that's just my personal take on it, and it's not really a major point.  My main suggestion is that any weapon should have a chance of breaking.  Otherwise, there will be a surplus.  Incidentally, I saw the &amp;quot;Uber Sword of Doom&amp;quot; entry, but given that this covers all weapons, I thought it best to create a separate topic.  Thank you for your input, by the way. - [[User:Black Joe|Black Joe]]&lt;br /&gt;
* I agree weapons should break occasionally, but I especially would like to see machetes and knives dull with use more often (I dont know if I have ever personally had this happen [though I've heard it does happen], and I've been playing for nearly 7 months), thereby changing your machete into a blunt machete (there arent blunt knives/blunt cutlasses in the game, as far as i know. maybe there should be). Rifles should occasionally explode, too, destroying the weapon and giving you 10 damage or something. Those old-fashioned rifles would occassionally do that. [[User:Arminius|Arminius]] 00:47, 27 August 2006 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Secret Shop===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=new addition|&lt;br /&gt;
suggest_scope= |&lt;br /&gt;
suggest_description= I like to see the introduction of secret shops (traders) to Shartak which allow players to purchase hard to find items (heavy sword or charms) and/or special/unique (non-searchable) items at hyper-inflated prices say between (100 to 1000 gold coins). Accesses to such shops are either treacherous (crossing an area full of giant squids in deep water) or complex (requiring the completion of puzzles/quests) or time specific (opening for one day a year) or possibly a combination of all three. This would thus open up gameplay potential for high level players who have maxed out or allow players to get certain items without having to leave it up to chance. Potentially I see such shops being placed in ruins, islands or caves to promote exploration.|&lt;br /&gt;
suggest_time=09:31, 22 July 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:A for anarchy|A for anarchy]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
The shop should move every now and then, so that it may be re-discovered by different people. --[[User:Lantz|&amp;lt;font color=&amp;quot;005555&amp;quot;&amp;gt;Lantz&amp;lt;/font&amp;gt;]] 04:17, 27 November 2006 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Merchants===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New Addition|&lt;br /&gt;
suggest_scope=All settlements|&lt;br /&gt;
suggest_description=At the moment, gold coins are fairly easy to get, but they aren't in much demand.  You can use them to trade, but they aren't removed from circulation.  Since new gold coins are constantly added, this means the value will steadily decline as scarcity decreases.&lt;br /&gt;
&lt;br /&gt;
I suggest splitting the trading and merchant functions.  The trader will continue to trade, but he will cease making his high speed runs to the ammo hut to replenish his stock.  He will work solely with what people trade with him.  However, there would also be a merchant.  He would accept only gold coins as payment, but would have unlimited stocks.  To reduce the chance for abuse, he would charge grossly inflated prices.  For example, a med kit runs about 2 gold coins under ordinary circumstances.  The merchant would charge 8 to 10.  He would act as a guaranteed source of supply, but you would pay dearly for the convenience.  Spending 200 gold coins would only get 20-25 med kits at this price.  Thus, newcomers without much money would not be particularly disadvantaged, since they could just search for what they need, but established players would be able to stock up on items they actually need.  Additionally, the merchant would only sell items that can be found in that settlement.  GPS could not be bought at the shipwreck, and rum could not be purchased in native villages.  Other possible alterations are linking the price to demand or adjusting price to match the item's find rate (e.g. FAK's are harder to find at the shipwreck, so the price will be higher). &lt;br /&gt;
 &lt;br /&gt;
The primary purpose of this policy is to serve as a &amp;quot;gold sink&amp;quot;.  Gold coins spent at the merchant are removed from circulation, reducing the inflation inherent in Shartak's current economic model. That being said, this is a very rough guess, and I'm sure there are flaws I've missed.  Please offer any input you may have.|&lt;br /&gt;
suggest_time=16:01, 18 August 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Black Joe|Black Joe]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Very good suggestion. Also, some major new expensive items that would only be able to be bought from the all-purpose merchant (not found by searching). I was thinking some time ago about being able to buy a cannon for 500 gold coins, which would serve as a means to actually hold a position and provide heavy defensive ability, it would fire on any enemy that comes within a square of it, and if it hits would inflict 50 damage. The specifics could be worked out. Another idea for merchants in each outsider town is to offer tickets aboard ships to the other towns, e.g. a Durham to York ticket would cost 100 gold or something, and the trip would take 50 AP, a significant reduction in AP to get from town to town, but at a steep cost. This would give people major benefits for getting lots of gold, besides the ability to trade for everyday itmes like FAKs. I'm sure people could think of even more things like this. This could really add a lot to the game. [[User:Arminius|Arminius]] 00:37, 27 August 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
I like the idea of the merchant very much and think it should be used--[[User:Michael edwards|Michael edwards]] 03:58, 27 August 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
I've thought about it, and I think I should add to the merchant idea.  Merchants will also purchase items, but at a substantially lower rate than a trader, and only pay gold coins.  For instance, a merchant would give one gold coin for five machetes, whereas the trader makes it an even trade. A gem would only bring two gold coins instead of ten.  This will remove excess items from circulation (particularly those like GPS units, gems, and sharpening stones that are never broken or used up). --[[User:Black Joe|Black Joe]] 01:22, 12 November 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
This looks like a brilliant idea, i like that the more established players wont have to search for days for a few FAKs when they have 200gc that they dont have plans for. About the cannon; i think that could link in with what somebody said about capturing towns, also (i know i'm still on about it) the trader could be made the only place to buy flintlocks, if people are still worried about balance issues. [[User:Rozen|Rozen]]&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Boost Ad Revenue With Random Reinforcement Schedule===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=improvement|&lt;br /&gt;
suggest_scope=players|&lt;br /&gt;
suggest_description=Simon has ads on the wiki and in the game, right? Well, presumably the number of times these links are followed increases his ad revenue. I think when you click on an ad it should open the ad in a seperate window, as usual. But, there should also be a 10% chance of opening an additional window. This window would have a randomly generated code. When the code is spoken by a character in game, the character gains 10 additional AP. Obviously, this would be one time only per page hit. Increases ad revenue and gives savvy players additional AP. Everybody wins!&lt;br /&gt;
suggest_time=20:15, 5 January 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Nosimplehiway|Nosimplehiway]]|&lt;br /&gt;
suggest_comments=Comment here, please.&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
ehh... 10% is rather high. Couldn't I just go around refreshing the page with the 10% chance of getting 10 AP? 10 AP is nice, but also high. Perhaps like 10-25 gold? Or possibly like 50  -[[User:Che|Che]] 03:35, 6 January 2007 (UTC)&lt;br /&gt;
:The 'opens in new window' bit is done entirely by whichever advert provider I happen to be using at the time. As such, it's not easy/possible to add extra code to do the above suggestion. Incidentally, ProjectWonderful ads (generally the animated graphic ones) are pay-per-day rather than per click or per impression. As such it doesn't make any difference to ad revenue how often you click them. --[[User:Simon|Simon]] 20:43, 9 January 2007 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Bridges ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Improvement|&lt;br /&gt;
suggest_scope=Players, Landscape|&lt;br /&gt;
suggest_description=Some sections of the river should have rapids or run fast: &amp;quot; You slip in the fast current and are dragged underwater. You hit your head on a rock and die.&amp;quot; To deal with this, create bridges, with NPC &amp;quot;trolls&amp;quot; or tollmasters. &amp;quot;Tollmaster Troy, holding a large axe, snarls at you, &amp;quot;Pay me one gold coin if you want to cross this bridge!&amp;quot;, and shakes his axe at you.&amp;quot; Players then have the opportunity of either paying him or attacking him. A bridge allows more opportunity of player interaction, plus keep gold coins in circulation.|&lt;br /&gt;
suggest_time=|&lt;br /&gt;
suggest_author=[[User:FirstAmongstDaves|FirstAmongstDaves]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Could be tricky to implement although it's a nice idea. The random 'slip in water and hurt self' part could be done for particular stretches of water, although there are only 2 real rivers on the map at present. --[[User:Simon|Simon]] 20:45, 9 January 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
:More rivers would make exploration more easy through more ready access to fresh water supplies --[[User:Johan Crichton|Johan Crichton]] 22:13, 9 January 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I had guessed a troll would be a dumbed down (ie. less complicated) version of the trader. He doesn't exchange anything, he just takes gold and lets you pass. If you try to pass without paying him, he hits you with his axe, for a big HP toll, or possibly fatally. The troll might have a 100 HP life like a trader, so it'd be possible to kill him if you were up for it. I'd guess he would be multilingual, so both outsiders and natives you easily understand him (therefore not putting either class of players at a disadvantage if they didn't know foreign tongues). As for the existence of rivers generally, fresh water supplies are indeed handy, but (as someone who has never encountered alligators) there should be some peril involved in navigating a river. - [[FirstAmongstDaves]]&lt;br /&gt;
:::Yeah, Dave, some peril would be good, whether in the form of rapids, more active alligators, piranha, a disease like typhoid or whatever. Rivers historically have been useful for transportation, power and water, but also occasionally dangerous. I don't think a troll per see really fits the feel of this game, though. I, myself, have XP farmed the boundary between a river and the sea. Well, I guess technically I was in a estuary. In any case, I farmed it for weeks right next to a swamp and I think I encountered one gator.--[[User:Nosimplehiway|Nosimplehiway]] 16:14, 10 January 2007 (UTC)&lt;br /&gt;
::::Well not a &amp;quot;troll&amp;quot; per se, since that sounds mythical and not in the ethos of the game, but more a tollman with a bad temper. Given the colonists are ostensibly English, and Shartak is in the Spanish Main, he could be Spanish, I guess. &amp;quot;Fernando the Tollman&amp;quot; and &amp;quot;Pedro the Tollman&amp;quot;? With a silly accent? &amp;quot;Pay me uno gold coin if you want to cross zis bridge, amigo!&amp;quot; - [[FirstAmongstDaves]]&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
===Profile Modification: Display last kill information===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=improvement|&lt;br /&gt;
suggest_scope=All character profiles|&lt;br /&gt;
suggest_description=In a character profile, the game displays information about what the character has killed in the game - e.g.&amp;lt;br&amp;gt;&lt;br /&gt;
'''NPC kills:''' 293 (Animals: 293; Shamen: 0; Traders: 0)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Natives killed:''' 6 (Raktam: 1; Dalpok: 1; Wiksik: 4)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Outsiders killed:''' 3 (Derby: 0; Durham: 1; York: 1; Shipwreck: 1)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The 'Died' line in a character profile displays information about when the character last died (if they've died) and where their death was at the hand of another character, lists which character that was - &lt;br /&gt;
e.g.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Died:''' 11 times (last time was 200Y-MM-DD HH:MM at the hands of DarthVisor).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This suggestion is that the 'Kills' entries in the character profile be modified to include information about the last kill - e.g.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''NPC kills:''' 293 (Animals: 293; Shamen: 0; Traders: 0; last kill: Giant Squid)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Natives killed:''' 6 (Raktam: 1; Dalpok: 1; Wiksik: 4; last kill: Suggestiondox)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Outsiders killed:''' 3 (Derby: 0; Durham: 1; York: 1; Shipwreck: 1; last kill: Nyarlathotep)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
if that's possible to be implemented.&lt;br /&gt;
 |&lt;br /&gt;
suggest_time=00:55, 5 February 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Johan Crichton|Johan Crichton]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Implemented. --[[User:Simon|Simon]] 22:02, 29 April 2007 (UTC)&lt;br /&gt;
:Thanks Simon! Part of the original suggestion was to have 'last kill' information for NPC kills - e.g. last kill: a parrot - as well, is that doable at all?--[[User:Johan Crichton|Johan Crichton]] 02:27, 30 April 2007 (UTC)&lt;br /&gt;
::Implemented. --[[User:Simon|Simon]] 19:50, 30 April 2007 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Digging inside huts===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=UI improvement|&lt;br /&gt;
suggest_scope=Digging skill|&lt;br /&gt;
suggest_description=I have a &amp;quot;dig a hole&amp;quot; button inside huts, but whenever I click it, it tells me that no matter how badly I want to, I can't dig there.  If we really can't dig inside huts, perhaps the button should be removed while in huts.|&lt;br /&gt;
suggest_time=13:15, 26 April 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Vtbassmatt|VTBassMatt]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Valid point - except it's hard to tell the difference between being inside a hut and inside a tunnel and perhaps you'll be able to dig in tunnels later on. --[[User:Simon|Simon]] 23:48, 26 April 2007 (UTC)&lt;br /&gt;
:Ok, how about that? --[[User:Simon|Simon]] 21:17, 29 April 2007 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Policy Discussion ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Discussion of policy|&lt;br /&gt;
suggest_scope=Suggestions page|&lt;br /&gt;
suggest_description=http://wiki.shartak.com/index.php/The_Shartak_Wiki_talk:Policies_and_guidelines|&lt;br /&gt;
suggest_time=13:08, 3 March 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Nosimplehiway|Nosimplehiway]]|&lt;br /&gt;
suggest_comments= This is a policy suggestion which will impact the suggestion pages. Your input is needed. Please comment on the proposed policy there, not here. Thanks!&lt;br /&gt;
}}&lt;br /&gt;
 &lt;br /&gt;
=== Invite messages ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Alteration to game|&lt;br /&gt;
suggest_scope=Invite text|&lt;br /&gt;
suggest_description=I suggest that clan leaders, when they invite someone to join their clan, be able to add a brief message onto the invite.  That way, they can give reasons why they think that person would be happy with their clan.  This will result in people having a better idea on whether or not they want to join the clan.|&lt;br /&gt;
suggest_author=[[User:Black Joe|Black Joe]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&lt;br /&gt;
Sounds great --[[User:Rozen|Rozen]] 17:05, 28 May 2007 (UTC)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===UI: Heal Patient as possible action ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=UI improvement|&lt;br /&gt;
suggest_scope=Player User Interface|&lt;br /&gt;
suggest_description=At the moment, the user interface has two options under 'Possible Actions:' for interaction with other characters - '''Attack''' ''target'' with ''weapon''; and '''Give''' ''money'' to ''creditor''.&lt;br /&gt;
&lt;br /&gt;
This suggestion is to add an additional option under 'Possible Actions:' - '''Heal''' ''patient'' with ''item'', where item can be healing herb, first aid kit, bottle of water etc.&lt;br /&gt;
&lt;br /&gt;
This UI improvement would make healing a lot easier with no having to scroll to find the item in your inventory.  It would appear dynamically when appropriate (much like the current attack option only appears when there is a target).&lt;br /&gt;
&lt;br /&gt;
Allowing the active character to use different items would allow the use of bottles of water (etc) to heal others, as suggested by Simon's comment on [[Suggestions:Items#Use_FAK_on_Others_Text_Change]]: &lt;br /&gt;
&lt;br /&gt;
 It was originally coded to allow you to help someone to drink a bottle of water&lt;br /&gt;
 / use a first aid kit etc but at the moment you can only use a fak on them so &lt;br /&gt;
 I've reworded it. --Simon 08:17, 13 February 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
suggest_time=08:38, 25 May 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Johan Crichton|Johan Crichton]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
#Actually, I'm fine with it as it is now. I think that if we add too much to the main interface, then it's going to soon become confusing. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 17:48, 25 May 2007 (UTC)&lt;br /&gt;
:I've updated the suggestion a little.--[[User:Johan Crichton|Johan Crichton]] 21:43, 27 May 2007 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Town Hall/Chieftain's Hut===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Addition|&lt;br /&gt;
suggest_scope=Every multi-hut camp|&lt;br /&gt;
suggest_description=In order to make the game friendly to newbies, I propose that each camp has graphically distinct building smack in the center of the town.  This building, when approached, would have permanent, non-erasable directions to the shaman, trader's hut, ammo hut, and medical hut.  For further interest, it might be possible to allow the hall to allow &amp;quot;posters&amp;quot; within.  They'd work much like signposts, with a short title besides each poster, but players can click on the button on the poster in order to read the full text attached.  Said posters can have general advice for newbies, news reports, or clan recruitment posters.  Naturally, some form of expiration and a limit on the amount of posters allowed is required.  The final benefit of such a building would be that it becomes a natural center for political debate in-game.&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
suggest_time=05:35, 8 June 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Tomn|Tomn]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
I like that. Sounds pretty cool. Would the pirates have a Captain's Cabin then? --[[User:Rozen|Rozen]] 05:45, 8 June 2007 (UTC)&lt;br /&gt;
:Yeah, I suppose so.  I excluded the pirates at first due to the fact that unlike the other camps, they don't really have any empty huts to confuse new players with.  Still, the pirates deserve clan recruitment, news reports, and newbie advice too!--[[User:Tomn|Tomn]] 07:52, 8 June 2007 (UTC)&lt;br /&gt;
:I'd just like to point out that the vital thing is for there to be a conspicuous building with directions permanently carved into it.  The whole posters thing is gravy intended to make things even easier for newbies, but the city hall/chieftan's hut/captain's cabin would make things a lot easier for incoming players who don't have the slightest clue what to do.--[[User:Tomn|Tomn]] 20:15, 9 June 2007 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Campfire===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Making fire, and a skill to make it easier|&lt;br /&gt;
suggest_scope=Applies to all people|&lt;br /&gt;
suggest_description=&lt;br /&gt;
*You spend 5 AP breaking twigs and preparing kindling with the featherstick method. this can stay in your inventory as 'Fire kit/Kindling/Tinder' until you use a sharpening stone and a knife to spark it, which can blunt your knife, by clicking on the kindling in yor inventory while in possession of the stone and knife/dagger.&lt;br /&gt;
*When you light a fire, it appears as a description on your square (or an icon?) something along the lines of 'There is a campfire here'. When you're within 5 squares of the fire, you should get a message appearing on your screen in the description about being able to smell smoke, hear the crackling or see the light. &lt;br /&gt;
*The fire scares away all types of animals, stopping you from being attacked in the night. It could also; improve whatever searches you make, scar the ground when the fire is destroyed or runs out and/or improve the effects of HP restoring items. or even make you automaticaly recover HP, or recover AP faster.&lt;br /&gt;
*Can cauterise a bleeding wound for 10 HP, stopping the bleeding but damaging you further.&lt;br /&gt;
*Skills:&lt;br /&gt;
'''Basic Bushcraft''' - Light fires for 5AP rahter than unskilled 10 AP&lt;br /&gt;
&lt;br /&gt;
'''Advanced Bushcraft''' - Light larger fires (for cauterising, possibly cooking and distilation of salt water?)|&lt;br /&gt;
suggest_time=10:49, 8 June 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Rozen|Rozen]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Comment here&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Trade Goods===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill, balance change, improvement, etc|&lt;br /&gt;
suggest_scope=Who or what it applies to|&lt;br /&gt;
suggest_description=&lt;br /&gt;
*Named or unnamed items that players can trade between towns but NOT find laying around. 'A box of goods' or 'A box of clothes/food/soap/jewelery?' which raised the question of different grades of good; 'High quality trade goods' or 'Low quality trade goods'&lt;br /&gt;
*You buy them in your home town for say 10gc, making the investment. and sell them to another town for a higher price, which will always be at least 12gc. This encourages better interaction between players. &lt;br /&gt;
*You could still of course, trade the old stuff like booze and cutlasses, but this'd be a purely trade addition, which perhaps you would even recieve after killing someone who was carrying it?&lt;br /&gt;
.|&lt;br /&gt;
suggest_time=10:49, 8 June 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Rozen|Rozen]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
This suggestion was originaly made on the forum, so if your idea hasn't been carried through, please re-state it below. --[[User:Rozen|Rozen]] 10:49, 8 June 2007 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===More Economic Information===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Addition|&lt;br /&gt;
suggest_scope=Statistics Page|&lt;br /&gt;
suggest_description=Currently, the statistics page only shows who the richest players are, not what the total amount of money is, nor which the richest clan is.&lt;br /&gt;
That is why I am suggesting this: have the statistics page show how much gold there is on Shartak (by summing up the gold of all active players), and also have it show the richest clans of the island (by summing up the amount of gold each active clan member has).&lt;br /&gt;
This would significantly enhance the economical aspect of the game, in my opinion.|&lt;br /&gt;
suggest_time=15:12, 20 June 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:0000FF Beard|0000FF Beard]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
The 'total gold' suggestion I think would be great - however, in thinking about it, the richest clans may have an issue in that a player can control if their character appears in the rich list as anonymous - but remaining anonymous when your clan is in the 'wealthy clans' list may not be so easy? --[[User:Johan Crichton|Johan Crichton]] 21:18, 20 June 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Well, I must admit that I can't think of any good solution for that.&lt;br /&gt;
:But I don't think it will really be a problem, because in a clan with multiple members, it is unclear who has exactly what amount of gold.&lt;br /&gt;
:Something that would help, however, would be giving clan administrators the option to exclude their clan from the list of richest clans, just like individual players can exclude themselves from the list of richest players. [[User:0000FF Beard|0000FF Beard]] 10:11, 21 June 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>A SN</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Wiksik&amp;diff=13250</id>
		<title>Wiksik</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Wiksik&amp;diff=13250"/>
		<updated>2007-03-16T12:27:42Z</updated>

		<summary type="html">&lt;p&gt;A SN: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Home|&lt;br /&gt;
| image       = satellite_wiksik.png&lt;br /&gt;
| cx          = -70239&lt;br /&gt;
| cy          = 26405&lt;br /&gt;
| type        = Native&lt;br /&gt;
| huts        = 21&lt;br /&gt;
| shaman      = Tapran&lt;br /&gt;
| shaman_gps  = [-70.239,+26.405]&lt;br /&gt;
| shaman_loc  = (08,08)&lt;br /&gt;
| trader      = Toe&lt;br /&gt;
| trader_gps  = [-70.235,+26.405]&lt;br /&gt;
| trader_loc  = (12,08)&lt;br /&gt;
| ammo_gps    = [-70.239,+26.411]&lt;br /&gt;
| ammo_loc    = (08,02)&lt;br /&gt;
| medical_gps = [-70.240,+26.410]&lt;br /&gt;
| medical_loc = (07,03)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Wiksik''' is one of the three native [[camp]]s on Shartak. Located in the interior of the island's eastern half, it contains twenty-one [[hut]]s in a circular clearing.&lt;br /&gt;
&lt;br /&gt;
A [[shaman]] named Tapran keeps watch in the center of the clearing.&lt;br /&gt;
&lt;br /&gt;
== Map ==&lt;br /&gt;
{| cellpadding=&amp;quot;8&amp;quot; cellspacing=&amp;quot;1&amp;quot; style=&amp;quot;background-color: #e0e0e0&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;15&amp;quot; bgcolor=&amp;quot;#f9f9f9&amp;quot; | '''The Village of Wiksik - Territory Map'''&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|01&lt;br /&gt;
| bgcolor=#33c033|02&lt;br /&gt;
| bgcolor=#33c033|03&lt;br /&gt;
| bgcolor=#33c033|04&lt;br /&gt;
| bgcolor=#33c033|05&lt;br /&gt;
| bgcolor=#33c033|06&lt;br /&gt;
| bgcolor=#33c033|07&lt;br /&gt;
| bgcolor=#33c033|08&lt;br /&gt;
| bgcolor=#33c033|09&lt;br /&gt;
| bgcolor=#33c033|10&lt;br /&gt;
| bgcolor=#33c033|11&lt;br /&gt;
| bgcolor=#33c033|12&lt;br /&gt;
| bgcolor=#33c033|13&lt;br /&gt;
| bgcolor=#33c033|14&lt;br /&gt;
| bgcolor=#33c033|15&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|02&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|'''A'''&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|03&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|'''M'''&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|04&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|05&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|06&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|07&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|08&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|'''S'''&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|'''T'''&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|09&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|10&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|11&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|H&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|12&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|13&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|14&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|15&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=15 bgcolor=#f9f9f9 | '''Legend'''&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Unincorporated (&amp;quot;Jungle&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Village territory (&amp;quot;Wiksik&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Hut&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''S'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Shaman&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''T'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Trading post&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''A'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Ammunition hut&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''M'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Medical hut&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* The above is a territory map, not a map of jungle density (which constantly changes). Therefore, the jungle and village squares will very likely be colored differently in-game than they are here. Squares within the village will be displayed as &amp;quot;Wiksik&amp;quot; on the game map, while jungle squares will be displayed as &amp;quot;Jungle&amp;quot;.&lt;br /&gt;
* The numbers on the map are merely for local reference and are not related to GPS coordinates at all.&lt;br /&gt;
&lt;br /&gt;
==Groups Operating in Wiksik==&lt;br /&gt;
There are currently several groups in Wiksik currently.&lt;br /&gt;
&lt;br /&gt;
*[[Native Resistance Front]]&lt;br /&gt;
*[[The WickSick Headhunters]]&lt;br /&gt;
*[[Healers of Shartak]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Locationsnav}}&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>A SN</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Wiksik&amp;diff=13249</id>
		<title>Wiksik</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Wiksik&amp;diff=13249"/>
		<updated>2007-03-16T12:22:37Z</updated>

		<summary type="html">&lt;p&gt;A SN: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Home|&lt;br /&gt;
| image       = satellite_wiksik.png&lt;br /&gt;
| cx          = -70239&lt;br /&gt;
| cy          = 26405&lt;br /&gt;
| type        = Native&lt;br /&gt;
| huts        = 21&lt;br /&gt;
| shaman      = Tapran&lt;br /&gt;
| shaman_gps  = [-70.239,+26.405]&lt;br /&gt;
| shaman_loc  = (08,08)&lt;br /&gt;
| trader      = Toe&lt;br /&gt;
| trader_gps  = [-70.235,+26.405]&lt;br /&gt;
| trader_loc  = (12,08)&lt;br /&gt;
| ammo_gps    = [-70.239,+26.411]&lt;br /&gt;
| ammo_loc    = (08,02)&lt;br /&gt;
| medical_gps = [-70.240,+26.410]&lt;br /&gt;
| medical_loc = (07,03)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Wiksik''' is one of the three native [[camp]]s on Shartak. Located in the interior of the island's eastern half, it contains twenty-one [[hut]]s in a circular clearing.&lt;br /&gt;
&lt;br /&gt;
A [[shaman]] named Tapran keeps watch in the center of the clearing.&lt;br /&gt;
&lt;br /&gt;
== Map ==&lt;br /&gt;
{| cellpadding=&amp;quot;8&amp;quot; cellspacing=&amp;quot;1&amp;quot; style=&amp;quot;background-color: #e0e0e0&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;15&amp;quot; bgcolor=&amp;quot;#f9f9f9&amp;quot; | '''The Village of Wiksik - Territory Map'''&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|01&lt;br /&gt;
| bgcolor=#33c033|02&lt;br /&gt;
| bgcolor=#33c033|03&lt;br /&gt;
| bgcolor=#33c033|04&lt;br /&gt;
| bgcolor=#33c033|05&lt;br /&gt;
| bgcolor=#33c033|06&lt;br /&gt;
| bgcolor=#33c033|07&lt;br /&gt;
| bgcolor=#33c033|08&lt;br /&gt;
| bgcolor=#33c033|09&lt;br /&gt;
| bgcolor=#33c033|10&lt;br /&gt;
| bgcolor=#33c033|11&lt;br /&gt;
| bgcolor=#33c033|12&lt;br /&gt;
| bgcolor=#33c033|13&lt;br /&gt;
| bgcolor=#33c033|14&lt;br /&gt;
| bgcolor=#33c033|15&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|02&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|'''A'''&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|03&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|'''M'''&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|04&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|05&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|06&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|07&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|08&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|'''S'''&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|'''T'''&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|09&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|10&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|11&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|12&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|13&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|14&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|15&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=15 bgcolor=#f9f9f9 | '''Legend'''&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Unincorporated (&amp;quot;Jungle&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Village territory (&amp;quot;Wiksik&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Hut&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''S'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Shaman&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''T'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Trading post&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''A'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Ammunition hut&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''M'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Medical hut&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* The above is a territory map, not a map of jungle density (which constantly changes). Therefore, the jungle and village squares will very likely be colored differently in-game than they are here. Squares within the village will be displayed as &amp;quot;Wiksik&amp;quot; on the game map, while jungle squares will be displayed as &amp;quot;Jungle&amp;quot;.&lt;br /&gt;
* The numbers on the map are merely for local reference and are not related to GPS coordinates at all.&lt;br /&gt;
&lt;br /&gt;
==Groups Operating in Wiksik==&lt;br /&gt;
There are currently several groups in Wiksik currently.&lt;br /&gt;
&lt;br /&gt;
*[[Native Resistance Front]]&lt;br /&gt;
*[[The WickSick Headhunters]]&lt;br /&gt;
*[[Healers of Shartak]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Locationsnav}}&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>A SN</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Wiksik&amp;diff=13248</id>
		<title>Wiksik</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Wiksik&amp;diff=13248"/>
		<updated>2007-03-16T12:21:55Z</updated>

		<summary type="html">&lt;p&gt;A SN: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Home|&lt;br /&gt;
| image       = satellite_wiksik.png&lt;br /&gt;
| cx          = -70239&lt;br /&gt;
| cy          = 26405&lt;br /&gt;
| type        = Native&lt;br /&gt;
| huts        = 21&lt;br /&gt;
| shaman      = Tapran&lt;br /&gt;
| shaman_gps  = [-70.239,+26.405]&lt;br /&gt;
| shaman_loc  = (08,08)&lt;br /&gt;
| trader      = Toe&lt;br /&gt;
| trader_gps  = [-70.235,+26.405]&lt;br /&gt;
| trader_loc  = (12,08)&lt;br /&gt;
| ammo_gps    = [-70.239,+26.411]&lt;br /&gt;
| ammo_loc    = (08,02)&lt;br /&gt;
| medical_gps = [-70.240,+26.410]&lt;br /&gt;
| medical_loc = (07,03)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Wiksik''' is one of the three native [[camp]]s on Shartak. Located in the interior of the island's eastern half, it contains twenty-one [[hut]]s in a circular clearing.&lt;br /&gt;
&lt;br /&gt;
A [[shaman]] named Tapran keeps watch in the center of the clearing.&lt;br /&gt;
&lt;br /&gt;
== Map ==&lt;br /&gt;
{| cellpadding=&amp;quot;8&amp;quot; cellspacing=&amp;quot;1&amp;quot; style=&amp;quot;background-color: #e0e0e0&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;15&amp;quot; bgcolor=&amp;quot;#f9f9f9&amp;quot; | '''The Village of Wiksik - Territory Map'''&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|01&lt;br /&gt;
| bgcolor=#33c033|02&lt;br /&gt;
| bgcolor=#33c033|03&lt;br /&gt;
| bgcolor=#33c033|04&lt;br /&gt;
| bgcolor=#33c033|05&lt;br /&gt;
| bgcolor=#33c033|06&lt;br /&gt;
| bgcolor=#33c033|07&lt;br /&gt;
| bgcolor=#33c033|08&lt;br /&gt;
| bgcolor=#33c033|09&lt;br /&gt;
| bgcolor=#33c033|10&lt;br /&gt;
| bgcolor=#33c033|11&lt;br /&gt;
| bgcolor=#33c033|12&lt;br /&gt;
| bgcolor=#33c033|13&lt;br /&gt;
| bgcolor=#33c033|14&lt;br /&gt;
| bgcolor=#33c033|15&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|02&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|'''A'''&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|03&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|'''M'''&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|04&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|05&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|06&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|07&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|08&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|'''S'''&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|'''T'''&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|09&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|10&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|11&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&amp;lt;exp&amp;gt;2&amp;lt;/exp&amp;gt;&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|12&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|13&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|14&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|15&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=15 bgcolor=#f9f9f9 | '''Legend'''&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Unincorporated (&amp;quot;Jungle&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Village territory (&amp;quot;Wiksik&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Hut&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''S'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Shaman&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''T'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Trading post&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''A'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Ammunition hut&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''M'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Medical hut&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* The above is a territory map, not a map of jungle density (which constantly changes). Therefore, the jungle and village squares will very likely be colored differently in-game than they are here. Squares within the village will be displayed as &amp;quot;Wiksik&amp;quot; on the game map, while jungle squares will be displayed as &amp;quot;Jungle&amp;quot;.&lt;br /&gt;
* The numbers on the map are merely for local reference and are not related to GPS coordinates at all.&lt;br /&gt;
&lt;br /&gt;
==Groups Operating in Wiksik==&lt;br /&gt;
There are currently several groups in Wiksik currently.&lt;br /&gt;
&lt;br /&gt;
*[[Native Resistance Front]]&lt;br /&gt;
*[[The WickSick Headhunters]]&lt;br /&gt;
*[[Healers of Shartak]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Locationsnav}}&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>A SN</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:Colonial_police&amp;diff=12549</id>
		<title>Talk:Colonial police</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Talk:Colonial_police&amp;diff=12549"/>
		<updated>2007-02-06T09:53:16Z</updated>

		<summary type="html">&lt;p&gt;A SN: /* &amp;quot;A SN&amp;quot; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General Discussion ==&lt;br /&gt;
&lt;br /&gt;
You guys seem like a nice, civilised group of people.  If you'd be interested in opening relations with the Royal Expedition, contact us via our forum: http://s9.invisionfree.com/Royal_Expedition/index.php?  --Less Than Lethal&lt;br /&gt;
&lt;br /&gt;
:'''[[User:MickR|MickR]]&amp;lt;sup&amp;gt;[[Colonial Police|&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;CP&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; - &amp;quot;Hi Yeah, signed up on your forums. We're definitely interested. Look forward to doing buisiness with you.&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Hey, any chance you can put up a section on this wiki to report crimes? I posted on the PK thread and nothing yet. I was hoping you guys could help. He is Stoertebecker  [ http://www.shartak.com/profile.cgi?id=1553 ] and i'd like to see him dead. He killed me, then attacked me the very same day after I resurrected (and that, my friend, is not very sportsmanlike, PKer or not). I also found him in the far westerly area of York, where there are five huts bunched together. Can you make an 'arrest'? Jack W Spalding.&lt;br /&gt;
&lt;br /&gt;
:'''[[User:MickR|MickR]]&amp;lt;sup&amp;gt;[[Colonial Police|&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;CP&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; - &amp;quot;Yeah, we've heard of him Jack. In fact, he killed one of our officers. We're doing all we can to stop him. Oh, and if you want to add a criminal to the list, just put them under &amp;quot;--Criminals--&amp;quot; at the bottom of this page and they'll be added A.S.A.P.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
::'''Arwedda - &amp;quot;We would, of course, like some proof in the way of a screenshot of the murder. We've had trouble with people not being identified correctly.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
I was in the York medical hut on May 14, and in the recent actions log it displayed that Lord Paul Reefer killed czech1.  I'm sure your probably already aware of this, but I'd like to help your cause in anyway I can.  Cheers --[[User:Gandhi|Gandhi]] 03:32, 15 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
:'''[[User:MickR|MickR]]&amp;lt;sup&amp;gt;[[Colonial Police|&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;CP&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; - &amp;quot;Yeah, we know. Thanks anyway Gandhi, any information you can give us is always a great help.&amp;quot;&lt;br /&gt;
== Most Wanted ==&lt;br /&gt;
&lt;br /&gt;
Hell yeah, I made a wanted list and wasnt even trying!  You guys should totally do a 'ten most wanted' or suchlike.  It'd stoke my ego no end :P -- Dave C&lt;br /&gt;
&lt;br /&gt;
:'''[[User:MickR|MickR]]&amp;lt;sup&amp;gt;[[Colonial Police|&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;CP&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; - &amp;quot;Watch yourself Dave... Murders in York will NOT be tolerated...&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Dont worry, I'm busy deforesting an islet for the hell of it at the moment.  You're dave-free for a while ;) -- Dave C&lt;br /&gt;
&lt;br /&gt;
:'''[[User:MickR|MickR]]&amp;lt;sup&amp;gt;[[Colonial Police|&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;CP&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; - &amp;quot;Heh, good luck with that. See you round Dave... see you round...&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Aw, crap. &amp;quot;Justin Fected&amp;quot; decided to come to Shartak. In UD, he's a fairly infamous PKer. Keep an eye open for an alt he'll likely have, &amp;quot;Justin Time.&amp;quot;--[[User:Wifey|Wifey]] 00:21, 9 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
:'''[[User:MickR|MickR]]&amp;lt;sup&amp;gt;[[Colonial Police|&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;CP&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; - &amp;quot;Thanks Wifey, we'll keep our eyes peeled.&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
==Raktamites==&lt;br /&gt;
As a Raktamite, I'm fairly certain when I say... It's just Phutnanog.--[[User:Wifey|Wifey]] 07:27, 11 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
:'''[[User:MickR|MickR]]&amp;lt;sup&amp;gt;[[Colonial Police|&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;CP&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; - &amp;quot;No matter who they are, if someone kills another player in York, they will be brought to justice.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Lord Paul Reefer's Group==&lt;br /&gt;
(Any information on Lord Paul Reefer or his lackeys would be appreciated. If the information leads to his execution, a reward of gold will be provided.)&lt;br /&gt;
&lt;br /&gt;
==Criminals==&lt;br /&gt;
I was killed by [http://www.shartak.com/profile.cgi?id=1828 Mal] completely unprovoked.--[[User:Tom Failur|Tom Failur]] 19:33, 28 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
:'''[[User:MickR|MickR]]&amp;lt;sup&amp;gt;[[Colonial Police|&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;CP&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; - &amp;quot;Thanks Tom. Mal has just been executed.&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Hey, you missed some of my murders. I updated your page with the correct number.--[[User:Sora Lamal|Sora Lamal]] 20:55, 24 July 2006 (GST}&lt;br /&gt;
&lt;br /&gt;
I've dealt with eminem1 after he assaulted everyone who was inside the Colonial Police Headquarters-- [[User:Zydd Soral|Zydd Soral]] 23:16 16 August 2006&lt;br /&gt;
&lt;br /&gt;
My peacable pirate [http://www.shartak.com//profile.cgi?id=1604 Patch] just got attacked by Che a little ways outside York.  Is this the welcome York reserves for an honary member of the [[Durham Pistoleers]]? -- [[User:Gitboy|Less Than Lethal]] 00:08, 20 August 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
==New Recruits==&lt;br /&gt;
(If you are interested in joining the CPHQ post your name and profile here)&lt;br /&gt;
&lt;br /&gt;
I know my reputation with you isn't spotless, but I'd like to change my ways and right my wrongs.--[[User:Sora Lamal|Sora Lamal]]&lt;br /&gt;
&lt;br /&gt;
==Great News!==&lt;br /&gt;
[http://www.shartak.com/profile.cgi?id=1327 Tom Failur], the 'Butcher of York', known murderer and scallywag, was executed by the [http://wiki.shartak.com/index.php/Order_of_Patriots Order of Patriots] last night.  Despite having slain over 20 yorkmen without warning or provocation, Tom was quietly removed from the CP's Most Wanted list, and has in fact been aided by them when attacked by a native nearby.  Why was he not apprehended and despatched before these atrocities could happen?  Clearly the time is long overdue for right-thinking citizens of York to take matters into their own hands!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I must say I was shocked when I was helped after I had killed so many York citizens. I was also quietly disaapointed to be removed from the wanted list. It does seem like the CP is not able to enforce law and order in York. However death isn't the end. I will return to York to kill again as I am being paid to do it. I'm sure we will meet agin.--[[User:Tom Failur|Tom Failur]] 12:51, 1 June 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Oh right, so NOW you add him to the wanted list.  Don't you think thats a bit late?  -- Order of Patriots 11:13, 3 June 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
:'''[[User:MickR|MickR]]&amp;lt;sup&amp;gt;[[Colonial Police|&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;CP&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; - &amp;quot;We had our reasons...&amp;quot;'''&lt;br /&gt;
::'''[[User:Arwedda|Arwedda]]&amp;lt;sup&amp;gt;[[Colonial Police|&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;CP&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; - &amp;quot;The Colonial Police would like to take this opportunity to state that although we asked for evidence of these atrocities, multiple times, none was presented. At the moment we do ''NOT'' unprovokedly attack people without proof, unlike ''some vigilante organisations'' that I do not care to mention. However, with the above admission of guilt coming to light, we have added him to our wanted list. Secondly, we would like to state that ''we do not encourage murder in any capacity'', and the apparent &amp;quot;Helping&amp;quot; of Tom Failur was merely the removal of a different dangerous criminal from the streets of York.&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
==The South Shartak Trading Company==&lt;br /&gt;
&lt;br /&gt;
Hi! Great work you're doing! I was wondering, I have a couple of natives in my company. They would like to do business with the Outsider towns. Could you guys make sure you and your boys at least don't shoot them? They're good people, and they wouldn't be agents of the SSTC if they're proven to be killing without provokation. I also hope you'll persecute anyone that murders my fellow traders, be it pirate, native or outsider. They'll be on the member list of the SSTC wiki page. Again, thanks for the law enforcement! '''Jack W Spalding'''&lt;br /&gt;
&lt;br /&gt;
:'''[[User:MickR|MickR]]&amp;lt;sup&amp;gt;[[Colonial Police|&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;CP&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; - &amp;quot;We never attack natives unprovoked. We can only protect them in York. But, if they're heading that way, tell them to stay in the western part of York. That way we can keep our eyes on them.&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mercenaries Guild==&lt;br /&gt;
As I have said on the OOP wiki talk, I feel your persecution of the Mercenaries Guild is unfounded. We Mercenaries are simply trying to earn an honest living - and we are honest. We work for anyone, providing the coin is good enough. No coin, no kill/job. We do not kill out of malicious intent, we're trying to survive in a merc-unfriendly world...--[[User:HVLD|HVLD]] 23:41, 7 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
:'''[[User:MickR|MickR]]&amp;lt;sup&amp;gt;[[Colonial Police|&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;CP&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; - &amp;quot;We never attack ANYONE unprovoked.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
::'''[[User:Arwedda|Arwedda]]&amp;lt;sup&amp;gt;[[Colonial Police|&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;CP&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; - &amp;quot;We execute anyone who commits murder, even if they do so for money. In fact, last time I checked, killing someone for money was an even worse crime than killing someone in anger. Of course, we do also want to punish those who pay you to take out hits on people, but as of yet, we have no way of divining who these are. We would also like to point out that we have not openly declared a Guild-wide war on your dubiously legal organisation, a move we like to think of as somewhat generous.&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==JB Aristide's Terms of Surrender for the CP==&lt;br /&gt;
&lt;br /&gt;
I grow weary of our war, and is it obvious now that the only time the CP can kill me is when there are [http://wiki.shartak.com/index.php?title=Main_Page&amp;amp;action=history more pressing matters] in the world.  Therefore, i offer the following terms of surrender to the CP:&lt;br /&gt;
&lt;br /&gt;
* the CP ceases all action against me.&lt;br /&gt;
* the CP gives me a one-time payment of 100 gold.&lt;br /&gt;
* the CP agrees that they will never, under any circumstances, participate in any raid of Raktam.&lt;br /&gt;
&lt;br /&gt;
In return, I cease all action against you, and will guarantee that my York spies do not help in any other actions against the CP.&lt;br /&gt;
&lt;br /&gt;
Otherwise, how long will this war continue?  How many more unanswered killings will the CP suffer?  Let us put an end to it.&lt;br /&gt;
--[[User:Frisco|Frisco]] 02:30, 16 July 2006 (UTC) (as JB Aristide)&lt;br /&gt;
&lt;br /&gt;
:'''[[User:MickR|MickR]]&amp;lt;sup&amp;gt;[[Colonial Police|&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;CP&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; - &amp;quot;I too would like to see the end of this war. I'm sure we can come to some arrangement. Here are our terms:&amp;lt;br&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
::* '''the CP will cease all action against JB Aristide and his partners.'''&amp;lt;br&amp;gt;&lt;br /&gt;
::* '''JB Aristide and his partners will cease all action against the CP and all the citizens of York.'''&amp;lt;br&amp;gt;&lt;br /&gt;
::* '''the CP agrees that they will never, under any circumstances, participate in any raid of Raktam.'''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:::'''If you don't agree to these terms we can try to come to another agreement.&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
== Inaccuracies in offence lists ==&lt;br /&gt;
&lt;br /&gt;
Between my first execution (2006-07-09 23:13) and eight offense (a killing of [[User:MickR|MickR]] at 2006-07-16 18:20), I also killed Kjendlie, was killed by Kjendlie, and killed Kjendlie once again, as [http://www.philosoph.us/misc/shartak/underworld/?id=2445 my Underworld page] shows. I feel somewhat slighted, even though this ommitted information will make the kill to death ratio next to my name less flattering. By the way, might I suggest that times for executions be included &amp;lt;nowiki&amp;gt;&amp;lt;!--in comment tags--&amp;gt;&amp;lt;/nowiki&amp;gt; so they'll correspond to logged deaths?&lt;br /&gt;
&lt;br /&gt;
Oh, and it was nice to hear your voice the other day, MickR. I'm sorry I didn't have time to stick around and chat back. ;)&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 05:05, 17 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
:'''[[User:MickR|MickR]]&amp;lt;sup&amp;gt;[[Colonial Police|&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;CP&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; - &amp;quot;Sorry if the list isn't always perfect, we try our best. I've fixed it for now.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
I killed {{profile|2435|sayt}} recently (see [http://www.philosoph.us/misc/shartak/underworld/?id=2445 my Underworld page]) and that hasn't been mentioned on your offense list yet. Maybe this notice will help.&lt;br /&gt;
&lt;br /&gt;
Given that my kill of a clan member has escaped notice for several days, and given that attacks on non-CP members account for a mere handful of the offenses on your list (I count eight), it seems like your clan's vindictive goal of executing everyone who's ever killed an outsider (or merely attacked one, in some cases) is well beyond your reach. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 06:54, 24 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
joef1day is not the guy who's been tagging &amp;quot;Blame Josef&amp;quot;. Why you people insist on crediting a target so obvious is beyond me. [[User:Josef|Josef]] 07:35, 23 September 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Unprovoked attack at SCS HQ ==&lt;br /&gt;
&lt;br /&gt;
Hello, [[User:John Sevier|John Sevier]] here to report being killed without provocation at York, at the [[Shartak Cryptozoological Society]] Headquarters by [[user:eminem1|eminem1]], who claimed I was guilty of something, though did not bother to say what. As I have only killed an outsider once [and then in self-defense], I have no idea what he is referring to do.  The proof is in my profile {{profile|4420|John Sevier}}.  I have since returned to my HQ and have weakened him, but I would appreciate assistance from the Colonial Police as I will not be able to finish him off this cycle. --[[User:John Sevier|John Sevier]] 14:00, 23 September 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
Update:  eminem1 told me he was attacking me as he thought I might be behind the 'Blame Josef' nonsense (for the record, I am not; in fact I am getting sick of constantly writing over).  I let him go with 1 hp despite killing me earlier.  I consider the matter resolved.  Also, feel free to list the [[Shartak Cryptozoological Society]] as an ally, I appreciated your assistance earlier with my clan's HQ. --[[User:John Sevier|John Sevier]] 01:52, 24 September 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
... How in the name of The Great Zombie did that water collector come to that most erroneous conclusion? Seriously. I am not John, I am not joef1day. For the love of the Gods, people. At least post your guesses here before you start kicking the crud out of fellow outsiders. [[User:Josef|Josef]] 05:25, 24 September 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
== No, you idiots! IDIOTS! ==&lt;br /&gt;
&lt;br /&gt;
Eli's not the spammer either. HOW DO YOU COME TO THESE CONCLUSIONS!? HOW HOW HOW HOW!?!!?!?!?!?!?!?!? IDIOTS. [[User:Josef|Josef]] 23:33, 30 September 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Arwedda Leaving ==&lt;br /&gt;
The other founder and ex-leader of the Colonial Police has decided to leave, due to the general inactivity of both him and many clan members. He wishes those who remain luck and success. --[[User:Arwedda|Arwedda]] 07:36, 2 October 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Best of luck Arwedda ==&lt;br /&gt;
&lt;br /&gt;
Best of luck Arwedda, I have personally never seen the CP so active as of late. Hopefully one day you will return. - Nighter&lt;br /&gt;
&lt;br /&gt;
== And Josef is... ==&lt;br /&gt;
&lt;br /&gt;
Wolf Kazumaru, beaches. He's sleeping at CPHQ, so go toast him. &lt;br /&gt;
&lt;br /&gt;
And yes. I'm absolutely sure you'll just take my word on this, because you're complete morons and have little to no critical thinking skills. [[User:Josef|Josef]] 07:33, 9 October 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Your wanted lists... ==&lt;br /&gt;
&lt;br /&gt;
First, you still list joef1day as a possible me, which he is not. Second, do I, Wolf Kazumaru, at least get a place under Executed? If not, I'm not sure whether I'm able to get back into York without instadeath or not. [[User:Josef|Josef]] 00:03, 17 October 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
Shame. Looks like someone needs more attention. We forget about you for a while, but you can't live without attention. -[[User:Che|Che]] 01:29, 18 October 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
No, I'm just rather obsessive and would prefer the wanted list to be correct. [[User:Josef|Josef]] 01:39, 18 October 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
== While in Durham ==&lt;br /&gt;
Because we (JRG) follow Durham law while in their domain we will not attack you in or around Durham. We to have good relations with the pistoleers and are coming to aid in their defense also. This is for CP troops only.--[[User:Michael edwards|Michael edwards]] 23:36, 16 November 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
== About all that on the main page. ==&lt;br /&gt;
&lt;br /&gt;
You really should make an archive of past news. Do you really need ''every'' report since this formed on the main page, especially when it's already above? You should also probably make a separate page for the criminals list. Possibly have the most wanted on the main page, and a link to the entire criminal section. It would really make your page look cleaner. Anyway, that's just my suggestion. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 03:32, 8 January 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
That new logo is a bit...gay.  -[[FirstAmongstDaves]]&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;A SN&amp;quot; ==&lt;br /&gt;
[''Since &amp;quot;A SN&amp;quot; continues to edit/vandalize the CP wiki without permission, after repeatedly being told to stop, and since he clearly wants attention more than anything, his listing has been removed.'' In the future, please use this talk page to communicate or the forum, rather than editing/vandalizing the CP wiki with your little messages to us.]&lt;br /&gt;
&lt;br /&gt;
* Adolf Schwarznigger (Outsider-York) Wanted for killing a friendly Shamen (CrowJane) in the Medical hut of York. -Executed! New offenses: Killed 8 different CP officers. Killed another CP officer. ''Suspected of attempting to foment radical anti-CP agitation for reasons unknown, and offers 50 gold coins to the first CP officer to kill him.'' '''Okay you stupid motherfucker, listen up. If you want us to kill you then stop killing a CP officer and running 14 miles away with your tail between your legs and when you're safely away from York come onto the Wiki and pretend you're all high and mighty and much smarter than everyone else, because you're not, okay? You've got all your attention you need, and some you don't need, now go fuck off. -Che 22:25, 2 February 2007 (UTC) (Seconded -[[User:czech1|czech1]])'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:lol, I love how rude you guys get. What makes you guys get so rude? It's only a game :-). It's not because I do what I can to get you guys to chase me that you must lose all sense of à propos. By the way, I don't run 14 miles away from York, and since this is getting boring, I'm giving guys a clue. Deep Waters.&lt;br /&gt;
&lt;br /&gt;
:By the way, I'm not really v'''snore'''andalizing the wiki. I properly edit the wiki as it should be, reporting my crimes as they should properly be reported and leaving comments in the appropriate space for comments, and you guys vandalize the wiki page to send perso'''snore'''nal messages to me. But after all there isn't as '''snore''' much glory as I first thought there would be at killing each of you guys, the way that I do it is, as you guys complained, too safe to be any fun, and it seems like you guys only could care about me if it was as simple as finding me sleeping in the nearest hut, so I don't really care about reporting anymore, my Shartak Underworld pro'''snore'''file shall suffice. I'm not giving up on killing you guys tho, to kill you guys repeatedly in an unpunished manner and to brag about it seems to pis'''snore'''s you guys off quite a lot, and I find it amusing, so I shall go on'''snore''' for the simple sake of pissing you guys off some more. --[[User:A SN|A SN]] 03:54, 4 February 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Who's the retard who edited these '''snores''' into my comment? (Disclaimer : Rhetorical question) --[[User:A SN|A SN]] 09:53, 6 February 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
We only got mad at you editing the wiki, have fun killing us, we all respawn 5 blocks away from our huts. Hope you get yourself off some more by killing us :s -[[User:CzEcH|czech1]]&lt;br /&gt;
&lt;br /&gt;
:Ok, cool, thanks, I'll do that :-) --[[User:A SN|A SN]] 00:15, 5 February 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
Oh yes, I'm '''really''' getting pissed off that some immature little guy(?) is killing us on a text-and-graphic based online role-playing game and then vandalising the Wiki for said text-and-graphic based online role-playing game. It '''really''' makes my blood boil. -[[User:Che|Che]] 18:23, 4 February 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
:lol, well like I said, I don't think we can say I'm really vandalizing the wiki since I'm editing it as it's meant to be edited. And Che, lol man, you can't get pissed off for that shit, jack off or something and then find yourself some hobby or some shit. Don't you find it worrying that you can get this '''really''' pissed off for some meaning less shit like that? I mean I won't say get a life or anything but seriously, chill, it's just a game. You can't let yourself get your mood ruined by the first fool you don't even know who just feels like fucking around. --[[User:A SN|A SN]] 00:15, 5 February 2007 (UTC) '''(Does anyone see any irony in this guy saying he's not pissed off, and then reading the rest of his post? Mmm-hmm. -[[User:Che|Che]] 02:54, 5 February 2007 (UTC) PS: Just what A SN wants to see: a 14-year old &amp;quot;jack off&amp;quot; (&amp;quot;or something&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
::I could have never told from your attitude that you were 14, lol. And every 14-year old jacks off anyways. And don't append your coments to my posts, make your own paragraph, thanks. --[[User:A SN|A SN]] 09:50, 6 February 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Your a total dumbass if you didn't understand that was sarcasm. -czech1&lt;br /&gt;
&lt;br /&gt;
:lol, my bad. That one totally flew over my head, I admit :-) --[[User:A SN|A SN]] 09:50, 6 February 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I MEAN IT'S ONLY LIKE A LIKE GAME LIKE CHILL MAN! LOLLOLOLOL CHILL! CHILL! I'M FUCKING CHILLED! CHILLED LIKE ICE COLD ICE VERY COLD ICE! JACK OFF! SOMEONE GO JACKOFF! DO IT! SOMEONE GO JACK OFF OR SOMETHING. lol, man, im not getting worked up over this game, do you think so?! I DON'T! I'm not getting worked up why'd you ask!? Nope, nope! Let's go find some 14-year olds and see if I can get them to jack off or something.--[[User:Che|A SN]] 00:15, 5 February 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Che, you're retarded. And I can bet that stealing someone's identity is illegal in your country. And you're the one who called me immature, heh. --[[User:A SN|A SN]] 09:50, 6 February 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
:My A SN impression is getting better and better every day! And A SN, you tell other people to calm down and yet you're killing some CP officers in a '''game''', and then half-skipping over to the Wiki and adding fuel to your ego, and then going Tom Cruse. A SN, remember to take those schizophrenia pills TWICE a day. -[[User:Che|Che]] 02:57, 5 February 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I kill CP officers in a '''game''' cause it's more fun than killing natives. It's all about fun, I have fun in this game, you guys don't, you're only getting upset. --[[User:A SN|A SN]] 09:53, 6 February 2007 (UTC)&lt;/div&gt;</summary>
		<author><name>A SN</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:Colonial_police&amp;diff=12548</id>
		<title>Talk:Colonial police</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Talk:Colonial_police&amp;diff=12548"/>
		<updated>2007-02-06T09:50:40Z</updated>

