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		<id>https://wiki.shartak.com/index.php?title=EXP_Farming_Methods&amp;diff=24589</id>
		<title>EXP Farming Methods</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=EXP_Farming_Methods&amp;diff=24589"/>
		<updated>2019-09-29T19:27:09Z</updated>

		<summary type="html">&lt;p&gt;Alyss: /* Skill Tips */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a quick guide listing some of the ways (more relevant to 2019) for beginner and mid-level players to get the skills they need as quickly as possible ingame.&lt;br /&gt;
&lt;br /&gt;
=Skill Tips=&lt;br /&gt;
&lt;br /&gt;
Especially when starting out, there's no use getting levels quickly if you don't put them towards useful skills, especially since the costs of each only grows with each level. Although you should get whatever skills fit what you want to do in Shartak, generally your first 10 levels should be pretty static between playstyles, with class differences.&lt;br /&gt;
&lt;br /&gt;
'''Level 0 -''' You should spend your first ~30 AP searching for Healing Herbs in your camp's medical hut. Warriors and Soldiers may also want to spend extra time in the Weapons Hut to find extra poison darts/bullets. Then you should head to the camp's trading post and make a trade, ideally, for a Wooden Club (the best weapon as a beginning player). If one's not available, trading for ammunition, healing items or even just gold is fine. This'll grant you 100 XP and take you to...&lt;br /&gt;
&lt;br /&gt;
''Unethical Life Pro Tip - You can spend a lot of your AP on your first day focusing on killing other players, just make sure they're not players from the same camp as you (i.e: if you're from Wiksik, any Outsiders/Pirates are safe to kill, as are any Cannibals and/or Natives from Raktam or Dalpok. Characters from your camp give you very little XP as an incentive not to kill them, also it's easier for them to revenge-kill you). Even if you don't plan to focus on killing other players ever again afterwards, killing 2 players plus the trading bonus should get you to Level 4 (or close to), which sets you up really well for the slow rise after the first day. Imo, even if these players hold a strong grudge and take you out the next time they come across you, it's worth it for that leg-up.''&lt;br /&gt;
&lt;br /&gt;
'''Level 1 -'''&lt;br /&gt;
*Cannibal - Body Building&lt;br /&gt;
*Warrior - Blowpipe Training (recommended) or Body Building&lt;br /&gt;
*Soldier - Body Building (recommended) or Firearms Training&lt;br /&gt;
*All other classes - Body Building. Body Building is better ''if'' you have a Wooden Club, and equal otherwise (arguably a little better since lots of mobs have 3 HP), even though a lot of guides used to recommend taking Close Quarter Combat first.&lt;br /&gt;
&lt;br /&gt;
'''Level 2 -'''&lt;br /&gt;
*Warrior - Advanced Blowpipe Training (recommended) or Close Quarter Combat&lt;br /&gt;
*Soldier - Close Quarter Combat (recommended) or Advanced Firearms Training&lt;br /&gt;
*All other classes - Close Quarter Combat&lt;br /&gt;
&lt;br /&gt;
'''Level 3 -'''&lt;br /&gt;
*Warrior - Exploration (recommended) or Advanced Close Quarter Combat&lt;br /&gt;
*Soldier - Advanced Close Quarter Combat (recommended) or Exploration&lt;br /&gt;
*All other classes - Advanced Close Quarter Combat&lt;br /&gt;
&lt;br /&gt;
'''Level 4 -'''&lt;br /&gt;
*Warrior - Trekking (recommended) or Exploration&lt;br /&gt;
*Soldier - Exploration (recommended) or Trekking&lt;br /&gt;
*All other classes - Exploration&lt;br /&gt;
&lt;br /&gt;
'''Level 5 -'''&lt;br /&gt;
*Warrior - Basic Blowpipe Use (recommended) or Trekking&lt;br /&gt;
*Soldier - Trekking (recommended) or move to the next set of skills you prefer.&lt;br /&gt;
*All other classes - Trekking&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
After Level 5, your choice of skills opens-out a bit. Warriors &amp;amp; Soldiers can consider getting the weapon proficiency they didn't yet (melee or their class weapons). Villager and Settler '''should''' get Scavenging at Level 6, as it's an amazing skill. Otherwise, it's best to choose a path.&lt;br /&gt;
&lt;br /&gt;
'''Firearms-using Soldiers''' - Train your melee skills (except Glancing Blow). This is the best way to go whether you're focused on killing animals or other players, as the rifle will be your luxury weapon for saving AP and getting through dangerous encounters rather than your main weapon. Skip Balanced Stance until after you've gotten First Aid/Natural Medicine.&lt;br /&gt;
&lt;br /&gt;
'''Hunters and Healers''' - Take Triage, then First Aid/Natural Medicine, then Balanced Stance. This is the best skillset for keeping yourself and your friends alive. After Balanced Stance, the damage per AP of the Machete is slightly higher than the Wooden Club, but you should still use the Wooden Club against enemies who have 3 HP (like rats and bats) or a low HP that is a multiple of 3 (small and large deer).&lt;br /&gt;
&lt;br /&gt;
'''Blowpipe-using Warriors''' - It's not as important to train melee skills as it is for Soldiers, but if you're not exclusively focused on player killing, being reliant on poison darts shackles you to being near your home camp (and is often overkill versus some animals, they're best saved for animals which deal bleeding wounds). Don't delay them any longer than after getting Triage - Natural Medicine. Haggling is a useful skill, but usually you're bound by the number of darts the trader has rather than your ability to buy them.&lt;br /&gt;
&lt;br /&gt;
'''Villagers/Settlers''' - As mentioned, get Scavenging as soon as possible.&lt;br /&gt;
&lt;br /&gt;
'''Player Killers''' - Get Stamina, then if you plan to kill mostly within your home settlement, start buying the Tracking skills. If you plan to kill in other settlements, it's best to get Triage - Natural Medicine as normal, and also work towards getting your [[Faith Skill]] as early as you can. &lt;br /&gt;
&lt;br /&gt;
'''Player Killing Cannibals''' - Get Ritual Feast at Level 9, then Ritual Gluttony at Level 10 (Ritual Feast by itself is pretty bad). Cannibals not focusing on PKing should avoid these skills entirely until late levels (they have no utility for non-PKers outside of rarely getting to feast on other people's leftover kills.&lt;br /&gt;
&lt;br /&gt;
'''Pirates''' - Get Plundering at Level 10 (an amazing skill which is basically identical to Scavenging). The Pirates' other skills are technically useful, but very AP inefficient - they're mostly to allow you to go berserk and kill several people in one day if that's ever needed, but requiring several days of set-up to do so. Nowadays, that's not particularly handy as some camps only even have a few people in them. Lead Belly essentially makes Fungi Juice give you a small amount of free AP. Advanced Pistol Training makes your pistol shots be 50% to deal 4, which is superior to the machete, but having to spend an extra AP loading a bullet per bullet makes the small improvement in damage much less appealing.&lt;br /&gt;
&lt;br /&gt;
'''Scout/Explorer''' - Get Trailblazing as soon as you find yourself having to move often through jungle tiles with a density of 7 or higher often, or in general after getting Triage - Natural Medicine - Balanced Stance. Trailblazing makes Scouts and Explorers very safe if not typical Player Killing classes, as you can save-up an extra 5 AP and come steaming through tiles that make everyone else want not to bother.&lt;br /&gt;
&lt;br /&gt;
'''Shaman''' - Shaman have many unique class skills which follow through the Sixth Sense skill tree. They're based on dragging spirits in a wide area to your position, and then using them to deal lots of damage to everyone else in the tile (and also to counter enemy shamans doing the same, or just people trying to kill as spirits). Unfortunately, in 2019 it's very difficult to wield enough spirits to deal worthwhile damage - you also can't really take advantage of wreaking havoc on massive stacks of people, as the max you'll ever see in one place will be 4 or 5. Unless you're very interested in using Shaman skills or for the roleplay factor, you should leave them until later levels.&lt;br /&gt;
&lt;br /&gt;
'''Spirit Killing''' - Although less powerful than it used to be, dying and returning as a spirit solely to inflict damage on people with Banshee Wails can still be a decent way to rack-up kills and XP, although definitely not the most efficient. While you can't get huge wails off against big clumps of wounded people anymore, there's also less shamans running around exorcising. Banshee Wail is cheaper if used as a single-target weapon, but it still struggles to deal enough damage to kill anyone (with Stamina, which is most active players left) within 75 AP. If you want to play like this, you absolutely have to go Ghostly Whisper - Haunting Scream - Shocking Shriek - Banshee Wail as soon as possible, as everything below Banshee Wail is ''basically'' useless. &lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
After Level 10 or so, things open out even more, but this is also where the 'grind' really sets-in - although there are still singularly useful skills like Swimming and Native/Outsider Knowledge that you might not have, a lot more of the skills you want will be in long trees where they're fairly unhelpful until you put four levels into it; like the speaking and tracking skills, and each level costs exponentially more XP.&lt;br /&gt;
&lt;br /&gt;
I always liked having a fairly detailed skillbuild reference, so hopefully that helps. The rest of the body's going to help instruct you on how to rack-up that XP quickest should you want.&lt;br /&gt;
&lt;br /&gt;
=Hunting Animals=&lt;br /&gt;
&lt;br /&gt;
The simple act of finding NPC animals scattered across the world and killing them with any weaponry to hand in order to level. However, not every settlement and area of Shartak offers parity in terms of targets to kill - accordingly, the efficiency of this can greatly vary from as much as ~3.25 XP/AP to &amp;lt;1 AP/XP.&lt;br /&gt;
&lt;br /&gt;
==Special Hunts: The Rat Tunnels==&lt;br /&gt;
&lt;br /&gt;
The Rat Tunnels, also known as the lowest-level of Mt. Shartak[https://wiki.shartak.com/index.php/Caves_and_tunnels] are a confined tunnel area located in the tunnel network between Dalpok and the Mountain Path area slightly northeast of Sacred Space. The Rat Tunnels have an incredibly high spawnrate of rats, often 4 or 5 per tile, making fighting there more of a hack-and-slash than a true hunt.&lt;br /&gt;
&lt;br /&gt;
'''Advantages:'''&lt;br /&gt;
*Best XP/AP ratio in the game - since there's no set-up needed and very little movement required, this is generally the best way to level in long sessions. Each successful strike should give you 7 XP.&lt;br /&gt;
*Both entrance areas to the Rat Tunnels can safely be hidden in overnight, since the spawnrate of rats in the tunnel leading towards Dalpok is very low (and also includes a pool for extra safety and HP recovery if the player has no more healing herbs), and the exit towards Sacred Space goes into a safe spot (below a Giant Spider cave which is definitely not safe!), the only animal that can enter it is a Shargle which would have to move from 3 levels above - possible, but very unlikely.&lt;br /&gt;
*No requirement for healing herbs, as there's no bleeding mobs and there's a fresh water source nearby.&lt;br /&gt;
*Very unlikely to be harassed by PKers.&lt;br /&gt;
*Equally good for every class, since 3 damage is all you need.&lt;br /&gt;
&lt;br /&gt;
'''Disadvantages:'''&lt;br /&gt;
*Geographically-isolated - Sacred Space portals are about 50-60 APs of walking away. Dalpok is ~70 away. Resupplying isn't often necessary, but is a huge pain to do.&lt;br /&gt;
*Unsuitable for low-level players - Since it has to be travelled to and requires maxed combat skills to be efficient (plus it helps to have a stuffed inventory), this isn't a place to get your first 10 levels and core skills, it's better-suited for grinding through the trees like Foreign Speech, Tracking Mastery and Banshee Wail.&lt;br /&gt;
*Very Boring - There's nothing you can do here other than kill rats over-and-over.&lt;br /&gt;
*Must retreat at the end of each day - Unless you stop (to let the rats come to you) a lot, you'll have to save about 6 or 7 AP to get to the closest safe-spot - if you go for a nap down there, you will wake-up dead. This also means logging-in to spend about 30-40 AP or so is pretty unviable.&lt;br /&gt;
&lt;br /&gt;
==Special Hunts: Guard Dogs==&lt;br /&gt;
&lt;br /&gt;
Now that the population is so much lower than it used to be, camping in your hometown (or another town's) Trading Post and killing the Guard Dog as often as possible when it spawns can be a very efficient way to earn XP. Guard Dogs always spawn at five minutes past and usually (but not always) respawn at around 35 minutes past the hour.&lt;br /&gt;
&lt;br /&gt;
'''Advantages:'''&lt;br /&gt;
*Can be done in any trading post, which makes it particularly good in camps surrounded by areas with poor spawnrates (like Durham).&lt;br /&gt;
*Great XP/AP ratio between killing the dogs themselves and healing yourself up (since the combination of the dog and trader will deal good damage), self-healing being an efficient XP-earning method by itself.&lt;br /&gt;
*Rewards players for logging-on and playing a little bit multiple times per day.&lt;br /&gt;
*You can attack and resupply without even moving! Or even if you don't have things to trade, the Medical Hut for more Healing Herbs is only a few AP away.&lt;br /&gt;
*Good method for low-level characters to gain experience - all that's needed is a good weapon skill and/or healing skills. This is generally not best done on your first day since you have to use up your well of AP to gain more while waiting, but it's a good way to grind for the first week after.&lt;br /&gt;
&lt;br /&gt;
'''Disadvantages:'''&lt;br /&gt;
*Unviable method for people who prefer only to log onto Shartak once or twice a day to use their AP.&lt;br /&gt;
*Leaves the player extremely open to PKers as you have to stay in the trading post for long periods of time, which is generally the first or second place a local or roaming PKer will look.&lt;br /&gt;
*Repetitive.&lt;br /&gt;
&lt;br /&gt;
==Overworld Hunting==&lt;br /&gt;
&lt;br /&gt;
For most people, the most obvious option - especially when just starting-out - will be to explore Shartak and wipe-out anything that crosses their path. This can be a decent method in itself - walking and fighting from one camp to the nearest one, since there's a cool 100 XP bonus for trading with another camp's trader having last traded elsewhere. But for focusing just on hunting, some places are a lot better than others. Here's a (very non-exhaustive) list of particularly good and bad areas for fighting.&lt;br /&gt;
&lt;br /&gt;
[[Image:Map_map.png]]&lt;br /&gt;
&lt;br /&gt;
'''A - Grasslands Northwest of Wiksik'''&lt;br /&gt;
These grasslands have a particularly high spawn of parrots and bats, but also noticeably more tigers. Being located next to a water source and being very close to Wiksik (one of the safest camps at current) makes refilling Healing Herbs or dying to animals much less of a chore. There's also a roaming shaman generally northeast of this area.&lt;br /&gt;
&lt;br /&gt;
'''B - Area Northeast of Wiksik'''&lt;br /&gt;
Unlike the grasslands, this area is better for low-level players since it spawns lots of 'safe' animals (that aren't aggressive and don't cause bleeding) like deer and stags, with only the occasional elephant.&lt;br /&gt;
&lt;br /&gt;
'''C - Swamp Far Northeast of Wiksik'''&lt;br /&gt;
This swamp has an absolutely huge spawn of alligators. However, as alligators cause bleeding wounds, a player should collect many Healing Herbs in Wiksik or their home camp before coming here, as this swamp is isolated from everything except for a Sacred Space portal nearby.&lt;br /&gt;
&lt;br /&gt;
'''D - Grassland North of York'''&lt;br /&gt;
Whee, I forgot to put this in the map. For location reference, it's just southeast of G. This is very close to York and has a decent mix of mostly non-hostile animals, with a seeming lack of tigers. The decent spawnrate and very convenient location makes it worth noting.&lt;br /&gt;
&lt;br /&gt;
'''E - West Mountain Paths'''&lt;br /&gt;
The spawn of Shargles here is much higher than on the eastern paths. Shargles inflict bleeding wounds, meaning a player must stack Healing Herbs in advance, but being so close to Sacred Space makes the location quite convenient once you have the [[Faith Skill]]. The worst part about here is that Shargles roam a lot (even to other levels of a path), making it decently likely you'll be sliced-up by them overnight.&lt;br /&gt;
&lt;br /&gt;
'''F - Turtle Beach'''&lt;br /&gt;
Turtle Beach is only an okay hunting ground overall, but the area around Durham has such bad pickings that this is probably their best choice. Turtle Beach has a lot of turtles on it, tanky non-aggressive enemies. The respawn rate is somewhat slow after a lot of turtles on the beach have been killed.&lt;br /&gt;
&lt;br /&gt;
'''G - York/Dalpok Swamp'''&lt;br /&gt;
As with C, there's quite a lot of alligators here. Alligators have good XP efficiency but also make you chug through your Healing Herbs. An advantage with here is that the areas just outside of the swamp/lake bit are almost entirely safe, so you don't have to waste much AP daily wading through lake or swamp tiles.&lt;br /&gt;
&lt;br /&gt;
'''H - River Area South of Sacred Space'''&lt;br /&gt;
This area is very accessible, especially after the [[Faith Skill]]. The spawn here is good, but most of the mobs present are quite dangerous - usually a mix of alligators, elephants, and occasionally tigers and shargles. There're relatively less tame enemies like deer. Although all of Shartak is quite quiet nowadays, people are more likely to travel through here than most wilderness areas, so be wary of an opportunistic PKer.&lt;br /&gt;
&lt;br /&gt;
==Areas to Avoid==&lt;br /&gt;
&lt;br /&gt;
*Durham's entire peninsula has a very low spawnrate of everything.&lt;br /&gt;
*As the Newcomer Guide says, 'opportunities for earning XP on Skull Island are scarce'. The spawnrates of animals near to Rakmogak are below-average, so its in a new Cannibal's interest to get themselves killed and respawn at the nearest roaming shaman (this is a lot quicker than walking through the tunnels to the mainland).&lt;br /&gt;
*The grasslands around Dalpok have poor spawnrates, and it's generally better to head towards Mt. Shartak to fight.&lt;br /&gt;
*The jungles from Durham heading towards Dalpok are very high-density (which slows you down) and have low spawns as well.&lt;br /&gt;
*The jungle areas north of Raktam are mostly high-density and have low spawns.&lt;br /&gt;
&lt;br /&gt;
=Other Methods=&lt;br /&gt;
&lt;br /&gt;
==Healing==&lt;br /&gt;
&lt;br /&gt;
==Killing Players==&lt;/div&gt;</summary>
		<author><name>Alyss</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=EXP_Farming_Methods&amp;diff=24588</id>
		<title>EXP Farming Methods</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=EXP_Farming_Methods&amp;diff=24588"/>
		<updated>2019-09-29T18:48:49Z</updated>

