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	<title>The Shartak Wiki - User contributions [en]</title>
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	<updated>2026-04-20T04:31:55Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.shartak.com/index.php?title=User:Bloodclott/Here&amp;diff=21413</id>
		<title>User:Bloodclott/Here</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=User:Bloodclott/Here&amp;diff=21413"/>
		<updated>2010-03-01T03:19:51Z</updated>

		<summary type="html">&lt;p&gt;Bloodclott: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Basic Supplies ==&lt;br /&gt;
Basic supplies everyone should carry are&lt;br /&gt;
&lt;br /&gt;
*Backpack-Carry all this stuff in. With a backpack you can carry 100 slots of inventory instead of 70.&lt;br /&gt;
30 more spaces makes a nice pile of loot.&lt;br /&gt;
&lt;br /&gt;
*4 Machetes or cutlasses.Just like the newcomers guide states,they will break and go dull, so carry backups at all times.&lt;br /&gt;
&lt;br /&gt;
*A Knife or dagger.Helps to leave messages,create signs and start fires with the use of a sharpening stone.&lt;br /&gt;
&lt;br /&gt;
*5 Tinder to create fires.&lt;br /&gt;
You will also need a large stash of dead wood or drift wood. Id suggest 10 pieces for a short trip.&lt;br /&gt;
&lt;br /&gt;
*Sharpening Stone to polish those dull blades.You will also need a sharpening stone to start a fire&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*5-25 FAKs&lt;br /&gt;
The more the better but leave room for other supplies and treasures you will find.Again,this depends &lt;br /&gt;
on your role.&lt;br /&gt;
&lt;br /&gt;
*2 GPS Units 1 on 1 off &lt;br /&gt;
This allows you to switch to the opposite when your primary dies.If you plan on being out for long periods of months or more without stopping at any camp Id carry 4.&lt;br /&gt;
&lt;br /&gt;
*Shovel-you can plant trees,find loot,cache items for later use or even bury a treasure of your own.&lt;br /&gt;
If all your weapons break mysteriously-your shovel wont.&lt;br /&gt;
&lt;br /&gt;
*4 Empty Bottles/Gourds &lt;br /&gt;
You can fill these with water or juice,a great way to save FAKs for emergency use only. &lt;br /&gt;
Only using FAKs for serious injuries will help you survive for longer periods of time in the wild.&lt;br /&gt;
Tress are abundant and lakes are sparse-so go with juice.spend half a day farming and juicing,and youll have around 20hp with 4 bottles.&lt;br /&gt;
&lt;br /&gt;
*Charms&lt;br /&gt;
If you believe in them,they might work.Who knows? ID carry 1 or 2 for flavor,but i do find a Silver Skull Cross does work against spirits.&lt;br /&gt;
&lt;br /&gt;
*Rifle/Blowpipe with ammo&lt;br /&gt;
Seeing as rifles are highly outweighed, i do not suggest using them as a primary weapon.Instead, use a rifle to weaken a target then kill with an edged weapon.&lt;br /&gt;
Keep your rifles(about 20) loaded and at the ready at all times If you choose to carry.&lt;br /&gt;
With Blowpipes,Carry only 2. Sometimes they clog and are useless,so carry another just in case.&lt;br /&gt;
Heres how blow pipes rock over rifles.You can carry just as much ammo having 40 loaded rifles and 2 blowpipes with 80 darts, but you only need search time and not a reload time to obtain that number.&lt;br /&gt;
&lt;br /&gt;
So, to get 40 loaded rifles,you need 80ap plus search time. Thats 80 AP you can spend hunting or killing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==More Detailed Lists==&lt;br /&gt;
There are many classes of players outside of the original selections due to metagaming,originality, and just old fashioned role playing. &lt;br /&gt;
&lt;br /&gt;
Outside of the ordinary fixed classes, you can now be A Farmer, A Hunter, Gatherer, A Juicer, Fungi Farmer, Firefighter, City Official, Bar tender, etc. &lt;br /&gt;
There are alot of roles, and to play one effectively you need certain basic supplies for those classes,and the original classes.&lt;br /&gt;
===Hunter===&lt;br /&gt;
===Gatherer===&lt;br /&gt;
&lt;br /&gt;
===Farmer===&lt;br /&gt;
To Farm correctly you will need the Agriculture skill and should be of the Settler/Villager skill class to assist in finding more plants to grow.Farmers and gatherers usually go hand in hand,just like juicers but its not always so.&lt;br /&gt;
I would suggest carrying&lt;br /&gt;
*4 Machetes&lt;br /&gt;
*1 Knife&lt;br /&gt;
*4 Wood&lt;br /&gt;
*10 FAKs&lt;br /&gt;
*2 seed bags&lt;br /&gt;
*1 Shovel&lt;br /&gt;
*1 Sharpening Stone&lt;br /&gt;
*20 Bottles Water&lt;br /&gt;
*1 Backpack&lt;br /&gt;
*12 Fruit of your choice&lt;br /&gt;
&lt;br /&gt;
===juicer===&lt;br /&gt;
Juicers often work as or with farmers in producing juices and spirits.&lt;br /&gt;
To juice to ones full extent, they should also consider brewing spirits so as to not flood the market with only juice.&lt;br /&gt;
This is done to ensure the player extra gold in return for his/hers work.&lt;br /&gt;
as a juicer i would suggest carrying &lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
===Healer===&lt;br /&gt;
Healers are found all over the island but only a scientist&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Shaman===&lt;br /&gt;
===Fire Fighter===&lt;br /&gt;
===Peace officer===&lt;br /&gt;
===Bar Tender===&lt;/div&gt;</summary>
		<author><name>Bloodclott</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=User_talk:Bloodclott/Here&amp;diff=21410</id>
		<title>User talk:Bloodclott/Here</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=User_talk:Bloodclott/Here&amp;diff=21410"/>
		<updated>2010-02-28T23:43:42Z</updated>

		<summary type="html">&lt;p&gt;Bloodclott: /* Here ? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Here ? ==&lt;br /&gt;
&lt;br /&gt;
Uh, why is this page called 'Here' ? --[[User:Johan Crichton|Johan Crichton]] 21:40, 18 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I think he may be in the process of building a newbie type page. - Neil Tathers&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Indeed-still editing the page for noobs so they can choose what side job they want-feel free to add in--[[User:Bloodclott|Bloodclott]] 23:43, 28 February 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Bloodclott</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Parchment_Pages&amp;diff=21352</id>
		<title>Parchment Pages</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Parchment_Pages&amp;diff=21352"/>
		<updated>2010-02-21T10:34:26Z</updated>