		<summary type="html">&lt;p&gt;A SN: /* &amp;quot;A SN&amp;quot; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General Discussion ==&lt;br /&gt;
&lt;br /&gt;
You guys seem like a nice, civilised group of people.  If you'd be interested in opening relations with the Royal Expedition, contact us via our forum: http://s9.invisionfree.com/Royal_Expedition/index.php?  --Less Than Lethal&lt;br /&gt;
&lt;br /&gt;
:'''[[User:MickR|MickR]]&amp;lt;sup&amp;gt;[[Colonial Police|&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;CP&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; - &amp;quot;Hi Yeah, signed up on your forums. We're definitely interested. Look forward to doing buisiness with you.&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Hey, any chance you can put up a section on this wiki to report crimes? I posted on the PK thread and nothing yet. I was hoping you guys could help. He is Stoertebecker  [ http://www.shartak.com/profile.cgi?id=1553 ] and i'd like to see him dead. He killed me, then attacked me the very same day after I resurrected (and that, my friend, is not very sportsmanlike, PKer or not). I also found him in the far westerly area of York, where there are five huts bunched together. Can you make an 'arrest'? Jack W Spalding.&lt;br /&gt;
&lt;br /&gt;
:'''[[User:MickR|MickR]]&amp;lt;sup&amp;gt;[[Colonial Police|&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;CP&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; - &amp;quot;Yeah, we've heard of him Jack. In fact, he killed one of our officers. We're doing all we can to stop him. Oh, and if you want to add a criminal to the list, just put them under &amp;quot;--Criminals--&amp;quot; at the bottom of this page and they'll be added A.S.A.P.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
::'''Arwedda - &amp;quot;We would, of course, like some proof in the way of a screenshot of the murder. We've had trouble with people not being identified correctly.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
I was in the York medical hut on May 14, and in the recent actions log it displayed that Lord Paul Reefer killed czech1.  I'm sure your probably already aware of this, but I'd like to help your cause in anyway I can.  Cheers --[[User:Gandhi|Gandhi]] 03:32, 15 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
:'''[[User:MickR|MickR]]&amp;lt;sup&amp;gt;[[Colonial Police|&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;CP&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; - &amp;quot;Yeah, we know. Thanks anyway Gandhi, any information you can give us is always a great help.&amp;quot;&lt;br /&gt;
== Most Wanted ==&lt;br /&gt;
&lt;br /&gt;
Hell yeah, I made a wanted list and wasnt even trying!  You guys should totally do a 'ten most wanted' or suchlike.  It'd stoke my ego no end :P -- Dave C&lt;br /&gt;
&lt;br /&gt;
:'''[[User:MickR|MickR]]&amp;lt;sup&amp;gt;[[Colonial Police|&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;CP&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; - &amp;quot;Watch yourself Dave... Murders in York will NOT be tolerated...&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Dont worry, I'm busy deforesting an islet for the hell of it at the moment.  You're dave-free for a while ;) -- Dave C&lt;br /&gt;
&lt;br /&gt;
:'''[[User:MickR|MickR]]&amp;lt;sup&amp;gt;[[Colonial Police|&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;CP&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; - &amp;quot;Heh, good luck with that. See you round Dave... see you round...&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Aw, crap. &amp;quot;Justin Fected&amp;quot; decided to come to Shartak. In UD, he's a fairly infamous PKer. Keep an eye open for an alt he'll likely have, &amp;quot;Justin Time.&amp;quot;--[[User:Wifey|Wifey]] 00:21, 9 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
:'''[[User:MickR|MickR]]&amp;lt;sup&amp;gt;[[Colonial Police|&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;CP&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; - &amp;quot;Thanks Wifey, we'll keep our eyes peeled.&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
==Raktamites==&lt;br /&gt;
As a Raktamite, I'm fairly certain when I say... It's just Phutnanog.--[[User:Wifey|Wifey]] 07:27, 11 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
:'''[[User:MickR|MickR]]&amp;lt;sup&amp;gt;[[Colonial Police|&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;CP&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; - &amp;quot;No matter who they are, if someone kills another player in York, they will be brought to justice.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Lord Paul Reefer's Group==&lt;br /&gt;
(Any information on Lord Paul Reefer or his lackeys would be appreciated. If the information leads to his execution, a reward of gold will be provided.)&lt;br /&gt;
&lt;br /&gt;
==Criminals==&lt;br /&gt;
I was killed by [http://www.shartak.com/profile.cgi?id=1828 Mal] completely unprovoked.--[[User:Tom Failur|Tom Failur]] 19:33, 28 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
:'''[[User:MickR|MickR]]&amp;lt;sup&amp;gt;[[Colonial Police|&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;CP&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; - &amp;quot;Thanks Tom. Mal has just been executed.&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Hey, you missed some of my murders. I updated your page with the correct number.--[[User:Sora Lamal|Sora Lamal]] 20:55, 24 July 2006 (GST}&lt;br /&gt;
&lt;br /&gt;
I've dealt with eminem1 after he assaulted everyone who was inside the Colonial Police Headquarters-- [[User:Zydd Soral|Zydd Soral]] 23:16 16 August 2006&lt;br /&gt;
&lt;br /&gt;
My peacable pirate [http://www.shartak.com//profile.cgi?id=1604 Patch] just got attacked by Che a little ways outside York.  Is this the welcome York reserves for an honary member of the [[Durham Pistoleers]]? -- [[User:Gitboy|Less Than Lethal]] 00:08, 20 August 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
==New Recruits==&lt;br /&gt;
(If you are interested in joining the CPHQ post your name and profile here)&lt;br /&gt;
&lt;br /&gt;
I know my reputation with you isn't spotless, but I'd like to change my ways and right my wrongs.--[[User:Sora Lamal|Sora Lamal]]&lt;br /&gt;
&lt;br /&gt;
==Great News!==&lt;br /&gt;
[http://www.shartak.com/profile.cgi?id=1327 Tom Failur], the 'Butcher of York', known murderer and scallywag, was executed by the [http://wiki.shartak.com/index.php/Order_of_Patriots Order of Patriots] last night.  Despite having slain over 20 yorkmen without warning or provocation, Tom was quietly removed from the CP's Most Wanted list, and has in fact been aided by them when attacked by a native nearby.  Why was he not apprehended and despatched before these atrocities could happen?  Clearly the time is long overdue for right-thinking citizens of York to take matters into their own hands!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I must say I was shocked when I was helped after I had killed so many York citizens. I was also quietly disaapointed to be removed from the wanted list. It does seem like the CP is not able to enforce law and order in York. However death isn't the end. I will return to York to kill again as I am being paid to do it. I'm sure we will meet agin.--[[User:Tom Failur|Tom Failur]] 12:51, 1 June 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Oh right, so NOW you add him to the wanted list.  Don't you think thats a bit late?  -- Order of Patriots 11:13, 3 June 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
:'''[[User:MickR|MickR]]&amp;lt;sup&amp;gt;[[Colonial Police|&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;CP&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; - &amp;quot;We had our reasons...&amp;quot;'''&lt;br /&gt;
::'''[[User:Arwedda|Arwedda]]&amp;lt;sup&amp;gt;[[Colonial Police|&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;CP&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; - &amp;quot;The Colonial Police would like to take this opportunity to state that although we asked for evidence of these atrocities, multiple times, none was presented. At the moment we do ''NOT'' unprovokedly attack people without proof, unlike ''some vigilante organisations'' that I do not care to mention. However, with the above admission of guilt coming to light, we have added him to our wanted list. Secondly, we would like to state that ''we do not encourage murder in any capacity'', and the apparent &amp;quot;Helping&amp;quot; of Tom Failur was merely the removal of a different dangerous criminal from the streets of York.&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
==The South Shartak Trading Company==&lt;br /&gt;
&lt;br /&gt;
Hi! Great work you're doing! I was wondering, I have a couple of natives in my company. They would like to do business with the Outsider towns. Could you guys make sure you and your boys at least don't shoot them? They're good people, and they wouldn't be agents of the SSTC if they're proven to be killing without provokation. I also hope you'll persecute anyone that murders my fellow traders, be it pirate, native or outsider. They'll be on the member list of the SSTC wiki page. Again, thanks for the law enforcement! '''Jack W Spalding'''&lt;br /&gt;
&lt;br /&gt;
:'''[[User:MickR|MickR]]&amp;lt;sup&amp;gt;[[Colonial Police|&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;CP&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; - &amp;quot;We never attack natives unprovoked. We can only protect them in York. But, if they're heading that way, tell them to stay in the western part of York. That way we can keep our eyes on them.&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mercenaries Guild==&lt;br /&gt;
As I have said on the OOP wiki talk, I feel your persecution of the Mercenaries Guild is unfounded. We Mercenaries are simply trying to earn an honest living - and we are honest. We work for anyone, providing the coin is good enough. No coin, no kill/job. We do not kill out of malicious intent, we're trying to survive in a merc-unfriendly world...--[[User:HVLD|HVLD]] 23:41, 7 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
:'''[[User:MickR|MickR]]&amp;lt;sup&amp;gt;[[Colonial Police|&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;CP&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; - &amp;quot;We never attack ANYONE unprovoked.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
::'''[[User:Arwedda|Arwedda]]&amp;lt;sup&amp;gt;[[Colonial Police|&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;CP&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; - &amp;quot;We execute anyone who commits murder, even if they do so for money. In fact, last time I checked, killing someone for money was an even worse crime than killing someone in anger. Of course, we do also want to punish those who pay you to take out hits on people, but as of yet, we have no way of divining who these are. We would also like to point out that we have not openly declared a Guild-wide war on your dubiously legal organisation, a move we like to think of as somewhat generous.&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==JB Aristide's Terms of Surrender for the CP==&lt;br /&gt;
&lt;br /&gt;
I grow weary of our war, and is it obvious now that the only time the CP can kill me is when there are [http://wiki.shartak.com/index.php?title=Main_Page&amp;amp;action=history more pressing matters] in the world.  Therefore, i offer the following terms of surrender to the CP:&lt;br /&gt;
&lt;br /&gt;
* the CP ceases all action against me.&lt;br /&gt;
* the CP gives me a one-time payment of 100 gold.&lt;br /&gt;
* the CP agrees that they will never, under any circumstances, participate in any raid of Raktam.&lt;br /&gt;
&lt;br /&gt;
In return, I cease all action against you, and will guarantee that my York spies do not help in any other actions against the CP.&lt;br /&gt;
&lt;br /&gt;
Otherwise, how long will this war continue?  How many more unanswered killings will the CP suffer?  Let us put an end to it.&lt;br /&gt;
--[[User:Frisco|Frisco]] 02:30, 16 July 2006 (UTC) (as JB Aristide)&lt;br /&gt;
&lt;br /&gt;
:'''[[User:MickR|MickR]]&amp;lt;sup&amp;gt;[[Colonial Police|&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;CP&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; - &amp;quot;I too would like to see the end of this war. I'm sure we can come to some arrangement. Here are our terms:&amp;lt;br&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
::* '''the CP will cease all action against JB Aristide and his partners.'''&amp;lt;br&amp;gt;&lt;br /&gt;
::* '''JB Aristide and his partners will cease all action against the CP and all the citizens of York.'''&amp;lt;br&amp;gt;&lt;br /&gt;
::* '''the CP agrees that they will never, under any circumstances, participate in any raid of Raktam.'''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:::'''If you don't agree to these terms we can try to come to another agreement.&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
== Inaccuracies in offence lists ==&lt;br /&gt;
&lt;br /&gt;
Between my first execution (2006-07-09 23:13) and eight offense (a killing of [[User:MickR|MickR]] at 2006-07-16 18:20), I also killed Kjendlie, was killed by Kjendlie, and killed Kjendlie once again, as [http://www.philosoph.us/misc/shartak/underworld/?id=2445 my Underworld page] shows. I feel somewhat slighted, even though this ommitted information will make the kill to death ratio next to my name less flattering. By the way, might I suggest that times for executions be included &amp;lt;nowiki&amp;gt;&amp;lt;!--in comment tags--&amp;gt;&amp;lt;/nowiki&amp;gt; so they'll correspond to logged deaths?&lt;br /&gt;
&lt;br /&gt;
Oh, and it was nice to hear your voice the other day, MickR. I'm sorry I didn't have time to stick around and chat back. ;)&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 05:05, 17 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
:'''[[User:MickR|MickR]]&amp;lt;sup&amp;gt;[[Colonial Police|&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;CP&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; - &amp;quot;Sorry if the list isn't always perfect, we try our best. I've fixed it for now.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
I killed {{profile|2435|sayt}} recently (see [http://www.philosoph.us/misc/shartak/underworld/?id=2445 my Underworld page]) and that hasn't been mentioned on your offense list yet. Maybe this notice will help.&lt;br /&gt;
&lt;br /&gt;
Given that my kill of a clan member has escaped notice for several days, and given that attacks on non-CP members account for a mere handful of the offenses on your list (I count eight), it seems like your clan's vindictive goal of executing everyone who's ever killed an outsider (or merely attacked one, in some cases) is well beyond your reach. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 06:54, 24 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
joef1day is not the guy who's been tagging &amp;quot;Blame Josef&amp;quot;. Why you people insist on crediting a target so obvious is beyond me. [[User:Josef|Josef]] 07:35, 23 September 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Unprovoked attack at SCS HQ ==&lt;br /&gt;
&lt;br /&gt;
Hello, [[User:John Sevier|John Sevier]] here to report being killed without provocation at York, at the [[Shartak Cryptozoological Society]] Headquarters by [[user:eminem1|eminem1]], who claimed I was guilty of something, though did not bother to say what. As I have only killed an outsider once [and then in self-defense], I have no idea what he is referring to do.  The proof is in my profile {{profile|4420|John Sevier}}.  I have since returned to my HQ and have weakened him, but I would appreciate assistance from the Colonial Police as I will not be able to finish him off this cycle. --[[User:John Sevier|John Sevier]] 14:00, 23 September 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
Update:  eminem1 told me he was attacking me as he thought I might be behind the 'Blame Josef' nonsense (for the record, I am not; in fact I am getting sick of constantly writing over).  I let him go with 1 hp despite killing me earlier.  I consider the matter resolved.  Also, feel free to list the [[Shartak Cryptozoological Society]] as an ally, I appreciated your assistance earlier with my clan's HQ. --[[User:John Sevier|John Sevier]] 01:52, 24 September 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
... How in the name of The Great Zombie did that water collector come to that most erroneous conclusion? Seriously. I am not John, I am not joef1day. For the love of the Gods, people. At least post your guesses here before you start kicking the crud out of fellow outsiders. [[User:Josef|Josef]] 05:25, 24 September 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
== No, you idiots! IDIOTS! ==&lt;br /&gt;
&lt;br /&gt;
Eli's not the spammer either. HOW DO YOU COME TO THESE CONCLUSIONS!? HOW HOW HOW HOW!?!!?!?!?!?!?!?!? IDIOTS. [[User:Josef|Josef]] 23:33, 30 September 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Arwedda Leaving ==&lt;br /&gt;
The other founder and ex-leader of the Colonial Police has decided to leave, due to the general inactivity of both him and many clan members. He wishes those who remain luck and success. --[[User:Arwedda|Arwedda]] 07:36, 2 October 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Best of luck Arwedda ==&lt;br /&gt;
&lt;br /&gt;
Best of luck Arwedda, I have personally never seen the CP so active as of late. Hopefully one day you will return. - Nighter&lt;br /&gt;
&lt;br /&gt;
== And Josef is... ==&lt;br /&gt;
&lt;br /&gt;
Wolf Kazumaru, beaches. He's sleeping at CPHQ, so go toast him. &lt;br /&gt;
&lt;br /&gt;
And yes. I'm absolutely sure you'll just take my word on this, because you're complete morons and have little to no critical thinking skills. [[User:Josef|Josef]] 07:33, 9 October 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Your wanted lists... ==&lt;br /&gt;
&lt;br /&gt;
First, you still list joef1day as a possible me, which he is not. Second, do I, Wolf Kazumaru, at least get a place under Executed? If not, I'm not sure whether I'm able to get back into York without instadeath or not. [[User:Josef|Josef]] 00:03, 17 October 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
Shame. Looks like someone needs more attention. We forget about you for a while, but you can't live without attention. -[[User:Che|Che]] 01:29, 18 October 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
No, I'm just rather obsessive and would prefer the wanted list to be correct. [[User:Josef|Josef]] 01:39, 18 October 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
== While in Durham ==&lt;br /&gt;
Because we (JRG) follow Durham law while in their domain we will not attack you in or around Durham. We to have good relations with the pistoleers and are coming to aid in their defense also. This is for CP troops only.--[[User:Michael edwards|Michael edwards]] 23:36, 16 November 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
== About all that on the main page. ==&lt;br /&gt;
&lt;br /&gt;
You really should make an archive of past news. Do you really need ''every'' report since this formed on the main page, especially when it's already above? You should also probably make a separate page for the criminals list. Possibly have the most wanted on the main page, and a link to the entire criminal section. It would really make your page look cleaner. Anyway, that's just my suggestion. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 03:32, 8 January 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
That new logo is a bit...gay.  -[[FirstAmongstDaves]]&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;A SN&amp;quot; ==&lt;br /&gt;
[''Since &amp;quot;A SN&amp;quot; continues to edit/vandalize the CP wiki without permission, after repeatedly being told to stop, and since he clearly wants attention more than anything, his listing has been removed.'' In the future, please use this talk page to communicate or the forum, rather than editing/vandalizing the CP wiki with your little messages to us.]&lt;br /&gt;
&lt;br /&gt;
* Adolf Schwarznigger (Outsider-York) Wanted for killing a friendly Shamen (CrowJane) in the Medical hut of York. -Executed! New offenses: Killed 8 different CP officers. Killed another CP officer. ''Suspected of attempting to foment radical anti-CP agitation for reasons unknown, and offers 50 gold coins to the first CP officer to kill him.'' '''Okay you stupid motherfucker, listen up. If you want us to kill you then stop killing a CP officer and running 14 miles away with your tail between your legs and when you're safely away from York come onto the Wiki and pretend you're all high and mighty and much smarter than everyone else, because you're not, okay? You've got all your attention you need, and some you don't need, now go fuck off. -Che 22:25, 2 February 2007 (UTC) (Seconded -[[User:czech1|czech1]])'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:lol, I love how rude you guys get. What makes you guys get so rude? It's only a game :-). It's not because I do what I can to get you guys to chase me that you must lose all sense of à propos. By the way, I don't run 14 miles away from York, and since this is getting boring, I'm giving guys a clue. Deep Waters.&lt;br /&gt;
&lt;br /&gt;
:By the way, I'm not really v'''snore'''andalizing the wiki. I properly edit the wiki as it should be, reporting my crimes as they should properly be reported and leaving comments in the appropriate space for comments, and you guys vandalize the wiki page to send perso'''snore'''nal messages to me. But after all there isn't as '''snore''' much glory as I first thought there would be at killing each of you guys, the way that I do it is, as you guys complained, too safe to be any fun, and it seems like you guys only could care about me if it was as simple as finding me sleeping in the nearest hut, so I don't really care about reporting anymore, my Shartak Underworld pro'''snore'''file shall suffice. I'm not giving up on killing you guys tho, to kill you guys repeatedly in an unpunished manner and to brag about it seems to pis'''snore'''s you guys off quite a lot, and I find it amusing, so I shall go on'''snore''' for the simple sake of pissing you guys off some more. --[[User:A SN|A SN]] 03:54, 4 February 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
We only got mad at you editing the wiki, have fun killing us, we all respawn 5 blocks away from our huts. Hope you get yourself off some more by killing us :s -[[User:CzEcH|czech1]]&lt;br /&gt;
&lt;br /&gt;
:Ok, cool, thanks, I'll do that :-) --[[User:A SN|A SN]] 00:15, 5 February 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
Oh yes, I'm '''really''' getting pissed off that some immature little guy(?) is killing us on a text-and-graphic based online role-playing game and then vandalising the Wiki for said text-and-graphic based online role-playing game. It '''really''' makes my blood boil. -[[User:Che|Che]] 18:23, 4 February 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
:lol, well like I said, I don't think we can say I'm really vandalizing the wiki since I'm editing it as it's meant to be edited. And Che, lol man, you can't get pissed off for that shit, jack off or something and then find yourself some hobby or some shit. Don't you find it worrying that you can get this '''really''' pissed off for some meaning less shit like that? I mean I won't say get a life or anything but seriously, chill, it's just a game. You can't let yourself get your mood ruined by the first fool you don't even know who just feels like fucking around. --[[User:A SN|A SN]] 00:15, 5 February 2007 (UTC) '''(Does anyone see any irony in this guy saying he's not pissed off, and then reading the rest of his post? Mmm-hmm. -[[User:Che|Che]] 02:54, 5 February 2007 (UTC) PS: Just what A SN wants to see: a 14-year old &amp;quot;jack off&amp;quot; (&amp;quot;or something&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
::I could have never told from your attitude that you were 14, lol. And every 14-year old jacks off anyways. And don't append your coments to my posts, make your own paragraph, thanks. --[[User:A SN|A SN]] 09:50, 6 February 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Your a total dumbass if you didn't understand that was sarcasm. -czech1&lt;br /&gt;
&lt;br /&gt;
:lol, my bad. That one totally flew over my head, I admit :-) --[[User:A SN|A SN]] 09:50, 6 February 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I MEAN IT'S ONLY LIKE A LIKE GAME LIKE CHILL MAN! LOLLOLOLOL CHILL! CHILL! I'M FUCKING CHILLED! CHILLED LIKE ICE COLD ICE VERY COLD ICE! JACK OFF! SOMEONE GO JACKOFF! DO IT! SOMEONE GO JACK OFF OR SOMETHING. lol, man, im not getting worked up over this game, do you think so?! I DON'T! I'm not getting worked up why'd you ask!? Nope, nope! Let's go find some 14-year olds and see if I can get them to jack off or something.--[[User:Che|A SN]] 00:15, 5 February 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Che, you're retarded. And I can bet that stealing someone's identity is illegal in your country. And you're the one who called me immature, heh. --[[User:A SN|A SN]] 09:50, 6 February 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
:My A SN impression is getting better and better every day! And A SN, you tell other people to calm down and yet you're killing some CP officers in a '''game''', and then half-skipping over to the Wiki and adding fuel to your ego, and then going Tom Cruse. A SN, remember to take those schizophrenia pills TWICE a day. -[[User:Che|Che]] 02:57, 5 February 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I kill CP officers in a '''game''' cause it's more fun than killing natives. It's all about fun, I have fun in this game, you guys don't, you're only getting upset.&lt;/div&gt;</summary>
		<author><name>A SN</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:Colonial_police&amp;diff=12524</id>
		<title>Talk:Colonial police</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Talk:Colonial_police&amp;diff=12524"/>
		<updated>2007-02-05T00:15:49Z</updated>

		<summary type="html">&lt;p&gt;A SN: geez!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General Discussion ==&lt;br /&gt;
&lt;br /&gt;
You guys seem like a nice, civilised group of people.  If you'd be interested in opening relations with the Royal Expedition, contact us via our forum: http://s9.invisionfree.com/Royal_Expedition/index.php?  --Less Than Lethal&lt;br /&gt;
&lt;br /&gt;
:'''[[User:MickR|MickR]]&amp;lt;sup&amp;gt;[[Colonial Police|&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;CP&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; - &amp;quot;Hi Yeah, signed up on your forums. We're definitely interested. Look forward to doing buisiness with you.&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Hey, any chance you can put up a section on this wiki to report crimes? I posted on the PK thread and nothing yet. I was hoping you guys could help. He is Stoertebecker  [ http://www.shartak.com/profile.cgi?id=1553 ] and i'd like to see him dead. He killed me, then attacked me the very same day after I resurrected (and that, my friend, is not very sportsmanlike, PKer or not). I also found him in the far westerly area of York, where there are five huts bunched together. Can you make an 'arrest'? Jack W Spalding.&lt;br /&gt;
&lt;br /&gt;
:'''[[User:MickR|MickR]]&amp;lt;sup&amp;gt;[[Colonial Police|&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;CP&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; - &amp;quot;Yeah, we've heard of him Jack. In fact, he killed one of our officers. We're doing all we can to stop him. Oh, and if you want to add a criminal to the list, just put them under &amp;quot;--Criminals--&amp;quot; at the bottom of this page and they'll be added A.S.A.P.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
::'''Arwedda - &amp;quot;We would, of course, like some proof in the way of a screenshot of the murder. We've had trouble with people not being identified correctly.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
I was in the York medical hut on May 14, and in the recent actions log it displayed that Lord Paul Reefer killed czech1.  I'm sure your probably already aware of this, but I'd like to help your cause in anyway I can.  Cheers --[[User:Gandhi|Gandhi]] 03:32, 15 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
:'''[[User:MickR|MickR]]&amp;lt;sup&amp;gt;[[Colonial Police|&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;CP&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; - &amp;quot;Yeah, we know. Thanks anyway Gandhi, any information you can give us is always a great help.&amp;quot;&lt;br /&gt;
== Most Wanted ==&lt;br /&gt;
&lt;br /&gt;
Hell yeah, I made a wanted list and wasnt even trying!  You guys should totally do a 'ten most wanted' or suchlike.  It'd stoke my ego no end :P -- Dave C&lt;br /&gt;
&lt;br /&gt;
:'''[[User:MickR|MickR]]&amp;lt;sup&amp;gt;[[Colonial Police|&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;CP&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; - &amp;quot;Watch yourself Dave... Murders in York will NOT be tolerated...&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Dont worry, I'm busy deforesting an islet for the hell of it at the moment.  You're dave-free for a while ;) -- Dave C&lt;br /&gt;
&lt;br /&gt;
:'''[[User:MickR|MickR]]&amp;lt;sup&amp;gt;[[Colonial Police|&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;CP&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; - &amp;quot;Heh, good luck with that. See you round Dave... see you round...&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Aw, crap. &amp;quot;Justin Fected&amp;quot; decided to come to Shartak. In UD, he's a fairly infamous PKer. Keep an eye open for an alt he'll likely have, &amp;quot;Justin Time.&amp;quot;--[[User:Wifey|Wifey]] 00:21, 9 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
:'''[[User:MickR|MickR]]&amp;lt;sup&amp;gt;[[Colonial Police|&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;CP&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; - &amp;quot;Thanks Wifey, we'll keep our eyes peeled.&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
==Raktamites==&lt;br /&gt;
As a Raktamite, I'm fairly certain when I say... It's just Phutnanog.--[[User:Wifey|Wifey]] 07:27, 11 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
:'''[[User:MickR|MickR]]&amp;lt;sup&amp;gt;[[Colonial Police|&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;CP&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; - &amp;quot;No matter who they are, if someone kills another player in York, they will be brought to justice.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Lord Paul Reefer's Group==&lt;br /&gt;
(Any information on Lord Paul Reefer or his lackeys would be appreciated. If the information leads to his execution, a reward of gold will be provided.)&lt;br /&gt;
&lt;br /&gt;
==Criminals==&lt;br /&gt;
I was killed by [http://www.shartak.com/profile.cgi?id=1828 Mal] completely unprovoked.--[[User:Tom Failur|Tom Failur]] 19:33, 28 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
:'''[[User:MickR|MickR]]&amp;lt;sup&amp;gt;[[Colonial Police|&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;CP&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; - &amp;quot;Thanks Tom. Mal has just been executed.&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Hey, you missed some of my murders. I updated your page with the correct number.--[[User:Sora Lamal|Sora Lamal]] 20:55, 24 July 2006 (GST}&lt;br /&gt;
&lt;br /&gt;
I've dealt with eminem1 after he assaulted everyone who was inside the Colonial Police Headquarters-- [[User:Zydd Soral|Zydd Soral]] 23:16 16 August 2006&lt;br /&gt;
&lt;br /&gt;
My peacable pirate [http://www.shartak.com//profile.cgi?id=1604 Patch] just got attacked by Che a little ways outside York.  Is this the welcome York reserves for an honary member of the [[Durham Pistoleers]]? -- [[User:Gitboy|Less Than Lethal]] 00:08, 20 August 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
==New Recruits==&lt;br /&gt;
(If you are interested in joining the CPHQ post your name and profile here)&lt;br /&gt;
&lt;br /&gt;
I know my reputation with you isn't spotless, but I'd like to change my ways and right my wrongs.--[[User:Sora Lamal|Sora Lamal]]&lt;br /&gt;
&lt;br /&gt;
==Great News!==&lt;br /&gt;
[http://www.shartak.com/profile.cgi?id=1327 Tom Failur], the 'Butcher of York', known murderer and scallywag, was executed by the [http://wiki.shartak.com/index.php/Order_of_Patriots Order of Patriots] last night.  Despite having slain over 20 yorkmen without warning or provocation, Tom was quietly removed from the CP's Most Wanted list, and has in fact been aided by them when attacked by a native nearby.  Why was he not apprehended and despatched before these atrocities could happen?  Clearly the time is long overdue for right-thinking citizens of York to take matters into their own hands!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I must say I was shocked when I was helped after I had killed so many York citizens. I was also quietly disaapointed to be removed from the wanted list. It does seem like the CP is not able to enforce law and order in York. However death isn't the end. I will return to York to kill again as I am being paid to do it. I'm sure we will meet agin.--[[User:Tom Failur|Tom Failur]] 12:51, 1 June 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Oh right, so NOW you add him to the wanted list.  Don't you think thats a bit late?  -- Order of Patriots 11:13, 3 June 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
:'''[[User:MickR|MickR]]&amp;lt;sup&amp;gt;[[Colonial Police|&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;CP&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; - &amp;quot;We had our reasons...&amp;quot;'''&lt;br /&gt;
::'''[[User:Arwedda|Arwedda]]&amp;lt;sup&amp;gt;[[Colonial Police|&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;CP&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; - &amp;quot;The Colonial Police would like to take this opportunity to state that although we asked for evidence of these atrocities, multiple times, none was presented. At the moment we do ''NOT'' unprovokedly attack people without proof, unlike ''some vigilante organisations'' that I do not care to mention. However, with the above admission of guilt coming to light, we have added him to our wanted list. Secondly, we would like to state that ''we do not encourage murder in any capacity'', and the apparent &amp;quot;Helping&amp;quot; of Tom Failur was merely the removal of a different dangerous criminal from the streets of York.&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
==The South Shartak Trading Company==&lt;br /&gt;
&lt;br /&gt;
Hi! Great work you're doing! I was wondering, I have a couple of natives in my company. They would like to do business with the Outsider towns. Could you guys make sure you and your boys at least don't shoot them? They're good people, and they wouldn't be agents of the SSTC if they're proven to be killing without provokation. I also hope you'll persecute anyone that murders my fellow traders, be it pirate, native or outsider. They'll be on the member list of the SSTC wiki page. Again, thanks for the law enforcement! '''Jack W Spalding'''&lt;br /&gt;
&lt;br /&gt;
:'''[[User:MickR|MickR]]&amp;lt;sup&amp;gt;[[Colonial Police|&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;CP&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; - &amp;quot;We never attack natives unprovoked. We can only protect them in York. But, if they're heading that way, tell them to stay in the western part of York. That way we can keep our eyes on them.&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mercenaries Guild==&lt;br /&gt;
As I have said on the OOP wiki talk, I feel your persecution of the Mercenaries Guild is unfounded. We Mercenaries are simply trying to earn an honest living - and we are honest. We work for anyone, providing the coin is good enough. No coin, no kill/job. We do not kill out of malicious intent, we're trying to survive in a merc-unfriendly world...--[[User:HVLD|HVLD]] 23:41, 7 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
:'''[[User:MickR|MickR]]&amp;lt;sup&amp;gt;[[Colonial Police|&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;CP&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; - &amp;quot;We never attack ANYONE unprovoked.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
::'''[[User:Arwedda|Arwedda]]&amp;lt;sup&amp;gt;[[Colonial Police|&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;CP&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; - &amp;quot;We execute anyone who commits murder, even if they do so for money. In fact, last time I checked, killing someone for money was an even worse crime than killing someone in anger. Of course, we do also want to punish those who pay you to take out hits on people, but as of yet, we have no way of divining who these are. We would also like to point out that we have not openly declared a Guild-wide war on your dubiously legal organisation, a move we like to think of as somewhat generous.&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==JB Aristide's Terms of Surrender for the CP==&lt;br /&gt;
&lt;br /&gt;
I grow weary of our war, and is it obvious now that the only time the CP can kill me is when there are [http://wiki.shartak.com/index.php?title=Main_Page&amp;amp;action=history more pressing matters] in the world.  Therefore, i offer the following terms of surrender to the CP:&lt;br /&gt;
&lt;br /&gt;
* the CP ceases all action against me.&lt;br /&gt;
* the CP gives me a one-time payment of 100 gold.&lt;br /&gt;
* the CP agrees that they will never, under any circumstances, participate in any raid of Raktam.&lt;br /&gt;
&lt;br /&gt;
In return, I cease all action against you, and will guarantee that my York spies do not help in any other actions against the CP.&lt;br /&gt;
&lt;br /&gt;
Otherwise, how long will this war continue?  How many more unanswered killings will the CP suffer?  Let us put an end to it.&lt;br /&gt;
--[[User:Frisco|Frisco]] 02:30, 16 July 2006 (UTC) (as JB Aristide)&lt;br /&gt;
&lt;br /&gt;
:'''[[User:MickR|MickR]]&amp;lt;sup&amp;gt;[[Colonial Police|&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;CP&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; - &amp;quot;I too would like to see the end of this war. I'm sure we can come to some arrangement. Here are our terms:&amp;lt;br&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
::* '''the CP will cease all action against JB Aristide and his partners.'''&amp;lt;br&amp;gt;&lt;br /&gt;
::* '''JB Aristide and his partners will cease all action against the CP and all the citizens of York.'''&amp;lt;br&amp;gt;&lt;br /&gt;
::* '''the CP agrees that they will never, under any circumstances, participate in any raid of Raktam.'''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:::'''If you don't agree to these terms we can try to come to another agreement.&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
== Inaccuracies in offence lists ==&lt;br /&gt;
&lt;br /&gt;
Between my first execution (2006-07-09 23:13) and eight offense (a killing of [[User:MickR|MickR]] at 2006-07-16 18:20), I also killed Kjendlie, was killed by Kjendlie, and killed Kjendlie once again, as [http://www.philosoph.us/misc/shartak/underworld/?id=2445 my Underworld page] shows. I feel somewhat slighted, even though this ommitted information will make the kill to death ratio next to my name less flattering. By the way, might I suggest that times for executions be included &amp;lt;nowiki&amp;gt;&amp;lt;!--in comment tags--&amp;gt;&amp;lt;/nowiki&amp;gt; so they'll correspond to logged deaths?&lt;br /&gt;
&lt;br /&gt;
Oh, and it was nice to hear your voice the other day, MickR. I'm sorry I didn't have time to stick around and chat back. ;)&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 05:05, 17 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
:'''[[User:MickR|MickR]]&amp;lt;sup&amp;gt;[[Colonial Police|&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;CP&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; - &amp;quot;Sorry if the list isn't always perfect, we try our best. I've fixed it for now.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
I killed {{profile|2435|sayt}} recently (see [http://www.philosoph.us/misc/shartak/underworld/?id=2445 my Underworld page]) and that hasn't been mentioned on your offense list yet. Maybe this notice will help.&lt;br /&gt;
&lt;br /&gt;
Given that my kill of a clan member has escaped notice for several days, and given that attacks on non-CP members account for a mere handful of the offenses on your list (I count eight), it seems like your clan's vindictive goal of executing everyone who's ever killed an outsider (or merely attacked one, in some cases) is well beyond your reach. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 06:54, 24 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
joef1day is not the guy who's been tagging &amp;quot;Blame Josef&amp;quot;. Why you people insist on crediting a target so obvious is beyond me. [[User:Josef|Josef]] 07:35, 23 September 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Unprovoked attack at SCS HQ ==&lt;br /&gt;
&lt;br /&gt;
Hello, [[User:John Sevier|John Sevier]] here to report being killed without provocation at York, at the [[Shartak Cryptozoological Society]] Headquarters by [[user:eminem1|eminem1]], who claimed I was guilty of something, though did not bother to say what. As I have only killed an outsider once [and then in self-defense], I have no idea what he is referring to do.  The proof is in my profile {{profile|4420|John Sevier}}.  I have since returned to my HQ and have weakened him, but I would appreciate assistance from the Colonial Police as I will not be able to finish him off this cycle. --[[User:John Sevier|John Sevier]] 14:00, 23 September 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
Update:  eminem1 told me he was attacking me as he thought I might be behind the 'Blame Josef' nonsense (for the record, I am not; in fact I am getting sick of constantly writing over).  I let him go with 1 hp despite killing me earlier.  I consider the matter resolved.  Also, feel free to list the [[Shartak Cryptozoological Society]] as an ally, I appreciated your assistance earlier with my clan's HQ. --[[User:John Sevier|John Sevier]] 01:52, 24 September 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
... How in the name of The Great Zombie did that water collector come to that most erroneous conclusion? Seriously. I am not John, I am not joef1day. For the love of the Gods, people. At least post your guesses here before you start kicking the crud out of fellow outsiders. [[User:Josef|Josef]] 05:25, 24 September 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
== No, you idiots! IDIOTS! ==&lt;br /&gt;
&lt;br /&gt;
Eli's not the spammer either. HOW DO YOU COME TO THESE CONCLUSIONS!? HOW HOW HOW HOW!?!!?!?!?!?!?!?!? IDIOTS. [[User:Josef|Josef]] 23:33, 30 September 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Arwedda Leaving ==&lt;br /&gt;
The other founder and ex-leader of the Colonial Police has decided to leave, due to the general inactivity of both him and many clan members. He wishes those who remain luck and success. --[[User:Arwedda|Arwedda]] 07:36, 2 October 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Best of luck Arwedda ==&lt;br /&gt;
&lt;br /&gt;
Best of luck Arwedda, I have personally never seen the CP so active as of late. Hopefully one day you will return. - Nighter&lt;br /&gt;
&lt;br /&gt;
== And Josef is... ==&lt;br /&gt;
&lt;br /&gt;
Wolf Kazumaru, beaches. He's sleeping at CPHQ, so go toast him. &lt;br /&gt;
&lt;br /&gt;
And yes. I'm absolutely sure you'll just take my word on this, because you're complete morons and have little to no critical thinking skills. [[User:Josef|Josef]] 07:33, 9 October 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Your wanted lists... ==&lt;br /&gt;
&lt;br /&gt;
First, you still list joef1day as a possible me, which he is not. Second, do I, Wolf Kazumaru, at least get a place under Executed? If not, I'm not sure whether I'm able to get back into York without instadeath or not. [[User:Josef|Josef]] 00:03, 17 October 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
Shame. Looks like someone needs more attention. We forget about you for a while, but you can't live without attention. -[[User:Che|Che]] 01:29, 18 October 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
No, I'm just rather obsessive and would prefer the wanted list to be correct. [[User:Josef|Josef]] 01:39, 18 October 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
== While in Durham ==&lt;br /&gt;
Because we (JRG) follow Durham law while in their domain we will not attack you in or around Durham. We to have good relations with the pistoleers and are coming to aid in their defense also. This is for CP troops only.--[[User:Michael edwards|Michael edwards]] 23:36, 16 November 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
== About all that on the main page. ==&lt;br /&gt;
&lt;br /&gt;
You really should make an archive of past news. Do you really need ''every'' report since this formed on the main page, especially when it's already above? You should also probably make a separate page for the criminals list. Possibly have the most wanted on the main page, and a link to the entire criminal section. It would really make your page look cleaner. Anyway, that's just my suggestion. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 03:32, 8 January 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;A SN&amp;quot; ==&lt;br /&gt;
[''Since &amp;quot;A SN&amp;quot; continues to edit/vandalize the CP wiki without permission, after repeatedly being told to stop, and since he clearly wants attention more than anything, his listing has been removed.'' In the future, please use this talk page to communicate or the forum, rather than editing/vandalizing the CP wiki with your little messages to us.]&lt;br /&gt;
&lt;br /&gt;
* Adolf Schwarznigger (Outsider-York) Wanted for killing a friendly Shamen (CrowJane) in the Medical hut of York. -Executed! New offenses: Killed 8 different CP officers. Killed another CP officer. ''Suspected of attempting to foment radical anti-CP agitation for reasons unknown, and offers 50 gold coins to the first CP officer to kill him.'' '''Okay you stupid motherfucker, listen up. If you want us to kill you then stop killing a CP officer and running 14 miles away with your tail between your legs and when you're safely away from York come onto the Wiki and pretend you're all high and mighty and much smarter than everyone else, because you're not, okay? You've got all your attention you need, and some you don't need, now go fuck off. -Che 22:25, 2 February 2007 (UTC) (Seconded -[[User:czech1|czech1]])'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:lol, I love how rude you guys get. What makes you guys get so rude? It's only a game :-). It's not because I do what I can to get you guys to chase me that you must lose all sense of à propos. By the way, I don't run 14 miles away from York, and since this is getting boring, I'm giving guys a clue. Deep Waters.&lt;br /&gt;
&lt;br /&gt;
:By the way, I'm not really v'''snore'''andalizing the wiki. I properly edit the wiki as it should be, reporting my crimes as they should properly be reported and leaving comments in the appropriate space for comments, and you guys vandalize the wiki page to send perso'''snore'''nal messages to me. But after all there isn't as '''snore''' much glory as I first thought there would be at killing each of you guys, the way that I do it is, as you guys complained, too safe to be any fun, and it seems like you guys only could care about me if it was as simple as finding me sleeping in the nearest hut, so I don't really care about reporting anymore, my Shartak Underworld pro'''snore'''file shall suffice. I'm not giving up on killing you guys tho, to kill you guys repeatedly in an unpunished manner and to brag about it seems to pis'''snore'''s you guys off quite a lot, and I find it amusing, so I shall go on'''snore''' for the simple sake of pissing you guys off some more. --[[User:A SN|A SN]] 03:54, 4 February 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
We only got mad at you editing the wiki, have fun killing us, we all respawn 5 blocks away from our huts. Hope you get yourself off some more by killing us :s -[[User:CzEcH|czech1]]&lt;br /&gt;
&lt;br /&gt;
:Ok, cool, thanks, I'll do that :-) --[[User:A SN|A SN]] 00:15, 5 February 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
Oh yes, I'm '''really''' getting pissed off that some immature little guy(?) is killing us on a text-and-graphic based online role-playing game and then vandalising the Wiki for said text-and-graphic based online role-playing game. It '''really''' makes my blood boil. -[[User:Che|Che]] 18:23, 4 February 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
:lol, well like I said, I don't think we can say I'm really vandalizing the wiki since I'm editing it as it's meant to be edited. And Che, lol man, you can't get pissed off for that shit, jack off or something and then find yourself some hobby or some shit. Don't you find it worrying that you can get this '''really''' pissed off for some meaning less shit like that? I mean I won't say get a life or anything but seriously, chill, it's just a game. You can't let yourself get your mood ruined by the first fool you don't even know who just feels like fucking around. --[[User:A SN|A SN]] 00:15, 5 February 2007 (UTC)&lt;/div&gt;</summary>
		<author><name>A SN</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:Colonial_police&amp;diff=12498</id>
		<title>Talk:Colonial police</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Talk:Colonial_police&amp;diff=12498"/>
		<updated>2007-02-04T03:54:43Z</updated>

		<summary type="html">&lt;p&gt;A SN: lol, gay fags&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General Discussion ==&lt;br /&gt;
&lt;br /&gt;
You guys seem like a nice, civilised group of people.  If you'd be interested in opening relations with the Royal Expedition, contact us via our forum: http://s9.invisionfree.com/Royal_Expedition/index.php?  --Less Than Lethal&lt;br /&gt;
&lt;br /&gt;
:'''[[User:MickR|MickR]]&amp;lt;sup&amp;gt;[[Colonial Police|&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;CP&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; - &amp;quot;Hi Yeah, signed up on your forums. We're definitely interested. Look forward to doing buisiness with you.&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Hey, any chance you can put up a section on this wiki to report crimes? I posted on the PK thread and nothing yet. I was hoping you guys could help. He is Stoertebecker  [ http://www.shartak.com/profile.cgi?id=1553 ] and i'd like to see him dead. He killed me, then attacked me the very same day after I resurrected (and that, my friend, is not very sportsmanlike, PKer or not). I also found him in the far westerly area of York, where there are five huts bunched together. Can you make an 'arrest'? Jack W Spalding.&lt;br /&gt;
&lt;br /&gt;
:'''[[User:MickR|MickR]]&amp;lt;sup&amp;gt;[[Colonial Police|&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;CP&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; - &amp;quot;Yeah, we've heard of him Jack. In fact, he killed one of our officers. We're doing all we can to stop him. Oh, and if you want to add a criminal to the list, just put them under &amp;quot;--Criminals--&amp;quot; at the bottom of this page and they'll be added A.S.A.P.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
::'''Arwedda - &amp;quot;We would, of course, like some proof in the way of a screenshot of the murder. We've had trouble with people not being identified correctly.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
I was in the York medical hut on May 14, and in the recent actions log it displayed that Lord Paul Reefer killed czech1.  I'm sure your probably already aware of this, but I'd like to help your cause in anyway I can.  Cheers --[[User:Gandhi|Gandhi]] 03:32, 15 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
:'''[[User:MickR|MickR]]&amp;lt;sup&amp;gt;[[Colonial Police|&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;CP&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; - &amp;quot;Yeah, we know. Thanks anyway Gandhi, any information you can give us is always a great help.&amp;quot;&lt;br /&gt;
== Most Wanted ==&lt;br /&gt;
&lt;br /&gt;
Hell yeah, I made a wanted list and wasnt even trying!  You guys should totally do a 'ten most wanted' or suchlike.  It'd stoke my ego no end :P -- Dave C&lt;br /&gt;
&lt;br /&gt;
:'''[[User:MickR|MickR]]&amp;lt;sup&amp;gt;[[Colonial Police|&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;CP&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; - &amp;quot;Watch yourself Dave... Murders in York will NOT be tolerated...&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Dont worry, I'm busy deforesting an islet for the hell of it at the moment.  You're dave-free for a while ;) -- Dave C&lt;br /&gt;
&lt;br /&gt;
:'''[[User:MickR|MickR]]&amp;lt;sup&amp;gt;[[Colonial Police|&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;CP&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; - &amp;quot;Heh, good luck with that. See you round Dave... see you round...&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Aw, crap. &amp;quot;Justin Fected&amp;quot; decided to come to Shartak. In UD, he's a fairly infamous PKer. Keep an eye open for an alt he'll likely have, &amp;quot;Justin Time.&amp;quot;--[[User:Wifey|Wifey]] 00:21, 9 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
:'''[[User:MickR|MickR]]&amp;lt;sup&amp;gt;[[Colonial Police|&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;CP&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; - &amp;quot;Thanks Wifey, we'll keep our eyes peeled.&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
==Raktamites==&lt;br /&gt;
As a Raktamite, I'm fairly certain when I say... It's just Phutnanog.--[[User:Wifey|Wifey]] 07:27, 11 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
:'''[[User:MickR|MickR]]&amp;lt;sup&amp;gt;[[Colonial Police|&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;CP&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; - &amp;quot;No matter who they are, if someone kills another player in York, they will be brought to justice.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Lord Paul Reefer's Group==&lt;br /&gt;
(Any information on Lord Paul Reefer or his lackeys would be appreciated. If the information leads to his execution, a reward of gold will be provided.)&lt;br /&gt;
&lt;br /&gt;
==Criminals==&lt;br /&gt;
I was killed by [http://www.shartak.com/profile.cgi?id=1828 Mal] completely unprovoked.--[[User:Tom Failur|Tom Failur]] 19:33, 28 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
:'''[[User:MickR|MickR]]&amp;lt;sup&amp;gt;[[Colonial Police|&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;CP&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; - &amp;quot;Thanks Tom. Mal has just been executed.&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
Hey, you missed some of my murders. I updated your page with the correct number.--[[User:Sora Lamal|Sora Lamal]] 20:55, 24 July 2006 (GST}&lt;br /&gt;
&lt;br /&gt;
I've dealt with eminem1 after he assaulted everyone who was inside the Colonial Police Headquarters-- [[User:Zydd Soral|Zydd Soral]] 23:16 16 August 2006&lt;br /&gt;
&lt;br /&gt;
My peacable pirate [http://www.shartak.com//profile.cgi?id=1604 Patch] just got attacked by Che a little ways outside York.  Is this the welcome York reserves for an honary member of the [[Durham Pistoleers]]? -- [[User:Gitboy|Less Than Lethal]] 00:08, 20 August 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
==New Recruits==&lt;br /&gt;
(If you are interested in joining the CPHQ post your name and profile here)&lt;br /&gt;
&lt;br /&gt;
I know my reputation with you isn't spotless, but I'd like to change my ways and right my wrongs.--[[User:Sora Lamal|Sora Lamal]]&lt;br /&gt;
&lt;br /&gt;
==Great News!==&lt;br /&gt;
[http://www.shartak.com/profile.cgi?id=1327 Tom Failur], the 'Butcher of York', known murderer and scallywag, was executed by the [http://wiki.shartak.com/index.php/Order_of_Patriots Order of Patriots] last night.  Despite having slain over 20 yorkmen without warning or provocation, Tom was quietly removed from the CP's Most Wanted list, and has in fact been aided by them when attacked by a native nearby.  Why was he not apprehended and despatched before these atrocities could happen?  Clearly the time is long overdue for right-thinking citizens of York to take matters into their own hands!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I must say I was shocked when I was helped after I had killed so many York citizens. I was also quietly disaapointed to be removed from the wanted list. It does seem like the CP is not able to enforce law and order in York. However death isn't the end. I will return to York to kill again as I am being paid to do it. I'm sure we will meet agin.--[[User:Tom Failur|Tom Failur]] 12:51, 1 June 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Oh right, so NOW you add him to the wanted list.  Don't you think thats a bit late?  -- Order of Patriots 11:13, 3 June 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
:'''[[User:MickR|MickR]]&amp;lt;sup&amp;gt;[[Colonial Police|&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;CP&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; - &amp;quot;We had our reasons...&amp;quot;'''&lt;br /&gt;
::'''[[User:Arwedda|Arwedda]]&amp;lt;sup&amp;gt;[[Colonial Police|&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;CP&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; - &amp;quot;The Colonial Police would like to take this opportunity to state that although we asked for evidence of these atrocities, multiple times, none was presented. At the moment we do ''NOT'' unprovokedly attack people without proof, unlike ''some vigilante organisations'' that I do not care to mention. However, with the above admission of guilt coming to light, we have added him to our wanted list. Secondly, we would like to state that ''we do not encourage murder in any capacity'', and the apparent &amp;quot;Helping&amp;quot; of Tom Failur was merely the removal of a different dangerous criminal from the streets of York.&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
==The South Shartak Trading Company==&lt;br /&gt;
&lt;br /&gt;
Hi! Great work you're doing! I was wondering, I have a couple of natives in my company. They would like to do business with the Outsider towns. Could you guys make sure you and your boys at least don't shoot them? They're good people, and they wouldn't be agents of the SSTC if they're proven to be killing without provokation. I also hope you'll persecute anyone that murders my fellow traders, be it pirate, native or outsider. They'll be on the member list of the SSTC wiki page. Again, thanks for the law enforcement! '''Jack W Spalding'''&lt;br /&gt;
&lt;br /&gt;
:'''[[User:MickR|MickR]]&amp;lt;sup&amp;gt;[[Colonial Police|&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;CP&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; - &amp;quot;We never attack natives unprovoked. We can only protect them in York. But, if they're heading that way, tell them to stay in the western part of York. That way we can keep our eyes on them.&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mercenaries Guild==&lt;br /&gt;
As I have said on the OOP wiki talk, I feel your persecution of the Mercenaries Guild is unfounded. We Mercenaries are simply trying to earn an honest living - and we are honest. We work for anyone, providing the coin is good enough. No coin, no kill/job. We do not kill out of malicious intent, we're trying to survive in a merc-unfriendly world...--[[User:HVLD|HVLD]] 23:41, 7 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
:'''[[User:MickR|MickR]]&amp;lt;sup&amp;gt;[[Colonial Police|&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;CP&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; - &amp;quot;We never attack ANYONE unprovoked.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
::'''[[User:Arwedda|Arwedda]]&amp;lt;sup&amp;gt;[[Colonial Police|&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;CP&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; - &amp;quot;We execute anyone who commits murder, even if they do so for money. In fact, last time I checked, killing someone for money was an even worse crime than killing someone in anger. Of course, we do also want to punish those who pay you to take out hits on people, but as of yet, we have no way of divining who these are. We would also like to point out that we have not openly declared a Guild-wide war on your dubiously legal organisation, a move we like to think of as somewhat generous.&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==JB Aristide's Terms of Surrender for the CP==&lt;br /&gt;
&lt;br /&gt;
I grow weary of our war, and is it obvious now that the only time the CP can kill me is when there are [http://wiki.shartak.com/index.php?title=Main_Page&amp;amp;action=history more pressing matters] in the world.  Therefore, i offer the following terms of surrender to the CP:&lt;br /&gt;
&lt;br /&gt;
* the CP ceases all action against me.&lt;br /&gt;
* the CP gives me a one-time payment of 100 gold.&lt;br /&gt;
* the CP agrees that they will never, under any circumstances, participate in any raid of Raktam.&lt;br /&gt;
&lt;br /&gt;
In return, I cease all action against you, and will guarantee that my York spies do not help in any other actions against the CP.&lt;br /&gt;
&lt;br /&gt;
Otherwise, how long will this war continue?  How many more unanswered killings will the CP suffer?  Let us put an end to it.&lt;br /&gt;
--[[User:Frisco|Frisco]] 02:30, 16 July 2006 (UTC) (as JB Aristide)&lt;br /&gt;
&lt;br /&gt;
:'''[[User:MickR|MickR]]&amp;lt;sup&amp;gt;[[Colonial Police|&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;CP&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; - &amp;quot;I too would like to see the end of this war. I'm sure we can come to some arrangement. Here are our terms:&amp;lt;br&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
::* '''the CP will cease all action against JB Aristide and his partners.'''&amp;lt;br&amp;gt;&lt;br /&gt;
::* '''JB Aristide and his partners will cease all action against the CP and all the citizens of York.'''&amp;lt;br&amp;gt;&lt;br /&gt;
::* '''the CP agrees that they will never, under any circumstances, participate in any raid of Raktam.'''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:::'''If you don't agree to these terms we can try to come to another agreement.&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
== Inaccuracies in offence lists ==&lt;br /&gt;
&lt;br /&gt;
Between my first execution (2006-07-09 23:13) and eight offense (a killing of [[User:MickR|MickR]] at 2006-07-16 18:20), I also killed Kjendlie, was killed by Kjendlie, and killed Kjendlie once again, as [http://www.philosoph.us/misc/shartak/underworld/?id=2445 my Underworld page] shows. I feel somewhat slighted, even though this ommitted information will make the kill to death ratio next to my name less flattering. By the way, might I suggest that times for executions be included &amp;lt;nowiki&amp;gt;&amp;lt;!--in comment tags--&amp;gt;&amp;lt;/nowiki&amp;gt; so they'll correspond to logged deaths?&lt;br /&gt;
&lt;br /&gt;
Oh, and it was nice to hear your voice the other day, MickR. I'm sorry I didn't have time to stick around and chat back. ;)&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 05:05, 17 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
:'''[[User:MickR|MickR]]&amp;lt;sup&amp;gt;[[Colonial Police|&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;CP&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; - &amp;quot;Sorry if the list isn't always perfect, we try our best. I've fixed it for now.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
I killed {{profile|2435|sayt}} recently (see [http://www.philosoph.us/misc/shartak/underworld/?id=2445 my Underworld page]) and that hasn't been mentioned on your offense list yet. Maybe this notice will help.&lt;br /&gt;
&lt;br /&gt;
Given that my kill of a clan member has escaped notice for several days, and given that attacks on non-CP members account for a mere handful of the offenses on your list (I count eight), it seems like your clan's vindictive goal of executing everyone who's ever killed an outsider (or merely attacked one, in some cases) is well beyond your reach. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 06:54, 24 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
joef1day is not the guy who's been tagging &amp;quot;Blame Josef&amp;quot;. Why you people insist on crediting a target so obvious is beyond me. [[User:Josef|Josef]] 07:35, 23 September 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Unprovoked attack at SCS HQ ==&lt;br /&gt;
&lt;br /&gt;
Hello, [[User:John Sevier|John Sevier]] here to report being killed without provocation at York, at the [[Shartak Cryptozoological Society]] Headquarters by [[user:eminem1|eminem1]], who claimed I was guilty of something, though did not bother to say what. As I have only killed an outsider once [and then in self-defense], I have no idea what he is referring to do.  The proof is in my profile {{profile|4420|John Sevier}}.  I have since returned to my HQ and have weakened him, but I would appreciate assistance from the Colonial Police as I will not be able to finish him off this cycle. --[[User:John Sevier|John Sevier]] 14:00, 23 September 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
Update:  eminem1 told me he was attacking me as he thought I might be behind the 'Blame Josef' nonsense (for the record, I am not; in fact I am getting sick of constantly writing over).  I let him go with 1 hp despite killing me earlier.  I consider the matter resolved.  Also, feel free to list the [[Shartak Cryptozoological Society]] as an ally, I appreciated your assistance earlier with my clan's HQ. --[[User:John Sevier|John Sevier]] 01:52, 24 September 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
... How in the name of The Great Zombie did that water collector come to that most erroneous conclusion? Seriously. I am not John, I am not joef1day. For the love of the Gods, people. At least post your guesses here before you start kicking the crud out of fellow outsiders. [[User:Josef|Josef]] 05:25, 24 September 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
== No, you idiots! IDIOTS! ==&lt;br /&gt;
&lt;br /&gt;
Eli's not the spammer either. HOW DO YOU COME TO THESE CONCLUSIONS!? HOW HOW HOW HOW!?!!?!?!?!?!?!?!? IDIOTS. [[User:Josef|Josef]] 23:33, 30 September 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Arwedda Leaving ==&lt;br /&gt;
The other founder and ex-leader of the Colonial Police has decided to leave, due to the general inactivity of both him and many clan members. He wishes those who remain luck and success. --[[User:Arwedda|Arwedda]] 07:36, 2 October 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Best of luck Arwedda ==&lt;br /&gt;
&lt;br /&gt;
Best of luck Arwedda, I have personally never seen the CP so active as of late. Hopefully one day you will return. - Nighter&lt;br /&gt;
&lt;br /&gt;
== And Josef is... ==&lt;br /&gt;
&lt;br /&gt;
Wolf Kazumaru, beaches. He's sleeping at CPHQ, so go toast him. &lt;br /&gt;
&lt;br /&gt;
And yes. I'm absolutely sure you'll just take my word on this, because you're complete morons and have little to no critical thinking skills. [[User:Josef|Josef]] 07:33, 9 October 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Your wanted lists... ==&lt;br /&gt;
&lt;br /&gt;
First, you still list joef1day as a possible me, which he is not. Second, do I, Wolf Kazumaru, at least get a place under Executed? If not, I'm not sure whether I'm able to get back into York without instadeath or not. [[User:Josef|Josef]] 00:03, 17 October 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
Shame. Looks like someone needs more attention. We forget about you for a while, but you can't live without attention. -[[User:Che|Che]] 01:29, 18 October 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
No, I'm just rather obsessive and would prefer the wanted list to be correct. [[User:Josef|Josef]] 01:39, 18 October 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
== While in Durham ==&lt;br /&gt;
Because we (JRG) follow Durham law while in their domain we will not attack you in or around Durham. We to have good relations with the pistoleers and are coming to aid in their defense also. This is for CP troops only.--[[User:Michael edwards|Michael edwards]] 23:36, 16 November 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
== About all that on the main page. ==&lt;br /&gt;
&lt;br /&gt;
You really should make an archive of past news. Do you really need ''every'' report since this formed on the main page, especially when it's already above? You should also probably make a separate page for the criminals list. Possibly have the most wanted on the main page, and a link to the entire criminal section. It would really make your page look cleaner. Anyway, that's just my suggestion. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 03:32, 8 January 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;A SN&amp;quot; ==&lt;br /&gt;
[''Since &amp;quot;A SN&amp;quot; continues to edit/vandalize the CP wiki without permission, after repeatedly being told to stop, and since he clearly wants attention more than anything, his listing has been removed.'' In the future, please use this talk page to communicate or the forum, rather than editing/vandalizing the CP wiki with your little messages to us.]&lt;br /&gt;
&lt;br /&gt;
* Adolf Schwarznigger (Outsider-York) Wanted for killing a friendly Shamen (CrowJane) in the Medical hut of York. -Executed! New offenses: Killed 8 different CP officers. Killed another CP officer. ''Suspected of attempting to foment radical anti-CP agitation for reasons unknown, and offers 50 gold coins to the first CP officer to kill him.'' '''Okay you stupid motherfucker, listen up. If you want us to kill you then stop killing a CP officer and running 14 miles away with your tail between your legs and when you're safely away from York come onto the Wiki and pretend you're all high and mighty and much smarter than everyone else, because you're not, okay? You've got all your attention you need, and some you don't need, now go fuck off. -Che 22:25, 2 February 2007 (UTC) (Seconded -[[User:czech1|czech1]])'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:lol, I love how rude you guys get. What makes you guys get so rude? It's only a game :-). It's not because I do what I can to get you guys to chase me that you must lose all sense of à propos. By the way, I don't run 14 miles away from York, and since this is getting boring, I'm giving guys a clue. Deep Waters.&lt;br /&gt;
&lt;br /&gt;
:By the way, I'm not really vandalizing the wiki. I properly edit the wiki as it should be, reporting my crimes as they should properly be reported and leaving comments in the appropriate space for comments, and you guys vandalize the wiki page to send personal messages to me. But after all there isn't as much glory as I first thought there would be at killing each of you guys, the way that I do it is, as you guys complained, too safe to be any fun, and it seems like you guys only could care about me if it was as simple as finding me sleeping in the nearest hut, so I don't really care about reporting anymore, my Shartak Underworld profile shall suffice. I'm not giving up on killing you guys tho, to kill you guys repeatedly in an unpunished manner and to brag about it seems to piss you guys off quite a lot, and I find it amusing, so I shall go on for the simple sake of pissing you guys off some more. --[[User:A SN|A SN]] 03:54, 4 February 2007 (UTC)&lt;/div&gt;</summary>
		<author><name>A SN</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Colonial_police&amp;diff=12477</id>
		<title>Colonial police</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Colonial_police&amp;diff=12477"/>
		<updated>2007-02-03T02:52:38Z</updated>