		<summary type="html">&lt;p&gt;Alyss: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a quick guide listing some of the ways (more relevant to 2019) for beginner and mid-level players to get the skills they need as quickly as possible ingame.&lt;br /&gt;
&lt;br /&gt;
=Skill Tips=&lt;br /&gt;
&lt;br /&gt;
Especially when starting out, there's no use getting levels quickly if you don't put them towards useful skills, especially since the costs of each only grows with each level. Although you should get whatever skills fit what you want to do in Shartak, generally your first 10 levels should be pretty static between playstyles, with class differences.&lt;br /&gt;
&lt;br /&gt;
'''Level 0 -''' You should spend your first ~30 AP searching for Healing Herbs in your camp's medical hut. Warriors and Soldiers may also want to spend extra time in the Weapons Hut to find extra poison darts/bullets. Then you should head to the camp's trading post and make a trade, ideally, for a Wooden Club (the best weapon as a beginning player). If one's not available, trading for ammunition, healing items or even just gold is fine. This'll grant you 100 XP and take you to...&lt;br /&gt;
&lt;br /&gt;
'''Level 1 -'''&lt;br /&gt;
*Cannibal - Body Building&lt;br /&gt;
*Warrior - Blowpipe Training (recommended) or Body Building&lt;br /&gt;
*Soldier - Body Building (recommended) or Firearms Training&lt;br /&gt;
*All other classes - Body Building. Body Building is better ''if'' you have a Wooden Club, and equal otherwise (arguably a little better since lots of mobs have 3 HP), even though a lot of guides used to recommend taking Close Quarter Combat first.&lt;br /&gt;
&lt;br /&gt;
'''Level 2 -'''&lt;br /&gt;
*Warrior - Advanced Blowpipe Training (recommended) or Close Quarter Combat&lt;br /&gt;
*Soldier - Close Quarter Combat (recommended) or Advanced Firearms Training&lt;br /&gt;
*All other classes - Close Quarter Combat&lt;br /&gt;
&lt;br /&gt;
'''Level 3 -'''&lt;br /&gt;
*Warrior - Exploration (recommended) or Advanced Close Quarter Combat&lt;br /&gt;
*Soldier - Advanced Close Quarter Combat (recommended) or Exploration&lt;br /&gt;
*All other classes - Advanced Close Quarter Combat&lt;br /&gt;
&lt;br /&gt;
'''Level 4 -'''&lt;br /&gt;
*Warrior - Trekking (recommended) or Exploration&lt;br /&gt;
*Soldier - Exploration (recommended) or Trekking&lt;br /&gt;
*All other classes - Exploration&lt;br /&gt;
&lt;br /&gt;
'''Level 5 -'''&lt;br /&gt;
*Warrior - Basic Blowpipe Use (recommended) or Trekking&lt;br /&gt;
*Soldier - Trekking (recommended) or move to the next set of skills you prefer.&lt;br /&gt;
*All other classes - Trekking&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
After Level 5, your choice of skills opens-out a bit. Warriors &amp;amp; Soldiers can consider getting the weapon proficiency they didn't yet (melee or their class weapons). Villager and Settler '''should''' get Scavenging at Level 6, as it's an amazing skill. Otherwise, it's best to choose a path.&lt;br /&gt;
&lt;br /&gt;
'''Firearms-using Soldiers''' - Train your melee skills (except Glancing Blow). This is the best way to go whether you're focused on killing animals or other players, as the rifle will be your luxury weapon for saving AP and getting through dangerous encounters rather than your main weapon. Skip Balanced Stance until after you've gotten First Aid/Natural Medicine.&lt;br /&gt;
&lt;br /&gt;
'''Hunters and Healers''' - Take Triage, then First Aid/Natural Medicine, then Balanced Stance. This is the best skillset for keeping yourself and your friends alive. After Balanced Stance, the damage per AP of the Machete is slightly higher than the Wooden Club, but you should still use the Wooden Club against enemies who have 3 HP (like rats and bats) or a low HP that is a multiple of 3 (small and large deer).&lt;br /&gt;
&lt;br /&gt;
'''Blowpipe-using Warriors''' - It's not as important to train melee skills as it is for Soldiers, but if you're not exclusively focused on player killing, being reliant on poison darts shackles you to being near your home camp (and is often overkill versus some animals, they're best saved for animals which deal bleeding wounds). Don't delay them any longer than after getting Triage - Natural Medicine. Haggling is a useful skill, but usually you're bound by the number of darts the trader has rather than your ability to buy them.&lt;br /&gt;
&lt;br /&gt;
'''Villagers/Settlers''' - As mentioned, get Scavenging as soon as possible.&lt;br /&gt;
&lt;br /&gt;
'''Player Killers''' - Get Stamina, then if you plan to kill mostly within your home settlement, start buying the Tracking skills. If you plan to kill in other settlements, it's best to get Triage - Natural Medicine as normal, and also work towards getting your [[Faith Skill]] as early as you can. &lt;br /&gt;
&lt;br /&gt;
'''Player Killing Cannibals''' - Get Ritual Feast at Level 9, then Ritual Gluttony at Level 10 (Ritual Feast by itself is pretty bad).&lt;br /&gt;
&lt;br /&gt;
TBC -&lt;br /&gt;
&lt;br /&gt;
=Hunting Animals=&lt;br /&gt;
&lt;br /&gt;
The simple act of finding NPC animals scattered across the world and killing them with any weaponry to hand in order to level. However, not every settlement and area of Shartak offers parity in terms of targets to kill - accordingly, the efficiency of this can greatly vary from as much as ~3.25 XP/AP to &amp;lt;1 AP/XP.&lt;br /&gt;
&lt;br /&gt;
==Special Hunts: The Rat Tunnels==&lt;br /&gt;
&lt;br /&gt;
The Rat Tunnels, also known as the lowest-level of Mt. Shartak[https://wiki.shartak.com/index.php/Caves_and_tunnels] are a confined tunnel area located in the tunnel network between Dalpok and the Mountain Path area slightly northeast of Sacred Space. The Rat Tunnels have an incredibly high spawnrate of rats, often 4 or 5 per tile, making fighting there more of a hack-and-slash than a true hunt.&lt;br /&gt;
&lt;br /&gt;
'''Advantages:'''&lt;br /&gt;
*Best XP/AP ratio in the game - since there's no set-up needed and very little movement required, this is generally the best way to level in long sessions. Each successful strike should give you 7 XP.&lt;br /&gt;
*Both entrance areas to the Rat Tunnels can safely be hidden in overnight, since the spawnrate of rats in the tunnel leading towards Dalpok is very low (and also includes a pool for extra safety and HP recovery if the player has no more healing herbs), and the exit towards Sacred Space goes into a safe spot (below a Giant Spider cave which is definitely not safe!), the only animal that can enter it is a Shargle which would have to move from 3 levels above - possible, but very unlikely.&lt;br /&gt;
*No requirement for healing herbs, as there's no bleeding mobs and there's a fresh water source nearby.&lt;br /&gt;
*Very unlikely to be harassed by PKers.&lt;br /&gt;
*Equally good for every class, since 3 damage is all you need.&lt;br /&gt;
&lt;br /&gt;
'''Disadvantages:'''&lt;br /&gt;
*Geographically-isolated - Sacred Space portals are about 50-60 APs of walking away. Dalpok is ~70 away. Resupplying isn't often necessary, but is a huge pain to do.&lt;br /&gt;
*Unsuitable for low-level players - Since it has to be travelled to and requires maxed combat skills to be efficient (plus it helps to have a stuffed inventory), this isn't a place to get your first 10 levels and core skills, it's better-suited for grinding through the trees like Foreign Speech, Tracking Mastery and Banshee Wail.&lt;br /&gt;
*Very Boring - There's nothing you can do here other than kill rats over-and-over.&lt;br /&gt;
*Must retreat at the end of each day - Unless you stop (to let the rats come to you) a lot, you'll have to save about 6 or 7 AP to get to the closest safe-spot - if you go for a nap down there, you will wake-up dead. This also means logging-in to spend about 30-40 AP or so is pretty unviable.&lt;br /&gt;
&lt;br /&gt;
==Special Hunts: Guard Dogs==&lt;br /&gt;
&lt;br /&gt;
Now that the population is so much lower than it used to be, camping in your hometown (or another town's) Trading Post and killing the Guard Dog as often as possible when it spawns can be a very efficient way to earn XP. Guard Dogs always spawn at five minutes past and usually (but not always) respawn at around 35 minutes past the hour.&lt;br /&gt;
&lt;br /&gt;
'''Advantages:'''&lt;br /&gt;
*Can be done in any trading post, which makes it particularly good in camps surrounded by areas with poor spawnrates (like Durham).&lt;br /&gt;
*Great XP/AP ratio between killing the dogs themselves and healing yourself up (since the combination of the dog and trader will deal good damage), self-healing being an efficient XP-earning method by itself.&lt;br /&gt;
*Rewards players for logging-on and playing a little bit multiple times per day.&lt;br /&gt;
*You can attack and resupply without even moving! Or even if you don't have things to trade, the Medical Hut for more Healing Herbs is only a few AP away.&lt;br /&gt;
*Good method for low-level characters to gain experience - all that's needed is a good weapon skill and/or healing skills. This is generally not best done on your first day since you have to use up your well of AP to gain more while waiting, but it's a good way to grind for the first week after.&lt;br /&gt;
&lt;br /&gt;
'''Disadvantages:'''&lt;br /&gt;
*Unviable method for people who prefer only to log onto Shartak once or twice a day to use their AP.&lt;br /&gt;
*Leaves the player extremely open to PKers as you have to stay in the trading post for long periods of time, which is generally the first or second place a local or roaming PKer will look.&lt;br /&gt;
*Repetitive.&lt;br /&gt;
&lt;br /&gt;
==Overworld Hunting==&lt;br /&gt;
&lt;br /&gt;
For most people, the most obvious option - especially when just starting-out - will be to explore Shartak and wipe-out anything that crosses their path. This can be a decent method in itself - walking and fighting from one camp to the nearest one, since there's a cool 100 XP bonus for trading with another camp's trader having last traded elsewhere. But for focusing just on hunting, some places are a lot better than others. Here's a (very non-exhaustive) list of particularly good and bad areas for fighting.&lt;br /&gt;
&lt;br /&gt;
[[Image:Map_map.png]]&lt;br /&gt;
&lt;br /&gt;
'''A - Grasslands Northwest of Wiksik'''&lt;br /&gt;
These grasslands have a particularly high spawn of parrots and bats, but also noticeably more tigers. Being located next to a water source and being very close to Wiksik (one of the safest camps at current) makes refilling Healing Herbs or dying to animals much less of a chore. There's also a roaming shaman generally northeast of this area.&lt;br /&gt;
&lt;br /&gt;
'''B - Area Northeast of Wiksik'''&lt;br /&gt;
Unlike the grasslands, this area is better for low-level players since it spawns lots of 'safe' animals (that aren't aggressive and don't cause bleeding) like deer and stags, with only the occasional elephant.&lt;br /&gt;
&lt;br /&gt;
'''C - Swamp Far Northeast of Wiksik'''&lt;br /&gt;
This swamp has an absolutely huge spawn of alligators. However, as alligators cause bleeding wounds, a player should collect many Healing Herbs in Wiksik or their home camp before coming here, as this swamp is isolated from everything except for a Sacred Space portal nearby.&lt;br /&gt;
&lt;br /&gt;
'''D - Grassland North of York'''&lt;br /&gt;
Whee, I forgot to put this in the map. For location reference, it's just southeast of G. This is very close to York and has a decent mix of mostly non-hostile animals, with a seeming lack of tigers. The decent spawnrate and very convenient location makes it worth noting.&lt;br /&gt;
&lt;br /&gt;
'''E - West Mountain Paths'''&lt;br /&gt;
The spawn of Shargles here is much higher than on the eastern paths. Shargles inflict bleeding wounds, meaning a player must stack Healing Herbs in advance, but being so close to Sacred Space makes the location quite convenient once you have the [[Faith Skill]]. The worst part about here is that Shargles roam a lot (even to other levels of a path), making it decently likely you'll be sliced-up by them overnight.&lt;br /&gt;
&lt;br /&gt;
'''F - Turtle Beach'''&lt;br /&gt;
Turtle Beach is only an okay hunting ground overall, but the area around Durham has such bad pickings that this is probably their best choice. Turtle Beach has a lot of turtles on it, tanky non-aggressive enemies. The respawn rate is somewhat slow after a lot of turtles on the beach have been killed.&lt;br /&gt;
&lt;br /&gt;
'''G - York/Dalpok Swamp'''&lt;br /&gt;
As with C, there's quite a lot of alligators here. Alligators have good XP efficiency but also make you chug through your Healing Herbs. An advantage with here is that the areas just outside of the swamp/lake bit are almost entirely safe, so you don't have to waste much AP daily wading through lake or swamp tiles.&lt;br /&gt;
&lt;br /&gt;
'''H - River Area South of Sacred Space'''&lt;br /&gt;
This area is very accessible, especially after the [[Faith Skill]]. The spawn here is good, but most of the mobs present are quite dangerous - usually a mix of alligators, elephants, and occasionally tigers and shargles. There're relatively less tame enemies like deer. Although all of Shartak is quite quiet nowadays, people are more likely to travel through here than most wilderness areas, so be wary of an opportunistic PKer.&lt;br /&gt;
&lt;br /&gt;
==Areas to Avoid==&lt;br /&gt;
&lt;br /&gt;
*Durham's entire peninsula has a very low spawnrate of everything.&lt;br /&gt;
*As the Newcomer Guide says, 'opportunities for earning XP on Skull Island are scarce'. The spawnrates of animals near to Rakmogak are below-average, so its in a new Cannibal's interest to get themselves killed and respawn at the nearest roaming shaman (this is a lot quicker than walking through the tunnels to the mainland).&lt;br /&gt;
*The grasslands around Dalpok have poor spawnrates, and it's generally better to head towards Mt. Shartak to fight.&lt;br /&gt;
*The jungles from Durham heading towards Dalpok are very high-density (which slows you down) and have low spawns as well.&lt;br /&gt;
*The jungle areas north of Raktam are mostly high-density and have low spawns.&lt;br /&gt;
&lt;br /&gt;
=Other Methods=&lt;br /&gt;
&lt;br /&gt;
==Healing==&lt;br /&gt;
&lt;br /&gt;
==Killing Players==&lt;/div&gt;</summary>
		<author><name>Alyss</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=EXP_Farming_Methods&amp;diff=24587</id>
		<title>EXP Farming Methods</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=EXP_Farming_Methods&amp;diff=24587"/>
		<updated>2019-09-29T16:43:41Z</updated>

		<summary type="html">&lt;p&gt;Alyss: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a quick guide listing some of the ways (more relevant to 2019) for beginner and mid-level players to get the skills they need as quickly as possible ingame.&lt;br /&gt;
&lt;br /&gt;
=Hunting Animals=&lt;br /&gt;
&lt;br /&gt;
The simple act of finding NPC animals scattered across the world and killing them with any weaponry to hand in order to level. However, not every settlement and area of Shartak offers parity in terms of targets to kill - accordingly, the efficiency of this can greatly vary from as much as ~3.25 XP/AP to &amp;lt;1 AP/XP.&lt;br /&gt;
&lt;br /&gt;
==Special Hunts: The Rat Tunnels==&lt;br /&gt;
&lt;br /&gt;
The Rat Tunnels, also known as the lowest-level of Mt. Shartak[https://wiki.shartak.com/index.php/Caves_and_tunnels] are a confined tunnel area located in the tunnel network between Dalpok and the Mountain Path area slightly northeast of Sacred Space. The Rat Tunnels have an incredibly high spawnrate of rats, often 4 or 5 per tile, making fighting there more of a hack-and-slash than a true hunt.&lt;br /&gt;
&lt;br /&gt;
'''Advantages:'''&lt;br /&gt;
*Best XP/AP ratio in the game - since there's no set-up needed and very little movement required, this is generally the best way to level in long sessions. Each successful strike should give you 7 XP.&lt;br /&gt;
*Both entrance areas to the Rat Tunnels can safely be hidden in overnight, since the spawnrate of rats in the tunnel leading towards Dalpok is very low (and also includes a pool for extra safety and HP recovery if the player has no more healing herbs), and the exit towards Sacred Space goes into a safe spot (below a Giant Spider cave which is definitely not safe!), the only animal that can enter it is a Shargle which would have to move from 3 levels above - possible, but very unlikely.&lt;br /&gt;
*No requirement for healing herbs, as there's no bleeding mobs and there's a fresh water source nearby.&lt;br /&gt;
*Very unlikely to be harassed by PKers.&lt;br /&gt;
*Equally good for every class, since 3 damage is all you need.&lt;br /&gt;
&lt;br /&gt;
'''Disadvantages:'''&lt;br /&gt;
*Geographically-isolated - Sacred Space portals are about 50-60 APs of walking away. Dalpok is ~70 away. Resupplying isn't often necessary, but is a huge pain to do.&lt;br /&gt;
*Unsuitable for low-level players - Since it has to be travelled to and requires maxed combat skills to be efficient (plus it helps to have a stuffed inventory), this isn't a place to get your first 10 levels and core skills, it's better-suited for grinding through the trees like Foreign Speech, Tracking Mastery and Banshee Wail.&lt;br /&gt;
*Very Boring - There's nothing you can do here other than kill rats over-and-over.&lt;br /&gt;
*Must retreat at the end of each day - Unless you stop (to let the rats come to you) a lot, you'll have to save about 6 or 7 AP to get to the closest safe-spot - if you go for a nap down there, you will wake-up dead. This also means logging-in to spend about 30-40 AP or so is pretty unviable.&lt;br /&gt;
&lt;br /&gt;
==Special Hunts: Guard Dogs==&lt;br /&gt;
&lt;br /&gt;
Now that the population is so much lower than it used to be, camping in your hometown (or another town's) Trading Post and killing the Guard Dog as often as possible when it spawns can be a very efficient way to earn XP. Guard Dogs always spawn at five minutes past and usually (but not always) respawn at around 35 minutes past the hour.&lt;br /&gt;
&lt;br /&gt;
'''Advantages:'''&lt;br /&gt;
*Can be done in any trading post, which makes it particularly good in camps surrounded by areas with poor spawnrates (like Durham).&lt;br /&gt;
*Great XP/AP ratio between killing the dogs themselves and healing yourself up (since the combination of the dog and trader will deal good damage), self-healing being an efficient XP-earning method by itself.&lt;br /&gt;
*Rewards players for logging-on and playing a little bit multiple times per day.&lt;br /&gt;
*You can attack and resupply without even moving! Or even if you don't have things to trade, the Medical Hut for more Healing Herbs is only a few AP away.&lt;br /&gt;
*Good method for low-level characters to gain experience - all that's needed is a good weapon skill and/or healing skills. This is generally not best done on your first day since you have to use up your well of AP to gain more while waiting, but it's a good way to grind for the first week after.&lt;br /&gt;
&lt;br /&gt;
'''Disadvantages:'''&lt;br /&gt;
*Unviable method for people who prefer only to log onto Shartak once or twice a day to use their AP.&lt;br /&gt;
*Leaves the player extremely open to PKers as you have to stay in the trading post for long periods of time, which is generally the first or second place a local or roaming PKer will look.&lt;br /&gt;
*Repetitive.&lt;br /&gt;
&lt;br /&gt;
==Overworld Hunting==&lt;br /&gt;
&lt;br /&gt;
For most people, the most obvious option - especially when just starting-out - will be to explore Shartak and wipe-out anything that crosses their path. This can be a decent method in itself - walking and fighting from one camp to the nearest one, since there's a cool 100 XP bonus for trading with another camp's trader having last traded elsewhere. But for focusing just on hunting, some places are a lot better than others. Here's a (very non-exhaustive) list of particularly good and bad areas for fighting.&lt;br /&gt;
&lt;br /&gt;
[[Image:Map_map.png]]&lt;br /&gt;
&lt;br /&gt;
'''A - Grasslands Northwest of Wiksik'''&lt;br /&gt;
These grasslands have a particularly high spawn of parrots and bats, but also noticeably more tigers. Being located next to a water source and being very close to Wiksik (one of the safest camps at current) makes refilling Healing Herbs or dying to animals much less of a chore. There's also a roaming shaman generally northeast of this area.&lt;br /&gt;
&lt;br /&gt;
'''B - Area Northeast of Wiksik'''&lt;br /&gt;
Unlike the grasslands, this area is better for low-level players since it spawns lots of 'safe' animals (that aren't aggressive and don't cause bleeding) like deer and stags, with only the occasional elephant.&lt;br /&gt;
&lt;br /&gt;
'''C - Swamp Far Northeast of Wiksik'''&lt;br /&gt;
This swamp has an absolutely huge spawn of alligators. However, as alligators cause bleeding wounds, a player should collect many Healing Herbs in Wiksik or their home camp before coming here, as this swamp is isolated from everything except for a Sacred Space portal nearby.&lt;br /&gt;
&lt;br /&gt;
'''D - Grassland North of York'''&lt;br /&gt;
Whee, I forgot to put this in the map. For location reference, it's just southeast of G. This is very close to York and has a decent mix of mostly non-hostile animals, with a seeming lack of tigers. The decent spawnrate and very convenient location makes it worth noting.&lt;br /&gt;
&lt;br /&gt;
'''E - West Mountain Paths'''&lt;br /&gt;
The spawn of Shargles here is much higher than on the eastern paths. Shargles inflict bleeding wounds, meaning a player must stack Healing Herbs in advance, but being so close to Sacred Space makes the location quite convenient once you have the [[Faith Skill]]. The worst part about here is that Shargles roam a lot (even to other levels of a path), making it decently likely you'll be sliced-up by them overnight.&lt;br /&gt;
&lt;br /&gt;
'''F - Turtle Beach'''&lt;br /&gt;
Turtle Beach is only an okay hunting ground overall, but the area around Durham has such bad pickings that this is probably their best choice. Turtle Beach has a lot of turtles on it, tanky non-aggressive enemies. The respawn rate is somewhat slow after a lot of turtles on the beach have been killed.&lt;br /&gt;
&lt;br /&gt;
'''G - York/Dalpok Swamp'''&lt;br /&gt;
As with C, there's quite a lot of alligators here. Alligators have good XP efficiency but also make you chug through your Healing Herbs. An advantage with here is that the areas just outside of the swamp/lake bit are almost entirely safe, so you don't have to waste much AP daily wading through lake or swamp tiles.&lt;br /&gt;
&lt;br /&gt;
'''H - River Area South of Sacred Space'''&lt;br /&gt;
This area is very accessible, especially after the [[Faith Skill]]. The spawn here is good, but most of the mobs present are quite dangerous - usually a mix of alligators, elephants, and occasionally tigers and shargles. There're relatively less tame enemies like deer. Although all of Shartak is quite quiet nowadays, people are more likely to travel through here than most wilderness areas, so be wary of an opportunistic PKer.&lt;br /&gt;
&lt;br /&gt;
==Areas to Avoid==&lt;br /&gt;
&lt;br /&gt;
*Durham's entire peninsula has a very low spawnrate of everything.&lt;br /&gt;
*As the Newcomer Guide says, 'opportunities for earning XP on Skull Island are scarce'. The spawnrates of animals near to Rakmogak are below-average, so its in a new Cannibal's interest to get themselves killed and respawn at the nearest roaming shaman (this is a lot quicker than walking through the tunnels to the mainland).&lt;br /&gt;
*The grasslands around Dalpok have poor spawnrates, and it's generally better to head towards Mt. Shartak to fight.&lt;br /&gt;
*The jungles from Durham heading towards Dalpok are very high-density (which slows you down) and have low spawns as well.&lt;br /&gt;
*The jungle areas north of Raktam are mostly high-density and have low spawns.&lt;br /&gt;
&lt;br /&gt;
=Other Methods=&lt;br /&gt;
&lt;br /&gt;
==Healing==&lt;br /&gt;
&lt;br /&gt;
==Killing Players==&lt;/div&gt;</summary>
		<author><name>Alyss</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=EXP_Farming_Methods&amp;diff=24586</id>
		<title>EXP Farming Methods</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=EXP_Farming_Methods&amp;diff=24586"/>
		<updated>2019-09-29T16:42:57Z</updated>