		<summary type="html">&lt;p&gt;Bloodclott: /* Chikram */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Parchment Pages.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Don't Panic!==&lt;br /&gt;
&lt;br /&gt;
Ever wonder where you're going, or how to get there?  Taken so many wrong turns that you're probably back where you started?  After a while, do all those damn trees start to look the same?  It's a good thing we have [[Items#GPS unit|GPS Units]], eh?  The reassuring sight of those incomprehensible numbers is sure to steady the heart of any misplaced adventurer.  Now you know exactly where you are!&lt;br /&gt;
&lt;br /&gt;
''So where the hell is everywhere else?''&lt;br /&gt;
&lt;br /&gt;
==Navigational Tips and Tricks==&lt;br /&gt;
[[Image:Corodinate example.png|thumb|right|Less confused yet?]]&lt;br /&gt;
The GPS displays X and Y co-ordinates, like a graph.  Step west, and the first number goes down; east and it goes up.  Similarly, going north increments the second number, and heading south decreases it.  To get to a given set of co-ordinates, the best method is often to move diagonally until one co-ordinate is correct, then move in a straight line along that axis until you reach your target.  Just be aware that occasionally this technique may result in you walking into a mountain.&lt;br /&gt;
&lt;br /&gt;
===Roads===&lt;br /&gt;
A fairly extensive, if rather variable, [[road]] network connects the settlements of Shartak.  If you can find a signposted [[road]], this will often get you to your location quickly.  Just make sure the [[road]] isn't a randomly cut red herring, and don't sleep on the [[road]] - banditry is rife in many regions.  A map of the theoretical [[road]] network can be found [[Civilized Highway Society|here]], but some of these [[roads]] may not actually exist at any given time; the current [http://www.itechsc.com/misc/shartak/ubermap/ Ubermap] will show which ones are currently navigable, or if you don't want to [[rifle]] through for a good one, the best are listed [[Roads|here]]&lt;br /&gt;
&lt;br /&gt;
===Addons===&lt;br /&gt;
&lt;br /&gt;
Those of you with [http://www.getfirefox.com Firefox] should definitely consider getting a couple of the [http://greasemonkey.mozdev.org/ GreaseMonkey] scripts from the [[The Shartak Wiki:Community Portal|Community Portal]] page.&lt;br /&gt;
&lt;br /&gt;
*[http://userscripts.org/scripts/source/3451.user.js The Shartak Map Overlay] gives you the option of placing a complete copy of the island map over your own in-game map screen, which is a huge help for those of you without GPS units.  Use it to find your position relative to one of the southern towns, then go there and get a GPS already.&lt;br /&gt;
&lt;br /&gt;
*We seriously can't hype the [http://www.itechsc.com/misc/shartak/ubermap/shartakubermapper.user.js Shartak UBER MAP] enough.  As well as automatically collecting data about your surroundings and using this to create a constantly updated map of the island, It gives you access to a satellite map showing your exact location, a zoomable, scrollable map of your local area, and an in-game 15x11 map below your normal 5x5 map.  We couldn't play Shartak without it.&lt;br /&gt;
&lt;br /&gt;
*Whenever you have a GPS signal, the [http://www.leaky.org/campdirections.user.js Shartak Camp Directions] script will give you directions to each of the six towns and the shipwreck, as the crow flies. It's a great tool when you don't want to have to keep checking the satellite or plan a proper route.&lt;br /&gt;
&lt;br /&gt;
===The Quick Way Home===&lt;br /&gt;
You can easily get back to your home camp from any point on the island in less than 50AP!  If you're by the shore, jump into the sea and swim out to deeper waters, then splash around in small circles laughing manically until the sharks finally drag you beneath the waves.  Respawn at your home shaman for 25AP and you're done!  If you're inland, find a large, aggressive animal, sock it one, and wait for it to get you back.  There are of course many variations on this trick, involving poisonous berries, angry farmers, swarms of killer bees, etc.&lt;br /&gt;
&lt;br /&gt;
==Locations, Locations, Locations...==&lt;br /&gt;
This is a list of interesting, useful, or important locations in Shartak.  Each is given a brief description, a set of GPS coordinates, and a link to the appropriate Ubermap satellite and map roamer pages.  Obviously this won't be a definitive list, so everyone is of course encouraged to add new locations as they are found or created.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
===Settlements===&lt;br /&gt;
====Dalpok====&lt;br /&gt;
This native village is close to the Shipwreck and thus a frequent target for pirate raids.  The area between Dalpok and the Shipwreck, known as Corsair Boulevard, is a constant warzone, and much fighting also occurs to the south, against outsiders coming up from York and Durham. Certain pirates refer to Dalpok as &amp;quot;New Amsterdam&amp;quot; and regard it as their own, although a land scam in '06 saw some pirates relinquish their claim to the town to a mad outsider called Maevar Raenick who unsuccessfully proclaimed himself mayor. [[Ropata]] is one of the chief elders of Dalpok, and the [[Dalpok Defence Force]] seems to have fallen into disarray. Dalpok was once the home of [[Jungle Drums]], the sole native newspaper.&lt;br /&gt;
&lt;br /&gt;
{{pplink|437|443}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Dalpok|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Derby====&lt;br /&gt;
Arguably the most isolated outsider town, Derby is generally quiet and safe these days (despite being the first target of [[the WickSick Headhunters]]) and makes a good base for hunting expeditions. Derby is the only town with a working judicial system, a hospital, a hotel (the [[Hotel de Derby]]), a local newspaper called the [[Derby Evening Press]], and a duelling academy. A number of other useful institutions are scattered througout the town. It is very efficiently run by members of the [[Eastern Federation]], a coalition of several military factions within the town. A heavy sword mining operation run by the Eastern Federation sits in the nearby delta swamp. Derby infrequently assists its sister towns York and Durham with various threats, and has cordial relations with Raktam and friendly pirates.&lt;br /&gt;
&lt;br /&gt;
{{pplink|095|350}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Derby|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Durham====&lt;br /&gt;
The Durham peninsula is dominated by [[Durham]] and by its northern neighbor the [[Independent Republic of Fort Creedy]]. It was for many years largely controlled by the [[Durham Pistoleers]], a police force that was disbanded in December '07 during the [[Durham Crisis]].  It is a frequent port of call for pirate traders collecting medical supplies for the shipwreck. Durham is the only town on Shartak with the first democratically elected leader, Governor Jacobi. The current governor is Ron Burgundy who won re-election in March. Durham is home to several substantial institutions, notable the [[Durham Police]], the [[Exotic Sports Hunting Club]] and [[Durham Utility]] with its bank.&lt;br /&gt;
{{pplink|648|343}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Durham|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Raktam====&lt;br /&gt;
This native kingdom was in '06 the scene of a bloody civil insurgency between the Scavengers and the Raktamites and their allies, resulting in murders, burning of buildings, and extortion. This internecine conflict ended with the reform of the [[Scavengers]] clan in February '07. Frequent attacks on visiting outsiders deter most trade with the village. In March '07, Raktam was the starting point of the inaugural [[Raktam Race]]. The Queen of Greater Raktam, Blue Hummingbird, was the sovereign ruler of Raktam and its surrounding territories, through the [[Royal Court of Greater Raktam]] and its Commonwealth with the [[Independent Republic of Fort Creedy]]. Upon her assassination in February '08, Raktam and its territories are ruled by [[SofaKing]], the Queen's heir. Raktam is the centre of native politics and intrigue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|322|469}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Raktam|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Shipwreck====&lt;br /&gt;
The base of all pirates on Shartak, the shipwreck is dangerous and anarchic but conveniently compact.  Visiting is a unique, if sometimes short, experience. The Shipwreck and the surrounding precinct was irregularly - some would say negligently - patrolled by senior members of the Pirate Defence Force of the [[Jolly Roger Gang]], the [[Scurvy Crew of the Hellborn Strumpet]], the [[1st Imperial Privateers Regiment]], and the [[Brotherhood of the Coast]]who each meted out gleeful vengeance on recidivist pirate murderers until the demise of each of these clans. A one-masted sloop or cutter, the shipwreck itself is known as either the Hellborn Strumpet or the Missionary Position, and its compartments and cabins are frequently haunted by dangerous ghosts. The view from the crow's nest is obscured by fog. [[Utility Bank]] has a branch in the main cabin.&lt;br /&gt;
&lt;br /&gt;
{{pplink|541|543}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Shipwreck|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Wiksik====&lt;br /&gt;
Wiksik is the most populous of the native settlements.  It is not to be confused with [[The WickSick Headhunters|Wicksick]]. Wiksik is the home of spiritual matters on the island, usually of a sinister bent, ably demonstrated by the [[The Necromancers Guild|Necromancer's Guild]]. Wiksik and the surrounding lands form the [[Kingdom Of Skulls]], a native homeland whose people do not tolerate aggressive outsiders. Wiksik is a point of easy access to nearby [[Wiksik#Crystal Lake|Crystal Lake]] and the far North Eastern swamp. A regulalrly used road called the Armachu Trail runs between Wiksik and Raktam. In general Wiksik is intolerant of even peaceful outsiders.&lt;br /&gt;
&lt;br /&gt;
{{pplink|239|405}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Wiksik|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
The largest of the outsider settlements, [[York]] is a bustling and exciting town, except for pirates, who have a fairly short life expectancy within its limits.  Peaceful native shamans are welcome within certain areas, primarily for their ability to exorcise ghosts. Nonetheless its relative tolerance is somewhat subdued by a proliferation of extremist groups such as the [[1st Colonial Militia]] and the [[Order of Patriots]] who engage in assassinations of individuals within the city borders. This extremism is fueled by the fact that York is frequently the target of raids by various groups.  York has a very long history of pirate invasions, attackes by mercenaries, and conflict with natives, which are detailed in the wiki. The town is now largely administered by 5punk.co.uk with the assistance of the long-established [[Colonial Police]], and repels hostile forces with well-honed efficiency. York is by far the best defended town on Shartak. Once the host of two rather excellent newspapers, [[The Yorkman|The Yorkman]], and its competitor, the [[Shartak Financial Times]], it no longer has any press. A small farming district once sat on the River Hazen, north-east of York, run by York non-combatants. A large heavy sword mining operation is in the River Hazen delta, controlled by York authorities.&lt;br /&gt;
&lt;br /&gt;
{{pplink|371|314}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[York|Wiki]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Locations]]&lt;br /&gt;
&lt;br /&gt;
===Academic and Research Institutions===&lt;br /&gt;
====Derby====&lt;br /&gt;
=====Derby Academy Fencing Hall=====&lt;br /&gt;
Run by the Derby Hospitallers, the fencing hall allows students to practice their combat and healing skills.  Students are allowed to attack each other, so long as nobody is wounded below 20HP, and are also encouraged to heal one another to gain further experience.&lt;br /&gt;
&lt;br /&gt;
{{pplink|094|350}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Derby Academy|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Derby Academy Lecture Hall=====&lt;br /&gt;
Run by the Derby Hospitallers, the lecture hall provides advice to students on a range of matters.  When the hall is staffed by a Hospitaller, just ask your question, or say which field you need advice on (general gameplay advice is also available on request), and they will happily oblige.  If the hall is unstaffed, you can generally ask your question at the [[Parchment Pages#Derby Academy Fencing Hall|Fencing Hall]] or [[Parchment Pages#Derby Hospital|Hospital]], and wait in the lecture hall for your answer.&lt;br /&gt;
&lt;br /&gt;
{{pplink|093|350}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Derby Academy|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Shartak Crytozoological Society=====&lt;br /&gt;
A society dedicated to the cataloging and understanding of Shartak's unique and diverse wildlife.  Their headquarters in York are often occupied by the clan's founder, Sir John Sevier.&lt;br /&gt;
&lt;br /&gt;
{{pplink|368|314}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Shartak Cryptozoological Society|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====York Observatory=====&lt;br /&gt;
&lt;br /&gt;
Once run by Ibn al Xuffasch, the [[York Observatory]] is dedicated to identifying life beyond the skies. The Observatory is now derelict and is no longer operational.&lt;br /&gt;
&lt;br /&gt;
===Commercial Buildings===&lt;br /&gt;
====Dalpok====&lt;br /&gt;
=====Imperial Bank=====&lt;br /&gt;
&lt;br /&gt;
The 1st Imperial Bank in Dalpok was once operated by Monkeypaw. Since Monkeypaw's demise in '06 this branch is now closed.&lt;br /&gt;
&lt;br /&gt;
{{pplink|436|441}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[1st Imperial Bank|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Tamdal Tak=====&lt;br /&gt;
Dalpok's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely available to natives.  Speaks the native tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|435|442}}&lt;br /&gt;
&lt;br /&gt;
====Derby====&lt;br /&gt;
=====Templar Bank=====&lt;br /&gt;
&lt;br /&gt;
The Templar Bank branch in Derby was originally operated by Kristofer Schanz, as part of the [[Imperial Bank]]. Since Schanz's demise this branch temporarily closed, and until October '08 was operated as the headquarters of Shartak's largest bank, Templar Bank, by Orlando Bloom. {{pplink|092|349}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[1st Imperial Bank|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Trader Tom=====&lt;br /&gt;
Derby's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely available to outsiders.  Speaks the outsider tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|092|350}}&lt;br /&gt;
&lt;br /&gt;
====Durham====&lt;br /&gt;
=====Templar Bank=====&lt;br /&gt;
&lt;br /&gt;
The [[Templar Bank]] branch in Durham was operated by Hideo Inakajimita, the bank's president. The bank is now closed.&lt;br /&gt;
&lt;br /&gt;
{{pplink|650|346}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Templar Bank|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Utility Bank=====&lt;br /&gt;
&lt;br /&gt;
[[Durham Utility]] operate a bank in Durham.&lt;br /&gt;
&lt;br /&gt;
=====Mercenary Guildhouse=====&lt;br /&gt;
The Mercenary's Guild Durham Headquarters.  May not be currently active.&lt;br /&gt;
&lt;br /&gt;
{{pplink|653|339}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Mercenary's Guild|Wiki]&lt;br /&gt;
&lt;br /&gt;
=====Trader Dick=====&lt;br /&gt;
Durham's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely available to outsiders.  Speaks the outsider tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|649|347}}&lt;br /&gt;
&lt;br /&gt;
====Raktam====&lt;br /&gt;
=====Crowjane's Bank=====&lt;br /&gt;
&lt;br /&gt;
Crowjane's Bank provides deposit services, loans, and inter-branch money transfers. The bank has an association with the [[Templar Bank]].&lt;br /&gt;
&lt;br /&gt;
{{pplink|320|471}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[1st Imperial Bank|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Raktam Security Consultancy=====&lt;br /&gt;
In the basement of the Raktam Tavern, the RSC aims was to provide an alternative to the now demobilised Mercenary's Guild. The Consultancy is now defunct.&lt;br /&gt;
&lt;br /&gt;
{{pplink|321|473}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Raktam Security Consultancy|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Grand Vizier's Markets=====&lt;br /&gt;
&lt;br /&gt;
The Grand Vizier's Markets, was established by the Queen of Greater Raktam, Blue Hummingbird, in December '07, in honour of her Grand Vizier, [[Neil Tathers]] and was in the southern quarter of Raktam. It consisted of a cluster of huts in the south of Raktam which may be used by any peaceful trader of any nation. Trade in the markets was tariff free. Repeated attacks on foreign traders by local Raktamis forced the closure of the markets in Jan '08. The Markets are presently unoccupied and form a dangerous slum in the south of Raktam.&lt;br /&gt;
&lt;br /&gt;
=====Tamdal Tik=====&lt;br /&gt;
Raktam's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely available to natives.  Speaks the native tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|319|472}}&lt;br /&gt;
&lt;br /&gt;
====Shipwreck====&lt;br /&gt;
=====Trader Sam=====&lt;br /&gt;
The Shipwreck's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely available to pirates, although first aid kits are an infrequent luxury item.  Speaks the outsider tongue.&lt;br /&gt;
&lt;br /&gt;
====Wiksik====&lt;br /&gt;
=====Imperial Bank=====&lt;br /&gt;
&lt;br /&gt;
The 1st Imperial Bank branch was operated by Justine, and since her death has become inactive.&lt;br /&gt;
&lt;br /&gt;
No coordinates are currently available for this branch.&lt;br /&gt;
&lt;br /&gt;
{{pplink|???|???}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[1st Imperial Bank|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Tamdal Toe=====&lt;br /&gt;
Wiksik's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely available to natives.  Speaks the native tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|235|405}}&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Templar Bank=====&lt;br /&gt;
&lt;br /&gt;
The Templar Bank branch in York provided deposit services, loans, and inter-branch money transfers. Each branch, its bronze door framed by marble arches, is ostensibly neutral territory, in order to facilitate mercantile transactions, although this was understandably difficult to enforce. Both outsiders and natives were welcome within any branch of the bank - a cause of contention with the [[Colonial Police]]. The branch was operated by Archbishop Blackburne until his relocation of the branch to Derby in late '07 following a series of attacks by York extremists who accused the bank of funding terrorists.&lt;br /&gt;
&lt;br /&gt;
{{pplink|368|314}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Templar Bank|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Trader Harry=====&lt;br /&gt;
York's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely available to outsiders.  The only known trader to have ever brokered a Heavy Sword deal (taking a hefty cut in the process), although these are usually arranged beforehand with the owner of the sword.  Speaks the outsider tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|367|313}}&lt;br /&gt;
&lt;br /&gt;
===Communications and Infrastructure===&lt;br /&gt;
====Wiksik====&lt;br /&gt;
=====Native Message Hut=====&lt;br /&gt;
A hut for natives to write messages inside.  Intended to act like a village notice board.&lt;br /&gt;
&lt;br /&gt;
{{pplink|237|410}}&lt;br /&gt;
&lt;br /&gt;
=====Outsider Message Hut=====&lt;br /&gt;
A hut for outsiders to write messages inside.  Intended to act like a village notice board for visiting outsiders.&lt;br /&gt;
&lt;br /&gt;
{{pplink|236|410}}&lt;br /&gt;
&lt;br /&gt;
===Historical Sites===&lt;br /&gt;
====Derby====&lt;br /&gt;
=====Port Breton=====&lt;br /&gt;
Three ruined huts near the Derby Swamp, not far from the road to [[York]]. As at November 07 it was a French enclave known as Nouveau Aix-en-Bains, and then was abandoned until a resolution in April '08 of a dispute between the [[Kingdom of Skulls]] and the [[Eastern Federation]] over the control and occupation of [[Midway Island]]. This resolution included the relocation of [[the French]] colony to what is now called Port Breton. It is the site of [[Casino Royale]], a cathedral, and an administraton office. Port Breton is controlled by Baron Surcouf as governor under the mandate of Emperor Napoleon Bonaparte, and the casino is operated by Hercule Le Tof. A French tricolour flag flies over the settlement.&lt;br /&gt;
&lt;br /&gt;
{{pplink|111|378}}&lt;br /&gt;
&lt;br /&gt;
====Durham====&lt;br /&gt;
=====Batavia=====&lt;br /&gt;
Two ruined huts just north-west of Durham, frequently occupied by raiders.&lt;br /&gt;
&lt;br /&gt;
{{pplink|666|354}}&lt;br /&gt;
&lt;br /&gt;
=====The Independent Republic of Fort Creedy=====&lt;br /&gt;
This ancient complex consists of three ruined buildings (a jail, armoury, and hall), two of which have multi-space interiors and multiple entrances. The Creedy Republic declared independence in early '07, electing President Oktavian as its ruler, and has a small but permanent population of both outsiders and natives. Since forming a commonwealth with Raktam in November '07, a Raktam garrison has operated from the armoury. The Creedy Republic has often had border disputes with [[Durham]] to the south, and in early '08 this was the subject of a bitter guerilla war known as the [[Durham Crisis]] involving the Commonwealth, the [[Durham government]] headed by its governor, Ron Burgundy, the [[Durham Pistoleers]] and the [[1st Colonial Militia]] from [[York]], which resulting in the disbandment of the Pistoleers. Since mid '08, the Creedy Republic has hosted [[Shivering Timbers]], Shartak's only functioning brothel.&lt;br /&gt;
&lt;br /&gt;
{{pplink|666|380}}&lt;br /&gt;
&lt;br /&gt;
====Raktam====&lt;br /&gt;
=====Chikram=====&lt;br /&gt;
Three huts a short walk north of Raktam. Until recently occupied by the [[Royal Court of Greater Raktam]] as a northern outpost, this was a favourite haunt of pirates. This location was also known as Winter Palace of the Queen of Greater Raktam, Blue Hummingbird, until her death in February '08. It has since been garrisoned as the Northern garrison of Raktam for its Warriors,and a place of refuge for any native. Maintained by Viceroy Skuzball from 2008-Current.&lt;br /&gt;
Occupied by Warriors of Raktam-1st Garrison&lt;br /&gt;
&lt;br /&gt;
{{pplink|322|492}}&lt;br /&gt;
&lt;br /&gt;
====Shipwreck====&lt;br /&gt;
=====Temple Ruins=====&lt;br /&gt;
This ancient temple has a multi-space interior with a sacrificial table (although to date this has no apparent function).  It has been heavily fought over in the past but is now firmly in pirate hands and has been used as a gladiatorial arena between pirates engaging in boxing. The ruins are a favorite haunt of pirate-killers.&lt;br /&gt;
&lt;br /&gt;
{{pplink|540|530}}&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Mercenary's Guildhouse=====&lt;br /&gt;
Formerly the headquarters of the [[Mercenary's Guild]], this was the center of Guild power in York during the second invasion, and a frequent target for [[Order of Patriots]] raids. Subsequent to the Guild's demobilisation, the building was used as the headquarters of the Shartak Protestant League and as the York Courthouse.&lt;br /&gt;
&lt;br /&gt;
{{pplink|366|314}}&lt;br /&gt;
&lt;br /&gt;
====Wilderness====&lt;br /&gt;
=====North Slope Ruins=====&lt;br /&gt;
Three ruined huts near the northern slope of Mt. Shartak.&lt;br /&gt;
&lt;br /&gt;
{{pplink|391|480}}&lt;br /&gt;
&lt;br /&gt;
=====Chikram=====&lt;br /&gt;
Three ruined huts just north of Raktam, claimed by the [[Royal Court of Greater Raktam]] as a northern outpost.&lt;br /&gt;
&lt;br /&gt;
{{pplink|322|492}}&lt;br /&gt;
&lt;br /&gt;
=====The Pirates Rest=====&lt;br /&gt;
Two ruined huts on the peninsula west of the Shipwreck, in close proximity to a fruit tree planatation operated by the [[Exotic Sports Hunting Club]] in '08.&lt;br /&gt;
&lt;br /&gt;
{{pplink|594|519}}&lt;br /&gt;
&lt;br /&gt;
=====New Berlin=====&lt;br /&gt;
Three ruined huts at the start of the Durham Peninsula, occasionally occupied by Maximillan Pike, and used as a refuge for travellers between York and Durham.Now Occupied frequently by German Settlers who choose to use the roaming shamans instead of returning home.&lt;br /&gt;
&lt;br /&gt;
{{pplink|490|365}}&lt;br /&gt;
&lt;br /&gt;
=====New Bristol=====&lt;br /&gt;
Two ruined huts near the shore of Unity Bay, on the Durham Peninsula. Occasionally occupied by Hideo Inakajimita, New Bristol is very close to a driftwood shipyard and is used as a free port for traders of any nationality.&lt;br /&gt;
&lt;br /&gt;
{{pplink|605|374}}&lt;br /&gt;
&lt;br /&gt;
=====York River Ruins=====&lt;br /&gt;
Two ruined huts on the west bank of the river that flows south from Mt Shartak.  The site of the first [[Shartak Preservation Front]] conference.&lt;br /&gt;
&lt;br /&gt;
{{pplink|357|406}}&lt;br /&gt;
&lt;br /&gt;
=====Azguz'ktam=====&lt;br /&gt;
Two ruined huts a short way north-east of the York Swamp, not far from the Derby-York road. It is the southern-most citadel of the kingdom of the [[Royal Court of Greater Raktam]], named after Azguz, the hybrid werewolf Protector of Raktam. &lt;br /&gt;
&lt;br /&gt;
{{pplink|331|380}}&lt;br /&gt;
&lt;br /&gt;
===Islets===&lt;br /&gt;
====Casterley Rock====&lt;br /&gt;
A small, thin island just off the southern coast of [[Derby]], once occupied by the clan known as the Lions of Casterley Rock.&lt;br /&gt;
&lt;br /&gt;
{{pplink|095|335}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Southern Islands|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Arivo Rock====&lt;br /&gt;
&lt;br /&gt;
A very small, crescent shaped-island lying in deep water south-east of [[Derby]]. Discovered in September '08 by a spelunking explorer named Raivo, it has an entrance to the vast underground network of caves underneath the island, and is the quickest entrance to the abandoned gold mine sitting underneath Derby.&lt;br /&gt;
&lt;br /&gt;
====Skull Island and surrounding archipelego====&lt;br /&gt;
&lt;br /&gt;
A large island sitting in deep water to the north-east of the main iasland of Shartak. Inhabited by cannibals, strange geological activity has resulted in a land mass which has an eery visual similarity to a human skull. Two lakes occupy the centre of the island, which contain fresh water. The most southern island of the archipelego is called Mandible Island, and several small islands strech between Mandible Island and Skull Island. The island is riddled with caves, some of which are used by its inhabitants as shelter. Skull Island hosts the small village of [[Rakmogak]], the home of the cannibals - a very dangerous place for visitors.&lt;br /&gt;
&lt;br /&gt;
====Ernst Island====&lt;br /&gt;
The smallest islet in Shartak's waters, lying just east of Rodrigo Island. Currently the site of the Shartak Wildlife Conservatory. Poachers are not welcome.&lt;br /&gt;
&lt;br /&gt;
{{pplink|628|385}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Western Islets|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Midway Island====&lt;br /&gt;
A small island off the south coast between [[York]] and [[Derby]]. It emerged from the sea in April '07, revealing the ruins of a two-story stone tower. The first person on the island was [[Simeon Carter]] of Derby, and so the channel across from the mainland to the island is called [[Carter Channel]]. It is known by some natives as Barbekuria, and was used as for various religious ceremonies until a joint [[Eastern Federation]]/ [[York Coalition]] attack. The tower was previously hom to a casino operated by [[the French]], however the French fled when words were exchanged between the [[Kingdom Of Skulls]] and various hardline factions of York over the ownership of the Island.&lt;br /&gt;
&lt;br /&gt;
{{pplink|217|335}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Southern Islands|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Hawkins Island====&lt;br /&gt;
A small island off the tip of the York Peninsula (Macdonald Point), which has been known as Killer Island and Calvin's Eye-Land. Once declared the Shartak Elephant Preserve, later claimed by the Predators of Killer Island, and then as the headquarters of the [[Kraken Hunters]], it is often used as a staging post for attacks on York.&lt;br /&gt;
&lt;br /&gt;
{{pplink|401|270}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Southern Islands|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Rodrigo Island====&lt;br /&gt;
A small island to the north of Durham, discovered by Alex Rodrigo in the early weeks of the colonisation.  The western beach was the former site of a Dutch shipyard, operated by agents of the long- defunct [[1st Imperial Privateers Regiment]]. Save for a signpost, the shipyard is now overgrown and has fallen into disrepair. Alex Rodrigo continues to inhabit the island as its de facto governor.&lt;br /&gt;
&lt;br /&gt;
{{pplink|644|390}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Western Islets|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Unity Island====&lt;br /&gt;
A frequently contested landmass in Unity Bay (between Durham and the Shipwreck), declared a no-violence zone by a group of powerful clans, and for a time in '07 controlled by a pirate group known as [[the Brotherhood of the Coast]]. The northern tip is called Cape Bonobo, and the southern tip is called Cape Shark, to reflect the former names of the island (Shark island and Bonobo Island). The body of water between Unity Island and the mainland is called Expedition Channel, and the body of water to the east is Cargo Cult Sea, both names honoring the two clans who originally discovered the island.&lt;br /&gt;
&lt;br /&gt;
{{pplink|568|416}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Unity Island|Wiki]]&lt;br /&gt;
&lt;br /&gt;
===Landmarks===&lt;br /&gt;
====Mt. Shartak====&lt;br /&gt;
The imposing bulk of Mt. Shartak (or Mt Eramus) looms over the whole island, and contains many ledges and caves to explore. Some of the caves are very deep, and are inhabited by dangerous bears, aggressive flightless birds called &amp;quot;shargles&amp;quot;, and swarms of aggressive rats. Known by some natives as &amp;quot;Blood Mountain&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{{pplink|365|455}}&lt;br /&gt;
&lt;br /&gt;
====Cave complex====&lt;br /&gt;
Besides the caves around Mt. Shartak, there is another cave to explore at at [-70.429,+26.449] (there's a [[map of caves near Dalpok]])&lt;br /&gt;
&lt;br /&gt;
{{pplink|429|449}}&lt;br /&gt;
&lt;br /&gt;
====Echo Beach====&lt;br /&gt;
&lt;br /&gt;
The broad expanse of sand dunes located to the far west of the island. Much of the far tip is covered in signposts from visitors who have made the long trek.&lt;br /&gt;
&lt;br /&gt;
{{pplink|710|375}}&lt;br /&gt;
&lt;br /&gt;
====Irony Bay====&lt;br /&gt;
&lt;br /&gt;
The long bight to the east of the shipwreck, and immediately east of the northern river mouth. Notable for its broad, slowly curving expanse of white sand, but little else.&lt;br /&gt;
&lt;br /&gt;
{{pplink|510|532}}&lt;br /&gt;
&lt;br /&gt;
==== Santa's Splash ====&lt;br /&gt;
&lt;br /&gt;
The waterfall at the source of the southern river, so named because of Santa Claus's nearby appearance in Christmas 2006.&lt;br /&gt;
&lt;br /&gt;
{{pplink|351|429}}&lt;br /&gt;
&lt;br /&gt;
==== Long Fin River ====&lt;br /&gt;
&lt;br /&gt;
The northern river flowing from the beach west of the shipwreck, ending in [[Archer's Pool]]. The clan [[River Born Fury]] had their headquarters at the delta. The river was named after Shartak's most notorious pirate killer, [[Long Fin Killie]].&lt;br /&gt;
&lt;br /&gt;
==== Nihilo's Hollow ====&lt;br /&gt;
&lt;br /&gt;
The catacomb complex found under the Sacred Space. The subterranean cave forms an unbroken ring, and so does not leave out from the Sacred Space. The only entrance and exit is the tunnel to Sacred Space. Although the hollow is technically in Sacred Space, the spirits of the Ancestors do not prevent aggression in it, and therefore players can attack and kill other players or NPCs. There is a fungi vein within the cave, as well as spiders that pose a danger to fungi farmers.&lt;br /&gt;
&lt;br /&gt;
Named after Nihilo, one of its earliest discoverers, and the first person to ruthlessly kill another player in it once it was revealed that the tranquil spirits did not inhabit the premises. Originally called the Pit of Ouroboros, a symbolic attribution of its geometry. &lt;br /&gt;
&lt;br /&gt;
{{pplink|353|443}}&lt;br /&gt;
&lt;br /&gt;
====River Hazen====&lt;br /&gt;
&lt;br /&gt;
This river was also once called the Margaret River. It is named after a now-retired combat veteran of York, WB Hazen, who was a leader of the [[Order of Patriots]]. The River runs from Mt Shartak south to the sea, and forms the south-western boundary of the kingdom of the [[Royal Court of Greater Raktam]]. The mouth of the River Hazen is called the Hazen Delta, generally recognised as York's swampland.&lt;br /&gt;
&lt;br /&gt;
===Law Enforcement===&lt;br /&gt;
====Derby====&lt;br /&gt;
=====Derby Hospitallers=====&lt;br /&gt;
Although not an explicit police group, the Hospitallers are sworn to attack and punish &amp;quot;vile criminals&amp;quot;, so it's probably worth speaking to them if you get PKed around Derby.  The building is actually a hospital, but there's almost always a hospitaller either inside or just outside.&lt;br /&gt;
&lt;br /&gt;
{{pplink|093|352}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Derby Hospitallers|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====1st Derby Privateers=====&lt;br /&gt;
The Privateers have declared their intention to, amongst other things, cleanse Derby of PKers.&lt;br /&gt;
&lt;br /&gt;
{{pplink|098|355}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[1st Derby Privateers|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Durham====&lt;br /&gt;
=====Durham Police=====&lt;br /&gt;
The Durham Police Department was established in March 08 to replace the disbanded Pistoleers. They established an effective defense against the Headhunters in April 08 with the assistance of the Durham Model Army and the 1st Colonial Militia.&lt;br /&gt;
&lt;br /&gt;
{{pplink|652|340}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Durham Police|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Colonial Police=====&lt;br /&gt;
The island's oldest and largest police group, the Colonial Police have managed to make York one of the safest towns on Shartak.  They offer protection to all outsiders, and have been known to help friendly natives too.&lt;br /&gt;
&lt;br /&gt;
{{pplink|368|313}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Colonial Police|Wiki]]&lt;br /&gt;
&lt;br /&gt;
===Medical Facilities===&lt;br /&gt;
====Dalpok====&lt;br /&gt;
=====Medical Hut=====&lt;br /&gt;
Medical huts are an inexhaustible source of healing herbs and beverages, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|437|449}}&lt;br /&gt;
&lt;br /&gt;
=====Shubar=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Shubar only helps those from Dalpok, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|437|443}}&lt;br /&gt;
&lt;br /&gt;
====Derby====&lt;br /&gt;
=====Balchig=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Blachig only helps those from Derby, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|095|350}}&lt;br /&gt;
&lt;br /&gt;
=====Derby Hospital=====&lt;br /&gt;
Run by the Derby Hospitallers, any outsiders (and friendly natives) waiting in this building will be healed by one of their daily patrols.  The Hospital has also recently become a safehouse, providing shelter to any peaceful individuals, regardless of their origins.  &lt;br /&gt;
&lt;br /&gt;
{{pplink|093|352}}&amp;lt;br&amp;gt;&lt;br /&gt;
[[Derby Hospital|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Medical Hut=====&lt;br /&gt;
Medical huts are an inexhaustible source of first-aid kits and beverages, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|099|353}}&lt;br /&gt;
&lt;br /&gt;
====Durham====&lt;br /&gt;
=====Kadmor=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Kadmor only helps those from Durham, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|648|343}}&lt;br /&gt;
&lt;br /&gt;
=====Medical Hut=====&lt;br /&gt;
Medical huts are an inexhaustible source of first-aid kits and beverages, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|651|344}}&lt;br /&gt;
&lt;br /&gt;
====Raktam====&lt;br /&gt;
=====Medical Hut=====&lt;br /&gt;
Medical huts are an inexhaustible source of healing herbs and beverages, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|323|473}}&lt;br /&gt;
&lt;br /&gt;
=====Najdam=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Najdam only helps those from Raktam, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|322|469}}&lt;br /&gt;
&lt;br /&gt;
====Shipwreck====&lt;br /&gt;
=====Jakota=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Jakota only helps those from the Shipwreck, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|541|543}}&lt;br /&gt;
&lt;br /&gt;
=====Large Cabin=====&lt;br /&gt;
The Large Cabin is an inexhaustible source of first-aid kits, although find rates are much lower than in standard medical huts, resulting in a constant shortage of medical supplies at the shipwreck.&lt;br /&gt;
&lt;br /&gt;
{{pplink|541|546}}&lt;br /&gt;
&lt;br /&gt;
====Wiksik====&lt;br /&gt;
=====Medical Hut=====&lt;br /&gt;
Medical huts are an inexhaustible source of healing herbs and beverages, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|240|410}}&lt;br /&gt;
&lt;br /&gt;
=====Tapran=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Tapran only helps those from Wiksik, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|239|405}}&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Kahuni=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Kahuni only helps those from York, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|371|314}}&lt;br /&gt;
&lt;br /&gt;
=====Medical Hut=====&lt;br /&gt;
Medical huts are an inexhaustible source of first-aid kits and beverages, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|369|320}}&lt;br /&gt;
&lt;br /&gt;
=====Royal Expedition Field Hospital=====&lt;br /&gt;
Run by the Royal Expedition, outsiders and natives who wait here will be healed by one of the staff, who are almost always present.  Enemies of the Royal Expedition or their allies are more likely to be slain, though, as the expedition claims this area as their territory.&lt;br /&gt;
&lt;br /&gt;
{{pplink|366|319}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[RE field hospital|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Roaming====&lt;br /&gt;
Roaming shamen will resurrect anyone who contacts them, for a cost of 50AP.  The nearest roaming shaman will be contacted, whisking you away to their current location.  To check the locations of these shamen, visit their pages below and click on the 'Current Sighting' coordinates.&lt;br /&gt;
&lt;br /&gt;
[[Atok]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Igoban]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Jidram]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Malpok]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Movak]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Pabkim]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Skulu]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Xaltam]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Zakano]]&lt;br /&gt;
&lt;br /&gt;
===Military and Munitions===&lt;br /&gt;
====Dalpok====&lt;br /&gt;
=====Ammunition Hut=====&lt;br /&gt;
The ammo hut provides an inexhaustible source of blowpipes and darts, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|441|443}}&lt;br /&gt;
&lt;br /&gt;
====Derby====&lt;br /&gt;
=====Ammunition Hut=====&lt;br /&gt;
The ammo hut provides an inexhaustible source of rifles and bullets, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|096|356}}&lt;br /&gt;
&lt;br /&gt;
=====Derby Rangers HQ=====&lt;br /&gt;
&lt;br /&gt;
The Derby Rangers' leader can be contacted directly in this hut for any purposes, and other Rangers frequently sleep inside, as well. &lt;br /&gt;
&lt;br /&gt;
{{pplink|096|348}}&lt;br /&gt;
&lt;br /&gt;
====Durham====&lt;br /&gt;
=====Ammunition Hut=====&lt;br /&gt;
The ammo hut provides an inexhaustible source of rifles and bullets, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|647|349}}&lt;br /&gt;
&lt;br /&gt;
====Raktam====&lt;br /&gt;
=====Ammunition Hut=====&lt;br /&gt;
The ammo hut provides an inexhaustible source of blowpipes and darts, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|324|474}}&lt;br /&gt;
&lt;br /&gt;
====Shipwreck====&lt;br /&gt;
=====Armoury=====&lt;br /&gt;
The Armoury provides an inexhaustible source of cutlasses, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|541|546}}&lt;br /&gt;
&lt;br /&gt;
====Wiksik====&lt;br /&gt;
=====Ammunition Hut=====&lt;br /&gt;
The ammo hut provides an inexhaustible source of blowpipes and darts, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|239|411}}&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Ammunition Hut=====&lt;br /&gt;
The ammo hut provides an inexhaustible source of rifles and bullets, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|371|316}}&lt;br /&gt;
&lt;br /&gt;
===Recreational===&lt;br /&gt;
====Derby====&lt;br /&gt;
=====The Derby Horticultural Gardens=====&lt;br /&gt;
Maintained by Hospitaller Jack Molay, this is a small shrubbery in the south of Derby, planted during the Derby Derby to keep the defender's spirits up.&lt;br /&gt;
&lt;br /&gt;
{{pplink|097|347}}&lt;br /&gt;
 &lt;br /&gt;
=====The Derby Tavern and Trading Post=====&lt;br /&gt;
Inspired by Czechy's Tavern, the Derby Tavern and Trading Post is a safehouse located in the Derby Trader's hut.  Anyone may stay here under the protection of the Derby Privateers (unless they're wanted by the Privateers, of course).&lt;br /&gt;
&lt;br /&gt;
{{pplink|092|350}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Derby Tavern|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Raktam====&lt;br /&gt;
=====The Raktam Tavern=====&lt;br /&gt;
Set up to provide brown liquids of varying origin to the citizens of Raktam, and also to offer a safe sleeping place to peaceful visitors.  Frequently patrolled to ensure hostile outsiders are not in residence - see the wiki page for more details of who can and can't stay.&lt;br /&gt;
&lt;br /&gt;
{{pplink|321|473}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[The Raktam Tavern|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Czechy's Tavern=====&lt;br /&gt;
The oldest tavern on the island, owned by an officer of the [[Colonial Police]] and declared a general non-violence zone except against those wanted by the Colonial Police.  This rule is frequently broken, but the presence of at least one officer at all times means that offenders tend to be swiftly punished.&lt;br /&gt;
&lt;br /&gt;
{{pplink|368|313}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Czechy's Tavern|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====The Waugh Arms=====&lt;br /&gt;
The newest tavern on this island, found in the former Colonial Police headquarters and run by the [[Colon Police]] and 5punk, and is also a non-violence zone. The Waugh Arms generally has several staff members on call to dispense food, drinks and healing.&lt;br /&gt;
&lt;br /&gt;
{{pplink|374|313}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[The Waugh Arms|Wiki]]&lt;br /&gt;
&lt;br /&gt;
===Religious===&lt;br /&gt;
====York====&lt;br /&gt;
=====Shartak Protestant League Hut=====&lt;br /&gt;
Home of the controversial ultra-religious clan, and scene of many murders committed by annoyed members of the public.&lt;br /&gt;
&lt;br /&gt;
{{pplink|366|314}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Shartak Protestant League|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====York Synagogue=====&lt;br /&gt;
[[Congregation Tafas Shalva|Congregation Tafas Shalva]], a Jewish synagogue, is headed by the agreeable and inoffensive Rabbi Shlomo Weinstein[http://www.shartak.com//profile.cgi?id=5234]. All are welcome, whether Jewish or not. Minyan every night at sunset, potluck (kashruth) every Wednesday, and there's a bake-sale the first Sunday of the month. Try the rugelach!&lt;br /&gt;
&lt;br /&gt;
[[Image:TafasShalva2.JPG ]]&lt;br /&gt;
&lt;br /&gt;
{{pplink|369|311}}&lt;/div&gt;</summary>
		<author><name>Bloodclott</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=User:Bloodclott/Here&amp;diff=21347</id>
		<title>User:Bloodclott/Here</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=User:Bloodclott/Here&amp;diff=21347"/>
		<updated>2010-02-18T12:27:03Z</updated>