		<summary type="html">&lt;p&gt;A SN: STFU you fags :-)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox|&lt;br /&gt;
clan_name=Colonial Police|&lt;br /&gt;
official_id=16|&lt;br /&gt;
open_to=outsiders|&lt;br /&gt;
clan_image=[[Image:CPLogo.jpg]]|&lt;br /&gt;
clan_leaders=Kjendlie|&lt;br /&gt;
clan_membership=28, half active.|&lt;br /&gt;
clan_goals=Keeping the peace.|&lt;br /&gt;
clan_recruit=Simply talk to us at the CPHQ or place your profile under the &amp;quot;List of Members&amp;quot; on this page.|&lt;br /&gt;
clan_contact=The best way to contact us for any reason is '''[http://z7.invisionfree.com/Colonial_Police/index.php? our forum]''' (unregistered-guest posts welcome).|&lt;br /&gt;
sort_as=|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==The Colonial Police==&lt;br /&gt;
The Colonial Police are a group of outsiders devoted to keeping the peace. We are based in the great city of [[York]]. Our primary mission is to stop criminals and defend the settlement of York from marauders, invaders, raiders, etc. Any person who has killed innocent outsiders in the York area may be killed in punishment by the CP. We keep an extensive criminals list, including a &amp;quot;most wanted&amp;quot; section. We are currently offering protection to only certain natives (notably pro-York shamans who assist with getting rid of ghosts).&lt;br /&gt;
&lt;br /&gt;
The proud tradition of the Colonial Police goes all the way back to the height of the [[First Battle of York]], when we were formed to protect the settlers in and around York from violent criminals.&lt;br /&gt;
&lt;br /&gt;
===How you can report criminals===&lt;br /&gt;
Citizen! have you been killed or have you witnessed a murder? We ask that you report any murders to us so that we may deal with them. You can very easily do this on our [http://z7.invisionfree.com/Colonial_Police/index.php?showforum=3 forum] (registration not necessary). Instructions for how to most efficiently report criminals are [http://z7.invisionfree.com/Colonial_Police/index.php?showtopic=163 here]. You may also report crimes to the officer(s) on duty in the Colonial Police Headquarters in York, at the following location: [http://www.itechsc.com/misc/shartak/ubermap/closeup.php?sk=1&amp;amp;sc=1&amp;amp;cx=-70374&amp;amp;cy=26313 -70.374,+26.313]. &lt;br /&gt;
&lt;br /&gt;
We are always looking for new members. As long as you know what we're about, you can join.&lt;br /&gt;
Just place your name and profile under the 'List of Members' below. If you join, stop by our headquarters at [http://www.itechsc.com/misc/shartak/ubermap/closeup.php?sk=1&amp;amp;sc=1&amp;amp;cx=-70374&amp;amp;cy=26313 -70.374,+26.313] and be sure to talk us on the forum.&lt;br /&gt;
&lt;br /&gt;
== Members ==&lt;br /&gt;
&amp;lt;big&amp;gt;'''Founders'''&amp;lt;/big&amp;gt;&lt;br /&gt;
{| border=0 cellpadding=0 style=&amp;quot;border-collapse:collapse;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|1231|MickR}} (led the CP until his departure in late August --06 to explore Shartak.)&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|1588|Arwedda}} (left the CP in October --06 to pursue a business venture.)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;'''Current Leader'''&amp;lt;/big&amp;gt;&lt;br /&gt;
{| border=0 cellpadding=0 style=&amp;quot;border-collapse:collapse;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|2470|Kjendlie}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;'''Officers'''&amp;lt;/big&amp;gt;&lt;br /&gt;
{| border=0 cellpadding=2 style=&amp;quot;border-collapse:collapse;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Active'''||'''AWOL/Inactive'''||'''Prominent ex-Members'''&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|3105|Nighter}}||{{profile|6677|Ozzy Baxter}}||{{profile|3322|Zydd &amp;quot;Benedict Arnold&amp;quot; Soral}} (Traitor)&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|1603|czech1}}||{{profile|3258|Vizerdrix}}||{{profile|1231|MickR}} (founder)&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|2470|Kjendlie}}||{{profile|3225|leathel99764}}||{{profile|1588|Arwedda}} (co-founder)&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|2706|guest}}||{{profile|3321|radiohead1102}}||{{profile|3426|Che}}&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|7595|Duke Eric Kelso}}||{{profile|1098|Admiral Nelson}}&amp;lt;font color=white&amp;gt;......&amp;lt;/font&amp;gt;||{{profile|2899|Riddick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|1629|Lord Paul Reefer}}||{{profile|6324|bowie}}||{{profile|1390|Jesus}}&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|6844|Bauer}}||{{profile|4126|corperal}}||{{profile|6193|Otacon}} ([[Colonial_Police#November_2006|renegade officer]])&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|7289|Frank Comboling}}||{{profile|3915|Bubba}}||{{profile|4163|Colonel}} (expelled for selling secrets to enemies of York)&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|5957|Javier Sortani}}||{{profile|3999|TalynDerre}}||{{profile|3428|Sora Lamal}}&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|1628|Broderick}}||{{profile|4705|Liktai}}&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|2435|sayt}}||{{profile|5769|halocakes}}&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|7872|Sergeant Eversmann}}&amp;lt;font color=white&amp;gt;......&amp;lt;/font&amp;gt;||{{profile|6094|Tarquin}}&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|2613|Hoboclown}}||{{profile|5953|Seloth}}&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|6898|Sillyak}}||{{profile|6871|rara56}}&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|8025|soldierguy}}||{{profile|4231|Colonel Curtis}}&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|3426|Che}}||{{profile|5731|Cisisero}}&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|7858|Ethal Merman V}}||{{profile|3586|Ukapu Boy}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Alliances and Friends ==&lt;br /&gt;
&lt;br /&gt;
'''York'''&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Czechy's Tavern]] - founded and run by veteran officer czech1.&lt;br /&gt;
* [[Shartak Cryptozoological Society]]&lt;br /&gt;
* [[The Order of Patriots]] - pro-York &amp;quot;secret society&amp;quot; with a first-rate military wing.&lt;br /&gt;
* [[1st Colonial Militia]] (York branch) - fanatically pro-York paramilitary force.&lt;br /&gt;
* Prominent York citizen {{profile|2706|'''guest'''}} and his associates.&lt;br /&gt;
&lt;br /&gt;
'''Foreign'''&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Royal Expedition]] - Bureaucratic royalists&lt;br /&gt;
* [[Derby Hospitallers]] - Friendly Derby-based civic/defense group.&lt;br /&gt;
* [[Durham Pistoleers]] - The only organized force in the notoriously lawless town of Durham.&lt;br /&gt;
* [[The South Shartak Trading Company]] - peaceful traders and merchants.&lt;br /&gt;
&lt;br /&gt;
== List of Criminals ==&lt;br /&gt;
Explanations of the below categories:&amp;lt;br&amp;gt;&lt;br /&gt;
'''Most Wanted:''' These are the current criminals who for whatever reason(s) are considered to be the most dangerous or highest priority to catch. They are &amp;quot;most wanted&amp;quot; to be brought to justice, but the list could also be called &amp;quot;Least Wanted (in York)&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
'''At Large:''' Criminals who have committed a crime and have not been brought to justice are added to the &amp;quot;At Large&amp;quot; section. Most small-time criminals will be removed from this list after they have been brought to justice, and moved to &amp;quot;Executed&amp;quot;. Repeat offenders, prolific criminals or those with certain extenuating circumstances might not be removed from this list after being brought to justice just once, but will remain perpetually wanted until they stop killing.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Suspected:''' Those who we suspect of crimes or conspiracy to commit crimes, and those who may have committed crimes but we do not have information about.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Executed and Inactive:''' After being executed, we generally move criminal listings to this section. If they continue to kill and commit other crimes, they will be moved back to the &amp;quot;At Large&amp;quot; section. Also includes those criminals who were notorious in the past but have been quiet lately (i.e., inactive).&lt;br /&gt;
&lt;br /&gt;
=== Most Wanted ===&lt;br /&gt;
* All members of the criminal [[MG gang]], who are murdering York citizens, again. The present wave of general violence and senseless killings by these mentally-ill thugs is with the stated intention of destroying all pro-York groups and seizing control of the city themselves (essentially). All loyal York citizens are called upon to do their part and kill these enemies of York, before they kill You.&lt;br /&gt;
&lt;br /&gt;
*{{profile|1660|Sam Bellamy}} (Pirate) known murderer of innocent york citizens, has been &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;'''Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;. ''Is instructed to stay out of York.'' Also wanted for possible collaboration with the criminal 'Imperial Privateer' gang. Murdered a peaceful citizen in the medical hut!&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-'''Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;. Murdered a prominent York civilian. '''New offense''': Murdered many more civilians. ''Suspected of plotting against York with his 1st Imperial  Privateer cronies.''&lt;br /&gt;
&lt;br /&gt;
*{{profile|2141|Raffles}} (Pirate), an aggressive York-hating pirate, is wanted for numerous attacks on York citizens and for the murders of several innocent civilian. '''-Second Offence''' Killed an officer. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-EXECUTED!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Third Offense''' Killed an officer in the CPHQ.'''-fourth Offense''' Killed an officer in the CPHQ. &amp;lt;s&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;NOTE: This criminal has reformed and will be removed from this list when he completes his community service to York (as outlined [http://z7.invisionfree.com/Colonial_Police/index.php?showtopic=58&amp;amp;view=findpost&amp;amp;p=10681891 here.])&amp;lt;/font&amp;gt;&amp;lt;/s&amp;gt; [failed to complete or even attempt community-service]. '''New murder rampage'''- Murdered at least two York civilians.&lt;br /&gt;
&lt;br /&gt;
* {{profile|2716|Archer}} (Pirate) is wanted for continously injuring several CP officers by banshee wailing. &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;''Has agreed to stop&amp;lt;/font&amp;gt;. '''New offense:''' Killed local citizen Bauer!&lt;br /&gt;
&lt;br /&gt;
=== At Large ===&lt;br /&gt;
('''Important note''': ''For a more up-to-date and complete list of criminals, and discussions on each criminal open to all, see the [http://z7.invisionfree.com/Colonial_Police/index.php?showforum=3 Criminals section of the CP forum].'')&lt;br /&gt;
&lt;br /&gt;
*{{profile|3322|Zydd &amp;quot;Benedict Arnold&amp;quot; Soral}} (Pirate) Wanted for killing 4 CP officers and for being so damn sexy. (&amp;lt;-- Real criminal for czechy to chase out of York)&lt;br /&gt;
&lt;br /&gt;
*{{profile|1645|Adolf Schwarznigger}} (Outsider-York) Wanted for killing a friendly Shamen (CrowJane) in the Medical hut of York. &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-'''Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''New offenses''': Killed 8 different CP officers. Killed another CP officer. ''Suspected of attempting to foment radical anti-CP agitation for reasons unknown, and offers 50 gold coins to the first CP officer to kill him''.&lt;br /&gt;
&lt;br /&gt;
* {{profile|1262|lama}} (Native) is wanted for brutally killing an ally of the CP, and for suspected collaboration with the violentyl anti-York MG gang.&lt;br /&gt;
&lt;br /&gt;
*{{profile|5393|ombined}} (Outsider-York) is wanted for gunning down an environmentalist who was in the midst of a speech in the medical supplies hut, and for killing lacuna, the shaman helping York. '''HIGH PRIORITY'''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-'''Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; (Is rumored to have fled York. Is not welcome in York.) '''New offenses:''' Killed a CP officer! Killed a pro-York militiaman!&lt;br /&gt;
&lt;br /&gt;
*{{profile|6547|Nowherehowdy}} (Outsider-York) is wanted for attacking members of the Royal Expedition. Suspected member of the sometimes-criminal Imperial Privateer gang.&lt;br /&gt;
&lt;br /&gt;
*{{profile|3013|Gimbo}} (Native) is wanted for killing local pro-York zealot SeriousSam.&lt;br /&gt;
&lt;br /&gt;
*{{profile|2825|Lucifer Rustypants}} (Pirate) is wanted for repeatedly attacking an officer. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed.'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''New offense:''' Killed a York civilian during a peaceful Christmas gathering southeast of the mountain. '''New offenses''': Participation in the general massacre of York people by the [[MG gang]]. Murdered many Yorkpeople.&lt;br /&gt;
&lt;br /&gt;
*{{profile|3179|Agent47}} (Outsider-York), known mercenary, is wanted for questioning on the possibility of contracted hits on CP Officers and for the murder of a Colonial Police officer.'''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; Killed a citizen of York &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;'''-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''New offense:''' Killed a civilian. Is rumored to have fled the island of Shartak.&lt;br /&gt;
&lt;br /&gt;
*{{profile|3174|JollyRoger}} (Pirate) is wanted for killing a CP officer and conspiracy to murder York citizens.&lt;br /&gt;
&lt;br /&gt;
*{{profile|6072|YellowMelanie}} (Outsider-York) is wanted for an assault upon a Colonial Police officer.&lt;br /&gt;
&lt;br /&gt;
*{{profile|344|DaBinks}} (Native) is wanted for the murder of an outsider. ''Has killed 99 outsiders!'' High Priority.&lt;br /&gt;
&lt;br /&gt;
*{{profile|6171|Byron}} (Native) is wanted for numerous attacks on settlers, and the murder of a CP officer.&lt;br /&gt;
&lt;br /&gt;
*{{profile|1093|Foo Fighter}} (Native) is wanted for the death of a CP officer on Rodrigo Island.&lt;br /&gt;
&lt;br /&gt;
*{{profile|7049|CcGame}} (Outsider-York) is wanted for the death of Derby citizen Lutheran on York soil.&lt;br /&gt;
&lt;br /&gt;
*{{profile|754|Xiombarg}} (Native) is on the run after reportedly killing outsiders in northeast York. ''Wanted Dead &amp;lt;s&amp;gt;or Alive&amp;lt;/s&amp;gt;.''&lt;br /&gt;
&lt;br /&gt;
*{{profile|750|Halfway there}} (Outsider-Durham) is wanted for killing an officer in the CPHQ and wanted for questioning in numerous attacks on civilians.'''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Second offence!''' Attacked members of the Colonial Police in the CPHQ. '''New offense:''' Murdered a newly-arrived York citizen!&lt;br /&gt;
&lt;br /&gt;
*{{profile|3445|LDC}} (Pirate) is wanted for attacking an officer. &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-'''Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''New Offense''': Attacked another officer!&lt;br /&gt;
&lt;br /&gt;
*{{profile|4924|screech}} (Ousider-York) is wanted for killing at least 2 York citizens.&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-'''Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''New offenses''': Has attacked and killed dozens of innocent York citizens!&lt;br /&gt;
&lt;br /&gt;
*{{profile|3977|gorthax}} (Native) is wanted for attacking several York citizens and spitting on a CP officer.&lt;br /&gt;
&lt;br /&gt;
*{{profile|2171|Lord Henry Mowbray}} is wanted for killing a CP officer.&lt;br /&gt;
&lt;br /&gt;
* {{profile|2614|Toucan Son of Sam}} (Native), is wanted for attacking an officer.'''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; Murdered a York citizen in the CPHQ.'''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''New offenses:''' -Attacked at least one CP officer. -Killed a York citizen! Update: Often seen cowering in [[Czechy's Tavern]].'''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''New offense''' Killed member of CP.&lt;br /&gt;
&lt;br /&gt;
* {{profile|5093|Charles the Dead}} (Outsider-York) Wanted for killing a CP officer. And again. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; ''Other note: his profile wraps everything up very nicely. &amp;quot;You see nothing special.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
=== Suspected ===&lt;br /&gt;
*The following people are suspected of religious violence and/or conspiracy to commit religious violence in York: {{profile|7049|CcGame}} (Outsider-York), {{profile|2686|Capt San}} (Outsider-York), {{profile|732|Lutheran}} (Outsider-Derby), {{profile|3179|Agent47}} (Outsider-York), {{profile|109|Bob Nowak}} (Outsider-York), {{profile|7176|Killian}} (Outsider-York), {{profile|7621|&amp;quot;The Pope&amp;quot;}} (Outsider-York), {{profile|2614|Toucan Son of Sam}} (Native), [others]. We ask that they please cease and desist.&lt;br /&gt;
&lt;br /&gt;
*{{profile|1738|Maevar Ralnik}} and {{profile|2716|Arhcer}} are suspected of conspiracy to murder York citizens.&lt;br /&gt;
&lt;br /&gt;
*The criminal [[Mercenary's Guild]] is hereby warned not to attack York citizens. Local traitor Zydd Soral is warned in particular against attacking Yorkpeople.&lt;br /&gt;
&lt;br /&gt;
=== Executed or Inactive criminals ===&lt;br /&gt;
*{{profile|732|Lutheran}} is wanted for questioning on the growing religious tensions in York, and for getting into a fist fight with a York citizen over a religious dispute. &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-'''Shot dead by a religious opponent.''' &amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''New crime''' - Killed a new arrival who calls himself &amp;quot;The Pope&amp;quot;. &amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|7744|Mack the Shipper}} (Outsider-York) is wanted for killing friendly pro-York shaman Tony Almeida. &lt;br /&gt;
&lt;br /&gt;
*{{profile|6206|Keiichi}} (Beloved York Citizen) Is in York, but only to watch the random violence......&lt;br /&gt;
&lt;br /&gt;
* {{profile|1629|Lord Paul Reefer}} (Outsider) is wanted for murdering an officer. '''-Connected to Stoertebecker!''' '''-Second Offence''' Killed another officer! '''-Third Offence''' Attacked an officer repeatedly within the CPHQ. '''-Fourth Offence''' Murdered an officer in the CPHQ! '''-Fifth Offence''' Murdered another officer! '''-Sixth Offence''' Killed an officer in the CPHQ! '''-Seventh Offence''' Repeatedly attacked an officer inside the CPHQ! '''-Eighth Offence''' Murdered another officer in the CPHQ! '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-EXECUTED!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Ninth offence''' Repeatedly attacked an officer within the CPHQ. '''-Tenth Offence''' Conspiracy to commit murder. '''-Eleventh Offence''' Killed an officer in the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Twelth Offence!''' Murdered two more officers in the shallow waters of York. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Thirteenth Offence''' Talking to him obviously didn't work, as he's now killed two more officers in the CPHQ! '''-Fourteenth Offence''' Murdered another officer! '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Fifteenth Offence''' Killed an officer inside the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed again'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Sixteenth Offence''' Attacked an officer inside the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed again'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Seventeenth Offence''' Attacked an officer inside the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Eighteenth Offence''' Killed an officer inside the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-EXECUTED!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Ninteenth Offence''' Murdered an officer inside the CPHQ! '''-Twentieth Offence''' Killed a CP officer inside the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-EXECUTED!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;'''-Twenty-first offence''' Killed an Officer of the Colonial Police'''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;. &lt;br /&gt;
**Update, December 2006: Lord Paul Reefer has resurfaced!. '''New offenses''' (Nov-Dec 2006): Murdered czech1, owner of [[Czechy's|the famous tavern]] and at least two civilians.&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;'''-Killed in retribution by local paramilitary Mr. Bungle!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;. '''New Offence''' - killed an Officer during the Defence of Durham despite said Officer letting him live and making it clear that during the Durham defence there would be no hostilities between them. '''New Offence''' - killed an officer in Czechy's tavern. ''Has agreed to cease attacks''.&lt;br /&gt;
&lt;br /&gt;
*{{profile|304|joef1day}} (Outsider-York) is wanted for killing a citizen inside the tavern, and killing a member of the CP more than 5 times, also has a suspected alias - &amp;quot;blame josef&amp;quot;, defacing every hut he sees. At least seven  offences&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;'''-Executed'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; -Eighth offence! Killed a CP officer.&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;'''-Executed'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; New offense: -Killed a CP officer in the CPHQ! &lt;br /&gt;
&lt;br /&gt;
*{{profile|4268|Werwolf}} (Outsider-York) is wanted for biting and gnawing on the limbs of many citizens and CP officers. Has killed several citizens during and around the last full moon. / ''Whereabouts Unknown''.&lt;br /&gt;
&lt;br /&gt;
*{{profile|3550|Baron Samedi}} (Native) is wanted for numerous attacks on civilians. Has killed five people in one week! '''High Priority''' / ''Whereabouts Unknown''.&lt;br /&gt;
&lt;br /&gt;
*{{profile|6228|Sergeant Snodgrass}} (Outsider-York) is wanted for killing a York citizen unprovoked, and then lying about his identity.'''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|6193|Otacon}} (Ousider-York), a renegade CP officer, is wanted for the murder of a CP officer. Possibly hired by unknown person(s). Any reliable information on this suspect or his employers will be rewarded. &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-'''Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; killed another CP officer &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-'''Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; Known accomplices: Solidus, Maverick. Possible accomplices: &amp;lt;several&amp;gt;. &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-'''Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; &lt;br /&gt;
&lt;br /&gt;
*{{profile|2176|Cunstnail}} (Native) is wanted for the murder of an officer. / ''Whereabouts Unknown''.&lt;br /&gt;
&lt;br /&gt;
*{{profile|318|Snake Tongue}} (Native) is wanted for the murder of an officer! / ''Whereabouts Unknown''.&lt;br /&gt;
&lt;br /&gt;
*{{profile|582|Barbecue}} (Native) is wanted for murdering an officer! / ''Whereabouts Unknown''.&lt;br /&gt;
&lt;br /&gt;
*{{profile|1522|Barbarossa}} (Pirate) is wanted by the Colonial Police for the murder of an officer. / ''Whereabouts Unknown''.&lt;br /&gt;
&lt;br /&gt;
*{{profile|1677|Paul Gascoigne}} (Native) is wanted for the murder of an officer. / ''Whereabouts Unknown''.&lt;br /&gt;
&lt;br /&gt;
*{{profile|1608|Anne Bonney}} (Pirate) is wanted for attacking Colonial Police members in the CPHQ. / ''Whereabouts Unknown''.&lt;br /&gt;
&lt;br /&gt;
*{{profile|4128|Kadaj}} (Outsider) is wanted for killing a Colonial Police officer. / ''Whereabouts Unknown''.&lt;br /&gt;
&lt;br /&gt;
*{{profile|4166|Ninjoc}} (Native), a well-known killer, has struck again. Currently wanted for killing a peaceful civilain in York.'''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Brought to justice.'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
*{{profile|944|Bernice van Buren}} (Outsider-York) is wanted for killing a CP officer on the outskirts of York.&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-'''Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|1327|Tom Failur}} (Pirate), a mercenary so notorious in York that he has been dubbed &amp;quot;The Butcher of York&amp;quot;, is wanted for a new string of unprovoked attacks on innocent civilians in and around the Medical Supplies hut. [historical note: this &amp;quot;string of attacks&amp;quot; was part of the first wave of the [[Third Battle of York]]]. '''New offense:''' Murdered CP founder MickR! '''HIGH PRIORITY''' &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-'''Killed by a York citizen and fled York in shame!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|1553|Stoertebecker}} (Pirate) is wanted for the murder of an officer within the CPHQ. '''-Connected to Lord Paul Reefer!''' '''-Second offence!''' Repeatedly attacked another officer. '''-Third offence!''' Killed an innocent civilian. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Fourth offence!''' Murdered two officers inside the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed again'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Fifth offence!''' Killed another officer! '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Sixth offence!''' Attacked an officer multiple times in the CPHQ, almost killing him. '''-Seventh offence!''' Attacked another officer. '''-Eighth offence!''' Killed a CP officer.&lt;br /&gt;
&lt;br /&gt;
*{{profile|3059|Eli Jenkins}} (Outsider) is wanted for the murder of an officer. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Second Offence''' Attacked two officers in the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed again.'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Third Offence''' Attacked two more officers inside the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Fourth Offence''' Killed another officer. '''-Fifth Offence''' Attacked two officers inside the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Sixth Offence''' Attacked another officer inside the CPHQ! '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed again'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Seventh Offence''' Attacked an officer repeatedly. '''-Eighth Offence''' Killed an innocent civilian. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;EXECUTED!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Ninth Offence''' Attacked another officer. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Executed again'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Tenth Offence''' Attacked two officers inside the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-EXECUTED!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Eleventh Offence''' Attacked an officer inside the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-EXECUTED!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Twelfth Offence''' Killed an officer.'''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-EXECUTED!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Thirteenth Offence''' Killed an officer. '''-Fourteenth Offence''' Attacked numerous officers.''' &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-EXECUTED!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Fourteenth Offence''' Attacked an officer. &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;'''EXECUTED! -Executed Again. -Executed Again.''' &amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;'''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed again'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''&lt;br /&gt;
&lt;br /&gt;
*{{profile|3576|manteno}} (Outsider) is warned against Assaulting Police officers - '''-Second offence!''' Killed a man in the Trader hut '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|712|Qberry}} (Native) is wanted for the murder of an officer. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|2445|Elembis}} (Native) is wanted for the murder of a Colonial Police officer inside the CPHQ. '''-Second Offence''' Killed another officer! '''-Third Offence''' Murdered numerous civilians. '''-Forth Offence''' Attacked an officer inside the CPHQ! '''-Fifth Offence''' Killed another officer inside the CPHQ. '''-Sixth Offence''' Murdered another officer. '''-Seventh Offence''' Murdered numerous civilians. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Eighth Offence''' Murdered another officer inside the CPHQ. '''-Ninth Offence''' Attackted and poisoned and officer inside the CPHQ '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Tenth Offence''' Killed another officer inside the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; (Note: This individual seems to have reformed, and is no longer considered a criminal. He remains on the list only for reference.)&lt;br /&gt;
&lt;br /&gt;
* A warning to {{profile|539|Schmeckel}} (Outsider) for repeatedly attacking an officer.  '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Brought to justice.'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
*{{profile|1571|Arrgyle}} (Pirate) is wanted for the murder of an officer inside the CPHQ! '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|2659|Dashing Derek}} (Outsider) is wanted for murdering a CP officer. (HIRED) '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Brought to justice.'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
*{{profile|2418|Firebabe871}} (Outsider) is wanted for repeatedly attacking a CP officer. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|2091|zybe}} (Native) is wanted by the Colonial Police for repeatedly attacking an officer inside the Colonial Police HQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|1879|Phutnanog}} (Native) wanted for multiple murders of officers and civilians. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Second Offence''' Attacked another officer. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Brought to justice'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|1828|Mal}} (Native) is wanted for the murder of a citizen. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|2364|Dekuyper}} (Pirate) is wanted for killing innocent civilians. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Brought to justice'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
*{{profile|4499|Sylth}} is wanted for the murder of a citizen. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|3239|Jacob Ladder}} (Outsider) is wanted for an attack on an officer. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Second Offence''' Attacked an officer in the CPHQ'''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|1492|JB Aristide}} (Native) is wanted by the Colonial Police for murdering an officer. &amp;lt;br&amp;gt;'''-Second offence!''' Attacked an officer. '''-Third offence!''' Murdered another officer! '''-Fourth offence!''' Murdered an innocent civilian. '''-Fifth offence!''' Attacked another officer! '''-Sixth offence!''' Repeatedly attacked an officer! '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Seventh offence!''' Killed an officer. '''-Eighth offence!''' Murdered another officer! '''-Ninth offence!''' Killed another CP officer! '''-Tenth offence!''' Killed another officer. '''-Eleventh offence!''' Murdered a CP officer. '''-Twelth offence!''' Killed an officer inside the CPHQ. '''-Thirteenth offence!''' Murdered another officer. '''-Fourteenth offence!''' Poisoned and otherwise injured an officer. '''-Fifteenth offence!''' Killed an officer! '''-Sixteenth offence!''' Murdered another officer inside the CPHQ! '''-Seventeenth offence!''' Murdered another CP officer! '''-Eighteenth offence!''' Killed another Colonial Police officer.'''-nineteenth offence!''' murdered another Colonial Police officer. '''-Twentieth offence!''' Killed an officer and attacked another officer inside the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-EXECUTED and fled York in shame!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|4671|Danny O the 7}} (Pirate) is wanted for killing a doctor.'''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|7480|Liova}} &amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;is wanted for the death of a York citizen while on a visit to one &amp;quot;Santa Claus&amp;quot; &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-'''Executed'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; by Pro-Yorker Bauer. Well done Sir.&lt;br /&gt;
&lt;br /&gt;
== News ==&lt;br /&gt;
===January 30th, 2007===&lt;br /&gt;
*The CP and allies have rallied to the cause of saving York from the aggression of the violent thugs of the MG gang. Support from Derby has arrived, and more York citizens than ever are standing steadfast against the invaders.&lt;br /&gt;
*CP founder and local legend MickR has returned to York and is in the CPHQ at present.&lt;br /&gt;
&lt;br /&gt;
===January 26th, 2007===&lt;br /&gt;
*[http://z7.invisionfree.com/Colonial_Police/index.php?showtopic=265 Lord Paul Reefer has joined the Colonial Police!] Another piece of evidence that all of York is rallying together to defeat the criminal MG gang.&lt;br /&gt;
*In a major counter-offensive operation yesterday, the Colonial Police and allies killed as many as ten MG thugs in the space of just over 24 hours, the great majority of the MG attack force.&lt;br /&gt;
&lt;br /&gt;
===January 22nd, 2007===&lt;br /&gt;
'''The Second MG Invasion.''' A new wave of MG anti-York violence and killings are underway. All York citizens are advised to stay inside at night.The present wave of unprovoked, senseless killings of York citizens by MG thugs is not for a &amp;quot;bounty&amp;quot;, as the phony pretext the last time they attacked York claimed. This time it is admitted to be a bid for power by the thugs of the MG. Their hatred of York knows very few, if any, bounds. Local traitor Zydd &amp;quot;Scum&amp;quot; Soral is suspected of helping plan this wave of killings, using inside information he provided this criminal gang.&lt;br /&gt;
&lt;br /&gt;
===January 19th, 2007===&lt;br /&gt;
*CP effective strength is at an all-time high.&lt;br /&gt;
*The [[Mercenary's Guild|criminal MG-gang]] is officially proscribed again. We will be offering no protection to this criminal gang, and any member of this outlawed group seen in York risks being executed. Reason: The MG-gang is suspected of conspiracy to imminently murder and finance murders of York citizens, and MG-gang ringleaders have recently been seen lurking in York, claiming to be in York &amp;quot;on business&amp;quot;, shades of the early days of the [[Third Battle of York|Third Invasion]].&lt;br /&gt;
*There is currently a campaign underway to strip local traitor Zydd Soral of his medals.&lt;br /&gt;
&lt;br /&gt;
===January 16th, 2007===&lt;br /&gt;
*Veteran officer {{profile|3322|Zydd Soral}}, reknowned across Shartak as the high-ranking ''pirate'' member of the Colonial Police in the very radically anti-pirate town of York--Zydd was probably the only pirate on the island who was safe in York--has turned traitor and joined a criminal anti-York gang. The ensuing shakeup that was created after the third-ranking officer of a major York organization deserted and brazenly joined the Enemy, has understandably rattled the CP to its core, and there is much gossiping going on by others about the state of affairs within the CP. Despite this blow, the CP will continue our police work as best we can, as we always have.&lt;br /&gt;
&lt;br /&gt;
===December 2006===&lt;br /&gt;
'''December 24th, 2006'''&amp;lt;br&amp;gt;&lt;br /&gt;
*A warning to all Catholic and Protestant religious warriors, we ask that you please cease attacking one another.&lt;br /&gt;
*The [[1st Imperial Privateers]] are no longer suspected of criminality, and have been removed from the &amp;quot;suspected criminals&amp;quot; list.&lt;br /&gt;
&lt;br /&gt;
'''December 21st, 2006'''&amp;lt;br&amp;gt;&lt;br /&gt;
*The Colonial Police are now offering an open-ended gold reward for the successful apprehension of, or information leading to the apprehension of: {{profile|2614|'''Toucan Son of Sam'''}}, a notorious murderer. See the [http://z7.invisionfree.com/Colonial_Police/index.php?showtopic=176 forum thread] for details.&lt;br /&gt;
*The Colonial Police are alarmed at the mass exodus of citizens leaving York and heading northwards over the past two days, to the rumored site of a fat jovial man distributing gifts. The concern is that criminals may use this as an opportunity to re-enter York and attempt to steal unguarded belongings, and commit other crimes.&lt;br /&gt;
&lt;br /&gt;
'''December 17th, 2006'''&amp;lt;br&amp;gt;&lt;br /&gt;
*Most of the York/Colonial Police  delegation to Durham have returned to York. The headhunter threat turned out to be all talk.&lt;br /&gt;
*{{profile|1390|'''Jesus'''}} has been expelled from the Colonial Police for killing outsiders.&lt;br /&gt;
&lt;br /&gt;
'''December 2nd, 2006'''&amp;lt;br&amp;gt;&lt;br /&gt;
*The Colonial Police are now in Durham to help defend the town from the criminal element bent on wreaking havoc and murdering many citizens. But criminals be warned that York is not undefended (the CP still has several men staying behind, and other contacts in the city), and the entire CP can get back to York very quickly, if needed.&lt;br /&gt;
*In a surprising development, {{profile|1390|'''Jesus'''}} has joined the Colonial Police! As has longtime CP-associate and friend {{profile|2706|'''guest'''}}.&lt;br /&gt;
*The notorious terrorist leader Lord Paul Reefer has resurfaced in York, and has begun attacking outsiders once again. So he is back on the Most Wanted list.&lt;br /&gt;
&lt;br /&gt;
===November 2006===&lt;br /&gt;
'''November 27th, 2006'''&amp;lt;br&amp;gt;&lt;br /&gt;
*The Colonial Police are on the road bound for [[Durham]] to help [[Durham Defence Unit|the outsiders there defend]] against the imminent headhunter attack.&lt;br /&gt;
*The Colonial Police have expelled renegade officer otacon who murdered an officer. Also expelled was his accomplice maverick.&lt;br /&gt;
&lt;br /&gt;
'''November 20th, 2006'''&amp;lt;br&amp;gt;&lt;br /&gt;
{{profile|4949|RobZombie}} and his clan [[1st Derby Privateers]] have been removed from our list of suspected criminals. We are currently in the process of negotating some sort of agreement with this group, possibly even an alliance. The [[1st Imperial Privateer Regiment]], however, remains very dangerous and suspected criminals.&lt;br /&gt;
&lt;br /&gt;
'''November 16th, 2006'''&amp;lt;br&amp;gt;&lt;br /&gt;
We have opened relations with the [[Durham Pistoleers]], two weeks ahead of the grave threat to the very existance of that settlement from a warband of murderous native warriors and headhunters.&lt;br /&gt;
&lt;br /&gt;
'''November 11th, 2006'''&amp;lt;br&amp;gt;&lt;br /&gt;
The emergence of two new anti-York gangs calling themselves privateers, one [[1st Imperial Privateer Regiment|Dutch]], one [[1st Derby Privateers|Derby nationalist]], both dedicated to conquering York, is cause for concern. The CP will be keeping an eye on these two groups, and all privateer groups have been added to the &amp;quot;suspected criminals&amp;quot; list.&lt;br /&gt;
&lt;br /&gt;
'''November 8th, 2006'''&amp;lt;br&amp;gt;&lt;br /&gt;
With the end of the mercenary bloodbath two weeks ago, now being dubbed the [[Third Battle of York]], peace has returned to our city. Several Colonial Police were [[Order of Patriots/Medals|honored by the Order of Patriots]] for their outstanding service during the invasion. The mercenaries are still in town, but have kept quiet of late.&lt;br /&gt;
&lt;br /&gt;
===October 2006===&lt;br /&gt;
'''October 16th, 2006'''&amp;lt;br&amp;gt;&lt;br /&gt;
The mercenary invasion appears to be over, and an uneasy peace had descended upon York. The CP are still reeling from the attack, but the righting seemed to have turned in our favour in the past week or two. Law and order has survived in York, the philosophy of the &amp;quot;rule of the jungle&amp;quot; has been turned back. Many CP members are still skeptical of the MG.&lt;br /&gt;
&lt;br /&gt;
===Older News===&lt;br /&gt;
Older news items, all the way back to our founding on April the 25th, ---6, can be found here: [[Colonial Police/newsarchive]].&lt;/div&gt;</summary>
		<author><name>A SN</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Colonial_police&amp;diff=12468</id>
		<title>Colonial police</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Colonial_police&amp;diff=12468"/>
		<updated>2007-02-02T04:47:38Z</updated>

		<summary type="html">&lt;p&gt;A SN: haha, what should I do to be an actual criminal you'd care about then? love you guys tho. Btw what makes the difference between one of the most wanted like Archer and me. I mean I'm worse than him.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox|&lt;br /&gt;
clan_name=Colonial Police|&lt;br /&gt;
official_id=16|&lt;br /&gt;
open_to=outsiders|&lt;br /&gt;
clan_image=[[Image:CPLogo.jpg]]|&lt;br /&gt;
clan_leaders=Kjendlie|&lt;br /&gt;
clan_membership=28, half active.|&lt;br /&gt;
clan_goals=Keeping the peace.|&lt;br /&gt;
clan_recruit=Simply talk to us at the CPHQ or place your profile under the &amp;quot;List of Members&amp;quot; on this page.|&lt;br /&gt;
clan_contact=The best way to contact us for any reason is '''[http://z7.invisionfree.com/Colonial_Police/index.php? our forum]''' (unregistered-guest posts welcome).|&lt;br /&gt;
sort_as=|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==The Colonial Police==&lt;br /&gt;
The Colonial Police are a group of outsiders devoted to keeping the peace. We are based in the great city of [[York]]. Our primary mission is to stop criminals and defend the settlement of York from marauders, invaders, raiders, etc. Any person who has killed innocent outsiders in the York area may be killed in punishment by the CP. We keep an extensive criminals list, including a &amp;quot;most wanted&amp;quot; section. We are currently offering protection to only certain natives (notably pro-York shamans who assist with getting rid of ghosts).&lt;br /&gt;
&lt;br /&gt;
The proud tradition of the Colonial Police goes all the way back to the height of the [[First Battle of York]], when we were formed to protect the settlers in and around York from violent criminals.&lt;br /&gt;
&lt;br /&gt;
===How you can report criminals===&lt;br /&gt;
Citizen! have you been killed or have you witnessed a murder? We ask that you report any murders to us so that we may deal with them. You can very easily do this on our [http://z7.invisionfree.com/Colonial_Police/index.php?showforum=3 forum] (registration not necessary). Instructions for how to most efficiently report criminals are [http://z7.invisionfree.com/Colonial_Police/index.php?showtopic=163 here]. You may also report crimes to the officer(s) on duty in the Colonial Police Headquarters in York, at the following location: [http://www.itechsc.com/misc/shartak/ubermap/closeup.php?sk=1&amp;amp;sc=1&amp;amp;cx=-70374&amp;amp;cy=26313 -70.374,+26.313]. &lt;br /&gt;
&lt;br /&gt;
We are always looking for new members. As long as you know what we're about, you can join.&lt;br /&gt;
Just place your name and profile under the 'List of Members' below. If you join, stop by our headquarters at [http://www.itechsc.com/misc/shartak/ubermap/closeup.php?sk=1&amp;amp;sc=1&amp;amp;cx=-70374&amp;amp;cy=26313 -70.374,+26.313] and be sure to talk us on the forum.&lt;br /&gt;
&lt;br /&gt;
== Members ==&lt;br /&gt;
&amp;lt;big&amp;gt;'''Founders'''&amp;lt;/big&amp;gt;&lt;br /&gt;
{| border=0 cellpadding=0 style=&amp;quot;border-collapse:collapse;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|1231|MickR}} (led the CP until his departure in late August --06 to explore Shartak.)&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|1588|Arwedda}} (left the CP in October --06 to pursue a business venture.)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;'''Current Leader'''&amp;lt;/big&amp;gt;&lt;br /&gt;
{| border=0 cellpadding=0 style=&amp;quot;border-collapse:collapse;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|2470|Kjendlie}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;'''Officers'''&amp;lt;/big&amp;gt;&lt;br /&gt;
{| border=0 cellpadding=2 style=&amp;quot;border-collapse:collapse;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Active'''||'''AWOL/Inactive'''||'''Prominent ex-Members'''&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|3105|Nighter}}||{{profile|6677|Ozzy Baxter}}||{{profile|3322|Zydd &amp;quot;Benedict Arnold&amp;quot; Soral}} (Traitor)&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|1603|czech1}}||{{profile|3258|Vizerdrix}}||{{profile|1231|MickR}} (founder)&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|2470|Kjendlie}}||{{profile|3225|leathel99764}}||{{profile|1588|Arwedda}} (co-founder)&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|2706|guest}}||{{profile|3321|radiohead1102}}||{{profile|3426|Che}}&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|7595|Duke Eric Kelso}}||{{profile|1098|Admiral Nelson}}&amp;lt;font color=white&amp;gt;......&amp;lt;/font&amp;gt;||{{profile|2899|Riddick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|1629|Lord Paul Reefer}}||{{profile|6324|bowie}}||{{profile|1390|Jesus}}&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|6844|Bauer}}||{{profile|4126|corperal}}||{{profile|6193|Otacon}} ([[Colonial_Police#November_2006|renegade officer]])&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|7289|Frank Comboling}}||{{profile|3915|Bubba}}||{{profile|4163|Colonel}} (expelled for selling secrets to enemies of York)&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|5957|Javier Sortani}}||{{profile|3999|TalynDerre}}||{{profile|3428|Sora Lamal}}&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|1628|Broderick}}||{{profile|4705|Liktai}}&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|2435|sayt}}||{{profile|5769|halocakes}}&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|7872|Sergeant Eversmann}}&amp;lt;font color=white&amp;gt;......&amp;lt;/font&amp;gt;||{{profile|6094|Tarquin}}&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|2613|Hoboclown}}||{{profile|5953|Seloth}}&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|6898|Sillyak}}||{{profile|6871|rara56}}&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|8025|soldierguy}}||{{profile|4231|Colonel Curtis}}&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|3426|Che}}||{{profile|5731|Cisisero}}&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|7858|Ethal Merman V}}||{{profile|3586|Ukapu Boy}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Alliances and Friends ==&lt;br /&gt;
&lt;br /&gt;
'''York'''&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Czechy's Tavern]] - founded and run by veteran officer czech1.&lt;br /&gt;
* [[Shartak Cryptozoological Society]]&lt;br /&gt;
* [[The Order of Patriots]] - pro-York &amp;quot;secret society&amp;quot; with a first-rate military wing.&lt;br /&gt;
* [[1st Colonial Militia]] (York branch) - fanatically pro-York paramilitary force.&lt;br /&gt;
* Prominent York citizen {{profile|2706|'''guest'''}} and his associates.&lt;br /&gt;
&lt;br /&gt;
'''Foreign'''&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Royal Expedition]] - Bureaucratic royalists&lt;br /&gt;
* [[Derby Hospitallers]] - Friendly Derby-based civic/defense group.&lt;br /&gt;
* [[Durham Pistoleers]] - The only organized force in the notoriously lawless town of Durham.&lt;br /&gt;
* [[The South Shartak Trading Company]] - peaceful traders and merchants.&lt;br /&gt;
&lt;br /&gt;
== List of Criminals ==&lt;br /&gt;
Explanations of the below categories:&amp;lt;br&amp;gt;&lt;br /&gt;
'''Most Wanted:''' These are the current criminals who for whatever reason(s) are considered to be the most dangerous or highest priority to catch. They are &amp;quot;most wanted&amp;quot; to be brought to justice, but the list could also be called &amp;quot;Least Wanted (in York)&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
'''At Large:''' Criminals who have committed a crime and have not been brought to justice are added to the &amp;quot;At Large&amp;quot; section. Most small-time criminals will be removed from this list after they have been brought to justice, and moved to &amp;quot;Executed&amp;quot;. Repeat offenders, prolific criminals or those with certain extenuating circumstances might not be removed from this list after being brought to justice just once, but will remain perpetually wanted until they stop killing.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Suspected:''' Those who we suspect of crimes or conspiracy to commit crimes, and those who may have committed crimes but we do not have information about.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Executed and Inactive:''' After being executed, we generally move criminal listings to this section. If they continue to kill and commit other crimes, they will be moved back to the &amp;quot;At Large&amp;quot; section. Also includes those criminals who were notorious in the past but have been quiet lately (i.e., inactive).&lt;br /&gt;
&lt;br /&gt;
=== Most Wanted ===&lt;br /&gt;
* All members of the criminal [[MG gang]], who are murdering York citizens, again. The present wave of general violence and senseless killings by these mentally-ill thugs is with the stated intention of destroying all pro-York groups and seizing control of the city themselves (essentially). All loyal York citizens are called upon to do their part and kill these enemies of York, before they kill You.&lt;br /&gt;
&lt;br /&gt;
*{{profile|1660|Sam Bellamy}} (Pirate) known murderer of innocent york citizens, has been &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;'''Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;. ''Is instructed to stay out of York.'' Also wanted for possible collaboration with the criminal 'Imperial Privateer' gang. Murdered a peaceful citizen in the medical hut!&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-'''Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;. Murdered a prominent York civilian. '''New offense''': Murdered many more civilians. ''Suspected of plotting against York with his 1st Imperial  Privateer cronies.''&lt;br /&gt;
&lt;br /&gt;
*{{profile|2141|Raffles}} (Pirate), an aggressive York-hating pirate, is wanted for numerous attacks on York citizens and for the murders of several innocent civilian. '''-Second Offence''' Killed an officer. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-EXECUTED!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Third Offense''' Killed an officer in the CPHQ.'''-fourth Offense''' Killed an officer in the CPHQ. &amp;lt;s&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;NOTE: This criminal has reformed and will be removed from this list when he completes his community service to York (as outlined [http://z7.invisionfree.com/Colonial_Police/index.php?showtopic=58&amp;amp;view=findpost&amp;amp;p=10681891 here.])&amp;lt;/font&amp;gt;&amp;lt;/s&amp;gt; [failed to complete or even attempt community-service]. '''New murder rampage'''- Murdered at least two York civilians.&lt;br /&gt;
&lt;br /&gt;
* {{profile|2716|Archer}} (Pirate) is wanted for continously injuring several CP officers by banshee wailing. &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;''Has agreed to stop&amp;lt;/font&amp;gt;. '''New offense:''' Killed local citizen Bauer!&lt;br /&gt;
&lt;br /&gt;
=== At Large ===&lt;br /&gt;
('''Important note''': ''For a more up-to-date and complete list of criminals, and discussions on each criminal open to all, see the [http://z7.invisionfree.com/Colonial_Police/index.php?showforum=3 Criminals section of the CP forum].'')&lt;br /&gt;
&lt;br /&gt;
*{{profile|3322|Zydd &amp;quot;Benedict Arnold&amp;quot; Soral}} (Pirate) Wanted for killing 4 CP officers and for being so damn sexy. (&amp;lt;-- Real criminal for czechy to chase out of York)&lt;br /&gt;
&lt;br /&gt;
*{{profile|1645|Adolf Schwarznigger}} (Outsider-York) Wanted for killing a friendly Shamen (CrowJane) in the Medical hut of York. &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-'''Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''New offenses''': Killed 8 different CP officers. ''Suspected of attempting to foment radical anti-CP agitation for reasons unknown, and offers 50 gold coins to the first CP officer to kill him''.&lt;br /&gt;
&lt;br /&gt;
* {{profile|1262|lama}} (Native) is wanted for brutally killing an ally of the CP, and for suspected collaboration with the violentyl anti-York MG gang.&lt;br /&gt;
&lt;br /&gt;
*{{profile|5393|ombined}} (Outsider-York) is wanted for gunning down an environmentalist who was in the midst of a speech in the medical supplies hut, and for killing lacuna, the shaman helping York. '''HIGH PRIORITY'''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-'''Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; (Is rumored to have fled York. Is not welcome in York.) '''New offenses:''' Killed a CP officer! Killed a pro-York militiaman!&lt;br /&gt;
&lt;br /&gt;
*{{profile|6547|Nowherehowdy}} (Outsider-York) is wanted for attacking members of the Royal Expedition. Suspected member of the sometimes-criminal Imperial Privateer gang.&lt;br /&gt;
&lt;br /&gt;
*{{profile|3013|Gimbo}} (Native) is wanted for killing local pro-York zealot SeriousSam.&lt;br /&gt;
&lt;br /&gt;
*{{profile|2825|Lucifer Rustypants}} (Pirate) is wanted for repeatedly attacking an officer. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed.'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''New offense:''' Killed a York civilian during a peaceful Christmas gathering southeast of the mountain. '''New offenses''': Participation in the general massacre of York people by the [[MG gang]]. Murdered many Yorkpeople.&lt;br /&gt;
&lt;br /&gt;
*{{profile|3179|Agent47}} (Outsider-York), known mercenary, is wanted for questioning on the possibility of contracted hits on CP Officers and for the murder of a Colonial Police officer.'''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; Killed a citizen of York &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;'''-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''New offense:''' Killed a civilian. Is rumored to have fled the island of Shartak.&lt;br /&gt;
&lt;br /&gt;
*{{profile|3174|JollyRoger}} (Pirate) is wanted for killing a CP officer and conspiracy to murder York citizens.&lt;br /&gt;
&lt;br /&gt;
*{{profile|6072|YellowMelanie}} (Outsider-York) is wanted for an assault upon a Colonial Police officer.&lt;br /&gt;
&lt;br /&gt;
*{{profile|344|DaBinks}} (Native) is wanted for the murder of an outsider. ''Has killed 99 outsiders!'' High Priority.&lt;br /&gt;
&lt;br /&gt;
*{{profile|6171|Byron}} (Native) is wanted for numerous attacks on settlers, and the murder of a CP officer.&lt;br /&gt;
&lt;br /&gt;
*{{profile|1093|Foo Fighter}} (Native) is wanted for the death of a CP officer on Rodrigo Island.&lt;br /&gt;
&lt;br /&gt;
*{{profile|7049|CcGame}} (Outsider-York) is wanted for the death of Derby citizen Lutheran on York soil.&lt;br /&gt;
&lt;br /&gt;
*{{profile|754|Xiombarg}} (Native) is on the run after reportedly killing outsiders in northeast York. ''Wanted Dead &amp;lt;s&amp;gt;or Alive&amp;lt;/s&amp;gt;.''&lt;br /&gt;
&lt;br /&gt;
*{{profile|750|Halfway there}} (Outsider-Durham) is wanted for killing an officer in the CPHQ and wanted for questioning in numerous attacks on civilians.'''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Second offence!''' Attacked members of the Colonial Police in the CPHQ. '''New offense:''' Murdered a newly-arrived York citizen!&lt;br /&gt;
&lt;br /&gt;
*{{profile|3445|LDC}} (Pirate) is wanted for attacking an officer. &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-'''Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''New Offense''': Attacked another officer!&lt;br /&gt;
&lt;br /&gt;
*{{profile|4924|screech}} (Ousider-York) is wanted for killing at least 2 York citizens.&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-'''Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''New offenses''': Has attacked and killed dozens of innocent York citizens!&lt;br /&gt;
&lt;br /&gt;
*{{profile|3977|gorthax}} (Native) is wanted for attacking several York citizens and spitting on a CP officer.&lt;br /&gt;
&lt;br /&gt;
*{{profile|2171|Lord Henry Mowbray}} is wanted for killing a CP officer.&lt;br /&gt;
&lt;br /&gt;
* {{profile|2614|Toucan Son of Sam}} (Native), is wanted for attacking an officer.'''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; Murdered a York citizen in the CPHQ.'''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''New offenses:''' -Attacked at least one CP officer. -Killed a York citizen! Update: Often seen cowering in [[Czechy's Tavern]].'''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''New offense''' Killed member of CP.&lt;br /&gt;
&lt;br /&gt;
* {{profile|5093|Charles the Dead}} (Outsider-York) Wanted for killing a CP officer. And again. '''Should I kill the asshole or just let him keep digging his grave deeper?'''-[[User:Che|Che]] ''Other note: his profile wraps everything up very nicley. &amp;quot;You see nothing special.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
=== Suspected ===&lt;br /&gt;
*The following people are suspected of religious violence and/or conspiracy to commit religious violence in York: {{profile|7049|CcGame}} (Outsider-York), {{profile|2686|Capt San}} (Outsider-York), {{profile|732|Lutheran}} (Outsider-Derby), {{profile|3179|Agent47}} (Outsider-York), {{profile|109|Bob Nowak}} (Outsider-York), {{profile|7176|Killian}} (Outsider-York), {{profile|7621|&amp;quot;The Pope&amp;quot;}} (Outsider-York), {{profile|2614|Toucan Son of Sam}} (Native), [others]. We ask that they please cease and desist.&lt;br /&gt;
&lt;br /&gt;
*{{profile|1738|Maevar Ralnik}} and {{profile|2716|Arhcer}} are suspected of conspiracy to murder York citizens.&lt;br /&gt;
&lt;br /&gt;
*The criminal [[Mercenary's Guild]] is hereby warned not to attack York citizens. Local traitor Zydd Soral is warned in particular against attacking Yorkpeople.&lt;br /&gt;
&lt;br /&gt;
=== Executed or Inactive criminals ===&lt;br /&gt;
*{{profile|732|Lutheran}} is wanted for questioning on the growing religious tensions in York, and for getting into a fist fight with a York citizen over a religious dispute. &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-'''Shot dead by a religious opponent.''' &amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''New crime''' - Killed a new arrival who calls himself &amp;quot;The Pope&amp;quot;. &amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|7744|Mack the Shipper}} (Outsider-York) is wanted for killing friendly pro-York shaman Tony Almeida. &lt;br /&gt;
&lt;br /&gt;
*{{profile|6206|Keiichi}} (Beloved York Citizen) Is in York, but only to watch the random violence......&lt;br /&gt;
&lt;br /&gt;
* {{profile|1629|Lord Paul Reefer}} (Outsider) is wanted for murdering an officer. '''-Connected to Stoertebecker!''' '''-Second Offence''' Killed another officer! '''-Third Offence''' Attacked an officer repeatedly within the CPHQ. '''-Fourth Offence''' Murdered an officer in the CPHQ! '''-Fifth Offence''' Murdered another officer! '''-Sixth Offence''' Killed an officer in the CPHQ! '''-Seventh Offence''' Repeatedly attacked an officer inside the CPHQ! '''-Eighth Offence''' Murdered another officer in the CPHQ! '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-EXECUTED!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Ninth offence''' Repeatedly attacked an officer within the CPHQ. '''-Tenth Offence''' Conspiracy to commit murder. '''-Eleventh Offence''' Killed an officer in the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Twelth Offence!''' Murdered two more officers in the shallow waters of York. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Thirteenth Offence''' Talking to him obviously didn't work, as he's now killed two more officers in the CPHQ! '''-Fourteenth Offence''' Murdered another officer! '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Fifteenth Offence''' Killed an officer inside the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed again'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Sixteenth Offence''' Attacked an officer inside the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed again'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Seventeenth Offence''' Attacked an officer inside the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Eighteenth Offence''' Killed an officer inside the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-EXECUTED!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Ninteenth Offence''' Murdered an officer inside the CPHQ! '''-Twentieth Offence''' Killed a CP officer inside the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-EXECUTED!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;'''-Twenty-first offence''' Killed an Officer of the Colonial Police'''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;. &lt;br /&gt;
**Update, December 2006: Lord Paul Reefer has resurfaced!. '''New offenses''' (Nov-Dec 2006): Murdered czech1, owner of [[Czechy's|the famous tavern]] and at least two civilians.&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;'''-Killed in retribution by local paramilitary Mr. Bungle!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;. '''New Offence''' - killed an Officer during the Defence of Durham despite said Officer letting him live and making it clear that during the Durham defence there would be no hostilities between them. '''New Offence''' - killed an officer in Czechy's tavern. ''Has agreed to cease attacks''.&lt;br /&gt;
&lt;br /&gt;
*{{profile|304|joef1day}} (Outsider-York) is wanted for killing a citizen inside the tavern, and killing a member of the CP more than 5 times, also has a suspected alias - &amp;quot;blame josef&amp;quot;, defacing every hut he sees. At least seven  offences&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;'''-Executed'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; -Eighth offence! Killed a CP officer.&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;'''-Executed'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; New offense: -Killed a CP officer in the CPHQ! &lt;br /&gt;
&lt;br /&gt;
*{{profile|4268|Werwolf}} (Outsider-York) is wanted for biting and gnawing on the limbs of many citizens and CP officers. Has killed several citizens during and around the last full moon. / ''Whereabouts Unknown''.&lt;br /&gt;
&lt;br /&gt;
*{{profile|3550|Baron Samedi}} (Native) is wanted for numerous attacks on civilians. Has killed five people in one week! '''High Priority''' / ''Whereabouts Unknown''.&lt;br /&gt;
&lt;br /&gt;
*{{profile|6228|Sergeant Snodgrass}} (Outsider-York) is wanted for killing a York citizen unprovoked, and then lying about his identity.'''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|6193|Otacon}} (Ousider-York), a renegade CP officer, is wanted for the murder of a CP officer. Possibly hired by unknown person(s). Any reliable information on this suspect or his employers will be rewarded. &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-'''Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; killed another CP officer &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-'''Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; Known accomplices: Solidus, Maverick. Possible accomplices: &amp;lt;several&amp;gt;. &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-'''Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; &lt;br /&gt;
&lt;br /&gt;
*{{profile|2176|Cunstnail}} (Native) is wanted for the murder of an officer. / ''Whereabouts Unknown''.&lt;br /&gt;
&lt;br /&gt;
*{{profile|318|Snake Tongue}} (Native) is wanted for the murder of an officer! / ''Whereabouts Unknown''.&lt;br /&gt;
&lt;br /&gt;
*{{profile|582|Barbecue}} (Native) is wanted for murdering an officer! / ''Whereabouts Unknown''.&lt;br /&gt;
&lt;br /&gt;
*{{profile|1522|Barbarossa}} (Pirate) is wanted by the Colonial Police for the murder of an officer. / ''Whereabouts Unknown''.&lt;br /&gt;
&lt;br /&gt;
*{{profile|1677|Paul Gascoigne}} (Native) is wanted for the murder of an officer. / ''Whereabouts Unknown''.&lt;br /&gt;
&lt;br /&gt;
*{{profile|1608|Anne Bonney}} (Pirate) is wanted for attacking Colonial Police members in the CPHQ. / ''Whereabouts Unknown''.&lt;br /&gt;
&lt;br /&gt;
*{{profile|4128|Kadaj}} (Outsider) is wanted for killing a Colonial Police officer. / ''Whereabouts Unknown''.&lt;br /&gt;
&lt;br /&gt;
*{{profile|4166|Ninjoc}} (Native), a well-known killer, has struck again. Currently wanted for killing a peaceful civilain in York.'''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Brought to justice.'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
*{{profile|944|Bernice van Buren}} (Outsider-York) is wanted for killing a CP officer on the outskirts of York.&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-'''Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|1327|Tom Failur}} (Pirate), a mercenary so notorious in York that he has been dubbed &amp;quot;The Butcher of York&amp;quot;, is wanted for a new string of unprovoked attacks on innocent civilians in and around the Medical Supplies hut. [historical note: this &amp;quot;string of attacks&amp;quot; was part of the first wave of the [[Third Battle of York]]]. '''New offense:''' Murdered CP founder MickR! '''HIGH PRIORITY''' &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-'''Killed by a York citizen and fled York in shame!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|1553|Stoertebecker}} (Pirate) is wanted for the murder of an officer within the CPHQ. '''-Connected to Lord Paul Reefer!''' '''-Second offence!''' Repeatedly attacked another officer. '''-Third offence!''' Killed an innocent civilian. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Fourth offence!''' Murdered two officers inside the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed again'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Fifth offence!''' Killed another officer! '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Sixth offence!''' Attacked an officer multiple times in the CPHQ, almost killing him. '''-Seventh offence!''' Attacked another officer. '''-Eighth offence!''' Killed a CP officer.&lt;br /&gt;
&lt;br /&gt;
*{{profile|3059|Eli Jenkins}} (Outsider) is wanted for the murder of an officer. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Second Offence''' Attacked two officers in the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed again.'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Third Offence''' Attacked two more officers inside the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Fourth Offence''' Killed another officer. '''-Fifth Offence''' Attacked two officers inside the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Sixth Offence''' Attacked another officer inside the CPHQ! '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed again'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Seventh Offence''' Attacked an officer repeatedly. '''-Eighth Offence''' Killed an innocent civilian. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;EXECUTED!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Ninth Offence''' Attacked another officer. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Executed again'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Tenth Offence''' Attacked two officers inside the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-EXECUTED!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Eleventh Offence''' Attacked an officer inside the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-EXECUTED!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Twelfth Offence''' Killed an officer.'''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-EXECUTED!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Thirteenth Offence''' Killed an officer. '''-Fourteenth Offence''' Attacked numerous officers.''' &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-EXECUTED!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Fourteenth Offence''' Attacked an officer. &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;'''EXECUTED! -Executed Again. -Executed Again.''' &amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;'''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed again'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''&lt;br /&gt;
&lt;br /&gt;
*{{profile|3576|manteno}} (Outsider) is warned against Assaulting Police officers - '''-Second offence!''' Killed a man in the Trader hut '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|712|Qberry}} (Native) is wanted for the murder of an officer. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|2445|Elembis}} (Native) is wanted for the murder of a Colonial Police officer inside the CPHQ. '''-Second Offence''' Killed another officer! '''-Third Offence''' Murdered numerous civilians. '''-Forth Offence''' Attacked an officer inside the CPHQ! '''-Fifth Offence''' Killed another officer inside the CPHQ. '''-Sixth Offence''' Murdered another officer. '''-Seventh Offence''' Murdered numerous civilians. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Eighth Offence''' Murdered another officer inside the CPHQ. '''-Ninth Offence''' Attackted and poisoned and officer inside the CPHQ '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Tenth Offence''' Killed another officer inside the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; (Note: This individual seems to have reformed, and is no longer considered a criminal. He remains on the list only for reference.)&lt;br /&gt;
&lt;br /&gt;
* A warning to {{profile|539|Schmeckel}} (Outsider) for repeatedly attacking an officer.  '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Brought to justice.'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
*{{profile|1571|Arrgyle}} (Pirate) is wanted for the murder of an officer inside the CPHQ! '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|2659|Dashing Derek}} (Outsider) is wanted for murdering a CP officer. (HIRED) '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Brought to justice.'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
*{{profile|2418|Firebabe871}} (Outsider) is wanted for repeatedly attacking a CP officer. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|2091|zybe}} (Native) is wanted by the Colonial Police for repeatedly attacking an officer inside the Colonial Police HQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|1879|Phutnanog}} (Native) wanted for multiple murders of officers and civilians. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Second Offence''' Attacked another officer. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Brought to justice'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|1828|Mal}} (Native) is wanted for the murder of a citizen. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|2364|Dekuyper}} (Pirate) is wanted for killing innocent civilians. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Brought to justice'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
*{{profile|4499|Sylth}} is wanted for the murder of a citizen. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|3239|Jacob Ladder}} (Outsider) is wanted for an attack on an officer. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Second Offence''' Attacked an officer in the CPHQ'''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|1492|JB Aristide}} (Native) is wanted by the Colonial Police for murdering an officer. &amp;lt;br&amp;gt;'''-Second offence!''' Attacked an officer. '''-Third offence!''' Murdered another officer! '''-Fourth offence!''' Murdered an innocent civilian. '''-Fifth offence!''' Attacked another officer! '''-Sixth offence!''' Repeatedly attacked an officer! '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Seventh offence!''' Killed an officer. '''-Eighth offence!''' Murdered another officer! '''-Ninth offence!''' Killed another CP officer! '''-Tenth offence!''' Killed another officer. '''-Eleventh offence!''' Murdered a CP officer. '''-Twelth offence!''' Killed an officer inside the CPHQ. '''-Thirteenth offence!''' Murdered another officer. '''-Fourteenth offence!''' Poisoned and otherwise injured an officer. '''-Fifteenth offence!''' Killed an officer! '''-Sixteenth offence!''' Murdered another officer inside the CPHQ! '''-Seventeenth offence!''' Murdered another CP officer! '''-Eighteenth offence!''' Killed another Colonial Police officer.'''-nineteenth offence!''' murdered another Colonial Police officer. '''-Twentieth offence!''' Killed an officer and attacked another officer inside the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-EXECUTED and fled York in shame!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|4671|Danny O the 7}} (Pirate) is wanted for killing a doctor.'''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|7480|Liova}} &amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;is wanted for the death of a York citizen while on a visit to one &amp;quot;Santa Claus&amp;quot; &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-'''Executed'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; by Pro-Yorker Bauer. Well done Sir.&lt;br /&gt;
&lt;br /&gt;
== News ==&lt;br /&gt;
===January 30th, 2007===&lt;br /&gt;
*The CP and allies have rallied to the cause of saving York from the aggression of the violent thugs of the MG gang. Support from Derby has arrived, and more York citizens than ever are standing steadfast against the invaders.&lt;br /&gt;
*CP founder and local legend MickR has returned to York and is in the CPHQ at present.&lt;br /&gt;
&lt;br /&gt;
===January 26th, 2007===&lt;br /&gt;
*[http://z7.invisionfree.com/Colonial_Police/index.php?showtopic=265 Lord Paul Reefer has joined the Colonial Police!] Another piece of evidence that all of York is rallying together to defeat the criminal MG gang.&lt;br /&gt;
*In a major counter-offensive operation yesterday, the Colonial Police and allies killed as many as ten MG thugs in the space of just over 24 hours, the great majority of the MG attack force.&lt;br /&gt;
&lt;br /&gt;
===January 22nd, 2007===&lt;br /&gt;
'''The Second MG Invasion.''' A new wave of MG anti-York violence and killings are underway. All York citizens are advised to stay inside at night.The present wave of unprovoked, senseless killings of York citizens by MG thugs is not for a &amp;quot;bounty&amp;quot;, as the phony pretext the last time they attacked York claimed. This time it is admitted to be a bid for power by the thugs of the MG. Their hatred of York knows very few, if any, bounds. Local traitor Zydd &amp;quot;Scum&amp;quot; Soral is suspected of helping plan this wave of killings, using inside information he provided this criminal gang.&lt;br /&gt;
&lt;br /&gt;
===January 19th, 2007===&lt;br /&gt;
*CP effective strength is at an all-time high.&lt;br /&gt;
*The [[Mercenary's Guild|criminal MG-gang]] is officially proscribed again. We will be offering no protection to this criminal gang, and any member of this outlawed group seen in York risks being executed. Reason: The MG-gang is suspected of conspiracy to imminently murder and finance murders of York citizens, and MG-gang ringleaders have recently been seen lurking in York, claiming to be in York &amp;quot;on business&amp;quot;, shades of the early days of the [[Third Battle of York|Third Invasion]].&lt;br /&gt;
*There is currently a campaign underway to strip local traitor Zydd Soral of his medals.&lt;br /&gt;
&lt;br /&gt;
===January 16th, 2007===&lt;br /&gt;
*Veteran officer {{profile|3322|Zydd Soral}}, reknowned across Shartak as the high-ranking ''pirate'' member of the Colonial Police in the very radically anti-pirate town of York--Zydd was probably the only pirate on the island who was safe in York--has turned traitor and joined a criminal anti-York gang. The ensuing shakeup that was created after the third-ranking officer of a major York organization deserted and brazenly joined the Enemy, has understandably rattled the CP to its core, and there is much gossiping going on by others about the state of affairs within the CP. Despite this blow, the CP will continue our police work as best we can, as we always have.&lt;br /&gt;
&lt;br /&gt;
===December 2006===&lt;br /&gt;
'''December 24th, 2006'''&amp;lt;br&amp;gt;&lt;br /&gt;
*A warning to all Catholic and Protestant religious warriors, we ask that you please cease attacking one another.&lt;br /&gt;
*The [[1st Imperial Privateers]] are no longer suspected of criminality, and have been removed from the &amp;quot;suspected criminals&amp;quot; list.&lt;br /&gt;
&lt;br /&gt;
'''December 21st, 2006'''&amp;lt;br&amp;gt;&lt;br /&gt;
*The Colonial Police are now offering an open-ended gold reward for the successful apprehension of, or information leading to the apprehension of: {{profile|2614|'''Toucan Son of Sam'''}}, a notorious murderer. See the [http://z7.invisionfree.com/Colonial_Police/index.php?showtopic=176 forum thread] for details.&lt;br /&gt;
*The Colonial Police are alarmed at the mass exodus of citizens leaving York and heading northwards over the past two days, to the rumored site of a fat jovial man distributing gifts. The concern is that criminals may use this as an opportunity to re-enter York and attempt to steal unguarded belongings, and commit other crimes.&lt;br /&gt;
&lt;br /&gt;
'''December 17th, 2006'''&amp;lt;br&amp;gt;&lt;br /&gt;
*Most of the York/Colonial Police  delegation to Durham have returned to York. The headhunter threat turned out to be all talk.&lt;br /&gt;
*{{profile|1390|'''Jesus'''}} has been expelled from the Colonial Police for killing outsiders.&lt;br /&gt;
&lt;br /&gt;
'''December 2nd, 2006'''&amp;lt;br&amp;gt;&lt;br /&gt;
*The Colonial Police are now in Durham to help defend the town from the criminal element bent on wreaking havoc and murdering many citizens. But criminals be warned that York is not undefended (the CP still has several men staying behind, and other contacts in the city), and the entire CP can get back to York very quickly, if needed.&lt;br /&gt;
*In a surprising development, {{profile|1390|'''Jesus'''}} has joined the Colonial Police! As has longtime CP-associate and friend {{profile|2706|'''guest'''}}.&lt;br /&gt;
*The notorious terrorist leader Lord Paul Reefer has resurfaced in York, and has begun attacking outsiders once again. So he is back on the Most Wanted list.&lt;br /&gt;
&lt;br /&gt;
===November 2006===&lt;br /&gt;
'''November 27th, 2006'''&amp;lt;br&amp;gt;&lt;br /&gt;
*The Colonial Police are on the road bound for [[Durham]] to help [[Durham Defence Unit|the outsiders there defend]] against the imminent headhunter attack.&lt;br /&gt;
*The Colonial Police have expelled renegade officer otacon who murdered an officer. Also expelled was his accomplice maverick.&lt;br /&gt;
&lt;br /&gt;
'''November 20th, 2006'''&amp;lt;br&amp;gt;&lt;br /&gt;
{{profile|4949|RobZombie}} and his clan [[1st Derby Privateers]] have been removed from our list of suspected criminals. We are currently in the process of negotating some sort of agreement with this group, possibly even an alliance. The [[1st Imperial Privateer Regiment]], however, remains very dangerous and suspected criminals.&lt;br /&gt;
&lt;br /&gt;
'''November 16th, 2006'''&amp;lt;br&amp;gt;&lt;br /&gt;
We have opened relations with the [[Durham Pistoleers]], two weeks ahead of the grave threat to the very existance of that settlement from a warband of murderous native warriors and headhunters.&lt;br /&gt;
&lt;br /&gt;
'''November 11th, 2006'''&amp;lt;br&amp;gt;&lt;br /&gt;
The emergence of two new anti-York gangs calling themselves privateers, one [[1st Imperial Privateer Regiment|Dutch]], one [[1st Derby Privateers|Derby nationalist]], both dedicated to conquering York, is cause for concern. The CP will be keeping an eye on these two groups, and all privateer groups have been added to the &amp;quot;suspected criminals&amp;quot; list.&lt;br /&gt;
&lt;br /&gt;
'''November 8th, 2006'''&amp;lt;br&amp;gt;&lt;br /&gt;
With the end of the mercenary bloodbath two weeks ago, now being dubbed the [[Third Battle of York]], peace has returned to our city. Several Colonial Police were [[Order of Patriots/Medals|honored by the Order of Patriots]] for their outstanding service during the invasion. The mercenaries are still in town, but have kept quiet of late.&lt;br /&gt;
&lt;br /&gt;
===October 2006===&lt;br /&gt;
'''October 16th, 2006'''&amp;lt;br&amp;gt;&lt;br /&gt;
The mercenary invasion appears to be over, and an uneasy peace had descended upon York. The CP are still reeling from the attack, but the righting seemed to have turned in our favour in the past week or two. Law and order has survived in York, the philosophy of the &amp;quot;rule of the jungle&amp;quot; has been turned back. Many CP members are still skeptical of the MG.&lt;br /&gt;
&lt;br /&gt;
===Older News===&lt;br /&gt;
Older news items, all the way back to our founding on April the 25th, ---6, can be found here: [[Colonial Police/newsarchive]].&lt;/div&gt;</summary>
		<author><name>A SN</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Colonial_police&amp;diff=12459</id>
		<title>Colonial police</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Colonial_police&amp;diff=12459"/>
		<updated>2007-02-01T02:30:28Z</updated>