		<summary type="html">&lt;p&gt;Alyss: /* Overworld Hunting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a quick guide listing some of the ways (more relevant to 2019) for beginner and mid-level players to get the skills they need as quickly as possible ingame.&lt;br /&gt;
&lt;br /&gt;
=Hunting Animals=&lt;br /&gt;
&lt;br /&gt;
The simple act of finding NPC animals scattered across the world and killing them with any weaponry to hand in order to level. However, not every settlement and area of Shartak offers parity in terms of targets to kill - accordingly, the efficiency of this can greatly vary from as much as ~3.25 XP/AP to &amp;lt;1 AP/XP.&lt;br /&gt;
&lt;br /&gt;
==Special Hunts: The Rat Tunnels==&lt;br /&gt;
&lt;br /&gt;
The Rat Tunnels, also known as the lowest-level of Mt. Shartak[https://wiki.shartak.com/index.php/Caves_and_tunnels] are a confined tunnel area located in the tunnel network between Dalpok and the Mountain Path area slightly northeast of Sacred Space. The Rat Tunnels have an incredibly high spawnrate of rats, often 4 or 5 per tile, making fighting there more of a hack-and-slash than a true hunt.&lt;br /&gt;
&lt;br /&gt;
'''Advantages:'''&lt;br /&gt;
*Best XP/AP ratio in the game - since there's no set-up needed and very little movement required, this is generally the best way to level in long sessions. Each successful strike should give you 7 XP.&lt;br /&gt;
*Both entrance areas to the Rat Tunnels can safely be hidden in overnight, since the spawnrate of rats in the tunnel leading towards Dalpok is very low (and also includes a pool for extra safety and HP recovery if the player has no more healing herbs), and the exit towards Sacred Space goes into a safe spot (below a Giant Spider cave which is definitely not safe!), the only animal that can enter it is a Shargle which would have to move from 3 levels above - possible, but very unlikely.&lt;br /&gt;
*No requirement for healing herbs, as there's no bleeding mobs and there's a fresh water source nearby.&lt;br /&gt;
*Very unlikely to be harassed by PKers.&lt;br /&gt;
*Equally good for every class, since 3 damage is all you need.&lt;br /&gt;
&lt;br /&gt;
'''Disadvantages:'''&lt;br /&gt;
*Geographically-isolated - Sacred Space portals are about 50-60 APs of walking away. Dalpok is ~70 away. Resupplying isn't often necessary, but is a huge pain to do.&lt;br /&gt;
*Unsuitable for low-level players - Since it has to be travelled to and requires maxed combat skills to be efficient (plus it helps to have a stuffed inventory), this isn't a place to get your first 10 levels and core skills, it's better-suited for grinding through the trees like Foreign Speech, Tracking Mastery and Banshee Wail.&lt;br /&gt;
*Very Boring - There's nothing you can do here other than kill rats over-and-over.&lt;br /&gt;
*Must retreat at the end of each day - Unless you stop (to let the rats come to you) a lot, you'll have to save about 6 or 7 AP to get to the closest safe-spot - if you go for a nap down there, you will wake-up dead. This also means logging-in to spend about 30-40 AP or so is pretty unviable.&lt;br /&gt;
&lt;br /&gt;
==Special Hunts: Guard Dogs==&lt;br /&gt;
&lt;br /&gt;
Now that the population is so much lower than it used to be, camping in your hometown (or another town's) Trading Post and killing the Guard Dog as often as possible when it spawns can be a very efficient way to earn XP. Guard Dogs always spawn at five minutes past and usually (but not always) respawn at around 35 minutes past the hour.&lt;br /&gt;
&lt;br /&gt;
'''Advantages:'''&lt;br /&gt;
*Can be done in any trading post, which makes it particularly good in camps surrounded by areas with poor spawnrates (like Durham).&lt;br /&gt;
*Great XP/AP ratio between killing the dogs themselves and healing yourself up (since the combination of the dog and trader will deal good damage), self-healing being an efficient XP-earning method by itself.&lt;br /&gt;
*Rewards players for logging-on and playing a little bit multiple times per day.&lt;br /&gt;
*You can attack and resupply without even moving! Or even if you don't have things to trade, the Medical Hut for more Healing Herbs is only a few AP away.&lt;br /&gt;
*Good method for low-level characters to gain experience - all that's needed is a good weapon skill and/or healing skills. This is generally not best done on your first day since you have to use up your well of AP to gain more while waiting, but it's a good way to grind for the first week after.&lt;br /&gt;
&lt;br /&gt;
'''Disadvantages:'''&lt;br /&gt;
*Unviable method for people who prefer only to log onto Shartak once or twice a day to use their AP.&lt;br /&gt;
*Leaves the player extremely open to PKers as you have to stay in the trading post for long periods of time, which is generally the first or second place a local or roaming PKer will look.&lt;br /&gt;
*Repetitive.&lt;br /&gt;
&lt;br /&gt;
==Overworld Hunting==&lt;br /&gt;
&lt;br /&gt;
For most people, the most obvious option - especially when just starting-out - will be to explore Shartak and wipe-out anything that crosses their path. This can be a decent method in itself - walking and fighting from one camp to the nearest one, since there's a cool 100 XP bonus for trading with another camp's trader having last traded elsewhere. But for focusing just on hunting, some places are a lot better than others. Here's a (very non-exhaustive) list of particularly good and bad areas for fighting.&lt;br /&gt;
&lt;br /&gt;
[[Image:Map_map.png]]&lt;br /&gt;
&lt;br /&gt;
'''A - Grasslands Northwest of Wiksik'''&lt;br /&gt;
These grasslands have a particularly high spawn of parrots and bats, but also noticeably more tigers. Being located next to a water source and being very close to Wiksik (one of the safest camps at current) makes refilling Healing Herbs or dying to animals much less of a chore. There's also a roaming shaman generally northeast of this area.&lt;br /&gt;
&lt;br /&gt;
'''B - Area Northeast of Wiksik'''&lt;br /&gt;
Unlike the grasslands, this area is better for low-level players since it spawns lots of 'safe' animals (that aren't aggressive and don't cause bleeding) like deer and stags, with only the occasional elephant.&lt;br /&gt;
&lt;br /&gt;
'''C - Swamp Far Northeast of Wiksik'''&lt;br /&gt;
This swamp has an absolutely huge spawn of alligators. However, as alligators cause bleeding wounds, a player should collect many Healing Herbs in Wiksik or their home camp before coming here, as this swamp is isolated from everything except for a Sacred Space portal nearby.&lt;br /&gt;
&lt;br /&gt;
'''D - Grassland North of York'''&lt;br /&gt;
Whee, I forgot to put this in the map. For location reference, it's just southeast of G. This is very close to York and has a decent mix of mostly non-hostile animals, with a seeming lack of tigers. The decent spawnrate and very convenient location makes it worth noting.&lt;br /&gt;
&lt;br /&gt;
'''E - West Mountain Paths'''&lt;br /&gt;
The spawn of Shargles here is much higher than on the eastern paths. Shargles inflict bleeding wounds, meaning a player must stack Healing Herbs in advance, but being so close to Sacred Space makes the location quite convenient once you have the [[Faith Skill]]. The worst part about here is that Shargles roam a lot (even to other levels of a path), making it decently likely you'll be sliced-up by them overnight.&lt;br /&gt;
&lt;br /&gt;
'''F - Turtle Beach'''&lt;br /&gt;
Turtle Beach is only an okay hunting ground overall, but the area around Durham has such bad pickings that this is probably their best choice. Turtle Beach has a lot of turtles on it, tanky non-aggressive enemies. The respawn rate is somewhat slow after a lot of turtles on the beach have been killed.&lt;br /&gt;
&lt;br /&gt;
'''G - York/Dalpok Swamp'''&lt;br /&gt;
As with C, there's quite a lot of alligators here. Alligators have good XP efficiency but also make you chug through your Healing Herbs. An advantage with here is that the areas just outside of the swamp/lake bit are almost entirely safe, so you don't have to waste much AP daily wading through lake or swamp tiles.&lt;br /&gt;
&lt;br /&gt;
'''H - River Area South of Sacred Space'''&lt;br /&gt;
This area is very accessible, especially after the [[Faith Skill]]. The spawn here is good, but most of the mobs present are quite dangerous - usually a mix of alligators, elephants, and occasionally tigers and shargles. There're relatively less tame enemies like deer. Although all of Shartak is quite quiet nowadays, people are more likely to travel through here than most wilderness areas, so be wary of an opportunistic PKer.&lt;br /&gt;
&lt;br /&gt;
==Areas to Avoid==&lt;br /&gt;
&lt;br /&gt;
*Durham's entire peninsula has a very low spawnrate of everything.&lt;br /&gt;
*As the Newcomer Guide says, 'opportunities for earning XP on Skull Island are scarce'. The spawnrates of animals near to Rakmogak are below-average, so its in a new Cannibal's interest to get themselves killed and respawn at the nearest roaming shaman (this is a lot quicker than walking through the tunnels to the mainland).&lt;br /&gt;
*The grasslands around Dalpok have poor spawnrates, and it's generally better to head towards Mt. Shartak to fight.&lt;br /&gt;
*The jungles from Durham heading towards Dalpok are very high-density (which slows you down) and have low spawns as well.&lt;br /&gt;
*The jungle areas north of Raktam are mostly high-density and have low spawns.&lt;/div&gt;</summary>
		<author><name>Alyss</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=EXP_Farming_Methods&amp;diff=24585</id>
		<title>EXP Farming Methods</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=EXP_Farming_Methods&amp;diff=24585"/>
		<updated>2019-09-29T16:41:01Z</updated>

		<summary type="html">&lt;p&gt;Alyss: /* Special Hunts: Guard Dogs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a quick guide listing some of the ways (more relevant to 2019) for beginner and mid-level players to get the skills they need as quickly as possible ingame.&lt;br /&gt;
&lt;br /&gt;
=Hunting Animals=&lt;br /&gt;
&lt;br /&gt;
The simple act of finding NPC animals scattered across the world and killing them with any weaponry to hand in order to level. However, not every settlement and area of Shartak offers parity in terms of targets to kill - accordingly, the efficiency of this can greatly vary from as much as ~3.25 XP/AP to &amp;lt;1 AP/XP.&lt;br /&gt;
&lt;br /&gt;
==Special Hunts: The Rat Tunnels==&lt;br /&gt;
&lt;br /&gt;
The Rat Tunnels, also known as the lowest-level of Mt. Shartak[https://wiki.shartak.com/index.php/Caves_and_tunnels] are a confined tunnel area located in the tunnel network between Dalpok and the Mountain Path area slightly northeast of Sacred Space. The Rat Tunnels have an incredibly high spawnrate of rats, often 4 or 5 per tile, making fighting there more of a hack-and-slash than a true hunt.&lt;br /&gt;
&lt;br /&gt;
'''Advantages:'''&lt;br /&gt;
*Best XP/AP ratio in the game - since there's no set-up needed and very little movement required, this is generally the best way to level in long sessions. Each successful strike should give you 7 XP.&lt;br /&gt;
*Both entrance areas to the Rat Tunnels can safely be hidden in overnight, since the spawnrate of rats in the tunnel leading towards Dalpok is very low (and also includes a pool for extra safety and HP recovery if the player has no more healing herbs), and the exit towards Sacred Space goes into a safe spot (below a Giant Spider cave which is definitely not safe!), the only animal that can enter it is a Shargle which would have to move from 3 levels above - possible, but very unlikely.&lt;br /&gt;
*No requirement for healing herbs, as there's no bleeding mobs and there's a fresh water source nearby.&lt;br /&gt;
*Very unlikely to be harassed by PKers.&lt;br /&gt;
*Equally good for every class, since 3 damage is all you need.&lt;br /&gt;
&lt;br /&gt;
'''Disadvantages:'''&lt;br /&gt;
*Geographically-isolated - Sacred Space portals are about 50-60 APs of walking away. Dalpok is ~70 away. Resupplying isn't often necessary, but is a huge pain to do.&lt;br /&gt;
*Unsuitable for low-level players - Since it has to be travelled to and requires maxed combat skills to be efficient (plus it helps to have a stuffed inventory), this isn't a place to get your first 10 levels and core skills, it's better-suited for grinding through the trees like Foreign Speech, Tracking Mastery and Banshee Wail.&lt;br /&gt;
*Very Boring - There's nothing you can do here other than kill rats over-and-over.&lt;br /&gt;
*Must retreat at the end of each day - Unless you stop (to let the rats come to you) a lot, you'll have to save about 6 or 7 AP to get to the closest safe-spot - if you go for a nap down there, you will wake-up dead. This also means logging-in to spend about 30-40 AP or so is pretty unviable.&lt;br /&gt;
&lt;br /&gt;
==Special Hunts: Guard Dogs==&lt;br /&gt;
&lt;br /&gt;
Now that the population is so much lower than it used to be, camping in your hometown (or another town's) Trading Post and killing the Guard Dog as often as possible when it spawns can be a very efficient way to earn XP. Guard Dogs always spawn at five minutes past and usually (but not always) respawn at around 35 minutes past the hour.&lt;br /&gt;
&lt;br /&gt;
'''Advantages:'''&lt;br /&gt;
*Can be done in any trading post, which makes it particularly good in camps surrounded by areas with poor spawnrates (like Durham).&lt;br /&gt;
*Great XP/AP ratio between killing the dogs themselves and healing yourself up (since the combination of the dog and trader will deal good damage), self-healing being an efficient XP-earning method by itself.&lt;br /&gt;
*Rewards players for logging-on and playing a little bit multiple times per day.&lt;br /&gt;
*You can attack and resupply without even moving! Or even if you don't have things to trade, the Medical Hut for more Healing Herbs is only a few AP away.&lt;br /&gt;
*Good method for low-level characters to gain experience - all that's needed is a good weapon skill and/or healing skills. This is generally not best done on your first day since you have to use up your well of AP to gain more while waiting, but it's a good way to grind for the first week after.&lt;br /&gt;
&lt;br /&gt;
'''Disadvantages:'''&lt;br /&gt;
*Unviable method for people who prefer only to log onto Shartak once or twice a day to use their AP.&lt;br /&gt;
*Leaves the player extremely open to PKers as you have to stay in the trading post for long periods of time, which is generally the first or second place a local or roaming PKer will look.&lt;br /&gt;
*Repetitive.&lt;br /&gt;
&lt;br /&gt;
==Overworld Hunting==&lt;br /&gt;
&lt;br /&gt;
For most people, the most obvious option - especially when just starting-out - will be to explore Shartak and wipe-out anything that crosses their path. This can be a decent method in itself - walking and fighting from one camp to the nearest one, since there's a cool 100 XP bonus for trading with another camp's trader having last traded elsewhere. But for focusing just on hunting, some places are a lot better than others. Here's a (very non-exhaustive) list of particularly good and bad areas for fighting.&lt;br /&gt;
&lt;br /&gt;
[[Image:Map_map.png]]&lt;br /&gt;
&lt;br /&gt;
'''A - Grasslands Northwest of Wiksik'''&lt;br /&gt;
These grasslands have a particularly high spawn of parrots and bats, but also noticeably more tigers. Being located next to a water source and being very close to Wiksik (one of the safest camps at current) makes refilling Healing Herbs or dying to animals much less of a chore. There's also a roaming shaman generally northeast of this area.&lt;br /&gt;
&lt;br /&gt;
'''B - Area Northeast of Wiksik'''&lt;br /&gt;
Unlike the grasslands, this area is better for low-level players since it spawns lots of 'safe' animals (that aren't aggressive and don't cause bleeding) like deer and stags, with only the occasional elephant.&lt;br /&gt;
&lt;br /&gt;
'''C - Swamp Far Northeast of Wiksik'''&lt;br /&gt;
This swamp has an absolutely huge spawn of alligators. However, as alligators cause bleeding wounds, a player should collect many Healing Herbs in Wiksik or their home camp before coming here, as this swamp is isolated from everything except for a Sacred Space portal nearby.&lt;br /&gt;
&lt;br /&gt;
'''D - Grassland North of York'''&lt;br /&gt;
Whee, I forgot to put this in the map. For location reference, it's just southeast of G. This is very close to York and has a decent mix of mostly non-hostile animals, with a seeming lack of tigers. The decent spawnrate and very convenient location makes it worth noting.&lt;br /&gt;
&lt;br /&gt;
'''E - West Mountain Paths'''&lt;br /&gt;
The spawn of Shargles here is much higher than on the eastern paths. Shargles inflict bleeding wounds, meaning a player must stack Healing Herbs in advance, but being so close to Sacred Space makes the location quite convenient once you have the [[Faith Skill]]. The worst part about here is that Shargles roam a lot (even to other levels of a path), making it decently likely you'll be sliced-up by them overnight.&lt;br /&gt;
&lt;br /&gt;
'''F - Turtle Beach'''&lt;br /&gt;
Turtle Beach is only an okay hunting ground overall, but the area around Durham has such bad pickings that this is probably their best choice. Turtle Beach has a lot of turtles on it, tanky non-aggressive enemies. The respawn rate is somewhat slow after a lot of turtles on the beach have been killed.&lt;br /&gt;
&lt;br /&gt;
'''G - York/Dalpok Swamp'''&lt;br /&gt;
As with C, there's quite a lot of alligators here. Alligators have good XP efficiency but also make you chug through your Healing Herbs. An advantage with here is that the areas just outside of the swamp/lake bit are almost entirely safe, so you don't have to waste much AP daily wading through lake or swamp tiles.&lt;br /&gt;
&lt;br /&gt;
'''H - River Area South of Sacred Space'''&lt;br /&gt;
This area is very accessible, especially after the [[Faith Skill]]. The spawn here is good, but most of the mobs present are quite dangerous - usually a mix of alligators, elephants, and occasionally tigers and shargles. There're relatively less tame enemies like deer. Although all of Shartak is quite quiet nowadays, people are more likely to travel through here than most wilderness areas, so be wary of an opportunistic PKer.&lt;/div&gt;</summary>
		<author><name>Alyss</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=EXP_Farming_Methods&amp;diff=24584</id>
		<title>EXP Farming Methods</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=EXP_Farming_Methods&amp;diff=24584"/>
		<updated>2019-09-29T16:35:35Z</updated>