		<summary type="html">&lt;p&gt;Bloodclott: /* Shaman */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Basic supplies everyone should carry are&lt;br /&gt;
&lt;br /&gt;
*Backpack-Carry all this stuff in. With a backpack you can carry 100 slots of inventory instead of 70.&lt;br /&gt;
30 more spaces makes a nice pile of loot.&lt;br /&gt;
&lt;br /&gt;
*4 Machetes or cutlasses.Just like the newcomers guide states,they will break and go dull, so carry backups at all times.&lt;br /&gt;
&lt;br /&gt;
*A Knife or dagger.Helps to leave messages,create signs and start fires with the use of a sharpening stone.&lt;br /&gt;
&lt;br /&gt;
*5 Tinder to create fires.&lt;br /&gt;
You will also need a large stash of dead wood or drift wood. Id suggest 10 pieces for a short trip.&lt;br /&gt;
&lt;br /&gt;
*Sharpening Stone to polish those dull blades.You will also need a sharpening stone to start a fire&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*5-25 FAKs&lt;br /&gt;
The more the better but leave room for other supplies and treasures you will find.Again,this depends &lt;br /&gt;
on your role.&lt;br /&gt;
&lt;br /&gt;
*2 GPS Units 1 on 1 off &lt;br /&gt;
This allows you to switch to the opposite when your primary dies.If you plan on being out for long periods of months or more without stopping at any camp Id carry 4.&lt;br /&gt;
&lt;br /&gt;
*Shovel-you can plant trees,find loot,cache items for later use or even bury a treasure of your own.&lt;br /&gt;
If all your weapons break mysteriously-your shovel wont.&lt;br /&gt;
&lt;br /&gt;
*4 Empty Bottles/Gourds &lt;br /&gt;
You can fill these with water or juice,a great way to save FAKs for emergency use only. &lt;br /&gt;
Only using FAKs for serious injuries will help you survive for longer periods of time in the wild.&lt;br /&gt;
Tress are abundant and lakes are sparse-so go with juice.spend half a day farming and juicing,and youll have around 20hp with 4 bottles.&lt;br /&gt;
&lt;br /&gt;
*Charms&lt;br /&gt;
If you believe in them,they might work.Who knows? ID carry 1 or 2 for flavor,but i do find a Silver Skull Cross does work against spirits.&lt;br /&gt;
&lt;br /&gt;
*Rifle/Blowpipe with ammo&lt;br /&gt;
Seeing as rifles are highly outweighed, i do not suggest using them as a primary weapon.Instead, use a rifle to weaken a target then kill with an edged weapon.&lt;br /&gt;
Keep your rifles(about 20) loaded and at the ready at all times If you choose to carry.&lt;br /&gt;
With Blowpipes,Carry only 2. Sometimes they clog and are useless,so carry another just in case.&lt;br /&gt;
Heres how blow pipes rock over rifles.You can carry just as much ammo having 40 loaded rifles and 2 blowpipes with 80 darts, but you only need search time and not a reload time to obtain that number.&lt;br /&gt;
&lt;br /&gt;
So, to get 40 loaded rifles,you need 80ap plus search time. Thats 80 AP you can spend hunting or killing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==More Detailed Lists==&lt;br /&gt;
There are many classes of players outside of the original selections due to metagaming,originality, and just old fashioned role playing. &lt;br /&gt;
&lt;br /&gt;
Outside of the ordinary fixed classes, you can now be A Farmer, A Hunter, Gatherer, A Juicer, Fungi Farmer, Firefighter, City Official, Bar tender, etc. &lt;br /&gt;
There are alot of roles, and to play one effectively you need certain basic supplies for those classes,and the original classes.&lt;br /&gt;
===Hunter===&lt;br /&gt;
===Gatherer===&lt;br /&gt;
&lt;br /&gt;
===Farmer===&lt;br /&gt;
To Farm correctly you will need the Agriculture skill and should be of the Settler/Villager skill class to assist in finding more plants to grow.Farmers and gatherers usually go hand in hand,just like juicers but its not always so.&lt;br /&gt;
I would suggest carrying&lt;br /&gt;
*4 Machetes&lt;br /&gt;
*1 Knife&lt;br /&gt;
*4 Wood&lt;br /&gt;
*10 FAKs&lt;br /&gt;
*2 seed bags&lt;br /&gt;
*1 Shovel&lt;br /&gt;
*1 Sharpening Stone&lt;br /&gt;
*20 Bottles Water&lt;br /&gt;
*1 Backpack&lt;br /&gt;
*12 Fruit of your choice&lt;br /&gt;
&lt;br /&gt;
===juicer===&lt;br /&gt;
===Healer===&lt;br /&gt;
===Shaman===&lt;br /&gt;
===Fire Fighter===&lt;br /&gt;
===Peace officer===&lt;br /&gt;
===Bar Tender===&lt;/div&gt;</summary>
		<author><name>Bloodclott</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=User:Bloodclott/Here&amp;diff=21346</id>
		<title>User:Bloodclott/Here</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=User:Bloodclott/Here&amp;diff=21346"/>
		<updated>2010-02-18T12:26:32Z</updated>

		<summary type="html">&lt;p&gt;Bloodclott: /* Shaman= */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Basic supplies everyone should carry are&lt;br /&gt;
&lt;br /&gt;
*Backpack-Carry all this stuff in. With a backpack you can carry 100 slots of inventory instead of 70.&lt;br /&gt;
30 more spaces makes a nice pile of loot.&lt;br /&gt;
&lt;br /&gt;
*4 Machetes or cutlasses.Just like the newcomers guide states,they will break and go dull, so carry backups at all times.&lt;br /&gt;
&lt;br /&gt;
*A Knife or dagger.Helps to leave messages,create signs and start fires with the use of a sharpening stone.&lt;br /&gt;
&lt;br /&gt;
*5 Tinder to create fires.&lt;br /&gt;
You will also need a large stash of dead wood or drift wood. Id suggest 10 pieces for a short trip.&lt;br /&gt;
&lt;br /&gt;
*Sharpening Stone to polish those dull blades.You will also need a sharpening stone to start a fire&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*5-25 FAKs&lt;br /&gt;
The more the better but leave room for other supplies and treasures you will find.Again,this depends &lt;br /&gt;
on your role.&lt;br /&gt;
&lt;br /&gt;
*2 GPS Units 1 on 1 off &lt;br /&gt;
This allows you to switch to the opposite when your primary dies.If you plan on being out for long periods of months or more without stopping at any camp Id carry 4.&lt;br /&gt;
&lt;br /&gt;
*Shovel-you can plant trees,find loot,cache items for later use or even bury a treasure of your own.&lt;br /&gt;
If all your weapons break mysteriously-your shovel wont.&lt;br /&gt;
&lt;br /&gt;
*4 Empty Bottles/Gourds &lt;br /&gt;
You can fill these with water or juice,a great way to save FAKs for emergency use only. &lt;br /&gt;
Only using FAKs for serious injuries will help you survive for longer periods of time in the wild.&lt;br /&gt;
Tress are abundant and lakes are sparse-so go with juice.spend half a day farming and juicing,and youll have around 20hp with 4 bottles.&lt;br /&gt;
&lt;br /&gt;
*Charms&lt;br /&gt;
If you believe in them,they might work.Who knows? ID carry 1 or 2 for flavor,but i do find a Silver Skull Cross does work against spirits.&lt;br /&gt;
&lt;br /&gt;
*Rifle/Blowpipe with ammo&lt;br /&gt;
Seeing as rifles are highly outweighed, i do not suggest using them as a primary weapon.Instead, use a rifle to weaken a target then kill with an edged weapon.&lt;br /&gt;
Keep your rifles(about 20) loaded and at the ready at all times If you choose to carry.&lt;br /&gt;
With Blowpipes,Carry only 2. Sometimes they clog and are useless,so carry another just in case.&lt;br /&gt;
Heres how blow pipes rock over rifles.You can carry just as much ammo having 40 loaded rifles and 2 blowpipes with 80 darts, but you only need search time and not a reload time to obtain that number.&lt;br /&gt;
&lt;br /&gt;
So, to get 40 loaded rifles,you need 80ap plus search time. Thats 80 AP you can spend hunting or killing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==More Detailed Lists==&lt;br /&gt;
There are many classes of players outside of the original selections due to metagaming,originality, and just old fashioned role playing. &lt;br /&gt;
&lt;br /&gt;
Outside of the ordinary fixed classes, you can now be A Farmer, A Hunter, Gatherer, A Juicer, Fungi Farmer, Firefighter, City Official, Bar tender, etc. &lt;br /&gt;
There are alot of roles, and to play one effectively you need certain basic supplies for those classes,and the original classes.&lt;br /&gt;
===Hunter===&lt;br /&gt;
===Gatherer===&lt;br /&gt;
&lt;br /&gt;
===Farmer===&lt;br /&gt;
To Farm correctly you will need the Agriculture skill and should be of the Settler/Villager skill class to assist in finding more plants to grow.Farmers and gatherers usually go hand in hand,just like juicers but its not always so.&lt;br /&gt;
I would suggest carrying&lt;br /&gt;
*4 Machetes&lt;br /&gt;
*1 Knife&lt;br /&gt;
*4 Wood&lt;br /&gt;
*10 FAKs&lt;br /&gt;
*2 seed bags&lt;br /&gt;
*1 Shovel&lt;br /&gt;
*1 Sharpening Stone&lt;br /&gt;
*20 Bottles Water&lt;br /&gt;
*1 Backpack&lt;br /&gt;
*12 Fruit of your choice&lt;br /&gt;
&lt;br /&gt;
===juicer===&lt;br /&gt;
===Healer===&lt;br /&gt;
==Shaman==&lt;br /&gt;
===Fire Fighter===&lt;br /&gt;
===Peace officer===&lt;br /&gt;
===Bar Tender===&lt;/div&gt;</summary>
		<author><name>Bloodclott</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=User:Bloodclott/Here&amp;diff=21345</id>
		<title>User:Bloodclott/Here</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=User:Bloodclott/Here&amp;diff=21345"/>
		<updated>2010-02-18T12:26:08Z</updated>

		<summary type="html">&lt;p&gt;Bloodclott: /* More Detailed Lists */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Basic supplies everyone should carry are&lt;br /&gt;
&lt;br /&gt;
*Backpack-Carry all this stuff in. With a backpack you can carry 100 slots of inventory instead of 70.&lt;br /&gt;
30 more spaces makes a nice pile of loot.&lt;br /&gt;
&lt;br /&gt;
*4 Machetes or cutlasses.Just like the newcomers guide states,they will break and go dull, so carry backups at all times.&lt;br /&gt;
&lt;br /&gt;
*A Knife or dagger.Helps to leave messages,create signs and start fires with the use of a sharpening stone.&lt;br /&gt;
&lt;br /&gt;
*5 Tinder to create fires.&lt;br /&gt;
You will also need a large stash of dead wood or drift wood. Id suggest 10 pieces for a short trip.&lt;br /&gt;
&lt;br /&gt;
*Sharpening Stone to polish those dull blades.You will also need a sharpening stone to start a fire&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*5-25 FAKs&lt;br /&gt;
The more the better but leave room for other supplies and treasures you will find.Again,this depends &lt;br /&gt;
on your role.&lt;br /&gt;
&lt;br /&gt;
*2 GPS Units 1 on 1 off &lt;br /&gt;
This allows you to switch to the opposite when your primary dies.If you plan on being out for long periods of months or more without stopping at any camp Id carry 4.&lt;br /&gt;
&lt;br /&gt;
*Shovel-you can plant trees,find loot,cache items for later use or even bury a treasure of your own.&lt;br /&gt;
If all your weapons break mysteriously-your shovel wont.&lt;br /&gt;
&lt;br /&gt;
*4 Empty Bottles/Gourds &lt;br /&gt;
You can fill these with water or juice,a great way to save FAKs for emergency use only. &lt;br /&gt;
Only using FAKs for serious injuries will help you survive for longer periods of time in the wild.&lt;br /&gt;
Tress are abundant and lakes are sparse-so go with juice.spend half a day farming and juicing,and youll have around 20hp with 4 bottles.&lt;br /&gt;
&lt;br /&gt;
*Charms&lt;br /&gt;
If you believe in them,they might work.Who knows? ID carry 1 or 2 for flavor,but i do find a Silver Skull Cross does work against spirits.&lt;br /&gt;
&lt;br /&gt;
*Rifle/Blowpipe with ammo&lt;br /&gt;
Seeing as rifles are highly outweighed, i do not suggest using them as a primary weapon.Instead, use a rifle to weaken a target then kill with an edged weapon.&lt;br /&gt;
Keep your rifles(about 20) loaded and at the ready at all times If you choose to carry.&lt;br /&gt;
With Blowpipes,Carry only 2. Sometimes they clog and are useless,so carry another just in case.&lt;br /&gt;
Heres how blow pipes rock over rifles.You can carry just as much ammo having 40 loaded rifles and 2 blowpipes with 80 darts, but you only need search time and not a reload time to obtain that number.&lt;br /&gt;
&lt;br /&gt;
So, to get 40 loaded rifles,you need 80ap plus search time. Thats 80 AP you can spend hunting or killing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==More Detailed Lists==&lt;br /&gt;
There are many classes of players outside of the original selections due to metagaming,originality, and just old fashioned role playing. &lt;br /&gt;
&lt;br /&gt;
Outside of the ordinary fixed classes, you can now be A Farmer, A Hunter, Gatherer, A Juicer, Fungi Farmer, Firefighter, City Official, Bar tender, etc. &lt;br /&gt;
There are alot of roles, and to play one effectively you need certain basic supplies for those classes,and the original classes.&lt;br /&gt;
===Hunter===&lt;br /&gt;
===Gatherer===&lt;br /&gt;
&lt;br /&gt;
===Farmer===&lt;br /&gt;
To Farm correctly you will need the Agriculture skill and should be of the Settler/Villager skill class to assist in finding more plants to grow.Farmers and gatherers usually go hand in hand,just like juicers but its not always so.&lt;br /&gt;
I would suggest carrying&lt;br /&gt;
*4 Machetes&lt;br /&gt;
*1 Knife&lt;br /&gt;
*4 Wood&lt;br /&gt;
*10 FAKs&lt;br /&gt;
*2 seed bags&lt;br /&gt;
*1 Shovel&lt;br /&gt;
*1 Sharpening Stone&lt;br /&gt;
*20 Bottles Water&lt;br /&gt;
*1 Backpack&lt;br /&gt;
*12 Fruit of your choice&lt;br /&gt;
&lt;br /&gt;
===juicer===&lt;br /&gt;
===Healer===&lt;br /&gt;
==Shaman===&lt;br /&gt;
===Fire Fighter===&lt;br /&gt;
===Peace officer===&lt;br /&gt;
===Bar Tender===&lt;/div&gt;</summary>
		<author><name>Bloodclott</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=User:Bloodclott/Here&amp;diff=21344</id>
		<title>User:Bloodclott/Here</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=User:Bloodclott/Here&amp;diff=21344"/>
		<updated>2010-02-18T12:01:15Z</updated>

		<summary type="html">&lt;p&gt;Bloodclott: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Basic supplies everyone should carry are&lt;br /&gt;
&lt;br /&gt;
*Backpack-Carry all this stuff in. With a backpack you can carry 100 slots of inventory instead of 70.&lt;br /&gt;
30 more spaces makes a nice pile of loot.&lt;br /&gt;
&lt;br /&gt;
*4 Machetes or cutlasses.Just like the newcomers guide states,they will break and go dull, so carry backups at all times.&lt;br /&gt;
&lt;br /&gt;
*A Knife or dagger.Helps to leave messages,create signs and start fires with the use of a sharpening stone.&lt;br /&gt;
&lt;br /&gt;
*5 Tinder to create fires.&lt;br /&gt;
You will also need a large stash of dead wood or drift wood. Id suggest 10 pieces for a short trip.&lt;br /&gt;
&lt;br /&gt;
*Sharpening Stone to polish those dull blades.You will also need a sharpening stone to start a fire&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*5-25 FAKs&lt;br /&gt;
The more the better but leave room for other supplies and treasures you will find.Again,this depends &lt;br /&gt;
on your role.&lt;br /&gt;
&lt;br /&gt;
*2 GPS Units 1 on 1 off &lt;br /&gt;
This allows you to switch to the opposite when your primary dies.If you plan on being out for long periods of months or more without stopping at any camp Id carry 4.&lt;br /&gt;
&lt;br /&gt;
*Shovel-you can plant trees,find loot,cache items for later use or even bury a treasure of your own.&lt;br /&gt;
If all your weapons break mysteriously-your shovel wont.&lt;br /&gt;
&lt;br /&gt;
*4 Empty Bottles/Gourds &lt;br /&gt;
You can fill these with water or juice,a great way to save FAKs for emergency use only. &lt;br /&gt;
Only using FAKs for serious injuries will help you survive for longer periods of time in the wild.&lt;br /&gt;
Tress are abundant and lakes are sparse-so go with juice.spend half a day farming and juicing,and youll have around 20hp with 4 bottles.&lt;br /&gt;
&lt;br /&gt;
*Charms&lt;br /&gt;
If you believe in them,they might work.Who knows? ID carry 1 or 2 for flavor,but i do find a Silver Skull Cross does work against spirits.&lt;br /&gt;
&lt;br /&gt;
*Rifle/Blowpipe with ammo&lt;br /&gt;
Seeing as rifles are highly outweighed, i do not suggest using them as a primary weapon.Instead, use a rifle to weaken a target then kill with an edged weapon.&lt;br /&gt;
Keep your rifles(about 20) loaded and at the ready at all times If you choose to carry.&lt;br /&gt;
With Blowpipes,Carry only 2. Sometimes they clog and are useless,so carry another just in case.&lt;br /&gt;
Heres how blow pipes rock over rifles.You can carry just as much ammo having 40 loaded rifles and 2 blowpipes with 80 darts, but you only need search time and not a reload time to obtain that number.&lt;br /&gt;
&lt;br /&gt;
So, to get 40 loaded rifles,you need 80ap plus search time. Thats 80 AP you can spend hunting or killing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==More Detailed Lists==&lt;br /&gt;
There are many classes of players outside of the original selections due to metagaming,originality, and just old fashioned role playing. &lt;br /&gt;
&lt;br /&gt;
Outside of the ordinary fixed classes, you can now be A Farmer, A Hunter, Gatherer, A Juicer, Fungi Farmer, Firefighter, City Official, Bar tender, etc. &lt;br /&gt;
There are alot of roles, and to play one effectively you need certain basic supplies for those classes,and the original classes.&lt;/div&gt;</summary>
		<author><name>Bloodclott</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=User:Bloodclott/Here&amp;diff=21343</id>
		<title>User:Bloodclott/Here</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=User:Bloodclott/Here&amp;diff=21343"/>
		<updated>2010-02-18T11:59:46Z</updated>

		<summary type="html">&lt;p&gt;Bloodclott: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Basic supplies everyone should carry are&lt;br /&gt;
&lt;br /&gt;
*Backpack-Carry all this stuff in. With a backpack you can carry 100 slots of inventory instead of 70.&lt;br /&gt;
30 more spaces makes a nice pile of loot.&lt;br /&gt;
&lt;br /&gt;
*4 Machetes or cutlasses.Just like the newcomers guide states,they will break and go dull, so carry backups at all times.&lt;br /&gt;
&lt;br /&gt;
*A Knife or dagger.Helps to leave messages,create signs and start fires with the use of a sharpening stone.&lt;br /&gt;
&lt;br /&gt;
*5 Tinder to create fires.&lt;br /&gt;
You will also need a large stash of dead wood or drift wood. Id suggest 10 pieces for a short trip.&lt;br /&gt;
&lt;br /&gt;
*Sharpening Stone to polish those dull blades.You will also need a sharpening stone to start a fire&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*5-25 FAKs&lt;br /&gt;
The more the better but leave room for other supplies and treasures you will find.Again,this depends &lt;br /&gt;
on your role.&lt;br /&gt;
&lt;br /&gt;
*2 GPS Units 1 on 1 off &lt;br /&gt;
This allows you to switch to the opposite when your primary dies.If you plan on being out for long periods of months or more without stopping at any camp Id carry 4.&lt;br /&gt;
&lt;br /&gt;
*Shovel-you can plant trees,find loot,cache items for later use or even bury a treasure of your own.&lt;br /&gt;
If all your weapons break mysteriously-your shovel wont.&lt;br /&gt;
&lt;br /&gt;
*4 Empty Bottles/Gourds &lt;br /&gt;
You can fill these with water or juice,a great way to save FAKs for emergency use only. &lt;br /&gt;
Only using FAKs for serious injuries will help you survive for longer periods of time in the wild.&lt;br /&gt;
Tress are abundant and lakes are sparse-so go with juice.spend half a day farming and juicing,and youll have around 20hp with 4 bottles.&lt;br /&gt;
&lt;br /&gt;
*Charms&lt;br /&gt;
If you believe in them,they might work.Who knows? ID carry 1 or 2 for flavor,but i do find a Silver Skull Cross does work against spirits.&lt;br /&gt;
&lt;br /&gt;
*Rifle/Blowpipe with ammo&lt;br /&gt;
Seeing as rifles are highly outweighed, i do not suggest using them as a primary weapon.Instead, use a rifle to weaken a target then kill with an edged weapon.&lt;br /&gt;
Keep your rifles(about 20) loaded and at the ready at all times If you choose to carry.&lt;br /&gt;
With Blowpipes,Carry only 2. Sometimes they clog and are useless,so carry another just in case.&lt;br /&gt;
Heres how blow pipes rock over rifles.You can carry just as much ammo having 40 loaded rifles and 2 blowpipes with 80 darts, but you only need search time and not a reload time to obtain that number.&lt;br /&gt;
&lt;br /&gt;
So, to get 40 loaded rifles,you need 80ap plus search time. Thats 80 AP you can spend hunting or killing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===More Detailed Lists===&lt;br /&gt;
There are many classes of players outside of the original selections due to metagaming,originality, and just old fashioned role playing. &lt;br /&gt;
&lt;br /&gt;
Outside of the ordinary fixed classes, you can now be A Farmer, A Hunter, Gatherer, A Juicer, Fungi Farmer, Firefighter, City Official, Bar tender, etc. &lt;br /&gt;
There are alot of roles, and to play one effectively you need certain basic supplies for those classes,and the original classes.&lt;/div&gt;</summary>
		<author><name>Bloodclott</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=User:Bloodclott/Here&amp;diff=21342</id>
		<title>User:Bloodclott/Here</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=User:Bloodclott/Here&amp;diff=21342"/>
		<updated>2010-02-18T11:26:26Z</updated>

		<summary type="html">&lt;p&gt;Bloodclott: New page: Basic supplies everyone should carry are  *Backpack-Carry all this stuff *3 Machetes or cutlasses.Just like the newcomers guide states,they will break and go dull, so carry 2 backups at al...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Basic supplies everyone should carry are&lt;br /&gt;
&lt;br /&gt;
*Backpack-Carry all this stuff&lt;br /&gt;
*3 Machetes or cutlasses.Just like the newcomers guide states,they will break and go dull, so carry 2 backups at all times&lt;br /&gt;
*A Knife or dagger.Helps to leave messages,create signs and start fires&lt;br /&gt;
*5 Tinder to create a fire&lt;br /&gt;
*Sharpening Stone to polish thoes dull blades.&lt;br /&gt;
*5-25 FAKs&lt;/div&gt;</summary>
		<author><name>Bloodclott</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Newcomers_Guide&amp;diff=21341</id>
		<title>Newcomers Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Newcomers_Guide&amp;diff=21341"/>
		<updated>2010-02-18T11:21:09Z</updated>