		<summary type="html">&lt;p&gt;A SN: Shame on you Kjendlie for trying to hide the truth, which is me and my 8 unpunished crimes. At least I don't lie or troll.  And I'm raising my bounty to 50 gc&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox|&lt;br /&gt;
clan_name=Colonial Police|&lt;br /&gt;
official_id=16|&lt;br /&gt;
open_to=outsiders|&lt;br /&gt;
clan_image=[[Image:CPLogo.jpg]]|&lt;br /&gt;
clan_leaders=Kjendlie|&lt;br /&gt;
clan_membership=28, half active.|&lt;br /&gt;
clan_goals=Keeping the peace.|&lt;br /&gt;
clan_recruit=Simply talk to us at the CPHQ or place your profile under the &amp;quot;List of Members&amp;quot; on this page.|&lt;br /&gt;
clan_contact=The best way to contact us for any reason is '''[http://z7.invisionfree.com/Colonial_Police/index.php? our forum]''' (unregistered-guest posts welcome).|&lt;br /&gt;
sort_as=|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==The Colonial Police==&lt;br /&gt;
The Colonial Police are a group of outsiders devoted to keeping the peace. We are based in the great city of [[York]]. Our primary mission is to stop criminals and defend the settlement of York from marauders, invaders, raiders, etc. Any person who has killed innocent outsiders in the York area may be killed in punishment by the CP. We keep an extensive criminals list, including a &amp;quot;most wanted&amp;quot; section. We are currently offering protection to only certain natives (notably pro-York shamans who assist with getting rid of ghosts).&lt;br /&gt;
&lt;br /&gt;
The proud tradition of the Colonial Police goes all the way back to the height of the [[First Battle of York]], when we were formed to protect the settlers in and around York from violent criminals.&lt;br /&gt;
&lt;br /&gt;
===How you can report criminals===&lt;br /&gt;
Citizen! have you been killed or have you witnessed a murder? We ask that you report any murders to us so that we may deal with them. You can very easily do this on our [http://z7.invisionfree.com/Colonial_Police/index.php?showforum=3 forum] (registration not necessary). Instructions for how to most efficiently report criminals are [http://z7.invisionfree.com/Colonial_Police/index.php?showtopic=163 here]. You may also report crimes to the officer(s) on duty in the Colonial Police Headquarters in York, at the following location: [http://www.itechsc.com/misc/shartak/ubermap/closeup.php?sk=1&amp;amp;sc=1&amp;amp;cx=-70374&amp;amp;cy=26313 -70.374,+26.313]. &lt;br /&gt;
&lt;br /&gt;
We are always looking for new members. As long as you know what we're about, you can join.&lt;br /&gt;
Just place your name and profile under the 'List of Members' below. If you join, stop by our headquarters at [http://www.itechsc.com/misc/shartak/ubermap/closeup.php?sk=1&amp;amp;sc=1&amp;amp;cx=-70374&amp;amp;cy=26313 -70.374,+26.313] and be sure to talk us on the forum.&lt;br /&gt;
&lt;br /&gt;
== Members ==&lt;br /&gt;
&amp;lt;big&amp;gt;'''Founders'''&amp;lt;/big&amp;gt;&lt;br /&gt;
{| border=0 cellpadding=0 style=&amp;quot;border-collapse:collapse;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|1231|MickR}} (led the CP until his departure in late August --06 to explore Shartak.)&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|1588|Arwedda}} (left the CP in October --06 to pursue a business venture.)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;'''Current Leader'''&amp;lt;/big&amp;gt;&lt;br /&gt;
{| border=0 cellpadding=0 style=&amp;quot;border-collapse:collapse;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|2470|Kjendlie}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;'''Officers'''&amp;lt;/big&amp;gt;&lt;br /&gt;
{| border=0 cellpadding=2 style=&amp;quot;border-collapse:collapse;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Active'''||'''AWOL/Inactive'''||'''Prominent ex-Members'''&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|3105|Nighter}}||{{profile|6677|Ozzy Baxter}}||{{profile|3322|Zydd &amp;quot;Benedict Arnold&amp;quot; Soral}} (Traitor)&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|1603|czech1}}||{{profile|3258|Vizerdrix}}||{{profile|1231|MickR}} (founder)&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|2470|Kjendlie}}||{{profile|3225|leathel99764}}||{{profile|1588|Arwedda}} (co-founder)&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|2706|guest}}||{{profile|3321|radiohead1102}}||{{profile|3426|Che}}&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|7595|Duke Eric Kelso}}||{{profile|1098|Admiral Nelson}}&amp;lt;font color=white&amp;gt;......&amp;lt;/font&amp;gt;||{{profile|2899|Riddick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|1629|Lord Paul Reefer}}||{{profile|6324|bowie}}||{{profile|1390|Jesus}}&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|6844|Bauer}}||{{profile|4126|corperal}}||{{profile|6193|Otacon}} ([[Colonial_Police#November_2006|renegade officer]])&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|7289|Frank Comboling}}||{{profile|3915|Bubba}}||{{profile|4163|Colonel}} (expelled for selling secrets to enemies of York)&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|5957|Javier Sortani}}||{{profile|3999|TalynDerre}}||{{profile|3428|Sora Lamal}}&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|1628|Broderick}}||{{profile|4705|Liktai}}&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|2435|sayt}}||{{profile|5769|halocakes}}&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|7872|Sergeant Eversmann}}&amp;lt;font color=white&amp;gt;......&amp;lt;/font&amp;gt;||{{profile|6094|Tarquin}}&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|2613|Hoboclown}}||{{profile|5953|Seloth}}&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|6898|Sillyak}}||{{profile|6871|rara56}}&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|8025|soldierguy}}||{{profile|4231|Colonel Curtis}}&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|3426|Che}}||{{profile|5731|Cisisero}}&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|7858|Ethal Merman V}}||{{profile|3586|Ukapu Boy}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Alliances and Friends ==&lt;br /&gt;
&lt;br /&gt;
'''York'''&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Czechy's Tavern]] - founded and run by veteran officer czech1.&lt;br /&gt;
* [[Shartak Cryptozoological Society]]&lt;br /&gt;
* [[The Order of Patriots]] - pro-York &amp;quot;secret society&amp;quot; with a first-rate military wing.&lt;br /&gt;
* [[1st Colonial Militia]] (York branch) - fanatically pro-York paramilitary force.&lt;br /&gt;
* Prominent York citizen {{profile|2706|'''guest'''}} and his associates.&lt;br /&gt;
&lt;br /&gt;
'''Foreign'''&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Royal Expedition]] - Bureaucratic royalists&lt;br /&gt;
* [[Derby Hospitallers]] - Friendly Derby-based civic/defense group.&lt;br /&gt;
* [[Durham Pistoleers]] - The only organized force in the notoriously lawless town of Durham.&lt;br /&gt;
* [[The South Shartak Trading Company]] - peaceful traders and merchants.&lt;br /&gt;
&lt;br /&gt;
== List of Criminals ==&lt;br /&gt;
Explanations of the below categories:&amp;lt;br&amp;gt;&lt;br /&gt;
'''Most Wanted:''' These are the current criminals who for whatever reason(s) are considered to be the most dangerous or highest priority to catch. They are &amp;quot;most wanted&amp;quot; to be brought to justice, but the list could also be called &amp;quot;Least Wanted (in York)&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
'''At Large:''' Criminals who have committed a crime and have not been brought to justice are added to the &amp;quot;At Large&amp;quot; section. Most small-time criminals will be removed from this list after they have been brought to justice, and moved to &amp;quot;Executed&amp;quot;. Repeat offenders, prolific criminals or those with certain extenuating circumstances might not be removed from this list after being brought to justice just once, but will remain perpetually wanted until they stop killing.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Suspected:''' Those who we suspect of crimes or conspiracy to commit crimes, and those who may have committed crimes but we do not have information about.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Executed and Inactive:''' After being executed, we generally move criminal listings to this section. If they continue to kill and commit other crimes, they will be moved back to the &amp;quot;At Large&amp;quot; section. Also includes those criminals who were notorious in the past but have been quiet lately (i.e., inactive).&lt;br /&gt;
&lt;br /&gt;
=== Most Wanted ===&lt;br /&gt;
* All members of the criminal [[MG gang]], who are murdering York citizens, again. The present wave of general violence and senseless killings by these mentally-ill thugs is with the stated intention of destroying all pro-York groups and seizing control of the city themselves (essentially). All loyal York citizens are called upon to do their part and kill these enemies of York, before they kill You.&lt;br /&gt;
&lt;br /&gt;
*{{profile|1660|Sam Bellamy}} (Pirate) known murderer of innocent york citizens, has been &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;'''Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;. ''Is instructed to stay out of York.'' Also wanted for possible collaboration with the criminal 'Imperial Privateer' gang. Murdered a peaceful citizen in the medical hut!&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-'''Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;. Murdered a prominent York civilian. '''New offense''': Murdered many more civilians. ''Suspected of plotting against York with his 1st Imperial  Privateer cronies.''&lt;br /&gt;
&lt;br /&gt;
*{{profile|2141|Raffles}} (Pirate), an aggressive York-hating pirate, is wanted for numerous attacks on York citizens and for the murders of several innocent civilian. '''-Second Offence''' Killed an officer. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-EXECUTED!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Third Offense''' Killed an officer in the CPHQ.'''-fourth Offense''' Killed an officer in the CPHQ. &amp;lt;s&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;NOTE: This criminal has reformed and will be removed from this list when he completes his community service to York (as outlined [http://z7.invisionfree.com/Colonial_Police/index.php?showtopic=58&amp;amp;view=findpost&amp;amp;p=10681891 here.])&amp;lt;/font&amp;gt;&amp;lt;/s&amp;gt; [failed to complete or even attempt community-service]. '''New murder rampage'''- Murdered at least two York civilians.&lt;br /&gt;
&lt;br /&gt;
* {{profile|2716|Archer}} (Pirate) is wanted for continously injuring several CP officers by banshee wailing. &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;''Has agreed to stop&amp;lt;/font&amp;gt;. '''New offense:''' Killed local citizen Bauer!&lt;br /&gt;
&lt;br /&gt;
=== At Large ===&lt;br /&gt;
('''Important note''': ''For a more up-to-date and complete list of criminals, and discussions on each criminal open to all, see the [http://z7.invisionfree.com/Colonial_Police/index.php?showforum=3 Criminals section of the CP forum].'')&lt;br /&gt;
&lt;br /&gt;
*{{profile|1645|Adolf Schwarznigger}} (Outsider-York) Wanted for killing a friendly Shamen (CrowJane) in the Medical hut of York. &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-'''Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''New offenses''': Killed 8 different CP officers. ''Suspected of attempting to foment radical anti-CP agitation for reasons unknown, and offers 50 gold coins to the first CP officer to kill him''.&lt;br /&gt;
&lt;br /&gt;
* {{profile|1262|lama}} (Native) is wanted for brutally killing an ally of the CP, and for suspected collaboration with the violentyl anti-York MG gang.&lt;br /&gt;
&lt;br /&gt;
*{{profile|5393|ombined}} (Outsider-York) is wanted for gunning down an environmentalist who was in the midst of a speech in the medical supplies hut, and for killing lacuna, the shaman helping York. '''HIGH PRIORITY'''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-'''Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; (Is rumored to have fled York. Is not welcome in York.) '''New offenses:''' Killed a CP officer! Killed a pro-York militiaman!&lt;br /&gt;
&lt;br /&gt;
*{{profile|6547|Nowherehowdy}} (Outsider-York) is wanted for attacking members of the Royal Expedition. Suspected member of the sometimes-criminal Imperial Privateer gang.&lt;br /&gt;
&lt;br /&gt;
*{{profile|3013|Gimbo}} (Native) is wanted for killing local pro-York zealot SeriousSam.&lt;br /&gt;
&lt;br /&gt;
*{{profile|2825|Lucifer Rustypants}} (Pirate) is wanted for repeatedly attacking an officer. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed.'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''New offense:''' Killed a York civilian during a peaceful Christmas gathering southeast of the mountain. '''New offenses''': Participation in the general massacre of York people by the [[MG gang]]. Murdered many Yorkpeople.&lt;br /&gt;
&lt;br /&gt;
*{{profile|3179|Agent47}} (Outsider-York), known mercenary, is wanted for questioning on the possibility of contracted hits on CP Officers and for the murder of a Colonial Police officer.'''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; Killed a citizen of York &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;'''-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''New offense:''' Killed a civilian. Is rumored to have fled the island of Shartak.&lt;br /&gt;
&lt;br /&gt;
*{{profile|3174|JollyRoger}} (Pirate) is wanted for killing a CP officer and conspiracy to murder York citizens.&lt;br /&gt;
&lt;br /&gt;
*{{profile|6072|YellowMelanie}} (Outsider-York) is wanted for an assault upon a Colonial Police officer.&lt;br /&gt;
&lt;br /&gt;
*{{profile|344|DaBinks}} (Native) is wanted for the murder of an outsider. ''Has killed 99 outsiders!'' High Priority.&lt;br /&gt;
&lt;br /&gt;
*{{profile|6171|Byron}} (Native) is wanted for numerous attacks on settlers, and the murder of a CP officer.&lt;br /&gt;
&lt;br /&gt;
*{{profile|1093|Foo Fighter}} (Native) is wanted for the death of a CP officer on Rodrigo Island.&lt;br /&gt;
&lt;br /&gt;
*{{profile|7049|CcGame}} (Outsider-York) is wanted for the death of Derby citizen Lutheran on York soil.&lt;br /&gt;
&lt;br /&gt;
*{{profile|754|Xiombarg}} (Native) is on the run after reportedly killing outsiders in northeast York. ''Wanted Dead &amp;lt;s&amp;gt;or Alive&amp;lt;/s&amp;gt;.''&lt;br /&gt;
&lt;br /&gt;
*{{profile|750|Halfway there}} (Outsider-Durham) is wanted for killing an officer in the CPHQ and wanted for questioning in numerous attacks on civilians.'''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Second offence!''' Attacked members of the Colonial Police in the CPHQ. '''New offense:''' Murdered a newly-arrived York citizen!&lt;br /&gt;
&lt;br /&gt;
*{{profile|3445|LDC}} (Pirate) is wanted for attacking an officer. &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-'''Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''New Offense''': Attacked another officer!&lt;br /&gt;
&lt;br /&gt;
*{{profile|4924|screech}} (Ousider-York) is wanted for killing at least 2 York citizens.&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-'''Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''New offenses''': Has attacked and killed dozens of innocent York citizens!&lt;br /&gt;
&lt;br /&gt;
*{{profile|3977|gorthax}} (Native) is wanted for attacking several York citizens and spitting on a CP officer.&lt;br /&gt;
&lt;br /&gt;
*{{profile|2171|Lord Henry Mowbray}} is wanted for killing a CP officer.&lt;br /&gt;
&lt;br /&gt;
* {{profile|2614|Toucan Son of Sam}} (Native), is wanted for attacking an officer.'''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; Murdered a York citizen in the CPHQ.'''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''New offenses:''' -Attacked at least one CP officer. -Killed a York citizen! Update: Often seen cowering in [[Czechy's Tavern]].'''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''New offense''' Killed member of CP.&lt;br /&gt;
&lt;br /&gt;
* {{profile|5093|Charles the Dead}} (Outsider-York) Wanted for killing a CP officer. And again. '''Should I kill the asshole or just let him keep digging his grave deeper?'''-[[User:Che|Che]] ''Other note: his profile wraps everything up very nicley. &amp;quot;You see nothing special.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
=== Suspected ===&lt;br /&gt;
*The following people are suspected of religious violence and/or conspiracy to commit religious violence in York: {{profile|7049|CcGame}} (Outsider-York), {{profile|2686|Capt San}} (Outsider-York), {{profile|732|Lutheran}} (Outsider-Derby), {{profile|3179|Agent47}} (Outsider-York), {{profile|109|Bob Nowak}} (Outsider-York), {{profile|7176|Killian}} (Outsider-York), {{profile|7621|&amp;quot;The Pope&amp;quot;}} (Outsider-York), {{profile|2614|Toucan Son of Sam}} (Native), [others]. We ask that they please cease and desist.&lt;br /&gt;
&lt;br /&gt;
*{{profile|1738|Maevar Ralnik}} and {{profile|2716|Arhcer}} are suspected of conspiracy to murder York citizens.&lt;br /&gt;
&lt;br /&gt;
*The criminal [[Mercenary's Guild]] is hereby warned not to attack York citizens. Local traitor Zydd Soral is warned in particular against attacking Yorkpeople.&lt;br /&gt;
&lt;br /&gt;
=== Executed or Inactive criminals ===&lt;br /&gt;
*{{profile|732|Lutheran}} is wanted for questioning on the growing religious tensions in York, and for getting into a fist fight with a York citizen over a religious dispute. &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-'''Shot dead by a religious opponent.''' &amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''New crime''' - Killed a new arrival who calls himself &amp;quot;The Pope&amp;quot;. &amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|7744|Mack the Shipper}} (Outsider-York) is wanted for killing friendly pro-York shaman Tony Almeida. &lt;br /&gt;
&lt;br /&gt;
*{{profile|6206|Keiichi}} (Beloved York Citizen) Is in York, but only to watch the random violence......&lt;br /&gt;
&lt;br /&gt;
* {{profile|1629|Lord Paul Reefer}} (Outsider) is wanted for murdering an officer. '''-Connected to Stoertebecker!''' '''-Second Offence''' Killed another officer! '''-Third Offence''' Attacked an officer repeatedly within the CPHQ. '''-Fourth Offence''' Murdered an officer in the CPHQ! '''-Fifth Offence''' Murdered another officer! '''-Sixth Offence''' Killed an officer in the CPHQ! '''-Seventh Offence''' Repeatedly attacked an officer inside the CPHQ! '''-Eighth Offence''' Murdered another officer in the CPHQ! '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-EXECUTED!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Ninth offence''' Repeatedly attacked an officer within the CPHQ. '''-Tenth Offence''' Conspiracy to commit murder. '''-Eleventh Offence''' Killed an officer in the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Twelth Offence!''' Murdered two more officers in the shallow waters of York. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Thirteenth Offence''' Talking to him obviously didn't work, as he's now killed two more officers in the CPHQ! '''-Fourteenth Offence''' Murdered another officer! '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Fifteenth Offence''' Killed an officer inside the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed again'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Sixteenth Offence''' Attacked an officer inside the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed again'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Seventeenth Offence''' Attacked an officer inside the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Eighteenth Offence''' Killed an officer inside the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-EXECUTED!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Ninteenth Offence''' Murdered an officer inside the CPHQ! '''-Twentieth Offence''' Killed a CP officer inside the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-EXECUTED!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;'''-Twenty-first offence''' Killed an Officer of the Colonial Police'''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;. &lt;br /&gt;
**Update, December 2006: Lord Paul Reefer has resurfaced!. '''New offenses''' (Nov-Dec 2006): Murdered czech1, owner of [[Czechy's|the famous tavern]] and at least two civilians.&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;'''-Killed in retribution by local paramilitary Mr. Bungle!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;. '''New Offence''' - killed an Officer during the Defence of Durham despite said Officer letting him live and making it clear that during the Durham defence there would be no hostilities between them. '''New Offence''' - killed an officer in Czechy's tavern. ''Has agreed to cease attacks''.&lt;br /&gt;
&lt;br /&gt;
*{{profile|304|joef1day}} (Outsider-York) is wanted for killing a citizen inside the tavern, and killing a member of the CP more than 5 times, also has a suspected alias - &amp;quot;blame josef&amp;quot;, defacing every hut he sees. At least seven  offences&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;'''-Executed'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; -Eighth offence! Killed a CP officer.&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;'''-Executed'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; New offense: -Killed a CP officer in the CPHQ! &lt;br /&gt;
&lt;br /&gt;
*{{profile|4268|Werwolf}} (Outsider-York) is wanted for biting and gnawing on the limbs of many citizens and CP officers. Has killed several citizens during and around the last full moon. / ''Whereabouts Unknown''.&lt;br /&gt;
&lt;br /&gt;
*{{profile|3550|Baron Samedi}} (Native) is wanted for numerous attacks on civilians. Has killed five people in one week! '''High Priority''' / ''Whereabouts Unknown''.&lt;br /&gt;
&lt;br /&gt;
*{{profile|6228|Sergeant Snodgrass}} (Outsider-York) is wanted for killing a York citizen unprovoked, and then lying about his identity.'''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|6193|Otacon}} (Ousider-York), a renegade CP officer, is wanted for the murder of a CP officer. Possibly hired by unknown person(s). Any reliable information on this suspect or his employers will be rewarded. &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-'''Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; killed another CP officer &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-'''Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; Known accomplices: Solidus, Maverick. Possible accomplices: &amp;lt;several&amp;gt;. &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-'''Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; &lt;br /&gt;
&lt;br /&gt;
*{{profile|2176|Cunstnail}} (Native) is wanted for the murder of an officer. / ''Whereabouts Unknown''.&lt;br /&gt;
&lt;br /&gt;
*{{profile|318|Snake Tongue}} (Native) is wanted for the murder of an officer! / ''Whereabouts Unknown''.&lt;br /&gt;
&lt;br /&gt;
*{{profile|582|Barbecue}} (Native) is wanted for murdering an officer! / ''Whereabouts Unknown''.&lt;br /&gt;
&lt;br /&gt;
*{{profile|1522|Barbarossa}} (Pirate) is wanted by the Colonial Police for the murder of an officer. / ''Whereabouts Unknown''.&lt;br /&gt;
&lt;br /&gt;
*{{profile|1677|Paul Gascoigne}} (Native) is wanted for the murder of an officer. / ''Whereabouts Unknown''.&lt;br /&gt;
&lt;br /&gt;
*{{profile|1608|Anne Bonney}} (Pirate) is wanted for attacking Colonial Police members in the CPHQ. / ''Whereabouts Unknown''.&lt;br /&gt;
&lt;br /&gt;
*{{profile|4128|Kadaj}} (Outsider) is wanted for killing a Colonial Police officer. / ''Whereabouts Unknown''.&lt;br /&gt;
&lt;br /&gt;
*{{profile|4166|Ninjoc}} (Native), a well-known killer, has struck again. Currently wanted for killing a peaceful civilain in York.'''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Brought to justice.'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
*{{profile|944|Bernice van Buren}} (Outsider-York) is wanted for killing a CP officer on the outskirts of York.&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-'''Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|1327|Tom Failur}} (Pirate), a mercenary so notorious in York that he has been dubbed &amp;quot;The Butcher of York&amp;quot;, is wanted for a new string of unprovoked attacks on innocent civilians in and around the Medical Supplies hut. [historical note: this &amp;quot;string of attacks&amp;quot; was part of the first wave of the [[Third Battle of York]]]. '''New offense:''' Murdered CP founder MickR! '''HIGH PRIORITY''' &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-'''Killed by a York citizen and fled York in shame!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|1553|Stoertebecker}} (Pirate) is wanted for the murder of an officer within the CPHQ. '''-Connected to Lord Paul Reefer!''' '''-Second offence!''' Repeatedly attacked another officer. '''-Third offence!''' Killed an innocent civilian. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Fourth offence!''' Murdered two officers inside the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed again'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Fifth offence!''' Killed another officer! '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Sixth offence!''' Attacked an officer multiple times in the CPHQ, almost killing him. '''-Seventh offence!''' Attacked another officer. '''-Eighth offence!''' Killed a CP officer.&lt;br /&gt;
&lt;br /&gt;
*{{profile|3059|Eli Jenkins}} (Outsider) is wanted for the murder of an officer. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Second Offence''' Attacked two officers in the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed again.'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Third Offence''' Attacked two more officers inside the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Fourth Offence''' Killed another officer. '''-Fifth Offence''' Attacked two officers inside the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Sixth Offence''' Attacked another officer inside the CPHQ! '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed again'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Seventh Offence''' Attacked an officer repeatedly. '''-Eighth Offence''' Killed an innocent civilian. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;EXECUTED!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Ninth Offence''' Attacked another officer. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Executed again'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Tenth Offence''' Attacked two officers inside the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-EXECUTED!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Eleventh Offence''' Attacked an officer inside the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-EXECUTED!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Twelfth Offence''' Killed an officer.'''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-EXECUTED!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Thirteenth Offence''' Killed an officer. '''-Fourteenth Offence''' Attacked numerous officers.''' &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-EXECUTED!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Fourteenth Offence''' Attacked an officer. &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;'''EXECUTED! -Executed Again. -Executed Again.''' &amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;'''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed again'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''&lt;br /&gt;
&lt;br /&gt;
*{{profile|3576|manteno}} (Outsider) is warned against Assaulting Police officers - '''-Second offence!''' Killed a man in the Trader hut '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|712|Qberry}} (Native) is wanted for the murder of an officer. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|2445|Elembis}} (Native) is wanted for the murder of a Colonial Police officer inside the CPHQ. '''-Second Offence''' Killed another officer! '''-Third Offence''' Murdered numerous civilians. '''-Forth Offence''' Attacked an officer inside the CPHQ! '''-Fifth Offence''' Killed another officer inside the CPHQ. '''-Sixth Offence''' Murdered another officer. '''-Seventh Offence''' Murdered numerous civilians. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Eighth Offence''' Murdered another officer inside the CPHQ. '''-Ninth Offence''' Attackted and poisoned and officer inside the CPHQ '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Tenth Offence''' Killed another officer inside the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; (Note: This individual seems to have reformed, and is no longer considered a criminal. He remains on the list only for reference.)&lt;br /&gt;
&lt;br /&gt;
* A warning to {{profile|539|Schmeckel}} (Outsider) for repeatedly attacking an officer.  '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Brought to justice.'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
*{{profile|1571|Arrgyle}} (Pirate) is wanted for the murder of an officer inside the CPHQ! '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|2659|Dashing Derek}} (Outsider) is wanted for murdering a CP officer. (HIRED) '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Brought to justice.'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
*{{profile|2418|Firebabe871}} (Outsider) is wanted for repeatedly attacking a CP officer. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|2091|zybe}} (Native) is wanted by the Colonial Police for repeatedly attacking an officer inside the Colonial Police HQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|1879|Phutnanog}} (Native) wanted for multiple murders of officers and civilians. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Second Offence''' Attacked another officer. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Brought to justice'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|1828|Mal}} (Native) is wanted for the murder of a citizen. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|2364|Dekuyper}} (Pirate) is wanted for killing innocent civilians. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Brought to justice'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
*{{profile|4499|Sylth}} is wanted for the murder of a citizen. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|3239|Jacob Ladder}} (Outsider) is wanted for an attack on an officer. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Second Offence''' Attacked an officer in the CPHQ'''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|1492|JB Aristide}} (Native) is wanted by the Colonial Police for murdering an officer. &amp;lt;br&amp;gt;'''-Second offence!''' Attacked an officer. '''-Third offence!''' Murdered another officer! '''-Fourth offence!''' Murdered an innocent civilian. '''-Fifth offence!''' Attacked another officer! '''-Sixth offence!''' Repeatedly attacked an officer! '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Seventh offence!''' Killed an officer. '''-Eighth offence!''' Murdered another officer! '''-Ninth offence!''' Killed another CP officer! '''-Tenth offence!''' Killed another officer. '''-Eleventh offence!''' Murdered a CP officer. '''-Twelth offence!''' Killed an officer inside the CPHQ. '''-Thirteenth offence!''' Murdered another officer. '''-Fourteenth offence!''' Poisoned and otherwise injured an officer. '''-Fifteenth offence!''' Killed an officer! '''-Sixteenth offence!''' Murdered another officer inside the CPHQ! '''-Seventeenth offence!''' Murdered another CP officer! '''-Eighteenth offence!''' Killed another Colonial Police officer.'''-nineteenth offence!''' murdered another Colonial Police officer. '''-Twentieth offence!''' Killed an officer and attacked another officer inside the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-EXECUTED and fled York in shame!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|4671|Danny O the 7}} (Pirate) is wanted for killing a doctor.'''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|7480|Liova}} &amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;is wanted for the death of a York citizen while on a visit to one &amp;quot;Santa Claus&amp;quot; &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-'''Executed'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; by Pro-Yorker Bauer. Well done Sir.&lt;br /&gt;
&lt;br /&gt;
== News ==&lt;br /&gt;
===January 30th, 2007===&lt;br /&gt;
*The CP and allies have rallied to the cause of saving York from the aggression of the violent thugs of the MG gang. Support from Derby has arrived, and more York citizens than ever are standing steadfast against the invaders.&lt;br /&gt;
*CP founder and local legend MickR has returned to York and is in the CPHQ at present.&lt;br /&gt;
&lt;br /&gt;
===January 26th, 2007===&lt;br /&gt;
*[http://z7.invisionfree.com/Colonial_Police/index.php?showtopic=265 Lord Paul Reefer has joined the Colonial Police!] Another piece of evidence that all of York is rallying together to defeat the criminal MG gang.&lt;br /&gt;
*In a major counter-offensive operation yesterday, the Colonial Police and allies killed as many as ten MG thugs in the space of just over 24 hours, the great majority of the MG attack force.&lt;br /&gt;
&lt;br /&gt;
===January 22nd, 2007===&lt;br /&gt;
'''The Second MG Invasion.''' A new wave of MG anti-York violence and killings are underway. All York citizens are advised to stay inside at night.The present wave of unprovoked, senseless killings of York citizens by MG thugs is not for a &amp;quot;bounty&amp;quot;, as the phony pretext the last time they attacked York claimed. This time it is admitted to be a bid for power by the thugs of the MG. Their hatred of York knows very few, if any, bounds. Local traitor Zydd &amp;quot;Scum&amp;quot; Soral is suspected of helping plan this wave of killings, using inside information he provided this criminal gang.&lt;br /&gt;
&lt;br /&gt;
===January 19th, 2007===&lt;br /&gt;
*CP effective strength is at an all-time high.&lt;br /&gt;
*The [[Mercenary's Guild|criminal MG-gang]] is officially proscribed again. We will be offering no protection to this criminal gang, and any member of this outlawed group seen in York risks being executed. Reason: The MG-gang is suspected of conspiracy to imminently murder and finance murders of York citizens, and MG-gang ringleaders have recently been seen lurking in York, claiming to be in York &amp;quot;on business&amp;quot;, shades of the early days of the [[Third Battle of York|Third Invasion]].&lt;br /&gt;
*There is currently a campaign underway to strip local traitor Zydd Soral of his medals.&lt;br /&gt;
&lt;br /&gt;
===January 16th, 2007===&lt;br /&gt;
*Veteran officer {{profile|3322|Zydd Soral}}, reknowned across Shartak as the high-ranking ''pirate'' member of the Colonial Police in the very radically anti-pirate town of York--Zydd was probably the only pirate on the island who was safe in York--has turned traitor and joined a criminal anti-York gang. The ensuing shakeup that was created after the third-ranking officer of a major York organization deserted and brazenly joined the Enemy, has understandably rattled the CP to its core, and there is much gossiping going on by others about the state of affairs within the CP. Despite this blow, the CP will continue our police work as best we can, as we always have.&lt;br /&gt;
&lt;br /&gt;
===December 2006===&lt;br /&gt;
'''December 24th, 2006'''&amp;lt;br&amp;gt;&lt;br /&gt;
*A warning to all Catholic and Protestant religious warriors, we ask that you please cease attacking one another.&lt;br /&gt;
*The [[1st Imperial Privateers]] are no longer suspected of criminality, and have been removed from the &amp;quot;suspected criminals&amp;quot; list.&lt;br /&gt;
&lt;br /&gt;
'''December 21st, 2006'''&amp;lt;br&amp;gt;&lt;br /&gt;
*The Colonial Police are now offering an open-ended gold reward for the successful apprehension of, or information leading to the apprehension of: {{profile|2614|'''Toucan Son of Sam'''}}, a notorious murderer. See the [http://z7.invisionfree.com/Colonial_Police/index.php?showtopic=176 forum thread] for details.&lt;br /&gt;
*The Colonial Police are alarmed at the mass exodus of citizens leaving York and heading northwards over the past two days, to the rumored site of a fat jovial man distributing gifts. The concern is that criminals may use this as an opportunity to re-enter York and attempt to steal unguarded belongings, and commit other crimes.&lt;br /&gt;
&lt;br /&gt;
'''December 17th, 2006'''&amp;lt;br&amp;gt;&lt;br /&gt;
*Most of the York/Colonial Police  delegation to Durham have returned to York. The headhunter threat turned out to be all talk.&lt;br /&gt;
*{{profile|1390|'''Jesus'''}} has been expelled from the Colonial Police for killing outsiders.&lt;br /&gt;
&lt;br /&gt;
'''December 2nd, 2006'''&amp;lt;br&amp;gt;&lt;br /&gt;
*The Colonial Police are now in Durham to help defend the town from the criminal element bent on wreaking havoc and murdering many citizens. But criminals be warned that York is not undefended (the CP still has several men staying behind, and other contacts in the city), and the entire CP can get back to York very quickly, if needed.&lt;br /&gt;
*In a surprising development, {{profile|1390|'''Jesus'''}} has joined the Colonial Police! As has longtime CP-associate and friend {{profile|2706|'''guest'''}}.&lt;br /&gt;
*The notorious terrorist leader Lord Paul Reefer has resurfaced in York, and has begun attacking outsiders once again. So he is back on the Most Wanted list.&lt;br /&gt;
&lt;br /&gt;
===November 2006===&lt;br /&gt;
'''November 27th, 2006'''&amp;lt;br&amp;gt;&lt;br /&gt;
*The Colonial Police are on the road bound for [[Durham]] to help [[Durham Defence Unit|the outsiders there defend]] against the imminent headhunter attack.&lt;br /&gt;
*The Colonial Police have expelled renegade officer otacon who murdered an officer. Also expelled was his accomplice maverick.&lt;br /&gt;
&lt;br /&gt;
'''November 20th, 2006'''&amp;lt;br&amp;gt;&lt;br /&gt;
{{profile|4949|RobZombie}} and his clan [[1st Derby Privateers]] have been removed from our list of suspected criminals. We are currently in the process of negotating some sort of agreement with this group, possibly even an alliance. The [[1st Imperial Privateer Regiment]], however, remains very dangerous and suspected criminals.&lt;br /&gt;
&lt;br /&gt;
'''November 16th, 2006'''&amp;lt;br&amp;gt;&lt;br /&gt;
We have opened relations with the [[Durham Pistoleers]], two weeks ahead of the grave threat to the very existance of that settlement from a warband of murderous native warriors and headhunters.&lt;br /&gt;
&lt;br /&gt;
'''November 11th, 2006'''&amp;lt;br&amp;gt;&lt;br /&gt;
The emergence of two new anti-York gangs calling themselves privateers, one [[1st Imperial Privateer Regiment|Dutch]], one [[1st Derby Privateers|Derby nationalist]], both dedicated to conquering York, is cause for concern. The CP will be keeping an eye on these two groups, and all privateer groups have been added to the &amp;quot;suspected criminals&amp;quot; list.&lt;br /&gt;
&lt;br /&gt;
'''November 8th, 2006'''&amp;lt;br&amp;gt;&lt;br /&gt;
With the end of the mercenary bloodbath two weeks ago, now being dubbed the [[Third Battle of York]], peace has returned to our city. Several Colonial Police were [[Order of Patriots/Medals|honored by the Order of Patriots]] for their outstanding service during the invasion. The mercenaries are still in town, but have kept quiet of late.&lt;br /&gt;
&lt;br /&gt;
===October 2006===&lt;br /&gt;
'''October 16th, 2006'''&amp;lt;br&amp;gt;&lt;br /&gt;
The mercenary invasion appears to be over, and an uneasy peace had descended upon York. The CP are still reeling from the attack, but the righting seemed to have turned in our favour in the past week or two. Law and order has survived in York, the philosophy of the &amp;quot;rule of the jungle&amp;quot; has been turned back. Many CP members are still skeptical of the MG.&lt;br /&gt;
&lt;br /&gt;
===Older News===&lt;br /&gt;
Older news items, all the way back to our founding on April the 25th, ---6, can be found here: [[Colonial Police/newsarchive]].&lt;/div&gt;</summary>
		<author><name>A SN</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Colonial_police&amp;diff=12416</id>
		<title>Colonial police</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Colonial_police&amp;diff=12416"/>
		<updated>2007-01-30T01:05:27Z</updated>

		<summary type="html">&lt;p&gt;A SN: lol, I think I liked your first edit better. Gayland, lol. How much of a bounty must I put on my own head to have you guys stop ignoring me anyways? 50 gc? lol. I love you guys.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox|&lt;br /&gt;
clan_name=Colonial Police|&lt;br /&gt;
official_id=16|&lt;br /&gt;
open_to=outsiders|&lt;br /&gt;
clan_image=[[Image:CPLogo.jpg]]|&lt;br /&gt;
clan_leaders=Kjendlie|&lt;br /&gt;
clan_membership=28, half active.|&lt;br /&gt;
clan_goals=Keeping the peace.|&lt;br /&gt;
clan_recruit=Simply talk to us at the CPHQ or place your profile under the &amp;quot;List of Members&amp;quot; on this page.|&lt;br /&gt;
clan_contact=The best way to contact us for any reason is '''[http://z7.invisionfree.com/Colonial_Police/index.php? our forum]''' (unregistered-guest posts welcome).|&lt;br /&gt;
sort_as=|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==The Colonial Police==&lt;br /&gt;
The Colonial Police are a group of outsiders devoted to keeping the peace. We are based in the great city of [[York]]. Our primary mission is to stop criminals and defend the settlement of York from marauders, invaders, raiders, etc. Any person who has killed innocent outsiders in the York area may be killed in punishment by the CP. We keep an extensive criminals list, including a &amp;quot;most wanted&amp;quot; section. We are currently offering protection to only certain natives (notably pro-York shamans who assist with getting rid of ghosts).&lt;br /&gt;
&lt;br /&gt;
The proud tradition of the Colonial Police goes all the way back to the height of the [[First Battle of York]], when we were formed to protect the settlers in and around York from violent criminals.&lt;br /&gt;
&lt;br /&gt;
===How you can report criminals===&lt;br /&gt;
Citizen! have you been killed or have you witnessed a murder? We ask that you report any murders to us so that we may deal with them. You can very easily do this on our [http://z7.invisionfree.com/Colonial_Police/index.php?showforum=3 forum] (registration not necessary). Instructions for how to most efficiently report criminals are [http://z7.invisionfree.com/Colonial_Police/index.php?showtopic=163 here]. You may also report crimes to the officer(s) on duty in the Colonial Police Headquarters in York, at the following location: [http://www.itechsc.com/misc/shartak/ubermap/closeup.php?sk=1&amp;amp;sc=1&amp;amp;cx=-70374&amp;amp;cy=26313 -70.374,+26.313]. &lt;br /&gt;
&lt;br /&gt;
We are always looking for new members. As long as you know what we're about, you can join.&lt;br /&gt;
Just place your name and profile under the 'List of Members' below. If you join, stop by our headquarters at [http://www.itechsc.com/misc/shartak/ubermap/closeup.php?sk=1&amp;amp;sc=1&amp;amp;cx=-70374&amp;amp;cy=26313 -70.374,+26.313] and be sure to talk us on the forum.&lt;br /&gt;
&lt;br /&gt;
== Members ==&lt;br /&gt;
&amp;lt;big&amp;gt;'''Founders'''&amp;lt;/big&amp;gt;&lt;br /&gt;
{| border=0 cellpadding=0 style=&amp;quot;border-collapse:collapse;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|1231|MickR}} (led the CP until his departure in late August --06 to explore Shartak.)&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|1588|Arwedda}} (left the CP in October --06 to pursue a business venture.)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;'''Current Leader'''&amp;lt;/big&amp;gt;&lt;br /&gt;
{| border=0 cellpadding=0 style=&amp;quot;border-collapse:collapse;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|2470|Kjendlie}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;'''Officers'''&amp;lt;/big&amp;gt;&lt;br /&gt;
{| border=0 cellpadding=2 style=&amp;quot;border-collapse:collapse;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Active'''||'''AWOL/Inactive'''||'''Prominent ex-Members'''&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|3105|Nighter}}||{{profile|6677|Ozzy Baxter}}||{{profile|3322|Zydd &amp;quot;Benedict Arnold&amp;quot; Soral}} (Traitor)&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|1603|czech1}}||{{profile|3258|Vizerdrix}}||{{profile|1231|MickR}} (founder)&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|2470|Kjendlie}}||{{profile|3225|leathel99764}}||{{profile|1588|Arwedda}} (co-founder)&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|2706|guest}}||{{profile|3321|radiohead1102}}||{{profile|3426|Che}}&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|7595|Duke Eric Kelso}}||{{profile|1098|Admiral Nelson}}&amp;lt;font color=white&amp;gt;......&amp;lt;/font&amp;gt;||{{profile|2899|Riddick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|3586|Ukapu Boy}}||{{profile|6324|bowie}}||{{profile|1390|Jesus}}&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|6844|Bauer}}||{{profile|4126|corperal}}||{{profile|6193|Otacon}} ([[Colonial_Police#November_2006|Renegade officer]] (bullet #2)&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|7289|Frank Comboling}}||{{profile|3915|Bubba}}||{{profile|4163|Colonel}} (expelled for selling secrets to enemies of York)&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|5731|Cisisero}}||{{profile|3999|TalynDerre}}||{{profile|3428|Sora Lamal}}&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|1628|Broderick}}||{{profile|4705|Liktai}}&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|2435|sayt}}||{{profile|5769|halocakes}}&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|7872|Sergeant Eversmann}}&amp;lt;font color=white&amp;gt;......&amp;lt;/font&amp;gt;||{{profile|6094|Tarquin}}&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|2613|Hoboclown}}||{{profile|5953|Seloth}}&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|6898|Sillyak}}||{{profile|6871|rara56}}&lt;br /&gt;
|-&lt;br /&gt;
| ||{{profile|4231|Colonel Curtis}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Alliances and Friends ==&lt;br /&gt;
&lt;br /&gt;
'''York'''&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Czechy's Tavern]] - founded and run by veteran officer czech1.&lt;br /&gt;
* [[Shartak Cryptozoological Society]]&lt;br /&gt;
* [[The Order of Patriots]] - pro-York &amp;quot;secret society&amp;quot; with a first-rate military wing.&lt;br /&gt;
* [[1st Colonial Militia]] (York branch) - fanatically pro-York paramilitary force.&lt;br /&gt;
* Prominent York citizen {{profile|2706|'''guest'''}} and his associates.&lt;br /&gt;
&lt;br /&gt;
'''Foreign'''&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Royal Expedition]] - Bureaucratic royalists&lt;br /&gt;
* [[Derby Hospitallers]] - Friendly Derby-based civic/defense group.&lt;br /&gt;
* [[1st Derby Privateers]] - Pirate organization based in Derby. Junior partners in the Derby federation w/above.&lt;br /&gt;
* [[Durham Pistoleers]] - The only organized force in the notoriously lawless town of Durham.&lt;br /&gt;
&lt;br /&gt;
== List of Criminals ==&lt;br /&gt;
Explanations of the below categories:&amp;lt;br&amp;gt;&lt;br /&gt;
'''Most Wanted:''' These are the current criminals who for whatever reason(s) are considered to be the most dangerous or highest priority to catch. They are &amp;quot;most wanted&amp;quot; to be brought to justice, but the list could also be called &amp;quot;Least Wanted (in York)&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
'''At Large:''' Criminals who have committed a crime and have not been brought to justice are added to the &amp;quot;At Large&amp;quot; section. Most small-time criminals will be removed from this list after they have been brought to justice, and moved to &amp;quot;Executed&amp;quot;. Repeat offenders, prolific criminals or those with certain extenuating circumstances might not be removed from this list after being brought to justice just once, but will remain perpetually wanted until they stop killing.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Suspected:''' Those who we suspect of crimes or conspiracy to commit crimes, and those who may have committed crimes but we do not have information about.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Executed and Inactive:''' After being executed, we generally move criminal listings to this section. If they continue to kill and commit other crimes, they will be moved back to the &amp;quot;At Large&amp;quot; section. Also includes those criminals who were notorious in the past but have been quiet lately (i.e., inactive).&lt;br /&gt;
&lt;br /&gt;
=== Most Wanted ===&lt;br /&gt;
(kill on sight)&lt;br /&gt;
&lt;br /&gt;
*{{profile|1660|Sam Bellamy}} (Pirate) known murderer of innocent york citizens, has been &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;'''Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;. ''Is instructed to stay out of York.'' Also wanted for possible collaboration with the criminal 'Imperial Privateer' gang. '''New offense:''' Murdered a peaceful citizen in the medical hut!&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-'''Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;. '''New offense:''' Murdered a prominent York civilian.&lt;br /&gt;
&lt;br /&gt;
*{{profile|2141|Raffles}} (Pirate), an aggressive York-hating pirate, is wanted for numerous attacks on York citizens and for the murders of several innocent civilian. '''-Second Offence''' Killed an officer. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-EXECUTED!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Third Offense''' Killed an officer in the CPHQ.'''-fourth Offense''' Killed an officer in the CPHQ. &amp;lt;s&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;NOTE: This criminal has reformed and will be removed from this list when he completes his community service to York (as outlined [http://z7.invisionfree.com/Colonial_Police/index.php?showtopic=58&amp;amp;view=findpost&amp;amp;p=10681891 here.])&amp;lt;/font&amp;gt;&amp;lt;/s&amp;gt; [failed to complete or even attempt community-service]. '''New murder rampage'''- Murdered at least two York civilians.&lt;br /&gt;
&lt;br /&gt;
* {{profile|2716|Archer}} (Pirate) is wanted for continously injuring several CP officers by banshee wailing. &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;''Has agreed to stop&amp;lt;/font&amp;gt;. '''New offense:''' Killed local citizen Bauer!&lt;br /&gt;
&lt;br /&gt;
=== At Large ===&lt;br /&gt;
*{{profile|5393|ombined}} (Outsider-York) is wanted for gunning down an environmentalist who was in the midst of a speech in the medical supplies hut, and for killing lacuna, the shaman helping York. '''HIGH PRIORITY'''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-'''Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; (Is rumored to have fled York. Is not welcome in York.) '''New offenses:''' Killed a CP officer! Killed a pro-York militiaman!&lt;br /&gt;
&lt;br /&gt;
*{{profile|1645|Adolf Schwarznigger}} (Outsider-York) Wanted for killing a friendly Shamen (CrowJane) in the Medical hut of York. &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-'''Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''New offenses''': Killed a CP officer. Killed another CP officer. Killed another CP officer. Killed a 4th CP officer. Killed another CP officer and attacked another. Killed a 6th CP officer. Killed another CP officer. ''Suspected of attempting to foment radical anti-CP agitation for reasons unknown, and offers 20 gold coins to the first CP officer to kill him''.&lt;br /&gt;
&lt;br /&gt;
*{{profile|7744|Mack the Shipper}} (Outsider-York) is wanted for killing friendly pro-York shaman Tony Almeida.&lt;br /&gt;
&lt;br /&gt;
*{{profile|6206|Keiichi}} (Leaving York alone, at the moment.) Away from York at the current moment, and planning not to come back for awhile.&lt;br /&gt;
&lt;br /&gt;
*{{profile|6547|Nowherehowdy}} (Outsider-York) is wanted for attacking members of the Royal Expedition. Suspected member of the sometimes-criminal Imperial Privateer gang.&lt;br /&gt;
&lt;br /&gt;
*{{profile|3013|Gimbo}} (Native) is wanted for killing local pro-York zealot SeriousSam.&lt;br /&gt;
&lt;br /&gt;
*{{profile|2825|Lucifer Rustypants}} (Pirate) is wanted for repeatedly attacking an officer. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed.'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''New offense:''' Killed a York civilian during a peaceful Christmas gathering southeast of the mountain.&lt;br /&gt;
&lt;br /&gt;
*{{profile|3179|Agent47}} (Outsider-York), known mercenary, is wanted for questioning on the possibility of contracted hits on CP Officers and for the murder of a Colonial Police officer.'''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; Killed a citizen of York &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;'''-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''New offense:''' Killed a civilian. Is rumored to have fled the island of Shartak.&lt;br /&gt;
&lt;br /&gt;
*{{profile|3174|JollyRoger}} (Pirate) is wanted for killing a CP officer and conspiracy to murder York citizens.&lt;br /&gt;
&lt;br /&gt;
*{{profile|6072|YellowMelanie}} (Outsider-York) is wanted for an assault upon a Colonial Police officer.&lt;br /&gt;
&lt;br /&gt;
*{{profile|344|DaBinks}} (Native) is wanted for the murder of an outsider. ''Has killed 99 outsiders!'' High Priority.&lt;br /&gt;
&lt;br /&gt;
*{{profile|6171|Byron}} (Native) is wanted for numerous attacks on settlers, and the murder of a CP officer.&lt;br /&gt;
&lt;br /&gt;
*{{profile|1093|Foo Fighter}} (Native) is wanted for the death of a CP officer on Rodrigo Island.&lt;br /&gt;
&lt;br /&gt;
*{{profile|7049|CcGame}} (Outsider-York) is wanted for the death of Derby citizen Lutheran on York soil.&lt;br /&gt;
&lt;br /&gt;
*{{profile|754|Xiombarg}} (Native) is on the run after reportedly killing outsiders in northeast York. ''Wanted Dead &amp;lt;s&amp;gt;or Alive&amp;lt;/s&amp;gt;.''&lt;br /&gt;
&lt;br /&gt;
*{{profile|750|Halfway there}} (Outsider-Durham) is wanted for killing an officer in the CPHQ and wanted for questioning in numerous attacks on civilians.'''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Second offence!''' Attacked members of the Colonial Police in the CPHQ. '''New offense:''' Murdered a newly-arrived York citizen!&lt;br /&gt;
&lt;br /&gt;
*{{profile|3445|LDC}} (Pirate) is wanted for attacking an officer. &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-'''Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''New Offense''': Attacked another officer!&lt;br /&gt;
&lt;br /&gt;
*{{profile|4924|screech}} (Ousider-York) is wanted for killing at least 2 York citizens.&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-'''Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''New offenses''': Has attacked and killed dozens of innocent York citizens!&lt;br /&gt;
&lt;br /&gt;
*{{profile|3977|gorthax}} (Native) is wanted for attacking several York citizens and spitting on a CP officer.&lt;br /&gt;
&lt;br /&gt;
*{{profile|2171|Lord Henry Mowbray}} is wanted for killing a CP officer.&lt;br /&gt;
&lt;br /&gt;
*{{profile|732|Lutheran}} is wanted for questioning on the growing religious tensions in York, and for getting into a fist fight with a York citizen over a religious dispute. &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-'''Shot dead by a religious opponent.''' &amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''New crime''' - Killed a new arrival who calls himself &amp;quot;The Pope&amp;quot;. &amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* {{profile|2614|Toucan Son of Sam}} (Native), is wanted for attacking an officer.'''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; Murdered a York citizen in the CPHQ.'''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''New offenses:''' -Attacked at least one CP officer. -Killed a York citizen! Update: Often seen cowering in [[Czechy's Tavern]].'''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''New offense''' Killed member of CP.&lt;br /&gt;
&lt;br /&gt;
=== Suspected ===&lt;br /&gt;
*The following people are suspected of religious violence and/or conspiracy to commit religious violence in York: {{profile|7049|CcGame}} (Outsider-York), {{profile|2686|Capt San}} (Outsider-York), {{profile|732|Lutheran}} (Outsider-Derby), {{profile|3179|Agent47}} (Outsider-York), {{profile|109|Bob Nowak}} (Outsider-York), {{profile|7176|Killian}} (Outsider-York), {{profile|7621|&amp;quot;The Pope&amp;quot;}} (Outsider-York), {{profile|2614|Toucan Son of Sam}} (Native), [others]. We ask that they please cease and desist.&lt;br /&gt;
&lt;br /&gt;
*{{profile|1738|Maevar Ralnik}} and {{profile|2716|Arhcer}} are suspected of conspiracy to murder York citizens.&lt;br /&gt;
&lt;br /&gt;
*The criminal [[Mercenary's Guild]] is hereby warned not to attack York citizens. Local traitor Zydd Soral is warned in particular against attacking Yorkpeople.&lt;br /&gt;
&lt;br /&gt;
=== Executed or Inactive criminals ===&lt;br /&gt;
* {{profile|1629|Lord Paul Reefer}} (Outsider) is wanted for murdering an officer. '''-Connected to Stoertebecker!''' '''-Second Offence''' Killed another officer! '''-Third Offence''' Attacked an officer repeatedly within the CPHQ. '''-Fourth Offence''' Murdered an officer in the CPHQ! '''-Fifth Offence''' Murdered another officer! '''-Sixth Offence''' Killed an officer in the CPHQ! '''-Seventh Offence''' Repeatedly attacked an officer inside the CPHQ! '''-Eighth Offence''' Murdered another officer in the CPHQ! '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-EXECUTED!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Ninth offence''' Repeatedly attacked an officer within the CPHQ. '''-Tenth Offence''' Conspiracy to commit murder. '''-Eleventh Offence''' Killed an officer in the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Twelth Offence!''' Murdered two more officers in the shallow waters of York. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Thirteenth Offence''' Talking to him obviously didn't work, as he's now killed two more officers in the CPHQ! '''-Fourteenth Offence''' Murdered another officer! '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Fifteenth Offence''' Killed an officer inside the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed again'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Sixteenth Offence''' Attacked an officer inside the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed again'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Seventeenth Offence''' Attacked an officer inside the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Eighteenth Offence''' Killed an officer inside the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-EXECUTED!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Ninteenth Offence''' Murdered an officer inside the CPHQ! '''-Twentieth Offence''' Killed a CP officer inside the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-EXECUTED!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;'''-Twenty-first offence''' Killed an Officer of the Colonial Police'''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;. &lt;br /&gt;
**Update, December 2006: Lord Paul Reefer has resurfaced!. '''New offenses''' (Nov-Dec 2006): Murdered czech1, owner of [[Czechy's|the famous tavern]] and at least two civilians.&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;'''-Killed in retribution by local paramilitary Mr. Bungle!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;. '''New Offence''' - killed an Officer during the Defence of Durham despite said Officer letting him live and making it clear that during the Durham defence there would be no hostilities between them. '''New Offence''' - killed an officer in Czechy's tavern. ''Has agreed to cease attacks''.&lt;br /&gt;
&lt;br /&gt;
*{{profile|304|joef1day}} (Outsider-York) is wanted for killing a citizen inside the tavern, and killing a member of the CP more than 5 times, also has a suspected alias - &amp;quot;blame josef&amp;quot;, defacing every hut he sees. At least seven  offences&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;'''-Executed'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; -Eighth offence! Killed a CP officer.&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;'''-Executed'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; New offense: -Killed a CP officer in the CPHQ! &lt;br /&gt;
&lt;br /&gt;
*{{profile|4268|Werwolf}} (Outsider-York) is wanted for biting and gnawing on the limbs of many citizens and CP officers. Has killed several citizens during and around the last full moon. / ''Whereabouts Unknown''.&lt;br /&gt;
&lt;br /&gt;
*{{profile|3550|Baron Samedi}} (Native) is wanted for numerous attacks on civilians. Has killed five people in one week! '''High Priority''' / ''Whereabouts Unknown''.&lt;br /&gt;
&lt;br /&gt;
*{{profile|6228|Sergeant Snodgrass}} (Outsider-York) is wanted for killing a York citizen unprovoked, and then lying about his identity.'''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|6193|Otacon}} (Ousider-York), a renegade CP officer, is wanted for the murder of a CP officer. Possibly hired by unknown person(s). Any reliable information on this suspect or his employers will be rewarded. &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-'''Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; killed another CP officer &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-'''Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; Known accomplices: Solidus, Maverick. Possible accomplices: &amp;lt;several&amp;gt;. &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-'''Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; &lt;br /&gt;
&lt;br /&gt;
*{{profile|2176|Cunstnail}} (Native) is wanted for the murder of an officer. / ''Whereabouts Unknown''.&lt;br /&gt;
&lt;br /&gt;
*{{profile|318|Snake Tongue}} (Native) is wanted for the murder of an officer! / ''Whereabouts Unknown''.&lt;br /&gt;
&lt;br /&gt;
*{{profile|582|Barbecue}} (Native) is wanted for murdering an officer! / ''Whereabouts Unknown''.&lt;br /&gt;
&lt;br /&gt;
*{{profile|1522|Barbarossa}} (Pirate) is wanted by the Colonial Police for the murder of an officer. / ''Whereabouts Unknown''.&lt;br /&gt;
&lt;br /&gt;
*{{profile|1677|Paul Gascoigne}} (Native) is wanted for the murder of an officer. / ''Whereabouts Unknown''.&lt;br /&gt;
&lt;br /&gt;
*{{profile|1608|Anne Bonney}} (Pirate) is wanted for attacking Colonial Police members in the CPHQ. / ''Whereabouts Unknown''.&lt;br /&gt;
&lt;br /&gt;
*{{profile|4128|Kadaj}} (Outsider) is wanted for killing a Colonial Police officer. / ''Whereabouts Unknown''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*{{profile|4166|Ninjoc}} (Native), a well-known killer, has struck again. Currently wanted for killing a peaceful civilain in York.'''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Brought to justice.'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
*{{profile|944|Bernice van Buren}} (Outsider-York) is wanted for killing a CP officer on the outskirts of York.&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-'''Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|1327|Tom Failur}} (Pirate), a mercenary so notorious in York that he has been dubbed &amp;quot;The Butcher of York&amp;quot;, is wanted for a new string of unprovoked attacks on innocent civilians in and around the Medical Supplies hut. [historical note: this &amp;quot;string of attacks&amp;quot; was part of the first wave of the [[Third Battle of York]]]. '''New offense:''' Murdered CP founder MickR! '''HIGH PRIORITY''' &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-'''Killed by a York citizen and fled York in shame!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|1553|Stoertebecker}} (Pirate) is wanted for the murder of an officer within the CPHQ. '''-Connected to Lord Paul Reefer!''' '''-Second offence!''' Repeatedly attacked another officer. '''-Third offence!''' Killed an innocent civilian. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Fourth offence!''' Murdered two officers inside the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed again'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Fifth offence!''' Killed another officer! '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Sixth offence!''' Attacked an officer multiple times in the CPHQ, almost killing him. '''-Seventh offence!''' Attacked another officer. '''-Eighth offence!''' Killed a CP officer.&lt;br /&gt;
&lt;br /&gt;
*{{profile|3059|Eli Jenkins}} (Outsider) is wanted for the murder of an officer. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Second Offence''' Attacked two officers in the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed again.'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Third Offence''' Attacked two more officers inside the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Fourth Offence''' Killed another officer. '''-Fifth Offence''' Attacked two officers inside the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Sixth Offence''' Attacked another officer inside the CPHQ! '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed again'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Seventh Offence''' Attacked an officer repeatedly. '''-Eighth Offence''' Killed an innocent civilian. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;EXECUTED!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Ninth Offence''' Attacked another officer. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Executed again'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Tenth Offence''' Attacked two officers inside the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-EXECUTED!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Eleventh Offence''' Attacked an officer inside the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-EXECUTED!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Twelfth Offence''' Killed an officer.'''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-EXECUTED!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Thirteenth Offence''' Killed an officer. '''-Fourteenth Offence''' Attacked numerous officers.''' &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-EXECUTED!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Fourteenth Offence''' Attacked an officer. &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;'''EXECUTED! -Executed Again. -Executed Again.''' &amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;'''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed again'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''&lt;br /&gt;
&lt;br /&gt;
*{{profile|3576|manteno}} (Outsider) is warned against Assaulting Police officers - '''-Second offence!''' Killed a man in the Trader hut '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|712|Qberry}} (Native) is wanted for the murder of an officer. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|2445|Elembis}} (Native) is wanted for the murder of a Colonial Police officer inside the CPHQ. '''-Second Offence''' Killed another officer! '''-Third Offence''' Murdered numerous civilians. '''-Forth Offence''' Attacked an officer inside the CPHQ! '''-Fifth Offence''' Killed another officer inside the CPHQ. '''-Sixth Offence''' Murdered another officer. '''-Seventh Offence''' Murdered numerous civilians. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Eighth Offence''' Murdered another officer inside the CPHQ. '''-Ninth Offence''' Attackted and poisoned and officer inside the CPHQ '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Tenth Offence''' Killed another officer inside the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; (Note: This individual seems to have reformed, and is no longer considered a criminal. He remains on the list only for reference.)&lt;br /&gt;
&lt;br /&gt;
* A warning to {{profile|539|Schmeckel}} (Outsider) for repeatedly attacking an officer.  '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Brought to justice.'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
*{{profile|1571|Arrgyle}} (Pirate) is wanted for the murder of an officer inside the CPHQ! '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|2659|Dashing Derek}} (Outsider) is wanted for murdering a CP officer. (HIRED) '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Brought to justice.'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
*{{profile|2418|Firebabe871}} (Outsider) is wanted for repeatedly attacking a CP officer. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|2091|zybe}} (Native) is wanted by the Colonial Police for repeatedly attacking an officer inside the Colonial Police HQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|1879|Phutnanog}} (Native) wanted for multiple murders of officers and civilians. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Second Offence''' Attacked another officer. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Brought to justice'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|1828|Mal}} (Native) is wanted for the murder of a citizen. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|2364|Dekuyper}} (Pirate) is wanted for killing innocent civilians. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Brought to justice'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
*{{profile|4499|Sylth}} is wanted for the murder of a citizen. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|3239|Jacob Ladder}} (Outsider) is wanted for an attack on an officer. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Second Offence''' Attacked an officer in the CPHQ'''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|1492|JB Aristide}} (Native) is wanted by the Colonial Police for murdering an officer. &amp;lt;br&amp;gt;'''-Second offence!''' Attacked an officer. '''-Third offence!''' Murdered another officer! '''-Fourth offence!''' Murdered an innocent civilian. '''-Fifth offence!''' Attacked another officer! '''-Sixth offence!''' Repeatedly attacked an officer! '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Seventh offence!''' Killed an officer. '''-Eighth offence!''' Murdered another officer! '''-Ninth offence!''' Killed another CP officer! '''-Tenth offence!''' Killed another officer. '''-Eleventh offence!''' Murdered a CP officer. '''-Twelth offence!''' Killed an officer inside the CPHQ. '''-Thirteenth offence!''' Murdered another officer. '''-Fourteenth offence!''' Poisoned and otherwise injured an officer. '''-Fifteenth offence!''' Killed an officer! '''-Sixteenth offence!''' Murdered another officer inside the CPHQ! '''-Seventeenth offence!''' Murdered another CP officer! '''-Eighteenth offence!''' Killed another Colonial Police officer.'''-nineteenth offence!''' murdered another Colonial Police officer. '''-Twentieth offence!''' Killed an officer and attacked another officer inside the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-EXECUTED and fled York in shame!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|4671|Danny O the 7}} (Pirate) is wanted for killing a doctor.'''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|7480|Liova}} &amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;is wanted for the death of a York citizen while on a visit to one &amp;quot;Santa Claus&amp;quot; &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-'''Executed'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; by Pro-Yorker Bauer. Well done Sir.&lt;br /&gt;
&lt;br /&gt;
== News ==&lt;br /&gt;
===January 19th, 2007===&lt;br /&gt;
*CP effective strength is at an all-time high.&lt;br /&gt;
*The [[Mercenary's Guild|criminal MG-gang]] is officially proscribed again. We will be offering no protection to this criminal gang, and any member of this outlawed group seen in York risks being executed. Reason: The MG-gang is suspected of conspiracy to imminently murder and finance murders of York citizens, and MG-gang ringleaders have recently been seen lurking in York, claiming to be in York &amp;quot;on business&amp;quot;, shades of the early days of the [[Third Battle of York|Third Invasion]].&lt;br /&gt;
*There is currently a campaign underway to strip local traitor Zydd Soral of his medals.&lt;br /&gt;
&lt;br /&gt;
===January 16th, 2007===&lt;br /&gt;
*Veteran officer {{profile|3322|Zydd Soral}}, reknowned across Shartak as the high-ranking ''pirate'' member of the Colonial Police in the very radically anti-pirate town of York--Zydd was probably the only pirate on the island who was safe in York--has turned traitor and joined a criminal anti-York gang. The ensuing shakeup that was created after the third-ranking officer of a major York organization deserted and brazenly joined the Enemy, has understandably rattled the CP to its core, and there is much gossiping going on by others about the state of affairs within the CP. Despite this blow, the CP will continue our police work as best we can, as we always have.&lt;br /&gt;
&lt;br /&gt;
===December 2006===&lt;br /&gt;
'''December 24th, 2006'''&amp;lt;br&amp;gt;&lt;br /&gt;
*A warning to all Catholic and Protestant religious warriors, we ask that you please cease attacking one another.&lt;br /&gt;
*The [[1st Imperial Privateers]] are no longer suspected of criminality, and have been removed from the &amp;quot;suspected criminals&amp;quot; list.&lt;br /&gt;
&lt;br /&gt;
'''December 21st, 2006'''&amp;lt;br&amp;gt;&lt;br /&gt;
*The Colonial Police are now offering an open-ended gold reward for the successful apprehension of, or information leading to the apprehension of: {{profile|2614|'''Toucan Son of Sam'''}}, a notorious murderer. See the [http://z7.invisionfree.com/Colonial_Police/index.php?showtopic=176 forum thread] for details.&lt;br /&gt;
*The Colonial Police are alarmed at the mass exodus of citizens leaving York and heading northwards over the past two days, to the rumored site of a fat jovial man distributing gifts. The concern is that criminals may use this as an opportunity to re-enter York and attempt to steal unguarded belongings, and commit other crimes.&lt;br /&gt;
&lt;br /&gt;
'''December 17th, 2006'''&amp;lt;br&amp;gt;&lt;br /&gt;
*Most of the York/Colonial Police  delegation to Durham have returned to York. The headhunter threat turned out to be all talk.&lt;br /&gt;
*{{profile|1390|'''Jesus'''}} has been expelled from the Colonial Police for killing outsiders.&lt;br /&gt;
&lt;br /&gt;
'''December 2nd, 2006'''&amp;lt;br&amp;gt;&lt;br /&gt;
*The Colonial Police are now in Durham to help defend the town from the criminal element bent on wreaking havoc and murdering many citizens. But criminals be warned that York is not undefended (the CP still has several men staying behind, and other contacts in the city), and the entire CP can get back to York very quickly, if needed.&lt;br /&gt;
*In a surprising development, {{profile|1390|'''Jesus'''}} has joined the Colonial Police! As has longtime CP-associate and friend {{profile|2706|'''guest'''}}.&lt;br /&gt;
*The notorious terrorist leader Lord Paul Reefer has resurfaced in York, and has begun attacking outsiders once again. So he is back on the Most Wanted list.&lt;br /&gt;
&lt;br /&gt;
===November 2006===&lt;br /&gt;
'''November 27th, 2006'''&amp;lt;br&amp;gt;&lt;br /&gt;
*The Colonial Police are on the road bound for [[Durham]] to help [[Durham Defence Unit|the outsiders there defend]] against the imminent headhunter attack.&lt;br /&gt;
*The Colonial Police have expelled renegade officer otacon who murdered an officer. Also expelled was his accomplice maverick.&lt;br /&gt;
&lt;br /&gt;
'''November 20th, 2006'''&amp;lt;br&amp;gt;&lt;br /&gt;
{{profile|4949|RobZombie}} and his clan [[1st Derby Privateers]] have been removed from our list of suspected criminals. We are currently in the process of negotating some sort of agreement with this group, possibly even an alliance. The [[1st Imperial Privateer Regiment]], however, remains very dangerous and suspected criminals.&lt;br /&gt;
&lt;br /&gt;
'''November 16th, 2006'''&amp;lt;br&amp;gt;&lt;br /&gt;
We have opened relations with the [[Durham Pistoleers]], two weeks ahead of the grave threat to the very existance of that settlement from a warband of murderous native warriors and headhunters.&lt;br /&gt;
&lt;br /&gt;
'''November 11th, 2006'''&amp;lt;br&amp;gt;&lt;br /&gt;
The emergence of two new anti-York gangs calling themselves privateers, one [[1st Imperial Privateer Regiment|Dutch]], one [[1st Derby Privateers|Derby nationalist]], both dedicated to conquering York, is cause for concern. The CP will be keeping an eye on these two groups, and all privateer groups have been added to the &amp;quot;suspected criminals&amp;quot; list.&lt;br /&gt;
&lt;br /&gt;
'''November 8th, 2006'''&amp;lt;br&amp;gt;&lt;br /&gt;
With the end of the mercenary bloodbath two weeks ago, now being dubbed the [[Third Battle of York]], peace has returned to our city. Several Colonial Police were [[Order of Patriots/Medals|honored by the Order of Patriots]] for their outstanding service during the invasion. The mercenaries are still in town, but have kept quiet of late.&lt;br /&gt;
&lt;br /&gt;
===October 2006===&lt;br /&gt;
'''October 16th, 2006'''&amp;lt;br&amp;gt;&lt;br /&gt;
The mercenary invasion appears to be over, and an uneasy peace had descended upon York. The CP are still reeling from the attack, but the righting seemed to have turned in our favour in the past week or two. Law and order has survived in York, the philosophy of the &amp;quot;rule of the jungle&amp;quot; has been turned back. Many CP members are still skeptical of the MG.&lt;br /&gt;
&lt;br /&gt;
===Older News===&lt;br /&gt;
Older news items, all the way back to our founding on April the 25th, ---6, can be found here: [[Colonial Police/newsarchive]].&lt;/div&gt;</summary>
		<author><name>A SN</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Colonial_police&amp;diff=12399</id>
		<title>Colonial police</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Colonial_police&amp;diff=12399"/>
		<updated>2007-01-29T22:07:19Z</updated>