		<summary type="html">&lt;p&gt;Alyss: /* Overworld Hunting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a quick guide listing some of the ways (more relevant to 2019) for beginner and mid-level players to get the skills they need as quickly as possible ingame.&lt;br /&gt;
&lt;br /&gt;
=Hunting Animals=&lt;br /&gt;
&lt;br /&gt;
The simple act of finding NPC animals scattered across the world and killing them with any weaponry to hand in order to level. However, not every settlement and area of Shartak offers parity in terms of targets to kill - accordingly, the efficiency of this can greatly vary from as much as ~3.25 XP/AP to &amp;lt;1 AP/XP.&lt;br /&gt;
&lt;br /&gt;
==Special Hunts: The Rat Tunnels==&lt;br /&gt;
&lt;br /&gt;
The Rat Tunnels, also known as the lowest-level of Mt. Shartak[https://wiki.shartak.com/index.php/Caves_and_tunnels] are a confined tunnel area located in the tunnel network between Dalpok and the Mountain Path area slightly northeast of Sacred Space. The Rat Tunnels have an incredibly high spawnrate of rats, often 4 or 5 per tile, making fighting there more of a hack-and-slash than a true hunt.&lt;br /&gt;
&lt;br /&gt;
'''Advantages:'''&lt;br /&gt;
*Best XP/AP ratio in the game - since there's no set-up needed and very little movement required, this is generally the best way to level in long sessions. Each successful strike should give you 7 XP.&lt;br /&gt;
*Both entrance areas to the Rat Tunnels can safely be hidden in overnight, since the spawnrate of rats in the tunnel leading towards Dalpok is very low (and also includes a pool for extra safety and HP recovery if the player has no more healing herbs), and the exit towards Sacred Space goes into a safe spot (below a Giant Spider cave which is definitely not safe!), the only animal that can enter it is a Shargle which would have to move from 3 levels above - possible, but very unlikely.&lt;br /&gt;
*No requirement for healing herbs, as there's no bleeding mobs and there's a fresh water source nearby.&lt;br /&gt;
*Very unlikely to be harassed by PKers.&lt;br /&gt;
*Equally good for every class, since 3 damage is all you need.&lt;br /&gt;
&lt;br /&gt;
'''Disadvantages:'''&lt;br /&gt;
*Geographically-isolated - Sacred Space portals are about 50-60 APs of walking away. Dalpok is ~70 away. Resupplying isn't often necessary, but is a huge pain to do.&lt;br /&gt;
*Unsuitable for low-level players - Since it has to be travelled to and requires maxed combat skills to be efficient (plus it helps to have a stuffed inventory), this isn't a place to get your first 10 levels and core skills, it's better-suited for grinding through the trees like Foreign Speech, Tracking Mastery and Banshee Wail.&lt;br /&gt;
*Very Boring - There's nothing you can do here other than kill rats over-and-over.&lt;br /&gt;
*Must retreat at the end of each day - Unless you stop (to let the rats come to you) a lot, you'll have to save about 6 or 7 AP to get to the closest safe-spot - if you go for a nap down there, you will wake-up dead. This also means logging-in to spend about 30-40 AP or so is pretty unviable.&lt;br /&gt;
&lt;br /&gt;
==Special Hunts: Guard Dogs==&lt;br /&gt;
&lt;br /&gt;
Now that the population is so much lower than it used to be, camping in your hometown (or another town's) Trading Post and killing the Guard Dog as often as possible when it spawns can be a very efficient way to earn XP. Guard Dogs always spawn at the top of the hour and usually (but not always) respawn at around 35 minutes past the hour.&lt;br /&gt;
&lt;br /&gt;
'''Advantages:'''&lt;br /&gt;
*Can be done in any trading post, which makes it particularly good in camps surrounded by areas with poor spawnrates (like Durham).&lt;br /&gt;
*Great XP/AP ratio between killing the dogs themselves and healing yourself up (since the combination of the dog and trader will deal good damage), self-healing being an efficient XP-earning method by itself.&lt;br /&gt;
*Rewards players for logging-on and playing a little bit multiple times per day.&lt;br /&gt;
*You can attack and resupply without even moving! Or even if you don't have things to trade, the Medical Hut for more Healing Herbs is only a few AP away.&lt;br /&gt;
*Good method for low-level characters to gain experience - all that's needed is a good weapon skill and/or healing skills. This is generally not best done on your first day since you have to use up your well of AP to gain more while waiting, but it's a good way to grind for the first week after.&lt;br /&gt;
&lt;br /&gt;
'''Disadvantages:'''&lt;br /&gt;
*Unviable method for people who prefer only to log onto Shartak once or twice a day to use their AP.&lt;br /&gt;
*Leaves the player extremely open to PKers as you have to stay in the trading post for long periods of time, which is generally the first or second place a local or roaming PKer will look.&lt;br /&gt;
*Repetitive.&lt;br /&gt;
&lt;br /&gt;
==Overworld Hunting==&lt;br /&gt;
&lt;br /&gt;
For most people, the most obvious option - especially when just starting-out - will be to explore Shartak and wipe-out anything that crosses their path. This can be a decent method in itself - walking and fighting from one camp to the nearest one, since there's a cool 100 XP bonus for trading with another camp's trader having last traded elsewhere. But for focusing just on hunting, some places are a lot better than others. Here's a (very non-exhaustive) list of particularly good and bad areas for fighting.&lt;br /&gt;
&lt;br /&gt;
[[Image:Map_map.png]]&lt;br /&gt;
&lt;br /&gt;
'''A - Grasslands Northwest of Wiksik'''&lt;br /&gt;
These grasslands have a particularly high spawn of parrots and bats, but also noticeably more tigers. Being located next to a water source and being very close to Wiksik (one of the safest camps at current) makes refilling Healing Herbs or dying to animals much less of a chore. There's also a roaming shaman generally northeast of this area.&lt;br /&gt;
&lt;br /&gt;
'''B - Area Northeast of Wiksik'''&lt;br /&gt;
Unlike the grasslands, this area is better for low-level players since it spawns lots of 'safe' animals (that aren't aggressive and don't cause bleeding) like deer and stags, with only the occasional elephant.&lt;br /&gt;
&lt;br /&gt;
'''C - Swamp Far Northeast of Wiksik'''&lt;br /&gt;
This swamp has an absolutely huge spawn of alligators. However, as alligators cause bleeding wounds, a player should collect many Healing Herbs in Wiksik or their home camp before coming here, as this swamp is isolated from everything except for a Sacred Space portal nearby.&lt;br /&gt;
&lt;br /&gt;
'''D - Grassland North of York'''&lt;br /&gt;
Whee, I forgot to put this in the map. For location reference, it's just southeast of G. This is very close to York and has a decent mix of mostly non-hostile animals, with a seeming lack of tigers. The decent spawnrate and very convenient location makes it worth noting.&lt;br /&gt;
&lt;br /&gt;
'''E - West Mountain Paths'''&lt;br /&gt;
The spawn of Shargles here is much higher than on the eastern paths. Shargles inflict bleeding wounds, meaning a player must stack Healing Herbs in advance, but being so close to Sacred Space makes the location quite convenient once you have the [[Faith Skill]]. The worst part about here is that Shargles roam a lot (even to other levels of a path), making it decently likely you'll be sliced-up by them overnight.&lt;br /&gt;
&lt;br /&gt;
'''F - Turtle Beach'''&lt;br /&gt;
Turtle Beach is only an okay hunting ground overall, but the area around Durham has such bad pickings that this is probably their best choice. Turtle Beach has a lot of turtles on it, tanky non-aggressive enemies. The respawn rate is somewhat slow after a lot of turtles on the beach have been killed.&lt;br /&gt;
&lt;br /&gt;
'''G - York/Dalpok Swamp'''&lt;br /&gt;
As with C, there's quite a lot of alligators here. Alligators have good XP efficiency but also make you chug through your Healing Herbs. An advantage with here is that the areas just outside of the swamp/lake bit are almost entirely safe, so you don't have to waste much AP daily wading through lake or swamp tiles.&lt;br /&gt;
&lt;br /&gt;
'''H - River Area South of Sacred Space'''&lt;br /&gt;
This area is very accessible, especially after the [[Faith Skill]]. The spawn here is good, but most of the mobs present are quite dangerous - usually a mix of alligators, elephants, and occasionally tigers and shargles. There're relatively less tame enemies like deer. Although all of Shartak is quite quiet nowadays, people are more likely to travel through here than most wilderness areas, so be wary of an opportunistic PKer.&lt;/div&gt;</summary>
		<author><name>Alyss</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=EXP_Farming_Methods&amp;diff=24583</id>
		<title>EXP Farming Methods</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=EXP_Farming_Methods&amp;diff=24583"/>
		<updated>2019-09-29T16:18:44Z</updated>

		<summary type="html">&lt;p&gt;Alyss: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a quick guide listing some of the ways (more relevant to 2019) for beginner and mid-level players to get the skills they need as quickly as possible ingame.&lt;br /&gt;
&lt;br /&gt;
=Hunting Animals=&lt;br /&gt;
&lt;br /&gt;
The simple act of finding NPC animals scattered across the world and killing them with any weaponry to hand in order to level. However, not every settlement and area of Shartak offers parity in terms of targets to kill - accordingly, the efficiency of this can greatly vary from as much as ~3.25 XP/AP to &amp;lt;1 AP/XP.&lt;br /&gt;
&lt;br /&gt;
==Special Hunts: The Rat Tunnels==&lt;br /&gt;
&lt;br /&gt;
The Rat Tunnels, also known as the lowest-level of Mt. Shartak[https://wiki.shartak.com/index.php/Caves_and_tunnels] are a confined tunnel area located in the tunnel network between Dalpok and the Mountain Path area slightly northeast of Sacred Space. The Rat Tunnels have an incredibly high spawnrate of rats, often 4 or 5 per tile, making fighting there more of a hack-and-slash than a true hunt.&lt;br /&gt;
&lt;br /&gt;
'''Advantages:'''&lt;br /&gt;
*Best XP/AP ratio in the game - since there's no set-up needed and very little movement required, this is generally the best way to level in long sessions. Each successful strike should give you 7 XP.&lt;br /&gt;
*Both entrance areas to the Rat Tunnels can safely be hidden in overnight, since the spawnrate of rats in the tunnel leading towards Dalpok is very low (and also includes a pool for extra safety and HP recovery if the player has no more healing herbs), and the exit towards Sacred Space goes into a safe spot (below a Giant Spider cave which is definitely not safe!), the only animal that can enter it is a Shargle which would have to move from 3 levels above - possible, but very unlikely.&lt;br /&gt;
*No requirement for healing herbs, as there's no bleeding mobs and there's a fresh water source nearby.&lt;br /&gt;
*Very unlikely to be harassed by PKers.&lt;br /&gt;
*Equally good for every class, since 3 damage is all you need.&lt;br /&gt;
&lt;br /&gt;
'''Disadvantages:'''&lt;br /&gt;
*Geographically-isolated - Sacred Space portals are about 50-60 APs of walking away. Dalpok is ~70 away. Resupplying isn't often necessary, but is a huge pain to do.&lt;br /&gt;
*Unsuitable for low-level players - Since it has to be travelled to and requires maxed combat skills to be efficient (plus it helps to have a stuffed inventory), this isn't a place to get your first 10 levels and core skills, it's better-suited for grinding through the trees like Foreign Speech, Tracking Mastery and Banshee Wail.&lt;br /&gt;
*Very Boring - There's nothing you can do here other than kill rats over-and-over.&lt;br /&gt;
*Must retreat at the end of each day - Unless you stop (to let the rats come to you) a lot, you'll have to save about 6 or 7 AP to get to the closest safe-spot - if you go for a nap down there, you will wake-up dead. This also means logging-in to spend about 30-40 AP or so is pretty unviable.&lt;br /&gt;
&lt;br /&gt;
==Special Hunts: Guard Dogs==&lt;br /&gt;
&lt;br /&gt;
Now that the population is so much lower than it used to be, camping in your hometown (or another town's) Trading Post and killing the Guard Dog as often as possible when it spawns can be a very efficient way to earn XP. Guard Dogs always spawn at the top of the hour and usually (but not always) respawn at around 35 minutes past the hour.&lt;br /&gt;
&lt;br /&gt;
'''Advantages:'''&lt;br /&gt;
*Can be done in any trading post, which makes it particularly good in camps surrounded by areas with poor spawnrates (like Durham).&lt;br /&gt;
*Great XP/AP ratio between killing the dogs themselves and healing yourself up (since the combination of the dog and trader will deal good damage), self-healing being an efficient XP-earning method by itself.&lt;br /&gt;
*Rewards players for logging-on and playing a little bit multiple times per day.&lt;br /&gt;
*You can attack and resupply without even moving! Or even if you don't have things to trade, the Medical Hut for more Healing Herbs is only a few AP away.&lt;br /&gt;
*Good method for low-level characters to gain experience - all that's needed is a good weapon skill and/or healing skills. This is generally not best done on your first day since you have to use up your well of AP to gain more while waiting, but it's a good way to grind for the first week after.&lt;br /&gt;
&lt;br /&gt;
'''Disadvantages:'''&lt;br /&gt;
*Unviable method for people who prefer only to log onto Shartak once or twice a day to use their AP.&lt;br /&gt;
*Leaves the player extremely open to PKers as you have to stay in the trading post for long periods of time, which is generally the first or second place a local or roaming PKer will look.&lt;br /&gt;
*Repetitive.&lt;br /&gt;
&lt;br /&gt;
==Overworld Hunting==&lt;br /&gt;
&lt;br /&gt;
For most people, the most obvious option - especially when just starting-out - will be to explore Shartak and wipe-out anything that crosses their path. This can be a decent method in itself - walking and fighting from one camp to the nearest one, since there's a cool 100 XP bonus for trading with another camp's trader having last traded elsewhere. But for focusing just on hunting, some places are a lot better than others. Here's a (very non-exhaustive) list of particularly good and bad areas for fighting.&lt;/div&gt;</summary>
		<author><name>Alyss</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=File:Map_map.png&amp;diff=24582</id>
		<title>File:Map map.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=File:Map_map.png&amp;diff=24582"/>
		<updated>2019-09-29T16:16:20Z</updated>

		<summary type="html">&lt;p&gt;Alyss: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Alyss</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=EXP_Farming_Methods&amp;diff=24581</id>
		<title>EXP Farming Methods</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=EXP_Farming_Methods&amp;diff=24581"/>
		<updated>2019-09-29T16:15:45Z</updated>

		<summary type="html">&lt;p&gt;Alyss: Created page with &amp;quot;This is a quick guide listing some of the more relevant to 2019 for beginner and mid-level players to get the skills they need as quickly as possible ingame.  =Hunting Animals...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a quick guide listing some of the more relevant to 2019 for beginner and mid-level players to get the skills they need as quickly as possible ingame.&lt;br /&gt;
&lt;br /&gt;
=Hunting Animals=&lt;br /&gt;
&lt;br /&gt;
The simple act of finding NPC animals scattered across the world and killing them with any weaponry to hand in order to level. However, not every settlement and area of Shartak offers parity in terms of targets to kill - accordingly, the efficiency of this can greatly vary from as much as ~3.25 XP/AP to &amp;lt;1 AP/XP.&lt;br /&gt;
&lt;br /&gt;
==Special Hunts: The Rat Tunnels==&lt;br /&gt;
&lt;br /&gt;
The Rat Tunnels, also known as the lowest-level of Mt. Shartak[https://wiki.shartak.com/index.php/Caves_and_tunnels] are a confined tunnel area located in the tunnel network between Dalpok and the Mountain Path area slightly northeast of Sacred Space. The Rat Tunnels have an incredibly high spawnrate of rats, often 4 or 5 per tile, making fighting there more of a hack-and-slash than a true hunt.&lt;br /&gt;
&lt;br /&gt;
'''Advantages:'''&lt;br /&gt;
*Best XP/AP ratio in the game - since there's no set-up needed and very little movement required, this is generally the best way to level in long sessions. Each successful strike should give you 7 XP.&lt;br /&gt;
*Both entrance areas to the Rat Tunnels can safely be hidden in overnight, since the spawnrate of rats in the tunnel leading towards Dalpok is very low (and also includes a pool for extra safety and HP recovery if the player has no more healing herbs), and the exit towards Sacred Space goes into a safe spot (below a Giant Spider cave which is definitely not safe!), the only animal that can enter it is a Shargle which would have to move from 3 levels above - possible, but very unlikely.&lt;br /&gt;
*No requirement for healing herbs, as there's no bleeding mobs and there's a fresh water source nearby.&lt;br /&gt;
*Very unlikely to be harassed by PKers.&lt;br /&gt;
*Equally good for every class, since 3 damage is all you need.&lt;br /&gt;
&lt;br /&gt;
'''Disadvantages:'''&lt;br /&gt;
*Geographically-isolated - Sacred Space portals are about 50-60 APs of walking away. Dalpok is ~70 away. Resupplying isn't often necessary, but is a huge pain to do.&lt;br /&gt;
*Unsuitable for low-level players - Since it has to be travelled to and requires maxed combat skills to be efficient (plus it helps to have a stuffed inventory), this isn't a place to get your first 10 levels and core skills, it's better-suited for grinding through the trees like Foreign Speech, Tracking Mastery and Banshee Wail.&lt;br /&gt;
*Very Boring - There's nothing you can do here other than kill rats over-and-over.&lt;br /&gt;
*Must retreat at the end of each day - Unless you stop (to let the rats come to you) a lot, you'll have to save about 6 or 7 AP to get to the closest safe-spot - if you go for a nap down there, you will wake-up dead. This also means logging-in to spend about 30-40 AP or so is pretty unviable.&lt;br /&gt;
&lt;br /&gt;
==Special Hunts: Guard Dogs==&lt;br /&gt;
&lt;br /&gt;
Now that the population is so much lower than it used to be, camping in your hometown (or another town's) Trading Post and killing the Guard Dog as often as possible when it spawns can be a very efficient way to earn XP. Guard Dogs always spawn at the top of the hour and usually (but not always) respawn at around 35 minutes past the hour.&lt;br /&gt;
&lt;br /&gt;
'''Advantages:'''&lt;br /&gt;
*Can be done in any trading post, which makes it particularly good in camps surrounded by areas with poor spawnrates (like Durham).&lt;br /&gt;
*Great XP/AP ratio between killing the dogs themselves and healing yourself up (since the combination of the dog and trader will deal good damage), self-healing being an efficient XP-earning method by itself.&lt;br /&gt;
*Rewards players for logging-on and playing a little bit multiple times per day.&lt;br /&gt;
*You can attack and resupply without even moving! Or even if you don't have things to trade, the Medical Hut for more Healing Herbs is only a few AP away.&lt;br /&gt;
*Good method for low-level characters to gain experience - all that's needed is a good weapon skill and/or healing skills. This is generally not best done on your first day since you have to use up your well of AP to gain more while waiting, but it's a good way to grind for the first week after.&lt;br /&gt;
&lt;br /&gt;
'''Disadvantages:'''&lt;br /&gt;
*Unviable method for people who prefer only to log onto Shartak once or twice a day to use their AP.&lt;br /&gt;
*Leaves the player extremely open to PKers as you have to stay in the trading post for long periods of time, which is generally the first or second place a local or roaming PKer will look.&lt;br /&gt;
*Repetitive.&lt;br /&gt;
&lt;br /&gt;
==Overworld Hunting==&lt;br /&gt;
&lt;br /&gt;
For most people, the most obvious option - especially when just starting-out - will be to explore Shartak and wipe-out anything that crosses their path. This can be a decent method in itself - walking and fighting from one camp to the nearest one, since there's a cool 100 XP bonus for trading with another camp's trader having last traded elsewhere. But for focusing just on hunting, some places are a lot better than others. Here's a (very non-exhaustive) list of particularly good and bad areas for fighting.&lt;/div&gt;</summary>
		<author><name>Alyss</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Endurance_Skills&amp;diff=24580</id>
		<title>Endurance Skills</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Endurance_Skills&amp;diff=24580"/>
		<updated>2019-09-29T14:06:41Z</updated>