		<summary type="html">&lt;p&gt;Bloodclott: /* Recommended adventuring supplies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Things to know about playing Shartak==&lt;br /&gt;
*''Pacing:'' Shartak is a slow paced game. It's not an FPS, it's a browser-based MMORPG; you won't be slaughtering enemies left and right. You will be traveling through the jungle, searching for supplies, healing wounds, hunting [[animals]] (or people). All of that takes time.&lt;br /&gt;
&lt;br /&gt;
*''Goals:'' Shartak is what you make of it. Once you complete the in-game beginners' tutorial (which gives you enough XP to buy your first skill) there are no predefined goals that you have to achieve. You are free to explore the island, provide healing, hunt animals, fight other players or trade goods between [[Settlement|settlements.]] It's up to you to set your own goals.&lt;br /&gt;
&lt;br /&gt;
*''Interaction:'' Shartak can be fun playing as a lone explorer or hunter, but you can also play and have a lot of fun as a member of a [[clan]] or by interacting with other players. Many of the Shartak clans have their own specific objectives and are happy to help newcomers settle in. Check out the wiki pages of the [http://wiki.shartak.com/index.php/Category:Officially_recognized_clans officially recognised clans] for more information. Shartak also has an [http://forum.shartak.com/ active official discussion forum] where you can seek advice and other people or clans to play with.&lt;br /&gt;
&lt;br /&gt;
==Tips for starting out==&lt;br /&gt;
*''Education:'' The Shartak Wiki contains a lot of useful info for beginners. You knew that already, didn't you?&lt;br /&gt;
&lt;br /&gt;
*''Tutorial:'' Before doing anything else, follow the in-game tutorial. The [[Tutorial|tutorial]] is risk-free and grants 100 XP, enough to obtain your first [[Skills |skill]] of choice.&lt;br /&gt;
&lt;br /&gt;
*''Preparation:'' Shartak Island is a dangerous place. Make sure you're well supplied before venturing too far from your starting location.  See below for recommended supplies.&lt;br /&gt;
&lt;br /&gt;
*''Navigation:'' Getting around in a hostile jungle environment is not easy. Until you acquire a GPS unit and/or the [[Exploration]] skill, be wary of getting lost.&lt;br /&gt;
&lt;br /&gt;
*''Hazards:'' The islands of Shartak are filled with dangers. Unless you take precautions you can expect to die easily. Death is not the end; you can revive fairly easily. Don't let death get you down.&lt;br /&gt;
&lt;br /&gt;
==Character basics==&lt;br /&gt;
*[[Gameplay#Action_Points|Action Points (AP)]] govern how many actions your character can take in one session. When your APs reach zero you cannot do anything until they have recharged. APs recharge at a rate of one every twenty minutes up to a maximum of 75 (or 80 for Scouts/Explorers). Beginning characters get a large one-use pool of APs (as much as 175) to use in their first session(s).&lt;br /&gt;
&lt;br /&gt;
*[[Gameplay#Hit_Points|Hit Points (HP)]] reflect how much damage your character can take before dying.  You can restore your own HP by eating, drinking or using medical supplies to heal yourself. Others players can also restore your HP by healing you. When your HPs reach zero your character [[Death|dies and enters the spirit world]], from where you can be [[Death#Returning_to_life|returned to life]] by one of the island's NPC Shaman.&lt;br /&gt;
&lt;br /&gt;
*[[XP|Experience Points (XP)]] are earned when your character performs key actions (e.g. healing another player or killing a game animal). Earned XP may be expended to purchase new [[skills]] that reflect the growth of your character.&lt;br /&gt;
&lt;br /&gt;
==Must-have skills==&lt;br /&gt;
These [[skills]] are what you should consider choosing first, whether you're a bloodthirsty pirate or a friendly neighbourhood shaman.&lt;br /&gt;
*'''Exploration''' (helps give you a vague sense of direction, even if your map isn't filled in completely)&lt;br /&gt;
:*'''Trekking''' (reduces AP cost for movement through jungle, thus saving more AP for fighting, healing etc)&lt;br /&gt;
*'''Body Building''' (a pre-requisite for Stamina, this skill adds 1 damage to your melee attack)&lt;br /&gt;
:*'''Stamina''' (adds 20 HP, making you harder to kill)&lt;br /&gt;
*'''Outsider/Native Knowledge''' (you can't use the healing items of the opposite faction without this)&lt;br /&gt;
*It's also recommended to have at least one [[language]] skill, as you can partly make out what the other faction is saying, somewhat.&lt;br /&gt;
&lt;br /&gt;
==Recommended adventuring supplies==&lt;br /&gt;
The following is a recommended list of [[Items]] that you should consider equipping yourself with for your adventures:&lt;br /&gt;
*3 machetes or cutlasses. Useful for chopping trees and wildlife.  Why three? They are guaranteed to break at the worst possible time...&lt;br /&gt;
*1 sharpening stone. Don't wield a blunt machete or cutlass - use a sharpening stone.&lt;br /&gt;
*1 knife or dagger. These allow you to leave messages on trees and huts, as well as acting as a backup weapon.&lt;br /&gt;
*A lot of healing supplies.  In the jungle you never know what you might run into. You will live a lot longer if you have a supply of first aid kits (FAKs) or healing herbs. Bottles or gourds filled with fresh water or fruit juice provide less healing than first aid kits but can be refilled at rivers and lakes. Fruits and berries can be found at trees in the jungle but these heal only small amounts of damage, and should only be used in an emergency. &lt;br /&gt;
*If you are a [[Soldier]] or [[Warrior]] you should equip with rifles or blowpipes as appropriate. Carry spare weapons and spare ammo.&lt;br /&gt;
*1 GPS unit. Very useful for navigation. Initially, only outsiders and pirates can use these. However natives who learn outsider knowledge can also make use of them.&lt;br /&gt;
&lt;br /&gt;
A more refined list can be found [[here]]&lt;br /&gt;
&lt;br /&gt;
==Villages==&lt;br /&gt;
[[Camp|Villages]] play a major role in Shartak.  They are generally the centers of role-playing activity within the game and they contain supply huts, the primary sources of supplies.  Towns also contain shamans, providing a reliable respawn point to all players.  Any player killed has the option of reviving in their hometown for 25 action points or at the nearest wandering shaman for 50 action points.&lt;br /&gt;
&lt;br /&gt;
===Village fixtures===&lt;br /&gt;
All six villages have certain structures in common. The shipwreck is somewhat different (see below).  It should be noted that huts cannot be destroyed, but they can be hidden by thick jungle. &lt;br /&gt;
*Empty huts.  These are the most common type of hut.  They can be found in the jungle or at any settlement other than the Shipwreck.  Some may be occupied by players now.  Many clans and players have laid claim to certain huts as their territory.  However, most clans do not particularly mind a friendly visitor. &lt;br /&gt;
*Medical huts.  These huts can be searched for supplies.  They stand a reasonably good chance of supplying first aid kits (in outsider settlements) and healing herbs (in native settlements).  They also provide other supplies such as machetes, bottles of water, knives, etc. These are the best source of medical supplies for players.&lt;br /&gt;
*Ammunition huts.  These huts are vital for soldiers and warriors.  They provide ammunition appropriate for these classes' weaponry, along with providing additional rifles or blowpipes.  Fighters should search these huts for ranged weaponry and ammunition.  &lt;br /&gt;
*Trader's hut.  These can be found in any settlement. Here, one can trade for supplies or money.  Though searching is useless in this hut, players can acquire supplies they need or sell off those they don't.  However, visiting the same trader too frequently will result in worsened prices.  Additionally, the trader reacts to supply and demand, so prices may fluctuate.&lt;br /&gt;
*Shaman.  The shaman, as mentioned above, provides a stable resource point for players originating from that village.&lt;br /&gt;
&lt;br /&gt;
===Shipwreck===&lt;br /&gt;
Unlike other villages, the [[shipwreck]] site holds two structures.  One is the trader's hut, which works like any other trader's hut.  The other structure is the ship itself.  The ship has five rooms.  Each room supplies different items (with the exception of the crow's nest).  Cutlasses can be found in the armory or the large hold.  First aid kits can be found in the large hold.  It should be noted that first aid kits have a lower find rate at the shipwreck than at any other settlement, making them profitable commodities.&lt;br /&gt;
&lt;br /&gt;
==Helpful Links==&lt;br /&gt;
These links should help answer any questions you might have.&lt;br /&gt;
&lt;br /&gt;
*[[Clans]]&lt;br /&gt;
*[[Character classes|Classes]]&lt;br /&gt;
*[[Gameplay]]&lt;br /&gt;
*[[Locations]]&lt;br /&gt;
*[[Requests for information]]&lt;br /&gt;
*[[Skills]]&lt;br /&gt;
*[[Terrain]]&lt;br /&gt;
*[[The Native Path]]&lt;br /&gt;
*[[A Pirate's Life]]&lt;br /&gt;
*[[Tips and tricks]]&lt;br /&gt;
*[[Trading]]&lt;br /&gt;
*[[Parchment Pages]]&lt;br /&gt;
*[[Tutorial]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Bloodclott</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Dalpok&amp;diff=21326</id>
		<title>Dalpok</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Dalpok&amp;diff=21326"/>
		<updated>2010-02-08T09:55:44Z</updated>

		<summary type="html">&lt;p&gt;Bloodclott: /* Map */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Home|&lt;br /&gt;
| image       = satellite_dalpok.png&lt;br /&gt;
| cx          = -70437&lt;br /&gt;
| cy          = 26443&lt;br /&gt;
| type        = Native&lt;br /&gt;
| huts        = 22&lt;br /&gt;
| shaman      = Shubar&lt;br /&gt;
| shaman_gps  = {{map|70|437|26|443}}&lt;br /&gt;
| shaman_loc  = (08,08)&lt;br /&gt;
| trader      = Tack&lt;br /&gt;
| trader_gps  = {{map|70|435|26|442}}&lt;br /&gt;
| trader_loc  = (10,09)&lt;br /&gt;
| banker      = Wicksickness&lt;br /&gt;
| bank_gps    = {{map|70|436|26|441}}&lt;br /&gt;
| bank_loc    = (09,10)&lt;br /&gt;
| ammo_gps    = {{map|70|441|26|443}}&lt;br /&gt;
| ammo_loc    = (04,08)&lt;br /&gt;
| medical_gps = {{map|70|437|26|449}}&lt;br /&gt;
| medical_loc = (08,02)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Dalpok''' is one of the four native [[camp]]s on Shartak. Located in the island's western interior, it consists of twenty-two [[hut]]s in a circular clearing.&lt;br /&gt;
&lt;br /&gt;
A [[shaman]] named Shubar keeps watch in the center of the village.&lt;br /&gt;
&lt;br /&gt;
== Map ==&lt;br /&gt;
{| cellpadding=&amp;quot;8&amp;quot; cellspacing=&amp;quot;1&amp;quot; style=&amp;quot;background-color: #e0e0e0&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;15&amp;quot; bgcolor=&amp;quot;#f9f9f9&amp;quot; | '''The Village of Dalpok - Territory Map'''&lt;br /&gt;
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| colspan=14 bgcolor=#f9f9f9 | ESHC Club Hut&lt;br /&gt;
|}&lt;br /&gt;
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Notes:&lt;br /&gt;
* The above is a territory map, not a map of jungle density (which constantly changes). Therefore, the jungle and village squares will very likely be colored differently in-game than they are here. Squares within the village will be displayed as &amp;quot;Dalpok&amp;quot; on the game map, while jungle squares will be displayed as &amp;quot;Jungle&amp;quot;.&lt;br /&gt;
* The numbers on the map are merely for local reference and are not related to GPS coordinates at all.&lt;br /&gt;
&lt;br /&gt;
==Groups Operating in Dalpok==&lt;br /&gt;
There are currently several groups operating in Dalpok currently.&lt;br /&gt;
&lt;br /&gt;
*[http://www.shartak.com/clanview.cgi?id=220 Dalpok Liberation Front]&lt;br /&gt;
*[http://www.shartak.com/clanview.cgi?id=200 The Vietcong]&lt;br /&gt;
*[[Durham Utility]]&lt;br /&gt;
*[[Exotic Sports Hunting Club]]&lt;br /&gt;
*[[Healers of Shartak]]&lt;br /&gt;
*[[Eyecons]]&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
''August 2007'' - The newly-formed [http://www.shartak.com/clanview.cgi?id=220 Dalpok Liberation Front], working alongside other native groups such as [http://www.shartak.com/clanview.cgi?id=200 The Vietcong], have frustrated the pirate attack on Dalpok. [http://www.shartak.com/clanview.cgi?id=205 The Brotherhood of the Coast] have announced that as of August 19th their raiding target will no longer be Dalpok but will instead be [[Raktam]]. This is a well-deserved victory for the natives of Dalpok although hostilities will probably continue. -- [[User:Skull Face|Skull Face]] 13:12, 9 August 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
''February 2007'' - Dalpok's proximity to the pirate [[shipwreck]] has caused the village to be prone to constant harassment and violence from pirates. A road carved out of the jungle by pirates from the shipwreck to Dalpok, called the [[Corsair Boulevard]], has further facilitated pirate aggression against natives in the region.&lt;br /&gt;
&lt;br /&gt;
''December 2006'' - Dalpok was attacking by marauders, consisting of a wave of pirates acting in concert with and under the leadership of the [[1st Imperial Privateers Regiment]], who seized the southern part of the village, slaughtering anyone who came near. Re-naming the village &amp;quot;New Amsterdam&amp;quot;, title to the village was sold to Maevar Ralnick for 151 gold coins. Ralnick ordered the Imperials to leave the village, and has not asserted his title to the township. The Imperials' success prompted members of the [[Jolly Roger Gang]] to establish a tavern in the west of the village, which has not been well-received by the locals.&lt;br /&gt;
&lt;br /&gt;
{{Locationsnav}}&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>Bloodclott</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Dalpok&amp;diff=21325</id>
		<title>Dalpok</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Dalpok&amp;diff=21325"/>
		<updated>2010-02-08T09:54:57Z</updated>

		<summary type="html">&lt;p&gt;Bloodclott: /* Map */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Home|&lt;br /&gt;
| image       = satellite_dalpok.png&lt;br /&gt;
| cx          = -70437&lt;br /&gt;
| cy          = 26443&lt;br /&gt;
| type        = Native&lt;br /&gt;
| huts        = 22&lt;br /&gt;
| shaman      = Shubar&lt;br /&gt;
| shaman_gps  = {{map|70|437|26|443}}&lt;br /&gt;
| shaman_loc  = (08,08)&lt;br /&gt;
| trader      = Tack&lt;br /&gt;
| trader_gps  = {{map|70|435|26|442}}&lt;br /&gt;
| trader_loc  = (10,09)&lt;br /&gt;
| banker      = Wicksickness&lt;br /&gt;
| bank_gps    = {{map|70|436|26|441}}&lt;br /&gt;
| bank_loc    = (09,10)&lt;br /&gt;
| ammo_gps    = {{map|70|441|26|443}}&lt;br /&gt;
| ammo_loc    = (04,08)&lt;br /&gt;
| medical_gps = {{map|70|437|26|449}}&lt;br /&gt;
| medical_loc = (08,02)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Dalpok''' is one of the four native [[camp]]s on Shartak. Located in the island's western interior, it consists of twenty-two [[hut]]s in a circular clearing.&lt;br /&gt;
&lt;br /&gt;
A [[shaman]] named Shubar keeps watch in the center of the village.&lt;br /&gt;
&lt;br /&gt;
== Map ==&lt;br /&gt;
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| colspan=15 bgcolor=#f9f9f9 | '''Legend'''&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Unincorporated (&amp;quot;Jungle&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Village territory (&amp;quot;Dalpok&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Hut (H&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; represents two huts)&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''S'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Shaman&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''T'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Trading post&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''A'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Weapons hut&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''M'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Medical hut&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''B'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Utility Bank&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''G'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Gateway&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''E'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | ESHC Club Hut&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* The above is a territory map, not a map of jungle density (which constantly changes). Therefore, the jungle and village squares will very likely be colored differently in-game than they are here. Squares within the village will be displayed as &amp;quot;Dalpok&amp;quot; on the game map, while jungle squares will be displayed as &amp;quot;Jungle&amp;quot;.&lt;br /&gt;
* The numbers on the map are merely for local reference and are not related to GPS coordinates at all.&lt;br /&gt;
&lt;br /&gt;
==Groups Operating in Dalpok==&lt;br /&gt;
There are currently several groups operating in Dalpok currently.&lt;br /&gt;
&lt;br /&gt;
*[http://www.shartak.com/clanview.cgi?id=220 Dalpok Liberation Front]&lt;br /&gt;
*[http://www.shartak.com/clanview.cgi?id=200 The Vietcong]&lt;br /&gt;
*[[Durham Utility]]&lt;br /&gt;
*[[Exotic Sports Hunting Club]]&lt;br /&gt;
*[[Healers of Shartak]]&lt;br /&gt;
*[[Eyecons]]&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
''August 2007'' - The newly-formed [http://www.shartak.com/clanview.cgi?id=220 Dalpok Liberation Front], working alongside other native groups such as [http://www.shartak.com/clanview.cgi?id=200 The Vietcong], have frustrated the pirate attack on Dalpok. [http://www.shartak.com/clanview.cgi?id=205 The Brotherhood of the Coast] have announced that as of August 19th their raiding target will no longer be Dalpok but will instead be [[Raktam]]. This is a well-deserved victory for the natives of Dalpok although hostilities will probably continue. -- [[User:Skull Face|Skull Face]] 13:12, 9 August 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
''February 2007'' - Dalpok's proximity to the pirate [[shipwreck]] has caused the village to be prone to constant harassment and violence from pirates. A road carved out of the jungle by pirates from the shipwreck to Dalpok, called the [[Corsair Boulevard]], has further facilitated pirate aggression against natives in the region.&lt;br /&gt;
&lt;br /&gt;
''December 2006'' - Dalpok was attacking by marauders, consisting of a wave of pirates acting in concert with and under the leadership of the [[1st Imperial Privateers Regiment]], who seized the southern part of the village, slaughtering anyone who came near. Re-naming the village &amp;quot;New Amsterdam&amp;quot;, title to the village was sold to Maevar Ralnick for 151 gold coins. Ralnick ordered the Imperials to leave the village, and has not asserted his title to the township. The Imperials' success prompted members of the [[Jolly Roger Gang]] to establish a tavern in the west of the village, which has not been well-received by the locals.&lt;br /&gt;
&lt;br /&gt;
{{Locationsnav}}&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>Bloodclott</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Dalpok&amp;diff=21324</id>
		<title>Dalpok</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Dalpok&amp;diff=21324"/>
		<updated>2010-02-08T09:53:44Z</updated>

		<summary type="html">&lt;p&gt;Bloodclott: /* Map */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Home|&lt;br /&gt;
| image       = satellite_dalpok.png&lt;br /&gt;
| cx          = -70437&lt;br /&gt;
| cy          = 26443&lt;br /&gt;
| type        = Native&lt;br /&gt;
| huts        = 22&lt;br /&gt;
| shaman      = Shubar&lt;br /&gt;
| shaman_gps  = {{map|70|437|26|443}}&lt;br /&gt;
| shaman_loc  = (08,08)&lt;br /&gt;
| trader      = Tack&lt;br /&gt;
| trader_gps  = {{map|70|435|26|442}}&lt;br /&gt;
| trader_loc  = (10,09)&lt;br /&gt;
| banker      = Wicksickness&lt;br /&gt;
| bank_gps    = {{map|70|436|26|441}}&lt;br /&gt;
| bank_loc    = (09,10)&lt;br /&gt;
| ammo_gps    = {{map|70|441|26|443}}&lt;br /&gt;
| ammo_loc    = (04,08)&lt;br /&gt;
| medical_gps = {{map|70|437|26|449}}&lt;br /&gt;
| medical_loc = (08,02)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Dalpok''' is one of the four native [[camp]]s on Shartak. Located in the island's western interior, it consists of twenty-two [[hut]]s in a circular clearing.&lt;br /&gt;
&lt;br /&gt;
A [[shaman]] named Shubar keeps watch in the center of the village.&lt;br /&gt;
&lt;br /&gt;
== Map ==&lt;br /&gt;
{| cellpadding=&amp;quot;8&amp;quot; cellspacing=&amp;quot;1&amp;quot; style=&amp;quot;background-color: #e0e0e0&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;15&amp;quot; bgcolor=&amp;quot;#f9f9f9&amp;quot; | '''The Village of Dalpok - Territory Map'''&lt;br /&gt;
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| bgcolor=#aa8866|'''S'''&lt;br /&gt;
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| colspan=15 bgcolor=#f9f9f9 | '''Legend'''&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Unincorporated (&amp;quot;Jungle&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Village territory (&amp;quot;Dalpok&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Hut (H&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; represents two huts)&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''S'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Shaman&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''T'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Trading post&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''A'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Weapons hut&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''M'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Medical hut&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''B'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Utility Bank&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''G'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Gateway&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* The above is a territory map, not a map of jungle density (which constantly changes). Therefore, the jungle and village squares will very likely be colored differently in-game than they are here. Squares within the village will be displayed as &amp;quot;Dalpok&amp;quot; on the game map, while jungle squares will be displayed as &amp;quot;Jungle&amp;quot;.&lt;br /&gt;
* The numbers on the map are merely for local reference and are not related to GPS coordinates at all.&lt;br /&gt;
&lt;br /&gt;
==Groups Operating in Dalpok==&lt;br /&gt;
There are currently several groups operating in Dalpok currently.&lt;br /&gt;
&lt;br /&gt;
*[http://www.shartak.com/clanview.cgi?id=220 Dalpok Liberation Front]&lt;br /&gt;
*[http://www.shartak.com/clanview.cgi?id=200 The Vietcong]&lt;br /&gt;
*[[Durham Utility]]&lt;br /&gt;
*[[Exotic Sports Hunting Club]]&lt;br /&gt;
*[[Healers of Shartak]]&lt;br /&gt;
*[[Eyecons]]&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
''August 2007'' - The newly-formed [http://www.shartak.com/clanview.cgi?id=220 Dalpok Liberation Front], working alongside other native groups such as [http://www.shartak.com/clanview.cgi?id=200 The Vietcong], have frustrated the pirate attack on Dalpok. [http://www.shartak.com/clanview.cgi?id=205 The Brotherhood of the Coast] have announced that as of August 19th their raiding target will no longer be Dalpok but will instead be [[Raktam]]. This is a well-deserved victory for the natives of Dalpok although hostilities will probably continue. -- [[User:Skull Face|Skull Face]] 13:12, 9 August 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
''February 2007'' - Dalpok's proximity to the pirate [[shipwreck]] has caused the village to be prone to constant harassment and violence from pirates. A road carved out of the jungle by pirates from the shipwreck to Dalpok, called the [[Corsair Boulevard]], has further facilitated pirate aggression against natives in the region.&lt;br /&gt;
&lt;br /&gt;
''December 2006'' - Dalpok was attacking by marauders, consisting of a wave of pirates acting in concert with and under the leadership of the [[1st Imperial Privateers Regiment]], who seized the southern part of the village, slaughtering anyone who came near. Re-naming the village &amp;quot;New Amsterdam&amp;quot;, title to the village was sold to Maevar Ralnick for 151 gold coins. Ralnick ordered the Imperials to leave the village, and has not asserted his title to the township. The Imperials' success prompted members of the [[Jolly Roger Gang]] to establish a tavern in the west of the village, which has not been well-received by the locals.&lt;br /&gt;
&lt;br /&gt;
{{Locationsnav}}&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>Bloodclott</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Dalpok&amp;diff=21323</id>
		<title>Dalpok</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Dalpok&amp;diff=21323"/>
		<updated>2010-02-08T09:52:38Z</updated>