		<summary type="html">&lt;p&gt;A SN: /* At Large */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox|&lt;br /&gt;
clan_name=Colonial Police|&lt;br /&gt;
official_id=16|&lt;br /&gt;
open_to=outsiders|&lt;br /&gt;
clan_image=[[Image:CPLogo.jpg]]|&lt;br /&gt;
clan_leaders=Kjendlie|&lt;br /&gt;
clan_membership=28, half active.|&lt;br /&gt;
clan_goals=Keeping the peace.|&lt;br /&gt;
clan_recruit=Simply talk to us at the CPHQ or place your profile under the &amp;quot;List of Members&amp;quot; on this page.|&lt;br /&gt;
clan_contact=The best way to contact us for any reason is '''[http://z7.invisionfree.com/Colonial_Police/index.php? our forum]''' (unregistered-guest posts welcome).|&lt;br /&gt;
sort_as=|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==The Colonial Police==&lt;br /&gt;
The Colonial Police are a group of outsiders devoted to keeping the peace. We are based in the great city of [[York]]. Our primary mission is to stop criminals and defend the settlement of York from marauders, invaders, raiders, etc. Any person who has killed innocent outsiders in the York area may be killed in punishment by the CP. We keep an extensive criminals list, including a &amp;quot;most wanted&amp;quot; section. We are currently offering protection to only certain natives (notably pro-York shamans who assist with getting rid of ghosts).&lt;br /&gt;
&lt;br /&gt;
The proud tradition of the Colonial Police goes all the way back to the height of the [[First Battle of York]], when we were formed to protect the settlers in and around York from violent criminals.&lt;br /&gt;
&lt;br /&gt;
===How you can report criminals===&lt;br /&gt;
Citizen! have you been killed or have you witnessed a murder? We ask that you report any murders to us so that we may deal with them. You can very easily do this on our [http://z7.invisionfree.com/Colonial_Police/index.php?showforum=3 forum] (registration not necessary). Instructions for how to most efficiently report criminals are [http://z7.invisionfree.com/Colonial_Police/index.php?showtopic=163 here]. You may also report crimes to the officer(s) on duty in the Colonial Police Headquarters in York, at the following location: [http://www.itechsc.com/misc/shartak/ubermap/closeup.php?sk=1&amp;amp;sc=1&amp;amp;cx=-70374&amp;amp;cy=26313 -70.374,+26.313]. &lt;br /&gt;
&lt;br /&gt;
We are always looking for new members. As long as you know what we're about, you can join.&lt;br /&gt;
Just place your name and profile under the 'List of Members' below. If you join, stop by our headquarters at [http://www.itechsc.com/misc/shartak/ubermap/closeup.php?sk=1&amp;amp;sc=1&amp;amp;cx=-70374&amp;amp;cy=26313 -70.374,+26.313] and be sure to talk us on the forum.&lt;br /&gt;
&lt;br /&gt;
== Members ==&lt;br /&gt;
&amp;lt;big&amp;gt;'''Founders'''&amp;lt;/big&amp;gt;&lt;br /&gt;
{| border=0 cellpadding=0 style=&amp;quot;border-collapse:collapse;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|1231|MickR}} (led the CP until his departure in late August --06 to explore Shartak.)&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|1588|Arwedda}} (left the CP in October --06 to pursue a business venture.)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;'''Current Leader'''&amp;lt;/big&amp;gt;&lt;br /&gt;
{| border=0 cellpadding=0 style=&amp;quot;border-collapse:collapse;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|2470|Kjendlie}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;'''Officers'''&amp;lt;/big&amp;gt;&lt;br /&gt;
{| border=0 cellpadding=2 style=&amp;quot;border-collapse:collapse;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Active'''||'''AWOL/Inactive'''||'''Prominent ex-Members'''&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|3105|Nighter}}||{{profile|6677|Ozzy Baxter}}||{{profile|3322|Zydd &amp;quot;Benedict Arnold&amp;quot; Soral}} (Traitor)&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|1603|czech1}}||{{profile|3258|Vizerdrix}}||{{profile|1231|MickR}} (founder)&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|2470|Kjendlie}}||{{profile|3225|leathel99764}}||{{profile|1588|Arwedda}} (co-founder)&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|2706|guest}}||{{profile|3321|radiohead1102}}||{{profile|3426|Che}}&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|7595|Duke Eric Kelso}}||{{profile|1098|Admiral Nelson}}&amp;lt;font color=white&amp;gt;......&amp;lt;/font&amp;gt;||{{profile|2899|Riddick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|3586|Ukapu Boy}}||{{profile|6324|bowie}}||{{profile|1390|Jesus}}&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|6844|Bauer}}||{{profile|4126|corperal}}||{{profile|6193|Otacon}} ([[Colonial_Police#November_2006|Renegade officer]] (bullet #2)&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|7289|Frank Comboling}}||{{profile|3915|Bubba}}||{{profile|4163|Colonel}} (expelled for selling secrets to enemies of York)&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|5731|Cisisero}}||{{profile|3999|TalynDerre}}||{{profile|3428|Sora Lamal}}&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|1628|Broderick}}||{{profile|4705|Liktai}}&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|2435|sayt}}||{{profile|5769|halocakes}}&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|7872|Sergeant Eversmann}}&amp;lt;font color=white&amp;gt;......&amp;lt;/font&amp;gt;||{{profile|6094|Tarquin}}&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|2613|Hoboclown}}||{{profile|5953|Seloth}}&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|6898|Sillyak}}||{{profile|6871|rara56}}&lt;br /&gt;
|-&lt;br /&gt;
| ||{{profile|4231|Colonel Curtis}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Alliances and Friends ==&lt;br /&gt;
&lt;br /&gt;
'''York'''&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Czechy's Tavern]] - founded and run by veteran officer czech1.&lt;br /&gt;
* [[Shartak Cryptozoological Society]]&lt;br /&gt;
* [[The Order of Patriots]] - pro-York &amp;quot;secret society&amp;quot; with a first-rate military wing.&lt;br /&gt;
* [[1st Colonial Militia]] (York branch) - fanatically pro-York paramilitary force.&lt;br /&gt;
* Prominent York citizen {{profile|2706|'''guest'''}} and his associates.&lt;br /&gt;
&lt;br /&gt;
'''Foreign'''&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Royal Expedition]] - Bureaucratic royalists&lt;br /&gt;
* [[Derby Hospitallers]] - Friendly Derby-based civic/defense group.&lt;br /&gt;
* [[1st Derby Privateers]] - Pirate organization based in Derby. Junior partners in the Derby federation w/above.&lt;br /&gt;
* [[Durham Pistoleers]] - The only organized force in the notoriously lawless town of Durham.&lt;br /&gt;
&lt;br /&gt;
== List of Criminals ==&lt;br /&gt;
Explanations of the below categories:&amp;lt;br&amp;gt;&lt;br /&gt;
'''Most Wanted:''' These are the current criminals who for whatever reason(s) are considered to be the most dangerous or highest priority to catch. They are &amp;quot;most wanted&amp;quot; to be brought to justice, but the list could also be called &amp;quot;Least Wanted (in York)&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
'''At Large:''' Criminals who have committed a crime and have not been brought to justice are added to the &amp;quot;At Large&amp;quot; section. Most small-time criminals will be removed from this list after they have been brought to justice, and moved to &amp;quot;Executed&amp;quot;. Repeat offenders, prolific criminals or those with certain extenuating circumstances might not be removed from this list after being brought to justice just once, but will remain perpetually wanted until they stop killing.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Suspected:''' Those who we suspect of crimes or conspiracy to commit crimes, and those who may have committed crimes but we do not have information about.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Executed and Inactive:''' After being executed, we generally move criminal listings to this section. If they continue to kill and commit other crimes, they will be moved back to the &amp;quot;At Large&amp;quot; section. Also includes those criminals who were notorious in the past but have been quiet lately (i.e., inactive).&lt;br /&gt;
&lt;br /&gt;
=== Most Wanted ===&lt;br /&gt;
(kill on sight)&lt;br /&gt;
&lt;br /&gt;
*{{profile|1660|Sam Bellamy}} (Pirate) known murderer of innocent york citizens, has been &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;'''Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;. ''Is instructed to stay out of York.'' Also wanted for possible collaboration with the criminal 'Imperial Privateer' gang. '''New offense:''' Murdered a peaceful citizen in the medical hut!&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-'''Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;. '''New offense:''' Murdered a prominent York civilian.&lt;br /&gt;
&lt;br /&gt;
*{{profile|2141|Raffles}} (Pirate), an aggressive York-hating pirate, is wanted for numerous attacks on York citizens and for the murders of several innocent civilian. '''-Second Offence''' Killed an officer. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-EXECUTED!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Third Offense''' Killed an officer in the CPHQ.'''-fourth Offense''' Killed an officer in the CPHQ. &amp;lt;s&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;NOTE: This criminal has reformed and will be removed from this list when he completes his community service to York (as outlined [http://z7.invisionfree.com/Colonial_Police/index.php?showtopic=58&amp;amp;view=findpost&amp;amp;p=10681891 here.])&amp;lt;/font&amp;gt;&amp;lt;/s&amp;gt; [failed to complete or even attempt community-service]. '''New murder rampage'''- Murdered at least two York civilians.&lt;br /&gt;
&lt;br /&gt;
* {{profile|2716|Archer}} (Pirate) is wanted for continously injuring several CP officers by banshee wailing. &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;''Has agreed to stop&amp;lt;/font&amp;gt;. '''New offense:''' Killed local citizen Bauer!&lt;br /&gt;
&lt;br /&gt;
=== At Large ===&lt;br /&gt;
*{{profile|5393|ombined}} (Outsider-York) is wanted for gunning down an environmentalist who was in the midst of a speech in the medical supplies hut, and for killing lacuna, the shaman helping York. '''HIGH PRIORITY'''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-'''Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; (Is rumored to have fled York. Is not welcome in York.) '''New offenses:''' Killed a CP officer! Killed a pro-York militiaman!&lt;br /&gt;
&lt;br /&gt;
*{{profile|1645|Adolf Schwarznigger}} (Outsider-York) Wanted for killing a friendly Shamen (CrowJane) in the Medical hut of York. &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-'''Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''New offenses''': Killed a CP officer. Killed another CP officer. Killed another CP officer. Killed a 4th CP officer. Killed another CP officer and attacked another. Killed a 6th CP officer. Killed another CP officer. ''Suspected of attempting to foment radical anti-CP agitation for reasons unknown, and offers 20 gold coins to the first CP officer to kill him''.&lt;br /&gt;
&lt;br /&gt;
*{{profile|7744|Mack the Shipper}} (Outsider-York) is wanted for killing friendly pro-York shaman Tony Almeida.&lt;br /&gt;
&lt;br /&gt;
*{{profile|6206|Keiichi}} (Leaving York alone, at the moment.) Away from York at the current moment, and planning not to come back for awhile.&lt;br /&gt;
&lt;br /&gt;
*{{profile|6547|Nowherehowdy}} (Outsider-York) is wanted for attacking members of the Royal Expedition. Suspected member of the sometimes-criminal Imperial Privateer gang.&lt;br /&gt;
&lt;br /&gt;
*{{profile|3013|Gimbo}} (Native) is wanted for killing local pro-York zealot SeriousSam.&lt;br /&gt;
&lt;br /&gt;
*{{profile|2825|Lucifer Rustypants}} (Pirate) is wanted for repeatedly attacking an officer. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed.'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''New offense:''' Killed a York civilian during a peaceful Christmas gathering southeast of the mountain.&lt;br /&gt;
&lt;br /&gt;
*{{profile|3179|Agent47}} (Outsider-York), known mercenary, is wanted for questioning on the possibility of contracted hits on CP Officers and for the murder of a Colonial Police officer.'''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; Killed a citizen of York &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;'''-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''New offense:''' Killed a civilian. Is rumored to have fled the island of Shartak.&lt;br /&gt;
&lt;br /&gt;
*{{profile|3174|JollyRoger}} (Pirate) is wanted for killing a CP officer and conspiracy to murder York citizens.&lt;br /&gt;
&lt;br /&gt;
*{{profile|6072|YellowMelanie}} (Outsider-York) is wanted for an assault upon a Colonial Police officer.&lt;br /&gt;
&lt;br /&gt;
*{{profile|344|DaBinks}} (Native) is wanted for the murder of an outsider. ''Has killed 99 outsiders!'' High Priority.&lt;br /&gt;
&lt;br /&gt;
*{{profile|6171|Byron}} (Native) is wanted for numerous attacks on settlers, and the murder of a CP officer.&lt;br /&gt;
&lt;br /&gt;
*{{profile|1093|Foo Fighter}} (Native) is wanted for the death of a CP officer on Rodrigo Island.&lt;br /&gt;
&lt;br /&gt;
*{{profile|7049|CcGame}} (Outsider-York) is wanted for the death of Derby citizen Lutheran on York soil.&lt;br /&gt;
&lt;br /&gt;
*{{profile|754|Xiombarg}} (Native) is on the run after reportedly killing outsiders in northeast York. ''Wanted Dead &amp;lt;s&amp;gt;or Alive&amp;lt;/s&amp;gt;.''&lt;br /&gt;
&lt;br /&gt;
*{{profile|750|Halfway there}} (Outsider-Durham) is wanted for killing an officer in the CPHQ and wanted for questioning in numerous attacks on civilians.'''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Second offence!''' Attacked members of the Colonial Police in the CPHQ. '''New offense:''' Murdered a newly-arrived York citizen!&lt;br /&gt;
&lt;br /&gt;
*{{profile|3445|LDC}} (Pirate) is wanted for attacking an officer. &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-'''Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''New Offense''': Attacked another officer!&lt;br /&gt;
&lt;br /&gt;
*{{profile|4924|screech}} (Ousider-York) is wanted for killing at least 2 York citizens.&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-'''Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''New offenses''': Has attacked and killed dozens of innocent York citizens!&lt;br /&gt;
&lt;br /&gt;
*{{profile|3977|gorthax}} (Native) is wanted for attacking several York citizens and spitting on a CP officer.&lt;br /&gt;
&lt;br /&gt;
*{{profile|2171|Lord Henry Mowbray}} is wanted for killing a CP officer.&lt;br /&gt;
&lt;br /&gt;
*{{profile|732|Lutheran}} is wanted for questioning on the growing religious tensions in York, and for getting into a fist fight with a York citizen over a religious dispute. &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-'''Shot dead by a religious opponent.''' &amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''New crime''' - Killed a new arrival who calls himself &amp;quot;The Pope&amp;quot;. &amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* {{profile|2614|Toucan Son of Sam}} (Native), is wanted for attacking an officer.'''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; Murdered a York citizen in the CPHQ.'''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''New offenses:''' -Attacked at least one CP officer. -Killed a York citizen! Update: Often seen cowering in [[Czechy's Tavern]].'''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''New offense''' Killed member of CP.&lt;br /&gt;
&lt;br /&gt;
=== Suspected ===&lt;br /&gt;
*The following people are suspected of religious violence and/or conspiracy to commit religious violence in York: {{profile|7049|CcGame}} (Outsider-York), {{profile|2686|Capt San}} (Outsider-York), {{profile|732|Lutheran}} (Outsider-Derby), {{profile|3179|Agent47}} (Outsider-York), {{profile|109|Bob Nowak}} (Outsider-York), {{profile|7176|Killian}} (Outsider-York), {{profile|7621|&amp;quot;The Pope&amp;quot;}} (Outsider-York), {{profile|2614|Toucan Son of Sam}} (Native), [others]. We ask that they please cease and desist.&lt;br /&gt;
&lt;br /&gt;
*{{profile|1738|Maevar Ralnik}} and {{profile|2716|Arhcer}} are suspected of conspiracy to murder York citizens.&lt;br /&gt;
&lt;br /&gt;
*The criminal [[Mercenary's Guild]] is hereby warned not to attack York citizens. Local traitor Zydd Soral is warned in particular against attacking Yorkpeople.&lt;br /&gt;
&lt;br /&gt;
=== Executed or Inactive criminals ===&lt;br /&gt;
* {{profile|1629|Lord Paul Reefer}} (Outsider) is wanted for murdering an officer. '''-Connected to Stoertebecker!''' '''-Second Offence''' Killed another officer! '''-Third Offence''' Attacked an officer repeatedly within the CPHQ. '''-Fourth Offence''' Murdered an officer in the CPHQ! '''-Fifth Offence''' Murdered another officer! '''-Sixth Offence''' Killed an officer in the CPHQ! '''-Seventh Offence''' Repeatedly attacked an officer inside the CPHQ! '''-Eighth Offence''' Murdered another officer in the CPHQ! '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-EXECUTED!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Ninth offence''' Repeatedly attacked an officer within the CPHQ. '''-Tenth Offence''' Conspiracy to commit murder. '''-Eleventh Offence''' Killed an officer in the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Twelth Offence!''' Murdered two more officers in the shallow waters of York. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Thirteenth Offence''' Talking to him obviously didn't work, as he's now killed two more officers in the CPHQ! '''-Fourteenth Offence''' Murdered another officer! '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Fifteenth Offence''' Killed an officer inside the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed again'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Sixteenth Offence''' Attacked an officer inside the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed again'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Seventeenth Offence''' Attacked an officer inside the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Eighteenth Offence''' Killed an officer inside the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-EXECUTED!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Ninteenth Offence''' Murdered an officer inside the CPHQ! '''-Twentieth Offence''' Killed a CP officer inside the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-EXECUTED!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;'''-Twenty-first offence''' Killed an Officer of the Colonial Police'''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;. &lt;br /&gt;
**Update, December 2006: Lord Paul Reefer has resurfaced!. '''New offenses''' (Nov-Dec 2006): Murdered czech1, owner of [[Czechy's|the famous tavern]] and at least two civilians.&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;'''-Killed in retribution by local paramilitary Mr. Bungle!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;. '''New Offence''' - killed an Officer during the Defence of Durham despite said Officer letting him live and making it clear that during the Durham defence there would be no hostilities between them. '''New Offence''' - killed an officer in Czechy's tavern. ''Has agreed to cease attacks''.&lt;br /&gt;
&lt;br /&gt;
*{{profile|304|joef1day}} (Outsider-York) is wanted for killing a citizen inside the tavern, and killing a member of the CP more than 5 times, also has a suspected alias - &amp;quot;blame josef&amp;quot;, defacing every hut he sees. At least seven  offences&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;'''-Executed'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; -Eighth offence! Killed a CP officer.&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;'''-Executed'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; New offense: -Killed a CP officer in the CPHQ! &lt;br /&gt;
&lt;br /&gt;
*{{profile|4268|Werwolf}} (Outsider-York) is wanted for biting and gnawing on the limbs of many citizens and CP officers. Has killed several citizens during and around the last full moon. / ''Whereabouts Unknown''.&lt;br /&gt;
&lt;br /&gt;
*{{profile|3550|Baron Samedi}} (Native) is wanted for numerous attacks on civilians. Has killed five people in one week! '''High Priority''' / ''Whereabouts Unknown''.&lt;br /&gt;
&lt;br /&gt;
*{{profile|6228|Sergeant Snodgrass}} (Outsider-York) is wanted for killing a York citizen unprovoked, and then lying about his identity.'''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|6193|Otacon}} (Ousider-York), a renegade CP officer, is wanted for the murder of a CP officer. Possibly hired by unknown person(s). Any reliable information on this suspect or his employers will be rewarded. &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-'''Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; killed another CP officer &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-'''Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; Known accomplices: Solidus, Maverick. Possible accomplices: &amp;lt;several&amp;gt;. &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-'''Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; &lt;br /&gt;
&lt;br /&gt;
*{{profile|2176|Cunstnail}} (Native) is wanted for the murder of an officer. / ''Whereabouts Unknown''.&lt;br /&gt;
&lt;br /&gt;
*{{profile|318|Snake Tongue}} (Native) is wanted for the murder of an officer! / ''Whereabouts Unknown''.&lt;br /&gt;
&lt;br /&gt;
*{{profile|582|Barbecue}} (Native) is wanted for murdering an officer! / ''Whereabouts Unknown''.&lt;br /&gt;
&lt;br /&gt;
*{{profile|1522|Barbarossa}} (Pirate) is wanted by the Colonial Police for the murder of an officer. / ''Whereabouts Unknown''.&lt;br /&gt;
&lt;br /&gt;
*{{profile|1677|Paul Gascoigne}} (Native) is wanted for the murder of an officer. / ''Whereabouts Unknown''.&lt;br /&gt;
&lt;br /&gt;
*{{profile|1608|Anne Bonney}} (Pirate) is wanted for attacking Colonial Police members in the CPHQ. / ''Whereabouts Unknown''.&lt;br /&gt;
&lt;br /&gt;
*{{profile|4128|Kadaj}} (Outsider) is wanted for killing a Colonial Police officer. / ''Whereabouts Unknown''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*{{profile|4166|Ninjoc}} (Native), a well-known killer, has struck again. Currently wanted for killing a peaceful civilain in York.'''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Brought to justice.'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
*{{profile|944|Bernice van Buren}} (Outsider-York) is wanted for killing a CP officer on the outskirts of York.&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-'''Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|1327|Tom Failur}} (Pirate), a mercenary so notorious in York that he has been dubbed &amp;quot;The Butcher of York&amp;quot;, is wanted for a new string of unprovoked attacks on innocent civilians in and around the Medical Supplies hut. [historical note: this &amp;quot;string of attacks&amp;quot; was part of the first wave of the [[Third Battle of York]]]. '''New offense:''' Murdered CP founder MickR! '''HIGH PRIORITY''' &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-'''Killed by a York citizen and fled York in shame!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|1553|Stoertebecker}} (Pirate) is wanted for the murder of an officer within the CPHQ. '''-Connected to Lord Paul Reefer!''' '''-Second offence!''' Repeatedly attacked another officer. '''-Third offence!''' Killed an innocent civilian. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Fourth offence!''' Murdered two officers inside the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed again'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Fifth offence!''' Killed another officer! '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Sixth offence!''' Attacked an officer multiple times in the CPHQ, almost killing him. '''-Seventh offence!''' Attacked another officer. '''-Eighth offence!''' Killed a CP officer.&lt;br /&gt;
&lt;br /&gt;
*{{profile|3059|Eli Jenkins}} (Outsider) is wanted for the murder of an officer. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Second Offence''' Attacked two officers in the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed again.'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Third Offence''' Attacked two more officers inside the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Fourth Offence''' Killed another officer. '''-Fifth Offence''' Attacked two officers inside the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Sixth Offence''' Attacked another officer inside the CPHQ! '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed again'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Seventh Offence''' Attacked an officer repeatedly. '''-Eighth Offence''' Killed an innocent civilian. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;EXECUTED!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Ninth Offence''' Attacked another officer. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Executed again'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Tenth Offence''' Attacked two officers inside the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-EXECUTED!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Eleventh Offence''' Attacked an officer inside the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-EXECUTED!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Twelfth Offence''' Killed an officer.'''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-EXECUTED!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Thirteenth Offence''' Killed an officer. '''-Fourteenth Offence''' Attacked numerous officers.''' &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-EXECUTED!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Fourteenth Offence''' Attacked an officer. &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;'''EXECUTED! -Executed Again. -Executed Again.''' &amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;'''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed again'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''&lt;br /&gt;
&lt;br /&gt;
*{{profile|3576|manteno}} (Outsider) is warned against Assaulting Police officers - '''-Second offence!''' Killed a man in the Trader hut '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|712|Qberry}} (Native) is wanted for the murder of an officer. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|2445|Elembis}} (Native) is wanted for the murder of a Colonial Police officer inside the CPHQ. '''-Second Offence''' Killed another officer! '''-Third Offence''' Murdered numerous civilians. '''-Forth Offence''' Attacked an officer inside the CPHQ! '''-Fifth Offence''' Killed another officer inside the CPHQ. '''-Sixth Offence''' Murdered another officer. '''-Seventh Offence''' Murdered numerous civilians. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Eighth Offence''' Murdered another officer inside the CPHQ. '''-Ninth Offence''' Attackted and poisoned and officer inside the CPHQ '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Tenth Offence''' Killed another officer inside the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; (Note: This individual seems to have reformed, and is no longer considered a criminal. He remains on the list only for reference.)&lt;br /&gt;
&lt;br /&gt;
* A warning to {{profile|539|Schmeckel}} (Outsider) for repeatedly attacking an officer.  '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Brought to justice.'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
*{{profile|1571|Arrgyle}} (Pirate) is wanted for the murder of an officer inside the CPHQ! '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|2659|Dashing Derek}} (Outsider) is wanted for murdering a CP officer. (HIRED) '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Brought to justice.'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
*{{profile|2418|Firebabe871}} (Outsider) is wanted for repeatedly attacking a CP officer. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|2091|zybe}} (Native) is wanted by the Colonial Police for repeatedly attacking an officer inside the Colonial Police HQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|1879|Phutnanog}} (Native) wanted for multiple murders of officers and civilians. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Second Offence''' Attacked another officer. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Brought to justice'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|1828|Mal}} (Native) is wanted for the murder of a citizen. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|2364|Dekuyper}} (Pirate) is wanted for killing innocent civilians. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Brought to justice'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
*{{profile|4499|Sylth}} is wanted for the murder of a citizen. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|3239|Jacob Ladder}} (Outsider) is wanted for an attack on an officer. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Second Offence''' Attacked an officer in the CPHQ'''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|1492|JB Aristide}} (Native) is wanted by the Colonial Police for murdering an officer. &amp;lt;br&amp;gt;'''-Second offence!''' Attacked an officer. '''-Third offence!''' Murdered another officer! '''-Fourth offence!''' Murdered an innocent civilian. '''-Fifth offence!''' Attacked another officer! '''-Sixth offence!''' Repeatedly attacked an officer! '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Seventh offence!''' Killed an officer. '''-Eighth offence!''' Murdered another officer! '''-Ninth offence!''' Killed another CP officer! '''-Tenth offence!''' Killed another officer. '''-Eleventh offence!''' Murdered a CP officer. '''-Twelth offence!''' Killed an officer inside the CPHQ. '''-Thirteenth offence!''' Murdered another officer. '''-Fourteenth offence!''' Poisoned and otherwise injured an officer. '''-Fifteenth offence!''' Killed an officer! '''-Sixteenth offence!''' Murdered another officer inside the CPHQ! '''-Seventeenth offence!''' Murdered another CP officer! '''-Eighteenth offence!''' Killed another Colonial Police officer.'''-nineteenth offence!''' murdered another Colonial Police officer. '''-Twentieth offence!''' Killed an officer and attacked another officer inside the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-EXECUTED and fled York in shame!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|4671|Danny O the 7}} (Pirate) is wanted for killing a doctor.'''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|7480|Liova}} &amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;is wanted for the death of a York citizen while on a visit to one &amp;quot;Santa Claus&amp;quot; &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-'''Executed'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; by Pro-Yorker Bauer. Well done Sir.&lt;br /&gt;
&lt;br /&gt;
== News ==&lt;br /&gt;
===January 19th, 2007===&lt;br /&gt;
*CP effective strength is at an all-time high.&lt;br /&gt;
*The [[Mercenary's Guild|criminal MG-gang]] is officially proscribed again. We will be offering no protection to this criminal gang, and any member of this outlawed group seen in York risks being executed. Reason: The MG-gang is suspected of conspiracy to imminently murder and finance murders of York citizens, and MG-gang ringleaders have recently been seen lurking in York, claiming to be in York &amp;quot;on business&amp;quot;, shades of the early days of the [[Third Battle of York|Third Invasion]].&lt;br /&gt;
*There is currently a campaign underway to strip local traitor Zydd Soral of his medals.&lt;br /&gt;
&lt;br /&gt;
===January 16th, 2007===&lt;br /&gt;
*Veteran officer {{profile|3322|Zydd Soral}}, reknowned across Shartak as the high-ranking ''pirate'' member of the Colonial Police in the very radically anti-pirate town of York--Zydd was probably the only pirate on the island who was safe in York--has turned traitor and joined a criminal anti-York gang. The ensuing shakeup that was created after the third-ranking officer of a major York organization deserted and brazenly joined the Enemy, has understandably rattled the CP to its core, and there is much gossiping going on by others about the state of affairs within the CP. Despite this blow, the CP will continue our police work as best we can, as we always have.&lt;br /&gt;
&lt;br /&gt;
===December 2006===&lt;br /&gt;
'''December 24th, 2006'''&amp;lt;br&amp;gt;&lt;br /&gt;
*A warning to all Catholic and Protestant religious warriors, we ask that you please cease attacking one another.&lt;br /&gt;
*The [[1st Imperial Privateers]] are no longer suspected of criminality, and have been removed from the &amp;quot;suspected criminals&amp;quot; list.&lt;br /&gt;
&lt;br /&gt;
'''December 21st, 2006'''&amp;lt;br&amp;gt;&lt;br /&gt;
*The Colonial Police are now offering an open-ended gold reward for the successful apprehension of, or information leading to the apprehension of: {{profile|2614|'''Toucan Son of Sam'''}}, a notorious murderer. See the [http://z7.invisionfree.com/Colonial_Police/index.php?showtopic=176 forum thread] for details.&lt;br /&gt;
*The Colonial Police are alarmed at the mass exodus of citizens leaving York and heading northwards over the past two days, to the rumored site of a fat jovial man distributing gifts. The concern is that criminals may use this as an opportunity to re-enter York and attempt to steal unguarded belongings, and commit other crimes.&lt;br /&gt;
&lt;br /&gt;
'''December 17th, 2006'''&amp;lt;br&amp;gt;&lt;br /&gt;
*Most of the York/Colonial Police  delegation to Durham have returned to York. The headhunter threat turned out to be all talk.&lt;br /&gt;
*{{profile|1390|'''Jesus'''}} has been expelled from the Colonial Police for killing outsiders.&lt;br /&gt;
&lt;br /&gt;
'''December 2nd, 2006'''&amp;lt;br&amp;gt;&lt;br /&gt;
*The Colonial Police are now in Durham to help defend the town from the criminal element bent on wreaking havoc and murdering many citizens. But criminals be warned that York is not undefended (the CP still has several men staying behind, and other contacts in the city), and the entire CP can get back to York very quickly, if needed.&lt;br /&gt;
*In a surprising development, {{profile|1390|'''Jesus'''}} has joined the Colonial Police! As has longtime CP-associate and friend {{profile|2706|'''guest'''}}.&lt;br /&gt;
*The notorious terrorist leader Lord Paul Reefer has resurfaced in York, and has begun attacking outsiders once again. So he is back on the Most Wanted list.&lt;br /&gt;
&lt;br /&gt;
===November 2006===&lt;br /&gt;
'''November 27th, 2006'''&amp;lt;br&amp;gt;&lt;br /&gt;
*The Colonial Police are on the road bound for [[Durham]] to help [[Durham Defence Unit|the outsiders there defend]] against the imminent headhunter attack.&lt;br /&gt;
*The Colonial Police have expelled renegade officer otacon who murdered an officer. Also expelled was his accomplice maverick.&lt;br /&gt;
&lt;br /&gt;
'''November 20th, 2006'''&amp;lt;br&amp;gt;&lt;br /&gt;
{{profile|4949|RobZombie}} and his clan [[1st Derby Privateers]] have been removed from our list of suspected criminals. We are currently in the process of negotating some sort of agreement with this group, possibly even an alliance. The [[1st Imperial Privateer Regiment]], however, remains very dangerous and suspected criminals.&lt;br /&gt;
&lt;br /&gt;
'''November 16th, 2006'''&amp;lt;br&amp;gt;&lt;br /&gt;
We have opened relations with the [[Durham Pistoleers]], two weeks ahead of the grave threat to the very existance of that settlement from a warband of murderous native warriors and headhunters.&lt;br /&gt;
&lt;br /&gt;
'''November 11th, 2006'''&amp;lt;br&amp;gt;&lt;br /&gt;
The emergence of two new anti-York gangs calling themselves privateers, one [[1st Imperial Privateer Regiment|Dutch]], one [[1st Derby Privateers|Derby nationalist]], both dedicated to conquering York, is cause for concern. The CP will be keeping an eye on these two groups, and all privateer groups have been added to the &amp;quot;suspected criminals&amp;quot; list.&lt;br /&gt;
&lt;br /&gt;
'''November 8th, 2006'''&amp;lt;br&amp;gt;&lt;br /&gt;
With the end of the mercenary bloodbath two weeks ago, now being dubbed the [[Third Battle of York]], peace has returned to our city. Several Colonial Police were [[Order of Patriots/Medals|honored by the Order of Patriots]] for their outstanding service during the invasion. The mercenaries are still in town, but have kept quiet of late.&lt;br /&gt;
&lt;br /&gt;
===October 2006===&lt;br /&gt;
'''October 16th, 2006'''&amp;lt;br&amp;gt;&lt;br /&gt;
The mercenary invasion appears to be over, and an uneasy peace had descended upon York. The CP are still reeling from the attack, but the righting seemed to have turned in our favour in the past week or two. Law and order has survived in York, the philosophy of the &amp;quot;rule of the jungle&amp;quot; has been turned back. Many CP members are still skeptical of the MG.&lt;br /&gt;
&lt;br /&gt;
===Older News===&lt;br /&gt;
Older news items, all the way back to our founding on April the 25th, ---6, can be found here: [[Colonial Police/newsarchive]].&lt;/div&gt;</summary>
		<author><name>A SN</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Colonial_police&amp;diff=12377</id>
		<title>Colonial police</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Colonial_police&amp;diff=12377"/>
		<updated>2007-01-29T05:55:57Z</updated>

		<summary type="html">&lt;p&gt;A SN: Then report it and stuff when I kill you guys, damnit. It's like you guys wanna ignore that I kill you one by one and that you can't be fucked to even spot me&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox|&lt;br /&gt;
clan_name=Colonial Police|&lt;br /&gt;
official_id=16|&lt;br /&gt;
open_to=outsiders|&lt;br /&gt;
clan_image=[[Image:CPLogo.jpg]]|&lt;br /&gt;
clan_leaders=Kjendlie|&lt;br /&gt;
clan_membership=28, half active.|&lt;br /&gt;
clan_goals=Keeping the peace.|&lt;br /&gt;
clan_recruit=Simply talk to us at the CPHQ or place your profile under the &amp;quot;List of Members&amp;quot; on this page.|&lt;br /&gt;
clan_contact=The best way to contact us for any reason is '''[http://z7.invisionfree.com/Colonial_Police/index.php? our forum]''' (unregistered-guest posts welcome).|&lt;br /&gt;
sort_as=|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==The Colonial Police==&lt;br /&gt;
The Colonial Police are a group of outsiders devoted to keeping the peace. We are based in the great city of [[York]]. Our primary mission is to stop criminals and defend the settlement of York from marauders, invaders, raiders, etc. Any person who has killed innocent outsiders in the York area may be killed in punishment by the CP. We keep an extensive criminals list, including a &amp;quot;most wanted&amp;quot; section. We are currently offering protection to only certain natives (notably pro-York shamans who assist with getting rid of ghosts).&lt;br /&gt;
&lt;br /&gt;
The proud tradition of the Colonial Police goes all the way back to the height of the [[First Battle of York]], when we were formed to protect the settlers in and around York from violent criminals.&lt;br /&gt;
&lt;br /&gt;
===How you can report criminals===&lt;br /&gt;
Citizen! have you been killed or have you witnessed a murder? We ask that you report any murders to us so that we may deal with them. You can very easily do this on our [http://z7.invisionfree.com/Colonial_Police/index.php?showforum=3 forum] (registration not necessary). Instructions for how to most efficiently report criminals are [http://z7.invisionfree.com/Colonial_Police/index.php?showtopic=163 here]. You may also report crimes to the officer(s) on duty in the Colonial Police Headquarters in York, at the following location: [http://www.itechsc.com/misc/shartak/ubermap/closeup.php?sk=1&amp;amp;sc=1&amp;amp;cx=-70374&amp;amp;cy=26313 -70.374,+26.313]. &lt;br /&gt;
&lt;br /&gt;
We are always looking for new members. As long as you know what we're about, you can join.&lt;br /&gt;
Just place your name and profile under the 'List of Members' below. If you join, stop by our headquarters at [http://www.itechsc.com/misc/shartak/ubermap/closeup.php?sk=1&amp;amp;sc=1&amp;amp;cx=-70374&amp;amp;cy=26313 -70.374,+26.313] and be sure to talk us on the forum.&lt;br /&gt;
&lt;br /&gt;
== Members ==&lt;br /&gt;
&amp;lt;big&amp;gt;'''Founders'''&amp;lt;/big&amp;gt;&lt;br /&gt;
{| border=0 cellpadding=0 style=&amp;quot;border-collapse:collapse;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|1231|MickR}} (led the CP until his departure in late August --06 to explore Shartak.)&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|1588|Arwedda}} (left the CP in October --06 to pursue a business venture.)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;'''Current Leader'''&amp;lt;/big&amp;gt;&lt;br /&gt;
{| border=0 cellpadding=0 style=&amp;quot;border-collapse:collapse;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|2470|Kjendlie}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;'''Officers'''&amp;lt;/big&amp;gt;&lt;br /&gt;
{| border=0 cellpadding=2 style=&amp;quot;border-collapse:collapse;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Active'''||'''AWOL/Inactive'''||'''Prominent ex-Members'''&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|3105|Nighter}}||{{profile|6677|Ozzy Baxter}}||{{profile|3322|Zydd &amp;quot;Benedict Arnold&amp;quot; Soral}} (Traitor)&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|1603|czech1}}||{{profile|3258|Vizerdrix}}||{{profile|1231|MickR}} (founder)&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|2470|Kjendlie}}||{{profile|3225|leathel99764}}||{{profile|1588|Arwedda}} (co-founder)&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|2706|guest}}||{{profile|3321|radiohead1102}}||{{profile|3426|Che}}&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|7595|Duke Eric Kelso}}||{{profile|1098|Admiral Nelson}}&amp;lt;font color=white&amp;gt;......&amp;lt;/font&amp;gt;||{{profile|2899|Riddick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|3586|Ukapu Boy}}||{{profile|6324|bowie}}||{{profile|1390|Jesus}}&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|6844|Bauer}}||{{profile|4126|corperal}}||{{profile|6193|Otacon}} ([[Colonial_Police#November_2006|Renegade officer]] (bullet #2)&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|7289|Frank Comboling}}||{{profile|3915|Bubba}}||{{profile|4163|Colonel}} (expelled for selling secrets to enemies of York)&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|5731|Cisisero}}||{{profile|3999|TalynDerre}}||{{profile|3428|Sora Lamal}}&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|1628|Broderick}}||{{profile|4705|Liktai}}&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|2435|sayt}}||{{profile|5769|halocakes}}&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|7872|Sergeant Eversmann}}&amp;lt;font color=white&amp;gt;......&amp;lt;/font&amp;gt;||{{profile|6094|Tarquin}}&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|2613|Hoboclown}}||{{profile|5953|Seloth}}&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|6898|Sillyak}}||{{profile|6871|rara56}}&lt;br /&gt;
|-&lt;br /&gt;
| ||{{profile|4231|Colonel Curtis}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Alliances and Friends ==&lt;br /&gt;
&lt;br /&gt;
'''York'''&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Czechy's Tavern]] - founded and run by veteran officer czech1.&lt;br /&gt;
* [[Shartak Cryptozoological Society]]&lt;br /&gt;
* [[The Order of Patriots]] - pro-York &amp;quot;secret society&amp;quot; with a first-rate military wing.&lt;br /&gt;
* [[1st Colonial Militia]] (York branch) - fanatically pro-York paramilitary force.&lt;br /&gt;
* Prominent York citizen {{profile|2706|'''guest'''}} and his associates.&lt;br /&gt;
&lt;br /&gt;
'''Foreign'''&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Royal Expedition]] - Bureaucratic royalists&lt;br /&gt;
* [[Derby Hospitallers]] - Friendly Derby-based civic/defense group.&lt;br /&gt;
* [[1st Derby Privateers]] - Pirate organization based in Derby. Junior partners in the Derby federation w/above.&lt;br /&gt;
* [[Durham Pistoleers]] - The only organized force in the notoriously lawless town of Durham.&lt;br /&gt;
&lt;br /&gt;
== List of Criminals ==&lt;br /&gt;
Explanations of the below categories:&amp;lt;br&amp;gt;&lt;br /&gt;
'''Most Wanted:''' These are the current criminals who for whatever reason(s) are considered to be the most dangerous or highest priority to catch. They are &amp;quot;most wanted&amp;quot; to be brought to justice, but the list could also be called &amp;quot;Least Wanted (in York)&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
'''At Large:''' Criminals who have committed a crime and have not been brought to justice are added to the &amp;quot;At Large&amp;quot; section. Most small-time criminals will be removed from this list after they have been brought to justice, and moved to &amp;quot;Executed&amp;quot;. Repeat offenders, prolific criminals or those with certain extenuating circumstances might not be removed from this list after being brought to justice just once, but will remain perpetually wanted until they stop killing.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Suspected:''' Those who we suspect of crimes or conspiracy to commit crimes, and those who may have committed crimes but we do not have information about.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Executed and Inactive:''' After being executed, we generally move criminal listings to this section. If they continue to kill and commit other crimes, they will be moved back to the &amp;quot;At Large&amp;quot; section. Also includes those criminals who were notorious in the past but have been quiet lately (i.e., inactive).&lt;br /&gt;
&lt;br /&gt;
=== Most Wanted ===&lt;br /&gt;
(kill on sight)&lt;br /&gt;
&lt;br /&gt;
*{{profile|1660|Sam Bellamy}} (Pirate) known murderer of innocent york citizens, has been &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;'''Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;. ''Is instructed to stay out of York.'' Also wanted for possible collaboration with the criminal 'Imperial Privateer' gang. '''New offense:''' Murdered a peaceful citizen in the medical hut!&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-'''Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;. '''New offense:''' Murdered a prominent York civilian.&lt;br /&gt;
&lt;br /&gt;
*{{profile|2141|Raffles}} (Pirate), an aggressive York-hating pirate, is wanted for numerous attacks on York citizens and for the murders of several innocent civilian. '''-Second Offence''' Killed an officer. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-EXECUTED!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Third Offense''' Killed an officer in the CPHQ.'''-fourth Offense''' Killed an officer in the CPHQ. &amp;lt;s&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;NOTE: This criminal has reformed and will be removed from this list when he completes his community service to York (as outlined [http://z7.invisionfree.com/Colonial_Police/index.php?showtopic=58&amp;amp;view=findpost&amp;amp;p=10681891 here.])&amp;lt;/font&amp;gt;&amp;lt;/s&amp;gt; [failed to complete or even attempt community-service]. '''New murder rampage'''- Murdered at least two York civilians.&lt;br /&gt;
&lt;br /&gt;
* {{profile|2716|Archer}} (Pirate) is wanted for continously injuring several CP officers by banshee wailing. &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;''Has agreed to stop&amp;lt;/font&amp;gt;. '''New offense:''' Killed local citizen Bauer!&lt;br /&gt;
&lt;br /&gt;
=== At Large ===&lt;br /&gt;
*{{profile|5393|ombined}} (Outsider-York) is wanted for gunning down an environmentalist who was in the midst of a speech in the medical supplies hut, and for killing lacuna, the shaman helping York. '''HIGH PRIORITY'''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-'''Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; (Is rumored to have fled York. Is not welcome in York.) '''New offenses:''' Killed a CP officer! Killed a pro-York militiaman!&lt;br /&gt;
&lt;br /&gt;
*{{profile|1645|Adolf Schwarznigger}} (Outsider-York) Wanted for killing a friendly Shamen (CrowJane) in the Medical hut of York. &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-'''Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''New offenses''': Killed a CP officer. Killed another CP officer. Killed another CP officer. Killed a 4th CP officer. Killed another CP officer and attacked another. Killed a 6th CP officer. ''Suspected of attempting to foment radical anti-CP agitation for reasons unknown, and offers 20 gold coins to the first CP officer to kill him''.&lt;br /&gt;
&lt;br /&gt;
*{{profile|7744|Mack the Shipper}} (Outsider-York) is wanted for killing friendly pro-York shaman Tony Almeida.&lt;br /&gt;
&lt;br /&gt;
*{{profile|6206|Keiichi}} (Leaving York alone, at the moment.) Away from York at the current moment, and planning not to come back for awhile.&lt;br /&gt;
&lt;br /&gt;
*{{profile|6547|Nowherehowdy}} (Outsider-York) is wanted for attacking members of the Royal Expedition. Suspected member of the sometimes-criminal Imperial Privateer gang.&lt;br /&gt;
&lt;br /&gt;
*{{profile|3013|Gimbo}} (Native) is wanted for killing local pro-York zealot SeriousSam.&lt;br /&gt;
&lt;br /&gt;
*{{profile|2825|Lucifer Rustypants}} (Pirate) is wanted for repeatedly attacking an officer. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed.'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''New offense:''' Killed a York civilian during a peaceful Christmas gathering southeast of the mountain.&lt;br /&gt;
&lt;br /&gt;
*{{profile|3179|Agent47}} (Outsider-York), known mercenary, is wanted for questioning on the possibility of contracted hits on CP Officers and for the murder of a Colonial Police officer.'''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; Killed a citizen of York &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;'''-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''New offense:''' Killed a civilian. Is rumored to have fled the island of Shartak.&lt;br /&gt;
&lt;br /&gt;
*{{profile|3174|JollyRoger}} (Pirate) is wanted for killing a CP officer and conspiracy to murder York citizens.&lt;br /&gt;
&lt;br /&gt;
*{{profile|6072|YellowMelanie}} (Outsider-York) is wanted for an assault upon a Colonial Police officer.&lt;br /&gt;
&lt;br /&gt;
*{{profile|344|DaBinks}} (Native) is wanted for the murder of an outsider. ''Has killed 99 outsiders!'' High Priority.&lt;br /&gt;
&lt;br /&gt;
*{{profile|6171|Byron}} (Native) is wanted for numerous attacks on settlers, and the murder of a CP officer.&lt;br /&gt;
&lt;br /&gt;
*{{profile|1093|Foo Fighter}} (Native) is wanted for the death of a CP officer on Rodrigo Island.&lt;br /&gt;
&lt;br /&gt;
*{{profile|7049|CcGame}} (Outsider-York) is wanted for the death of Derby citizen Lutheran on York soil.&lt;br /&gt;
&lt;br /&gt;
*{{profile|754|Xiombarg}} (Native) is on the run after reportedly killing outsiders in northeast York. ''Wanted Dead &amp;lt;s&amp;gt;or Alive&amp;lt;/s&amp;gt;.''&lt;br /&gt;
&lt;br /&gt;
*{{profile|750|Halfway there}} (Outsider-Durham) is wanted for killing an officer in the CPHQ and wanted for questioning in numerous attacks on civilians.'''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Second offence!''' Attacked members of the Colonial Police in the CPHQ. '''New offense:''' Murdered a newly-arrived York citizen!&lt;br /&gt;
&lt;br /&gt;
*{{profile|3445|LDC}} (Pirate) is wanted for attacking an officer. &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-'''Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''New Offense''': Attacked another officer!&lt;br /&gt;
&lt;br /&gt;
*{{profile|4924|screech}} (Ousider-York) is wanted for killing at least 2 York citizens.&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-'''Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''New offenses''': Has attacked and killed dozens of innocent York citizens!&lt;br /&gt;
&lt;br /&gt;
*{{profile|3977|gorthax}} (Native) is wanted for attacking several York citizens and spitting on a CP officer.&lt;br /&gt;
&lt;br /&gt;
*{{profile|2171|Lord Henry Mowbray}} is wanted for killing a CP officer.&lt;br /&gt;
&lt;br /&gt;
*{{profile|732|Lutheran}} is wanted for questioning on the growing religious tensions in York, and for getting into a fist fight with a York citizen over a religious dispute. &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-'''Shot dead by a religious opponent.''' &amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''New crime''' - Killed a new arrival who calls himself &amp;quot;The Pope&amp;quot;. &amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* {{profile|2614|Toucan Son of Sam}} (Native), is wanted for attacking an officer.'''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; Murdered a York citizen in the CPHQ.'''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''New offenses:''' -Attacked at least one CP officer. -Killed a York citizen! Update: Often seen cowering in [[Czechy's Tavern]].'''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''New offense''' Killed member of CP.&lt;br /&gt;
&lt;br /&gt;
=== Suspected ===&lt;br /&gt;
*The following people are suspected of religious violence and/or conspiracy to commit religious violence in York: {{profile|7049|CcGame}} (Outsider-York), {{profile|2686|Capt San}} (Outsider-York), {{profile|732|Lutheran}} (Outsider-Derby), {{profile|3179|Agent47}} (Outsider-York), {{profile|109|Bob Nowak}} (Outsider-York), {{profile|7176|Killian}} (Outsider-York), {{profile|7621|&amp;quot;The Pope&amp;quot;}} (Outsider-York), {{profile|2614|Toucan Son of Sam}} (Native), [others]. We ask that they please cease and desist.&lt;br /&gt;
&lt;br /&gt;
*{{profile|1738|Maevar Ralnik}} and {{profile|2716|Arhcer}} are suspected of conspiracy to murder York citizens.&lt;br /&gt;
&lt;br /&gt;
*The criminal [[Mercenary's Guild]] is hereby warned not to attack York citizens. Local traitor Zydd Soral is warned in particular against attacking Yorkpeople.&lt;br /&gt;
&lt;br /&gt;
=== Executed or Inactive criminals ===&lt;br /&gt;
* {{profile|1629|Lord Paul Reefer}} (Outsider) is wanted for murdering an officer. '''-Connected to Stoertebecker!''' '''-Second Offence''' Killed another officer! '''-Third Offence''' Attacked an officer repeatedly within the CPHQ. '''-Fourth Offence''' Murdered an officer in the CPHQ! '''-Fifth Offence''' Murdered another officer! '''-Sixth Offence''' Killed an officer in the CPHQ! '''-Seventh Offence''' Repeatedly attacked an officer inside the CPHQ! '''-Eighth Offence''' Murdered another officer in the CPHQ! '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-EXECUTED!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Ninth offence''' Repeatedly attacked an officer within the CPHQ. '''-Tenth Offence''' Conspiracy to commit murder. '''-Eleventh Offence''' Killed an officer in the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Twelth Offence!''' Murdered two more officers in the shallow waters of York. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Thirteenth Offence''' Talking to him obviously didn't work, as he's now killed two more officers in the CPHQ! '''-Fourteenth Offence''' Murdered another officer! '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Fifteenth Offence''' Killed an officer inside the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed again'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Sixteenth Offence''' Attacked an officer inside the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed again'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Seventeenth Offence''' Attacked an officer inside the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Eighteenth Offence''' Killed an officer inside the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-EXECUTED!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Ninteenth Offence''' Murdered an officer inside the CPHQ! '''-Twentieth Offence''' Killed a CP officer inside the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-EXECUTED!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;'''-Twenty-first offence''' Killed an Officer of the Colonial Police'''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;. &lt;br /&gt;
**Update, December 2006: Lord Paul Reefer has resurfaced!. '''New offenses''' (Nov-Dec 2006): Murdered czech1, owner of [[Czechy's|the famous tavern]] and at least two civilians.&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;'''-Killed in retribution by local paramilitary Mr. Bungle!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;. '''New Offence''' - killed an Officer during the Defence of Durham despite said Officer letting him live and making it clear that during the Durham defence there would be no hostilities between them. '''New Offence''' - killed an officer in Czechy's tavern. ''Has agreed to cease attacks''.&lt;br /&gt;
&lt;br /&gt;
*{{profile|304|joef1day}} (Outsider-York) is wanted for killing a citizen inside the tavern, and killing a member of the CP more than 5 times, also has a suspected alias - &amp;quot;blame josef&amp;quot;, defacing every hut he sees. At least seven  offences&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;'''-Executed'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; -Eighth offence! Killed a CP officer.&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;'''-Executed'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; New offense: -Killed a CP officer in the CPHQ! &lt;br /&gt;
&lt;br /&gt;
*{{profile|4268|Werwolf}} (Outsider-York) is wanted for biting and gnawing on the limbs of many citizens and CP officers. Has killed several citizens during and around the last full moon. / ''Whereabouts Unknown''.&lt;br /&gt;
&lt;br /&gt;
*{{profile|3550|Baron Samedi}} (Native) is wanted for numerous attacks on civilians. Has killed five people in one week! '''High Priority''' / ''Whereabouts Unknown''.&lt;br /&gt;
&lt;br /&gt;
*{{profile|6228|Sergeant Snodgrass}} (Outsider-York) is wanted for killing a York citizen unprovoked, and then lying about his identity.'''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|6193|Otacon}} (Ousider-York), a renegade CP officer, is wanted for the murder of a CP officer. Possibly hired by unknown person(s). Any reliable information on this suspect or his employers will be rewarded. &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-'''Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; killed another CP officer &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-'''Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; Known accomplices: Solidus, Maverick. Possible accomplices: &amp;lt;several&amp;gt;. &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-'''Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; &lt;br /&gt;
&lt;br /&gt;
*{{profile|2176|Cunstnail}} (Native) is wanted for the murder of an officer. / ''Whereabouts Unknown''.&lt;br /&gt;
&lt;br /&gt;
*{{profile|318|Snake Tongue}} (Native) is wanted for the murder of an officer! / ''Whereabouts Unknown''.&lt;br /&gt;
&lt;br /&gt;
*{{profile|582|Barbecue}} (Native) is wanted for murdering an officer! / ''Whereabouts Unknown''.&lt;br /&gt;
&lt;br /&gt;
*{{profile|1522|Barbarossa}} (Pirate) is wanted by the Colonial Police for the murder of an officer. / ''Whereabouts Unknown''.&lt;br /&gt;
&lt;br /&gt;
*{{profile|1677|Paul Gascoigne}} (Native) is wanted for the murder of an officer. / ''Whereabouts Unknown''.&lt;br /&gt;
&lt;br /&gt;
*{{profile|1608|Anne Bonney}} (Pirate) is wanted for attacking Colonial Police members in the CPHQ. / ''Whereabouts Unknown''.&lt;br /&gt;
&lt;br /&gt;
*{{profile|4128|Kadaj}} (Outsider) is wanted for killing a Colonial Police officer. / ''Whereabouts Unknown''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*{{profile|4166|Ninjoc}} (Native), a well-known killer, has struck again. Currently wanted for killing a peaceful civilain in York.'''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Brought to justice.'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
*{{profile|944|Bernice van Buren}} (Outsider-York) is wanted for killing a CP officer on the outskirts of York.&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-'''Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|1327|Tom Failur}} (Pirate), a mercenary so notorious in York that he has been dubbed &amp;quot;The Butcher of York&amp;quot;, is wanted for a new string of unprovoked attacks on innocent civilians in and around the Medical Supplies hut. [historical note: this &amp;quot;string of attacks&amp;quot; was part of the first wave of the [[Third Battle of York]]]. '''New offense:''' Murdered CP founder MickR! '''HIGH PRIORITY''' &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-'''Killed by a York citizen and fled York in shame!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|1553|Stoertebecker}} (Pirate) is wanted for the murder of an officer within the CPHQ. '''-Connected to Lord Paul Reefer!''' '''-Second offence!''' Repeatedly attacked another officer. '''-Third offence!''' Killed an innocent civilian. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Fourth offence!''' Murdered two officers inside the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed again'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Fifth offence!''' Killed another officer! '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Sixth offence!''' Attacked an officer multiple times in the CPHQ, almost killing him. '''-Seventh offence!''' Attacked another officer. '''-Eighth offence!''' Killed a CP officer.&lt;br /&gt;
&lt;br /&gt;
*{{profile|3059|Eli Jenkins}} (Outsider) is wanted for the murder of an officer. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Second Offence''' Attacked two officers in the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed again.'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Third Offence''' Attacked two more officers inside the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Fourth Offence''' Killed another officer. '''-Fifth Offence''' Attacked two officers inside the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Sixth Offence''' Attacked another officer inside the CPHQ! '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed again'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Seventh Offence''' Attacked an officer repeatedly. '''-Eighth Offence''' Killed an innocent civilian. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;EXECUTED!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Ninth Offence''' Attacked another officer. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Executed again'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Tenth Offence''' Attacked two officers inside the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-EXECUTED!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Eleventh Offence''' Attacked an officer inside the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-EXECUTED!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Twelfth Offence''' Killed an officer.'''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-EXECUTED!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Thirteenth Offence''' Killed an officer. '''-Fourteenth Offence''' Attacked numerous officers.''' &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-EXECUTED!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Fourteenth Offence''' Attacked an officer. &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;'''EXECUTED! -Executed Again. -Executed Again.''' &amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;'''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed again'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''&lt;br /&gt;
&lt;br /&gt;
*{{profile|3576|manteno}} (Outsider) is warned against Assaulting Police officers - '''-Second offence!''' Killed a man in the Trader hut '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|712|Qberry}} (Native) is wanted for the murder of an officer. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|2445|Elembis}} (Native) is wanted for the murder of a Colonial Police officer inside the CPHQ. '''-Second Offence''' Killed another officer! '''-Third Offence''' Murdered numerous civilians. '''-Forth Offence''' Attacked an officer inside the CPHQ! '''-Fifth Offence''' Killed another officer inside the CPHQ. '''-Sixth Offence''' Murdered another officer. '''-Seventh Offence''' Murdered numerous civilians. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Eighth Offence''' Murdered another officer inside the CPHQ. '''-Ninth Offence''' Attackted and poisoned and officer inside the CPHQ '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Tenth Offence''' Killed another officer inside the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; (Note: This individual seems to have reformed, and is no longer considered a criminal. He remains on the list only for reference.)&lt;br /&gt;
&lt;br /&gt;
* A warning to {{profile|539|Schmeckel}} (Outsider) for repeatedly attacking an officer.  '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Brought to justice.'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
*{{profile|1571|Arrgyle}} (Pirate) is wanted for the murder of an officer inside the CPHQ! '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|2659|Dashing Derek}} (Outsider) is wanted for murdering a CP officer. (HIRED) '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Brought to justice.'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
*{{profile|2418|Firebabe871}} (Outsider) is wanted for repeatedly attacking a CP officer. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|2091|zybe}} (Native) is wanted by the Colonial Police for repeatedly attacking an officer inside the Colonial Police HQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|1879|Phutnanog}} (Native) wanted for multiple murders of officers and civilians. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Second Offence''' Attacked another officer. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Brought to justice'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|1828|Mal}} (Native) is wanted for the murder of a citizen. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|2364|Dekuyper}} (Pirate) is wanted for killing innocent civilians. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Brought to justice'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
*{{profile|4499|Sylth}} is wanted for the murder of a citizen. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|3239|Jacob Ladder}} (Outsider) is wanted for an attack on an officer. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Second Offence''' Attacked an officer in the CPHQ'''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|1492|JB Aristide}} (Native) is wanted by the Colonial Police for murdering an officer. &amp;lt;br&amp;gt;'''-Second offence!''' Attacked an officer. '''-Third offence!''' Murdered another officer! '''-Fourth offence!''' Murdered an innocent civilian. '''-Fifth offence!''' Attacked another officer! '''-Sixth offence!''' Repeatedly attacked an officer! '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Seventh offence!''' Killed an officer. '''-Eighth offence!''' Murdered another officer! '''-Ninth offence!''' Killed another CP officer! '''-Tenth offence!''' Killed another officer. '''-Eleventh offence!''' Murdered a CP officer. '''-Twelth offence!''' Killed an officer inside the CPHQ. '''-Thirteenth offence!''' Murdered another officer. '''-Fourteenth offence!''' Poisoned and otherwise injured an officer. '''-Fifteenth offence!''' Killed an officer! '''-Sixteenth offence!''' Murdered another officer inside the CPHQ! '''-Seventeenth offence!''' Murdered another CP officer! '''-Eighteenth offence!''' Killed another Colonial Police officer.'''-nineteenth offence!''' murdered another Colonial Police officer. '''-Twentieth offence!''' Killed an officer and attacked another officer inside the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-EXECUTED and fled York in shame!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|4671|Danny O the 7}} (Pirate) is wanted for killing a doctor.'''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|7480|Liova}} &amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;is wanted for the death of a York citizen while on a visit to one &amp;quot;Santa Claus&amp;quot; &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-'''Executed'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; by Pro-Yorker Bauer. Well done Sir.&lt;br /&gt;
&lt;br /&gt;
== News ==&lt;br /&gt;
===January 19th, 2007===&lt;br /&gt;
*CP effective strength is at an all-time high.&lt;br /&gt;
*The [[Mercenary's Guild|criminal MG-gang]] is officially proscribed again. We will be offering no protection to this criminal gang, and any member of this outlawed group seen in York risks being executed. Reason: The MG-gang is suspected of conspiracy to imminently murder and finance murders of York citizens, and MG-gang ringleaders have recently been seen lurking in York, claiming to be in York &amp;quot;on business&amp;quot;, shades of the early days of the [[Third Battle of York|Third Invasion]].&lt;br /&gt;
*There is currently a campaign underway to strip local traitor Zydd Soral of his medals.&lt;br /&gt;
&lt;br /&gt;
===January 16th, 2007===&lt;br /&gt;
*Veteran officer {{profile|3322|Zydd Soral}}, reknowned across Shartak as the high-ranking ''pirate'' member of the Colonial Police in the very radically anti-pirate town of York--Zydd was probably the only pirate on the island who was safe in York--has turned traitor and joined a criminal anti-York gang. The ensuing shakeup that was created after the third-ranking officer of a major York organization deserted and brazenly joined the Enemy, has understandably rattled the CP to its core, and there is much gossiping going on by others about the state of affairs within the CP. Despite this blow, the CP will continue our police work as best we can, as we always have.&lt;br /&gt;
&lt;br /&gt;
===December 2006===&lt;br /&gt;
'''December 24th, 2006'''&amp;lt;br&amp;gt;&lt;br /&gt;
*A warning to all Catholic and Protestant religious warriors, we ask that you please cease attacking one another.&lt;br /&gt;
*The [[1st Imperial Privateers]] are no longer suspected of criminality, and have been removed from the &amp;quot;suspected criminals&amp;quot; list.&lt;br /&gt;
&lt;br /&gt;
'''December 21st, 2006'''&amp;lt;br&amp;gt;&lt;br /&gt;
*The Colonial Police are now offering an open-ended gold reward for the successful apprehension of, or information leading to the apprehension of: {{profile|2614|'''Toucan Son of Sam'''}}, a notorious murderer. See the [http://z7.invisionfree.com/Colonial_Police/index.php?showtopic=176 forum thread] for details.&lt;br /&gt;
*The Colonial Police are alarmed at the mass exodus of citizens leaving York and heading northwards over the past two days, to the rumored site of a fat jovial man distributing gifts. The concern is that criminals may use this as an opportunity to re-enter York and attempt to steal unguarded belongings, and commit other crimes.&lt;br /&gt;
&lt;br /&gt;
'''December 17th, 2006'''&amp;lt;br&amp;gt;&lt;br /&gt;
*Most of the York/Colonial Police  delegation to Durham have returned to York. The headhunter threat turned out to be all talk.&lt;br /&gt;
*{{profile|1390|'''Jesus'''}} has been expelled from the Colonial Police for killing outsiders.&lt;br /&gt;
&lt;br /&gt;
'''December 2nd, 2006'''&amp;lt;br&amp;gt;&lt;br /&gt;
*The Colonial Police are now in Durham to help defend the town from the criminal element bent on wreaking havoc and murdering many citizens. But criminals be warned that York is not undefended (the CP still has several men staying behind, and other contacts in the city), and the entire CP can get back to York very quickly, if needed.&lt;br /&gt;
*In a surprising development, {{profile|1390|'''Jesus'''}} has joined the Colonial Police! As has longtime CP-associate and friend {{profile|2706|'''guest'''}}.&lt;br /&gt;
*The notorious terrorist leader Lord Paul Reefer has resurfaced in York, and has begun attacking outsiders once again. So he is back on the Most Wanted list.&lt;br /&gt;
&lt;br /&gt;
===November 2006===&lt;br /&gt;
'''November 27th, 2006'''&amp;lt;br&amp;gt;&lt;br /&gt;
*The Colonial Police are on the road bound for [[Durham]] to help [[Durham Defence Unit|the outsiders there defend]] against the imminent headhunter attack.&lt;br /&gt;
*The Colonial Police have expelled renegade officer otacon who murdered an officer. Also expelled was his accomplice maverick.&lt;br /&gt;
&lt;br /&gt;
'''November 20th, 2006'''&amp;lt;br&amp;gt;&lt;br /&gt;
{{profile|4949|RobZombie}} and his clan [[1st Derby Privateers]] have been removed from our list of suspected criminals. We are currently in the process of negotating some sort of agreement with this group, possibly even an alliance. The [[1st Imperial Privateer Regiment]], however, remains very dangerous and suspected criminals.&lt;br /&gt;
&lt;br /&gt;
'''November 16th, 2006'''&amp;lt;br&amp;gt;&lt;br /&gt;
We have opened relations with the [[Durham Pistoleers]], two weeks ahead of the grave threat to the very existance of that settlement from a warband of murderous native warriors and headhunters.&lt;br /&gt;
&lt;br /&gt;
'''November 11th, 2006'''&amp;lt;br&amp;gt;&lt;br /&gt;
The emergence of two new anti-York gangs calling themselves privateers, one [[1st Imperial Privateer Regiment|Dutch]], one [[1st Derby Privateers|Derby nationalist]], both dedicated to conquering York, is cause for concern. The CP will be keeping an eye on these two groups, and all privateer groups have been added to the &amp;quot;suspected criminals&amp;quot; list.&lt;br /&gt;
&lt;br /&gt;
'''November 8th, 2006'''&amp;lt;br&amp;gt;&lt;br /&gt;
With the end of the mercenary bloodbath two weeks ago, now being dubbed the [[Third Battle of York]], peace has returned to our city. Several Colonial Police were [[Order of Patriots/Medals|honored by the Order of Patriots]] for their outstanding service during the invasion. The mercenaries are still in town, but have kept quiet of late.&lt;br /&gt;
&lt;br /&gt;
===October 2006===&lt;br /&gt;
'''October 16th, 2006'''&amp;lt;br&amp;gt;&lt;br /&gt;
The mercenary invasion appears to be over, and an uneasy peace had descended upon York. The CP are still reeling from the attack, but the righting seemed to have turned in our favour in the past week or two. Law and order has survived in York, the philosophy of the &amp;quot;rule of the jungle&amp;quot; has been turned back. Many CP members are still skeptical of the MG.&lt;br /&gt;
&lt;br /&gt;
===Older News===&lt;br /&gt;
Older news items, all the way back to our founding on April the 25th, ---6, can be found here: [[Colonial Police/newsarchive]].&lt;/div&gt;</summary>
		<author><name>A SN</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Colonial_police&amp;diff=12357</id>
		<title>Colonial police</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Colonial_police&amp;diff=12357"/>
		<updated>2007-01-28T05:44:20Z</updated>