		<summary type="html">&lt;p&gt;Alyss: /* Body building */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Like the name applies, all these skills help with the defense of a character by increasing their hit points, and by attacking with more damage than before.  These skills are incredibly useful for new players.  [[Native Classes#Cannibal|Cannibals]] and [[Outsider Classes#Pirate|Pirates]] have class specific skills that branch off of this tree.  &lt;br /&gt;
&lt;br /&gt;
==Body building==&lt;br /&gt;
''Increases melee damage'' - Increases the base damage of all melee weapons (and punching) by one damage. Does not effect the rifle or the blowpipe.&lt;br /&gt;
&lt;br /&gt;
'''''Grunk the Pale howled with glee as his massive arms drove the wooden club faster, and harder, into the outsider's head.  Taking care not to completely pulverize the head, Grunk smiled as brains leaked out.  They were his favorite.'''''&lt;br /&gt;
&lt;br /&gt;
==Stamina==&lt;br /&gt;
''Increases max HP by 20'' - This skill will help one live longer than usual by increasing the number of hit points.&lt;br /&gt;
&lt;br /&gt;
'''''Keeping his breaths even and shallow, Swarm could keep running through the jungle for most of the day at this even pace.  Unfortunately, the Wiksik headhunters were on his trail and he was going to have to speed it up if he planned on living for the day.'''''&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]]&lt;/div&gt;</summary>
		<author><name>Alyss</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Combat_Skills&amp;diff=24579</id>
		<title>Combat Skills</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Combat_Skills&amp;diff=24579"/>
		<updated>2019-09-29T14:05:15Z</updated>

		<summary type="html">&lt;p&gt;Alyss: /* Balanced Stance */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Combat Skills=&lt;br /&gt;
&lt;br /&gt;
Combat skills can be utilized by all classes and all races.  They enhance a characters natural abilities with hand to hand weapons, as well as punching.  For every point of damage dealt, one gains a point of experience.  If a animal/NPC/another player is killed, a bonus amount of XP is given based on the challenge of that kill.  A rat will give 4XP while another player will give 43XP.  The [[Native Classes#Warrior|Warrior]] and the [[Outsider Classes#Soldier|Soldier]] have other skills that boost their proficiencies with the blowpipe and the rifle.&lt;br /&gt;
&lt;br /&gt;
== Close Quarter Combat ==&lt;br /&gt;
''Gain 10% to hit with a melee attack'' - Melee attacks consist of attacks with any sort of hand to hand weapon, which includes but not limited too punching, dagger, knife, shovel, machete, cutlass and a heavy sword.&lt;br /&gt;
&lt;br /&gt;
'''''After several stabs at the mango tree, Aphetto Kabal realized that if he held the machete in a different way, his strikes became closer together, and therefore, would be more effective in a fight.  The soldier grinned at this little tidbit of knowledge.'''''&lt;br /&gt;
&lt;br /&gt;
== Advanced Close Quarter Combat ==&lt;br /&gt;
''Gain 15% to hit with melee attacks'' - Melee attacks consist of attacks with any sort of hand to hand weapon, which includes but not limited too punching, dagger, knife, shovel, machete, cutlass, wooden club and a heavy sword.  Requires '''Close Quarter Combat''' to learn.&lt;br /&gt;
&lt;br /&gt;
'''''Suddenly sprinting to his left, Alzado dodged the gunshot from the York outsider.  Shifting his feet into a distinct fighter stance, Alzado closed the distance rapidly, shoving his machete into the gut of the outsider, causing him to cough up blood.  &amp;quot;That's what you get for trying to slaughter my tribesman,&amp;quot; said Alzado, twisting the machete in a certain way that made the man scream with pain.  &amp;quot;Now, tell me where your compatriots are hiding...&amp;quot;'''''&lt;br /&gt;
&lt;br /&gt;
== Balanced Stance ==&lt;br /&gt;
''Sometimes turn a miss into a glancing blow'' - Only works with a weapon that has an edge, like a dagger, knife, machete, cutlass and a heavy sword.  Requires '''Advanced Close Quarter Combat''' to learn.  Has about a 40% chance to activate on a miss. A glancing blow will always deal 1 damage to the target regardless of the weapon used.&lt;br /&gt;
&lt;br /&gt;
'''''The tiger came out of the brush from nowhere, taking Neil Tathers by surprise.  He twisted away from the outstretched paw, unslinging his backpack from his shoulder, and unsheathing his signature kukri, Neil slashed at an awkward angle, narrowly hitting the tiger, forcing it back.  As the tiger circled, Neil grinned.  &amp;quot;Another pelt to add to my collection.&amp;quot;  The tiger pounced just as Neil surged forward.'''''&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]]&lt;/div&gt;</summary>
		<author><name>Alyss</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=File:Mudpools.png&amp;diff=24578</id>
		<title>File:Mudpools.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=File:Mudpools.png&amp;diff=24578"/>
		<updated>2019-09-29T14:03:52Z</updated>

		<summary type="html">&lt;p&gt;Alyss: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Alyss</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Faith_Skill&amp;diff=24534</id>
		<title>Faith Skill</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Faith_Skill&amp;diff=24534"/>
		<updated>2019-09-29T13:54:22Z</updated>

		<summary type="html">&lt;p&gt;Alyss: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Belief in the spirits of the ancestors increase charm effects.'' - It is unknown how Faith effects [[charms]], since most charm effects themselves are unknown. &lt;br /&gt;
&lt;br /&gt;
What Faith ''is'' guaranteed to do is to allow the character to use Gateways[https://wiki.shartak.com/index.php/Sacred_Space#Gateways], located within each camp, several places in the wild and of course within Sacred Space itself for teleportation. For a 25AP cost, any non-Sacred Space gateway will send the character to the Sacred Space's portal area. Every portal within Sacred Space will send the character to a random gateway outside of it. This makes the skill a drastically more efficient way to travel between camps if the player only seeks to go to any other one, rather than one in particular, and a mandatory skill for mid-level characters in general.&lt;br /&gt;
&lt;br /&gt;
This skill needs to be unlocked before it can be learned. This is done by successfully chanting at every pillar located in [[Sacred Space]].&lt;br /&gt;
&lt;br /&gt;
'''''Monaliza prayed in front of the tomb of Blue Hummingbird for strength in the upcoming battle.  She felt warmth throughout her body and knew the Ancestors were watching over her and the Court.'''''&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]]&lt;/div&gt;</summary>
		<author><name>Alyss</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Terrain&amp;diff=24533</id>
		<title>Terrain</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Terrain&amp;diff=24533"/>
		<updated>2019-09-29T13:48:06Z</updated>

		<summary type="html">&lt;p&gt;Alyss: /* Sacred Space Terrain */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=General Information=&lt;br /&gt;
&lt;br /&gt;
Within the navigation map there are a number of different tiles which correspond to the different terrain types.&lt;br /&gt;
&lt;br /&gt;
Terrains can be distinguished by the graphic on the tile. In addition, each map square has a terrain label. This label can either be the name of the terrain (such as Jungle appearing on Jungle tiles), or a specific location (such as Dalpok appearing on the squares that are within the Dalpok town).  Some have different descriptions which can further differentiate Terrain types, such as boatyards contained on squares that are labeled beaches.&lt;br /&gt;
&lt;br /&gt;
=Different Terrain Types=&lt;br /&gt;
*'''Tile Description''' - The description on the square &lt;br /&gt;
*'''Findable items''' - What items can be found on the square&lt;br /&gt;
*'''Movement Cost''' - How much it costs to move on the square AP wise (the number in the parenthesis is the cost when a player has the skill Trekking (or Swimming with water tiles))&lt;br /&gt;
*'''Special Squares''' - Unique types of certain terrain.&lt;br /&gt;
&lt;br /&gt;
If one of these are missing it means that the category doesn't apply for that type of Terrain.&lt;br /&gt;
==Beach==&lt;br /&gt;
[[Image:Beach_Tile.png]]&lt;br /&gt;
*'''Tile Description''' &lt;br /&gt;
*'''Findable items''' - Driftwood, Crab, Beer&lt;br /&gt;
*'''Movement Cost''' - 1AP (0.5AP)&lt;br /&gt;
*'''Special Squares''' - Some beach squares have a unique description and have been dubbed by players as Boatyards.&lt;br /&gt;
===Boatyards===&lt;br /&gt;
*'''Tile Description''' - 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.&lt;br /&gt;
*'''Findable items''' - Driftwood (at a higher percentage than regular beach squares), Crab, Beer&lt;br /&gt;
*'''Movement Cost''' - 1AP (0.5AP)&lt;br /&gt;
*'''Locations''' {{GPS|70|055|26|384}},{{GPS|70|064|26|395}}, {{GPS|70|067|26|364}}, {{GPS|70|077|26|406}}, {{GPS|70|083|26|413}}, {{GPS|70|086|26|416}}, {{GPS|70|107|26|431}}, {{GPS|70|110|26|433}}, {{GPS|70|124|26|437}}, {{GPS|70|128|26|435}}, {{GPS|70|136|26|363}}, {{GPS|70|161|26|368}}, {{GPS|70|175|26|443}}, {{GPS|70|175|26|444}}, {{GPS|70|186|26|471}}, {{GPS|70|219|26|477}}, {{GPS|70|220|26|481}}, {{GPS|70|238|26|365}}, {{GPS|70|238|26|512}}, {{GPS|70|244|26|508}}, {{GPS|70|265|26|508}}, {{GPS|70|291|26|524}}, {{GPS|70|309|26|368}}, {{GPS|70|312|26|526}}, {{GPS|70|337|26|539}}, {{GPS|70|347|26|541}}, {{GPS|70|377|26|300}}, {{GPS|70|379|26|533}}, {{GPS|70|394|26|279}}, {{GPS|70|395|26|281}}, {{GPS|70|399|26|539}}, {{GPS|70|417|26|532}}, {{GPS|70|418|26|518}}, {{GPS|70|447|26|516}}, {{GPS|70|491|26|345}}, {{GPS|70|500|26|528}}, {{GPS|70|501|26|381}}, {{GPS|70|501|26|382}}, {{GPS|70|502|26|344}}, {{GPS|70|503|26|381}}, {{GPS|70|512|26|381}}, {{GPS|70|514|26|343}}, {{GPS|70|526|26|375}}, {{GPS|70|534|26|451}}, {{GPS|70|536|26|337}}, {{GPS|70|537|26|466}}, {{GPS|70|541|26|370}}, {{GPS|70|548|26|541}}, {{GPS|70|564|26|340}}, {{GPS|70|584|26|343}}, {{GPS|70|591|26|507}}, {{GPS|70|595|26|345}}, {{GPS|70|605|26|379}}, {{GPS|70|614|26|380}}, {{GPS|70|618|26|379}}, {{GPS|70|656|26|385}}, {{GPS|70|671|26|337}}, {{GPS|70|697|26|354}}, {{GPS|70|710|26|394}}, {{GPS|70|639|26|389}}, {{GPS|70|640|26|392}}, {{GPS|70|649|26|390}}, {{GPS|70|552|26|404}}, {{GPS|70|543|26|412}}&lt;br /&gt;
===Crates===&lt;br /&gt;
[[Image:2887gc6.jpg]]&lt;br /&gt;
*'''Tile Description''' - A lot of sand, with the odd bit of driftwood, some shells and stones. Washed up on the edge of the water are a number of wooden crates full of bottles. Amongst the broken glass are plenty of bottles that can be salvaged.&lt;br /&gt;
*'''Findable Items''' - Increased rate of beer/rum bottles are found on these tiles.&lt;br /&gt;
*'''Movement Cost''' - 1AP (0.5AP)&lt;br /&gt;
*'''Locations''' - {{GPS|70|388|26|534}}&lt;br /&gt;
&lt;br /&gt;
==Caves==&lt;br /&gt;
*'''Findable items''' - Nothing&lt;br /&gt;
*'''Movement Cost''' - 1AP (0.5AP)&lt;br /&gt;
==Dunes==&lt;br /&gt;
[[Image:Dunesi.png]]&lt;br /&gt;
*'''Tile Description''' - The dunes here at the western tip of the island are fairly small. Dotted across the sand you can see patches of vegetation.&lt;br /&gt;
*'''Findable items''' - Driftwood, Beer, Crab&lt;br /&gt;
*'''Movement Cost''' - 1AP (0.5AP)&lt;br /&gt;
&lt;br /&gt;
==Grasslands==&lt;br /&gt;
[[Image:Grassland.png]]&lt;br /&gt;
*'''Findable items''' - Poisonous snakes (with a percent chance of being bitten and the snake getting away), Yeastweed, Healing herbs&lt;br /&gt;
*'''Movement Cost''' - 1AP (0.5AP)&lt;br /&gt;
===Burning Grasslands===&lt;br /&gt;
[[Image:Burning_grassland.gif]]&lt;br /&gt;
*'''Tile Description''' - You appear to be caught in the middle of a wildfire.&lt;br /&gt;
*'''Movement Cost''' - 1AP (0.5AP)&lt;br /&gt;
*'''Special Notes''' - Movement through these tiles will harm people 10 hit points.&lt;br /&gt;
&lt;br /&gt;
===Burnt Grasslands===&lt;br /&gt;
[[Image:Burnt_grassland.gif]]&lt;br /&gt;
*'''Tile Description''' - This area has been decimated by wildfire&lt;br /&gt;
*'''Movement Cost''' - 1AP (0.5AP)&lt;br /&gt;
==Jungle==&lt;br /&gt;
The Jungle is the most common terrain on Shartak.  It can come in ten different densities, which affects player movement.  &lt;br /&gt;
*'''Findable items''' - One can find almost anything in the jungle, though higher density areas will yield more items.&lt;br /&gt;
*'''Special Squares''' - The following breaks down the description and movement costs for each Jungle density.&lt;br /&gt;
===Burning Jungle===&lt;br /&gt;
[[Image:Burning.png]]&lt;br /&gt;
*'''Tile Description''' - You appear to be caught in the middle of a wildfire.&lt;br /&gt;
*'''Movement Cost''' - Depends on Density of the Jungle that is burning&lt;br /&gt;
*'''Special Notes''' - Movement through these tiles will harm people 10 hit points.&lt;br /&gt;
&lt;br /&gt;
===Burnt Jungle===&lt;br /&gt;
[[Image:Burnt_jungle.gif]]&lt;br /&gt;
*'''Tile Description''' - This area has been decimated by wildfire&lt;br /&gt;
*'''Movement Cost''' - 1AP (0.5AP)&lt;br /&gt;
===Jungle Density 0===&lt;br /&gt;
[[Image:Jungle_0.png]]&lt;br /&gt;
*'''Tile Description''' - Hardly any vegetation is here. There are a few small plants sprouting from the soil but you'd find it hard to get rid of them.&lt;br /&gt;
*'''Movement Cost''' - 0.5AP (0.25AP)&lt;br /&gt;
===Jungle Density 1===&lt;br /&gt;
[[Image:Jungle_1.png]]&lt;br /&gt;
*'''Tile Description''' - There's some ground-cover here in the form of small plants. &lt;br /&gt;
*'''Movement Cost''' - 1AP (0.5AP)&lt;br /&gt;
===Jungle Density 2===&lt;br /&gt;
[[Image:J2.gif]]&lt;br /&gt;
*'''Tile Description''' - There are a few small bushes here, and grass is covering the ground. &lt;br /&gt;
*'''Movement Cost''' - 1AP (0.5AP)&lt;br /&gt;
===Jungle Density 3===&lt;br /&gt;
[[Image:Jungle_3.png]]&lt;br /&gt;
*'''Tile Description''' - Here you can see some large bushes and some long grass but not much in the way of trees. &lt;br /&gt;
*'''Movement Cost''' - 1AP (0.5AP)&lt;br /&gt;
===Jungle Density 4===&lt;br /&gt;
[[Image:Jungle_4.png]]&lt;br /&gt;
*'''Tile Description''' - Plenty of large bushes fill the area and some tall grasses are growing in the gaps. &lt;br /&gt;
*'''Movement Cost''' - 1AP (0.5AP)&lt;br /&gt;
===Jungle Density 5===&lt;br /&gt;
[[Image:Jungle_5.png]]&lt;br /&gt;
*'''Tile Description''' - There are several small trees here and some light undergrowth. &lt;br /&gt;
*'''Movement Cost''' - 1AP (0.5AP)&lt;br /&gt;
===Jungle Density 6===&lt;br /&gt;
[[Image:Jungle_6.png]]&lt;br /&gt;
*'''Tile Description''' - A number of small trees here aren't that much taller than the heavy undergrowth. &lt;br /&gt;
*'''Movement Cost''' - 1AP (0.5AP)&lt;br /&gt;
===Jungle Density 7===&lt;br /&gt;
[[Image:Jungle_7.png]]&lt;br /&gt;
*'''Tile Description''' - Dense jungle with a few tall trees and plenty of vines hanging from them. &lt;br /&gt;
*'''Movement Cost''' - 2AP (1AP) (This can be further reduced with the Trailblazing skill to 0.5AP)&lt;br /&gt;
===Jungle Density 8===&lt;br /&gt;
[[Image:Jungle_8.png]]&lt;br /&gt;
*'''Tile Description''' - Quite dense jungle with some tall trees and lots of bushes and vines everywhere.&lt;br /&gt;
*'''Movement Cost''' - 2AP (1AP) (This can be further reduced with the Trailblazing skill to 0.5AP)&lt;br /&gt;
===Jungle Density 9===&lt;br /&gt;
[[Image:J9.gif]]&lt;br /&gt;
*'''Tile Description''' - Very dense jungle with plenty of large, tall trees and undergrowth that makes it difficult to walk.&lt;br /&gt;
*'''Movement Cost''' - 2AP (1AP) (This can be further reduced with the Trailblazing skill to 0.5AP)&lt;br /&gt;
===Jungle Density 10===&lt;br /&gt;
[[Image:J10.gif]]&lt;br /&gt;
*'''Movement Cost''' - You cannot move through this jungle, and need to chop it down first.&lt;br /&gt;
===Mountain Path===&lt;br /&gt;
The Mountain Path behaves similarly to the Jungle terrain, though one can find shargle eggs on the mountain path.  Also, bears and goats inhabit these tiles more than any other place on Shartak.&lt;br /&gt;
*'''Tile Description''' - Same as Jungle terrain with the same density.&lt;br /&gt;
*'''Findable items''' - Shargle Egg plus any other item that can be found in the jungle.&lt;br /&gt;
*'''Movement Cost''' - Depends on density&lt;br /&gt;
==Swamp==&lt;br /&gt;
[[Image:Swamp.gif]]&lt;br /&gt;
*'''Tile Description''' - Rather wet and muddy looking swamp. It's going to be tricky working your way through, but it looks passable with care.&lt;br /&gt;
*'''Findable items''' - Blunt Machetes, Blunt Cutlasses, Yeastweed, Heavy Swords&lt;br /&gt;
*'''Movement Cost'''  - 3AP (2AP)&lt;br /&gt;
&lt;br /&gt;
==Tunnel==&lt;br /&gt;
[[Image:Tunnel.gif]]&lt;br /&gt;
*'''Tile Description''' - A tunnel under the island.&lt;br /&gt;
*'''Movement Cost''' - 1AP (0.5AP)&lt;br /&gt;
===Fungi Farms===&lt;br /&gt;
*'''Tile Description''' - The hard, grey walls of the tunnel drip with moisture, seepage from the world above. Pale, phosphorescent fungi have taken root in the cracks and their mushroom heads reach out like the swollen fingers of a dead man.&lt;br /&gt;
*'''Findable Items''' - Fungi&lt;br /&gt;
&lt;br /&gt;
===Gold Ore===&lt;br /&gt;
*It is unknown whether or not there are important, but some tunnel squares show gold ore in the description.  Searching these squares finds nothing except for a broken knife.&lt;br /&gt;
===Strange Fossils===&lt;br /&gt;
*'''Tile Description''' - The earthen walls of the tunnel have disintegrated in place, revealing pockets of space filled with the fat, deep roots of ground vegetation. Amongst those roots are bone-white objects much too large to be human bones.&lt;br /&gt;
*Searching these squares yields nothing except for broken knives, which are automatically discarded.&lt;br /&gt;
&lt;br /&gt;
==Water==&lt;br /&gt;
There are several different Water Tiles on Shartak.  Swimming reduces your AP cost of moving through all of these types.&lt;br /&gt;
===Deep Water===&lt;br /&gt;
[[Image:Water2.gif]]&lt;br /&gt;
*Water bottles filled here fill with salt water.&lt;br /&gt;
*'''Movement Cost''' - 3AP (2AP).  There is a chance of being bitten by Sharks moving in these waters.&lt;br /&gt;
===Lake===&lt;br /&gt;
[[Image:Water.gif]]&lt;br /&gt;
*A few lakes dot the landscape of Shartak, one in the grasslands of Durham, one near swamps in between Dalpok and York, twin lakes on the isle of Rakmogak, and the last one is in between the towns of Raktam and Wiksik.  Water bottles filled here fill with fresh water.&lt;br /&gt;
*'''Movement Cost'''  - 2AP (1AP)&lt;br /&gt;
===Pool===&lt;br /&gt;
[[Image:Water.gif]]&lt;br /&gt;
*There is one pool above ground, near the shipwreck at the base of the river.  There is also an underground pool in the middle of the vast tunnel network.  Water bottles filled here fill with fresh water.  &lt;br /&gt;
*'''Tile Description''' - A large pool of water has formed in a depression in the ground, probably from an underground source.&lt;br /&gt;
*'''Movement Cost'''  - 2AP (1AP)&lt;br /&gt;
===River===&lt;br /&gt;
[[Image:Water.gif]]&lt;br /&gt;
*Three Rivers flow through Shartak, one that stems from the Waterfall at the mountain, one near Derby, and another that drains out near Derby.  Water bottles filled here fill with fresh water.&lt;br /&gt;
*'''Tile Description'''&lt;br /&gt;
*'''Movement Cost''' - 2AP (1AP)&lt;br /&gt;
===Shallow Water===&lt;br /&gt;
[[Image:Water.gif]]&lt;br /&gt;
*Water bottles filled here fill with salt water.&lt;br /&gt;
*'''Movement Cost''' - 2AP (1AP)&lt;br /&gt;
===Waterfall===&lt;br /&gt;
[[Image:Water.gif]]&lt;br /&gt;
*One single Waterfall flows down the mountain's south side.  Players can move up the waterfall to explore a hidden mountain path.  Water bottles filled here fill with fresh water.&lt;br /&gt;
*'''Tile Description''' - Water pours down off the top of a cliff creating a huge waterfall which creates the start of a river running through the jungle.&lt;br /&gt;
*'''Movement Cost'''  - 2AP (1AP)&lt;br /&gt;
=Impassable Terrain=&lt;br /&gt;
*Some Terrain is impassible by players.  It forms boundaries and borders in Shartak.&lt;br /&gt;
==Sky/Mid-Air==&lt;br /&gt;
[[Image:Sky.gif]]&lt;br /&gt;
*You cannot move onto this Terrain.  Sky is only visible from the Mountain path, the Crow's Nest at the [[shipwreck]], and the tower on Midway Island.&lt;br /&gt;
&lt;br /&gt;
==Mountain==&lt;br /&gt;
[[Image:Mountain.gif]]&lt;br /&gt;
*Some parts of the mountain are completely impassible.&lt;br /&gt;
==Ocean==&lt;br /&gt;
[[Image:Water3.gif]]&lt;br /&gt;
*You cannot move through the ocean.  These form the boundary to the Shartak World.&lt;br /&gt;
==Solid Rock== &lt;br /&gt;
*Solid rock is the walls of the tunnels, restricting your view and movement.&lt;br /&gt;
&lt;br /&gt;
=Sacred Space Terrain=&lt;br /&gt;
The following terrain is unique to the [[Sacred Space]] within Mt. Shartak. This is not currently an exhaustive list of the terrain types present there (and will be added to with more types and better information later).&lt;br /&gt;
&lt;br /&gt;
=Ground Terrain=&lt;br /&gt;
&lt;br /&gt;
==Snow==&lt;br /&gt;
[[File:Snow.png]]&lt;br /&gt;
*'''Tile Description''' - TBC&lt;br /&gt;
*'''Findable items''' - None known&lt;br /&gt;
*'''Movement Cost'''  - 1AP (0.5AP)&lt;br /&gt;
&lt;br /&gt;
==Garden==&lt;br /&gt;
[[File:Garden.png]]&lt;br /&gt;
*'''Tile Description''' - TBC&lt;br /&gt;
*'''Findable items''' - None known&lt;br /&gt;
*'''Movement Cost'''  - 1AP (0.5AP)&lt;br /&gt;
&lt;br /&gt;
==Shrubbery==&lt;br /&gt;
[[File:Shrubbery.png]]&lt;br /&gt;
*'''Tile Description''' - TBC&lt;br /&gt;
*'''Findable items''' - None known&lt;br /&gt;
*'''Movement Cost'''  - 1AP (0.5AP)&lt;br /&gt;
&lt;br /&gt;
==Grass==&lt;br /&gt;
[[File:Grass.png]]&lt;br /&gt;
*'''Tile Description''' - TBC&lt;br /&gt;
*'''Findable items''' - None known&lt;br /&gt;
*'''Movement Cost'''  - 1AP (0.5AP)&lt;br /&gt;
&lt;br /&gt;
[[Category:Locations]]&lt;br /&gt;
&lt;br /&gt;
=Temple of the Ancestors Terrain=&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=Catacombs Terrain=&lt;br /&gt;
&lt;br /&gt;
---&lt;/div&gt;</summary>
		<author><name>Alyss</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=File:Grass.png&amp;diff=24532</id>
		<title>File:Grass.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=File:Grass.png&amp;diff=24532"/>
		<updated>2019-09-29T13:45:09Z</updated>