		<summary type="html">&lt;p&gt;Bloodclott: /* Map */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Home|&lt;br /&gt;
| image       = satellite_dalpok.png&lt;br /&gt;
| cx          = -70437&lt;br /&gt;
| cy          = 26443&lt;br /&gt;
| type        = Native&lt;br /&gt;
| huts        = 22&lt;br /&gt;
| shaman      = Shubar&lt;br /&gt;
| shaman_gps  = {{map|70|437|26|443}}&lt;br /&gt;
| shaman_loc  = (08,08)&lt;br /&gt;
| trader      = Tack&lt;br /&gt;
| trader_gps  = {{map|70|435|26|442}}&lt;br /&gt;
| trader_loc  = (10,09)&lt;br /&gt;
| banker      = Wicksickness&lt;br /&gt;
| bank_gps    = {{map|70|436|26|441}}&lt;br /&gt;
| bank_loc    = (09,10)&lt;br /&gt;
| ammo_gps    = {{map|70|441|26|443}}&lt;br /&gt;
| ammo_loc    = (04,08)&lt;br /&gt;
| medical_gps = {{map|70|437|26|449}}&lt;br /&gt;
| medical_loc = (08,02)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Dalpok''' is one of the four native [[camp]]s on Shartak. Located in the island's western interior, it consists of twenty-two [[hut]]s in a circular clearing.&lt;br /&gt;
&lt;br /&gt;
A [[shaman]] named Shubar keeps watch in the center of the village.&lt;br /&gt;
&lt;br /&gt;
== Map ==&lt;br /&gt;
{| cellpadding=&amp;quot;8&amp;quot; cellspacing=&amp;quot;1&amp;quot; style=&amp;quot;background-color: #e0e0e0&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;15&amp;quot; bgcolor=&amp;quot;#f9f9f9&amp;quot; | '''The Village of Dalpok - Territory Map'''&lt;br /&gt;
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| bgcolor=#aa8866|'''W'''&lt;br /&gt;
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| bgcolor=#aa8866|'''S'''&lt;br /&gt;
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|-&lt;br /&gt;
| colspan=15 bgcolor=#f9f9f9 | '''Legend'''&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Unincorporated (&amp;quot;Jungle&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Village territory (&amp;quot;Dalpok&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Hut (H&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; represents two huts)&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''S'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Shaman&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''T'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Trading post&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''A'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Weapons hut&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''M'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Medical hut&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''B'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Utility Bank&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''G'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Gateway&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* The above is a territory map, not a map of jungle density (which constantly changes). Therefore, the jungle and village squares will very likely be colored differently in-game than they are here. Squares within the village will be displayed as &amp;quot;Dalpok&amp;quot; on the game map, while jungle squares will be displayed as &amp;quot;Jungle&amp;quot;.&lt;br /&gt;
* The numbers on the map are merely for local reference and are not related to GPS coordinates at all.&lt;br /&gt;
&lt;br /&gt;
==Groups Operating in Dalpok==&lt;br /&gt;
There are currently several groups operating in Dalpok currently.&lt;br /&gt;
&lt;br /&gt;
*[http://www.shartak.com/clanview.cgi?id=220 Dalpok Liberation Front]&lt;br /&gt;
*[http://www.shartak.com/clanview.cgi?id=200 The Vietcong]&lt;br /&gt;
*[[Durham Utility]]&lt;br /&gt;
*[[Exotic Sports Hunting Club]]&lt;br /&gt;
*[[Healers of Shartak]]&lt;br /&gt;
*[[Eyecons]]&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
''August 2007'' - The newly-formed [http://www.shartak.com/clanview.cgi?id=220 Dalpok Liberation Front], working alongside other native groups such as [http://www.shartak.com/clanview.cgi?id=200 The Vietcong], have frustrated the pirate attack on Dalpok. [http://www.shartak.com/clanview.cgi?id=205 The Brotherhood of the Coast] have announced that as of August 19th their raiding target will no longer be Dalpok but will instead be [[Raktam]]. This is a well-deserved victory for the natives of Dalpok although hostilities will probably continue. -- [[User:Skull Face|Skull Face]] 13:12, 9 August 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
''February 2007'' - Dalpok's proximity to the pirate [[shipwreck]] has caused the village to be prone to constant harassment and violence from pirates. A road carved out of the jungle by pirates from the shipwreck to Dalpok, called the [[Corsair Boulevard]], has further facilitated pirate aggression against natives in the region.&lt;br /&gt;
&lt;br /&gt;
''December 2006'' - Dalpok was attacking by marauders, consisting of a wave of pirates acting in concert with and under the leadership of the [[1st Imperial Privateers Regiment]], who seized the southern part of the village, slaughtering anyone who came near. Re-naming the village &amp;quot;New Amsterdam&amp;quot;, title to the village was sold to Maevar Ralnick for 151 gold coins. Ralnick ordered the Imperials to leave the village, and has not asserted his title to the township. The Imperials' success prompted members of the [[Jolly Roger Gang]] to establish a tavern in the west of the village, which has not been well-received by the locals.&lt;br /&gt;
&lt;br /&gt;
{{Locationsnav}}&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>Bloodclott</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Xaltam&amp;diff=19292</id>
		<title>Xaltam</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Xaltam&amp;diff=19292"/>
		<updated>2008-12-02T04:01:16Z</updated>

		<summary type="html">&lt;p&gt;Bloodclott: /* Current sighting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
[[Shaman]] uses this page as a template for Xaltam's current location. Please observe the &amp;lt;nowiki&amp;gt;&amp;lt;noinclude&amp;gt;&amp;lt;/nowiki&amp;gt; tags closely, and do not change them unless you know what you are doing.&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
'''Xaltam''' is a wandering [[shaman]] with no ties to any village.&lt;br /&gt;
&lt;br /&gt;
==Current sighting==&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
To update the current sighting, cut and paste the existing row to &amp;quot;Previous sightings&amp;quot;, removing the noinclude tags so that it looks like other previous sightings. Record the current GPS coordinates in the GPS template and record the date and time with &amp;lt;nowiki&amp;gt;~~~~~&amp;lt;/nowiki&amp;gt; (5 tildes). &lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
* &amp;lt;/noinclude&amp;gt;{{GPS|70|520|26|522}}&amp;lt;br /&amp;gt;10:00, 01 December 2008 (UTC)&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Previous sightings==&lt;br /&gt;
&amp;lt;!-- New sightings belong at the TOP of this list --&amp;gt;&lt;br /&gt;
* {{GPS|70|447|26|510}}&amp;lt;br /&amp;gt;05:32, 27 September 2008 (UTC)&lt;br /&gt;
* {{GPS|70|453|26|488}}&amp;lt;br /&amp;gt;10:12, 21 September 2008 (UTC)&lt;br /&gt;
* {{GPS|70|446|26|503}}&amp;lt;br /&amp;gt;21:21, 10 September 2008 (UTC)&lt;br /&gt;
* {{GPS|70|444|26|453}}&amp;lt;br /&amp;gt; 21:58, 24 July 2008 (UTC)&lt;br /&gt;
* {{GPS|70|464|26|460}}&amp;lt;br /&amp;gt; 20:42, 23 June 2008 (UTC) &lt;br /&gt;
* {{GPS|70|429|26|444}}&amp;lt;br /&amp;gt; 01:55, 7 April 2008 (UTC) &lt;br /&gt;
* {{GPS|70|435|26|418}}&amp;lt;br /&amp;gt; 05:16, 6 April 2008 (UTC) &lt;br /&gt;
* {{GPS|70|452|26|405}}&amp;lt;br /&amp;gt; 20:43, 4 April 2008 (UTC) &lt;br /&gt;
* {{GPS|70|554|26|358}}&amp;lt;br /&amp;gt; 22:51, 1 March 2008 (UTC)&lt;br /&gt;
* {{GPS|70|688|26|355}}&amp;lt;br /&amp;gt; 19:51, 13 December 2007 (UTC)&lt;br /&gt;
* {{GPS|70|609|26|361}}&amp;lt;br /&amp;gt; 00:32, 18 November 2007 (UTC)&lt;br /&gt;
* {{GPS|70|648|26|375}}&amp;lt;br /&amp;gt; 01:52, 06 November 2007 (UTC)&lt;br /&gt;
* {{GPS|70|555|26|356}}&amp;lt;br /&amp;gt; 09:42, 13 October 2007 (UTC)&lt;br /&gt;
* {{GPS|70|559|26|351}}&amp;lt;br /&amp;gt; 16:29, 12 October 2007 (UTC)&lt;br /&gt;
* {{GPS|70|574|26|345}}&amp;lt;br /&amp;gt; 03:07, 09 October 2007 (UTC)&lt;br /&gt;
* {{GPS|70|600|26|366}}&amp;lt;br /&amp;gt; 02:33, 29 September 2007 (UTC)&lt;br /&gt;
* {{GPS|70|631|26|361}}&amp;lt;br /&amp;gt; 08:51, 25 September 2007 (UTC)&lt;br /&gt;
* {{GPS|70|586|26|355}}&amp;lt;br /&amp;gt; 22:21, 23 September 2007 (UTC)&lt;br /&gt;
* {{GPS|70|437|26|414}}&amp;lt;br /&amp;gt; 08:14, 20 September 2007 (UTC)&lt;br /&gt;
* {{GPS|70|408|26|423}}&amp;lt;br /&amp;gt; 22:55, 18 September 2007 (UTC)&lt;br /&gt;
* {{GPS|70|401|26|429}}&amp;lt;br /&amp;gt; 15:33, 16 September 2007 (UTC)&lt;br /&gt;
* {{GPS|70|390|26|431}}&amp;lt;br /&amp;gt; 12:54, 15 September 2007 (UTC)&lt;br /&gt;
* {{GPS|70|377|26|439}}&amp;lt;br /&amp;gt; 3::03, 14 September 2007 (UTC)&lt;br /&gt;
* {{GPS|70|380|26|436}}&amp;lt;br /&amp;gt; 21:24, 12 September 2007 (UTC)&lt;br /&gt;
* {{GPS|70|380|26|443}}&amp;lt;br /&amp;gt; 11:42, 11 September 2007 (UTC)&lt;br /&gt;
* {{GPS|70|378|26|452}}&amp;lt;br /&amp;gt;18:00, 9 September 2007 (UTC)&lt;br /&gt;
* {{GPS|70|379|26|416}}&amp;lt;br /&amp;gt;23:50, 5 September 2007 (UTC)&lt;br /&gt;
* {{GPS|70|362|26|427}}&amp;lt;br /&amp;gt;04:53, 12 July 2007 (UTC) &lt;br /&gt;
* {{GPS|70|106|26|411}}&amp;lt;br /&amp;gt;23:18, 28 June 2007 (UTC)&lt;br /&gt;
* {{GPS|70|311|26|372}}&amp;lt;br /&amp;gt;16:21, 8 March 2007 (UTC)&lt;br /&gt;
* {{GPS|70|139|26|382}}&amp;lt;br /&amp;gt;15:24, 6 February 2007 (UTC) &lt;br /&gt;
* {{GPS|70|098|26|423}}&amp;lt;br /&amp;gt;18:06, 14 January 2007 (UTC)&lt;br /&gt;
* {{GPS|70|244|26|434}}&amp;lt;br /&amp;gt;19:19, 1 December 2006 (UTC)&lt;br /&gt;
* {{GPS|70|261|26|388}}&amp;lt;br /&amp;gt;19:07, 14 November 2006 (UTC)&lt;br /&gt;
* {{GPS|70|235|26|419}}&amp;lt;br /&amp;gt;20:02, 28 October 2006 (UTC)&lt;br /&gt;
* {{GPS|70|232|26|412}}&amp;lt;br /&amp;gt;19:15, 1 September 2006 (UTC)&lt;br /&gt;
* {{GPS|70|239|26|406}}&amp;lt;br /&amp;gt;20:58, 23 August 2006 (UTC)&lt;br /&gt;
* {{GPS|70|134|26|387}}&amp;lt;br /&amp;gt;15:46, 27 June 2006 (UTC)&lt;br /&gt;
* {{GPS|70|170|26|376}}&amp;lt;br /&amp;gt;04:32, 19 June 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
{{Shamansnav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Shamans]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Bloodclott</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Xaltam&amp;diff=19291</id>
		<title>Xaltam</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Xaltam&amp;diff=19291"/>
		<updated>2008-12-02T03:59:40Z</updated>

		<summary type="html">&lt;p&gt;Bloodclott: /* Previous sightings */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
[[Shaman]] uses this page as a template for Xaltam's current location. Please observe the &amp;lt;nowiki&amp;gt;&amp;lt;noinclude&amp;gt;&amp;lt;/nowiki&amp;gt; tags closely, and do not change them unless you know what you are doing.&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
'''Xaltam''' is a wandering [[shaman]] with no ties to any village.&lt;br /&gt;
&lt;br /&gt;
==Current sighting==&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
To update the current sighting, cut and paste the existing row to &amp;quot;Previous sightings&amp;quot;, removing the noinclude tags so that it looks like other previous sightings. Record the current GPS coordinates in the GPS template and record the date and time with &amp;lt;nowiki&amp;gt;~~~~~&amp;lt;/nowiki&amp;gt; (5 tildes). &lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
* &amp;lt;/noinclude&amp;gt;{{GPS|70|447|26|510}}&amp;lt;br /&amp;gt;05:32, 27 September 2008 (UTC)&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Previous sightings==&lt;br /&gt;
&amp;lt;!-- New sightings belong at the TOP of this list --&amp;gt;&lt;br /&gt;
* {{GPS|70|447|26|510}}&amp;lt;br /&amp;gt;05:32, 27 September 2008 (UTC)&lt;br /&gt;
* {{GPS|70|453|26|488}}&amp;lt;br /&amp;gt;10:12, 21 September 2008 (UTC)&lt;br /&gt;
* {{GPS|70|446|26|503}}&amp;lt;br /&amp;gt;21:21, 10 September 2008 (UTC)&lt;br /&gt;
* {{GPS|70|444|26|453}}&amp;lt;br /&amp;gt; 21:58, 24 July 2008 (UTC)&lt;br /&gt;
* {{GPS|70|464|26|460}}&amp;lt;br /&amp;gt; 20:42, 23 June 2008 (UTC) &lt;br /&gt;
* {{GPS|70|429|26|444}}&amp;lt;br /&amp;gt; 01:55, 7 April 2008 (UTC) &lt;br /&gt;
* {{GPS|70|435|26|418}}&amp;lt;br /&amp;gt; 05:16, 6 April 2008 (UTC) &lt;br /&gt;
* {{GPS|70|452|26|405}}&amp;lt;br /&amp;gt; 20:43, 4 April 2008 (UTC) &lt;br /&gt;
* {{GPS|70|554|26|358}}&amp;lt;br /&amp;gt; 22:51, 1 March 2008 (UTC)&lt;br /&gt;
* {{GPS|70|688|26|355}}&amp;lt;br /&amp;gt; 19:51, 13 December 2007 (UTC)&lt;br /&gt;
* {{GPS|70|609|26|361}}&amp;lt;br /&amp;gt; 00:32, 18 November 2007 (UTC)&lt;br /&gt;
* {{GPS|70|648|26|375}}&amp;lt;br /&amp;gt; 01:52, 06 November 2007 (UTC)&lt;br /&gt;
* {{GPS|70|555|26|356}}&amp;lt;br /&amp;gt; 09:42, 13 October 2007 (UTC)&lt;br /&gt;
* {{GPS|70|559|26|351}}&amp;lt;br /&amp;gt; 16:29, 12 October 2007 (UTC)&lt;br /&gt;
* {{GPS|70|574|26|345}}&amp;lt;br /&amp;gt; 03:07, 09 October 2007 (UTC)&lt;br /&gt;
* {{GPS|70|600|26|366}}&amp;lt;br /&amp;gt; 02:33, 29 September 2007 (UTC)&lt;br /&gt;
* {{GPS|70|631|26|361}}&amp;lt;br /&amp;gt; 08:51, 25 September 2007 (UTC)&lt;br /&gt;
* {{GPS|70|586|26|355}}&amp;lt;br /&amp;gt; 22:21, 23 September 2007 (UTC)&lt;br /&gt;
* {{GPS|70|437|26|414}}&amp;lt;br /&amp;gt; 08:14, 20 September 2007 (UTC)&lt;br /&gt;
* {{GPS|70|408|26|423}}&amp;lt;br /&amp;gt; 22:55, 18 September 2007 (UTC)&lt;br /&gt;
* {{GPS|70|401|26|429}}&amp;lt;br /&amp;gt; 15:33, 16 September 2007 (UTC)&lt;br /&gt;
* {{GPS|70|390|26|431}}&amp;lt;br /&amp;gt; 12:54, 15 September 2007 (UTC)&lt;br /&gt;
* {{GPS|70|377|26|439}}&amp;lt;br /&amp;gt; 3::03, 14 September 2007 (UTC)&lt;br /&gt;
* {{GPS|70|380|26|436}}&amp;lt;br /&amp;gt; 21:24, 12 September 2007 (UTC)&lt;br /&gt;
* {{GPS|70|380|26|443}}&amp;lt;br /&amp;gt; 11:42, 11 September 2007 (UTC)&lt;br /&gt;
* {{GPS|70|378|26|452}}&amp;lt;br /&amp;gt;18:00, 9 September 2007 (UTC)&lt;br /&gt;
* {{GPS|70|379|26|416}}&amp;lt;br /&amp;gt;23:50, 5 September 2007 (UTC)&lt;br /&gt;
* {{GPS|70|362|26|427}}&amp;lt;br /&amp;gt;04:53, 12 July 2007 (UTC) &lt;br /&gt;
* {{GPS|70|106|26|411}}&amp;lt;br /&amp;gt;23:18, 28 June 2007 (UTC)&lt;br /&gt;
* {{GPS|70|311|26|372}}&amp;lt;br /&amp;gt;16:21, 8 March 2007 (UTC)&lt;br /&gt;
* {{GPS|70|139|26|382}}&amp;lt;br /&amp;gt;15:24, 6 February 2007 (UTC) &lt;br /&gt;
* {{GPS|70|098|26|423}}&amp;lt;br /&amp;gt;18:06, 14 January 2007 (UTC)&lt;br /&gt;
* {{GPS|70|244|26|434}}&amp;lt;br /&amp;gt;19:19, 1 December 2006 (UTC)&lt;br /&gt;
* {{GPS|70|261|26|388}}&amp;lt;br /&amp;gt;19:07, 14 November 2006 (UTC)&lt;br /&gt;
* {{GPS|70|235|26|419}}&amp;lt;br /&amp;gt;20:02, 28 October 2006 (UTC)&lt;br /&gt;
* {{GPS|70|232|26|412}}&amp;lt;br /&amp;gt;19:15, 1 September 2006 (UTC)&lt;br /&gt;
* {{GPS|70|239|26|406}}&amp;lt;br /&amp;gt;20:58, 23 August 2006 (UTC)&lt;br /&gt;
* {{GPS|70|134|26|387}}&amp;lt;br /&amp;gt;15:46, 27 June 2006 (UTC)&lt;br /&gt;
* {{GPS|70|170|26|376}}&amp;lt;br /&amp;gt;04:32, 19 June 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
{{Shamansnav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Shamans]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Bloodclott</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Parchment_Pages&amp;diff=19249</id>
		<title>Parchment Pages</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Parchment_Pages&amp;diff=19249"/>
		<updated>2008-11-25T04:32:52Z</updated>