		<summary type="html">&lt;p&gt;A SN: I'm only getting started, stupid. And you guys are slackers for not reporting shit anymore, it's like you guys don't mind being killed by me.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox|&lt;br /&gt;
clan_name=Colonial Police|&lt;br /&gt;
official_id=16|&lt;br /&gt;
open_to=outsiders|&lt;br /&gt;
clan_image=[[Image:CPLogo.jpg]]|&lt;br /&gt;
clan_leaders=Kjendlie|&lt;br /&gt;
clan_membership=28, half active.|&lt;br /&gt;
clan_goals=Keeping the peace.|&lt;br /&gt;
clan_recruit=Simply talk to us at the CPHQ or place your profile under the &amp;quot;List of Members&amp;quot; on this page.|&lt;br /&gt;
clan_contact=The best way to contact us for any reason is '''[http://z7.invisionfree.com/Colonial_Police/index.php? our forum]''' (unregistered-guest posts welcome).|&lt;br /&gt;
sort_as=|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==The Colonial Police==&lt;br /&gt;
The Colonial Police are a group of outsiders devoted to keeping the peace. We are based in the great city of [[York]]. Our primary mission is to stop criminals and defend the settlement of York from marauders, invaders, raiders, etc. Any person who has killed innocent outsiders in the York area may be killed in punishment by the CP. We keep an extensive criminals list, including a &amp;quot;most wanted&amp;quot; section. We are currently offering protection to only certain natives (notably pro-York shamans who assist with getting rid of ghosts).&lt;br /&gt;
&lt;br /&gt;
The proud tradition of the Colonial Police goes all the way back to the height of the [[First Battle of York]], when we were formed to protect the settlers in and around York from violent criminals.&lt;br /&gt;
&lt;br /&gt;
===How you can report criminals===&lt;br /&gt;
Citizen! have you been killed or have you witnessed a murder? We ask that you report any murders to us so that we may deal with them. You can very easily do this on our [http://z7.invisionfree.com/Colonial_Police/index.php?showforum=3 forum] (registration not necessary). Instructions for how to most efficiently report criminals are [http://z7.invisionfree.com/Colonial_Police/index.php?showtopic=163 here]. You may also report crimes to the officer(s) on duty in the Colonial Police Headquarters in York, at the following location: [http://www.itechsc.com/misc/shartak/ubermap/closeup.php?sk=1&amp;amp;sc=1&amp;amp;cx=-70374&amp;amp;cy=26313 -70.374,+26.313]. &lt;br /&gt;
&lt;br /&gt;
We are always looking for new members. As long as you know what we're about, you can join.&lt;br /&gt;
Just place your name and profile under the 'List of Members' below. If you join, stop by our headquarters at [http://www.itechsc.com/misc/shartak/ubermap/closeup.php?sk=1&amp;amp;sc=1&amp;amp;cx=-70374&amp;amp;cy=26313 -70.374,+26.313] and be sure to talk us on the forum.&lt;br /&gt;
&lt;br /&gt;
== Members ==&lt;br /&gt;
&amp;lt;big&amp;gt;'''Founders'''&amp;lt;/big&amp;gt;&lt;br /&gt;
{| border=0 cellpadding=0 style=&amp;quot;border-collapse:collapse;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|1231|MickR}} (led the CP until his departure in late August --06 to explore Shartak.)&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|1588|Arwedda}} (left the CP in October --06 to pursue a business venture.)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;'''Current Leader'''&amp;lt;/big&amp;gt;&lt;br /&gt;
{| border=0 cellpadding=0 style=&amp;quot;border-collapse:collapse;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|2470|Kjendlie}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;'''Officers'''&amp;lt;/big&amp;gt;&lt;br /&gt;
{| border=0 cellpadding=2 style=&amp;quot;border-collapse:collapse;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Active'''||'''AWOL/Inactive'''||'''Prominent ex-Members'''&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|3105|Nighter}}||{{profile|6677|Ozzy Baxter}}||{{profile|3322|Zydd &amp;quot;Benedict Arnold&amp;quot; Soral}} (Traitor)&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|1603|czech1}}||{{profile|3258|Vizerdrix}}||{{profile|1231|MickR}} (founder)&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|2470|Kjendlie}}||{{profile|3225|leathel99764}}||{{profile|1588|Arwedda}} (co-founder)&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|2706|guest}}||{{profile|3321|radiohead1102}}||{{profile|3426|Che}}&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|7595|Duke Eric Kelso}}||{{profile|1098|Admiral Nelson}}&amp;lt;font color=white&amp;gt;......&amp;lt;/font&amp;gt;||{{profile|2899|Riddick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|3586|Ukapu Boy}}||{{profile|6324|bowie}}||{{profile|1390|Jesus}}&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|6844|Bauer}}||{{profile|4126|corperal}}||{{profile|6193|Otacon}} ([[Colonial_Police#November_2006|Renegade officer]] (bullet #2)&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|7289|Frank Comboling}}||{{profile|3915|Bubba}}||{{profile|4163|Colonel}} (expelled for selling secrets to enemies of York)&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|5731|Cisisero}}||{{profile|3999|TalynDerre}}||{{profile|3428|Sora Lamal}}&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|1628|Broderick}}||{{profile|4705|Liktai}}&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|2435|sayt}}||{{profile|5769|halocakes}}&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|7872|Sergeant Eversmann}}&amp;lt;font color=white&amp;gt;......&amp;lt;/font&amp;gt;||{{profile|6094|Tarquin}}&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|2613|Hoboclown}}||{{profile|5953|Seloth}}&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|6898|Sillyak}}||{{profile|6871|rara56}}&lt;br /&gt;
|-&lt;br /&gt;
| ||{{profile|4231|Colonel Curtis}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Alliances and Friends ==&lt;br /&gt;
&lt;br /&gt;
'''York'''&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Czechy's Tavern]] - founded and run by veteran officer czech1.&lt;br /&gt;
* [[Shartak Cryptozoological Society]]&lt;br /&gt;
* [[The Order of Patriots]] - pro-York &amp;quot;secret society&amp;quot; with a first-rate military wing.&lt;br /&gt;
* [[1st Colonial Militia]] (York branch) - fanatically pro-York paramilitary force.&lt;br /&gt;
* Prominent York citizen {{profile|2706|'''guest'''}} and his associates.&lt;br /&gt;
&lt;br /&gt;
'''Foreign'''&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Royal Expedition]] - Bureaucratic royalists&lt;br /&gt;
* [[Derby Hospitallers]] - Friendly Derby-based civic/defense group.&lt;br /&gt;
* [[1st Derby Privateers]] - Pirate organization based in Derby. Junior partners in the Derby federation w/above.&lt;br /&gt;
* [[Durham Pistoleers]] - The only organized force in the notoriously lawless town of Durham.&lt;br /&gt;
&lt;br /&gt;
== List of Criminals ==&lt;br /&gt;
Explanations of the below categories:&amp;lt;br&amp;gt;&lt;br /&gt;
'''Most Wanted:''' These are the current criminals who for whatever reason(s) are considered to be the most dangerous or highest priority to catch. They are &amp;quot;most wanted&amp;quot; to be brought to justice, but the list could also be called &amp;quot;Least Wanted (in York)&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
'''At Large:''' Criminals who have committed a crime and have not been brought to justice are added to the &amp;quot;At Large&amp;quot; section. Most small-time criminals will be removed from this list after they have been brought to justice, and moved to &amp;quot;Executed&amp;quot;. Repeat offenders, prolific criminals or those with certain extenuating circumstances might not be removed from this list after being brought to justice just once, but will remain perpetually wanted until they stop killing.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Suspected:''' Those who we suspect of crimes or conspiracy to commit crimes, and those who may have committed crimes but we do not have information about.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Executed and Inactive:''' After being executed, we generally move criminal listings to this section. If they continue to kill and commit other crimes, they will be moved back to the &amp;quot;At Large&amp;quot; section. Also includes those criminals who were notorious in the past but have been quiet lately (i.e., inactive).&lt;br /&gt;
&lt;br /&gt;
=== Most Wanted ===&lt;br /&gt;
(kill on sight)&lt;br /&gt;
&lt;br /&gt;
*{{profile|1660|Sam Bellamy}} (Pirate) known murderer of innocent york citizens, has been &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;'''Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;. ''Is instructed to stay out of York.'' Also wanted for possible collaboration with the criminal 'Imperial Privateer' gang. '''New offense:''' Murdered a peaceful citizen in the medical hut!&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-'''Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;. '''New offense:''' Murdered a prominent York civilian.&lt;br /&gt;
&lt;br /&gt;
*{{profile|2141|Raffles}} (Pirate), an aggressive York-hating pirate, is wanted for numerous attacks on York citizens and for the murders of several innocent civilian. '''-Second Offence''' Killed an officer. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-EXECUTED!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Third Offense''' Killed an officer in the CPHQ.'''-fourth Offense''' Killed an officer in the CPHQ. &amp;lt;s&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;NOTE: This criminal has reformed and will be removed from this list when he completes his community service to York (as outlined [http://z7.invisionfree.com/Colonial_Police/index.php?showtopic=58&amp;amp;view=findpost&amp;amp;p=10681891 here.])&amp;lt;/font&amp;gt;&amp;lt;/s&amp;gt; [failed to complete or even attempt community-service]. '''New murder rampage'''- Murdered at least two York civilians.&lt;br /&gt;
&lt;br /&gt;
* {{profile|2716|Archer}} (Pirate) is wanted for continously injuring several CP officers by banshee wailing. &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;''Has agreed to stop&amp;lt;/font&amp;gt;. '''New offense:''' Killed local citizen Bauer!&lt;br /&gt;
&lt;br /&gt;
=== At Large ===&lt;br /&gt;
*{{profile|5393|ombined}} (Outsider-York) is wanted for gunning down an environmentalist who was in the midst of a speech in the medical supplies hut, and for killing lacuna, the shaman helping York. '''HIGH PRIORITY'''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-'''Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; (Is rumored to have fled York. Is not welcome in York.) '''New offenses:''' Killed a CP officer! Killed a pro-York militiaman!&lt;br /&gt;
&lt;br /&gt;
*{{profile|1645|Adolf Schwarznigger}} (Outsider-York) Wanted for killing a friendly Shamen (CrowJane) in the Medical hut of York. &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-'''Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''New offenses''': Killed a CP officer. Killed another CP officer. Killed another CP officer. Killed a 4th CP officer. Killed another CP officer and attacked another. Killed a 6th CP officer. ''Suspected of attempting to foment radical anti-CP agitation for reasons unknown, and offers 20 gold coins to the first CP officer to kill him''.&lt;br /&gt;
&lt;br /&gt;
*{{profile|7744|Mack the Shipper}} (Outsider-York) is wanted for killing friendly pro-York shaman Tony Almeida.&lt;br /&gt;
&lt;br /&gt;
*{{profile|6206|Keiichi}} (Leaving York alone, at the moment.) Away from York at the current moment, and planning not to come back for awhile.&lt;br /&gt;
&lt;br /&gt;
*{{profile|6547|Nowherehowdy}} (Outsider-York) is wanted for attacking members of the Royal Expedition. Suspected member of the sometimes-criminal Imperial Privateer gang.&lt;br /&gt;
&lt;br /&gt;
*{{profile|3013|Gimbo}} (Native) is wanted for killing local pro-York zealot SeriousSam.&lt;br /&gt;
&lt;br /&gt;
*{{profile|2825|Lucifer Rustypants}} (Pirate) is wanted for repeatedly attacking an officer. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed.'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''New offense:''' Killed a York civilian during a peaceful Christmas gathering southeast of the mountain.&lt;br /&gt;
&lt;br /&gt;
*{{profile|3179|Agent47}} (Outsider-York), known mercenary, is wanted for questioning on the possibility of contracted hits on CP Officers and for the murder of a Colonial Police officer.'''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; Killed a citizen of York &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;'''-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''New offense:''' Killed a civilian. Is rumored to have fled the island of Shartak.&lt;br /&gt;
&lt;br /&gt;
*{{profile|3174|JollyRoger}} (Pirate) is wanted for killing a CP officer and conspiracy to murder York citizens.&lt;br /&gt;
&lt;br /&gt;
*{{profile|6072|YellowMelanie}} (Outsider-York) is wanted for an assault upon a Colonial Police officer.&lt;br /&gt;
&lt;br /&gt;
*{{profile|344|DaBinks}} (Native) is wanted for the murder of an outsider. ''Has killed 99 outsiders!'' High Priority.&lt;br /&gt;
&lt;br /&gt;
*{{profile|6171|Byron}} (Native) is wanted for numerous attacks on settlers, and the murder of a CP officer.&lt;br /&gt;
&lt;br /&gt;
*{{profile|1093|Foo Fighter}} (Native) is wanted for the death of a CP officer on Rodrigo Island.&lt;br /&gt;
&lt;br /&gt;
*{{profile|7049|CcGame}} (Outsider-York) is wanted for the death of Derby citizen Lutheran on York soil.&lt;br /&gt;
&lt;br /&gt;
*{{profile|754|Xiombarg}} (Native) is on the run after reportedly killing outsiders in northeast York. ''Wanted Dead &amp;lt;s&amp;gt;or Alive&amp;lt;/s&amp;gt;.''&lt;br /&gt;
&lt;br /&gt;
*{{profile|750|Halfway there}} (Outsider-Durham) is wanted for killing an officer in the CPHQ and wanted for questioning in numerous attacks on civilians.'''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Second offence!''' Attacked members of the Colonial Police in the CPHQ. '''New offense:''' Murdered a newly-arrived York citizen!&lt;br /&gt;
&lt;br /&gt;
*{{profile|3445|LDC}} (Pirate) is wanted for attacking an officer. &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-'''Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''New Offense''': Attacked another officer!&lt;br /&gt;
&lt;br /&gt;
*{{profile|4924|screech}} (Ousider-York) is wanted for killing at least 2 York citizens.&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-'''Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''New offenses''': Has attacked and killed dozens of innocent York citizens!&lt;br /&gt;
&lt;br /&gt;
*{{profile|3977|gorthax}} (Native) is wanted for attacking several York citizens and spitting on a CP officer.&lt;br /&gt;
&lt;br /&gt;
*{{profile|2171|Lord Henry Mowbray}} is wanted for killing a CP officer.&lt;br /&gt;
&lt;br /&gt;
*{{profile|732|Lutheran}} is wanted for questioning on the growing religious tensions in York, and for getting into a fist fight with a York citizen over a religious dispute. &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-'''Shot dead by a religious opponent.''' &amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''New crime''' - Killed a new arrival who calls himself &amp;quot;The Pope&amp;quot;. &amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* {{profile|2614|Toucan Son of Sam}} (Native), is wanted for attacking an officer.'''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; Murdered a York citizen in the CPHQ.'''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''New offenses:''' -Attacked at least one CP officer. -Killed a York citizen! Update: Often seen cowering in [[Czechy's Tavern]].'''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''New offense''' Killed member of CP.&lt;br /&gt;
&lt;br /&gt;
=== Suspected ===&lt;br /&gt;
*The following people are suspected of religious violence and/or conspiracy to commit religious violence in York: {{profile|7049|CcGame}} (Outsider-York), {{profile|2686|Capt San}} (Outsider-York), {{profile|732|Lutheran}} (Outsider-Derby), {{profile|3179|Agent47}} (Outsider-York), {{profile|109|Bob Nowak}} (Outsider-York), {{profile|7176|Killian}} (Outsider-York), {{profile|7621|&amp;quot;The Pope&amp;quot;}} (Outsider-York), {{profile|2614|Toucan Son of Sam}} (Native), [others]. We ask that they please cease and desist.&lt;br /&gt;
&lt;br /&gt;
*{{profile|1738|Maevar Ralnik}} and {{profile|2716|Arhcer}} are suspected of conspiracy to murder York citizens.&lt;br /&gt;
&lt;br /&gt;
*The criminal [[Mercenary's Guild]] is hereby warned not to attack York citizens. Local traitor Zydd Soral is warned in particular against attacking Yorkpeople.&lt;br /&gt;
&lt;br /&gt;
=== Executed or Inactive criminals ===&lt;br /&gt;
* {{profile|1629|Lord Paul Reefer}} (Outsider) is wanted for murdering an officer. '''-Connected to Stoertebecker!''' '''-Second Offence''' Killed another officer! '''-Third Offence''' Attacked an officer repeatedly within the CPHQ. '''-Fourth Offence''' Murdered an officer in the CPHQ! '''-Fifth Offence''' Murdered another officer! '''-Sixth Offence''' Killed an officer in the CPHQ! '''-Seventh Offence''' Repeatedly attacked an officer inside the CPHQ! '''-Eighth Offence''' Murdered another officer in the CPHQ! '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-EXECUTED!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Ninth offence''' Repeatedly attacked an officer within the CPHQ. '''-Tenth Offence''' Conspiracy to commit murder. '''-Eleventh Offence''' Killed an officer in the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Twelth Offence!''' Murdered two more officers in the shallow waters of York. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Thirteenth Offence''' Talking to him obviously didn't work, as he's now killed two more officers in the CPHQ! '''-Fourteenth Offence''' Murdered another officer! '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Fifteenth Offence''' Killed an officer inside the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed again'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Sixteenth Offence''' Attacked an officer inside the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed again'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Seventeenth Offence''' Attacked an officer inside the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Eighteenth Offence''' Killed an officer inside the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-EXECUTED!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Ninteenth Offence''' Murdered an officer inside the CPHQ! '''-Twentieth Offence''' Killed a CP officer inside the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-EXECUTED!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;'''-Twenty-first offence''' Killed an Officer of the Colonial Police'''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;. &lt;br /&gt;
**Update, December 2006: Lord Paul Reefer has resurfaced!. '''New offenses''' (Nov-Dec 2006): Murdered czech1, owner of [[Czechy's|the famous tavern]] and at least two civilians.&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;'''-Killed in retribution by local paramilitary Mr. Bungle!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;. '''New Offence''' - killed an Officer during the Defence of Durham despite said Officer letting him live and making it clear that during the Durham defence there would be no hostilities between them. '''New Offence''' - killed an officer in Czechy's tavern. ''Has agreed to cease attacks''.&lt;br /&gt;
&lt;br /&gt;
*{{profile|304|joef1day}} (Outsider-York) is wanted for killing a citizen inside the tavern, and killing a member of the CP more than 5 times, also has a suspected alias - &amp;quot;blame josef&amp;quot;, defacing every hut he sees. At least seven  offences&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;'''-Executed'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; -Eighth offence! Killed a CP officer.&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;'''-Executed'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; New offense: -Killed a CP officer in the CPHQ! &lt;br /&gt;
&lt;br /&gt;
*{{profile|4268|Werwolf}} (Outsider-York) is wanted for biting and gnawing on the limbs of many citizens and CP officers. Has killed several citizens during and around the last full moon. / ''Whereabouts Unknown''.&lt;br /&gt;
&lt;br /&gt;
*{{profile|3550|Baron Samedi}} (Native) is wanted for numerous attacks on civilians. Has killed five people in one week! '''High Priority''' / ''Whereabouts Unknown''.&lt;br /&gt;
&lt;br /&gt;
*{{profile|6228|Sergeant Snodgrass}} (Outsider-York) is wanted for killing a York citizen unprovoked, and then lying about his identity.'''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|6193|Otacon}} (Ousider-York), a renegade CP officer, is wanted for the murder of a CP officer. Possibly hired by unknown person(s). Any reliable information on this suspect or his employers will be rewarded. &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-'''Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; killed another CP officer &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-'''Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; Known accomplices: Solidus, Maverick. Possible accomplices: &amp;lt;several&amp;gt;. &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-'''Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; &lt;br /&gt;
&lt;br /&gt;
*{{profile|2176|Cunstnail}} (Native) is wanted for the murder of an officer. / ''Whereabouts Unknown''.&lt;br /&gt;
&lt;br /&gt;
*{{profile|318|Snake Tongue}} (Native) is wanted for the murder of an officer! / ''Whereabouts Unknown''.&lt;br /&gt;
&lt;br /&gt;
*{{profile|582|Barbecue}} (Native) is wanted for murdering an officer! / ''Whereabouts Unknown''.&lt;br /&gt;
&lt;br /&gt;
*{{profile|1522|Barbarossa}} (Pirate) is wanted by the Colonial Police for the murder of an officer. / ''Whereabouts Unknown''.&lt;br /&gt;
&lt;br /&gt;
*{{profile|1677|Paul Gascoigne}} (Native) is wanted for the murder of an officer. / ''Whereabouts Unknown''.&lt;br /&gt;
&lt;br /&gt;
*{{profile|1608|Anne Bonney}} (Pirate) is wanted for attacking Colonial Police members in the CPHQ. / ''Whereabouts Unknown''.&lt;br /&gt;
&lt;br /&gt;
*{{profile|4128|Kadaj}} (Outsider) is wanted for killing a Colonial Police officer. / ''Whereabouts Unknown''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*{{profile|4166|Ninjoc}} (Native), a well-known killer, has struck again. Currently wanted for killing a peaceful civilain in York.'''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Brought to justice.'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
*{{profile|944|Bernice van Buren}} (Outsider-York) is wanted for killing a CP officer on the outskirts of York.&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-'''Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|1327|Tom Failur}} (Pirate), a mercenary so notorious in York that he has been dubbed &amp;quot;The Butcher of York&amp;quot;, is wanted for a new string of unprovoked attacks on innocent civilians in and around the Medical Supplies hut. [historical note: this &amp;quot;string of attacks&amp;quot; was part of the first wave of the [[Third Battle of York]]]. '''New offense:''' Murdered CP founder MickR! '''HIGH PRIORITY''' &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-'''Killed by a York citizen and fled York in shame!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|1553|Stoertebecker}} (Pirate) is wanted for the murder of an officer within the CPHQ. '''-Connected to Lord Paul Reefer!''' '''-Second offence!''' Repeatedly attacked another officer. '''-Third offence!''' Killed an innocent civilian. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Fourth offence!''' Murdered two officers inside the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed again'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Fifth offence!''' Killed another officer! '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Sixth offence!''' Attacked an officer multiple times in the CPHQ, almost killing him. '''-Seventh offence!''' Attacked another officer. '''-Eighth offence!''' Killed a CP officer.&lt;br /&gt;
&lt;br /&gt;
*{{profile|3059|Eli Jenkins}} (Outsider) is wanted for the murder of an officer. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Second Offence''' Attacked two officers in the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed again.'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Third Offence''' Attacked two more officers inside the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Fourth Offence''' Killed another officer. '''-Fifth Offence''' Attacked two officers inside the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Sixth Offence''' Attacked another officer inside the CPHQ! '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed again'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Seventh Offence''' Attacked an officer repeatedly. '''-Eighth Offence''' Killed an innocent civilian. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;EXECUTED!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Ninth Offence''' Attacked another officer. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Executed again'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Tenth Offence''' Attacked two officers inside the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-EXECUTED!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Eleventh Offence''' Attacked an officer inside the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-EXECUTED!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Twelfth Offence''' Killed an officer.'''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-EXECUTED!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Thirteenth Offence''' Killed an officer. '''-Fourteenth Offence''' Attacked numerous officers.''' &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-EXECUTED!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Fourteenth Offence''' Attacked an officer. &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;'''EXECUTED! -Executed Again. -Executed Again.''' &amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;'''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed again'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''&lt;br /&gt;
&lt;br /&gt;
*{{profile|3576|manteno}} (Outsider) is warned against Assaulting Police officers - '''-Second offence!''' Killed a man in the Trader hut '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|712|Qberry}} (Native) is wanted for the murder of an officer. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|2445|Elembis}} (Native) is wanted for the murder of a Colonial Police officer inside the CPHQ. '''-Second Offence''' Killed another officer! '''-Third Offence''' Murdered numerous civilians. '''-Forth Offence''' Attacked an officer inside the CPHQ! '''-Fifth Offence''' Killed another officer inside the CPHQ. '''-Sixth Offence''' Murdered another officer. '''-Seventh Offence''' Murdered numerous civilians. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Eighth Offence''' Murdered another officer inside the CPHQ. '''-Ninth Offence''' Attackted and poisoned and officer inside the CPHQ '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Tenth Offence''' Killed another officer inside the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; (Note: This individual seems to have reformed, and is no longer considered a criminal. He remains on the list only for reference.)&lt;br /&gt;
&lt;br /&gt;
* A warning to {{profile|539|Schmeckel}} (Outsider) for repeatedly attacking an officer.  '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Brought to justice.'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
*{{profile|1571|Arrgyle}} (Pirate) is wanted for the murder of an officer inside the CPHQ! '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|2659|Dashing Derek}} (Outsider) is wanted for murdering a CP officer. (HIRED) '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Brought to justice.'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
*{{profile|2418|Firebabe871}} (Outsider) is wanted for repeatedly attacking a CP officer. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|2091|zybe}} (Native) is wanted by the Colonial Police for repeatedly attacking an officer inside the Colonial Police HQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|1879|Phutnanog}} (Native) wanted for multiple murders of officers and civilians. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Second Offence''' Attacked another officer. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Brought to justice'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|1828|Mal}} (Native) is wanted for the murder of a citizen. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|2364|Dekuyper}} (Pirate) is wanted for killing innocent civilians. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Brought to justice'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
*{{profile|4499|Sylth}} is wanted for the murder of a citizen. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|3239|Jacob Ladder}} (Outsider) is wanted for an attack on an officer. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Second Offence''' Attacked an officer in the CPHQ'''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|1492|JB Aristide}} (Native) is wanted by the Colonial Police for murdering an officer. &amp;lt;br&amp;gt;'''-Second offence!''' Attacked an officer. '''-Third offence!''' Murdered another officer! '''-Fourth offence!''' Murdered an innocent civilian. '''-Fifth offence!''' Attacked another officer! '''-Sixth offence!''' Repeatedly attacked an officer! '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Seventh offence!''' Killed an officer. '''-Eighth offence!''' Murdered another officer! '''-Ninth offence!''' Killed another CP officer! '''-Tenth offence!''' Killed another officer. '''-Eleventh offence!''' Murdered a CP officer. '''-Twelth offence!''' Killed an officer inside the CPHQ. '''-Thirteenth offence!''' Murdered another officer. '''-Fourteenth offence!''' Poisoned and otherwise injured an officer. '''-Fifteenth offence!''' Killed an officer! '''-Sixteenth offence!''' Murdered another officer inside the CPHQ! '''-Seventeenth offence!''' Murdered another CP officer! '''-Eighteenth offence!''' Killed another Colonial Police officer.'''-nineteenth offence!''' murdered another Colonial Police officer. '''-Twentieth offence!''' Killed an officer and attacked another officer inside the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-EXECUTED and fled York in shame!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|4671|Danny O the 7}} (Pirate) is wanted for killing a doctor.'''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|7480|Liova}} &amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;is wanted for the death of a York citizen while on a visit to one &amp;quot;Santa Claus&amp;quot; &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-'''Executed'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; by Pro-Yorker Bauer. Well done Sir.&lt;br /&gt;
&lt;br /&gt;
== News ==&lt;br /&gt;
===January 19th, 2007===&lt;br /&gt;
*CP effective strength is at an all-time high.&lt;br /&gt;
*The [[Mercenary's Guild|criminal MG-gang]] is officially proscribed again. We will be offering no protection to this criminal gang, and any member of this outlawed group seen in York risks being executed. Reason: The MG-gang is suspected of conspiracy to imminently murder and finance murders of York citizens, and MG-gang ringleaders have recently been seen lurking in York, claiming to be in York &amp;quot;on business&amp;quot;, shades of the early days of the [[Third Battle of York|Third Invasion]].&lt;br /&gt;
*There is currently a campaign underway to strip local traitor Zydd Soral of his medals.&lt;br /&gt;
&lt;br /&gt;
===January 16th, 2007===&lt;br /&gt;
*Veteran officer {{profile|3322|Zydd Soral}}, reknowned across Shartak as the high-ranking ''pirate'' member of the Colonial Police in the very radically anti-pirate town of York--Zydd was probably the only pirate on the island who was safe in York--has turned traitor and joined a criminal anti-York gang. The ensuing shakeup that was created after the third-ranking officer of a major York organization deserted and brazenly joined the Enemy, has understandably rattled the CP to its core, and there is much gossiping going on by others about the state of affairs within the CP. Despite this blow, the CP will continue our police work as best we can, as we always have.&lt;br /&gt;
&lt;br /&gt;
===December 2006===&lt;br /&gt;
'''December 24th, 2006'''&amp;lt;br&amp;gt;&lt;br /&gt;
*A warning to all Catholic and Protestant religious warriors, we ask that you please cease attacking one another.&lt;br /&gt;
*The [[1st Imperial Privateers]] are no longer suspected of criminality, and have been removed from the &amp;quot;suspected criminals&amp;quot; list.&lt;br /&gt;
&lt;br /&gt;
'''December 21st, 2006'''&amp;lt;br&amp;gt;&lt;br /&gt;
*The Colonial Police are now offering an open-ended gold reward for the successful apprehension of, or information leading to the apprehension of: {{profile|2614|'''Toucan Son of Sam'''}}, a notorious murderer. See the [http://z7.invisionfree.com/Colonial_Police/index.php?showtopic=176 forum thread] for details.&lt;br /&gt;
*The Colonial Police are alarmed at the mass exodus of citizens leaving York and heading northwards over the past two days, to the rumored site of a fat jovial man distributing gifts. The concern is that criminals may use this as an opportunity to re-enter York and attempt to steal unguarded belongings, and commit other crimes.&lt;br /&gt;
&lt;br /&gt;
'''December 17th, 2006'''&amp;lt;br&amp;gt;&lt;br /&gt;
*Most of the York/Colonial Police  delegation to Durham have returned to York. The headhunter threat turned out to be all talk.&lt;br /&gt;
*{{profile|1390|'''Jesus'''}} has been expelled from the Colonial Police for killing outsiders.&lt;br /&gt;
&lt;br /&gt;
'''December 2nd, 2006'''&amp;lt;br&amp;gt;&lt;br /&gt;
*The Colonial Police are now in Durham to help defend the town from the criminal element bent on wreaking havoc and murdering many citizens. But criminals be warned that York is not undefended (the CP still has several men staying behind, and other contacts in the city), and the entire CP can get back to York very quickly, if needed.&lt;br /&gt;
*In a surprising development, {{profile|1390|'''Jesus'''}} has joined the Colonial Police! As has longtime CP-associate and friend {{profile|2706|'''guest'''}}.&lt;br /&gt;
*The notorious terrorist leader Lord Paul Reefer has resurfaced in York, and has begun attacking outsiders once again. So he is back on the Most Wanted list.&lt;br /&gt;
&lt;br /&gt;
===November 2006===&lt;br /&gt;
'''November 27th, 2006'''&amp;lt;br&amp;gt;&lt;br /&gt;
*The Colonial Police are on the road bound for [[Durham]] to help [[Durham Defence Unit|the outsiders there defend]] against the imminent headhunter attack.&lt;br /&gt;
*The Colonial Police have expelled renegade officer otacon who murdered an officer. Also expelled was his accomplice maverick.&lt;br /&gt;
&lt;br /&gt;
'''November 20th, 2006'''&amp;lt;br&amp;gt;&lt;br /&gt;
{{profile|4949|RobZombie}} and his clan [[1st Derby Privateers]] have been removed from our list of suspected criminals. We are currently in the process of negotating some sort of agreement with this group, possibly even an alliance. The [[1st Imperial Privateer Regiment]], however, remains very dangerous and suspected criminals.&lt;br /&gt;
&lt;br /&gt;
'''November 16th, 2006'''&amp;lt;br&amp;gt;&lt;br /&gt;
We have opened relations with the [[Durham Pistoleers]], two weeks ahead of the grave threat to the very existance of that settlement from a warband of murderous native warriors and headhunters.&lt;br /&gt;
&lt;br /&gt;
'''November 11th, 2006'''&amp;lt;br&amp;gt;&lt;br /&gt;
The emergence of two new anti-York gangs calling themselves privateers, one [[1st Imperial Privateer Regiment|Dutch]], one [[1st Derby Privateers|Derby nationalist]], both dedicated to conquering York, is cause for concern. The CP will be keeping an eye on these two groups, and all privateer groups have been added to the &amp;quot;suspected criminals&amp;quot; list.&lt;br /&gt;
&lt;br /&gt;
'''November 8th, 2006'''&amp;lt;br&amp;gt;&lt;br /&gt;
With the end of the mercenary bloodbath two weeks ago, now being dubbed the [[Third Battle of York]], peace has returned to our city. Several Colonial Police were [[Order of Patriots/Medals|honored by the Order of Patriots]] for their outstanding service during the invasion. The mercenaries are still in town, but have kept quiet of late.&lt;br /&gt;
&lt;br /&gt;
===October 2006===&lt;br /&gt;
'''October 16th, 2006'''&amp;lt;br&amp;gt;&lt;br /&gt;
The mercenary invasion appears to be over, and an uneasy peace had descended upon York. The CP are still reeling from the attack, but the righting seemed to have turned in our favour in the past week or two. Law and order has survived in York, the philosophy of the &amp;quot;rule of the jungle&amp;quot; has been turned back. Many CP members are still skeptical of the MG.&lt;br /&gt;
&lt;br /&gt;
===Older News===&lt;br /&gt;
Older news items, all the way back to our founding on April the 25th, ---6, can be found here: [[Colonial Police/newsarchive]].&lt;/div&gt;</summary>
		<author><name>A SN</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Colonial_police&amp;diff=12342</id>
		<title>Colonial police</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Colonial_police&amp;diff=12342"/>
		<updated>2007-01-27T14:10:51Z</updated>

		<summary type="html">&lt;p&gt;A SN: You friggin slackers&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox|&lt;br /&gt;
clan_name=Colonial Police|&lt;br /&gt;
official_id=16|&lt;br /&gt;
open_to=outsiders|&lt;br /&gt;
clan_image=[[Image:CPLogo.jpg]]|&lt;br /&gt;
clan_leaders=Kjendlie|&lt;br /&gt;
clan_membership=28, half active.|&lt;br /&gt;
clan_goals=Keeping the peace.|&lt;br /&gt;
clan_recruit=Simply talk to us at the CPHQ or place your profile under the &amp;quot;List of Members&amp;quot; on this page.|&lt;br /&gt;
clan_contact=The best way to contact us for any reason is '''[http://z7.invisionfree.com/Colonial_Police/index.php? our forum]''' (unregistered-guest posts welcome).|&lt;br /&gt;
sort_as=|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==The Colonial Police==&lt;br /&gt;
The Colonial Police are a group of outsiders devoted to keeping the peace. We are based in the great city of [[York]]. Our primary mission is to stop criminals and defend the settlement of York from marauders, invaders, raiders, etc. Any person who has killed innocent outsiders in the York area may be killed in punishment by the CP. We keep an extensive criminals list, including a &amp;quot;most wanted&amp;quot; section. We are currently offering protection to only certain natives (notably pro-York shamans who assist with getting rid of ghosts).&lt;br /&gt;
&lt;br /&gt;
The proud tradition of the Colonial Police goes all the way back to the height of the [[First Battle of York]], when we were formed to protect the settlers in and around York from violent criminals.&lt;br /&gt;
&lt;br /&gt;
===How you can report criminals===&lt;br /&gt;
Citizen! have you been killed or have you witnessed a murder? We ask that you report any murders to us so that we may deal with them. You can very easily do this on our [http://z7.invisionfree.com/Colonial_Police/index.php?showforum=3 forum] (registration not necessary). Instructions for how to most efficiently report criminals are [http://z7.invisionfree.com/Colonial_Police/index.php?showtopic=163 here]. You may also report crimes to the officer(s) on duty in the Colonial Police Headquarters in York, at the following location: [http://www.itechsc.com/misc/shartak/ubermap/closeup.php?sk=1&amp;amp;sc=1&amp;amp;cx=-70374&amp;amp;cy=26313 -70.374,+26.313]. &lt;br /&gt;
&lt;br /&gt;
We are always looking for new members. As long as you know what we're about, you can join.&lt;br /&gt;
Just place your name and profile under the 'List of Members' below. If you join, stop by our headquarters at [http://www.itechsc.com/misc/shartak/ubermap/closeup.php?sk=1&amp;amp;sc=1&amp;amp;cx=-70374&amp;amp;cy=26313 -70.374,+26.313] and be sure to talk us on the forum.&lt;br /&gt;
&lt;br /&gt;
== Members ==&lt;br /&gt;
&amp;lt;big&amp;gt;'''Founders'''&amp;lt;/big&amp;gt;&lt;br /&gt;
{| border=0 cellpadding=0 style=&amp;quot;border-collapse:collapse;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|1231|MickR}} (led the CP until his departure in late August --06 to explore Shartak.)&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|1588|Arwedda}} (left the CP in October --06 to pursue a business venture.)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;'''Current Leader'''&amp;lt;/big&amp;gt;&lt;br /&gt;
{| border=0 cellpadding=0 style=&amp;quot;border-collapse:collapse;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|2470|Kjendlie}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;'''Officers'''&amp;lt;/big&amp;gt;&lt;br /&gt;
{| border=0 cellpadding=2 style=&amp;quot;border-collapse:collapse;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Active'''||'''AWOL/Inactive'''||'''Prominent ex-Members'''&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|3105|Nighter}}||{{profile|6677|Ozzy Baxter}}||{{profile|3322|Zydd &amp;quot;Benedict Arnold&amp;quot; Soral}} (Traitor)&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|1603|czech1}}||{{profile|3258|Vizerdrix}}||{{profile|1231|MickR}} (founder)&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|2470|Kjendlie}}||{{profile|3225|leathel99764}}||{{profile|1588|Arwedda}} (co-founder)&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|2706|guest}}||{{profile|3321|radiohead1102}}||{{profile|3426|Che}}&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|7595|Duke Eric Kelso}}||{{profile|1098|Admiral Nelson}}&amp;lt;font color=white&amp;gt;......&amp;lt;/font&amp;gt;||{{profile|2899|Riddick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|3586|Ukapu Boy}}||{{profile|6324|bowie}}||{{profile|1390|Jesus}}&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|6844|Bauer}}||{{profile|4126|corperal}}||{{profile|6193|Otacon}} ([[Colonial_Police#November_2006|Renegade officer]] (bullet #2)&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|7289|Frank Comboling}}||{{profile|3915|Bubba}}||{{profile|4163|Colonel}} (expelled for selling secrets to enemies of York)&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|5731|Cisisero}}||{{profile|3999|TalynDerre}}||{{profile|3428|Sora Lamal}}&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|1628|Broderick}}||{{profile|4705|Liktai}}&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|2435|sayt}}||{{profile|5769|halocakes}}&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|7872|Sergeant Eversmann}}&amp;lt;font color=white&amp;gt;......&amp;lt;/font&amp;gt;||{{profile|6094|Tarquin}}&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|2613|Hoboclown}}||{{profile|5953|Seloth}}&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|6898|Sillyak}}||{{profile|6871|rara56}}&lt;br /&gt;
|-&lt;br /&gt;
| ||{{profile|4231|Colonel Curtis}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Alliances and Friends ==&lt;br /&gt;
&lt;br /&gt;
'''York'''&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Czechy's Tavern]] - founded and run by veteran officer czech1.&lt;br /&gt;
* [[Shartak Cryptozoological Society]]&lt;br /&gt;
* [[The Order of Patriots]] - pro-York &amp;quot;secret society&amp;quot; with a first-rate military wing.&lt;br /&gt;
* [[1st Colonial Militia]] (York branch) - fanatically pro-York paramilitary force.&lt;br /&gt;
* Prominent York citizen {{profile|2706|'''guest'''}} and his associates.&lt;br /&gt;
&lt;br /&gt;
'''Foreign'''&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Royal Expedition]] - Bureaucratic royalists&lt;br /&gt;
* [[Derby Hospitallers]] - Friendly Derby-based civic/defense group.&lt;br /&gt;
* [[1st Derby Privateers]] - Pirate organization based in Derby. Junior partners in the Derby federation w/above.&lt;br /&gt;
* [[Durham Pistoleers]] - The only organized force in the notoriously lawless town of Durham.&lt;br /&gt;
&lt;br /&gt;
== List of Criminals ==&lt;br /&gt;
Explanations of the below categories:&amp;lt;br&amp;gt;&lt;br /&gt;
'''Most Wanted:''' These are the current criminals who for whatever reason(s) are considered to be the most dangerous or highest priority to catch. They are &amp;quot;most wanted&amp;quot; to be brought to justice, but the list could also be called &amp;quot;Least Wanted (in York)&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
'''At Large:''' Criminals who have committed a crime and have not been brought to justice are added to the &amp;quot;At Large&amp;quot; section. Most small-time criminals will be removed from this list after they have been brought to justice, and moved to &amp;quot;Executed&amp;quot;. Repeat offenders, prolific criminals or those with certain extenuating circumstances might not be removed from this list after being brought to justice just once, but will remain perpetually wanted until they stop killing.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Suspected:''' Those who we suspect of crimes or conspiracy to commit crimes, and those who may have committed crimes but we do not have information about.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Executed and Inactive:''' After being executed, we generally move criminal listings to this section. If they continue to kill and commit other crimes, they will be moved back to the &amp;quot;At Large&amp;quot; section. Also includes those criminals who were notorious in the past but have been quiet lately (i.e., inactive).&lt;br /&gt;
&lt;br /&gt;
=== Most Wanted ===&lt;br /&gt;
(kill on sight)&lt;br /&gt;
&lt;br /&gt;
*{{profile|1660|Sam Bellamy}} (Pirate) known murderer of innocent york citizens, has been &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;'''Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;. ''Is instructed to stay out of York.'' Also wanted for possible collaboration with the criminal 'Imperial Privateer' gang. '''New offense:''' Murdered a peaceful citizen in the medical hut!&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-'''Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;. '''New offense:''' Murdered a prominent York civilian.&lt;br /&gt;
&lt;br /&gt;
*{{profile|2141|Raffles}} (Pirate), an aggressive York-hating pirate, is wanted for numerous attacks on York citizens and for the murders of several innocent civilian. '''-Second Offence''' Killed an officer. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-EXECUTED!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Third Offense''' Killed an officer in the CPHQ.'''-fourth Offense''' Killed an officer in the CPHQ. &amp;lt;s&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;NOTE: This criminal has reformed and will be removed from this list when he completes his community service to York (as outlined [http://z7.invisionfree.com/Colonial_Police/index.php?showtopic=58&amp;amp;view=findpost&amp;amp;p=10681891 here.])&amp;lt;/font&amp;gt;&amp;lt;/s&amp;gt; [failed to complete or even attempt community-service]. '''New murder rampage'''- Murdered at least two York civilians.&lt;br /&gt;
&lt;br /&gt;
* {{profile|2716|Archer}} (Pirate) is wanted for continously injuring several CP officers by banshee wailing. &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;''Has agreed to stop&amp;lt;/font&amp;gt;. '''New offense:''' Killed local citizen Bauer!&lt;br /&gt;
&lt;br /&gt;
=== At Large ===&lt;br /&gt;
*{{profile|5393|ombined}} (Outsider-York) is wanted for gunning down an environmentalist who was in the midst of a speech in the medical supplies hut, and for killing lacuna, the shaman helping York. '''HIGH PRIORITY'''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-'''Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; (Is rumored to have fled York. Is not welcome in York.) '''New offenses:''' Killed a CP officer! Killed a pro-York militiaman!&lt;br /&gt;
&lt;br /&gt;
*{{profile|1645|Adolf Schwarznigger}} (Outsider-York) Wanted for killing a friendly Shamen (CrowJane) in the Medical hut of York. &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-'''Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''New offenses''': Killed a CP officer. Killed another CP officer. Killed another CP officer. Killed a 4th CP officer. Killed another CP officer and attacked another. Killed a 6th CP officer. ''Suspected of attempting to foment radical anti-CP agitation for reasons unknown, and offers 20 gold coins to the first CP officer to kill him''.&lt;br /&gt;
&lt;br /&gt;
*{{profile|7744|Mack the Shipper}} (Outsider-York) is wanted for killing friendly pro-York shaman Tony Almeida.&lt;br /&gt;
&lt;br /&gt;
*{{profile|6206|Keiichi}} (Leaving York alone, at the moment.) Away from York at the current moment, and planning not to come back for awhile. &lt;br /&gt;
&lt;br /&gt;
*{{profile|6547|Nowherehowdy}} (Outsider-York) is wanted for attacking members of the Royal Expedition. Suspected member of the sometimes-criminal Imperial Privateer gang.&lt;br /&gt;
&lt;br /&gt;
*{{profile|3013|Gimbo}} (Native) is wanted for killing local pro-York zealot SeriousSam.&lt;br /&gt;
&lt;br /&gt;
*{{profile|2825|Lucifer Rustypants}} (Pirate) is wanted for repeatedly attacking an officer. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed.'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''New offense:''' Killed a York civilian during a peaceful Christmas gathering southeast of the mountain.&lt;br /&gt;
&lt;br /&gt;
*{{profile|3179|Agent47}} (Outsider-York), known mercenary, is wanted for questioning on the possibility of contracted hits on CP Officers and for the murder of a Colonial Police officer.'''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; Killed a citizen of York &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;'''-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''New offense:''' Killed a civilian. Is rumored to have fled the island of Shartak.&lt;br /&gt;
&lt;br /&gt;
*{{profile|3174|JollyRoger}} (Pirate) is wanted for killing a CP officer and conspiracy to murder York citizens.&lt;br /&gt;
&lt;br /&gt;
*{{profile|6072|YellowMelanie}} (Outsider-York) is wanted for an assault upon a Colonial Police officer.&lt;br /&gt;
&lt;br /&gt;
*{{profile|344|DaBinks}} (Native) is wanted for the murder of an outsider. ''Has killed 99 outsiders!'' High Priority.&lt;br /&gt;
&lt;br /&gt;
*{{profile|6171|Byron}} (Native) is wanted for numerous attacks on settlers, and the murder of a CP officer.&lt;br /&gt;
&lt;br /&gt;
*{{profile|1093|Foo Fighter}} (Native) is wanted for the death of a CP officer on Rodrigo Island.&lt;br /&gt;
&lt;br /&gt;
*{{profile|7049|CcGame}} (Outsider-York) is wanted for the death of Derby citizen Lutheran on York soil.&lt;br /&gt;
&lt;br /&gt;
*{{profile|754|Xiombarg}} (Native) is on the run after reportedly killing outsiders in northeast York. ''Wanted Dead &amp;lt;s&amp;gt;or Alive&amp;lt;/s&amp;gt;.''&lt;br /&gt;
&lt;br /&gt;
*{{profile|750|Halfway there}} (Outsider-Durham) is wanted for killing an officer in the CPHQ and wanted for questioning in numerous attacks on civilians.'''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Second offence!''' Attacked members of the Colonial Police in the CPHQ. '''New offense:''' Murdered a newly-arrived York citizen!&lt;br /&gt;
&lt;br /&gt;
*{{profile|3445|LDC}} (Pirate) is wanted for attacking an officer. &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-'''Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''New Offense''': Attacked another officer!&lt;br /&gt;
&lt;br /&gt;
*{{profile|4924|screech}} (Ousider-York) is wanted for killing at least 2 York citizens.&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-'''Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''New offenses''': Has attacked and killed dozens of innocent York citizens!&lt;br /&gt;
&lt;br /&gt;
*{{profile|3977|gorthax}} (Native) is wanted for attacking several York citizens and spitting on a CP officer.&lt;br /&gt;
&lt;br /&gt;
*{{profile|2171|Lord Henry Mowbray}} is wanted for killing a CP officer.&lt;br /&gt;
&lt;br /&gt;
*{{profile|732|Lutheran}} is wanted for questioning on the growing religious tensions in York, and for getting into a fist fight with a York citizen over a religious dispute. &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-'''Shot dead by a religious opponent.''' &amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''New crime''' - Killed a new arrival who calls himself &amp;quot;The Pope&amp;quot;. &amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* {{profile|2614|Toucan Son of Sam}} (Native), is wanted for attacking an officer.'''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; Murdered a York citizen in the CPHQ.'''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''New offenses:''' -Attacked at least one CP officer. -Killed a York citizen! Update: Often seen cowering in [[Czechy's Tavern]].'''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''New offense''' Killed member of CP.&lt;br /&gt;
&lt;br /&gt;
=== Suspected ===&lt;br /&gt;
*The following people are suspected of religious violence and/or conspiracy to commit religious violence in York: {{profile|7049|CcGame}} (Outsider-York), {{profile|2686|Capt San}} (Outsider-York), {{profile|732|Lutheran}} (Outsider-Derby), {{profile|3179|Agent47}} (Outsider-York), {{profile|109|Bob Nowak}} (Outsider-York), {{profile|7176|Killian}} (Outsider-York), {{profile|7621|&amp;quot;The Pope&amp;quot;}} (Outsider-York), {{profile|2614|Toucan Son of Sam}} (Native), [others]. We ask that they please cease and desist.&lt;br /&gt;
&lt;br /&gt;
*{{profile|1738|Maevar Ralnik}} and {{profile|2716|Arhcer}} are suspected of conspiracy to murder York citizens.&lt;br /&gt;
&lt;br /&gt;
*The criminal [[Mercenary's Guild]] is hereby warned not to attack York citizens. Local traitor Zydd Soral is warned in particular against attacking Yorkpeople.&lt;br /&gt;
&lt;br /&gt;
=== Executed or Inactive criminals ===&lt;br /&gt;
* {{profile|1629|Lord Paul Reefer}} (Outsider) is wanted for murdering an officer. '''-Connected to Stoertebecker!''' '''-Second Offence''' Killed another officer! '''-Third Offence''' Attacked an officer repeatedly within the CPHQ. '''-Fourth Offence''' Murdered an officer in the CPHQ! '''-Fifth Offence''' Murdered another officer! '''-Sixth Offence''' Killed an officer in the CPHQ! '''-Seventh Offence''' Repeatedly attacked an officer inside the CPHQ! '''-Eighth Offence''' Murdered another officer in the CPHQ! '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-EXECUTED!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Ninth offence''' Repeatedly attacked an officer within the CPHQ. '''-Tenth Offence''' Conspiracy to commit murder. '''-Eleventh Offence''' Killed an officer in the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Twelth Offence!''' Murdered two more officers in the shallow waters of York. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Thirteenth Offence''' Talking to him obviously didn't work, as he's now killed two more officers in the CPHQ! '''-Fourteenth Offence''' Murdered another officer! '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Fifteenth Offence''' Killed an officer inside the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed again'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Sixteenth Offence''' Attacked an officer inside the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed again'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Seventeenth Offence''' Attacked an officer inside the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Eighteenth Offence''' Killed an officer inside the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-EXECUTED!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Ninteenth Offence''' Murdered an officer inside the CPHQ! '''-Twentieth Offence''' Killed a CP officer inside the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-EXECUTED!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;'''-Twenty-first offence''' Killed an Officer of the Colonial Police'''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;. &lt;br /&gt;
**Update, December 2006: Lord Paul Reefer has resurfaced!. '''New offenses''' (Nov-Dec 2006): Murdered czech1, owner of [[Czechy's|the famous tavern]] and at least two civilians.&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;'''-Killed in retribution by local paramilitary Mr. Bungle!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;. '''New Offence''' - killed an Officer during the Defence of Durham despite said Officer letting him live and making it clear that during the Durham defence there would be no hostilities between them. '''New Offence''' - killed an officer in Czechy's tavern. ''Has agreed to cease attacks''.&lt;br /&gt;
&lt;br /&gt;
*{{profile|304|joef1day}} (Outsider-York) is wanted for killing a citizen inside the tavern, and killing a member of the CP more than 5 times, also has a suspected alias - &amp;quot;blame josef&amp;quot;, defacing every hut he sees. At least seven  offences&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;'''-Executed'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; -Eighth offence! Killed a CP officer.&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;'''-Executed'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; New offense: -Killed a CP officer in the CPHQ! &lt;br /&gt;
&lt;br /&gt;
*{{profile|4268|Werwolf}} (Outsider-York) is wanted for biting and gnawing on the limbs of many citizens and CP officers. Has killed several citizens during and around the last full moon. / ''Whereabouts Unknown''.&lt;br /&gt;
&lt;br /&gt;
*{{profile|3550|Baron Samedi}} (Native) is wanted for numerous attacks on civilians. Has killed five people in one week! '''High Priority''' / ''Whereabouts Unknown''.&lt;br /&gt;
&lt;br /&gt;
*{{profile|6228|Sergeant Snodgrass}} (Outsider-York) is wanted for killing a York citizen unprovoked, and then lying about his identity.'''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|6193|Otacon}} (Ousider-York), a renegade CP officer, is wanted for the murder of a CP officer. Possibly hired by unknown person(s). Any reliable information on this suspect or his employers will be rewarded. &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-'''Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; killed another CP officer &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-'''Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; Known accomplices: Solidus, Maverick. Possible accomplices: &amp;lt;several&amp;gt;. &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-'''Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; &lt;br /&gt;
&lt;br /&gt;
*{{profile|2176|Cunstnail}} (Native) is wanted for the murder of an officer. / ''Whereabouts Unknown''.&lt;br /&gt;
&lt;br /&gt;
*{{profile|318|Snake Tongue}} (Native) is wanted for the murder of an officer! / ''Whereabouts Unknown''.&lt;br /&gt;
&lt;br /&gt;
*{{profile|582|Barbecue}} (Native) is wanted for murdering an officer! / ''Whereabouts Unknown''.&lt;br /&gt;
&lt;br /&gt;
*{{profile|1522|Barbarossa}} (Pirate) is wanted by the Colonial Police for the murder of an officer. / ''Whereabouts Unknown''.&lt;br /&gt;
&lt;br /&gt;
*{{profile|1677|Paul Gascoigne}} (Native) is wanted for the murder of an officer. / ''Whereabouts Unknown''.&lt;br /&gt;
&lt;br /&gt;
*{{profile|1608|Anne Bonney}} (Pirate) is wanted for attacking Colonial Police members in the CPHQ. / ''Whereabouts Unknown''.&lt;br /&gt;
&lt;br /&gt;
*{{profile|4128|Kadaj}} (Outsider) is wanted for killing a Colonial Police officer. / ''Whereabouts Unknown''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*{{profile|4166|Ninjoc}} (Native), a well-known killer, has struck again. Currently wanted for killing a peaceful civilain in York.'''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Brought to justice.'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
*{{profile|944|Bernice van Buren}} (Outsider-York) is wanted for killing a CP officer on the outskirts of York.&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-'''Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|1327|Tom Failur}} (Pirate), a mercenary so notorious in York that he has been dubbed &amp;quot;The Butcher of York&amp;quot;, is wanted for a new string of unprovoked attacks on innocent civilians in and around the Medical Supplies hut. [historical note: this &amp;quot;string of attacks&amp;quot; was part of the first wave of the [[Third Battle of York]]]. '''New offense:''' Murdered CP founder MickR! '''HIGH PRIORITY''' &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-'''Killed by a York citizen and fled York in shame!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|1553|Stoertebecker}} (Pirate) is wanted for the murder of an officer within the CPHQ. '''-Connected to Lord Paul Reefer!''' '''-Second offence!''' Repeatedly attacked another officer. '''-Third offence!''' Killed an innocent civilian. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Fourth offence!''' Murdered two officers inside the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed again'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Fifth offence!''' Killed another officer! '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Sixth offence!''' Attacked an officer multiple times in the CPHQ, almost killing him. '''-Seventh offence!''' Attacked another officer. '''-Eighth offence!''' Killed a CP officer.&lt;br /&gt;
&lt;br /&gt;
*{{profile|3059|Eli Jenkins}} (Outsider) is wanted for the murder of an officer. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Second Offence''' Attacked two officers in the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed again.'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Third Offence''' Attacked two more officers inside the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Fourth Offence''' Killed another officer. '''-Fifth Offence''' Attacked two officers inside the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Sixth Offence''' Attacked another officer inside the CPHQ! '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed again'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Seventh Offence''' Attacked an officer repeatedly. '''-Eighth Offence''' Killed an innocent civilian. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;EXECUTED!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Ninth Offence''' Attacked another officer. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Executed again'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Tenth Offence''' Attacked two officers inside the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-EXECUTED!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Eleventh Offence''' Attacked an officer inside the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-EXECUTED!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Twelfth Offence''' Killed an officer.'''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-EXECUTED!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Thirteenth Offence''' Killed an officer. '''-Fourteenth Offence''' Attacked numerous officers.''' &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-EXECUTED!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Fourteenth Offence''' Attacked an officer. &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;'''EXECUTED! -Executed Again. -Executed Again.''' &amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;'''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed again'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''&lt;br /&gt;
&lt;br /&gt;
*{{profile|3576|manteno}} (Outsider) is warned against Assaulting Police officers - '''-Second offence!''' Killed a man in the Trader hut '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|712|Qberry}} (Native) is wanted for the murder of an officer. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|2445|Elembis}} (Native) is wanted for the murder of a Colonial Police officer inside the CPHQ. '''-Second Offence''' Killed another officer! '''-Third Offence''' Murdered numerous civilians. '''-Forth Offence''' Attacked an officer inside the CPHQ! '''-Fifth Offence''' Killed another officer inside the CPHQ. '''-Sixth Offence''' Murdered another officer. '''-Seventh Offence''' Murdered numerous civilians. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Eighth Offence''' Murdered another officer inside the CPHQ. '''-Ninth Offence''' Attackted and poisoned and officer inside the CPHQ '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Tenth Offence''' Killed another officer inside the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; (Note: This individual seems to have reformed, and is no longer considered a criminal. He remains on the list only for reference.)&lt;br /&gt;
&lt;br /&gt;
* A warning to {{profile|539|Schmeckel}} (Outsider) for repeatedly attacking an officer.  '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Brought to justice.'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
*{{profile|1571|Arrgyle}} (Pirate) is wanted for the murder of an officer inside the CPHQ! '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|2659|Dashing Derek}} (Outsider) is wanted for murdering a CP officer. (HIRED) '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Brought to justice.'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
*{{profile|2418|Firebabe871}} (Outsider) is wanted for repeatedly attacking a CP officer. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|2091|zybe}} (Native) is wanted by the Colonial Police for repeatedly attacking an officer inside the Colonial Police HQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|1879|Phutnanog}} (Native) wanted for multiple murders of officers and civilians. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Second Offence''' Attacked another officer. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Brought to justice'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|1828|Mal}} (Native) is wanted for the murder of a citizen. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|2364|Dekuyper}} (Pirate) is wanted for killing innocent civilians. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Brought to justice'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
*{{profile|4499|Sylth}} is wanted for the murder of a citizen. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|3239|Jacob Ladder}} (Outsider) is wanted for an attack on an officer. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Second Offence''' Attacked an officer in the CPHQ'''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|1492|JB Aristide}} (Native) is wanted by the Colonial Police for murdering an officer. &amp;lt;br&amp;gt;'''-Second offence!''' Attacked an officer. '''-Third offence!''' Murdered another officer! '''-Fourth offence!''' Murdered an innocent civilian. '''-Fifth offence!''' Attacked another officer! '''-Sixth offence!''' Repeatedly attacked an officer! '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Seventh offence!''' Killed an officer. '''-Eighth offence!''' Murdered another officer! '''-Ninth offence!''' Killed another CP officer! '''-Tenth offence!''' Killed another officer. '''-Eleventh offence!''' Murdered a CP officer. '''-Twelth offence!''' Killed an officer inside the CPHQ. '''-Thirteenth offence!''' Murdered another officer. '''-Fourteenth offence!''' Poisoned and otherwise injured an officer. '''-Fifteenth offence!''' Killed an officer! '''-Sixteenth offence!''' Murdered another officer inside the CPHQ! '''-Seventeenth offence!''' Murdered another CP officer! '''-Eighteenth offence!''' Killed another Colonial Police officer.'''-nineteenth offence!''' murdered another Colonial Police officer. '''-Twentieth offence!''' Killed an officer and attacked another officer inside the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-EXECUTED and fled York in shame!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|4671|Danny O the 7}} (Pirate) is wanted for killing a doctor.'''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|7480|Liova}} &amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;is wanted for the death of a York citizen while on a visit to one &amp;quot;Santa Claus&amp;quot; &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-'''Executed'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; by Pro-Yorker Bauer. Well done Sir.&lt;br /&gt;
&lt;br /&gt;
== News ==&lt;br /&gt;
===January 19th, 2007===&lt;br /&gt;
*CP effective strength is at an all-time high.&lt;br /&gt;
*The [[Mercenary's Guild|criminal MG-gang]] is officially proscribed again. We will be offering no protection to this criminal gang, and any member of this outlawed group seen in York risks being executed. Reason: The MG-gang is suspected of conspiracy to imminently murder and finance murders of York citizens, and MG-gang ringleaders have recently been seen lurking in York, claiming to be in York &amp;quot;on business&amp;quot;, shades of the early days of the [[Third Battle of York|Third Invasion]].&lt;br /&gt;
*There is currently a campaign underway to strip local traitor Zydd Soral of his medals.&lt;br /&gt;
&lt;br /&gt;
===January 16th, 2007===&lt;br /&gt;
*Veteran officer {{profile|3322|Zydd Soral}}, reknowned across Shartak as the high-ranking ''pirate'' member of the Colonial Police in the very radically anti-pirate town of York--Zydd was probably the only pirate on the island who was safe in York--has turned traitor and joined a criminal anti-York gang. The ensuing shakeup that was created after the third-ranking officer of a major York organization deserted and brazenly joined the Enemy, has understandably rattled the CP to its core, and there is much gossiping going on by others about the state of affairs within the CP. Despite this blow, the CP will continue our police work as best we can, as we always have.&lt;br /&gt;
&lt;br /&gt;
===December 2006===&lt;br /&gt;
'''December 24th, 2006'''&amp;lt;br&amp;gt;&lt;br /&gt;
*A warning to all Catholic and Protestant religious warriors, we ask that you please cease attacking one another.&lt;br /&gt;
*The [[1st Imperial Privateers]] are no longer suspected of criminality, and have been removed from the &amp;quot;suspected criminals&amp;quot; list.&lt;br /&gt;
&lt;br /&gt;
'''December 21st, 2006'''&amp;lt;br&amp;gt;&lt;br /&gt;
*The Colonial Police are now offering an open-ended gold reward for the successful apprehension of, or information leading to the apprehension of: {{profile|2614|'''Toucan Son of Sam'''}}, a notorious murderer. See the [http://z7.invisionfree.com/Colonial_Police/index.php?showtopic=176 forum thread] for details.&lt;br /&gt;
*The Colonial Police are alarmed at the mass exodus of citizens leaving York and heading northwards over the past two days, to the rumored site of a fat jovial man distributing gifts. The concern is that criminals may use this as an opportunity to re-enter York and attempt to steal unguarded belongings, and commit other crimes.&lt;br /&gt;
&lt;br /&gt;
'''December 17th, 2006'''&amp;lt;br&amp;gt;&lt;br /&gt;
*Most of the York/Colonial Police  delegation to Durham have returned to York. The headhunter threat turned out to be all talk.&lt;br /&gt;
*{{profile|1390|'''Jesus'''}} has been expelled from the Colonial Police for killing outsiders.&lt;br /&gt;
&lt;br /&gt;
'''December 2nd, 2006'''&amp;lt;br&amp;gt;&lt;br /&gt;
*The Colonial Police are now in Durham to help defend the town from the criminal element bent on wreaking havoc and murdering many citizens. But criminals be warned that York is not undefended (the CP still has several men staying behind, and other contacts in the city), and the entire CP can get back to York very quickly, if needed.&lt;br /&gt;
*In a surprising development, {{profile|1390|'''Jesus'''}} has joined the Colonial Police! As has longtime CP-associate and friend {{profile|2706|'''guest'''}}.&lt;br /&gt;
*The notorious terrorist leader Lord Paul Reefer has resurfaced in York, and has begun attacking outsiders once again. So he is back on the Most Wanted list.&lt;br /&gt;
&lt;br /&gt;
===November 2006===&lt;br /&gt;
'''November 27th, 2006'''&amp;lt;br&amp;gt;&lt;br /&gt;
*The Colonial Police are on the road bound for [[Durham]] to help [[Durham Defence Unit|the outsiders there defend]] against the imminent headhunter attack.&lt;br /&gt;
*The Colonial Police have expelled renegade officer otacon who murdered an officer. Also expelled was his accomplice maverick.&lt;br /&gt;
&lt;br /&gt;
'''November 20th, 2006'''&amp;lt;br&amp;gt;&lt;br /&gt;
{{profile|4949|RobZombie}} and his clan [[1st Derby Privateers]] have been removed from our list of suspected criminals. We are currently in the process of negotating some sort of agreement with this group, possibly even an alliance. The [[1st Imperial Privateer Regiment]], however, remains very dangerous and suspected criminals.&lt;br /&gt;
&lt;br /&gt;
'''November 16th, 2006'''&amp;lt;br&amp;gt;&lt;br /&gt;
We have opened relations with the [[Durham Pistoleers]], two weeks ahead of the grave threat to the very existance of that settlement from a warband of murderous native warriors and headhunters.&lt;br /&gt;
&lt;br /&gt;
'''November 11th, 2006'''&amp;lt;br&amp;gt;&lt;br /&gt;
The emergence of two new anti-York gangs calling themselves privateers, one [[1st Imperial Privateer Regiment|Dutch]], one [[1st Derby Privateers|Derby nationalist]], both dedicated to conquering York, is cause for concern. The CP will be keeping an eye on these two groups, and all privateer groups have been added to the &amp;quot;suspected criminals&amp;quot; list.&lt;br /&gt;
&lt;br /&gt;
'''November 8th, 2006'''&amp;lt;br&amp;gt;&lt;br /&gt;
With the end of the mercenary bloodbath two weeks ago, now being dubbed the [[Third Battle of York]], peace has returned to our city. Several Colonial Police were [[Order of Patriots/Medals|honored by the Order of Patriots]] for their outstanding service during the invasion. The mercenaries are still in town, but have kept quiet of late.&lt;br /&gt;
&lt;br /&gt;
===October 2006===&lt;br /&gt;
'''October 16th, 2006'''&amp;lt;br&amp;gt;&lt;br /&gt;
The mercenary invasion appears to be over, and an uneasy peace had descended upon York. The CP are still reeling from the attack, but the righting seemed to have turned in our favour in the past week or two. Law and order has survived in York, the philosophy of the &amp;quot;rule of the jungle&amp;quot; has been turned back. Many CP members are still skeptical of the MG.&lt;br /&gt;
&lt;br /&gt;
===Older News===&lt;br /&gt;
Older news items, all the way back to our founding on April the 25th, ---6, can be found here: [[Colonial Police/newsarchive]].&lt;/div&gt;</summary>
		<author><name>A SN</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Colonial_police&amp;diff=12329</id>
		<title>Colonial police</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Colonial_police&amp;diff=12329"/>
		<updated>2007-01-25T18:06:43Z</updated>