		<summary type="html">&lt;p&gt;Alyss: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Alyss</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=File:Shrubbery.png&amp;diff=24531</id>
		<title>File:Shrubbery.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=File:Shrubbery.png&amp;diff=24531"/>
		<updated>2019-09-29T13:42:02Z</updated>

		<summary type="html">&lt;p&gt;Alyss: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Alyss</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=File:Garden.png&amp;diff=24530</id>
		<title>File:Garden.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=File:Garden.png&amp;diff=24530"/>
		<updated>2019-09-29T13:40:05Z</updated>

		<summary type="html">&lt;p&gt;Alyss: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Alyss</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=File:Snow.png&amp;diff=24529</id>
		<title>File:Snow.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=File:Snow.png&amp;diff=24529"/>
		<updated>2019-09-29T13:35:31Z</updated>

		<summary type="html">&lt;p&gt;Alyss: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Alyss</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=File:Anything%27.png&amp;diff=24528</id>
		<title>File:Anything'.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=File:Anything%27.png&amp;diff=24528"/>
		<updated>2019-09-29T13:34:46Z</updated>

		<summary type="html">&lt;p&gt;Alyss: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Alyss</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Terrain&amp;diff=24527</id>
		<title>Terrain</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Terrain&amp;diff=24527"/>
		<updated>2019-09-29T13:19:53Z</updated>

		<summary type="html">&lt;p&gt;Alyss: /* Strange Fossils */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=General Information=&lt;br /&gt;
&lt;br /&gt;
Within the navigation map there are a number of different tiles which correspond to the different terrain types.&lt;br /&gt;
&lt;br /&gt;
Terrains can be distinguished by the graphic on the tile. In addition, each map square has a terrain label. This label can either be the name of the terrain (such as Jungle appearing on Jungle tiles), or a specific location (such as Dalpok appearing on the squares that are within the Dalpok town).  Some have different descriptions which can further differentiate Terrain types, such as boatyards contained on squares that are labeled beaches.&lt;br /&gt;
&lt;br /&gt;
=Different Terrain Types=&lt;br /&gt;
*'''Tile Description''' - The description on the square &lt;br /&gt;
*'''Findable items''' - What items can be found on the square&lt;br /&gt;
*'''Movement Cost''' - How much it costs to move on the square AP wise (the number in the parenthesis is the cost when a player has the skill Trekking (or Swimming with water tiles))&lt;br /&gt;
*'''Special Squares''' - Unique types of certain terrain.&lt;br /&gt;
&lt;br /&gt;
If one of these are missing it means that the category doesn't apply for that type of Terrain.&lt;br /&gt;
==Beach==&lt;br /&gt;
[[Image:Beach_Tile.png]]&lt;br /&gt;
*'''Tile Description''' &lt;br /&gt;
*'''Findable items''' - Driftwood, Crab, Beer&lt;br /&gt;
*'''Movement Cost''' - 1AP (0.5AP)&lt;br /&gt;
*'''Special Squares''' - Some beach squares have a unique description and have been dubbed by players as Boatyards.&lt;br /&gt;
===Boatyards===&lt;br /&gt;
*'''Tile Description''' - 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.&lt;br /&gt;
*'''Findable items''' - Driftwood (at a higher percentage than regular beach squares), Crab, Beer&lt;br /&gt;
*'''Movement Cost''' - 1AP (0.5AP)&lt;br /&gt;
*'''Locations''' {{GPS|70|055|26|384}},{{GPS|70|064|26|395}}, {{GPS|70|067|26|364}}, {{GPS|70|077|26|406}}, {{GPS|70|083|26|413}}, {{GPS|70|086|26|416}}, {{GPS|70|107|26|431}}, {{GPS|70|110|26|433}}, {{GPS|70|124|26|437}}, {{GPS|70|128|26|435}}, {{GPS|70|136|26|363}}, {{GPS|70|161|26|368}}, {{GPS|70|175|26|443}}, {{GPS|70|175|26|444}}, {{GPS|70|186|26|471}}, {{GPS|70|219|26|477}}, {{GPS|70|220|26|481}}, {{GPS|70|238|26|365}}, {{GPS|70|238|26|512}}, {{GPS|70|244|26|508}}, {{GPS|70|265|26|508}}, {{GPS|70|291|26|524}}, {{GPS|70|309|26|368}}, {{GPS|70|312|26|526}}, {{GPS|70|337|26|539}}, {{GPS|70|347|26|541}}, {{GPS|70|377|26|300}}, {{GPS|70|379|26|533}}, {{GPS|70|394|26|279}}, {{GPS|70|395|26|281}}, {{GPS|70|399|26|539}}, {{GPS|70|417|26|532}}, {{GPS|70|418|26|518}}, {{GPS|70|447|26|516}}, {{GPS|70|491|26|345}}, {{GPS|70|500|26|528}}, {{GPS|70|501|26|381}}, {{GPS|70|501|26|382}}, {{GPS|70|502|26|344}}, {{GPS|70|503|26|381}}, {{GPS|70|512|26|381}}, {{GPS|70|514|26|343}}, {{GPS|70|526|26|375}}, {{GPS|70|534|26|451}}, {{GPS|70|536|26|337}}, {{GPS|70|537|26|466}}, {{GPS|70|541|26|370}}, {{GPS|70|548|26|541}}, {{GPS|70|564|26|340}}, {{GPS|70|584|26|343}}, {{GPS|70|591|26|507}}, {{GPS|70|595|26|345}}, {{GPS|70|605|26|379}}, {{GPS|70|614|26|380}}, {{GPS|70|618|26|379}}, {{GPS|70|656|26|385}}, {{GPS|70|671|26|337}}, {{GPS|70|697|26|354}}, {{GPS|70|710|26|394}}, {{GPS|70|639|26|389}}, {{GPS|70|640|26|392}}, {{GPS|70|649|26|390}}, {{GPS|70|552|26|404}}, {{GPS|70|543|26|412}}&lt;br /&gt;
===Crates===&lt;br /&gt;
[[Image:2887gc6.jpg]]&lt;br /&gt;
*'''Tile Description''' - A lot of sand, with the odd bit of driftwood, some shells and stones. Washed up on the edge of the water are a number of wooden crates full of bottles. Amongst the broken glass are plenty of bottles that can be salvaged.&lt;br /&gt;
*'''Findable Items''' - Increased rate of beer/rum bottles are found on these tiles.&lt;br /&gt;
*'''Movement Cost''' - 1AP (0.5AP)&lt;br /&gt;
*'''Locations''' - {{GPS|70|388|26|534}}&lt;br /&gt;
&lt;br /&gt;
==Caves==&lt;br /&gt;
*'''Findable items''' - Nothing&lt;br /&gt;
*'''Movement Cost''' - 1AP (0.5AP)&lt;br /&gt;
==Dunes==&lt;br /&gt;
[[Image:Dunesi.png]]&lt;br /&gt;
*'''Tile Description''' - The dunes here at the western tip of the island are fairly small. Dotted across the sand you can see patches of vegetation.&lt;br /&gt;
*'''Findable items''' - Driftwood, Beer, Crab&lt;br /&gt;
*'''Movement Cost''' - 1AP (0.5AP)&lt;br /&gt;
&lt;br /&gt;
==Grasslands==&lt;br /&gt;
[[Image:Grassland.png]]&lt;br /&gt;
*'''Findable items''' - Poisonous snakes (with a percent chance of being bitten and the snake getting away), Yeastweed, Healing herbs&lt;br /&gt;
*'''Movement Cost''' - 1AP (0.5AP)&lt;br /&gt;
===Burning Grasslands===&lt;br /&gt;
[[Image:Burning_grassland.gif]]&lt;br /&gt;
*'''Tile Description''' - You appear to be caught in the middle of a wildfire.&lt;br /&gt;
*'''Movement Cost''' - 1AP (0.5AP)&lt;br /&gt;
*'''Special Notes''' - Movement through these tiles will harm people 10 hit points.&lt;br /&gt;
&lt;br /&gt;
===Burnt Grasslands===&lt;br /&gt;
[[Image:Burnt_grassland.gif]]&lt;br /&gt;
*'''Tile Description''' - This area has been decimated by wildfire&lt;br /&gt;
*'''Movement Cost''' - 1AP (0.5AP)&lt;br /&gt;
==Jungle==&lt;br /&gt;
The Jungle is the most common terrain on Shartak.  It can come in ten different densities, which affects player movement.  &lt;br /&gt;
*'''Findable items''' - One can find almost anything in the jungle, though higher density areas will yield more items.&lt;br /&gt;
*'''Special Squares''' - The following breaks down the description and movement costs for each Jungle density.&lt;br /&gt;
===Burning Jungle===&lt;br /&gt;
[[Image:Burning.png]]&lt;br /&gt;
*'''Tile Description''' - You appear to be caught in the middle of a wildfire.&lt;br /&gt;
*'''Movement Cost''' - Depends on Density of the Jungle that is burning&lt;br /&gt;
*'''Special Notes''' - Movement through these tiles will harm people 10 hit points.&lt;br /&gt;
&lt;br /&gt;
===Burnt Jungle===&lt;br /&gt;
[[Image:Burnt_jungle.gif]]&lt;br /&gt;
*'''Tile Description''' - This area has been decimated by wildfire&lt;br /&gt;
*'''Movement Cost''' - 1AP (0.5AP)&lt;br /&gt;
===Jungle Density 0===&lt;br /&gt;
[[Image:Jungle_0.png]]&lt;br /&gt;
*'''Tile Description''' - Hardly any vegetation is here. There are a few small plants sprouting from the soil but you'd find it hard to get rid of them.&lt;br /&gt;
*'''Movement Cost''' - 0.5AP (0.25AP)&lt;br /&gt;
===Jungle Density 1===&lt;br /&gt;
[[Image:Jungle_1.png]]&lt;br /&gt;
*'''Tile Description''' - There's some ground-cover here in the form of small plants. &lt;br /&gt;
*'''Movement Cost''' - 1AP (0.5AP)&lt;br /&gt;
===Jungle Density 2===&lt;br /&gt;
[[Image:J2.gif]]&lt;br /&gt;
*'''Tile Description''' - There are a few small bushes here, and grass is covering the ground. &lt;br /&gt;
*'''Movement Cost''' - 1AP (0.5AP)&lt;br /&gt;
===Jungle Density 3===&lt;br /&gt;
[[Image:Jungle_3.png]]&lt;br /&gt;
*'''Tile Description''' - Here you can see some large bushes and some long grass but not much in the way of trees. &lt;br /&gt;
*'''Movement Cost''' - 1AP (0.5AP)&lt;br /&gt;
===Jungle Density 4===&lt;br /&gt;
[[Image:Jungle_4.png]]&lt;br /&gt;
*'''Tile Description''' - Plenty of large bushes fill the area and some tall grasses are growing in the gaps. &lt;br /&gt;
*'''Movement Cost''' - 1AP (0.5AP)&lt;br /&gt;
===Jungle Density 5===&lt;br /&gt;
[[Image:Jungle_5.png]]&lt;br /&gt;
*'''Tile Description''' - There are several small trees here and some light undergrowth. &lt;br /&gt;
*'''Movement Cost''' - 1AP (0.5AP)&lt;br /&gt;
===Jungle Density 6===&lt;br /&gt;
[[Image:Jungle_6.png]]&lt;br /&gt;
*'''Tile Description''' - A number of small trees here aren't that much taller than the heavy undergrowth. &lt;br /&gt;
*'''Movement Cost''' - 1AP (0.5AP)&lt;br /&gt;
===Jungle Density 7===&lt;br /&gt;
[[Image:Jungle_7.png]]&lt;br /&gt;
*'''Tile Description''' - Dense jungle with a few tall trees and plenty of vines hanging from them. &lt;br /&gt;
*'''Movement Cost''' - 2AP (1AP) (This can be further reduced with the Trailblazing skill to 0.5AP)&lt;br /&gt;
===Jungle Density 8===&lt;br /&gt;
[[Image:Jungle_8.png]]&lt;br /&gt;
*'''Tile Description''' - Quite dense jungle with some tall trees and lots of bushes and vines everywhere.&lt;br /&gt;
*'''Movement Cost''' - 2AP (1AP) (This can be further reduced with the Trailblazing skill to 0.5AP)&lt;br /&gt;
===Jungle Density 9===&lt;br /&gt;
[[Image:J9.gif]]&lt;br /&gt;
*'''Tile Description''' - Very dense jungle with plenty of large, tall trees and undergrowth that makes it difficult to walk.&lt;br /&gt;
*'''Movement Cost''' - 2AP (1AP) (This can be further reduced with the Trailblazing skill to 0.5AP)&lt;br /&gt;
===Jungle Density 10===&lt;br /&gt;
[[Image:J10.gif]]&lt;br /&gt;
*'''Movement Cost''' - You cannot move through this jungle, and need to chop it down first.&lt;br /&gt;
===Mountain Path===&lt;br /&gt;
The Mountain Path behaves similarly to the Jungle terrain, though one can find shargle eggs on the mountain path.  Also, bears and goats inhabit these tiles more than any other place on Shartak.&lt;br /&gt;
*'''Tile Description''' - Same as Jungle terrain with the same density.&lt;br /&gt;
*'''Findable items''' - Shargle Egg plus any other item that can be found in the jungle.&lt;br /&gt;
*'''Movement Cost''' - Depends on density&lt;br /&gt;
==Swamp==&lt;br /&gt;
[[Image:Swamp.gif]]&lt;br /&gt;
*'''Tile Description''' - Rather wet and muddy looking swamp. It's going to be tricky working your way through, but it looks passable with care.&lt;br /&gt;
*'''Findable items''' - Blunt Machetes, Blunt Cutlasses, Yeastweed, Heavy Swords&lt;br /&gt;
*'''Movement Cost'''  - 3AP (2AP)&lt;br /&gt;
&lt;br /&gt;
==Tunnel==&lt;br /&gt;
[[Image:Tunnel.gif]]&lt;br /&gt;
*'''Tile Description''' - A tunnel under the island.&lt;br /&gt;
*'''Movement Cost''' - 1AP (0.5AP)&lt;br /&gt;
===Fungi Farms===&lt;br /&gt;
*'''Tile Description''' - The hard, grey walls of the tunnel drip with moisture, seepage from the world above. Pale, phosphorescent fungi have taken root in the cracks and their mushroom heads reach out like the swollen fingers of a dead man.&lt;br /&gt;
*'''Findable Items''' - Fungi&lt;br /&gt;
&lt;br /&gt;
===Gold Ore===&lt;br /&gt;
*It is unknown whether or not there are important, but some tunnel squares show gold ore in the description.  Searching these squares finds nothing except for a broken knife.&lt;br /&gt;
===Strange Fossils===&lt;br /&gt;
*'''Tile Description''' - The earthen walls of the tunnel have disintegrated in place, revealing pockets of space filled with the fat, deep roots of ground vegetation. Amongst those roots are bone-white objects much too large to be human bones.&lt;br /&gt;
*Searching these squares yields nothing except for broken knives, which are automatically discarded.&lt;br /&gt;
&lt;br /&gt;
==Water==&lt;br /&gt;
There are several different Water Tiles on Shartak.  Swimming reduces your AP cost of moving through all of these types.&lt;br /&gt;
===Deep Water===&lt;br /&gt;
[[Image:Water2.gif]]&lt;br /&gt;
*Water bottles filled here fill with salt water.&lt;br /&gt;
*'''Movement Cost''' - 3AP (2AP).  There is a chance of being bitten by Sharks moving in these waters.&lt;br /&gt;
===Lake===&lt;br /&gt;
[[Image:Water.gif]]&lt;br /&gt;
*A few lakes dot the landscape of Shartak, one in the grasslands of Durham, one near swamps in between Dalpok and York, twin lakes on the isle of Rakmogak, and the last one is in between the towns of Raktam and Wiksik.  Water bottles filled here fill with fresh water.&lt;br /&gt;
*'''Movement Cost'''  - 2AP (1AP)&lt;br /&gt;
===Pool===&lt;br /&gt;
[[Image:Water.gif]]&lt;br /&gt;
*There is one pool above ground, near the shipwreck at the base of the river.  There is also an underground pool in the middle of the vast tunnel network.  Water bottles filled here fill with fresh water.  &lt;br /&gt;
*'''Tile Description''' - A large pool of water has formed in a depression in the ground, probably from an underground source.&lt;br /&gt;
*'''Movement Cost'''  - 2AP (1AP)&lt;br /&gt;
===River===&lt;br /&gt;
[[Image:Water.gif]]&lt;br /&gt;
*Three Rivers flow through Shartak, one that stems from the Waterfall at the mountain, one near Derby, and another that drains out near Derby.  Water bottles filled here fill with fresh water.&lt;br /&gt;
*'''Tile Description'''&lt;br /&gt;
*'''Movement Cost''' - 2AP (1AP)&lt;br /&gt;
===Shallow Water===&lt;br /&gt;
[[Image:Water.gif]]&lt;br /&gt;
*Water bottles filled here fill with salt water.&lt;br /&gt;
*'''Movement Cost''' - 2AP (1AP)&lt;br /&gt;
===Waterfall===&lt;br /&gt;
[[Image:Water.gif]]&lt;br /&gt;
*One single Waterfall flows down the mountain's south side.  Players can move up the waterfall to explore a hidden mountain path.  Water bottles filled here fill with fresh water.&lt;br /&gt;
*'''Tile Description''' - Water pours down off the top of a cliff creating a huge waterfall which creates the start of a river running through the jungle.&lt;br /&gt;
*'''Movement Cost'''  - 2AP (1AP)&lt;br /&gt;
=Impassable Terrain=&lt;br /&gt;
*Some Terrain is impassible by players.  It forms boundaries and borders in Shartak.&lt;br /&gt;
==Sky/Mid-Air==&lt;br /&gt;
[[Image:Sky.gif]]&lt;br /&gt;
*You cannot move onto this Terrain.  Sky is only visible from the Mountain path, the Crow's Nest at the [[shipwreck]], and the tower on Midway Island.&lt;br /&gt;
&lt;br /&gt;
==Mountain==&lt;br /&gt;
[[Image:Mountain.gif]]&lt;br /&gt;
*Some parts of the mountain are completely impassible.&lt;br /&gt;
==Ocean==&lt;br /&gt;
[[Image:Water3.gif]]&lt;br /&gt;
*You cannot move through the ocean.  These form the boundary to the Shartak World.&lt;br /&gt;
==Solid Rock== &lt;br /&gt;
*Solid rock is the walls of the tunnels, restricting your view and movement.&lt;br /&gt;
&lt;br /&gt;
=Sacred Space Terrain=&lt;br /&gt;
Some Terrain only existed in Sacred Space, and no longer exists now.  It is unknown whether or not this special terrain will return at some point.  This terrain included mudpool, snow, shubbery, garden, and grass.&lt;br /&gt;
&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>Alyss</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Native_Classes&amp;diff=24526</id>
		<title>Native Classes</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Native_Classes&amp;diff=24526"/>
		<updated>2019-09-29T13:16:55Z</updated>