		<summary type="html">&lt;p&gt;Bloodclott: /* New Berlin */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Parchment Pages.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Don't Panic!==&lt;br /&gt;
&lt;br /&gt;
Ever wonder where you're going, or how to get there?  Taken so many wrong turns that you're probably back where you started?  After a while, do all those damn trees start to look the same?  It's a good thing we have [[Items#GPS unit|GPS Units]], eh?  The reassuring sight of those incomprehensible numbers is sure to steady the heart of any misplaced adventurer.  Now you know exactly where you are!&lt;br /&gt;
&lt;br /&gt;
''So where the hell is everywhere else?''&lt;br /&gt;
&lt;br /&gt;
==Navigational Tips and Tricks==&lt;br /&gt;
[[Image:Corodinate example.png|thumb|right|Less confused yet?]]&lt;br /&gt;
The GPS displays X and Y co-ordinates, like a graph.  Step west, and the first number goes down; east and it goes up.  Similarly, going north increments the second number, and heading south decreases it.  To get to a given set of co-ordinates, the best method is often to move diagonally until one co-ordinate is correct, then move in a straight line along that axis until you reach your target.  Just be aware that occasionally this technique may result in you walking into a mountain.&lt;br /&gt;
&lt;br /&gt;
===Roads===&lt;br /&gt;
A fairly extensive, if rather variable, road network connects the settlements of Shartak.  If you can find a signposted road, this will often get you to your location quickly.  Just make sure the road isn't a randomly cut red herring, and don't sleep on the road - banditry is rife in many regions.  A map of the theoretical road network can be found [[Civilized Highway Society|here]], but some of these roads may not actually exist at any given time; the current [http://www.itechsc.com/misc/shartak/ubermap/ Ubermap] will show which ones are currently navigable.&lt;br /&gt;
&lt;br /&gt;
===Addons===&lt;br /&gt;
&lt;br /&gt;
Those of you with [http://www.getfirefox.com Firefox] should definitely consider getting a couple of the [http://greasemonkey.mozdev.org/ GreaseMonkey] scripts from the [[The Shartak Wiki:Community Portal|Community Portal]] page.&lt;br /&gt;
&lt;br /&gt;
*[http://userscripts.org/scripts/source/3451.user.js The Shartak Map Overlay] gives you the option of placing a complete copy of the island map over your own in-game map screen, which is a huge help for those of you without GPS units.  Use it to find your position relative to one of the southern towns, then go there and get a GPS already.&lt;br /&gt;
&lt;br /&gt;
*We seriously can't hype the [http://www.itechsc.com/misc/shartak/ubermap/shartakubermapper.user.js Shartak UBER MAP] enough.  As well as automatically collecting data about your surroundings and using this to create a constantly updated map of the island, It gives you access to a satellite map showing your exact location, a zoomable, scrollable map of your local area, and an in-game 15x11 map below your normal 5x5 map.  We couldn't play Shartak without it.&lt;br /&gt;
&lt;br /&gt;
*Whenever you have a GPS signal, the [http://www.leaky.org/campdirections.user.js Shartak Camp Directions] script will give you directions to each of the six towns and the shipwreck, as the crow flies. It's a great tool when you don't want to have to keep checking the satellite or plan a proper route.&lt;br /&gt;
&lt;br /&gt;
===The Quick Way Home===&lt;br /&gt;
You can easily get back to your home camp from any point on the island in less than 50AP!  If you're by the shore, jump into the sea and swim out to deeper waters, then splash around in small circles laughing manically until the sharks finally drag you beneath the waves.  Respawn at your home shaman for 25AP and you're done!  If you're inland, find a large, aggressive animal, sock it one, and wait for it to get you back.  There are of course many variations on this trick, involving poisonous berries, angry farmers, swarms of killer bees, etc.&lt;br /&gt;
&lt;br /&gt;
==Locations, Locations, Locations...==&lt;br /&gt;
This is a list of interesting, useful, or important locations in Shartak.  Each is given a brief description, a set of GPS coordinates, and a link to the appropriate Ubermap satellite and map roamer pages.  Obviously this won't be a definitive list, so everyone is of course encouraged to add new locations as they are found or created.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
===Settlements===&lt;br /&gt;
====Dalpok====&lt;br /&gt;
This native village is close to the Shipwreck and thus a frequent target for pirate raids.  The area between Dalpok and the Shipwreck, known as Corsair Boulevard, is a constant warzone, and much fighting also occurs to the south, against outsiders coming up from York and Durham. Certain pirates refer to Dalpok as &amp;quot;New Amsterdam&amp;quot; and regard it as their own, although a land scam in '06 saw some pirates relinquish their claim to the town to a mad outsider called Maevar Raenick who unsuccessfully proclaimed himself mayor. [[Ropata]] is one of the chief elders of Dalpok, and the [[Dalpok Defence Force]] seems to have fallen into disarray. Dalpok was once the home of [[Jungle Drums]], the sole native newspaper.&lt;br /&gt;
&lt;br /&gt;
{{pplink|437|443}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Dalpok|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Derby====&lt;br /&gt;
Arguably the most isolated outsider town, Derby is generally quiet and safe these days (despite being the first target of [[the WickSick Headhunters]]) and makes a good base for hunting expeditions. Derby is the only town with a working judicial system, a hospital, a hotel (the [[Hotel de Derby]]), a local newspaper called the [[Derby Evening Press]], and a duelling academy. A number of other useful institutions are scattered througout the town. It is very efficiently run by members of the [[Eastern Federation]], a coalition of several military factions within the town. A heavy sword mining operation run by the Eastern Federation sits in the nearby delta swamp. Derby infrequently assists its sister towns York and Durham with various threats, and has cordial relations with Raktam and friendly pirates.&lt;br /&gt;
&lt;br /&gt;
{{pplink|095|350}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Derby|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Durham====&lt;br /&gt;
The Durham peninsula is dominated by [[Durham]] and by its northern neighbor the [[Independent Republic of Fort Creedy]]. It was for many years largely controlled by the [[Durham Pistoleers]], a police force that was disbanded in December '07 during the [[Durham Crisis]].  It is a frequent port of call for pirate traders collecting medical supplies for the shipwreck. Durham is the only town on Shartak with the first democratically elected leader, Governor Jacobi. The current governor is Ron Burgundy who won re-election in March. Durham is home to several substantial institutions, notable the [[Durham Police]], the [[Exotic Sports Hunting Club]] and [[Durham Utility]] with its bank.&lt;br /&gt;
{{pplink|648|343}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Durham|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Raktam====&lt;br /&gt;
This native kingdom was in '06 the scene of a bloody civil insurgency between the Scavengers and the Raktamites and their allies, resulting in murders, burning of buildings, and extortion. This internecine conflict ended with the reform of the [[Scavengers]] clan in February '07. Frequent attacks on visiting outsiders deter most trade with the village. In March '07, Raktam was the starting point of the inaugural [[Raktam Race]]. The Queen of Greater Raktam, Blue Hummingbird, was the sovereign ruler of Raktam and its surrounding territories, through the [[Royal Court of Greater Raktam]] and its Commonwealth with the [[Independent Republic of Fort Creedy]]. Upon her assassination in February '08, Raktam and its territories are ruled by [[SofaKing]], the Queen's heir. Raktam is the centre of native politics and intrigue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|322|469}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Raktam|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Shipwreck====&lt;br /&gt;
The base of all pirates on Shartak, the shipwreck is dangerous and anarchic but conveniently compact.  Visiting is a unique, if sometimes short, experience. The Shipwreck and the surrounding precinct was irregularly - some would say negligently - patrolled by senior members of the Pirate Defence Force of the [[Jolly Roger Gang]], the [[Scurvy Crew of the Hellborn Strumpet]], the [[1st Imperial Privateers Regiment]], and the [[Brotherhood of the Coast]]who each meted out gleeful vengeance on recidivist pirate murderers until the demise of each of these clans. A one-masted sloop or cutter, the shipwreck itself is known as either the Hellborn Strumpet or the Missionary Position, and its compartments and cabins are frequently haunted by dangerous ghosts. The view from the crow's nest is obscured by fog. [[Utility Bank]] has a branch in the main cabin.&lt;br /&gt;
&lt;br /&gt;
{{pplink|541|543}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Shipwreck|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Wiksik====&lt;br /&gt;
Wiksik is the most populous of the native settlements.  It is not to be confused with [[The WickSick Headhunters|Wicksick]]. Wiksik is the home of spiritual matters on the island, usually of a sinister bent, ably demonstrated by the [[The Necromancers Guild|Necromancer's Guild]]. Wiksik and the surrounding lands form the [[Kingdom Of Skulls]], a native homeland whose people do not tolerate aggressive outsiders. Wiksik is a point of easy access to nearby [[Wiksik#Crystal Lake|Crystal Lake]] and the far North Eastern swamp. A regulalrly used road called the Armachu Trail runs between Wiksik and Raktam. In general Wiksik is intolerant of even peaceful outsiders.&lt;br /&gt;
&lt;br /&gt;
{{pplink|239|405}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Wiksik|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
The largest of the outsider settlements, [[York]] is a bustling and exciting town, except for pirates, who have a fairly short life expectancy within its limits.  Peaceful native shamans are welcome within certain areas, primarily for their ability to exorcise ghosts. Nonetheless its relative tolerance is somewhat subdued by a proliferation of extremist groups such as the [[1st Colonial Militia]] and the [[Order of Patriots]] who engage in assassinations of individuals within the city borders. This extremism is fueled by the fact that York is frequently the target of raids by various groups.  York has a very long history of pirate invasions, attackes by mercenaries, and conflict with natives, which are detailed in the wiki. The town is now largely administered by 5punk.co.uk with the assistance of the long-established [[Colonial Police]], and repels hostile forces with well-honed efficiency. York is by far the best defended town on Shartak. Once the host of two rather excellent newspapers, [[The Yorkman|The Yorkman]], and its competitor, the [[Shartak Financial Times]], it no longer has any press. A small farming district once sat on the River Hazen, north-east of York, run by York non-combatants. A large heavy sword mining operation is in the River Hazen delta, controlled by York authorities.&lt;br /&gt;
&lt;br /&gt;
{{pplink|371|314}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[York|Wiki]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Locations]]&lt;br /&gt;
&lt;br /&gt;
===Academic and Research Institutions===&lt;br /&gt;
====Derby====&lt;br /&gt;
=====Derby Academy Fencing Hall=====&lt;br /&gt;
Run by the Derby Hospitallers, the fencing hall allows students to practice their combat and healing skills.  Students are allowed to attack each other, so long as nobody is wounded below 20HP, and are also encouraged to heal one another to gain further experience.&lt;br /&gt;
&lt;br /&gt;
{{pplink|094|350}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Derby Academy|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Derby Academy Lecture Hall=====&lt;br /&gt;
Run by the Derby Hospitallers, the lecture hall provides advice to students on a range of matters.  When the hall is staffed by a Hospitaller, just ask your question, or say which field you need advice on (general gameplay advice is also available on request), and they will happily oblige.  If the hall is unstaffed, you can generally ask your question at the [[Parchment Pages#Derby Academy Fencing Hall|Fencing Hall]] or [[Parchment Pages#Derby Hospital|Hospital]], and wait in the lecture hall for your answer.&lt;br /&gt;
&lt;br /&gt;
{{pplink|093|350}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Derby Academy|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Shartak Crytozoological Society=====&lt;br /&gt;
A society dedicated to the cataloging and understanding of Shartak's unique and diverse wildlife.  Their headquarters in York are often occupied by the clan's founder, Sir John Sevier.&lt;br /&gt;
&lt;br /&gt;
{{pplink|368|314}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Shartak Cryptozoological Society|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====York Observatory=====&lt;br /&gt;
&lt;br /&gt;
Once run by Ibn al Xuffasch, the [[York Observatory]] is dedicated to identifying life beyond the skies. The Observatory is now derelict and is no longer operational.&lt;br /&gt;
&lt;br /&gt;
===Commercial Buildings===&lt;br /&gt;
====Dalpok====&lt;br /&gt;
=====Imperial Bank=====&lt;br /&gt;
&lt;br /&gt;
The 1st Imperial Bank in Dalpok was once operated by Monkeypaw. Since Monkeypaw's demise in '06 this branch is now closed.&lt;br /&gt;
&lt;br /&gt;
{{pplink|436|441}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[1st Imperial Bank|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Tamdal Tak=====&lt;br /&gt;
Dalpok's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely available to natives.  Speaks the native tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|435|442}}&lt;br /&gt;
&lt;br /&gt;
====Derby====&lt;br /&gt;
=====Templar Bank=====&lt;br /&gt;
&lt;br /&gt;
The Templar Bank branch in Derby was originally operated by Kristofer Schanz, as part of the [[Imperial Bank]]. Since Schanz's demise this branch temporarily closed, and until October '08 was operated as the headquarters of Shartak's largest bank, Templar Bank, by Orlando Bloom. {{pplink|092|349}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[1st Imperial Bank|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Trader Tom=====&lt;br /&gt;
Derby's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely available to outsiders.  Speaks the outsider tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|092|350}}&lt;br /&gt;
&lt;br /&gt;
====Durham====&lt;br /&gt;
=====Templar Bank=====&lt;br /&gt;
&lt;br /&gt;
The [[Templar Bank]] branch in Durham was operated by Hideo Inakajimita, the bank's president. The bank is now closed.&lt;br /&gt;
&lt;br /&gt;
{{pplink|650|346}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Templar Bank|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Utility Bank=====&lt;br /&gt;
&lt;br /&gt;
[[Durham Utility]] operate a bank in Durham.&lt;br /&gt;
&lt;br /&gt;
=====Mercenary Guildhouse=====&lt;br /&gt;
The Mercenary's Guild Durham Headquarters.  May not be currently active.&lt;br /&gt;
&lt;br /&gt;
{{pplink|653|339}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Mercenary's Guild|Wiki]&lt;br /&gt;
&lt;br /&gt;
=====Trader Dick=====&lt;br /&gt;
Durham's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely available to outsiders.  Speaks the outsider tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|649|347}}&lt;br /&gt;
&lt;br /&gt;
====Raktam====&lt;br /&gt;
=====Crowjane's Bank=====&lt;br /&gt;
&lt;br /&gt;
Crowjane's Bank provides deposit services, loans, and inter-branch money transfers. The bank has an association with the [[Templar Bank]].&lt;br /&gt;
&lt;br /&gt;
{{pplink|320|471}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[1st Imperial Bank|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Raktam Security Consultancy=====&lt;br /&gt;
In the basement of the Raktam Tavern, the RSC aims was to provide an alternative to the now demobilised Mercenary's Guild. The Consultancy is now defunct.&lt;br /&gt;
&lt;br /&gt;
{{pplink|321|473}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Raktam Security Consultancy|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Grand Vizier's Markets=====&lt;br /&gt;
&lt;br /&gt;
The Grand Vizier's Markets, was established by the Queen of Greater Raktam, Blue Hummingbird, in December '07, in honour of her Grand Vizier, [[Neil Tathers]] and was in the southern quarter of Raktam. It consisted of a cluster of huts in the south of Raktam which may be used by any peaceful trader of any nation. Trade in the markets was tariff free. Repeated attacks on foreign traders by local Raktamis forced the closure of the markets in Jan '08. The Markets are presently unoccupied and form a dangerous slum in the south of Raktam.&lt;br /&gt;
&lt;br /&gt;
=====Tamdal Tik=====&lt;br /&gt;
Raktam's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely available to natives.  Speaks the native tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|319|472}}&lt;br /&gt;
&lt;br /&gt;
====Shipwreck====&lt;br /&gt;
=====Trader Sam=====&lt;br /&gt;
The Shipwreck's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely available to pirates, although first aid kits are an infrequent luxury item.  Speaks the outsider tongue.&lt;br /&gt;
&lt;br /&gt;
====Wiksik====&lt;br /&gt;
=====Imperial Bank=====&lt;br /&gt;
&lt;br /&gt;
The 1st Imperial Bank branch was operated by Justine, and since her death has become inactive.&lt;br /&gt;
&lt;br /&gt;
No coordinates are currently available for this branch.&lt;br /&gt;
&lt;br /&gt;
{{pplink|???|???}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[1st Imperial Bank|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Tamdal Toe=====&lt;br /&gt;
Wiksik's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely available to natives.  Speaks the native tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|235|405}}&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Templar Bank=====&lt;br /&gt;
&lt;br /&gt;
The Templar Bank branch in York provided deposit services, loans, and inter-branch money transfers. Each branch, its bronze door framed by marble arches, is ostensibly neutral territory, in order to facilitate mercantile transactions, although this was understandably difficult to enforce. Both outsiders and natives were welcome within any branch of the bank - a cause of contention with the [[Colonial Police]]. The branch was operated by Archbishop Blackburne until his relocation of the branch to Derby in late '07 following a series of attacks by York extremists who accused the bank of funding terrorists.&lt;br /&gt;
&lt;br /&gt;
{{pplink|368|314}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Templar Bank|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Trader Harry=====&lt;br /&gt;
York's local trader, stocking (and buying) a wide range of items.  Due to his positioning, he generally stocks items most widely available to outsiders.  The only known trader to have ever brokered a Heavy Sword deal (taking a hefty cut in the process), although these are usually arranged beforehand with the owner of the sword.  Speaks the outsider tongue.&lt;br /&gt;
&lt;br /&gt;
{{pplink|367|313}}&lt;br /&gt;
&lt;br /&gt;
===Communications and Infrastructure===&lt;br /&gt;
====Wiksik====&lt;br /&gt;
=====Native Message Hut=====&lt;br /&gt;
A hut for natives to write messages inside.  Intended to act like a village notice board.&lt;br /&gt;
&lt;br /&gt;
{{pplink|237|410}}&lt;br /&gt;
&lt;br /&gt;
=====Outsider Message Hut=====&lt;br /&gt;
A hut for outsiders to write messages inside.  Intended to act like a village notice board for visiting outsiders.&lt;br /&gt;
&lt;br /&gt;
{{pplink|236|410}}&lt;br /&gt;
&lt;br /&gt;
===Historical Sites===&lt;br /&gt;
====Derby====&lt;br /&gt;
=====Port Breton=====&lt;br /&gt;
Three ruined huts near the Derby Swamp, not far from the road to [[York]]. As at November 07 it was a French enclave known as Nouveau Aix-en-Bains, and then was abandoned until a resolution in April '08 of a dispute between the [[Kingdom of Skulls]] and the [[Eastern Federation]] over the control and occupation of [[Midway Island]]. This resolution included the relocation of [[the French]] colony to what is now called Port Breton. It is the site of [[Casino Royale]], a cathedral, and an administraton office. Port Breton is controlled by Baron Surcouf as governor under the mandate of Emperor Napoleon Bonaparte, and the casino is operated by Hercule Le Tof. A French tricolour flag flies over the settlement.&lt;br /&gt;
&lt;br /&gt;
{{pplink|111|378}}&lt;br /&gt;
&lt;br /&gt;
====Durham====&lt;br /&gt;
=====Batavia=====&lt;br /&gt;
Two ruined huts just north-west of Durham, frequently occupied by raiders.&lt;br /&gt;
&lt;br /&gt;
{{pplink|666|354}}&lt;br /&gt;
&lt;br /&gt;
=====The Independent Republic of Fort Creedy=====&lt;br /&gt;
This ancient complex consists of three ruined buildings (a jail, armoury, and hall), two of which have multi-space interiors and multiple entrances. The Creedy Republic declared independence in early '07, electing President Oktavian as its ruler, and has a small but permanent population of both outsiders and natives. Since forming a commonwealth with Raktam in November '07, a Raktam garrison has operated from the armoury. The Creedy Republic has often had border disputes with [[Durham]] to the south, and in early '08 this was the subject of a bitter guerilla war known as the [[Durham Crisis]] involving the Commonwealth, the [[Durham government]] headed by its governor, Ron Burgundy, the [[Durham Pistoleers]] and the [[1st Colonial Militia]] from [[York]], which resulting in the disbandment of the Pistoleers. Since mid '08, the Creedy Republic has hosted [[Shivering Timbers]], Shartak's only functioning brothel.&lt;br /&gt;
&lt;br /&gt;
{{pplink|666|380}}&lt;br /&gt;
&lt;br /&gt;
====Raktam====&lt;br /&gt;
=====Chikram=====&lt;br /&gt;
Three huts a short walk north of Raktam. Until recently occupied by the [[Royal Court of Greater Raktam]] as a northern outpost, this was a favourite haunt of pirates. This location was also known as Winter Palace of the Queen of Greater Raktam, Blue Hummingbird, until her death in February '08.&lt;br /&gt;
&lt;br /&gt;
{{pplink|322|492}}&lt;br /&gt;
&lt;br /&gt;
====Shipwreck====&lt;br /&gt;
=====Temple Ruins=====&lt;br /&gt;
This ancient temple has a multi-space interior with a sacrificial table (although to date this has no apparent function).  It has been heavily fought over in the past but is now firmly in pirate hands and has been used as a gladiatorial arena between pirates engaging in boxing. The ruins are a favorite haunt of pirate-killers.&lt;br /&gt;
&lt;br /&gt;
{{pplink|540|530}}&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Mercenary's Guildhouse=====&lt;br /&gt;
Formerly the headquarters of the [[Mercenary's Guild]], this was the center of Guild power in York during the second invasion, and a frequent target for [[Order of Patriots]] raids. Subsequent to the Guild's demobilisation, the building was used as the headquarters of the Shartak Protestant League and as the York Courthouse.&lt;br /&gt;
&lt;br /&gt;
{{pplink|366|314}}&lt;br /&gt;
&lt;br /&gt;
====Wilderness====&lt;br /&gt;
=====North Slope Ruins=====&lt;br /&gt;
Three ruined huts near the northern slope of Mt. Shartak.&lt;br /&gt;
&lt;br /&gt;
{{pplink|391|480}}&lt;br /&gt;
&lt;br /&gt;
=====The Pirates Rest=====&lt;br /&gt;
Two ruined huts on the peninsula west of the Shipwreck, in close proximity to a fruit tree planatation operated by the [[Exotic Sports Hunting Club]] in '08.&lt;br /&gt;
&lt;br /&gt;
{{pplink|594|519}}&lt;br /&gt;
&lt;br /&gt;
=====New Berlin=====&lt;br /&gt;
Three ruined huts at the start of the Durham Peninsula, occasionally occupied by Maximillan Pike, and used as a refuge for travellers between York and Durham.Now Occupied frequently by German Settlers who choose to use the roaming shamans instead of returning home.&lt;br /&gt;
&lt;br /&gt;
{{pplink|490|365}}&lt;br /&gt;
&lt;br /&gt;
=====New Bristol=====&lt;br /&gt;
Two ruined huts near the shore of Unity Bay, on the Durham Peninsula. Occasionally occupied by Hideo Inakajimita, New Bristol is very close to a driftwood shipyard and is used as a free port for traders of any nationality.&lt;br /&gt;
&lt;br /&gt;
{{pplink|605|374}}&lt;br /&gt;
&lt;br /&gt;
=====York River Ruins=====&lt;br /&gt;
Two ruined huts on the west bank of the river that flows south from Mt Shartak.  The site of the first [[Shartak Preservation Front]] conference.&lt;br /&gt;
&lt;br /&gt;
{{pplink|357|406}}&lt;br /&gt;
&lt;br /&gt;
=====Azguz'ktam=====&lt;br /&gt;
Two ruined huts a short way north-east of the York Swamp, not far from the Derby-York road. It is the southern-most citadel of the kingdom of the [[Royal Court of Greater Raktam]], named after Azguz, the hybrid werewolf Protector of Raktam. &lt;br /&gt;
&lt;br /&gt;
{{pplink|331|380}}&lt;br /&gt;
&lt;br /&gt;
===Islets===&lt;br /&gt;
====Casterley Rock====&lt;br /&gt;
A small, thin island just off the southern coast of [[Derby]], once occupied by the clan known as the Lions of Casterley Rock.&lt;br /&gt;
&lt;br /&gt;
{{pplink|095|335}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Southern Islands|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Arivo Rock====&lt;br /&gt;
&lt;br /&gt;
A very small, crescent shaped-island lying in deep water south-east of [[Derby]]. Discovered in September '08 by a spelunking explorer named Raivo, it has an entrance to the vast underground network of caves underneath the island, and is the quickest entrance to the abandoned gold mine sitting underneath Derby.&lt;br /&gt;
&lt;br /&gt;
====Skull Island and surrounding archipelego====&lt;br /&gt;
&lt;br /&gt;
A large island sitting in deep water to the north-east of the main iasland of Shartak. Inhabited by cannibals, strange geological activity has resulted in a land mass which has an eery visual similarity to a human skull. Two lakes occupy the centre of the island, which contain fresh water. The most southern island of the archipelego is called Mandible Island, and several small islands strech between Mandible Island and Skull Island. The island is riddled with caves, some of which are used by its inhabitants as shelter. Skull Island hosts the small village of [[Rakmagok]], the home of the cannibals - a very dangerous place for visitors.&lt;br /&gt;
&lt;br /&gt;
====Ernst Island====&lt;br /&gt;
The smallest islet in Shartak's waters, lying just east of Rodrigo Island. Currently the site of the Shartak Wildlife Conservatory. Poachers are not welcome.&lt;br /&gt;
&lt;br /&gt;
{{pplink|628|385}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Western Islets|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Midway Island====&lt;br /&gt;
A small island off the south coast between [[York]] and [[Derby]]. It emerged from the sea in April '07, revealing the ruins of a two-story stone tower. The first person on the island was [[Simeon Carter]] of Derby, and so the channel across from the mainland to the island is called [[Carter Channel]]. It is known by some natives as Barbekuria, and was used as for various religious ceremonies until a joint [[Eastern Federation]]/ [[York Coalition]] attack. The tower was previously hom to a casino operated by [[the French]], however the French fled when words were exchanged between the [[Kingdom Of Skulls]] and various hardline factions of York over the ownership of the Island.&lt;br /&gt;
&lt;br /&gt;
{{pplink|217|335}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Southern Islands|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Hawkins Island====&lt;br /&gt;
A small island off the tip of the York Peninsula (Macdonald Point), which has been known as Killer Island and Calvin's Eye-Land. Once declared the Shartak Elephant Preserve, later claimed by the Predators of Killer Island, and then as the headquarters of the [[Kraken Hunters]], it is often used as a staging post for attacks on York.&lt;br /&gt;
&lt;br /&gt;
{{pplink|401|270}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Southern Islands|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Rodrigo Island====&lt;br /&gt;
A small island to the north of Durham, discovered by Alex Rodrigo in the early weeks of the colonisation.  The western beach was the former site of a Dutch shipyard, operated by agents of the long- defunct [[1st Imperial Privateers Regiment]]. Save for a signpost, the shipyard is now overgrown and has fallen into disrepair. Alex Rodrigo continues to inhabit the island as its de facto governor.&lt;br /&gt;
&lt;br /&gt;
{{pplink|644|390}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Western Islets|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Unity Island====&lt;br /&gt;
A frequently contested landmass in Unity Bay (between Durham and the Shipwreck), declared a no-violence zone by a group of powerful clans, and for a time in '07 controlled by a pirate group known as [[the Brotherhood of the Coast]]. The northern tip is called Cape Bonobo, and the southern tip is called Cape Shark, to reflect the former names of the island (Shark island and Bonobo Island). The body of water between Unity Island and the mainland is called Expedition Channel, and the body of water to the east is Cargo Cult Sea, both names honoring the two clans who originally discovered the island.&lt;br /&gt;
&lt;br /&gt;
{{pplink|568|416}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Unity Island|Wiki]]&lt;br /&gt;
&lt;br /&gt;
===Landmarks===&lt;br /&gt;
====Mt. Shartak====&lt;br /&gt;
The imposing bulk of Mt. Shartak (or Mt Eramus) looms over the whole island, and contains many ledges and caves to explore. Some of the caves are very deep, and are inhabited by dangerous bears, aggressive flightless birds called &amp;quot;shargles&amp;quot;, and swarms of aggressive rats. Known by some natives as &amp;quot;Blood Mountain&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{{pplink|365|455}}&lt;br /&gt;
&lt;br /&gt;
====Cave complex====&lt;br /&gt;
Besides the caves around Mt. Shartak, there is another cave to explore at at [-70.429,+26.449] (there's a [[map of caves near Dalpok]])&lt;br /&gt;
&lt;br /&gt;
{{pplink|429|449}}&lt;br /&gt;
&lt;br /&gt;
====Echo Beach====&lt;br /&gt;
&lt;br /&gt;
The broad expanse of sand dunes located to the far west of the island. Much of the far tip is covered in signposts from visitors who have made the long trek.&lt;br /&gt;
&lt;br /&gt;
{{pplink|710|375}}&lt;br /&gt;
&lt;br /&gt;
====Irony Bay====&lt;br /&gt;
&lt;br /&gt;
The long bight to the east of the shipwreck, and immediately east of the northern river mouth. Notable for its broad, slowly curving expanse of white sand, but little else.&lt;br /&gt;
&lt;br /&gt;
{{pplink|510|532}}&lt;br /&gt;
&lt;br /&gt;
==== Santa's Splash ====&lt;br /&gt;
&lt;br /&gt;
The waterfall at the source of the southern river, so named because of Santa Claus's nearby appearance in Christmas 2006.&lt;br /&gt;
&lt;br /&gt;
{{pplink|351|429}}&lt;br /&gt;
&lt;br /&gt;
==== Long Fin River ====&lt;br /&gt;
&lt;br /&gt;
The northern river flowing from the beach west of the shipwreck, ending in [[Archer's Pool]]. The clan [[River Born Fury]] had their headquarters at the delta. The river was named after Shartak's most notorious pirate killer, [[Long Fin Killie]].&lt;br /&gt;
&lt;br /&gt;
====River Hazen====&lt;br /&gt;
&lt;br /&gt;
This river was also once called the Margaret River. It is named after a now-retired combat veteran of York, WB Hazen, who was a leader of the [[Order of Patriots]]. The River runs from Mt Shartak south to the sea, and forms the south-western boundary of the kingdom of the [[Royal Court of Greater Raktam]]. The mouth of the River Hazen is called the Hazen Delta, generally recognised as York's swampland.&lt;br /&gt;
&lt;br /&gt;
===Law Enforcement===&lt;br /&gt;
====Derby====&lt;br /&gt;
=====Derby Hospitallers=====&lt;br /&gt;
Although not an explicit police group, the Hospitallers are sworn to attack and punish &amp;quot;vile criminals&amp;quot;, so it's probably worth speaking to them if you get PKed around Derby.  The building is actually a hospital, but there's almost always a hospitaller either inside or just outside.&lt;br /&gt;
&lt;br /&gt;
{{pplink|093|352}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Derby Hospitallers|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====1st Derby Privateers=====&lt;br /&gt;
The Privateers have declared their intention to, amongst other things, cleanse Derby of PKers.&lt;br /&gt;
&lt;br /&gt;
{{pplink|098|355}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[1st Derby Privateers|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Durham====&lt;br /&gt;
=====Durham Police=====&lt;br /&gt;
The Durham Police Department was established in March 08 to replace the disbanded Pistoleers. They established an effective defense against the Headhunters in April 08 with the assistance of the Durham Model Army and the 1st Colonial Militia.&lt;br /&gt;
&lt;br /&gt;
{{pplink|652|340}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Durham Police|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Colonial Police=====&lt;br /&gt;
The island's oldest and largest police group, the Colonial Police have managed to make York one of the safest towns on Shartak.  They offer protection to all outsiders, and have been known to help friendly natives too.&lt;br /&gt;
&lt;br /&gt;
{{pplink|368|313}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Colonial Police|Wiki]]&lt;br /&gt;
&lt;br /&gt;
===Medical Facilities===&lt;br /&gt;
====Dalpok====&lt;br /&gt;
=====Medical Hut=====&lt;br /&gt;
Medical huts are an inexhaustible source of healing herbs and beverages, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|437|449}}&lt;br /&gt;
&lt;br /&gt;
=====Shubar=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Shubar only helps those from Dalpok, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|437|443}}&lt;br /&gt;
&lt;br /&gt;
====Derby====&lt;br /&gt;
=====Balchig=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Blachig only helps those from Derby, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|095|350}}&lt;br /&gt;
&lt;br /&gt;
=====Derby Hospital=====&lt;br /&gt;
Run by the Derby Hospitallers, any outsiders (and friendly natives) waiting in this building will be healed by one of their daily patrols.  The Hospital has also recently become a safehouse, providing shelter to any peaceful individuals, regardless of their origins.  &lt;br /&gt;
&lt;br /&gt;
{{pplink|093|352}}&amp;lt;br&amp;gt;&lt;br /&gt;
[[Derby Hospital|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====Medical Hut=====&lt;br /&gt;
Medical huts are an inexhaustible source of first-aid kits and beverages, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|099|353}}&lt;br /&gt;
&lt;br /&gt;
====Durham====&lt;br /&gt;
=====Kadmor=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Kadmor only helps those from Durham, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|648|343}}&lt;br /&gt;
&lt;br /&gt;
=====Medical Hut=====&lt;br /&gt;
Medical huts are an inexhaustible source of first-aid kits and beverages, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|651|344}}&lt;br /&gt;
&lt;br /&gt;
====Raktam====&lt;br /&gt;
=====Medical Hut=====&lt;br /&gt;
Medical huts are an inexhaustible source of healing herbs and beverages, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|323|473}}&lt;br /&gt;
&lt;br /&gt;
=====Najdam=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Najdam only helps those from Raktam, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|322|469}}&lt;br /&gt;
&lt;br /&gt;
====Shipwreck====&lt;br /&gt;
=====Jakota=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Jakota only helps those from the Shipwreck, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|541|543}}&lt;br /&gt;
&lt;br /&gt;
=====Large Cabin=====&lt;br /&gt;
The Large Cabin is an inexhaustible source of first-aid kits, although find rates are much lower than in standard medical huts, resulting in a constant shortage of medical supplies at the shipwreck.&lt;br /&gt;
&lt;br /&gt;
{{pplink|541|546}}&lt;br /&gt;
&lt;br /&gt;
====Wiksik====&lt;br /&gt;
=====Medical Hut=====&lt;br /&gt;
Medical huts are an inexhaustible source of healing herbs and beverages, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|240|410}}&lt;br /&gt;
&lt;br /&gt;
=====Tapran=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Tapran only helps those from Wiksik, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|239|405}}&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Kahuni=====&lt;br /&gt;
In those situations where A&amp;amp;E just can't help, your local shaman will heal you fully for a mere 25AP, and bring you safely home in the process.  Kahuni only helps those from York, however.&lt;br /&gt;
&lt;br /&gt;
{{pplink|371|314}}&lt;br /&gt;
&lt;br /&gt;
=====Medical Hut=====&lt;br /&gt;
Medical huts are an inexhaustible source of first-aid kits and beverages, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|369|320}}&lt;br /&gt;
&lt;br /&gt;
=====Royal Expedition Field Hospital=====&lt;br /&gt;
Run by the Royal Expedition, outsiders and natives who wait here will be healed by one of the staff, who are almost always present.  Enemies of the Royal Expedition or their allies are more likely to be slain, though, as the expedition claims this area as their territory.&lt;br /&gt;
&lt;br /&gt;
{{pplink|366|319}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[RE field hospital|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Roaming====&lt;br /&gt;
Roaming shamen will resurrect anyone who contacts them, for a cost of 50AP.  The nearest roaming shaman will be contacted, whisking you away to their current location.  To check the locations of these shamen, visit their pages below and click on the 'Current Sighting' coordinates.&lt;br /&gt;
&lt;br /&gt;
[[Atok]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Igoban]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Jidram]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Malpok]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Movak]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Pabkim]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Skulu]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Xaltam]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Zakano]]&lt;br /&gt;
&lt;br /&gt;
===Military and Munitions===&lt;br /&gt;
====Dalpok====&lt;br /&gt;
=====Ammunition Hut=====&lt;br /&gt;
The ammo hut provides an inexhaustible source of blowpipes and darts, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|441|443}}&lt;br /&gt;
&lt;br /&gt;
====Derby====&lt;br /&gt;
=====Ammunition Hut=====&lt;br /&gt;
The ammo hut provides an inexhaustible source of rifles and bullets, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|096|356}}&lt;br /&gt;
&lt;br /&gt;
=====Derby Rangers HQ=====&lt;br /&gt;
&lt;br /&gt;
The Derby Rangers' leader can be contacted directly in this hut for any purposes, and other Rangers frequently sleep inside, as well. &lt;br /&gt;
&lt;br /&gt;
{{pplink|096|348}}&lt;br /&gt;
&lt;br /&gt;
====Durham====&lt;br /&gt;
=====Ammunition Hut=====&lt;br /&gt;
The ammo hut provides an inexhaustible source of rifles and bullets, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|647|349}}&lt;br /&gt;
&lt;br /&gt;
====Raktam====&lt;br /&gt;
=====Ammunition Hut=====&lt;br /&gt;
The ammo hut provides an inexhaustible source of blowpipes and darts, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|324|474}}&lt;br /&gt;
&lt;br /&gt;
====Shipwreck====&lt;br /&gt;
=====Armoury=====&lt;br /&gt;
The Armoury provides an inexhaustible source of cutlasses, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|541|546}}&lt;br /&gt;
&lt;br /&gt;
====Wiksik====&lt;br /&gt;
=====Ammunition Hut=====&lt;br /&gt;
The ammo hut provides an inexhaustible source of blowpipes and darts, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|239|411}}&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Ammunition Hut=====&lt;br /&gt;
The ammo hut provides an inexhaustible source of rifles and bullets, especially for those of you who have scavenging.&lt;br /&gt;
&lt;br /&gt;
{{pplink|371|316}}&lt;br /&gt;
&lt;br /&gt;
===Recreational===&lt;br /&gt;
====Derby====&lt;br /&gt;
=====The Derby Horticultural Gardens=====&lt;br /&gt;
Maintained by Hospitaller Jack Molay, this is a small shrubbery in the south of Derby, planted during the Derby Derby to keep the defender's spirits up.&lt;br /&gt;
&lt;br /&gt;
{{pplink|097|347}}&lt;br /&gt;
 &lt;br /&gt;
=====The Derby Tavern and Trading Post=====&lt;br /&gt;
Inspired by Czechy's Tavern, the Derby Tavern and Trading Post is a safehouse located in the Derby Trader's hut.  Anyone may stay here under the protection of the Derby Privateers (unless they're wanted by the Privateers, of course).&lt;br /&gt;
&lt;br /&gt;
{{pplink|092|350}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Derby Tavern|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====Raktam====&lt;br /&gt;
=====The Raktam Tavern=====&lt;br /&gt;
Set up to provide brown liquids of varying origin to the citizens of Raktam, and also to offer a safe sleeping place to peaceful visitors.  Frequently patrolled to ensure hostile outsiders are not in residence - see the wiki page for more details of who can and can't stay.&lt;br /&gt;
&lt;br /&gt;
{{pplink|321|473}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[The Raktam Tavern|Wiki]]&lt;br /&gt;
&lt;br /&gt;
====York====&lt;br /&gt;
=====Czechy's Tavern=====&lt;br /&gt;
The oldest tavern on the island, owned by an officer of the [[Colonial Police]] and declared a general non-violence zone except against those wanted by the Colonial Police.  This rule is frequently broken, but the presence of at least one officer at all times means that offenders tend to be swiftly punished.&lt;br /&gt;
&lt;br /&gt;
{{pplink|368|313}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Czechy's Tavern|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====The Waugh Arms=====&lt;br /&gt;
The newest tavern on this island, found in the former Colonial Police headquarters and run by the [[Colon Police]] and 5punk, and is also a non-violence zone. The Waugh Arms generally has several staff members on call to dispense food, drinks and healing.&lt;br /&gt;
&lt;br /&gt;
{{pplink|374|313}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[The Waugh Arms|Wiki]]&lt;br /&gt;
&lt;br /&gt;
===Religious===&lt;br /&gt;
====York====&lt;br /&gt;
=====Shartak Protestant League Hut=====&lt;br /&gt;
Home of the controversial ultra-religious clan, and scene of many murders committed by annoyed members of the public.&lt;br /&gt;
&lt;br /&gt;
{{pplink|366|314}}&lt;br /&gt;
&amp;lt;br&amp;gt;[[Shartak Protestant League|Wiki]]&lt;br /&gt;
&lt;br /&gt;
=====York Synagogue=====&lt;br /&gt;
[[Congregation Tafas Shalva|Congregation Tafas Shalva]], a Jewish synagogue, is headed by the agreeable and inoffensive Rabbi Shlomo Weinstein[http://www.shartak.com//profile.cgi?id=5234]. All are welcome, whether Jewish or not. Minyan every night at sunset, potluck (kashruth) every Wednesday, and there's a bake-sale the first Sunday of the month. Try the rugelach!&lt;br /&gt;
&lt;br /&gt;
[[Image:TafasShalva2.JPG ]]&lt;br /&gt;
&lt;br /&gt;
{{pplink|369|311}}&lt;/div&gt;</summary>
		<author><name>Bloodclott</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Exotic_Sports_Hunting_Club&amp;diff=19244</id>
		<title>Exotic Sports Hunting Club</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Exotic_Sports_Hunting_Club&amp;diff=19244"/>
		<updated>2008-11-24T06:14:03Z</updated>