		<summary type="html">&lt;p&gt;A SN: You slackers&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox|&lt;br /&gt;
clan_name=Colonial Police|&lt;br /&gt;
official_id=16|&lt;br /&gt;
open_to=outsiders|&lt;br /&gt;
clan_image=[[Image:CPLogo.jpg]]|&lt;br /&gt;
clan_leaders=Kjendlie|&lt;br /&gt;
clan_membership=28, half active.|&lt;br /&gt;
clan_goals=Keeping the peace.|&lt;br /&gt;
clan_recruit=Simply talk to us at the CPHQ or place your profile under the &amp;quot;List of Members&amp;quot; on this page.|&lt;br /&gt;
clan_contact=The best way to contact us for any reason is '''[http://z7.invisionfree.com/Colonial_Police/index.php? our forum]''' (unregistered-guest posts welcome).|&lt;br /&gt;
sort_as=|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==The Colonial Police==&lt;br /&gt;
The Colonial Police are a group of outsiders devoted to keeping the peace. We are based in the great city of [[York]]. Our primary mission is to stop criminals and defend the settlement of York from marauders, invaders, raiders, etc. Any person who has killed innocent outsiders in the York area may be killed in punishment by the CP. We keep an extensive criminals list, including a &amp;quot;most wanted&amp;quot; section. We are currently offering protection to only certain natives (notably pro-York shamans who assist with getting rid of ghosts).&lt;br /&gt;
&lt;br /&gt;
The proud tradition of the Colonial Police goes all the way back to the height of the [[First Battle of York]], when we were formed to protect the settlers in and around York from violent criminals.&lt;br /&gt;
&lt;br /&gt;
===How you can report criminals===&lt;br /&gt;
Citizen! have you been killed or have you witnessed a murder? We ask that you report any murders to us so that we may deal with them. You can very easily do this on our [http://z7.invisionfree.com/Colonial_Police/index.php?showforum=3 forum] (registration not necessary). Instructions for how to most efficiently report criminals are [http://z7.invisionfree.com/Colonial_Police/index.php?showtopic=163 here]. You may also report crimes to the officer(s) on duty in the Colonial Police Headquarters in York, at the following location: [http://www.itechsc.com/misc/shartak/ubermap/closeup.php?sk=1&amp;amp;sc=1&amp;amp;cx=-70374&amp;amp;cy=26313 -70.374,+26.313]. &lt;br /&gt;
&lt;br /&gt;
We are always looking for new members. As long as you know what we're about, you can join.&lt;br /&gt;
Just place your name and profile under the 'List of Members' below. If you join, stop by our headquarters at [http://www.itechsc.com/misc/shartak/ubermap/closeup.php?sk=1&amp;amp;sc=1&amp;amp;cx=-70374&amp;amp;cy=26313 -70.374,+26.313] and be sure to talk us on the forum.&lt;br /&gt;
&lt;br /&gt;
== Members ==&lt;br /&gt;
&amp;lt;big&amp;gt;'''Founders'''&amp;lt;/big&amp;gt;&lt;br /&gt;
{| border=0 cellpadding=0 style=&amp;quot;border-collapse:collapse;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|1231|MickR}} (led the CP until his departure in late August --06 to explore Shartak.)&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|1588|Arwedda}} (left the CP in October --06 to pursue a business venture.)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;'''Current Leader'''&amp;lt;/big&amp;gt;&lt;br /&gt;
{| border=0 cellpadding=0 style=&amp;quot;border-collapse:collapse;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|2470|Kjendlie}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;'''Officers'''&amp;lt;/big&amp;gt;&lt;br /&gt;
{| border=0 cellpadding=2 style=&amp;quot;border-collapse:collapse;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Active'''||'''AWOL/Inactive'''||'''Prominent ex-Members'''&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|3105|Nighter}}||{{profile|6677|Ozzy Baxter}}||{{profile|3322|Zydd &amp;quot;Benedict Arnold&amp;quot; Soral}} (Traitor)&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|1603|czech1}}||{{profile|3258|Vizerdrix}}||{{profile|1231|MickR}} (founder)&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|2470|Kjendlie}}||{{profile|3225|leathel99764}}||{{profile|1588|Arwedda}} (co-founder)&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|2706|guest}}||{{profile|3321|radiohead1102}}||{{profile|3426|Che}}&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|7595|Duke Eric Kelso}}||{{profile|1098|Admiral Nelson}}&amp;lt;font color=white&amp;gt;......&amp;lt;/font&amp;gt;||{{profile|2899|Riddick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|3586|Ukapu Boy}}||{{profile|6324|bowie}}||{{profile|1390|Jesus}}&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|6844|Bauer}}||{{profile|4126|corperal}}||{{profile|6193|Otacon}} ([[Colonial_Police#November_2006|Renegade officer]] (bullet #2)&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|7289|Frank Comboling}}||{{profile|3915|Bubba}}||{{profile|4163|Colonel}} (expelled for selling secrets to enemies of York)&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|5731|Cisisero}}||{{profile|3999|TalynDerre}}||{{profile|3428|Sora Lamal}}&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|1628|Broderick}}||{{profile|4705|Liktai}}&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|2435|sayt}}||{{profile|5769|halocakes}}&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|7872|Sergeant Eversmann}}&amp;lt;font color=white&amp;gt;......&amp;lt;/font&amp;gt;||{{profile|6094|Tarquin}}&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|2613|Hoboclown}}||{{profile|5953|Seloth}}&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|6898|Sillyak}}||{{profile|6871|rara56}}&lt;br /&gt;
|-&lt;br /&gt;
| ||{{profile|4231|Colonel Curtis}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Alliances and Friends ==&lt;br /&gt;
&lt;br /&gt;
'''York'''&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Czechy's Tavern]] - founded and run by veteran officer czech1.&lt;br /&gt;
* [[Shartak Cryptozoological Society]]&lt;br /&gt;
* [[The Order of Patriots]] - pro-York &amp;quot;secret society&amp;quot; with a first-rate military wing.&lt;br /&gt;
* [[1st Colonial Militia]] (York branch) - fanatically pro-York paramilitary force.&lt;br /&gt;
* Prominent York citizen {{profile|2706|'''guest'''}} and his associates.&lt;br /&gt;
&lt;br /&gt;
'''Foreign'''&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Royal Expedition]] - Bureaucratic royalists&lt;br /&gt;
* [[Derby Hospitallers]] - Friendly Derby-based civic/defense group.&lt;br /&gt;
* [[1st Derby Privateers]] - Pirate organization based in Derby. Junior partners in the Derby federation w/above.&lt;br /&gt;
* [[Durham Pistoleers]] - The only organized force in the notoriously lawless town of Durham.&lt;br /&gt;
&lt;br /&gt;
== List of Criminals ==&lt;br /&gt;
Explanations of the below categories:&amp;lt;br&amp;gt;&lt;br /&gt;
'''Most Wanted:''' These are the current criminals who for whatever reason(s) are considered to be the most dangerous or highest priority to catch. They are &amp;quot;most wanted&amp;quot; to be brought to justice, but the list could also be called &amp;quot;Least Wanted (in York)&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
'''At Large:''' Criminals who have committed a crime and have not been brought to justice are added to the &amp;quot;At Large&amp;quot; section. Most small-time criminals will be removed from this list after they have been brought to justice, and moved to &amp;quot;Executed&amp;quot;. Repeat offenders, prolific criminals or those with certain extenuating circumstances might not be removed from this list after being brought to justice just once, but will remain perpetually wanted until they stop killing.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Suspected:''' Those who we suspect of crimes or conspiracy to commit crimes, and those who may have committed crimes but we do not have information about.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Executed and Inactive:''' After being executed, we generally move criminal listings to this section. If they continue to kill and commit other crimes, they will be moved back to the &amp;quot;At Large&amp;quot; section. Also includes those criminals who were notorious in the past but have been quiet lately (i.e., inactive).&lt;br /&gt;
&lt;br /&gt;
=== Most Wanted ===&lt;br /&gt;
(kill on sight)&lt;br /&gt;
&lt;br /&gt;
*{{profile|1660|Sam Bellamy}} (Pirate) known murderer of innocent york citizens, has been &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;'''Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;. ''Is instructed to stay out of York.'' Also wanted for possible collaboration with the criminal 'Imperial Privateer' gang. '''New offense:''' Murdered a peaceful citizen in the medical hut!&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-'''Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;. '''New offense:''' Murdered a prominent York civilian.&lt;br /&gt;
&lt;br /&gt;
*{{profile|2141|Raffles}} (Pirate), an aggressive York-hating pirate, is wanted for numerous attacks on York citizens and for the murders of several innocent civilian. '''-Second Offence''' Killed an officer. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-EXECUTED!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Third Offense''' Killed an officer in the CPHQ.'''-fourth Offense''' Killed an officer in the CPHQ. &amp;lt;s&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;NOTE: This criminal has reformed and will be removed from this list when he completes his community service to York (as outlined [http://z7.invisionfree.com/Colonial_Police/index.php?showtopic=58&amp;amp;view=findpost&amp;amp;p=10681891 here.])&amp;lt;/font&amp;gt;&amp;lt;/s&amp;gt; [failed to complete or even attempt community-service]. '''New murder rampage'''- Murdered at least two York civilians.&lt;br /&gt;
&lt;br /&gt;
* {{profile|2716|Archer}} (Pirate) is wanted for continously injuring several CP officers by banshee wailing. &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;''Has agreed to stop&amp;lt;/font&amp;gt;. '''New offense:''' Killed local citizen Bauer!&lt;br /&gt;
&lt;br /&gt;
=== At Large ===&lt;br /&gt;
*{{profile|5393|ombined}} (Outsider-York) is wanted for gunning down an environmentalist who was in the midst of a speech in the medical supplies hut, and for killing lacuna, the shaman helping York. '''HIGH PRIORITY'''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-'''Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; (Is rumored to have fled York. Is not welcome in York.) '''New offenses:''' Killed a CP officer! Killed a pro-York militiaman!&lt;br /&gt;
&lt;br /&gt;
*{{profile|1645|Adolf Schwarznigger}} (Outsider-York) Wanted for killing a friendly Shamen (CrowJane) in the Medical hut of York. &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-'''Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''New offenses''': Killed a CP officer. Killed another CP officer. Killed another CP officer. Killed a 4th CP officer. Killed another CP officer and attacked another. ''Suspected of attempting to foment radical anti-CP agitation for reasons unknown, and offers 20 gold coins to the first CP officer to kill him''.&lt;br /&gt;
&lt;br /&gt;
*{{profile|7744|Mack the Shipper}} (Outsider-York) is wanted for killing friendly pro-York shaman Tony Almeida.&lt;br /&gt;
&lt;br /&gt;
*{{profile|6206|Keiichi}} (Leaving York alone, at the moment.) Away from York at the current moment, and planning not to come back for awhile. &lt;br /&gt;
&lt;br /&gt;
*{{profile|6547|Nowherehowdy}} (Outsider-York) is wanted for attacking members of the Royal Expedition. Suspected member of the sometimes-criminal Imperial Privateer gang.&lt;br /&gt;
&lt;br /&gt;
*{{profile|3013|Gimbo}} (Native) is wanted for killing local pro-York zealot SeriousSam.&lt;br /&gt;
&lt;br /&gt;
*{{profile|2825|Lucifer Rustypants}} (Pirate) is wanted for repeatedly attacking an officer. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed.'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''New offense:''' Killed a York civilian during a peaceful Christmas gathering southeast of the mountain.&lt;br /&gt;
&lt;br /&gt;
*{{profile|3179|Agent47}} (Outsider-York), known mercenary, is wanted for questioning on the possibility of contracted hits on CP Officers and for the murder of a Colonial Police officer.'''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; Killed a citizen of York &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;'''-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''New offense:''' Killed a civilian. Is rumored to have fled the island of Shartak.&lt;br /&gt;
&lt;br /&gt;
*{{profile|3174|JollyRoger}} (Pirate) is wanted for killing a CP officer and conspiracy to murder York citizens.&lt;br /&gt;
&lt;br /&gt;
*{{profile|6072|YellowMelanie}} (Outsider-York) is wanted for an assault upon a Colonial Police officer.&lt;br /&gt;
&lt;br /&gt;
*{{profile|344|DaBinks}} (Native) is wanted for the murder of an outsider. ''Has killed 99 outsiders!'' High Priority.&lt;br /&gt;
&lt;br /&gt;
*{{profile|6171|Byron}} (Native) is wanted for numerous attacks on settlers, and the murder of a CP officer.&lt;br /&gt;
&lt;br /&gt;
*{{profile|1093|Foo Fighter}} (Native) is wanted for the death of a CP officer on Rodrigo Island.&lt;br /&gt;
&lt;br /&gt;
*{{profile|7049|CcGame}} (Outsider-York) is wanted for the death of Derby citizen Lutheran on York soil.&lt;br /&gt;
&lt;br /&gt;
*{{profile|754|Xiombarg}} (Native) is on the run after reportedly killing outsiders in northeast York. ''Wanted Dead &amp;lt;s&amp;gt;or Alive&amp;lt;/s&amp;gt;.''&lt;br /&gt;
&lt;br /&gt;
*{{profile|750|Halfway there}} (Outsider-Durham) is wanted for killing an officer in the CPHQ and wanted for questioning in numerous attacks on civilians.'''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Second offence!''' Attacked members of the Colonial Police in the CPHQ. '''New offense:''' Murdered a newly-arrived York citizen!&lt;br /&gt;
&lt;br /&gt;
*{{profile|3445|LDC}} (Pirate) is wanted for attacking an officer. &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-'''Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''New Offense''': Attacked another officer!&lt;br /&gt;
&lt;br /&gt;
*{{profile|4924|screech}} (Ousider-York) is wanted for killing at least 2 York citizens.&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-'''Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''New offenses''': Has attacked and killed dozens of innocent York citizens!&lt;br /&gt;
&lt;br /&gt;
*{{profile|3977|gorthax}} (Native) is wanted for attacking several York citizens and spitting on a CP officer.&lt;br /&gt;
&lt;br /&gt;
*{{profile|2171|Lord Henry Mowbray}} is wanted for killing a CP officer.&lt;br /&gt;
&lt;br /&gt;
*{{profile|732|Lutheran}} is wanted for questioning on the growing religious tensions in York, and for getting into a fist fight with a York citizen over a religious dispute. &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-'''Shot dead by a religious opponent.''' &amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''New crime''' - Killed a new arrival who calls himself &amp;quot;The Pope&amp;quot;. &amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* {{profile|2614|Toucan Son of Sam}} (Native), is wanted for attacking an officer.'''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; Murdered a York citizen in the CPHQ.'''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''New offenses:''' -Attacked at least one CP officer. -Killed a York citizen! Update: Often seen cowering in [[Czechy's Tavern]].'''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''New offense''' Killed member of CP.&lt;br /&gt;
&lt;br /&gt;
=== Suspected ===&lt;br /&gt;
*The following people are suspected of religious violence and/or conspiracy to commit religious violence in York: {{profile|7049|CcGame}} (Outsider-York), {{profile|2686|Capt San}} (Outsider-York), {{profile|732|Lutheran}} (Outsider-Derby), {{profile|3179|Agent47}} (Outsider-York), {{profile|109|Bob Nowak}} (Outsider-York), {{profile|7176|Killian}} (Outsider-York), {{profile|7621|&amp;quot;The Pope&amp;quot;}} (Outsider-York), {{profile|2614|Toucan Son of Sam}} (Native), [others]. We ask that they please cease and desist.&lt;br /&gt;
&lt;br /&gt;
*{{profile|1738|Maevar Ralnik}} and {{profile|2716|Arhcer}} are suspected of conspiracy to murder York citizens.&lt;br /&gt;
&lt;br /&gt;
*The criminal [[Mercenary's Guild]] is hereby warned not to attack York citizens. Local traitor Zydd Soral is warned in particular against attacking Yorkpeople.&lt;br /&gt;
&lt;br /&gt;
=== Executed or Inactive criminals ===&lt;br /&gt;
* {{profile|1629|Lord Paul Reefer}} (Outsider) is wanted for murdering an officer. '''-Connected to Stoertebecker!''' '''-Second Offence''' Killed another officer! '''-Third Offence''' Attacked an officer repeatedly within the CPHQ. '''-Fourth Offence''' Murdered an officer in the CPHQ! '''-Fifth Offence''' Murdered another officer! '''-Sixth Offence''' Killed an officer in the CPHQ! '''-Seventh Offence''' Repeatedly attacked an officer inside the CPHQ! '''-Eighth Offence''' Murdered another officer in the CPHQ! '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-EXECUTED!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Ninth offence''' Repeatedly attacked an officer within the CPHQ. '''-Tenth Offence''' Conspiracy to commit murder. '''-Eleventh Offence''' Killed an officer in the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Twelth Offence!''' Murdered two more officers in the shallow waters of York. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Thirteenth Offence''' Talking to him obviously didn't work, as he's now killed two more officers in the CPHQ! '''-Fourteenth Offence''' Murdered another officer! '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Fifteenth Offence''' Killed an officer inside the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed again'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Sixteenth Offence''' Attacked an officer inside the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed again'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Seventeenth Offence''' Attacked an officer inside the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Eighteenth Offence''' Killed an officer inside the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-EXECUTED!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Ninteenth Offence''' Murdered an officer inside the CPHQ! '''-Twentieth Offence''' Killed a CP officer inside the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-EXECUTED!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;'''-Twenty-first offence''' Killed an Officer of the Colonial Police'''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;. &lt;br /&gt;
**Update, December 2006: Lord Paul Reefer has resurfaced!. '''New offenses''' (Nov-Dec 2006): Murdered czech1, owner of [[Czechy's|the famous tavern]] and at least two civilians.&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;'''-Killed in retribution by local paramilitary Mr. Bungle!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;. '''New Offence''' - killed an Officer during the Defence of Durham despite said Officer letting him live and making it clear that during the Durham defence there would be no hostilities between them. '''New Offence''' - killed an officer in Czechy's tavern. ''Has agreed to cease attacks''.&lt;br /&gt;
&lt;br /&gt;
*{{profile|304|joef1day}} (Outsider-York) is wanted for killing a citizen inside the tavern, and killing a member of the CP more than 5 times, also has a suspected alias - &amp;quot;blame josef&amp;quot;, defacing every hut he sees. At least seven  offences&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;'''-Executed'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; -Eighth offence! Killed a CP officer.&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;'''-Executed'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; New offense: -Killed a CP officer in the CPHQ! &lt;br /&gt;
&lt;br /&gt;
*{{profile|4268|Werwolf}} (Outsider-York) is wanted for biting and gnawing on the limbs of many citizens and CP officers. Has killed several citizens during and around the last full moon. / ''Whereabouts Unknown''.&lt;br /&gt;
&lt;br /&gt;
*{{profile|3550|Baron Samedi}} (Native) is wanted for numerous attacks on civilians. Has killed five people in one week! '''High Priority''' / ''Whereabouts Unknown''.&lt;br /&gt;
&lt;br /&gt;
*{{profile|6228|Sergeant Snodgrass}} (Outsider-York) is wanted for killing a York citizen unprovoked, and then lying about his identity.'''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|6193|Otacon}} (Ousider-York), a renegade CP officer, is wanted for the murder of a CP officer. Possibly hired by unknown person(s). Any reliable information on this suspect or his employers will be rewarded. &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-'''Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; killed another CP officer &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-'''Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; Known accomplices: Solidus, Maverick. Possible accomplices: &amp;lt;several&amp;gt;. &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-'''Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; &lt;br /&gt;
&lt;br /&gt;
*{{profile|2176|Cunstnail}} (Native) is wanted for the murder of an officer. / ''Whereabouts Unknown''.&lt;br /&gt;
&lt;br /&gt;
*{{profile|318|Snake Tongue}} (Native) is wanted for the murder of an officer! / ''Whereabouts Unknown''.&lt;br /&gt;
&lt;br /&gt;
*{{profile|582|Barbecue}} (Native) is wanted for murdering an officer! / ''Whereabouts Unknown''.&lt;br /&gt;
&lt;br /&gt;
*{{profile|1522|Barbarossa}} (Pirate) is wanted by the Colonial Police for the murder of an officer. / ''Whereabouts Unknown''.&lt;br /&gt;
&lt;br /&gt;
*{{profile|1677|Paul Gascoigne}} (Native) is wanted for the murder of an officer. / ''Whereabouts Unknown''.&lt;br /&gt;
&lt;br /&gt;
*{{profile|1608|Anne Bonney}} (Pirate) is wanted for attacking Colonial Police members in the CPHQ. / ''Whereabouts Unknown''.&lt;br /&gt;
&lt;br /&gt;
*{{profile|4128|Kadaj}} (Outsider) is wanted for killing a Colonial Police officer. / ''Whereabouts Unknown''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*{{profile|4166|Ninjoc}} (Native), a well-known killer, has struck again. Currently wanted for killing a peaceful civilain in York.'''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Brought to justice.'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
*{{profile|944|Bernice van Buren}} (Outsider-York) is wanted for killing a CP officer on the outskirts of York.&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-'''Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|1327|Tom Failur}} (Pirate), a mercenary so notorious in York that he has been dubbed &amp;quot;The Butcher of York&amp;quot;, is wanted for a new string of unprovoked attacks on innocent civilians in and around the Medical Supplies hut. [historical note: this &amp;quot;string of attacks&amp;quot; was part of the first wave of the [[Third Battle of York]]]. '''New offense:''' Murdered CP founder MickR! '''HIGH PRIORITY''' &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-'''Killed by a York citizen and fled York in shame!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|1553|Stoertebecker}} (Pirate) is wanted for the murder of an officer within the CPHQ. '''-Connected to Lord Paul Reefer!''' '''-Second offence!''' Repeatedly attacked another officer. '''-Third offence!''' Killed an innocent civilian. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Fourth offence!''' Murdered two officers inside the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed again'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Fifth offence!''' Killed another officer! '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Sixth offence!''' Attacked an officer multiple times in the CPHQ, almost killing him. '''-Seventh offence!''' Attacked another officer. '''-Eighth offence!''' Killed a CP officer.&lt;br /&gt;
&lt;br /&gt;
*{{profile|3059|Eli Jenkins}} (Outsider) is wanted for the murder of an officer. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Second Offence''' Attacked two officers in the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed again.'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Third Offence''' Attacked two more officers inside the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Fourth Offence''' Killed another officer. '''-Fifth Offence''' Attacked two officers inside the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Sixth Offence''' Attacked another officer inside the CPHQ! '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed again'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Seventh Offence''' Attacked an officer repeatedly. '''-Eighth Offence''' Killed an innocent civilian. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;EXECUTED!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Ninth Offence''' Attacked another officer. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Executed again'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Tenth Offence''' Attacked two officers inside the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-EXECUTED!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Eleventh Offence''' Attacked an officer inside the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-EXECUTED!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Twelfth Offence''' Killed an officer.'''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-EXECUTED!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Thirteenth Offence''' Killed an officer. '''-Fourteenth Offence''' Attacked numerous officers.''' &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-EXECUTED!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Fourteenth Offence''' Attacked an officer. &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;'''EXECUTED! -Executed Again. -Executed Again.''' &amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;'''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed again'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''&lt;br /&gt;
&lt;br /&gt;
*{{profile|3576|manteno}} (Outsider) is warned against Assaulting Police officers - '''-Second offence!''' Killed a man in the Trader hut '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|712|Qberry}} (Native) is wanted for the murder of an officer. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|2445|Elembis}} (Native) is wanted for the murder of a Colonial Police officer inside the CPHQ. '''-Second Offence''' Killed another officer! '''-Third Offence''' Murdered numerous civilians. '''-Forth Offence''' Attacked an officer inside the CPHQ! '''-Fifth Offence''' Killed another officer inside the CPHQ. '''-Sixth Offence''' Murdered another officer. '''-Seventh Offence''' Murdered numerous civilians. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Eighth Offence''' Murdered another officer inside the CPHQ. '''-Ninth Offence''' Attackted and poisoned and officer inside the CPHQ '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Tenth Offence''' Killed another officer inside the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; (Note: This individual seems to have reformed, and is no longer considered a criminal. He remains on the list only for reference.)&lt;br /&gt;
&lt;br /&gt;
* A warning to {{profile|539|Schmeckel}} (Outsider) for repeatedly attacking an officer.  '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Brought to justice.'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
*{{profile|1571|Arrgyle}} (Pirate) is wanted for the murder of an officer inside the CPHQ! '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|2659|Dashing Derek}} (Outsider) is wanted for murdering a CP officer. (HIRED) '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Brought to justice.'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
*{{profile|2418|Firebabe871}} (Outsider) is wanted for repeatedly attacking a CP officer. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|2091|zybe}} (Native) is wanted by the Colonial Police for repeatedly attacking an officer inside the Colonial Police HQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|1879|Phutnanog}} (Native) wanted for multiple murders of officers and civilians. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Second Offence''' Attacked another officer. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Brought to justice'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|1828|Mal}} (Native) is wanted for the murder of a citizen. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|2364|Dekuyper}} (Pirate) is wanted for killing innocent civilians. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Brought to justice'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
*{{profile|4499|Sylth}} is wanted for the murder of a citizen. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|3239|Jacob Ladder}} (Outsider) is wanted for an attack on an officer. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Second Offence''' Attacked an officer in the CPHQ'''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|1492|JB Aristide}} (Native) is wanted by the Colonial Police for murdering an officer. &amp;lt;br&amp;gt;'''-Second offence!''' Attacked an officer. '''-Third offence!''' Murdered another officer! '''-Fourth offence!''' Murdered an innocent civilian. '''-Fifth offence!''' Attacked another officer! '''-Sixth offence!''' Repeatedly attacked an officer! '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Seventh offence!''' Killed an officer. '''-Eighth offence!''' Murdered another officer! '''-Ninth offence!''' Killed another CP officer! '''-Tenth offence!''' Killed another officer. '''-Eleventh offence!''' Murdered a CP officer. '''-Twelth offence!''' Killed an officer inside the CPHQ. '''-Thirteenth offence!''' Murdered another officer. '''-Fourteenth offence!''' Poisoned and otherwise injured an officer. '''-Fifteenth offence!''' Killed an officer! '''-Sixteenth offence!''' Murdered another officer inside the CPHQ! '''-Seventeenth offence!''' Murdered another CP officer! '''-Eighteenth offence!''' Killed another Colonial Police officer.'''-nineteenth offence!''' murdered another Colonial Police officer. '''-Twentieth offence!''' Killed an officer and attacked another officer inside the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-EXECUTED and fled York in shame!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|4671|Danny O the 7}} (Pirate) is wanted for killing a doctor.'''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|7480|Liova}} &amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;is wanted for the death of a York citizen while on a visit to one &amp;quot;Santa Claus&amp;quot; &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-'''Executed'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; by Pro-Yorker Bauer. Well done Sir.&lt;br /&gt;
&lt;br /&gt;
== News ==&lt;br /&gt;
===January 19th, 2007===&lt;br /&gt;
*CP effective strength is at an all-time high.&lt;br /&gt;
*The [[Mercenary's Guild|criminal MG-gang]] is officially proscribed again. We will be offering no protection to this criminal gang, and any member of this outlawed group seen in York risks being executed. Reason: The MG-gang is suspected of conspiracy to imminently murder and finance murders of York citizens, and MG-gang ringleaders have recently been seen lurking in York, claiming to be in York &amp;quot;on business&amp;quot;, shades of the early days of the [[Third Battle of York|Third Invasion]].&lt;br /&gt;
*There is currently a campaign underway to strip local traitor Zydd Soral of his medals.&lt;br /&gt;
&lt;br /&gt;
===January 16th, 2007===&lt;br /&gt;
*Veteran officer {{profile|3322|Zydd Soral}}, reknowned across Shartak as the high-ranking ''pirate'' member of the Colonial Police in the very radically anti-pirate town of York--Zydd was probably the only pirate on the island who was safe in York--has turned traitor and joined a criminal anti-York gang. The ensuing shakeup that was created after the third-ranking officer of a major York organization deserted and brazenly joined the Enemy, has understandably rattled the CP to its core, and there is much gossiping going on by others about the state of affairs within the CP. Despite this blow, the CP will continue our police work as best we can, as we always have.&lt;br /&gt;
&lt;br /&gt;
===December 2006===&lt;br /&gt;
'''December 24th, 2006'''&amp;lt;br&amp;gt;&lt;br /&gt;
*A warning to all Catholic and Protestant religious warriors, we ask that you please cease attacking one another.&lt;br /&gt;
*The [[1st Imperial Privateers]] are no longer suspected of criminality, and have been removed from the &amp;quot;suspected criminals&amp;quot; list.&lt;br /&gt;
&lt;br /&gt;
'''December 21st, 2006'''&amp;lt;br&amp;gt;&lt;br /&gt;
*The Colonial Police are now offering an open-ended gold reward for the successful apprehension of, or information leading to the apprehension of: {{profile|2614|'''Toucan Son of Sam'''}}, a notorious murderer. See the [http://z7.invisionfree.com/Colonial_Police/index.php?showtopic=176 forum thread] for details.&lt;br /&gt;
*The Colonial Police are alarmed at the mass exodus of citizens leaving York and heading northwards over the past two days, to the rumored site of a fat jovial man distributing gifts. The concern is that criminals may use this as an opportunity to re-enter York and attempt to steal unguarded belongings, and commit other crimes.&lt;br /&gt;
&lt;br /&gt;
'''December 17th, 2006'''&amp;lt;br&amp;gt;&lt;br /&gt;
*Most of the York/Colonial Police  delegation to Durham have returned to York. The headhunter threat turned out to be all talk.&lt;br /&gt;
*{{profile|1390|'''Jesus'''}} has been expelled from the Colonial Police for killing outsiders.&lt;br /&gt;
&lt;br /&gt;
'''December 2nd, 2006'''&amp;lt;br&amp;gt;&lt;br /&gt;
*The Colonial Police are now in Durham to help defend the town from the criminal element bent on wreaking havoc and murdering many citizens. But criminals be warned that York is not undefended (the CP still has several men staying behind, and other contacts in the city), and the entire CP can get back to York very quickly, if needed.&lt;br /&gt;
*In a surprising development, {{profile|1390|'''Jesus'''}} has joined the Colonial Police! As has longtime CP-associate and friend {{profile|2706|'''guest'''}}.&lt;br /&gt;
*The notorious terrorist leader Lord Paul Reefer has resurfaced in York, and has begun attacking outsiders once again. So he is back on the Most Wanted list.&lt;br /&gt;
&lt;br /&gt;
===November 2006===&lt;br /&gt;
'''November 27th, 2006'''&amp;lt;br&amp;gt;&lt;br /&gt;
*The Colonial Police are on the road bound for [[Durham]] to help [[Durham Defence Unit|the outsiders there defend]] against the imminent headhunter attack.&lt;br /&gt;
*The Colonial Police have expelled renegade officer otacon who murdered an officer. Also expelled was his accomplice maverick.&lt;br /&gt;
&lt;br /&gt;
'''November 20th, 2006'''&amp;lt;br&amp;gt;&lt;br /&gt;
{{profile|4949|RobZombie}} and his clan [[1st Derby Privateers]] have been removed from our list of suspected criminals. We are currently in the process of negotating some sort of agreement with this group, possibly even an alliance. The [[1st Imperial Privateer Regiment]], however, remains very dangerous and suspected criminals.&lt;br /&gt;
&lt;br /&gt;
'''November 16th, 2006'''&amp;lt;br&amp;gt;&lt;br /&gt;
We have opened relations with the [[Durham Pistoleers]], two weeks ahead of the grave threat to the very existance of that settlement from a warband of murderous native warriors and headhunters.&lt;br /&gt;
&lt;br /&gt;
'''November 11th, 2006'''&amp;lt;br&amp;gt;&lt;br /&gt;
The emergence of two new anti-York gangs calling themselves privateers, one [[1st Imperial Privateer Regiment|Dutch]], one [[1st Derby Privateers|Derby nationalist]], both dedicated to conquering York, is cause for concern. The CP will be keeping an eye on these two groups, and all privateer groups have been added to the &amp;quot;suspected criminals&amp;quot; list.&lt;br /&gt;
&lt;br /&gt;
'''November 8th, 2006'''&amp;lt;br&amp;gt;&lt;br /&gt;
With the end of the mercenary bloodbath two weeks ago, now being dubbed the [[Third Battle of York]], peace has returned to our city. Several Colonial Police were [[Order of Patriots/Medals|honored by the Order of Patriots]] for their outstanding service during the invasion. The mercenaries are still in town, but have kept quiet of late.&lt;br /&gt;
&lt;br /&gt;
===October 2006===&lt;br /&gt;
'''October 16th, 2006'''&amp;lt;br&amp;gt;&lt;br /&gt;
The mercenary invasion appears to be over, and an uneasy peace had descended upon York. The CP are still reeling from the attack, but the righting seemed to have turned in our favour in the past week or two. Law and order has survived in York, the philosophy of the &amp;quot;rule of the jungle&amp;quot; has been turned back. Many CP members are still skeptical of the MG.&lt;br /&gt;
&lt;br /&gt;
===Older News===&lt;br /&gt;
Older news items, all the way back to our founding on April the 25th, ---6, can be found here: [[Colonial Police/newsarchive]].&lt;/div&gt;</summary>
		<author><name>A SN</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Colonial_police&amp;diff=12311</id>
		<title>Colonial police</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Colonial_police&amp;diff=12311"/>
		<updated>2007-01-23T15:43:15Z</updated>

		<summary type="html">&lt;p&gt;A SN: Doing your job, you slackers.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox|&lt;br /&gt;
clan_name=Colonial Police|&lt;br /&gt;
official_id=16|&lt;br /&gt;
open_to=outsiders|&lt;br /&gt;
clan_image=[[Image:CPLogo.jpg]]|&lt;br /&gt;
clan_leaders=Kjendlie|&lt;br /&gt;
clan_membership=28, half active.|&lt;br /&gt;
clan_goals=Keeping the peace.|&lt;br /&gt;
clan_recruit=Simply talk to us at the CPHQ or place your profile under the &amp;quot;List of Members&amp;quot; on this page.|&lt;br /&gt;
clan_contact=The best way to contact us for any reason is '''[http://z7.invisionfree.com/Colonial_Police/index.php? our forum]''' (unregistered-guest posts welcome).|&lt;br /&gt;
sort_as=|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==The Colonial Police==&lt;br /&gt;
The Colonial Police are a group of outsiders devoted to keeping the peace. We are based in the great city of [[York]]. Our primary mission is to stop criminals and defend the settlement of York from marauders, invaders, raiders, etc. Any person who has killed innocent outsiders in the York area may be killed in punishment by the CP. We keep an extensive criminals list, including a &amp;quot;most wanted&amp;quot; section. We are currently offering protection to only certain natives (notably pro-York shamans who assist with getting rid of ghosts).&lt;br /&gt;
&lt;br /&gt;
The proud tradition of the Colonial Police goes all the way back to the height of the [[First Battle of York]], when we were formed to protect the settlers in and around York from violent criminals.&lt;br /&gt;
&lt;br /&gt;
===How you can report criminals===&lt;br /&gt;
Citizen! have you been killed or have you witnessed a murder? We ask that you report any murders to us so that we may deal with them. You can very easily do this on our [http://z7.invisionfree.com/Colonial_Police/index.php?showforum=3 forum] (registration not necessary). Instructions for how to most efficiently report criminals are [http://z7.invisionfree.com/Colonial_Police/index.php?showtopic=163 here]. You may also report crimes to the officer(s) on duty in the Colonial Police Headquarters in York, at the following location: [http://www.itechsc.com/misc/shartak/ubermap/closeup.php?sk=1&amp;amp;sc=1&amp;amp;cx=-70374&amp;amp;cy=26313 -70.374,+26.313]. &lt;br /&gt;
&lt;br /&gt;
We are always looking for new members. As long as you know what we're about, you can join.&lt;br /&gt;
Just place your name and profile under the 'List of Members' below. If you join, stop by our headquarters at [http://www.itechsc.com/misc/shartak/ubermap/closeup.php?sk=1&amp;amp;sc=1&amp;amp;cx=-70374&amp;amp;cy=26313 -70.374,+26.313] and be sure to talk us on the forum.&lt;br /&gt;
&lt;br /&gt;
== Members ==&lt;br /&gt;
&amp;lt;big&amp;gt;'''Founders'''&amp;lt;/big&amp;gt;&lt;br /&gt;
{| border=0 cellpadding=0 style=&amp;quot;border-collapse:collapse;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|1231|MickR}} (led the CP until his departure in late August --06 to explore Shartak.)&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|1588|Arwedda}} (left the CP in October --06 to pursue a business venture.)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;'''Current Leader'''&amp;lt;/big&amp;gt;&lt;br /&gt;
{| border=0 cellpadding=0 style=&amp;quot;border-collapse:collapse;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|2470|Kjendlie}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;'''Officers'''&amp;lt;/big&amp;gt;&lt;br /&gt;
{| border=0 cellpadding=2 style=&amp;quot;border-collapse:collapse;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Active'''||'''AWOL/Inactive'''||'''Prominent ex-Members'''&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|3105|Nighter}}||{{profile|6677|Ozzy Baxter}}||{{profile|3322|Zydd &amp;quot;Benedict Arnold&amp;quot; Soral}} (Traitor)&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|1603|czech1}}||{{profile|3258|Vizerdrix}}||{{profile|1231|MickR}} (founder)&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|2470|Kjendlie}}||{{profile|3225|leathel99764}}||{{profile|1588|Arwedda}} (co-founder)&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|2706|guest}}||{{profile|3321|radiohead1102}}||{{profile|3426|Che}}&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|7595|Duke Eric Kelso}}||{{profile|1098|Admiral Nelson}}&amp;lt;font color=white&amp;gt;......&amp;lt;/font&amp;gt;||{{profile|2899|Riddick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|3586|Ukapu Boy}}||{{profile|6324|bowie}}||{{profile|1390|Jesus}}&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|6844|Bauer}}||{{profile|4126|corperal}}||{{profile|6193|Otacon}} ([[Colonial_Police#November_2006|Renegade officer]] (bullet #2)&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|7289|Frank Comboling}}||{{profile|3915|Bubba}}||{{profile|4163|Colonel}} (expelled for selling secrets to enemies of York)&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|5731|Cisisero}}||{{profile|3999|TalynDerre}}||{{profile|3428|Sora Lamal}}&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|1628|Broderick}}||{{profile|4705|Liktai}}&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|2435|sayt}}||{{profile|5769|halocakes}}&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|7872|Sergeant Eversmann}}&amp;lt;font color=white&amp;gt;......&amp;lt;/font&amp;gt;||{{profile|6094|Tarquin}}&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|2613|Hoboclown}}||{{profile|5953|Seloth}}&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|6898|Sillyak}}||{{profile|6871|rara56}}&lt;br /&gt;
|-&lt;br /&gt;
| ||{{profile|4231|Colonel Curtis}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Alliances and Friends ==&lt;br /&gt;
&lt;br /&gt;
'''York'''&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Czechy's Tavern]] - founded and run by veteran officer czech1.&lt;br /&gt;
* [[Shartak Cryptozoological Society]]&lt;br /&gt;
* [[The Order of Patriots]] - pro-York &amp;quot;secret society&amp;quot; with a first-rate military wing.&lt;br /&gt;
* [[1st Colonial Militia]] (York branch) - fanatically pro-York paramilitary force.&lt;br /&gt;
* Prominent York citizen {{profile|2706|'''guest'''}} and his associates.&lt;br /&gt;
&lt;br /&gt;
'''Foreign'''&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Royal Expedition]] - Bureaucratic royalists&lt;br /&gt;
* [[Derby Hospitallers]] - Friendly Derby-based civic/defense group.&lt;br /&gt;
* [[1st Derby Privateers]] - Pirate organization based in Derby. Junior partners in the Derby federation w/above.&lt;br /&gt;
* [[Durham Pistoleers]] - The only organized force in the notoriously lawless town of Durham.&lt;br /&gt;
&lt;br /&gt;
== List of Criminals ==&lt;br /&gt;
Explanations of the below categories:&amp;lt;br&amp;gt;&lt;br /&gt;
'''Most Wanted:''' These are the current criminals who for whatever reason(s) are considered to be the most dangerous or highest priority to catch. They are &amp;quot;most wanted&amp;quot; to be brought to justice, but the list could also be called &amp;quot;Least Wanted (in York)&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
'''At Large:''' Criminals who have committed a crime and have not been brought to justice are added to the &amp;quot;At Large&amp;quot; section. Most small-time criminals will be removed from this list after they have been brought to justice, and moved to &amp;quot;Executed&amp;quot;. Repeat offenders, prolific criminals or those with certain extenuating circumstances might not be removed from this list after being brought to justice just once, but will remain perpetually wanted until they stop killing.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Suspected:''' Those who we suspect of crimes or conspiracy to commit crimes, and those who may have committed crimes but we do not have information about.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Executed and Inactive:''' After being executed, we generally move criminal listings to this section. If they continue to kill and commit other crimes, they will be moved back to the &amp;quot;At Large&amp;quot; section. Also includes those criminals who were notorious in the past but have been quiet lately (i.e., inactive).&lt;br /&gt;
&lt;br /&gt;
=== Most Wanted ===&lt;br /&gt;
(kill on sight)&lt;br /&gt;
&lt;br /&gt;
*{{profile|1660|Sam Bellamy}} (Pirate) known murderer of innocent york citizens, has been &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;'''Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;. ''Is instructed to stay out of York.'' Also wanted for possible collaboration with the criminal 'Imperial Privateer' gang. '''New offense:''' Murdered a peaceful citizen in the medical hut!&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-'''Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;. '''New offense:''' Murdered a prominent York civilian.&lt;br /&gt;
&lt;br /&gt;
*{{profile|2141|Raffles}} (Pirate), an aggressive York-hating pirate, is wanted for numerous attacks on York citizens and for the murders of several innocent civilian. '''-Second Offence''' Killed an officer. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-EXECUTED!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Third Offense''' Killed an officer in the CPHQ.'''-fourth Offense''' Killed an officer in the CPHQ. &amp;lt;s&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;NOTE: This criminal has reformed and will be removed from this list when he completes his community service to York (as outlined [http://z7.invisionfree.com/Colonial_Police/index.php?showtopic=58&amp;amp;view=findpost&amp;amp;p=10681891 here.])&amp;lt;/font&amp;gt;&amp;lt;/s&amp;gt; [failed to complete or even attempt community-service]. '''New murder rampage'''- Murdered at least two York civilians.&lt;br /&gt;
&lt;br /&gt;
* {{profile|2716|Archer}} (Pirate) is wanted for continously injuring several CP officers by banshee wailing. &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;''Has agreed to stop&amp;lt;/font&amp;gt;. '''New offense:''' Killed local citizen Bauer!&lt;br /&gt;
&lt;br /&gt;
=== At Large ===&lt;br /&gt;
*{{profile|5393|ombined}} (Outsider-York) is wanted for gunning down an environmentalist who was in the midst of a speech in the medical supplies hut, and for killing lacuna, the shaman helping York. '''HIGH PRIORITY'''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-'''Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; (Is rumored to have fled York. Is not welcome in York.) '''New offenses:''' Killed a CP officer! Killed a pro-York militiaman!&lt;br /&gt;
&lt;br /&gt;
*{{profile|1645|Adolf Schwarznigger}} (Outsider-York) Wanted for killing a friendly Shamen (CrowJane) in the Medical hut of York. &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-'''Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''New offenses''': Killed a CP officer. Killed another CP officer. Killed another CP officer. Killed a 4th CP officer. ''Suspected of attempting to foment radical anti-CP agitation for reasons unknown, and offers 20 gold coins to the first CP officer to kill him''.&lt;br /&gt;
&lt;br /&gt;
*{{profile|7744|Mack the Shipper}} (Outsider-York) is wanted for killing friendly pro-York shaman Tony Almeida.&lt;br /&gt;
&lt;br /&gt;
*{{profile|6206|Keiichi}} (Leaving York alone, at the moment.) Away from York at the current moment, and planning not to come back for awhile. &lt;br /&gt;
&lt;br /&gt;
*{{profile|6547|Nowherehowdy}} (Outsider-York) is wanted for attacking members of the Royal Expedition. Suspected member of the sometimes-criminal Imperial Privateer gang.&lt;br /&gt;
&lt;br /&gt;
*{{profile|3013|Gimbo}} (Native) is wanted for killing local pro-York zealot SeriousSam.&lt;br /&gt;
&lt;br /&gt;
*{{profile|2825|Lucifer Rustypants}} (Pirate) is wanted for repeatedly attacking an officer. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed.'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''New offense:''' Killed a York civilian during a peaceful Christmas gathering southeast of the mountain.&lt;br /&gt;
&lt;br /&gt;
*{{profile|3179|Agent47}} (Outsider-York), known mercenary, is wanted for questioning on the possibility of contracted hits on CP Officers and for the murder of a Colonial Police officer.'''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; Killed a citizen of York &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;'''-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''New offense:''' Killed a civilian. Is rumored to have fled the island of Shartak.&lt;br /&gt;
&lt;br /&gt;
*{{profile|3174|JollyRoger}} (Pirate) is wanted for killing a CP officer and conspiracy to murder York citizens.&lt;br /&gt;
&lt;br /&gt;
*{{profile|6072|YellowMelanie}} (Outsider-York) is wanted for an assault upon a Colonial Police officer.&lt;br /&gt;
&lt;br /&gt;
*{{profile|344|DaBinks}} (Native) is wanted for the murder of an outsider. ''Has killed 99 outsiders!'' High Priority.&lt;br /&gt;
&lt;br /&gt;
*{{profile|6171|Byron}} (Native) is wanted for numerous attacks on settlers, and the murder of a CP officer.&lt;br /&gt;
&lt;br /&gt;
*{{profile|1093|Foo Fighter}} (Native) is wanted for the death of a CP officer on Rodrigo Island.&lt;br /&gt;
&lt;br /&gt;
*{{profile|7049|CcGame}} (Outsider-York) is wanted for the death of Derby citizen Lutheran on York soil.&lt;br /&gt;
&lt;br /&gt;
*{{profile|754|Xiombarg}} (Native) is on the run after reportedly killing outsiders in northeast York. ''Wanted Dead &amp;lt;s&amp;gt;or Alive&amp;lt;/s&amp;gt;.''&lt;br /&gt;
&lt;br /&gt;
*{{profile|750|Halfway there}} (Outsider-Durham) is wanted for killing an officer in the CPHQ and wanted for questioning in numerous attacks on civilians.'''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Second offence!''' Attacked members of the Colonial Police in the CPHQ. '''New offense:''' Murdered a newly-arrived York citizen!&lt;br /&gt;
&lt;br /&gt;
*{{profile|3445|LDC}} (Pirate) is wanted for attacking an officer. &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-'''Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''New Offense''': Attacked another officer!&lt;br /&gt;
&lt;br /&gt;
*{{profile|4924|screech}} (Ousider-York) is wanted for killing at least 2 York citizens.&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-'''Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''New offenses''': Has attacked and killed dozens of innocent York citizens!&lt;br /&gt;
&lt;br /&gt;
*{{profile|3977|gorthax}} (Native) is wanted for attacking several York citizens and spitting on a CP officer.&lt;br /&gt;
&lt;br /&gt;
*{{profile|2171|Lord Henry Mowbray}} is wanted for killing a CP officer.&lt;br /&gt;
&lt;br /&gt;
*{{profile|732|Lutheran}} is wanted for questioning on the growing religious tensions in York, and for getting into a fist fight with a York citizen over a religious dispute. &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-'''Shot dead by a religious opponent.''' &amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''New crime''' - Killed a new arrival who calls himself &amp;quot;The Pope&amp;quot;. &amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* {{profile|2614|Toucan Son of Sam}} (Native), is wanted for attacking an officer.'''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; Murdered a York citizen in the CPHQ.'''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''New offenses:''' -Attacked at least one CP officer. -Killed a York citizen! Update: Often seen cowering in [[Czechy's Tavern]].'''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''New offense''' Killed member of CP.&lt;br /&gt;
&lt;br /&gt;
=== Suspected ===&lt;br /&gt;
*The following people are suspected of religious violence and/or conspiracy to commit religious violence in York: {{profile|7049|CcGame}} (Outsider-York), {{profile|2686|Capt San}} (Outsider-York), {{profile|732|Lutheran}} (Outsider-Derby), {{profile|3179|Agent47}} (Outsider-York), {{profile|109|Bob Nowak}} (Outsider-York), {{profile|7176|Killian}} (Outsider-York), {{profile|7621|&amp;quot;The Pope&amp;quot;}} (Outsider-York), {{profile|2614|Toucan Son of Sam}} (Native), [others]. We ask that they please cease and desist.&lt;br /&gt;
&lt;br /&gt;
*{{profile|1738|Maevar Ralnik}} and {{profile|2716|Arhcer}} are suspected of conspiracy to murder York citizens.&lt;br /&gt;
&lt;br /&gt;
*The criminal [[Mercenary's Guild]] is hereby warned not to attack York citizens. Local traitor Zydd Soral is warned in particular against attacking Yorkpeople.&lt;br /&gt;
&lt;br /&gt;
=== Executed or Inactive criminals ===&lt;br /&gt;
* {{profile|1629|Lord Paul Reefer}} (Outsider) is wanted for murdering an officer. '''-Connected to Stoertebecker!''' '''-Second Offence''' Killed another officer! '''-Third Offence''' Attacked an officer repeatedly within the CPHQ. '''-Fourth Offence''' Murdered an officer in the CPHQ! '''-Fifth Offence''' Murdered another officer! '''-Sixth Offence''' Killed an officer in the CPHQ! '''-Seventh Offence''' Repeatedly attacked an officer inside the CPHQ! '''-Eighth Offence''' Murdered another officer in the CPHQ! '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-EXECUTED!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Ninth offence''' Repeatedly attacked an officer within the CPHQ. '''-Tenth Offence''' Conspiracy to commit murder. '''-Eleventh Offence''' Killed an officer in the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Twelth Offence!''' Murdered two more officers in the shallow waters of York. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Thirteenth Offence''' Talking to him obviously didn't work, as he's now killed two more officers in the CPHQ! '''-Fourteenth Offence''' Murdered another officer! '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Fifteenth Offence''' Killed an officer inside the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed again'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Sixteenth Offence''' Attacked an officer inside the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed again'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Seventeenth Offence''' Attacked an officer inside the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Eighteenth Offence''' Killed an officer inside the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-EXECUTED!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Ninteenth Offence''' Murdered an officer inside the CPHQ! '''-Twentieth Offence''' Killed a CP officer inside the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-EXECUTED!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;'''-Twenty-first offence''' Killed an Officer of the Colonial Police'''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;. &lt;br /&gt;
**Update, December 2006: Lord Paul Reefer has resurfaced!. '''New offenses''' (Nov-Dec 2006): Murdered czech1, owner of [[Czechy's|the famous tavern]] and at least two civilians.&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;'''-Killed in retribution by local paramilitary Mr. Bungle!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;. '''New Offence''' - killed an Officer during the Defence of Durham despite said Officer letting him live and making it clear that during the Durham defence there would be no hostilities between them. '''New Offence''' - killed an officer in Czechy's tavern. ''Has agreed to cease attacks''.&lt;br /&gt;
&lt;br /&gt;
*{{profile|304|joef1day}} (Outsider-York) is wanted for killing a citizen inside the tavern, and killing a member of the CP more than 5 times, also has a suspected alias - &amp;quot;blame josef&amp;quot;, defacing every hut he sees. At least seven  offences&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;'''-Executed'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; -Eighth offence! Killed a CP officer.&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;'''-Executed'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; New offense: -Killed a CP officer in the CPHQ! &lt;br /&gt;
&lt;br /&gt;
*{{profile|4268|Werwolf}} (Outsider-York) is wanted for biting and gnawing on the limbs of many citizens and CP officers. Has killed several citizens during and around the last full moon. / ''Whereabouts Unknown''.&lt;br /&gt;
&lt;br /&gt;
*{{profile|3550|Baron Samedi}} (Native) is wanted for numerous attacks on civilians. Has killed five people in one week! '''High Priority''' / ''Whereabouts Unknown''.&lt;br /&gt;
&lt;br /&gt;
*{{profile|6228|Sergeant Snodgrass}} (Outsider-York) is wanted for killing a York citizen unprovoked, and then lying about his identity.'''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|6193|Otacon}} (Ousider-York), a renegade CP officer, is wanted for the murder of a CP officer. Possibly hired by unknown person(s). Any reliable information on this suspect or his employers will be rewarded. &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-'''Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; killed another CP officer &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-'''Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; Known accomplices: Solidus, Maverick. Possible accomplices: &amp;lt;several&amp;gt;. &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-'''Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; &lt;br /&gt;
&lt;br /&gt;
*{{profile|2176|Cunstnail}} (Native) is wanted for the murder of an officer. / ''Whereabouts Unknown''.&lt;br /&gt;
&lt;br /&gt;
*{{profile|318|Snake Tongue}} (Native) is wanted for the murder of an officer! / ''Whereabouts Unknown''.&lt;br /&gt;
&lt;br /&gt;
*{{profile|582|Barbecue}} (Native) is wanted for murdering an officer! / ''Whereabouts Unknown''.&lt;br /&gt;
&lt;br /&gt;
*{{profile|1522|Barbarossa}} (Pirate) is wanted by the Colonial Police for the murder of an officer. / ''Whereabouts Unknown''.&lt;br /&gt;
&lt;br /&gt;
*{{profile|1677|Paul Gascoigne}} (Native) is wanted for the murder of an officer. / ''Whereabouts Unknown''.&lt;br /&gt;
&lt;br /&gt;
*{{profile|1608|Anne Bonney}} (Pirate) is wanted for attacking Colonial Police members in the CPHQ. / ''Whereabouts Unknown''.&lt;br /&gt;
&lt;br /&gt;
*{{profile|4128|Kadaj}} (Outsider) is wanted for killing a Colonial Police officer. / ''Whereabouts Unknown''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*{{profile|4166|Ninjoc}} (Native), a well-known killer, has struck again. Currently wanted for killing a peaceful civilain in York.'''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Brought to justice.'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
*{{profile|944|Bernice van Buren}} (Outsider-York) is wanted for killing a CP officer on the outskirts of York.&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-'''Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|1327|Tom Failur}} (Pirate), a mercenary so notorious in York that he has been dubbed &amp;quot;The Butcher of York&amp;quot;, is wanted for a new string of unprovoked attacks on innocent civilians in and around the Medical Supplies hut. [historical note: this &amp;quot;string of attacks&amp;quot; was part of the first wave of the [[Third Battle of York]]]. '''New offense:''' Murdered CP founder MickR! '''HIGH PRIORITY''' &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-'''Killed by a York citizen and fled York in shame!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|1553|Stoertebecker}} (Pirate) is wanted for the murder of an officer within the CPHQ. '''-Connected to Lord Paul Reefer!''' '''-Second offence!''' Repeatedly attacked another officer. '''-Third offence!''' Killed an innocent civilian. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Fourth offence!''' Murdered two officers inside the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed again'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Fifth offence!''' Killed another officer! '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Sixth offence!''' Attacked an officer multiple times in the CPHQ, almost killing him. '''-Seventh offence!''' Attacked another officer. '''-Eighth offence!''' Killed a CP officer.&lt;br /&gt;
&lt;br /&gt;
*{{profile|3059|Eli Jenkins}} (Outsider) is wanted for the murder of an officer. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Second Offence''' Attacked two officers in the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed again.'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Third Offence''' Attacked two more officers inside the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Fourth Offence''' Killed another officer. '''-Fifth Offence''' Attacked two officers inside the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Sixth Offence''' Attacked another officer inside the CPHQ! '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed again'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Seventh Offence''' Attacked an officer repeatedly. '''-Eighth Offence''' Killed an innocent civilian. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;EXECUTED!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Ninth Offence''' Attacked another officer. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Executed again'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Tenth Offence''' Attacked two officers inside the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-EXECUTED!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Eleventh Offence''' Attacked an officer inside the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-EXECUTED!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Twelfth Offence''' Killed an officer.'''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-EXECUTED!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Thirteenth Offence''' Killed an officer. '''-Fourteenth Offence''' Attacked numerous officers.''' &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-EXECUTED!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Fourteenth Offence''' Attacked an officer. &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;'''EXECUTED! -Executed Again. -Executed Again.''' &amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;'''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed again'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''&lt;br /&gt;
&lt;br /&gt;
*{{profile|3576|manteno}} (Outsider) is warned against Assaulting Police officers - '''-Second offence!''' Killed a man in the Trader hut '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|712|Qberry}} (Native) is wanted for the murder of an officer. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|2445|Elembis}} (Native) is wanted for the murder of a Colonial Police officer inside the CPHQ. '''-Second Offence''' Killed another officer! '''-Third Offence''' Murdered numerous civilians. '''-Forth Offence''' Attacked an officer inside the CPHQ! '''-Fifth Offence''' Killed another officer inside the CPHQ. '''-Sixth Offence''' Murdered another officer. '''-Seventh Offence''' Murdered numerous civilians. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Eighth Offence''' Murdered another officer inside the CPHQ. '''-Ninth Offence''' Attackted and poisoned and officer inside the CPHQ '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Tenth Offence''' Killed another officer inside the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; (Note: This individual seems to have reformed, and is no longer considered a criminal. He remains on the list only for reference.)&lt;br /&gt;
&lt;br /&gt;
* A warning to {{profile|539|Schmeckel}} (Outsider) for repeatedly attacking an officer.  '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Brought to justice.'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
*{{profile|1571|Arrgyle}} (Pirate) is wanted for the murder of an officer inside the CPHQ! '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|2659|Dashing Derek}} (Outsider) is wanted for murdering a CP officer. (HIRED) '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Brought to justice.'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
*{{profile|2418|Firebabe871}} (Outsider) is wanted for repeatedly attacking a CP officer. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|2091|zybe}} (Native) is wanted by the Colonial Police for repeatedly attacking an officer inside the Colonial Police HQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|1879|Phutnanog}} (Native) wanted for multiple murders of officers and civilians. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Second Offence''' Attacked another officer. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Brought to justice'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|1828|Mal}} (Native) is wanted for the murder of a citizen. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|2364|Dekuyper}} (Pirate) is wanted for killing innocent civilians. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Brought to justice'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
*{{profile|4499|Sylth}} is wanted for the murder of a citizen. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|3239|Jacob Ladder}} (Outsider) is wanted for an attack on an officer. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Second Offence''' Attacked an officer in the CPHQ'''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|1492|JB Aristide}} (Native) is wanted by the Colonial Police for murdering an officer. &amp;lt;br&amp;gt;'''-Second offence!''' Attacked an officer. '''-Third offence!''' Murdered another officer! '''-Fourth offence!''' Murdered an innocent civilian. '''-Fifth offence!''' Attacked another officer! '''-Sixth offence!''' Repeatedly attacked an officer! '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Seventh offence!''' Killed an officer. '''-Eighth offence!''' Murdered another officer! '''-Ninth offence!''' Killed another CP officer! '''-Tenth offence!''' Killed another officer. '''-Eleventh offence!''' Murdered a CP officer. '''-Twelth offence!''' Killed an officer inside the CPHQ. '''-Thirteenth offence!''' Murdered another officer. '''-Fourteenth offence!''' Poisoned and otherwise injured an officer. '''-Fifteenth offence!''' Killed an officer! '''-Sixteenth offence!''' Murdered another officer inside the CPHQ! '''-Seventeenth offence!''' Murdered another CP officer! '''-Eighteenth offence!''' Killed another Colonial Police officer.'''-nineteenth offence!''' murdered another Colonial Police officer. '''-Twentieth offence!''' Killed an officer and attacked another officer inside the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-EXECUTED and fled York in shame!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|4671|Danny O the 7}} (Pirate) is wanted for killing a doctor.'''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|7480|Liova}} &amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;is wanted for the death of a York citizen while on a visit to one &amp;quot;Santa Claus&amp;quot; &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-'''Executed'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; by Pro-Yorker Bauer. Well done Sir.&lt;br /&gt;
&lt;br /&gt;
== News ==&lt;br /&gt;
===January 19th, 2007===&lt;br /&gt;
*CP effective strength is at an all-time high.&lt;br /&gt;
*The [[Mercenary's Guild|criminal MG-gang]] is officially proscribed again. We will be offering no protection to this criminal gang, and any member of this outlawed group seen in York risks being executed. Reason: The MG-gang is suspected of conspiracy to imminently murder and finance murders of York citizens, and MG-gang ringleaders have recently been seen lurking in York, claiming to be in York &amp;quot;on business&amp;quot;, shades of the early days of the [[Third Battle of York|Third Invasion]].&lt;br /&gt;
*There is currently a campaign underway to strip local traitor Zydd Soral of his medals.&lt;br /&gt;
&lt;br /&gt;
===January 16th, 2007===&lt;br /&gt;
*Veteran officer {{profile|3322|Zydd Soral}}, reknowned across Shartak as the high-ranking ''pirate'' member of the Colonial Police in the very radically anti-pirate town of York--Zydd was probably the only pirate on the island who was safe in York--has turned traitor and joined a criminal anti-York gang. The ensuing shakeup that was created after the third-ranking officer of a major York organization deserted and brazenly joined the Enemy, has understandably rattled the CP to its core, and there is much gossiping going on by others about the state of affairs within the CP. Despite this blow, the CP will continue our police work as best we can, as we always have.&lt;br /&gt;
&lt;br /&gt;
===December 2006===&lt;br /&gt;
'''December 24th, 2006'''&amp;lt;br&amp;gt;&lt;br /&gt;
*A warning to all Catholic and Protestant religious warriors, we ask that you please cease attacking one another.&lt;br /&gt;
*The [[1st Imperial Privateers]] are no longer suspected of criminality, and have been removed from the &amp;quot;suspected criminals&amp;quot; list.&lt;br /&gt;
&lt;br /&gt;
'''December 21st, 2006'''&amp;lt;br&amp;gt;&lt;br /&gt;
*The Colonial Police are now offering an open-ended gold reward for the successful apprehension of, or information leading to the apprehension of: {{profile|2614|'''Toucan Son of Sam'''}}, a notorious murderer. See the [http://z7.invisionfree.com/Colonial_Police/index.php?showtopic=176 forum thread] for details.&lt;br /&gt;
*The Colonial Police are alarmed at the mass exodus of citizens leaving York and heading northwards over the past two days, to the rumored site of a fat jovial man distributing gifts. The concern is that criminals may use this as an opportunity to re-enter York and attempt to steal unguarded belongings, and commit other crimes.&lt;br /&gt;
&lt;br /&gt;
'''December 17th, 2006'''&amp;lt;br&amp;gt;&lt;br /&gt;
*Most of the York/Colonial Police  delegation to Durham have returned to York. The headhunter threat turned out to be all talk.&lt;br /&gt;
*{{profile|1390|'''Jesus'''}} has been expelled from the Colonial Police for killing outsiders.&lt;br /&gt;
&lt;br /&gt;
'''December 2nd, 2006'''&amp;lt;br&amp;gt;&lt;br /&gt;
*The Colonial Police are now in Durham to help defend the town from the criminal element bent on wreaking havoc and murdering many citizens. But criminals be warned that York is not undefended (the CP still has several men staying behind, and other contacts in the city), and the entire CP can get back to York very quickly, if needed.&lt;br /&gt;
*In a surprising development, {{profile|1390|'''Jesus'''}} has joined the Colonial Police! As has longtime CP-associate and friend {{profile|2706|'''guest'''}}.&lt;br /&gt;
*The notorious terrorist leader Lord Paul Reefer has resurfaced in York, and has begun attacking outsiders once again. So he is back on the Most Wanted list.&lt;br /&gt;
&lt;br /&gt;
===November 2006===&lt;br /&gt;
'''November 27th, 2006'''&amp;lt;br&amp;gt;&lt;br /&gt;
*The Colonial Police are on the road bound for [[Durham]] to help [[Durham Defence Unit|the outsiders there defend]] against the imminent headhunter attack.&lt;br /&gt;
*The Colonial Police have expelled renegade officer otacon who murdered an officer. Also expelled was his accomplice maverick.&lt;br /&gt;
&lt;br /&gt;
'''November 20th, 2006'''&amp;lt;br&amp;gt;&lt;br /&gt;
{{profile|4949|RobZombie}} and his clan [[1st Derby Privateers]] have been removed from our list of suspected criminals. We are currently in the process of negotating some sort of agreement with this group, possibly even an alliance. The [[1st Imperial Privateer Regiment]], however, remains very dangerous and suspected criminals.&lt;br /&gt;
&lt;br /&gt;
'''November 16th, 2006'''&amp;lt;br&amp;gt;&lt;br /&gt;
We have opened relations with the [[Durham Pistoleers]], two weeks ahead of the grave threat to the very existance of that settlement from a warband of murderous native warriors and headhunters.&lt;br /&gt;
&lt;br /&gt;
'''November 11th, 2006'''&amp;lt;br&amp;gt;&lt;br /&gt;
The emergence of two new anti-York gangs calling themselves privateers, one [[1st Imperial Privateer Regiment|Dutch]], one [[1st Derby Privateers|Derby nationalist]], both dedicated to conquering York, is cause for concern. The CP will be keeping an eye on these two groups, and all privateer groups have been added to the &amp;quot;suspected criminals&amp;quot; list.&lt;br /&gt;
&lt;br /&gt;
'''November 8th, 2006'''&amp;lt;br&amp;gt;&lt;br /&gt;
With the end of the mercenary bloodbath two weeks ago, now being dubbed the [[Third Battle of York]], peace has returned to our city. Several Colonial Police were [[Order of Patriots/Medals|honored by the Order of Patriots]] for their outstanding service during the invasion. The mercenaries are still in town, but have kept quiet of late.&lt;br /&gt;
&lt;br /&gt;
===October 2006===&lt;br /&gt;
'''October 16th, 2006'''&amp;lt;br&amp;gt;&lt;br /&gt;
The mercenary invasion appears to be over, and an uneasy peace had descended upon York. The CP are still reeling from the attack, but the righting seemed to have turned in our favour in the past week or two. Law and order has survived in York, the philosophy of the &amp;quot;rule of the jungle&amp;quot; has been turned back. Many CP members are still skeptical of the MG.&lt;br /&gt;
&lt;br /&gt;
===Older News===&lt;br /&gt;
Older news items, all the way back to our founding on April the 25th, ---6, can be found here: [[Colonial Police/newsarchive]].&lt;/div&gt;</summary>
		<author><name>A SN</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Colonial_police&amp;diff=12270</id>
		<title>Colonial police</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Colonial_police&amp;diff=12270"/>
		<updated>2007-01-20T22:50:55Z</updated>