		<summary type="html">&lt;p&gt;Alyss: /* Ritual Gluttony */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Native Classes=&lt;br /&gt;
&lt;br /&gt;
These Classes are specific to Natives only.  Warriors, Scouts, Shamans and Villagers can originate from one of the main native villages, [[Raktam]], [[Dalpok]] or [[Wiksik]].  Meanwhile Cannibals can only come from [[Rakmogak]].&lt;br /&gt;
&lt;br /&gt;
==Warrior==&lt;br /&gt;
&lt;br /&gt;
The main military might of the Native forces, warriors have strong stamina and withstand more attacks than the normal native.  They can become proficient with the use of a blowpipe.  Warriors start with 60 hit points, and can acquire up to 75 AP points.  You can start in Raktam, Wiksik or Dalpok native camps if you choose to be this class.&lt;br /&gt;
===Starting Inventory===&lt;br /&gt;
*Machete&lt;br /&gt;
*Four healing herbs&lt;br /&gt;
*Blowpipe&lt;br /&gt;
*Four poison darts&lt;br /&gt;
&lt;br /&gt;
===Class Specific Skills===&lt;br /&gt;
&lt;br /&gt;
====Blowpipe Training====&lt;br /&gt;
''Gain 20% on blowpipe accuracy'' - This brings the warriors skill from 20% to 40%.  &lt;br /&gt;
&lt;br /&gt;
'''''The two warriors stood on the field, shooting darts at a tree.  The younger one, Vercingetorix, showed off his skill, shooting a dart directly in a knot on the tree.  &amp;quot;How about that?&amp;quot; he said with confidence.&amp;quot;  The older warrior grinned, &amp;quot;Pretty good....&amp;quot;'''''&lt;br /&gt;
&lt;br /&gt;
====Advanced Blowpipe Training====&lt;br /&gt;
''Gain another 20% on blowpipe accuracy'' - This brings the warriors skill from 40% to 60%.  Requires '''Blowpipe Training''' to learn. &lt;br /&gt;
&lt;br /&gt;
'''''Quickly the older warrior, Azuma, lined up his shot, but instead of shooting at the tree, he turned around and shot it into the sky.  A minute later a parrot fell down, the dart sticking perfectly in it's chest.  &amp;quot;Just remember, there's always someone better out there,&amp;quot; he said bending down and picking up the parrot.  &amp;quot;Now get that on the fire for dinner.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Scout==&lt;br /&gt;
&lt;br /&gt;
Scouts can crisscross the island quickly and efficiently.  The main strength of the Scouts involves in getting to enemy camps quickly, striking, then escaping within the jungle.  They start off with 50 Hit Points, and can acquire up to a maximum of 80 AP points.  Scouts can start in Raktam, Wiksik or Dalpok.&lt;br /&gt;
===Starting Inventory===&lt;br /&gt;
*Machete&lt;br /&gt;
*Four healing herbs&lt;br /&gt;
*Gourd of water&lt;br /&gt;
*Bunch of tasty berries&lt;br /&gt;
&lt;br /&gt;
===Class Specific Skills===&lt;br /&gt;
&lt;br /&gt;
====Trailblazing====&lt;br /&gt;
''Increased ability to move and chop through dense jungle'' - Makes jungle chops and movement through d7-d9 jungle terrain cost 0.5 AP instead of 1.  Requires the skill '''Trekking''' to learn.&lt;br /&gt;
&lt;br /&gt;
'''''The native scout effortlessly flowed through the jungle, soundlessly trailing the party of soldiers that were heading towards the village.  Once he got the number of troops he would disappear, and no one would even have known he was there.'''''&lt;br /&gt;
&lt;br /&gt;
==Villager==&lt;br /&gt;
&lt;br /&gt;
Never wanting to leave the confines of their village, happy with day to day life within it's confines, the Villager is adept at quick forays for supplies into the jungles, skillfully avoiding animals, and knowing where to find the right supplies.  Villagers begin the game with 55 hit points, acquire a maxmium of 75 AP points, and start the game in Raktam, Wiksik or Dalpok.&lt;br /&gt;
===Starting Inventory===&lt;br /&gt;
*Machete&lt;br /&gt;
*Five healing herbs&lt;br /&gt;
*Banana&lt;br /&gt;
*Mango&lt;br /&gt;
&lt;br /&gt;
===Class Specific Skills===&lt;br /&gt;
&lt;br /&gt;
====Animal Affinity====&lt;br /&gt;
''Lessens the chance of animals attacking''&lt;br /&gt;
&lt;br /&gt;
'''''Even knowing the tiger was around didn't concern Fist McRhinpuncher.  Using a special concoction of fruits and herbs, and smearing some on his arms would keep the beast away from him.  It's one of the oldest secrets his grandmother taught him, and one of the best.'''''&lt;br /&gt;
&lt;br /&gt;
====Brewing====&lt;br /&gt;
''Increased chance of creating something drinkable'' - Allows one to make a [[Brewing|brewed drink]] quicker and more efficiently.  This skill requires being '''level 10 or higher''' to learn.&lt;br /&gt;
&lt;br /&gt;
'''''Straining the yeastweed with care and precision, adding the correct amount of fruit to the liquid, and knowing when to finally pop the cork are few of the things that makes GoraGora Arog drinks the best.'''''&lt;br /&gt;
&lt;br /&gt;
====Scavenging====&lt;br /&gt;
''Assists in finding things within certain areas '' - Improves search odds in certain areas. Confirmed areas wherein this skill works are the medicine hut and the weapons hut. Other areas are yet to be confirmed. Roughly speaking, search odds are improved from 30% to 50%. Searches also yield less dross and more valuable items. &lt;br /&gt;
&lt;br /&gt;
'''''The warrior scoffed at failing to find the amount of darts he needed.  After leaving the weapon hut, the villager grinned, lifting up a hidden panel built there by his father, and taking some darts for himself.  They would fetch him a pretty price at the traders, and he could use the gold to buy some trinkets for his girlfriend.'''''&lt;br /&gt;
&lt;br /&gt;
====Seance====&lt;br /&gt;
''Holding a seance can identify passive spirits'' Using this ability costs 5AP and lets one identify passive spirits within the square.  For every spirit identified over the first, the user gains 2XP points per spirit.  Requires '''Psychic Recognition''' to learn.&lt;br /&gt;
&lt;br /&gt;
'''''Yaqitoacl was comforted by the knowledge her late grandfather would wait for her death before moving on.  She could feel his presence with only the minimal amount of concentration.'''''&lt;br /&gt;
&lt;br /&gt;
==Shaman==&lt;br /&gt;
Shamans are masters of the spirit world, skillful at expelling, identifying, or even using passive spirits located within a range with their expanded spirit skill base.  Shamans begin the game with 50 Hit Points, and can acquire up to 75 AP Points, and begin the game at either Raktam, Wiksik or Dalpok.&lt;br /&gt;
===Starting Inventory===&lt;br /&gt;
*Machete&lt;br /&gt;
*Dagger&lt;br /&gt;
*Parrot feather charm&lt;br /&gt;
*Four healing herbs&lt;br /&gt;
&lt;br /&gt;
===Class Specific Skills===&lt;br /&gt;
&lt;br /&gt;
====Seance====&lt;br /&gt;
''Holding a seance can identify passive spirits'' Using this ability costs 5AP and lets one identify passive spirits within the square.  For every spirit identified over the first, the user gains 2XP points per spirit.  Requires '''Psychic Recognition''' to learn.&lt;br /&gt;
&lt;br /&gt;
'''''Shadow-in-her-Eyes muttered a few strange incomprehensible words under her breath before scowling at the seemingly empty air.  The other occupants looked on with trepidation when she seemed ready to speak. Instead, she shouted for all to hear. &amp;quot;We are beset by malicious spirits!&amp;quot; '''''&lt;br /&gt;
&lt;br /&gt;
====Exorcism====&lt;br /&gt;
''Exorcise spirits from area.'' - This ability uses up 4 AP points and has a percentage chance to expel spirits from the square one is standing on.  Requires '''Psychic Recognition''' to learn.&lt;br /&gt;
&lt;br /&gt;
'''''Throwing her hands up into the air, causing the air to shimmer and ripple, Rachel Stone shouted the words that only shamans understand, the ghosts silently screamed, now visible within the air bubble.  With a simple &amp;quot;BE GONE!&amp;quot; she finished, and the hut was silent once more.  &amp;quot;They will not be able to bother us for a while now.'''''&lt;br /&gt;
&lt;br /&gt;
====Spirit Summoning====&lt;br /&gt;
''Summons spirits from surrounding area'' - This ability uses up 5 AP points, and summons spirits from as far as 14 squares away, each with a percentage chance of being summoned to where one is standing.  Requires '''Psychic Recognition''' to learn.&lt;br /&gt;
&lt;br /&gt;
'''''Etherdrifter wished to talk to the other side, and calmly spoke the words.  Suddenly, four spirits where in the room with him, &amp;quot;Now, tell me, what have you seen?&amp;quot;'''''&lt;br /&gt;
&lt;br /&gt;
====Malevolence====&lt;br /&gt;
''Torment spirits causing them to become aggressive'' -Makes all spirits in the area release a haunting scream, a shocking shriek or a banshee wail depending on highest skill available on them, can use anywhere from 2AP to 5AP depending on the number of spirits affected.  Requires '''Psychic Recognition''' to learn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''''Etherdrifter slowly walked into the room, his personal guard of spirits following behind him. The outsiders in the hut looked up, their faces slowly paling as they realised who'd arrived. With a malicious grin, the necromancer said a single word of power, causing the spirits in the room, both outsider and native, to scream their fury at the living. As each outsider succumbed to the pain and died, they joined the choir of spirits, their pain quickly ravaging all who once lived within the hut.'''''&lt;br /&gt;
&lt;br /&gt;
==Cannibal==&lt;br /&gt;
Banished to the isle of Rakmogak centuries ago due to their obscene ways, cannibals are the toughest natives on the island.  The can buff their own stats even more with consuming the flesh of their victims.  Cannibals can only originate from the village of Rakmogak, and start with 65 hit points, and can acquire a maximum of 75 AP points.&lt;br /&gt;
===Starting Inventory===&lt;br /&gt;
*Wooden club&lt;br /&gt;
*Dagger&lt;br /&gt;
*Two pieces of driftwood&lt;br /&gt;
*Two gourds of water&lt;br /&gt;
&lt;br /&gt;
===Class Specific Skills===&lt;br /&gt;
&lt;br /&gt;
====Ritual Feast====&lt;br /&gt;
''Feast on your defeated enemy and steal their power'' - Allowing a Cannibal to feast once on a player's dead body for 5AP, gaining hit points from that dead body and 5XP (Hit points can vary depending on how wounded the cannibal is.  If the Cannibal is at full HP, then he gains 5 HP, if the Cannibal is between 60 and 84HP, then they gain 10HP, if below 60HP, then the cannibal gains 20HP).  The Cannibal can go as high as 109HP.  You can only feast once per dead body with this skill.  Requires '''Stamina''' and '''be level 5 or higher''' to learn.&lt;br /&gt;
&lt;br /&gt;
'''''Eagerly Seven Teeth bit into his meal, not savory the flesh at all, simply tearing away pieces of the man's leg, and screaming in joy.  Within minutes there was no more viable meat on the bones, and the cannibal left as quickly as he struck.'''''&lt;br /&gt;
&lt;br /&gt;
====Ritual Gluttony====&lt;br /&gt;
''Feasting can now fill most of your needs from a single body'' - This allows one to feast on a player's dead body up to three times for only 3AP and gaining only 3XP per feast (The same rules apply from Ritual feast to the amount gained, and still cap at 109).  Requires '''Ritual Feast''' and '''be level 10 or higher''' to learn.&lt;br /&gt;
&lt;br /&gt;
'''''Savoring her meal, Snico knew where the prime pieces were to be had, and how she could keep some of the meat from getting spoiled prenaturely. Keeping her screaming victim alive as she ate him was simply a bonus.'''''&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]][[Category:Class]]&lt;/div&gt;</summary>
		<author><name>Alyss</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Native_Classes&amp;diff=24525</id>
		<title>Native Classes</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Native_Classes&amp;diff=24525"/>
		<updated>2019-09-29T13:16:38Z</updated>