		<summary type="html">&lt;p&gt;Bloodclott: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox|&lt;br /&gt;
clan_name=Exotic Sports Hunting Club|&lt;br /&gt;
open_to= Level 1+|&lt;br /&gt;
clan_image=[[Image:ESHC_Logo.jpg]]|&lt;br /&gt;
clan_leaders=[[User:BLooDCLotT|BLooDCLotT]]|&lt;br /&gt;
clan_membership= see below|&lt;br /&gt;
clan_goals=Highest Kills Wins|&lt;br /&gt;
clan_recruit=Open to all|&lt;br /&gt;
clan_contact= http://www.ESHC.tk|here|&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Clans]]&lt;br /&gt;
[[Category:Clans for everyone]]&lt;br /&gt;
&lt;br /&gt;
With no base of Operation, or Home Town or Camp-we Roam the lands of Shartak Killing its Indigenous peoples and animals.&lt;br /&gt;
No one or thing is safe-But not all of our Hunters PK-so please check there Profiles FIRST!&lt;br /&gt;
&lt;br /&gt;
If any of us Have Killed you or your fellow clans member-and would like to avoid any further aggression, just drop us a line and we will add you to our Do Not Target List.&lt;br /&gt;
&lt;br /&gt;
== Contests ==&lt;br /&gt;
Enter your scores via your name and profile link to be Listed on our [http://www.eshc.tk/ Forums]&lt;br /&gt;
&lt;br /&gt;
== Chapter Presidents ==&lt;br /&gt;
=== [[Durham]] ===&lt;br /&gt;
&lt;br /&gt;
=== [[Derby]] ===&lt;br /&gt;
&lt;br /&gt;
=== [[Shipwreck]] ===&lt;br /&gt;
TtoLCDooLB&lt;br /&gt;
 &lt;br /&gt;
=== [[Raktam]] ===&lt;br /&gt;
SkuZBall&lt;br /&gt;
&lt;br /&gt;
=== [[Dalpok]] ===&lt;br /&gt;
Urban Dead&lt;br /&gt;
&lt;br /&gt;
=== [[Wiksik]] ===&lt;br /&gt;
None ::Sad Face::&lt;br /&gt;
&lt;br /&gt;
== Do Not Kill ==&lt;br /&gt;
Members on this list are allied, and should NOT be Hunted by Outside Camps, Please check all Players before you PK if your hunting Humans-Thank you&lt;/div&gt;</summary>
		<author><name>Bloodclott</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Exotic_Sports_Hunting_Club&amp;diff=19243</id>
		<title>Exotic Sports Hunting Club</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Exotic_Sports_Hunting_Club&amp;diff=19243"/>
		<updated>2008-11-24T06:13:16Z</updated>

		<summary type="html">&lt;p&gt;Bloodclott: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox|&lt;br /&gt;
clan_name=Exotic Sports Hunting Club|&lt;br /&gt;
open_to= Level 1+|&lt;br /&gt;
clan_image=[[Image:ESHC_Logo.jpg]]|&lt;br /&gt;
clan_leaders=[[User:BLooDCLotT|BLooDCLotT]]|&lt;br /&gt;
clan_membership= see below|&lt;br /&gt;
clan_goals=Highest Kills Wins|&lt;br /&gt;
clan_recruit=Open to all Level 1+|&lt;br /&gt;
clan_contact= http://www.ESHC.tk|here|&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Clans]]&lt;br /&gt;
[[Category:Clans for everyone]]&lt;br /&gt;
&lt;br /&gt;
With no base of Operation, or Home Town or Camp-we Roam the lands of Shartak Killing its Indigenous peoples and animals.&lt;br /&gt;
No one or thing is safe-But not all of our Hunters PK-so please check there Profiles FIRST!&lt;br /&gt;
&lt;br /&gt;
If any of us Have Killed you or your fellow clans member-and would like to avoid any further aggression, just drop us a line and we will add you to our Do Not Target List.&lt;br /&gt;
&lt;br /&gt;
== Contests ==&lt;br /&gt;
Enter your scores via your name and profile link to be Listed on our [http://www.eshc.tk/ Forums]&lt;br /&gt;
&lt;br /&gt;
== Chapter Presidents ==&lt;br /&gt;
=== [[Durham]] ===&lt;br /&gt;
&lt;br /&gt;
=== [[Derby]] ===&lt;br /&gt;
&lt;br /&gt;
=== [[Shipwreck]] ===&lt;br /&gt;
TtoLCDooLB&lt;br /&gt;
 &lt;br /&gt;
=== [[Raktam]] ===&lt;br /&gt;
SkuZBall&lt;br /&gt;
&lt;br /&gt;
=== [[Dalpok]] ===&lt;br /&gt;
Urban Dead&lt;br /&gt;
&lt;br /&gt;
=== [[Wiksik]] ===&lt;br /&gt;
None ::Sad Face::&lt;br /&gt;
&lt;br /&gt;
== Do Not Kill ==&lt;br /&gt;
Members on this list are allied, and should NOT be Hunted by Outside Camps, Please check all Players before you PK if your hunting Humans-Thank you&lt;/div&gt;</summary>
		<author><name>Bloodclott</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Locations&amp;diff=18563</id>
		<title>Locations</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Locations&amp;diff=18563"/>
		<updated>2008-08-29T08:51:18Z</updated>