		<summary type="html">&lt;p&gt;A SN: I hate to have to edit your page but you guys haven't executed me since I started my war against the CP so Kjendlie please don't put that up&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox|&lt;br /&gt;
clan_name=Colonial Police|&lt;br /&gt;
official_id=16|&lt;br /&gt;
open_to=outsiders|&lt;br /&gt;
clan_image=[[Image:CPLogo.jpg]]|&lt;br /&gt;
clan_leaders=Kjendlie|&lt;br /&gt;
clan_membership=28, half active.|&lt;br /&gt;
clan_goals=Keeping the peace.|&lt;br /&gt;
clan_recruit=Simply talk to us at the CPHQ or place your profile under the &amp;quot;List of Members&amp;quot; on this page.|&lt;br /&gt;
clan_contact=The best way to contact us for any reason is [http://z7.invisionfree.com/Colonial_Police/index.php? our forum] (unregistered-guest posts welcome).|&lt;br /&gt;
sort_as=|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==The Colonial Police==&lt;br /&gt;
The Colonial Police are a group of outsiders devoted to keeping the peace. We are based in the great city of [[York]]. Our primary mission is to stop criminals and defend the settlement of York from marauders, invaders, raiders, etc. Any person who has killed innocent outsiders in the York area may be killed in punishment by the CP. We keep an extensive criminals list, including a &amp;quot;most wanted&amp;quot; section. We are currently offering protection to only certain natives (notably pro-York shamans who assist with getting rid of ghosts).&lt;br /&gt;
&lt;br /&gt;
The proud tradition of the Colonial Police goes all the way back to the height of the [[First Battle of York]], when we were formed to protect the settlers in and around York from violent criminals.&lt;br /&gt;
&lt;br /&gt;
===How you can report criminals===&lt;br /&gt;
Citizen! have you been killed or have you witnessed a murder? We ask that you report any murders to us so that we may deal with them. You can very easily do this on our [http://z7.invisionfree.com/Colonial_Police/index.php?showforum=3 forum] (registration not necessary). Instructions for how to most efficiently report criminals are [http://z7.invisionfree.com/Colonial_Police/index.php?showtopic=163 here]. You may also report crimes to the officer(s) on duty in the Colonial Police Headquarters in York, at the following location: [http://www.itechsc.com/misc/shartak/ubermap/closeup.php?sk=1&amp;amp;sc=1&amp;amp;cx=-70374&amp;amp;cy=26313 -70.374,+26.313]. &lt;br /&gt;
&lt;br /&gt;
We are always looking for new members. As long as you know what we're about, you can join.&lt;br /&gt;
Just place your name and profile under the 'List of Members' below. If you join, stop by our headquarters at [http://www.itechsc.com/misc/shartak/ubermap/closeup.php?sk=1&amp;amp;sc=1&amp;amp;cx=-70374&amp;amp;cy=26313 -70.374,+26.313] and be sure to talk us on the forum.&lt;br /&gt;
&lt;br /&gt;
== Members ==&lt;br /&gt;
&amp;lt;big&amp;gt;'''Founders'''&amp;lt;/big&amp;gt;&lt;br /&gt;
{| border=0 cellpadding=0 style=&amp;quot;border-collapse:collapse;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|1231|MickR}} (led the CP until his departure in late August ---6 to explore Shartak.)&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|1588|Arwedda}} (left the CP in October ---6 to pursue a business venture.)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;'''Current Leader'''&amp;lt;/big&amp;gt;&lt;br /&gt;
{| border=0 cellpadding=0 style=&amp;quot;border-collapse:collapse;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|2470|Kjendlie}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;'''Officers'''&amp;lt;/big&amp;gt;&lt;br /&gt;
{| border=0 cellpadding=2 style=&amp;quot;border-collapse:collapse;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Active'''||'''AWOL/Inactive'''||'''Prominent ex-Members'''&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|3105|Nighter}}||{{profile|6677|Ozzy Baxter}}||{{profile|3322|Zydd &amp;quot;I betray my people and spit in their faces, and troll and vandalize wikis&amp;quot; Soral}} (Traitor)&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|1603|czech1}}||{{profile|3258|Vizerdrix}}||{{profile|1231|MickR}} (founder)&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|2470|Kjendlie}}||{{profile|3225|leathel99764}}||{{profile|1588|Arwedda}} (co-founder)&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|2706|guest}}||{{profile|3321|radiohead1102}}||{{profile|3426|Che}}&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|7595|Duke Eric Kelso}}||{{profile|1098|Admiral Nelson}}&amp;lt;font color=white&amp;gt;......&amp;lt;/font&amp;gt;||{{profile|2899|Riddick}}&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|3586|Ukapu Boy}}||{{profile|6324|bowie}}||{{profile|1390|Jesus}}&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|6844|Bauer}}||{{profile|4126|corperal}}||{{profile|6193|Otacon}} ([[Colonial_Police#November_2006|Renegade officer]])&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|7289|Frank Comboling}}||{{profile|3915|Bubba}}||{{profile|4163|Colonel}} (expelled for selling secrets to the Enemy)&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|5731|Cisisero}}||{{profile|3999|TalynDerre}}||{{profile|3428|Sora Lamal}}&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|1628|Broderick}}||{{profile|4705|Liktai}}&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|2435|sayt}}||{{profile|5769|halocakes}}&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|7872|Sergeant Eversmann}}&amp;lt;font color=white&amp;gt;......&amp;lt;/font&amp;gt;||{{profile|6094|Tarquin}}&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|2613|Hoboclown}}||{{profile|5953|Seloth}}&lt;br /&gt;
|-&lt;br /&gt;
| {{profile|6898|Sillyak}}||{{profile|6871|rara56}}&lt;br /&gt;
|-&lt;br /&gt;
| ||{{profile|4231|Colonel Curtis}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Alliances and Friends ==&lt;br /&gt;
&lt;br /&gt;
'''York'''&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Czechy's Tavern]] - founded and run by veteran officer czech1.&lt;br /&gt;
* [[Shartak Cryptozoological Society]]&lt;br /&gt;
* [[The Order of Patriots]] - pro-York &amp;quot;secret society&amp;quot; with a first-rate military wing.&lt;br /&gt;
* [[1st Colonial Militia]] (York branch) - fanatically pro-York paramilitary force.&lt;br /&gt;
* Prominent York citizen {{profile|2706|'''guest'''}} and his associates.&lt;br /&gt;
&lt;br /&gt;
'''Foreign'''&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Royal Expedition]] - Bureaucratic royalists&lt;br /&gt;
* [[Derby Hospitallers]] - Friendly Derby-based civic/defense group.&lt;br /&gt;
* [[1st Derby Privateers]] - Pirate organization based in Derby. Junior partners in the Derby federation w/above.&lt;br /&gt;
* [[Durham Pistoleers]] - The only organized force in the notoriously lawless town of Durham.&lt;br /&gt;
&lt;br /&gt;
== List of Criminals ==&lt;br /&gt;
Explanations of the below categories:&amp;lt;br&amp;gt;&lt;br /&gt;
'''Most Wanted:''' These are the current criminals who for whatever reason(s) are considered to be the most dangerous or highest priority to catch. They are &amp;quot;most wanted&amp;quot; to be brought to justice, but the list could also be called &amp;quot;Least Wanted (in York)&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
'''At Large:''' Criminals who have committed a crime and have not been brought to justice are added to the &amp;quot;At Large&amp;quot; section. Most small-time criminals will be removed from this list after they have been brought to justice, and moved to &amp;quot;Executed&amp;quot;. Repeat offenders, prolific criminals or those with certain extenuating circumstances might not be removed from this list after being brought to justice just once, but will remain perpetually wanted until they stop killing.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Suspected:''' Those who we suspect of crimes or conspiracy to commit crimes, and those who may have committed crimes but we do not have information about.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Executed and Inactive:''' After being executed, we generally move criminal listings to this section. If they continue to kill and commit other crimes, they will be moved back to the &amp;quot;At Large&amp;quot; section. Also includes those criminals who were notorious in the past but have been quiet lately (i.e., inactive).&lt;br /&gt;
&lt;br /&gt;
=== Most Wanted ===&lt;br /&gt;
(kill on sight)&lt;br /&gt;
&lt;br /&gt;
* {{profile|1629|Lord Paul Reefer}} (Outsider) is wanted for murdering an officer. '''-Connected to Stoertebecker!''' '''-Second Offence''' Killed another officer! '''-Third Offence''' Attacked an officer repeatedly within the CPHQ. '''-Fourth Offence''' Murdered an officer in the CPHQ! '''-Fifth Offence''' Murdered another officer! '''-Sixth Offence''' Killed an officer in the CPHQ! '''-Seventh Offence''' Repeatedly attacked an officer inside the CPHQ! '''-Eighth Offence''' Murdered another officer in the CPHQ! '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-EXECUTED!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Ninth offence''' Repeatedly attacked an officer within the CPHQ. '''-Tenth Offence''' Conspiracy to commit murder. '''-Eleventh Offence''' Killed an officer in the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Twelth Offence!''' Murdered two more officers in the shallow waters of York. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Thirteenth Offence''' Talking to him obviously didn't work, as he's now killed two more officers in the CPHQ! '''-Fourteenth Offence''' Murdered another officer! '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Fifteenth Offence''' Killed an officer inside the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed again'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Sixteenth Offence''' Attacked an officer inside the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed again'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Seventeenth Offence''' Attacked an officer inside the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Eighteenth Offence''' Killed an officer inside the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-EXECUTED!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Ninteenth Offence''' Murdered an officer inside the CPHQ! '''-Twentieth Offence''' Killed a CP officer inside the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-EXECUTED!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;'''-Twenty-first offence''' Killed an Officer of the Colonial Police'''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;. &lt;br /&gt;
**Update, December 2006: Lord Paul Reefer has resurfaced!. '''New offenses''' (Nov-Dec 2006): Murdered czech1, owner of [[Czechy's|the famous tavern]] and at least two civilians.&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;'''-Killed in retribution by local paramilitary Mr. Bungle!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;. '''New Offence''' - killed an Officer during the Defence of Durham despite said Officer letting him live and making it clear that during the Durham defence there would be no hostilities between them. '''New Offence''' - killed an officer in Czechy's tavern.&lt;br /&gt;
&lt;br /&gt;
*{{profile|1660|Sam Bellamy}} (Pirate) known murderer of innocent york citizens, has been &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;'''Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;. ''Is instructed to stay out of York.'' Also wanted for possible collaboration with the criminal 'Imperial Privateer' gang. '''New offense:''' Murdered a peaceful citizen in the medical hut!&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-'''Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;. '''New offense:''' Murdered a prominent York civilian.&lt;br /&gt;
&lt;br /&gt;
*{{profile|2141|Raffles}} (Pirate), an aggressive York-hating pirate, is wanted for numerous attacks on York citizens and for the murders of several innocent civilian. '''-Second Offence''' Killed an officer. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-EXECUTED!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Third Offense''' Killed an officer in the CPHQ.'''-fourth Offense''' Killed an officer in the CPHQ. &amp;lt;s&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;NOTE: This criminal has reformed and will be removed from this list when he completes his community service to York (as outlined [http://z7.invisionfree.com/Colonial_Police/index.php?showtopic=58&amp;amp;view=findpost&amp;amp;p=10681891 here.])&amp;lt;/font&amp;gt;&amp;lt;/s&amp;gt; [failed to complete or even attempt community-service]. '''New murder rampage'''- Murdered at least one York civilian.&lt;br /&gt;
&lt;br /&gt;
=== At Large ===&lt;br /&gt;
*{{profile|5393|ombined}} (Outsider-York) is wanted for gunning down an environmentalist who was in the midst of a speech in the medical supplies hut, and for killing lacuna, the shaman helping York. '''HIGH PRIORITY'''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-'''Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; (Is rumored to have fled York. Is not welcome in York.) '''New offenses:''' Killed a CP officer! Killed a pro-York militiaman!&lt;br /&gt;
&lt;br /&gt;
*{{profile|1645|Adolf Schwarznigger}} (Outsider-York) Wanted for killing a friendly Shamen (CrowJane) in the Medical hut of York. &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-'''Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''New offenses''': Killed a CP officer. Killed another CP officer. Killed another CP officer. ''Suspected of attempting to foment radical anti-CP agitation for reasons unknown''.&lt;br /&gt;
&lt;br /&gt;
*{{profile|7744|Mack the Shipper}} (Outsider-York) is wanted for killing friendly pro-York shaman Tony Almeida.&lt;br /&gt;
&lt;br /&gt;
*{{profile|6206|Keiichi}} (Stop fucking with the wiki you attention seeking whore. - czech1)&lt;br /&gt;
&lt;br /&gt;
*{{profile|6547|Nowherehowdy}} (Outsider-York) is wanted for attacking members of the Royal Expedition. Suspected member of the sometimes-criminal Imperial Privateer gang.&lt;br /&gt;
&lt;br /&gt;
*{{profile|3013|Gimbo}} (Native) is wanted for killing local pro-York zealot SeriousSam.&lt;br /&gt;
&lt;br /&gt;
*{{profile|2825|Lucifer Rustypants}} (Pirate) is wanted for repeatedly attacking an officer. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed.'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''New offense:''' Killed a York civilian during a peaceful Christmas gathering southeast of the mountain.&lt;br /&gt;
&lt;br /&gt;
*{{profile|3179|Agent47}} (Outsider-York), known mercenary, is wanted for questioning on the possibility of contracted hits on CP Officers and for the murder of a Colonial Police officer.'''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; Killed a citizen of York &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;'''-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''New offense:''' Killed a civilian. Is rumored to have fled the island of Shartak.&lt;br /&gt;
&lt;br /&gt;
*{{profile|3174|JollyRoger}} (Pirate) is wanted for killing a CP officer and conspiracy to murder York citizens.&lt;br /&gt;
&lt;br /&gt;
*{{profile|6072|YellowMelanie}} (Outsider-York) is wanted for an assault upon a Colonial Police officer.&lt;br /&gt;
&lt;br /&gt;
*{{profile|344|DaBinks}} (Native) is wanted for the murder of an outsider. ''Has killed 99 outsiders!'' High Priority.&lt;br /&gt;
&lt;br /&gt;
*{{profile|6171|Byron}} (Native) is wanted for numerous attacks on settlers, and the murder of a CP officer.&lt;br /&gt;
&lt;br /&gt;
*{{profile|1093|Foo Fighter}} (Native) is wanted for the death of a CP officer on Rodrigo Island.&lt;br /&gt;
&lt;br /&gt;
*{{profile|7049|CcGame}} (Outsider-York) is wanted for the death of Derby citizen Lutheran on York soil.&lt;br /&gt;
&lt;br /&gt;
*{{profile|754|Xiombarg}} (Native) is on the run after reportedly killing outsiders in northeast York. ''Wanted Dead &amp;lt;s&amp;gt;or Alive&amp;lt;/s&amp;gt;.''&lt;br /&gt;
&lt;br /&gt;
*{{profile|750|Halfway there}} (Outsider-Durham) is wanted for killing an officer in the CPHQ and wanted for questioning in numerous attacks on civilians.'''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Second offence!''' Attacked members of the Colonial Police in the CPHQ. '''New offense:''' Murdered a newly-arrived York citizen!&lt;br /&gt;
&lt;br /&gt;
*{{profile|3445|LDC}} (Pirate) is wanted for attacking an officer. &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-'''Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''New Offense''': Attacked another officer!&lt;br /&gt;
&lt;br /&gt;
*{{profile|4924|screech}} (Ousider-York) is wanted for killing at least 2 York citizens.&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-'''Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''New offenses''': Has attacked and killed dozens of innocent York citizens!&lt;br /&gt;
&lt;br /&gt;
*{{profile|3977|gorthax}} (Native) is wanted for attacking several York citizens and spitting on a CP officer.&lt;br /&gt;
&lt;br /&gt;
*{{profile|2171|Lord Henry Mowbray}} is wanted for killing a CP officer.&lt;br /&gt;
&lt;br /&gt;
*{{profile|732|Lutheran}} is wanted for questioning on the growing religious tensions in York, and for getting into a fist fight with a York citizen over a religious dispute. &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-'''Shot dead by a religious opponent.''' &amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''New crime''' - Killed a new arrival who calls himself &amp;quot;The Pope&amp;quot;. &amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* {{profile|2614|Toucan Son of Sam}} (Native), is wanted for attacking an officer.'''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; Murdered a York citizen in the CPHQ.'''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''New offenses:''' -Attacked at least one CP officer. -Killed a York citizen! Update: Often seen cowering in [[Czechy's Tavern]].'''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''New offense''' Killed member of CP.&lt;br /&gt;
&lt;br /&gt;
=== Suspected ===&lt;br /&gt;
*The following people are suspected of religious violence and/or conspiracy to commit religious violence in York: {{profile|7049|CcGame}} (Outsider-York), {{profile|2686|Capt San}} (Outsider-York), {{profile|732|Lutheran}} (Outsider-Derby), {{profile|3179|Agent47}} (Outsider-York), {{profile|109|Bob Nowak}} (Outsider-York), {{profile|7176|Killian}} (Outsider-York), {{profile|7621|&amp;quot;The Pope&amp;quot;}} (Outsider-York), {{profile|2614|Toucan Son of Sam}} (Native), [others]. We ask that they please cease and desist.&lt;br /&gt;
&lt;br /&gt;
*{{profile|1738|Maevar Ralnik}} and {{profile|2716|Arhcer}} are suspected of conspiracy to murder York citizens.&lt;br /&gt;
&lt;br /&gt;
*The criminal [[Mercenary's Guild]] is hereby warned not to attack York citizens. Local traitor Zydd Soral is warned in particular against attacking Yorkpeople.&lt;br /&gt;
&lt;br /&gt;
=== Executed or Inactive criminals ===&lt;br /&gt;
*{{profile|304|joef1day}} (Outsider-York) is wanted for killing a citizen inside the tavern, and killing a member of the CP more than 5 times, also has a suspected alias - &amp;quot;blame josef&amp;quot;, defacing every hut he sees. At least seven  offences&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;'''-Executed'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; -Eighth offence! Killed a CP officer.&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;'''-Executed'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; New offense: -Killed a CP officer in the CPHQ! &lt;br /&gt;
&lt;br /&gt;
*{{profile|4268|Werwolf}} (Outsider-York) is wanted for biting and gnawing on the limbs of many citizens and CP officers. Has killed several citizens during and around the last full moon. / ''Whereabouts Unknown''.&lt;br /&gt;
&lt;br /&gt;
*{{profile|3550|Baron Samedi}} (Native) is wanted for numerous attacks on civilians. Has killed five people in one week! '''High Priority''' / ''Whereabouts Unknown''.&lt;br /&gt;
&lt;br /&gt;
*{{profile|6228|Sergeant Snodgrass}} (Outsider-York) is wanted for killing a York citizen unprovoked, and then lying about his identity.'''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|6193|Otacon}} (Ousider-York), a renegade CP officer, is wanted for the murder of a CP officer. Possibly hired by unknown person(s). Any reliable information on this suspect or his employers will be rewarded. &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-'''Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; killed another CP officer &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-'''Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; Known accomplices: Solidus, Maverick. Possible accomplices: &amp;lt;several&amp;gt;. &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-'''Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; &lt;br /&gt;
&lt;br /&gt;
*{{profile|2176|Cunstnail}} (Native) is wanted for the murder of an officer. / ''Whereabouts Unknown''.&lt;br /&gt;
&lt;br /&gt;
*{{profile|318|Snake Tongue}} (Native) is wanted for the murder of an officer! / ''Whereabouts Unknown''.&lt;br /&gt;
&lt;br /&gt;
*{{profile|582|Barbecue}} (Native) is wanted for murdering an officer! / ''Whereabouts Unknown''.&lt;br /&gt;
&lt;br /&gt;
*{{profile|1522|Barbarossa}} (Pirate) is wanted by the Colonial Police for the murder of an officer. / ''Whereabouts Unknown''.&lt;br /&gt;
&lt;br /&gt;
*{{profile|1677|Paul Gascoigne}} (Native) is wanted for the murder of an officer. / ''Whereabouts Unknown''.&lt;br /&gt;
&lt;br /&gt;
*{{profile|1608|Anne Bonney}} (Pirate) is wanted for attacking Colonial Police members in the CPHQ. / ''Whereabouts Unknown''.&lt;br /&gt;
&lt;br /&gt;
*{{profile|4128|Kadaj}} (Outsider) is wanted for killing a Colonial Police officer. / ''Whereabouts Unknown''.&lt;br /&gt;
&lt;br /&gt;
* {{profile|2716|Archer}} (Pirate) is wanted for continously injuring several CP officers by banshee wailing. &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;''Has agreed to stop&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|4166|Ninjoc}} (Native), a well-known killer, has struck again. Currently wanted for killing a peaceful civilain in York.'''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Brought to justice.'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
*{{profile|944|Bernice van Buren}} (Outsider-York) is wanted for killing a CP officer on the outskirts of York.&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-'''Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|1327|Tom Failur}} (Pirate), a mercenary so notorious in York that he has been dubbed &amp;quot;The Butcher of York&amp;quot;, is wanted for a new string of unprovoked attacks on innocent civilians in and around the Medical Supplies hut. [historical note: this &amp;quot;string of attacks&amp;quot; was part of the first wave of the [[Third Battle of York]]]. '''New offense:''' Murdered CP founder MickR! '''HIGH PRIORITY''' &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-'''Killed by a York citizen and fled York in shame!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|1553|Stoertebecker}} (Pirate) is wanted for the murder of an officer within the CPHQ. '''-Connected to Lord Paul Reefer!''' '''-Second offence!''' Repeatedly attacked another officer. '''-Third offence!''' Killed an innocent civilian. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Fourth offence!''' Murdered two officers inside the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed again'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Fifth offence!''' Killed another officer! '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Sixth offence!''' Attacked an officer multiple times in the CPHQ, almost killing him. '''-Seventh offence!''' Attacked another officer. '''-Eighth offence!''' Killed a CP officer.&lt;br /&gt;
&lt;br /&gt;
*{{profile|3059|Eli Jenkins}} (Outsider) is wanted for the murder of an officer. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Second Offence''' Attacked two officers in the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed again.'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Third Offence''' Attacked two more officers inside the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Fourth Offence''' Killed another officer. '''-Fifth Offence''' Attacked two officers inside the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Sixth Offence''' Attacked another officer inside the CPHQ! '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed again'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Seventh Offence''' Attacked an officer repeatedly. '''-Eighth Offence''' Killed an innocent civilian. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;EXECUTED!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Ninth Offence''' Attacked another officer. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Executed again'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Tenth Offence''' Attacked two officers inside the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-EXECUTED!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Eleventh Offence''' Attacked an officer inside the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-EXECUTED!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Twelfth Offence''' Killed an officer.'''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-EXECUTED!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Thirteenth Offence''' Killed an officer. '''-Fourteenth Offence''' Attacked numerous officers.''' &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-EXECUTED!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Fourteenth Offence''' Attacked an officer. &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;'''EXECUTED! -Executed Again. -Executed Again.''' &amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;'''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed again'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''&lt;br /&gt;
&lt;br /&gt;
*{{profile|3576|manteno}} (Outsider) is warned against Assaulting Police officers - '''-Second offence!''' Killed a man in the Trader hut '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|712|Qberry}} (Native) is wanted for the murder of an officer. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|2445|Elembis}} (Native) is wanted for the murder of a Colonial Police officer inside the CPHQ. '''-Second Offence''' Killed another officer! '''-Third Offence''' Murdered numerous civilians. '''-Forth Offence''' Attacked an officer inside the CPHQ! '''-Fifth Offence''' Killed another officer inside the CPHQ. '''-Sixth Offence''' Murdered another officer. '''-Seventh Offence''' Murdered numerous civilians. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Eighth Offence''' Murdered another officer inside the CPHQ. '''-Ninth Offence''' Attackted and poisoned and officer inside the CPHQ '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Tenth Offence''' Killed another officer inside the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; (Note: This individual seems to have reformed, and is no longer considered a criminal. He remains on the list only for reference.)&lt;br /&gt;
&lt;br /&gt;
* A warning to {{profile|539|Schmeckel}} (Outsider) for repeatedly attacking an officer.  '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Brought to justice.'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
*{{profile|1571|Arrgyle}} (Pirate) is wanted for the murder of an officer inside the CPHQ! '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|2659|Dashing Derek}} (Outsider) is wanted for murdering a CP officer. (HIRED) '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Brought to justice.'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
*{{profile|2418|Firebabe871}} (Outsider) is wanted for repeatedly attacking a CP officer. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|2091|zybe}} (Native) is wanted by the Colonial Police for repeatedly attacking an officer inside the Colonial Police HQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|1879|Phutnanog}} (Native) wanted for multiple murders of officers and civilians. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Second Offence''' Attacked another officer. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Brought to justice'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|1828|Mal}} (Native) is wanted for the murder of a citizen. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|2364|Dekuyper}} (Pirate) is wanted for killing innocent civilians. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Brought to justice'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
*{{profile|4499|Sylth}} is wanted for the murder of a citizen. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|3239|Jacob Ladder}} (Outsider) is wanted for an attack on an officer. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Second Offence''' Attacked an officer in the CPHQ'''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|1492|JB Aristide}} (Native) is wanted by the Colonial Police for murdering an officer. &amp;lt;br&amp;gt;'''-Second offence!''' Attacked an officer. '''-Third offence!''' Murdered another officer! '''-Fourth offence!''' Murdered an innocent civilian. '''-Fifth offence!''' Attacked another officer! '''-Sixth offence!''' Repeatedly attacked an officer! '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; '''-Seventh offence!''' Killed an officer. '''-Eighth offence!''' Murdered another officer! '''-Ninth offence!''' Killed another CP officer! '''-Tenth offence!''' Killed another officer. '''-Eleventh offence!''' Murdered a CP officer. '''-Twelth offence!''' Killed an officer inside the CPHQ. '''-Thirteenth offence!''' Murdered another officer. '''-Fourteenth offence!''' Poisoned and otherwise injured an officer. '''-Fifteenth offence!''' Killed an officer! '''-Sixteenth offence!''' Murdered another officer inside the CPHQ! '''-Seventeenth offence!''' Murdered another CP officer! '''-Eighteenth offence!''' Killed another Colonial Police officer.'''-nineteenth offence!''' murdered another Colonial Police officer. '''-Twentieth offence!''' Killed an officer and attacked another officer inside the CPHQ. '''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-EXECUTED and fled York in shame!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|4671|Danny O the 7}} (Pirate) is wanted for killing a doctor.'''&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-Executed!'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{profile|7480|Liova}} &amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;is wanted for the death of a York citizen while on a visit to one &amp;quot;Santa Claus&amp;quot; &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;-'''Executed'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt; by Pro-Yorker Bauer. Well done Sir.&lt;br /&gt;
&lt;br /&gt;
== News ==&lt;br /&gt;
===January 19th, 2007===&lt;br /&gt;
*CP effective strength is at an all-time high.&lt;br /&gt;
*The [[Mercenary's Guild|criminal MG-gang]] is officially proscribed again. We will be offering no protection to this criminal gang, and any member of this outlawed group seen in York risks being executed. Reason: The MG-gang is suspected of conspiracy to imminently murder and finance murders of York citizens, and MG-gang ringleaders have recently been seen lurking in York, claiming to be in York &amp;quot;on business&amp;quot;, shades of the early days of the [[Third Battle of York|Third Invasion]].&lt;br /&gt;
*There is currently a campaign underway to strip local traitor Zydd Soral of his medals.&lt;br /&gt;
&lt;br /&gt;
===January 16th, 2007===&lt;br /&gt;
*Veteran officer {{profile|3322|Zydd Soral}}, reknowned across Shartak as the high-ranking ''pirate'' member of the Colonial Police in the very radically anti-pirate town of York--Zydd was probably the only pirate on the island who was safe in York--has turned traitor and joined a criminal anti-York gang. The ensuing shakeup that was created after the third-ranking officer of a major York organization deserted and brazenly joined the Enemy, has understandably rattled the CP to its core, and there is much gossiping going on by others about the state of affairs within the CP. Despite this blow, the CP will continue our police work as best we can, as we always have.&lt;br /&gt;
&lt;br /&gt;
===December 2006===&lt;br /&gt;
'''December 24th, 2006'''&amp;lt;br&amp;gt;&lt;br /&gt;
*A warning to all Catholic and Protestant religious warriors, we ask that you please cease attacking one another.&lt;br /&gt;
*The [[1st Imperial Privateers]] are no longer suspected of criminality, and have been removed from the &amp;quot;suspected criminals&amp;quot; list.&lt;br /&gt;
&lt;br /&gt;
'''December 21st, 2006'''&amp;lt;br&amp;gt;&lt;br /&gt;
*The Colonial Police are now offering an open-ended gold reward for the successful apprehension of, or information leading to the apprehension of: {{profile|2614|'''Toucan Son of Sam'''}}, a notorious murderer. See the [http://z7.invisionfree.com/Colonial_Police/index.php?showtopic=176 forum thread] for details.&lt;br /&gt;
*The Colonial Police are alarmed at the mass exodus of citizens leaving York and heading northwards over the past two days, to the rumored site of a fat jovial man distributing gifts. The concern is that criminals may use this as an opportunity to re-enter York and attempt to steal unguarded belongings, and commit other crimes.&lt;br /&gt;
&lt;br /&gt;
'''December 17th, 2006'''&amp;lt;br&amp;gt;&lt;br /&gt;
*Most of the York/Colonial Police  delegation to Durham have returned to York. The headhunter threat turned out to be all talk.&lt;br /&gt;
*{{profile|1390|'''Jesus'''}} has been expelled from the Colonial Police for killing outsiders.&lt;br /&gt;
&lt;br /&gt;
'''December 2nd, 2006'''&amp;lt;br&amp;gt;&lt;br /&gt;
*The Colonial Police are now in Durham to help defend the town from the criminal element bent on wreaking havoc and murdering many citizens. But criminals be warned that York is not undefended (the CP still has several men staying behind, and other contacts in the city), and the entire CP can get back to York very quickly, if needed.&lt;br /&gt;
*In a surprising development, {{profile|1390|'''Jesus'''}} has joined the Colonial Police! As has longtime CP-associate and friend {{profile|2706|'''guest'''}}.&lt;br /&gt;
*The notorious terrorist leader Lord Paul Reefer has resurfaced in York, and has begun attacking outsiders once again. So he is back on the Most Wanted list.&lt;br /&gt;
&lt;br /&gt;
===November 2006===&lt;br /&gt;
'''November 27th, 2006'''&amp;lt;br&amp;gt;&lt;br /&gt;
*The Colonial Police are on the road bound for [[Durham]] to help [[Durham Defence Unit|the outsiders there defend]] against the imminent headhunter attack.&lt;br /&gt;
*The Colonial Police have expelled renegade officer otacon who murdered an officer. Also expelled was his accomplice maverick.&lt;br /&gt;
&lt;br /&gt;
'''November 20th, 2006'''&amp;lt;br&amp;gt;&lt;br /&gt;
{{profile|4949|RobZombie}} and his clan [[1st Derby Privateers]] have been removed from our list of suspected criminals. We are currently in the process of negotating some sort of agreement with this group, possibly even an alliance. The [[1st Imperial Privateer Regiment]], however, remains very dangerous and suspected criminals.&lt;br /&gt;
&lt;br /&gt;
'''November 16th, 2006'''&amp;lt;br&amp;gt;&lt;br /&gt;
We have opened relations with the [[Durham Pistoleers]], two weeks ahead of the grave threat to the very existance of that settlement from a warband of murderous native warriors and headhunters.&lt;br /&gt;
&lt;br /&gt;
'''November 11th, 2006'''&amp;lt;br&amp;gt;&lt;br /&gt;
The emergence of two new anti-York gangs calling themselves privateers, one [[1st Imperial Privateer Regiment|Dutch]], one [[1st Derby Privateers|Derby nationalist]], both dedicated to conquering York, is cause for concern. The CP will be keeping an eye on these two groups, and all privateer groups have been added to the &amp;quot;suspected criminals&amp;quot; list.&lt;br /&gt;
&lt;br /&gt;
'''November 8th, 2006'''&amp;lt;br&amp;gt;&lt;br /&gt;
With the end of the mercenary bloodbath two weeks ago, now being dubbed the [[Third Battle of York]], peace has returned to our city. Several Colonial Police were [[Order of Patriots/Medals|honored by the Order of Patriots]] for their outstanding service during the invasion. The mercenaries are still in town, but have kept quiet of late.&lt;br /&gt;
&lt;br /&gt;
===October 2006===&lt;br /&gt;
'''October 16th, 2006'''&amp;lt;br&amp;gt;&lt;br /&gt;
The mercenary invasion appears to be over, and an uneasy peace had descended upon York. The CP are still reeling from the attack, but the righting seemed to have turned in our favour in the past week or two. Law and order has survived in York, the philosophy of the &amp;quot;rule of the jungle&amp;quot; has been turned back. Many CP members are still skeptical of the MG.&lt;br /&gt;
&lt;br /&gt;
===Older News===&lt;br /&gt;
Older news items, all the way back to our founding on April the 25th, ---6, can be found here: [[Colonial Police/newsarchive]].&lt;/div&gt;</summary>
		<author><name>A SN</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=York&amp;diff=12266</id>
		<title>York</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=York&amp;diff=12266"/>
		<updated>2007-01-20T18:48:11Z</updated>

		<summary type="html">&lt;p&gt;A SN: found a double hut&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Home|&lt;br /&gt;
| image       = satellite_york.png&lt;br /&gt;
| cx          = -70371&lt;br /&gt;
| cy          = 26314&lt;br /&gt;
| type        = Outsider&lt;br /&gt;
| huts        = 23&lt;br /&gt;
| shaman      = Kahuni&lt;br /&gt;
| shaman_gps  = [-70.371,+26.314]&lt;br /&gt;
| shaman_loc  = (08,08)&lt;br /&gt;
| trader      = Harry&lt;br /&gt;
| trader_gps  = [-70.367,+26.313]&lt;br /&gt;
| trader_loc  = (12,09)&lt;br /&gt;
| ammo_gps    = [-70.371,+26.316]&lt;br /&gt;
| ammo_loc    = (08,06)&lt;br /&gt;
| medical_gps = [-70.369,+26.320]&lt;br /&gt;
| medical_loc = (10,02)&lt;br /&gt;
}}&lt;br /&gt;
'''York''' is one of the four outsider [[camp]]s on Shartak. Located near the center of the island's southern shore, it consists of twenty-three [[hut]]s in an oblong clearing.&lt;br /&gt;
&lt;br /&gt;
A [[shaman]] named Kahuni is held captive in the center of the clearing.&lt;br /&gt;
&lt;br /&gt;
== Map ==&lt;br /&gt;
{| cellspacing=1 cellpadding=8 style=&amp;quot;background-color:#e0e0e0&amp;quot; |&lt;br /&gt;
| colspan=15 bgcolor=#f9f9f9 | '''The Village of York - Territory Map'''&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|01&lt;br /&gt;
| bgcolor=#33c033|02&lt;br /&gt;
| bgcolor=#33c033|03&lt;br /&gt;
| bgcolor=#33c033|04&lt;br /&gt;
| bgcolor=#33c033|05&lt;br /&gt;
| bgcolor=#33c033|06&lt;br /&gt;
| bgcolor=#33c033|07&lt;br /&gt;
| bgcolor=#33c033|08&lt;br /&gt;
| bgcolor=#33c033|09&lt;br /&gt;
| bgcolor=#33c033|10&lt;br /&gt;
| bgcolor=#33c033|11&lt;br /&gt;
| bgcolor=#33c033|12&lt;br /&gt;
| bgcolor=#33c033|13&lt;br /&gt;
| bgcolor=#33c033|14&lt;br /&gt;
| bgcolor=#33c033|15&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|02&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|'''M'''&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|03&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|04&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|05&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|06&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|'''A'''&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|07&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|08&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|'''S'''&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|09&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|'''T'''&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|10&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|11&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|12&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|13&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|14&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|15&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|16&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#4444af|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=15 bgcolor=#f9f9f9 | '''Legend'''&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Unincorporated (&amp;quot;Jungle&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Village territory (&amp;quot;York&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Hut (H&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; represents two huts)&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''T'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Trading post&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''A'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Ammunition hut&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''M'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Medical hut&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''S'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Shaman&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Beach&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Water&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#4444af|&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Deep water&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* The above is a territory map, not a map of jungle density (which constantly changes). Therefore, the jungle and village squares will very likely be colored differently in-game than they are here. However, squares within the village of York will be displayed as &amp;quot;York&amp;quot; on the game map, while jungle squares will be displayed as &amp;quot;Jungle&amp;quot;.&lt;br /&gt;
* The numbers on the map are merely for local reference and are not related to GPS coordinates at all.&lt;br /&gt;
&lt;br /&gt;
==York: A Rough Guide==&lt;br /&gt;
&lt;br /&gt;
[[Image:Map of York.jpg|left|250px|thumb|Map courtesy of York citizen [http://www.shartak.com/profile.cgi?id=487 Gitboy].&amp;lt;br&amp;gt;'''Click to enlarge'''.]]&lt;br /&gt;
&lt;br /&gt;
Frequently refered to as the 'big city' of Shartak, York already has a colourful and frequently bloody history.  Its central location led to a brutal native invasion in the early days of the settlement, swiftly followed by a pirate invasion that has shaped the town into a notorious den of anti-pirate sentiment.&lt;br /&gt;
&lt;br /&gt;
York was the first town to host a full-time [[Colonial Police|police force]], and was also the birthplace of the [[Mercenary's Guild]]. It also boasts the island's first Tavern ([[Czechy's]], at (11,09) on the map above), first and only [[The Yorkman|newspaper]], and [[Order of Patriots|secret society]], and the island's first [[RE field hospital|hospital]].&lt;br /&gt;
&lt;br /&gt;
'''Survival Tips:''' If you're just visiting, try to stay clear of the power struggles and not to upset any of the major groups.  Sleep somewhere like [[CzEcHy's Tavern]] or the RE field hospital so that the [[Colonial Police]] will know if you get attacked. Take extra care if you're a pirate - several groups will attack you without provocation.&lt;br /&gt;
&lt;br /&gt;
== Points of interest ==&lt;br /&gt;
=== Medical Supplies Hut ===&lt;br /&gt;
The busiest place in York, regularly featuring upwards of two dozen people inside at any one time. As you can see on the map above, it is located in the far north end of York. The coordinates are [http://www.itechsc.com/misc/shartak/ubermap/closeup.php?sk=1&amp;amp;sc=1&amp;amp;cx=-70369&amp;amp;cy=26320 -70.369,+26.320]. The hut is filled with crates which contain abandonded medical supplies, which people freely take, to heal themselves, to heal others, and for monetary gain ([[trade]] them in for gold, especially in towns without access to [[first aid kit]]s who will pay top dollar for them, the three native towns and the [[shipwreck]]). There are several doctors who have taken up residence there, and many wounded people come into the medical hut to be healed. A constant problem in the hut is [[spirit]]s wailing and injuring people, but several friendly [[shaman]]s (notably [http://www.shartak.com/profile.cgi?id=1471 lacuna]) have taken up the job of keeping it free of hostile spirits. Renegades who murder these friendly pro-York shamans are hated by all.&lt;br /&gt;
&lt;br /&gt;
=== Trader Harry's ===&lt;br /&gt;
The trading hut in York, located at [http://www.itechsc.com/misc/shartak/ubermap/closeup.php?sk=1&amp;amp;sc=1&amp;amp;cx=-70367&amp;amp;cy=26313 -70.367,+26.313]. &lt;br /&gt;
&amp;lt;add information&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== CzEcHy's Tavern ===&lt;br /&gt;
1 west of the Traders hut, located at [http://www.itechsc.com/misc/shartak/ubermap/closeup.php?sk=1&amp;amp;sc=1&amp;amp;cx=-70368&amp;amp;cy=26313 -70.368,+26.313] is the astoundingly wonderful Tavern owned by {{profile|1603|czech1}}. Feel free to drop by and spend a night or two in safety. Whether you're a pirate, a native, or an elusive murderer wanted by all, you're still welcome at the tavern (as long as you dont kill anyone inside.) [[Czechy's Tavern|CzEcHy's Tavern WikiPage]]&lt;br /&gt;
&lt;br /&gt;
=== Trail to Derby ===&lt;br /&gt;
Starting 1 NE of the ammunition hut (09,05), go 10 paces NE.  Then just follow the instructions carved every 5 squares (where possible), and you should soon find yourself in [[Derby]]. The trail is 270 paces long, which will take you about 4 days without ''[[Trekking]]'' or 2 days with it.&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;NOTE: This trail has been shutdown by the ecoterrorist actions of the [[SPF|Shartak Presevation Front]], and is currently inoperative. Anyone found walking along it may be killed.&amp;lt;/font&amp;gt; &lt;br /&gt;
&lt;br /&gt;
==Groups Operating in York==&lt;br /&gt;
Due to its population, many groups have claimed York as their hometown. &lt;br /&gt;
&lt;br /&gt;
*[[Colonial Police]]&lt;br /&gt;
*[[Colonial Counter Terrorist Unit]]&lt;br /&gt;
*[[1st Colonial Militia]]&lt;br /&gt;
*[[Order of Patriots]]&lt;br /&gt;
*[[The Pirate Hunters]]&lt;br /&gt;
*[[Shartak Cryptozoological Society]]&lt;br /&gt;
*[[York Pirate Slayers]]&lt;br /&gt;
*[[Healers of Shartak]]&lt;br /&gt;
&lt;br /&gt;
== History of York ==&lt;br /&gt;
 &lt;br /&gt;
[[First Battle of York]]&lt;br /&gt;
 &lt;br /&gt;
[[Second Battle of York]]&lt;br /&gt;
 &lt;br /&gt;
[[Third Battle of York]] - September 20th to October 15th 2006.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Locationsnav}}&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>A SN</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Raktam&amp;diff=11575</id>
		<title>Raktam</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Raktam&amp;diff=11575"/>
		<updated>2006-12-23T05:21:12Z</updated>

		<summary type="html">&lt;p&gt;A SN: Found another double hut&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Home|&lt;br /&gt;
| image       = satellite_raktam.png&lt;br /&gt;
| cx          = -70322&lt;br /&gt;
| cy          = 26469&lt;br /&gt;
| type        = Native&lt;br /&gt;
| huts        = 21&lt;br /&gt;
| shaman      = Najdam&lt;br /&gt;
| shaman_gps  = [-70.322,+26.469]&lt;br /&gt;
| shaman_loc  = (08,08)&lt;br /&gt;
| trader      = Tik&lt;br /&gt;
| trader_gps  = [-70.319,+26.472]&lt;br /&gt;
| trader_loc  = (11,05)&lt;br /&gt;
| ammo_gps    = [-70.324,+26.474]&lt;br /&gt;
| ammo_loc    = (06,03)&lt;br /&gt;
| medical_gps = [-70.323,+26.473]&lt;br /&gt;
| medical_loc = (07,04)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Raktam''' is one of the three native [[camp]]s on Shartak. Located in the island's northern interior, it consists of twenty-one [[hut]]s in a circular clearing.&lt;br /&gt;
&lt;br /&gt;
A [[shaman]] named Najdam keeps watch in the center of the village.&lt;br /&gt;
&lt;br /&gt;
== Map ==&lt;br /&gt;
{| cellpadding=&amp;quot;8&amp;quot; cellspacing=&amp;quot;1&amp;quot; style=&amp;quot;background-color: #e0e0e0&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;15&amp;quot; bgcolor=&amp;quot;#f9f9f9&amp;quot; | '''The Village of Raktam - Territory Map'''&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|01&lt;br /&gt;
| bgcolor=#33c033|02&lt;br /&gt;
| bgcolor=#33c033|03&lt;br /&gt;
| bgcolor=#33c033|04&lt;br /&gt;
| bgcolor=#33c033|05&lt;br /&gt;
| bgcolor=#33c033|06&lt;br /&gt;
| bgcolor=#33c033|07&lt;br /&gt;
| bgcolor=#33c033|08&lt;br /&gt;
| bgcolor=#33c033|09&lt;br /&gt;
| bgcolor=#33c033|10&lt;br /&gt;
| bgcolor=#33c033|11&lt;br /&gt;
| bgcolor=#33c033|12&lt;br /&gt;
| bgcolor=#33c033|13&lt;br /&gt;
| bgcolor=#33c033|14&lt;br /&gt;
| bgcolor=#33c033|15&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|02&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|03&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|'''A'''&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|04&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|'''M'''&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|H&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|05&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|'''T'''&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|06&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|07&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|08&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|'''S'''&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|09&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|10&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|11&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|12&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|13&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|14&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|15&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=15 bgcolor=#f9f9f9 | '''Legend'''&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Unincorporated (&amp;quot;Jungle&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Village territory (&amp;quot;Raktam&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Hut (H&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; represents two huts)&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''S'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Shaman&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''T'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Trading post&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''A'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Ammunition hut&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''M'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Medical hut&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* The above is a territory map, not a map of jungle density (which constantly changes). Therefore, the jungle and village squares will very likely be colored differently in-game than they are here. Squares within the village will be displayed as &amp;quot;Raktam&amp;quot; on the game map, while jungle squares will be displayed as &amp;quot;Jungle&amp;quot;.&lt;br /&gt;
* The numbers on the map are merely for local reference and are not related to GPS coordinates at all.&lt;br /&gt;
&lt;br /&gt;
== Points of interest ==&lt;br /&gt;
:''(xx,yy) coordinates refer to the territory map above, while [xx.xxx,yy.yyy] are GPS coordinates.''&lt;br /&gt;
* Wurzug's healing hut is at (07,04) or [-70.323,+26.473] in the northern part of the village. Wurzug &amp;quot;has been busy preparing healing herbs and has left plenty of small bundles of herbs hanging from the ceiling whilst they dry out.&amp;quot; His hut is the spiritual headquarters of the [[Raktamites]]. Healing and the means to carry it out are offered here.&lt;br /&gt;
&lt;br /&gt;
* [[The Raktam Tavern]] is at (09,04) or [-70.321,+26.473] in the northern part of the village, offering shelter and murky brown liquids to natives and friendly outsiders alike.&lt;br /&gt;
 &lt;br /&gt;
==Raktam: A Rough Guide==&lt;br /&gt;
 &lt;br /&gt;
Raktam has been referred to as the natives' &amp;quot;model city.&amp;quot;  Its population is reasonably large, and the city is relatively safe, other than a local (prolific) serial killer.&lt;br /&gt;
 &lt;br /&gt;
{{Locationsnav}}&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>A SN</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Raktam&amp;diff=11574</id>
		<title>Raktam</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Raktam&amp;diff=11574"/>
		<updated>2006-12-23T05:20:41Z</updated>

		<summary type="html">&lt;p&gt;A SN: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Home|&lt;br /&gt;
| image       = satellite_raktam.png&lt;br /&gt;
| cx          = -70322&lt;br /&gt;
| cy          = 26469&lt;br /&gt;
| type        = Native&lt;br /&gt;
| huts        = 21&lt;br /&gt;
| shaman      = Najdam&lt;br /&gt;
| shaman_gps  = [-70.322,+26.469]&lt;br /&gt;
| shaman_loc  = (08,08)&lt;br /&gt;
| trader      = Tik&lt;br /&gt;
| trader_gps  = [-70.319,+26.472]&lt;br /&gt;
| trader_loc  = (11,05)&lt;br /&gt;
| ammo_gps    = [-70.324,+26.474]&lt;br /&gt;
| ammo_loc    = (06,03)&lt;br /&gt;
| medical_gps = [-70.323,+26.473]&lt;br /&gt;
| medical_loc = (07,04)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Raktam''' is one of the three native [[camp]]s on Shartak. Located in the island's northern interior, it consists of twenty-one [[hut]]s in a circular clearing.&lt;br /&gt;
&lt;br /&gt;
A [[shaman]] named Najdam keeps watch in the center of the village.&lt;br /&gt;
&lt;br /&gt;
== Map ==&lt;br /&gt;
{| cellpadding=&amp;quot;8&amp;quot; cellspacing=&amp;quot;1&amp;quot; style=&amp;quot;background-color: #e0e0e0&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;15&amp;quot; bgcolor=&amp;quot;#f9f9f9&amp;quot; | '''The Village of Raktam - Territory Map'''&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|01&lt;br /&gt;
| bgcolor=#33c033|02&lt;br /&gt;
| bgcolor=#33c033|03&lt;br /&gt;
| bgcolor=#33c033|04&lt;br /&gt;
| bgcolor=#33c033|05&lt;br /&gt;
| bgcolor=#33c033|06&lt;br /&gt;
| bgcolor=#33c033|07&lt;br /&gt;
| bgcolor=#33c033|08&lt;br /&gt;
| bgcolor=#33c033|09&lt;br /&gt;
| bgcolor=#33c033|10&lt;br /&gt;
| bgcolor=#33c033|11&lt;br /&gt;
| bgcolor=#33c033|12&lt;br /&gt;
| bgcolor=#33c033|13&lt;br /&gt;
| bgcolor=#33c033|14&lt;br /&gt;
| bgcolor=#33c033|15&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|02&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|03&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|'''A'''&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|04&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|'''M'''&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|H&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|05&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|'''T'''&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|06&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|07&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|08&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|'''S'''&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|09&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|10&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|11&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|12&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|13&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|14&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|15&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=15 bgcolor=#f9f9f9 | '''Legend'''&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Unincorporated (&amp;quot;Jungle&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Village territory (&amp;quot;Raktam&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Hut (H&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; represents two huts)&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''S'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Shaman&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''T'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Trading post&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''A'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Ammunition hut&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''M'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Medical hut&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* The above is a territory map, not a map of jungle density (which constantly changes). Therefore, the jungle and village squares will very likely be colored differently in-game than they are here. Squares within the village will be displayed as &amp;quot;Raktam&amp;quot; on the game map, while jungle squares will be displayed as &amp;quot;Jungle&amp;quot;.&lt;br /&gt;
* The numbers on the map are merely for local reference and are not related to GPS coordinates at all.&lt;br /&gt;
&lt;br /&gt;
== Points of interest ==&lt;br /&gt;
:''(xx,yy) coordinates refer to the territory map above, while [xx.xxx,yy.yyy] are GPS coordinates.''&lt;br /&gt;
* Wurzug's healing hut is at (07,04) or [-70.323,+26.473] in the northern part of the village. Wurzug &amp;quot;has been busy preparing healing herbs and has left plenty of small bundles of herbs hanging from the ceiling whilst they dry out.&amp;quot; His hut is the spiritual headquarters of the [[Raktamites]]. Healing and the means to carry it out are offered here.&lt;br /&gt;
&lt;br /&gt;
* [[The Raktam Tavern]] is at (09,04) or [-70.321,+26.473] in the northern part of the village, offering shelter and murky brown liquids to natives and friendly outsiders alike.&lt;br /&gt;
 &lt;br /&gt;
==Raktam: A Rough Guide==&lt;br /&gt;
 &lt;br /&gt;
Raktam has been referred to as the natives' &amp;quot;model city.&amp;quot;  Its population is reasonably large, and the city is relatively safe, other than a local (prolific) serial killer.&lt;br /&gt;
 &lt;br /&gt;
{{Locationsnav}}&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>A SN</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Raktam&amp;diff=11573</id>
		<title>Raktam</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Raktam&amp;diff=11573"/>
		<updated>2006-12-23T05:18:02Z</updated>

		<summary type="html">&lt;p&gt;A SN: Found a double hut&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Home|&lt;br /&gt;
| image       = satellite_raktam.png&lt;br /&gt;
| cx          = -70322&lt;br /&gt;
| cy          = 26469&lt;br /&gt;
| type        = Native&lt;br /&gt;
| huts        = 21&lt;br /&gt;
| shaman      = Najdam&lt;br /&gt;
| shaman_gps  = [-70.322,+26.469]&lt;br /&gt;
| shaman_loc  = (08,08)&lt;br /&gt;
| trader      = Tik&lt;br /&gt;
| trader_gps  = [-70.319,+26.472]&lt;br /&gt;
| trader_loc  = (11,05)&lt;br /&gt;
| ammo_gps    = [-70.324,+26.474]&lt;br /&gt;
| ammo_loc    = (06,03)&lt;br /&gt;
| medical_gps = [-70.323,+26.473]&lt;br /&gt;
| medical_loc = (07,04)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Raktam''' is one of the three native [[camp]]s on Shartak. Located in the island's northern interior, it consists of twenty-one [[hut]]s in a circular clearing.&lt;br /&gt;
&lt;br /&gt;
A [[shaman]] named Najdam keeps watch in the center of the village.&lt;br /&gt;
&lt;br /&gt;
== Map ==&lt;br /&gt;
{| cellpadding=&amp;quot;8&amp;quot; cellspacing=&amp;quot;1&amp;quot; style=&amp;quot;background-color: #e0e0e0&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;15&amp;quot; bgcolor=&amp;quot;#f9f9f9&amp;quot; | '''The Village of Raktam - Territory Map'''&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|01&lt;br /&gt;
| bgcolor=#33c033|02&lt;br /&gt;
| bgcolor=#33c033|03&lt;br /&gt;
| bgcolor=#33c033|04&lt;br /&gt;
| bgcolor=#33c033|05&lt;br /&gt;
| bgcolor=#33c033|06&lt;br /&gt;
| bgcolor=#33c033|07&lt;br /&gt;
| bgcolor=#33c033|08&lt;br /&gt;
| bgcolor=#33c033|09&lt;br /&gt;
| bgcolor=#33c033|10&lt;br /&gt;
| bgcolor=#33c033|11&lt;br /&gt;
| bgcolor=#33c033|12&lt;br /&gt;
| bgcolor=#33c033|13&lt;br /&gt;
| bgcolor=#33c033|14&lt;br /&gt;
| bgcolor=#33c033|15&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|02&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|03&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|'''A'''&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|04&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|'''M'''&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|H&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|05&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|'''T'''&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|06&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|07&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|08&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|'''S'''&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|09&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|10&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|11&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|12&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|13&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|14&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|15&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=15 bgcolor=#f9f9f9 | '''Legend'''&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Unincorporated (&amp;quot;Jungle&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Village territory (&amp;quot;Raktam&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Hut (H&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; represents two huts)&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''S'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Shaman&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''T'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Trading post&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''A'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Ammunition hut&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''M'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Medical hut&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* The above is a territory map, not a map of jungle density (which constantly changes). Therefore, the jungle and village squares will very likely be colored differently in-game than they are here. Squares within the village will be displayed as &amp;quot;Raktam&amp;quot; on the game map, while jungle squares will be displayed as &amp;quot;Jungle&amp;quot;.&lt;br /&gt;
* The numbers on the map are merely for local reference and are not related to GPS coordinates at all.&lt;br /&gt;
&lt;br /&gt;
== Points of interest ==&lt;br /&gt;
:''(xx,yy) coordinates refer to the territory map above, while [xx.xxx,yy.yyy] are GPS coordinates.''&lt;br /&gt;
* Wurzug's healing hut is at (07,04) or [-70.323,+26.473] in the northern part of the village. Wurzug &amp;quot;has been busy preparing healing herbs and has left plenty of small bundles of herbs hanging from the ceiling whilst they dry out.&amp;quot; His hut is the spiritual headquarters of the [[Raktamites]]. Healing and the means to carry it out are offered here.&lt;br /&gt;
&lt;br /&gt;
* [[The Raktam Tavern]] is at (09,04) or [-70.321,+26.473] in the northern part of the village, offering shelter and murky brown liquids to natives and friendly outsiders alike.&lt;br /&gt;
 &lt;br /&gt;
==Raktam: A Rough Guide==&lt;br /&gt;
 &lt;br /&gt;
Raktam has been referred to as the natives' &amp;quot;model city.&amp;quot;  Its population is reasonably large, and the city is relatively safe, other than a local (prolific) serial killer.&lt;br /&gt;
 &lt;br /&gt;
{{Locationsnav}}&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>A SN</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Dalpok&amp;diff=10876</id>
		<title>Dalpok</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Dalpok&amp;diff=10876"/>
		<updated>2006-11-08T11:35:19Z</updated>

		<summary type="html">&lt;p&gt;A SN: Found a fourth double hut&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Home|&lt;br /&gt;
| image       = satellite_dalpok.png&lt;br /&gt;
| cx          = -70437&lt;br /&gt;
| cy          = 26443&lt;br /&gt;
| type        = Native&lt;br /&gt;
| huts        = 22&lt;br /&gt;
| shaman      = Shubar&lt;br /&gt;
| shaman_gps  = [-70.437,+26.443]&lt;br /&gt;
| shaman_loc  = (08,08)&lt;br /&gt;
| trader      = Tack&lt;br /&gt;
| trader_gps  = [-70.435,+26.442]&lt;br /&gt;
| trader_loc  = (10,09)&lt;br /&gt;
| ammo_gps    = [-70.441,+26.443]&lt;br /&gt;
| ammo_loc    = (04,08)&lt;br /&gt;
| medical_gps = [-70.437,+26.449]&lt;br /&gt;
| medical_loc = (08,02)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Dalpok''' is one of the three native [[camp]]s on Shartak. Located in the island's western interior, it consists of twenty-two [[hut]]s in a circular clearing.&lt;br /&gt;
&lt;br /&gt;
A [[shaman]] named Shubar keeps watch in the center of the village.&lt;br /&gt;
&lt;br /&gt;
== Map ==&lt;br /&gt;
{| cellpadding=&amp;quot;8&amp;quot; cellspacing=&amp;quot;1&amp;quot; style=&amp;quot;background-color: #e0e0e0&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;15&amp;quot; bgcolor=&amp;quot;#f9f9f9&amp;quot; | '''The Village of Dalpok - Territory Map'''&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|01&lt;br /&gt;
| bgcolor=#33c033|02&lt;br /&gt;
| bgcolor=#33c033|03&lt;br /&gt;
| bgcolor=#33c033|04&lt;br /&gt;
| bgcolor=#33c033|05&lt;br /&gt;
| bgcolor=#33c033|06&lt;br /&gt;
| bgcolor=#33c033|07&lt;br /&gt;
| bgcolor=#33c033|08&lt;br /&gt;
| bgcolor=#33c033|09&lt;br /&gt;
| bgcolor=#33c033|10&lt;br /&gt;
| bgcolor=#33c033|11&lt;br /&gt;
| bgcolor=#33c033|12&lt;br /&gt;
| bgcolor=#33c033|13&lt;br /&gt;
| bgcolor=#33c033|14&lt;br /&gt;
| bgcolor=#33c033|15&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|02&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|'''M'''&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|03&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|04&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|05&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|06&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|07&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|08&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|'''A'''&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|'''S'''&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|09&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|'''T'''&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|10&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|11&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|12&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|13&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|14&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|15&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=15 bgcolor=#f9f9f9 | '''Legend'''&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Unincorporated (&amp;quot;Jungle&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Village territory (&amp;quot;Dalpok&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Hut (H&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; represents two huts)&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''S'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Shaman&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''T'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Trading post&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''A'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Ammunition hut&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''M'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Medical hut&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* The above is a territory map, not a map of jungle density (which constantly changes). Therefore, the jungle and village squares will very likely be colored differently in-game than they are here. Squares within the village will be displayed as &amp;quot;Dalpok&amp;quot; on the game map, while jungle squares will be displayed as &amp;quot;Jungle&amp;quot;.&lt;br /&gt;
* The numbers on the map are merely for local reference and are not related to GPS coordinates at all.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Locationsnav}}&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>A SN</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Dalpok&amp;diff=10875</id>
		<title>Dalpok</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Dalpok&amp;diff=10875"/>
		<updated>2006-11-08T11:30:46Z</updated>

		<summary type="html">&lt;p&gt;A SN: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Home|&lt;br /&gt;
| image       = satellite_dalpok.png&lt;br /&gt;
| cx          = -70437&lt;br /&gt;
| cy          = 26443&lt;br /&gt;
| type        = Native&lt;br /&gt;
| huts        = 22&lt;br /&gt;
| shaman      = Shubar&lt;br /&gt;
| shaman_gps  = [-70.437,+26.443]&lt;br /&gt;
| shaman_loc  = (08,08)&lt;br /&gt;
| trader      = Tack&lt;br /&gt;
| trader_gps  = [-70.435,+26.442]&lt;br /&gt;
| trader_loc  = (10,09)&lt;br /&gt;
| ammo_gps    = [-70.441,+26.443]&lt;br /&gt;
| ammo_loc    = (04,08)&lt;br /&gt;
| medical_gps = [-70.437,+26.449]&lt;br /&gt;
| medical_loc = (08,02)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Dalpok''' is one of the three native [[camp]]s on Shartak. Located in the island's western interior, it consists of twenty-two [[hut]]s in a circular clearing.&lt;br /&gt;
&lt;br /&gt;
A [[shaman]] named Shubar keeps watch in the center of the village.&lt;br /&gt;
&lt;br /&gt;
== Map ==&lt;br /&gt;
{| cellpadding=&amp;quot;8&amp;quot; cellspacing=&amp;quot;1&amp;quot; style=&amp;quot;background-color: #e0e0e0&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;15&amp;quot; bgcolor=&amp;quot;#f9f9f9&amp;quot; | '''The Village of Dalpok - Territory Map'''&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|01&lt;br /&gt;
| bgcolor=#33c033|02&lt;br /&gt;
| bgcolor=#33c033|03&lt;br /&gt;
| bgcolor=#33c033|04&lt;br /&gt;
| bgcolor=#33c033|05&lt;br /&gt;
| bgcolor=#33c033|06&lt;br /&gt;
| bgcolor=#33c033|07&lt;br /&gt;
| bgcolor=#33c033|08&lt;br /&gt;
| bgcolor=#33c033|09&lt;br /&gt;
| bgcolor=#33c033|10&lt;br /&gt;
| bgcolor=#33c033|11&lt;br /&gt;
| bgcolor=#33c033|12&lt;br /&gt;
| bgcolor=#33c033|13&lt;br /&gt;
| bgcolor=#33c033|14&lt;br /&gt;
| bgcolor=#33c033|15&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|02&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|'''M'''&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|03&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|04&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|05&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|06&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|07&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|08&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|'''A'''&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|'''S'''&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|09&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|'''T'''&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|10&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|11&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|12&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|13&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|14&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|15&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=15 bgcolor=#f9f9f9 | '''Legend'''&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Unincorporated (&amp;quot;Jungle&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Village territory (&amp;quot;Dalpok&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Hut (H&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; represents two huts)&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''S'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Shaman&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''T'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Trading post&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''A'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Ammunition hut&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''M'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Medical hut&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* The above is a territory map, not a map of jungle density (which constantly changes). Therefore, the jungle and village squares will very likely be colored differently in-game than they are here. Squares within the village will be displayed as &amp;quot;Dalpok&amp;quot; on the game map, while jungle squares will be displayed as &amp;quot;Jungle&amp;quot;.&lt;br /&gt;
* The numbers on the map are merely for local reference and are not related to GPS coordinates at all.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Locationsnav}}&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>A SN</name></author>
		
	</entry>
</feed>