		<summary type="html">&lt;p&gt;Alyss: /* Ritual Feast */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Native Classes=&lt;br /&gt;
&lt;br /&gt;
These Classes are specific to Natives only.  Warriors, Scouts, Shamans and Villagers can originate from one of the main native villages, [[Raktam]], [[Dalpok]] or [[Wiksik]].  Meanwhile Cannibals can only come from [[Rakmogak]].&lt;br /&gt;
&lt;br /&gt;
==Warrior==&lt;br /&gt;
&lt;br /&gt;
The main military might of the Native forces, warriors have strong stamina and withstand more attacks than the normal native.  They can become proficient with the use of a blowpipe.  Warriors start with 60 hit points, and can acquire up to 75 AP points.  You can start in Raktam, Wiksik or Dalpok native camps if you choose to be this class.&lt;br /&gt;
===Starting Inventory===&lt;br /&gt;
*Machete&lt;br /&gt;
*Four healing herbs&lt;br /&gt;
*Blowpipe&lt;br /&gt;
*Four poison darts&lt;br /&gt;
&lt;br /&gt;
===Class Specific Skills===&lt;br /&gt;
&lt;br /&gt;
====Blowpipe Training====&lt;br /&gt;
''Gain 20% on blowpipe accuracy'' - This brings the warriors skill from 20% to 40%.  &lt;br /&gt;
&lt;br /&gt;
'''''The two warriors stood on the field, shooting darts at a tree.  The younger one, Vercingetorix, showed off his skill, shooting a dart directly in a knot on the tree.  &amp;quot;How about that?&amp;quot; he said with confidence.&amp;quot;  The older warrior grinned, &amp;quot;Pretty good....&amp;quot;'''''&lt;br /&gt;
&lt;br /&gt;
====Advanced Blowpipe Training====&lt;br /&gt;
''Gain another 20% on blowpipe accuracy'' - This brings the warriors skill from 40% to 60%.  Requires '''Blowpipe Training''' to learn. &lt;br /&gt;
&lt;br /&gt;
'''''Quickly the older warrior, Azuma, lined up his shot, but instead of shooting at the tree, he turned around and shot it into the sky.  A minute later a parrot fell down, the dart sticking perfectly in it's chest.  &amp;quot;Just remember, there's always someone better out there,&amp;quot; he said bending down and picking up the parrot.  &amp;quot;Now get that on the fire for dinner.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Scout==&lt;br /&gt;
&lt;br /&gt;
Scouts can crisscross the island quickly and efficiently.  The main strength of the Scouts involves in getting to enemy camps quickly, striking, then escaping within the jungle.  They start off with 50 Hit Points, and can acquire up to a maximum of 80 AP points.  Scouts can start in Raktam, Wiksik or Dalpok.&lt;br /&gt;
===Starting Inventory===&lt;br /&gt;
*Machete&lt;br /&gt;
*Four healing herbs&lt;br /&gt;
*Gourd of water&lt;br /&gt;
*Bunch of tasty berries&lt;br /&gt;
&lt;br /&gt;
===Class Specific Skills===&lt;br /&gt;
&lt;br /&gt;
====Trailblazing====&lt;br /&gt;
''Increased ability to move and chop through dense jungle'' - Makes jungle chops and movement through d7-d9 jungle terrain cost 0.5 AP instead of 1.  Requires the skill '''Trekking''' to learn.&lt;br /&gt;
&lt;br /&gt;
'''''The native scout effortlessly flowed through the jungle, soundlessly trailing the party of soldiers that were heading towards the village.  Once he got the number of troops he would disappear, and no one would even have known he was there.'''''&lt;br /&gt;
&lt;br /&gt;
==Villager==&lt;br /&gt;
&lt;br /&gt;
Never wanting to leave the confines of their village, happy with day to day life within it's confines, the Villager is adept at quick forays for supplies into the jungles, skillfully avoiding animals, and knowing where to find the right supplies.  Villagers begin the game with 55 hit points, acquire a maxmium of 75 AP points, and start the game in Raktam, Wiksik or Dalpok.&lt;br /&gt;
===Starting Inventory===&lt;br /&gt;
*Machete&lt;br /&gt;
*Five healing herbs&lt;br /&gt;
*Banana&lt;br /&gt;
*Mango&lt;br /&gt;
&lt;br /&gt;
===Class Specific Skills===&lt;br /&gt;
&lt;br /&gt;
====Animal Affinity====&lt;br /&gt;
''Lessens the chance of animals attacking''&lt;br /&gt;
&lt;br /&gt;
'''''Even knowing the tiger was around didn't concern Fist McRhinpuncher.  Using a special concoction of fruits and herbs, and smearing some on his arms would keep the beast away from him.  It's one of the oldest secrets his grandmother taught him, and one of the best.'''''&lt;br /&gt;
&lt;br /&gt;
====Brewing====&lt;br /&gt;
''Increased chance of creating something drinkable'' - Allows one to make a [[Brewing|brewed drink]] quicker and more efficiently.  This skill requires being '''level 10 or higher''' to learn.&lt;br /&gt;
&lt;br /&gt;
'''''Straining the yeastweed with care and precision, adding the correct amount of fruit to the liquid, and knowing when to finally pop the cork are few of the things that makes GoraGora Arog drinks the best.'''''&lt;br /&gt;
&lt;br /&gt;
====Scavenging====&lt;br /&gt;
''Assists in finding things within certain areas '' - Improves search odds in certain areas. Confirmed areas wherein this skill works are the medicine hut and the weapons hut. Other areas are yet to be confirmed. Roughly speaking, search odds are improved from 30% to 50%. Searches also yield less dross and more valuable items. &lt;br /&gt;
&lt;br /&gt;
'''''The warrior scoffed at failing to find the amount of darts he needed.  After leaving the weapon hut, the villager grinned, lifting up a hidden panel built there by his father, and taking some darts for himself.  They would fetch him a pretty price at the traders, and he could use the gold to buy some trinkets for his girlfriend.'''''&lt;br /&gt;
&lt;br /&gt;
====Seance====&lt;br /&gt;
''Holding a seance can identify passive spirits'' Using this ability costs 5AP and lets one identify passive spirits within the square.  For every spirit identified over the first, the user gains 2XP points per spirit.  Requires '''Psychic Recognition''' to learn.&lt;br /&gt;
&lt;br /&gt;
'''''Yaqitoacl was comforted by the knowledge her late grandfather would wait for her death before moving on.  She could feel his presence with only the minimal amount of concentration.'''''&lt;br /&gt;
&lt;br /&gt;
==Shaman==&lt;br /&gt;
Shamans are masters of the spirit world, skillful at expelling, identifying, or even using passive spirits located within a range with their expanded spirit skill base.  Shamans begin the game with 50 Hit Points, and can acquire up to 75 AP Points, and begin the game at either Raktam, Wiksik or Dalpok.&lt;br /&gt;
===Starting Inventory===&lt;br /&gt;
*Machete&lt;br /&gt;
*Dagger&lt;br /&gt;
*Parrot feather charm&lt;br /&gt;
*Four healing herbs&lt;br /&gt;
&lt;br /&gt;
===Class Specific Skills===&lt;br /&gt;
&lt;br /&gt;
====Seance====&lt;br /&gt;
''Holding a seance can identify passive spirits'' Using this ability costs 5AP and lets one identify passive spirits within the square.  For every spirit identified over the first, the user gains 2XP points per spirit.  Requires '''Psychic Recognition''' to learn.&lt;br /&gt;
&lt;br /&gt;
'''''Shadow-in-her-Eyes muttered a few strange incomprehensible words under her breath before scowling at the seemingly empty air.  The other occupants looked on with trepidation when she seemed ready to speak. Instead, she shouted for all to hear. &amp;quot;We are beset by malicious spirits!&amp;quot; '''''&lt;br /&gt;
&lt;br /&gt;
====Exorcism====&lt;br /&gt;
''Exorcise spirits from area.'' - This ability uses up 4 AP points and has a percentage chance to expel spirits from the square one is standing on.  Requires '''Psychic Recognition''' to learn.&lt;br /&gt;
&lt;br /&gt;
'''''Throwing her hands up into the air, causing the air to shimmer and ripple, Rachel Stone shouted the words that only shamans understand, the ghosts silently screamed, now visible within the air bubble.  With a simple &amp;quot;BE GONE!&amp;quot; she finished, and the hut was silent once more.  &amp;quot;They will not be able to bother us for a while now.'''''&lt;br /&gt;
&lt;br /&gt;
====Spirit Summoning====&lt;br /&gt;
''Summons spirits from surrounding area'' - This ability uses up 5 AP points, and summons spirits from as far as 14 squares away, each with a percentage chance of being summoned to where one is standing.  Requires '''Psychic Recognition''' to learn.&lt;br /&gt;
&lt;br /&gt;
'''''Etherdrifter wished to talk to the other side, and calmly spoke the words.  Suddenly, four spirits where in the room with him, &amp;quot;Now, tell me, what have you seen?&amp;quot;'''''&lt;br /&gt;
&lt;br /&gt;
====Malevolence====&lt;br /&gt;
''Torment spirits causing them to become aggressive'' -Makes all spirits in the area release a haunting scream, a shocking shriek or a banshee wail depending on highest skill available on them, can use anywhere from 2AP to 5AP depending on the number of spirits affected.  Requires '''Psychic Recognition''' to learn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''''Etherdrifter slowly walked into the room, his personal guard of spirits following behind him. The outsiders in the hut looked up, their faces slowly paling as they realised who'd arrived. With a malicious grin, the necromancer said a single word of power, causing the spirits in the room, both outsider and native, to scream their fury at the living. As each outsider succumbed to the pain and died, they joined the choir of spirits, their pain quickly ravaging all who once lived within the hut.'''''&lt;br /&gt;
&lt;br /&gt;
==Cannibal==&lt;br /&gt;
Banished to the isle of Rakmogak centuries ago due to their obscene ways, cannibals are the toughest natives on the island.  The can buff their own stats even more with consuming the flesh of their victims.  Cannibals can only originate from the village of Rakmogak, and start with 65 hit points, and can acquire a maximum of 75 AP points.&lt;br /&gt;
===Starting Inventory===&lt;br /&gt;
*Wooden club&lt;br /&gt;
*Dagger&lt;br /&gt;
*Two pieces of driftwood&lt;br /&gt;
*Two gourds of water&lt;br /&gt;
&lt;br /&gt;
===Class Specific Skills===&lt;br /&gt;
&lt;br /&gt;
====Ritual Feast====&lt;br /&gt;
''Feast on your defeated enemy and steal their power'' - Allowing a Cannibal to feast once on a player's dead body for 5AP, gaining hit points from that dead body and 5XP (Hit points can vary depending on how wounded the cannibal is.  If the Cannibal is at full HP, then he gains 5 HP, if the Cannibal is between 60 and 84HP, then they gain 10HP, if below 60HP, then the cannibal gains 20HP).  The Cannibal can go as high as 109HP.  You can only feast once per dead body with this skill.  Requires '''Stamina''' and '''be level 5 or higher''' to learn.&lt;br /&gt;
&lt;br /&gt;
'''''Eagerly Seven Teeth bit into his meal, not savory the flesh at all, simply tearing away pieces of the man's leg, and screaming in joy.  Within minutes there was no more viable meat on the bones, and the cannibal left as quickly as he struck.'''''&lt;br /&gt;
&lt;br /&gt;
====Ritual Gluttony====&lt;br /&gt;
''Feasting can now fill most of your needs from a single body'' - This allows one to feast on a body up to three times for only 3AP and gaining only 3XP per feast (The same rules apply from Ritual feast to the amount gained, and still cap at 109).  Requires '''Ritual Feast''' and '''be level 10 or higher''' to learn.&lt;br /&gt;
&lt;br /&gt;
'''''Savoring her meal, Snico knew where the prime pieces were to be had, and how she could keep some of the meat from getting spoiled prenaturely. Keeping her screaming victim alive as she ate him was simply a bonus.'''''&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]][[Category:Class]]&lt;/div&gt;</summary>
		<author><name>Alyss</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Ranged_Weapons&amp;diff=24524</id>
		<title>Ranged Weapons</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Ranged_Weapons&amp;diff=24524"/>
		<updated>2019-09-29T13:15:08Z</updated>

		<summary type="html">&lt;p&gt;Alyss: /* Pistol */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=General Information=&lt;br /&gt;
&lt;br /&gt;
Range weapons have the best hit percentage in the game in the hands of a [[Warrior]] or a [[Soldier]] when they are leveled in the correct skills.  Rifles have a high damage equivalent to the [[heavy sword]], while blowpipes will poison NPCs and PCs with varying results.  &lt;br /&gt;
&lt;br /&gt;
=List of Ranged Weapons=&lt;br /&gt;
==Blowpipe==&lt;br /&gt;
*[[File:Blowpipe.png|right|Blowpipe]]'''Location Found''' - Natives weapon huts, Jungle&lt;br /&gt;
*'''Base Damage''' - 4 HP&lt;br /&gt;
*'''Base Accuracy''' - 20%&lt;br /&gt;
*'''Special Notes''' - 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. ''('''Outsiders require ''[[native knowledge]]'' to use.''')''. Requires 1.5 AP to fire, but the Native skill [[Native Only Skills|Basic Blowpipe Use]] drops 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 per action until the poison effect wears off.  No XP is gained from poison damage.&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Poison Darts===&lt;br /&gt;
*[[File:Poisondart.png|right|Poison Dart]]'''Location Found''' - Native weapon huts, Jungle&lt;br /&gt;
*'''Special Notes''' - 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. ''('''Outsiders require ''[[native knowledge]]'' to use.''')''&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Pistol==&lt;br /&gt;
*[[File:Pistol.png|right|Pistol]]'''Location Found''' - Ghost Ship. Can be found with varying amount of ammo already loaded.&lt;br /&gt;
*'''Base Damage''' - 4 HP&lt;br /&gt;
*'''Base Accuracy''' - 20%&lt;br /&gt;
*'''Special Notes''' - Needs ammo (bullets). Holds 4 bullets at a time. Must be loaded 1 bullet at a time, costing 1 AP per bullet loaded. Unloading all bullets from a pistol costs 1 AP. &amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt; &lt;br /&gt;
&lt;br /&gt;
===Bullets===&lt;br /&gt;
*[[File:Pistolbullet.png‎|right|Pistol Bullet]]'''Location Found''' - Ghost ship.&lt;br /&gt;
*'''Special Notes''' - Used as ammo for rifles (which hold 2 bullets each) or pistols (maximum of 4 bullets each). Requires 1 inventory space per bullet. ''('''Natives require ''[[outsider knowledge]]'' to use.''')''&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Rifle==&lt;br /&gt;
*[[File:Rifle.png|right|Rifle]]'''Location Found''' - Outsider weapon huts, Jungle.  Can be found with varying amount of ammo already loaded.&lt;br /&gt;
*'''Base Damage''' - 5 HP&lt;br /&gt;
*'''Base Accuracy''' - 20%&lt;br /&gt;
*'''Special Notes''' - Needs ammo (bullets). Holds 2 bullets at a time. Requires 2 inventory spaces (regardless of how many bullets are loaded). Must be loaded 1 bullet at a time, costing 1 AP per bullet loaded. Unloading all bullets from a rifle costs 1 AP. ''('''Natives require ''[[outsider knowledge]]'' to use.)''&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Bullets===&lt;br /&gt;
*[[File:Bullet.png|right|Bullet]]'''Location Found''' - Outsider weapon huts, shipwreck, jungles.&lt;br /&gt;
*'''Special Notes''' - Used as ammo for rifles (which hold 2 bullets each) or pistols (maximum of 4 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. ''('''Natives require ''[[outsider knowledge]]'' to use.''')''&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Ranged Weapons Given Away in Contests=&lt;br /&gt;
==Hunting Rifle==&lt;br /&gt;
*[[File:Huntingrifle.png|right|Hunting Rifle]]'''Base Damage''' - 5&lt;br /&gt;
*'''Base Accuracy''' - 20%&lt;br /&gt;
*'''Holder''' - [http://www.shartak.com/profile.cgi?id=7961 Cold Seether]&lt;br /&gt;
*'''Special Notes''' - Given as a prize for the [[The_Royal_Expedition%27s_Grand_Hunt|The Royal Expedition's Grand Hunt]].  Neil Tathers won the competition, but gave the weapon to Cold Seether because he had no use for it himself.&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[category:Items]]&lt;/div&gt;</summary>
		<author><name>Alyss</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Ranged_Weapons&amp;diff=24523</id>
		<title>Ranged Weapons</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Ranged_Weapons&amp;diff=24523"/>
		<updated>2019-09-29T13:14:39Z</updated>

		<summary type="html">&lt;p&gt;Alyss: /* Rifle */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=General Information=&lt;br /&gt;
&lt;br /&gt;
Range weapons have the best hit percentage in the game in the hands of a [[Warrior]] or a [[Soldier]] when they are leveled in the correct skills.  Rifles have a high damage equivalent to the [[heavy sword]], while blowpipes will poison NPCs and PCs with varying results.  &lt;br /&gt;
&lt;br /&gt;
=List of Ranged Weapons=&lt;br /&gt;
==Blowpipe==&lt;br /&gt;
*[[File:Blowpipe.png|right|Blowpipe]]'''Location Found''' - Natives weapon huts, Jungle&lt;br /&gt;
*'''Base Damage''' - 4 HP&lt;br /&gt;
*'''Base Accuracy''' - 20%&lt;br /&gt;
*'''Special Notes''' - 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. ''('''Outsiders require ''[[native knowledge]]'' to use.''')''. Requires 1.5 AP to fire, but the Native skill [[Native Only Skills|Basic Blowpipe Use]] drops 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 per action until the poison effect wears off.  No XP is gained from poison damage.&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Poison Darts===&lt;br /&gt;
*[[File:Poisondart.png|right|Poison Dart]]'''Location Found''' - Native weapon huts, Jungle&lt;br /&gt;
*'''Special Notes''' - 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. ''('''Outsiders require ''[[native knowledge]]'' to use.''')''&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Pistol==&lt;br /&gt;
*[[File:Pistol.png|right|Pistol]]'''Location Found''' - Ghost Ship. Can be found with varying amount of ammo already loaded.&lt;br /&gt;
*'''Base Damage''' - 4 HP&lt;br /&gt;
*'''Base Accuracy''' - 20%&lt;br /&gt;
*'''Special Notes''' - Needs ammo (bullets). Holds 4 bullets at a time.&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt; &lt;br /&gt;
&lt;br /&gt;
===Bullets===&lt;br /&gt;
*[[File:Pistolbullet.png‎|right|Pistol Bullet]]'''Location Found''' - Ghost ship.&lt;br /&gt;
*'''Special Notes''' - Used as ammo for rifles (which hold 2 bullets each) or pistols (maximum of 4 bullets each). Requires 1 inventory space per bullet. ''('''Natives require ''[[outsider knowledge]]'' to use.''')''&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Rifle==&lt;br /&gt;
*[[File:Rifle.png|right|Rifle]]'''Location Found''' - Outsider weapon huts, Jungle.  Can be found with varying amount of ammo already loaded.&lt;br /&gt;
*'''Base Damage''' - 5 HP&lt;br /&gt;
*'''Base Accuracy''' - 20%&lt;br /&gt;
*'''Special Notes''' - Needs ammo (bullets). Holds 2 bullets at a time. Requires 2 inventory spaces (regardless of how many bullets are loaded). Must be loaded 1 bullet at a time, costing 1 AP per bullet loaded. Unloading all bullets from a rifle costs 1 AP. ''('''Natives require ''[[outsider knowledge]]'' to use.)''&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Bullets===&lt;br /&gt;
*[[File:Bullet.png|right|Bullet]]'''Location Found''' - Outsider weapon huts, shipwreck, jungles.&lt;br /&gt;
*'''Special Notes''' - Used as ammo for rifles (which hold 2 bullets each) or pistols (maximum of 4 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. ''('''Natives require ''[[outsider knowledge]]'' to use.''')''&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Ranged Weapons Given Away in Contests=&lt;br /&gt;
==Hunting Rifle==&lt;br /&gt;
*[[File:Huntingrifle.png|right|Hunting Rifle]]'''Base Damage''' - 5&lt;br /&gt;
*'''Base Accuracy''' - 20%&lt;br /&gt;
*'''Holder''' - [http://www.shartak.com/profile.cgi?id=7961 Cold Seether]&lt;br /&gt;
*'''Special Notes''' - Given as a prize for the [[The_Royal_Expedition%27s_Grand_Hunt|The Royal Expedition's Grand Hunt]].  Neil Tathers won the competition, but gave the weapon to Cold Seether because he had no use for it himself.&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[category:Items]]&lt;/div&gt;</summary>
		<author><name>Alyss</name></author>
		
	</entry>
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