		<summary type="html">&lt;p&gt;Bloodclott: /* Simple ruins */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| cellpadding=10 align=right&lt;br /&gt;
| __TOC__&lt;br /&gt;
|}&lt;br /&gt;
Prominent '''locations''' on Shartak include several villages, a wrecked ship, many ruins, and countless fruit trees. The island itself, about 67.4 km from east to west and 26.8 km from north to south according to GPS figures, is composed of a wide variety of terrain types.&lt;br /&gt;
&lt;br /&gt;
== Camps ==&lt;br /&gt;
:''Main article: [[Camp]]''&lt;br /&gt;
Camps are locations on Shartak that serve as starting and respawning points. They feature specific resource huts for medical supplies, ammunition, and trading.&lt;br /&gt;
&lt;br /&gt;
== Terrains ==&lt;br /&gt;
:''Main article: [[Terrain]]''&lt;br /&gt;
The terrain of Shartak is diverse, consisting of types such as jungle, grassland, swamp and beaches. Water features include sea, lakes, rivers and a pool. Each type of terrain affects movement and searches differently.&lt;br /&gt;
&lt;br /&gt;
=== Natural landmarks ===&lt;br /&gt;
* [[Mountain]]&lt;br /&gt;
* [[Western Islets]]&lt;br /&gt;
* [[Southern Islands]]&lt;br /&gt;
The terrain of Shartak also contains several unique natural landmarks, such as the huge central mountain. The mountain contains many special areas, including a [[waterfall]], a mountain ledge, and a network of [[cave]]s and [[tunnel]]s.&lt;br /&gt;
&lt;br /&gt;
== Details ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;1&amp;quot; style=&amp;quot;background-color: #f9f9f9; border: solid 1px #ccc; border-collapse: collapse; float: right; margin: 0 0 1em 1em; width: 165px&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background-color: #fff; border: solid 1px #ccc; margin-bottom: 5px; padding: 3px; width: 157px&amp;quot;&amp;gt;[[Image:Tree.gif]][[Image:Sign.gif]][[Image:Hut.gif]][[Image:Ruins.gif]]&amp;lt;/div&amp;gt;The in-game icons for '''tree''', '''signpost''', '''hut''', and '''ruin''' details.&lt;br /&gt;
|}&lt;br /&gt;
A detail appears as a separate icon over the underlying terrain color. There can only be one detail in any location. For example, if there is a tree or bush or ruins or hut in your current location, then you cannot construct a signpost. Heavy jungle conceals details. If you chop down enough jungle to reveal a fruit tree, bush, hut, or other detail, you receive an XP reward. &lt;br /&gt;
&lt;br /&gt;
=== Fruit trees and bushes ===&lt;br /&gt;
&lt;br /&gt;
All fruit trees and bushes use the same icon and thus look the same from a distance. A search at a location with a fruit tree or bush is an attempt to search specifically for fruits or berries, not an attempt to search the surrounding jungle for other items. Either you find a ripe fruit or berry or you do not, but you cannot find a non-fruit where a fruit tree or bush stands.&lt;br /&gt;
&lt;br /&gt;
It is unknown whether different fruit trees and bushes have different find rates. It is unknown whether the density of the jungle affects the find rate (some believe that clearing the jungle slightly increases the find rate). Please submit data to [[Search odds condensed]]. &lt;br /&gt;
&lt;br /&gt;
*'''Search cost:''' ''1 AP''&lt;br /&gt;
**'''Approx find rates (55%):''' fruit/berry (55%)&lt;br /&gt;
&lt;br /&gt;
==== Berry bushes ====&lt;br /&gt;
&lt;br /&gt;
Outsiders see &amp;quot;a bush covered in berries.&amp;quot; For natives (or outsiders with Native Knowledge), the bush is revealed as either a tasty berry bush (&amp;quot;a leafy bush covered in berries&amp;quot;) where each berry heals 2 HP or a poisonous berry bush (&amp;quot;a thorny bush covered in berries&amp;quot;) where each berry inflicts 2 HP damage. This information can also be gleaned by eating a berry. Searching provides a ready source of berries.&lt;br /&gt;
&lt;br /&gt;
*'''Known locations of tasty berry bushes:''' &lt;br /&gt;
{{GPS|70|130|26|405}}, {{GPS|70|131|26|416}}, {{GPS|70|231|26|434}}, {{GPS|70|243|26|425}}, {{GPS|70|249|26|472}}, {{GPS|70|273|26|377}}, {{GPS|70|278|26|384}}, {{GPS|70|285|26|360}}, {{GPS|70|280|26|364}}, {{GPS|70|297|26|402}}, {{GPS|70|297|26|474}}, {{GPS|70|382|26|340}}, {{GPS|70|396|26|335}}, {{GPS|70|461|26|411}}, {{GPS|70|476|26|481}}, {{GPS|70|492|26|493}}&lt;br /&gt;
&lt;br /&gt;
*'''Known locations of poisonous berry bushes:''' &lt;br /&gt;
{{GPS|70|210|26|447}}, {{GPS|70|214|26|433}}, {{GPS|70|220|26|424}}, {{GPS|70|226|26|435}}, {{GPS|70|232|26|445}}, {{GPS|70|233|26|444}}, {{GPS|70|299|26|403}}, {{GPS|70|309|26|403}}, {{GPS|70|322|26|409}}, {{GPS|70|347|26|500}}, {{GPS|70|362|26|387}}, {{GPS|70|362|26|488}}, {{GPS|70|363|26|489}}, {{GPS|70|371|26|386}}, {{GPS|70|368|26|371}}, {{GPS|70|391|26|428}}, {{GPS|70|394|26|443}}, {{GPS|70|394|26|444}}, {{GPS|70|395|26|329}}, {{GPS|70|398|26|445}}, {{GPS|70|399|26|396}}, {{GPS|70|401|26|431}}, {{GPS|70|408|26|453}}, {{GPS|70|431|26|395}}, {{GPS|70|435|26|409}}, {{GPS|70|436|26|407}}, {{GPS|70|440|26|458}}, {{GPS|70|450|26|477}}, {{GPS|70|461|26|487}}, {{GPS|70|462|26|476}}, {{GPS|70|469|26|498}}, {{GPS|70|462|26|476}}, {{GPS|70|476|26|405}}, {{GPS|70|479|26|453}}, {{GPS|70|481|26|452}}, {{GPS|70|490|26|476}}, {{GPS|70|490|26|494}}, {{GPS|70|490|26|504}}, {{GPS|70|491|26|452}}, {{GPS|70|492|26|493}}, {{GPS|70|501|26|500}}, {{GPS|70|501|26|502}}, {{GPS|70|505|26|512}}, {{GPS|70|507|26|504}}, {{GPS|70|508|26|491}}, {{GPS|70|508|26|515}}, {{GPS|70|521|26|506}}, {{GPS|70|543|26|516}}, {{GPS|70|559|26|526}}&lt;br /&gt;
&lt;br /&gt;
==== Mango trees ====&lt;br /&gt;
:''A mango tree can be found here.''&lt;br /&gt;
:''A tall mango tree is here.''&lt;br /&gt;
&lt;br /&gt;
Searching at a mango tree provides [[mango]]s, predictably.&lt;br /&gt;
&lt;br /&gt;
*'''Known locations:''' &lt;br /&gt;
{{GPS|70|094|26|376}}, {{GPS|70|107|26|415}}, {{GPS|70|110|26|415}}, {{GPS|70|111|26|407}}, {{GPS|70|113|26|402}}, {{GPS|70|120|26|389}}, {{GPS|70|122|26|390}}, {{GPS|70|189|26|429}}, {{GPS|70|219|26|422}}, {{GPS|70|221|26|451}}, {{GPS|70|223|26|386}}, {{GPS|70|239|26|447}}, {{GPS|70|244|26|430}}, {{GPS|70|244|26|436}}, {{GPS|70|245|26|423}}, {{GPS|70|246|26|435}}, {{GPS|70|277|26|402}}, {{GPS|70|287|26|405}}, {{GPS|70|345|26|504}}, {{GPS|70|359|26|497}}, {{GPS|70|368|26|385}}, {{GPS|70|380|26|369}}, {{GPS|70|383|26|427}}, {{GPS|70|383|26|439}}, {{GPS|70|384|26|437}}, {{GPS|70|386|26|397}}, {{GPS|70|388|26|400}}, {{GPS|70|400|26|430}}, {{GPS|70|431|26|449}}, {{GPS|70|432|26|396}}, {{GPS|70|435|26|483}}, {{GPS|70|438|26|489}}, {{GPS|70|448|26|477}}, {{GPS|70|450|26|408}}, {{GPS|70|454|26|419}}, {{GPS|70|468|26|416}}, {{GPS|70|471|26|452}}, {{GPS|70|474|26|405}}, {{GPS|70|476|26|393}}, {{GPS|70|477|26|395}}, {{GPS|70|477|26|406}}, {{GPS|70|479|26|441}}, {{GPS|70|488|26|472}}, {{GPS|70|490|26|494}}, {{GPS|70|491|26|455}}, {{GPS|70|505|26|516}}, {{GPS|70|521|26|521}}, {{GPS|70|523|26|523}}, {{GPS|70|525|26|520}}, {{GPS|70|537|26|520}}, {{GPS|70|561|26|525}}, {{GPS|70|563|26|524}}&lt;br /&gt;
&lt;br /&gt;
==== Banana trees ====&lt;br /&gt;
&lt;br /&gt;
A banana tree is a reliable source of [[banana]]s.&lt;br /&gt;
&lt;br /&gt;
*'''Known locations:''' &lt;br /&gt;
{{GPS|70|087|26|377}}, {{GPS|70|110|26|403}}, {{GPS|70|119|26|416}}, {{GPS|70|215|26|435}}, {{GPS|70|263|26|402}}, {{GPS|70|287|26|402}}, {{GPS|70|311|26|406}}, {{GPS|70|318|26|452}}, {{GPS|70|319|26|388}}, {{GPS|70|319|26|387}}. {{GPS|70|320|26|387}}, {{GPS|70|321|26|401}}, {{GPS|70|322|26|401}}, {{GPS|70|325|26|412}}, {{GPS|70|326|26|410}}, {{GPS|70|337|26|412}}, {{GPS|70|346|26|504}}, {{GPS|70|355|26|500}}, {{GPS|70|371|20|398}}, {{GPS|70|379|26|366}}, {{GPS|70|394|26|328}}, {{GPS|70|395|26|319}}, {{GPS|70|421|26|408}}, {{GPS|70|460|26|467}}, {{GPS|70|465|26|427}}, {{GPS|70|465|26|427}}, {{GPS|70|474|26|438}}, {{GPS|70|474|26|493}}, {{GPS|70|477|26|468}}, {{GPS|70|478|26|502}}, {{GPS|70|487|26|288}}, {{GPS|70|500|26|469}}, {{GPS|70|503|26|473}}, {{GPS|70|516|26|507}}, {{GPS|70|523|26|509}}, {{GPS|70|527|26|508}}, {{GPS|70|538|26|518}}, {{GPS|70|546|26|516}}, {{GPS|70|549|26|514}}, {{GPS|70|553|26|515}}&lt;br /&gt;
&lt;br /&gt;
==== Unidentified trees ====&lt;br /&gt;
&lt;br /&gt;
These are fruit trees and bushes with known locations but unknown fruit.&lt;br /&gt;
&lt;br /&gt;
*'''Known locations:''' &lt;br /&gt;
{{GPS|70|082|26|393}}, {{GPS|70|083|26|390}}, {{GPS|70|119|26|378}}, {{GPS|70|123|26|389}}, {{GPS|70|129|26|392}}, {{GPS|70|211|26|405}}, {{GPS|70|212|26|400}}, {{GPS|70|213|26|407}}, {{GPS|70|221|26|386}}, {{GPS|70|222|26|402}}, {{GPS|70|223|26|386}}, {{GPS|70|223|26|413}}, {{GPS|70|232|26|385}}, {{GPS|70|233|26|383}}, {{GPS|70|316|26|504}}, {{GPS|70|355|26|485}}, {{GPS|70|362|26|384}}, {{GPS|70|371|26|386}}, {{GPS|70|371|26|410}}, {{GPS|70|375|26|400}}, {{GPS|70|399|26|400}}, {{GPS|70|399|26|407}}, {{GPS|70|401|26|502}}, {{GPS|70|407|26|406}}, {{GPS|70|435|26|486}}, {{GPS|70|450|26|413}}, {{GPS|70|462|26|404}}, {{GPS|70|462|26|408}}, {{GPS|70|473|26|391}}, {{GPS|70|654|26|361}}, {{GPS|70|666|26|373}}, {{GPS|70|667|26|372}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Huts ===&lt;br /&gt;
:''Main article: [[Hut]]''&lt;br /&gt;
Huts are buildings that players can enter and leave. Certain huts provide specific items.&lt;br /&gt;
[[Santa]]'s grotto is the only hut that is not part of a camp. &lt;br /&gt;
&amp;lt;br clear=all /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Ruins ===&lt;br /&gt;
==== Ruins complexes (one or more buildings with multi-space interiors) ====&lt;br /&gt;
&lt;br /&gt;
The two largest ruins in Shartak are the jail and the temple. These locations initially appeared derelict and unimpressive, but now have multi-space interiors that can be explored and searched. Recent investigations have turned up occasional charms and gems.&lt;br /&gt;
&lt;br /&gt;
* '''Jail complex, a.k.a. Fort Creedy (near Durham)'''&amp;lt;br /&amp;gt;Five ruined building entrances are centered at {{GPS|70|666|26|380}}, northwest of [[Durham]]. To reach this complex, travel 30 paces north and 20 paces west from the north side of Durham. This ruin complex contains a one-space jail, a two-space armoury, and a two-space hall.&lt;br /&gt;
&lt;br /&gt;
* '''Temple complex (near Shipwreck)'''&amp;lt;br /&amp;gt;At {{GPS|70|540|26|530}}, 16 paces south and 1 pace east of the [[shipwreck]], are the ruins of a temple populated by monkeys, stalked by elephants, and haunted by spirits. This ruin consists of a single entrance containing a two-space interior, and in the past it has been a good place to find monkey claw charms.&lt;br /&gt;
&lt;br /&gt;
* '''Stone Tower (Midway Island)'''&amp;lt;br&amp;gt;At {{GPS|70|218|26|336}} on Midway Island in the sea off the south-east coast of the mainland is a ruined small square stone tower.  It has suffered severe water damage and appears to have been abandoned long ago.  The base of the tower is mostly intact, but the top has several gaping holes.  The ruin contains a single one-space lower floor, and a staircase leading to an upper level.&lt;br /&gt;
&lt;br /&gt;
==== Simple ruins ====&lt;br /&gt;
&lt;br /&gt;
The typical ruins location consists of a single icon with two or three &amp;quot;enter hut&amp;quot; buttons that allow you to visit empty one-space huts. It is rumored that these huts contain nothing of particular value (aside from sanctuary from ferocious jungle animals). &lt;br /&gt;
&lt;br /&gt;
* '''River-west side ruins (bi-hut near the waterfall)'''&amp;lt;br /&amp;gt;A two-hut ruin is located at {{GPS|70|357|26|406}} on the west bank of the river that runs south from the mountain, north-northeast of [[York]].&lt;br /&gt;
&lt;br /&gt;
* '''River-east side ruins (bi-hut near Santa's grotto)'''&amp;lt;br /&amp;gt;A two-hut ruin is located at {{GPS|70|331|26|380}} fourteen paces east of the river that runs south from the mountain, south of [[Raktam]] and north-northeast of [[York]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;PikeAnchor&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
* '''Durham-York road ruins (tri-hut between Durham/York)'''&amp;lt;br /&amp;gt;A three-hut ruin is located at {{GPS|70|490|26|365}} north of the road and mid-distance from [[Durham]] to [[York]].Known as '''New Berlin''' Home of [[The Germans|The Germans]]&lt;br /&gt;
&lt;br /&gt;
* '''Derby ruins (tri-hut near Derby)'''&amp;lt;br /&amp;gt;A three-hut ruin is located at {{GPS|70|111|26|378}} near [[Derby]] on the way to [[York]]. As of Bastille Day 2008 this area is known as '''Port Breton''', home of [[French_(The)|The French]].&lt;br /&gt;
&lt;br /&gt;
* '''Mountain-north side ruins (tri-hut between Dalpok/Raktam)'''&amp;lt;br /&amp;gt;A three-hut ruin is located at {{GPS|70|391|26|480}} a few paces north of the mountain between [[Dalpok]] and [[Raktam]].&lt;br /&gt;
&lt;br /&gt;
* '''Raktam ruins (tri-hut near Raktam)'''&amp;lt;br /&amp;gt;A three-hut ruin is located at {{GPS|70|322|26|492}} north of [[Raktam]].&lt;br /&gt;
&lt;br /&gt;
* '''Durham ruins (multi-hut near Durham)'''&amp;lt;br /&amp;gt;A two-hut ruin is located at {{GPS|70|666|26|354}}, 11 paces northwest and 7 paces west from [[Durham]]'s shaman.&lt;br /&gt;
&lt;br /&gt;
* '''Durham-lake ruins (multi-hut near Durham)'''&amp;lt;br /&amp;gt;A two-hut ruin is located at {{GPS|70|605|26|374}} northeast of [[Durham]] (about 33 paces east of the lake, and 21 paces north of the Durham-York Highway). This ruin is commonly known as '''Piketown''' after the trader Maximillion Pike.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''Northwest-peninsula ruins (multi-hut near Shipwreck)'''&amp;lt;br /&amp;gt;A simple ruin is located at {{GPS|70|594|26|519}} to the far west of the [[shipwreck]] peninsula.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Signposts ===&lt;br /&gt;
:''Main article: [[Signpost]]''&lt;br /&gt;
A signpost is a player-built detail that can be constructed using two pieces of [[driftwood]]. Signposts can be attacked and destroyed. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Caves ===&lt;br /&gt;
&lt;br /&gt;
A number of caves have beeen found on Shartak since the rediscovery of the forbidden village of [[Rakmogak]] on 13th August 2008. It is speculated that these caves connect to a large tunnel network beneath the archipelago. The caves appear as part of random terrain features c.f. the original Dalpok Cave (AKA Patch's Cave). Locations follow:&lt;br /&gt;
&lt;br /&gt;
{{GPS|70|429|26|449}} - '''Dalpok Cave / Patch's Cave'''&lt;br /&gt;
&lt;br /&gt;
{{GPS|70|240|26|493}} - '''Cave Of The Tiger'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Glossary]]&lt;br /&gt;
[[Category:Locations| ]]&lt;/div&gt;</summary>
		<author><name>Bloodclott</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Locations&amp;diff=18562</id>
		<title>Locations</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Locations&amp;diff=18562"/>
		<updated>2008-08-29T08:49:29Z</updated>

		<summary type="html">&lt;p&gt;Bloodclott: /* Simple ruins */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| cellpadding=10 align=right&lt;br /&gt;
| __TOC__&lt;br /&gt;
|}&lt;br /&gt;
Prominent '''locations''' on Shartak include several villages, a wrecked ship, many ruins, and countless fruit trees. The island itself, about 67.4 km from east to west and 26.8 km from north to south according to GPS figures, is composed of a wide variety of terrain types.&lt;br /&gt;
&lt;br /&gt;
== Camps ==&lt;br /&gt;
:''Main article: [[Camp]]''&lt;br /&gt;
Camps are locations on Shartak that serve as starting and respawning points. They feature specific resource huts for medical supplies, ammunition, and trading.&lt;br /&gt;
&lt;br /&gt;
== Terrains ==&lt;br /&gt;
:''Main article: [[Terrain]]''&lt;br /&gt;
The terrain of Shartak is diverse, consisting of types such as jungle, grassland, swamp and beaches. Water features include sea, lakes, rivers and a pool. Each type of terrain affects movement and searches differently.&lt;br /&gt;
&lt;br /&gt;
=== Natural landmarks ===&lt;br /&gt;
* [[Mountain]]&lt;br /&gt;
* [[Western Islets]]&lt;br /&gt;
* [[Southern Islands]]&lt;br /&gt;
The terrain of Shartak also contains several unique natural landmarks, such as the huge central mountain. The mountain contains many special areas, including a [[waterfall]], a mountain ledge, and a network of [[cave]]s and [[tunnel]]s.&lt;br /&gt;
&lt;br /&gt;
== Details ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;1&amp;quot; style=&amp;quot;background-color: #f9f9f9; border: solid 1px #ccc; border-collapse: collapse; float: right; margin: 0 0 1em 1em; width: 165px&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background-color: #fff; border: solid 1px #ccc; margin-bottom: 5px; padding: 3px; width: 157px&amp;quot;&amp;gt;[[Image:Tree.gif]][[Image:Sign.gif]][[Image:Hut.gif]][[Image:Ruins.gif]]&amp;lt;/div&amp;gt;The in-game icons for '''tree''', '''signpost''', '''hut''', and '''ruin''' details.&lt;br /&gt;
|}&lt;br /&gt;
A detail appears as a separate icon over the underlying terrain color. There can only be one detail in any location. For example, if there is a tree or bush or ruins or hut in your current location, then you cannot construct a signpost. Heavy jungle conceals details. If you chop down enough jungle to reveal a fruit tree, bush, hut, or other detail, you receive an XP reward. &lt;br /&gt;
&lt;br /&gt;
=== Fruit trees and bushes ===&lt;br /&gt;
&lt;br /&gt;
All fruit trees and bushes use the same icon and thus look the same from a distance. A search at a location with a fruit tree or bush is an attempt to search specifically for fruits or berries, not an attempt to search the surrounding jungle for other items. Either you find a ripe fruit or berry or you do not, but you cannot find a non-fruit where a fruit tree or bush stands.&lt;br /&gt;
&lt;br /&gt;
It is unknown whether different fruit trees and bushes have different find rates. It is unknown whether the density of the jungle affects the find rate (some believe that clearing the jungle slightly increases the find rate). Please submit data to [[Search odds condensed]]. &lt;br /&gt;
&lt;br /&gt;
*'''Search cost:''' ''1 AP''&lt;br /&gt;
**'''Approx find rates (55%):''' fruit/berry (55%)&lt;br /&gt;
&lt;br /&gt;
==== Berry bushes ====&lt;br /&gt;
&lt;br /&gt;
Outsiders see &amp;quot;a bush covered in berries.&amp;quot; For natives (or outsiders with Native Knowledge), the bush is revealed as either a tasty berry bush (&amp;quot;a leafy bush covered in berries&amp;quot;) where each berry heals 2 HP or a poisonous berry bush (&amp;quot;a thorny bush covered in berries&amp;quot;) where each berry inflicts 2 HP damage. This information can also be gleaned by eating a berry. Searching provides a ready source of berries.&lt;br /&gt;
&lt;br /&gt;
*'''Known locations of tasty berry bushes:''' &lt;br /&gt;
{{GPS|70|130|26|405}}, {{GPS|70|131|26|416}}, {{GPS|70|231|26|434}}, {{GPS|70|243|26|425}}, {{GPS|70|249|26|472}}, {{GPS|70|273|26|377}}, {{GPS|70|278|26|384}}, {{GPS|70|285|26|360}}, {{GPS|70|280|26|364}}, {{GPS|70|297|26|402}}, {{GPS|70|297|26|474}}, {{GPS|70|382|26|340}}, {{GPS|70|396|26|335}}, {{GPS|70|461|26|411}}, {{GPS|70|476|26|481}}, {{GPS|70|492|26|493}}&lt;br /&gt;
&lt;br /&gt;
*'''Known locations of poisonous berry bushes:''' &lt;br /&gt;
{{GPS|70|210|26|447}}, {{GPS|70|214|26|433}}, {{GPS|70|220|26|424}}, {{GPS|70|226|26|435}}, {{GPS|70|232|26|445}}, {{GPS|70|233|26|444}}, {{GPS|70|299|26|403}}, {{GPS|70|309|26|403}}, {{GPS|70|322|26|409}}, {{GPS|70|347|26|500}}, {{GPS|70|362|26|387}}, {{GPS|70|362|26|488}}, {{GPS|70|363|26|489}}, {{GPS|70|371|26|386}}, {{GPS|70|368|26|371}}, {{GPS|70|391|26|428}}, {{GPS|70|394|26|443}}, {{GPS|70|394|26|444}}, {{GPS|70|395|26|329}}, {{GPS|70|398|26|445}}, {{GPS|70|399|26|396}}, {{GPS|70|401|26|431}}, {{GPS|70|408|26|453}}, {{GPS|70|431|26|395}}, {{GPS|70|435|26|409}}, {{GPS|70|436|26|407}}, {{GPS|70|440|26|458}}, {{GPS|70|450|26|477}}, {{GPS|70|461|26|487}}, {{GPS|70|462|26|476}}, {{GPS|70|469|26|498}}, {{GPS|70|462|26|476}}, {{GPS|70|476|26|405}}, {{GPS|70|479|26|453}}, {{GPS|70|481|26|452}}, {{GPS|70|490|26|476}}, {{GPS|70|490|26|494}}, {{GPS|70|490|26|504}}, {{GPS|70|491|26|452}}, {{GPS|70|492|26|493}}, {{GPS|70|501|26|500}}, {{GPS|70|501|26|502}}, {{GPS|70|505|26|512}}, {{GPS|70|507|26|504}}, {{GPS|70|508|26|491}}, {{GPS|70|508|26|515}}, {{GPS|70|521|26|506}}, {{GPS|70|543|26|516}}, {{GPS|70|559|26|526}}&lt;br /&gt;
&lt;br /&gt;
==== Mango trees ====&lt;br /&gt;
:''A mango tree can be found here.''&lt;br /&gt;
:''A tall mango tree is here.''&lt;br /&gt;
&lt;br /&gt;
Searching at a mango tree provides [[mango]]s, predictably.&lt;br /&gt;
&lt;br /&gt;
*'''Known locations:''' &lt;br /&gt;
{{GPS|70|094|26|376}}, {{GPS|70|107|26|415}}, {{GPS|70|110|26|415}}, {{GPS|70|111|26|407}}, {{GPS|70|113|26|402}}, {{GPS|70|120|26|389}}, {{GPS|70|122|26|390}}, {{GPS|70|189|26|429}}, {{GPS|70|219|26|422}}, {{GPS|70|221|26|451}}, {{GPS|70|223|26|386}}, {{GPS|70|239|26|447}}, {{GPS|70|244|26|430}}, {{GPS|70|244|26|436}}, {{GPS|70|245|26|423}}, {{GPS|70|246|26|435}}, {{GPS|70|277|26|402}}, {{GPS|70|287|26|405}}, {{GPS|70|345|26|504}}, {{GPS|70|359|26|497}}, {{GPS|70|368|26|385}}, {{GPS|70|380|26|369}}, {{GPS|70|383|26|427}}, {{GPS|70|383|26|439}}, {{GPS|70|384|26|437}}, {{GPS|70|386|26|397}}, {{GPS|70|388|26|400}}, {{GPS|70|400|26|430}}, {{GPS|70|431|26|449}}, {{GPS|70|432|26|396}}, {{GPS|70|435|26|483}}, {{GPS|70|438|26|489}}, {{GPS|70|448|26|477}}, {{GPS|70|450|26|408}}, {{GPS|70|454|26|419}}, {{GPS|70|468|26|416}}, {{GPS|70|471|26|452}}, {{GPS|70|474|26|405}}, {{GPS|70|476|26|393}}, {{GPS|70|477|26|395}}, {{GPS|70|477|26|406}}, {{GPS|70|479|26|441}}, {{GPS|70|488|26|472}}, {{GPS|70|490|26|494}}, {{GPS|70|491|26|455}}, {{GPS|70|505|26|516}}, {{GPS|70|521|26|521}}, {{GPS|70|523|26|523}}, {{GPS|70|525|26|520}}, {{GPS|70|537|26|520}}, {{GPS|70|561|26|525}}, {{GPS|70|563|26|524}}&lt;br /&gt;
&lt;br /&gt;
==== Banana trees ====&lt;br /&gt;
&lt;br /&gt;
A banana tree is a reliable source of [[banana]]s.&lt;br /&gt;
&lt;br /&gt;
*'''Known locations:''' &lt;br /&gt;
{{GPS|70|087|26|377}}, {{GPS|70|110|26|403}}, {{GPS|70|119|26|416}}, {{GPS|70|215|26|435}}, {{GPS|70|263|26|402}}, {{GPS|70|287|26|402}}, {{GPS|70|311|26|406}}, {{GPS|70|318|26|452}}, {{GPS|70|319|26|388}}, {{GPS|70|319|26|387}}. {{GPS|70|320|26|387}}, {{GPS|70|321|26|401}}, {{GPS|70|322|26|401}}, {{GPS|70|325|26|412}}, {{GPS|70|326|26|410}}, {{GPS|70|337|26|412}}, {{GPS|70|346|26|504}}, {{GPS|70|355|26|500}}, {{GPS|70|371|20|398}}, {{GPS|70|379|26|366}}, {{GPS|70|394|26|328}}, {{GPS|70|395|26|319}}, {{GPS|70|421|26|408}}, {{GPS|70|460|26|467}}, {{GPS|70|465|26|427}}, {{GPS|70|465|26|427}}, {{GPS|70|474|26|438}}, {{GPS|70|474|26|493}}, {{GPS|70|477|26|468}}, {{GPS|70|478|26|502}}, {{GPS|70|487|26|288}}, {{GPS|70|500|26|469}}, {{GPS|70|503|26|473}}, {{GPS|70|516|26|507}}, {{GPS|70|523|26|509}}, {{GPS|70|527|26|508}}, {{GPS|70|538|26|518}}, {{GPS|70|546|26|516}}, {{GPS|70|549|26|514}}, {{GPS|70|553|26|515}}&lt;br /&gt;
&lt;br /&gt;
==== Unidentified trees ====&lt;br /&gt;
&lt;br /&gt;
These are fruit trees and bushes with known locations but unknown fruit.&lt;br /&gt;
&lt;br /&gt;
*'''Known locations:''' &lt;br /&gt;
{{GPS|70|082|26|393}}, {{GPS|70|083|26|390}}, {{GPS|70|119|26|378}}, {{GPS|70|123|26|389}}, {{GPS|70|129|26|392}}, {{GPS|70|211|26|405}}, {{GPS|70|212|26|400}}, {{GPS|70|213|26|407}}, {{GPS|70|221|26|386}}, {{GPS|70|222|26|402}}, {{GPS|70|223|26|386}}, {{GPS|70|223|26|413}}, {{GPS|70|232|26|385}}, {{GPS|70|233|26|383}}, {{GPS|70|316|26|504}}, {{GPS|70|355|26|485}}, {{GPS|70|362|26|384}}, {{GPS|70|371|26|386}}, {{GPS|70|371|26|410}}, {{GPS|70|375|26|400}}, {{GPS|70|399|26|400}}, {{GPS|70|399|26|407}}, {{GPS|70|401|26|502}}, {{GPS|70|407|26|406}}, {{GPS|70|435|26|486}}, {{GPS|70|450|26|413}}, {{GPS|70|462|26|404}}, {{GPS|70|462|26|408}}, {{GPS|70|473|26|391}}, {{GPS|70|654|26|361}}, {{GPS|70|666|26|373}}, {{GPS|70|667|26|372}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Huts ===&lt;br /&gt;
:''Main article: [[Hut]]''&lt;br /&gt;
Huts are buildings that players can enter and leave. Certain huts provide specific items.&lt;br /&gt;
[[Santa]]'s grotto is the only hut that is not part of a camp. &lt;br /&gt;
&amp;lt;br clear=all /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Ruins ===&lt;br /&gt;
==== Ruins complexes (one or more buildings with multi-space interiors) ====&lt;br /&gt;
&lt;br /&gt;
The two largest ruins in Shartak are the jail and the temple. These locations initially appeared derelict and unimpressive, but now have multi-space interiors that can be explored and searched. Recent investigations have turned up occasional charms and gems.&lt;br /&gt;
&lt;br /&gt;
* '''Jail complex, a.k.a. Fort Creedy (near Durham)'''&amp;lt;br /&amp;gt;Five ruined building entrances are centered at {{GPS|70|666|26|380}}, northwest of [[Durham]]. To reach this complex, travel 30 paces north and 20 paces west from the north side of Durham. This ruin complex contains a one-space jail, a two-space armoury, and a two-space hall.&lt;br /&gt;
&lt;br /&gt;
* '''Temple complex (near Shipwreck)'''&amp;lt;br /&amp;gt;At {{GPS|70|540|26|530}}, 16 paces south and 1 pace east of the [[shipwreck]], are the ruins of a temple populated by monkeys, stalked by elephants, and haunted by spirits. This ruin consists of a single entrance containing a two-space interior, and in the past it has been a good place to find monkey claw charms.&lt;br /&gt;
&lt;br /&gt;
* '''Stone Tower (Midway Island)'''&amp;lt;br&amp;gt;At {{GPS|70|218|26|336}} on Midway Island in the sea off the south-east coast of the mainland is a ruined small square stone tower.  It has suffered severe water damage and appears to have been abandoned long ago.  The base of the tower is mostly intact, but the top has several gaping holes.  The ruin contains a single one-space lower floor, and a staircase leading to an upper level.&lt;br /&gt;
&lt;br /&gt;
==== Simple ruins ====&lt;br /&gt;
&lt;br /&gt;
The typical ruins location consists of a single icon with two or three &amp;quot;enter hut&amp;quot; buttons that allow you to visit empty one-space huts. It is rumored that these huts contain nothing of particular value (aside from sanctuary from ferocious jungle animals). &lt;br /&gt;
&lt;br /&gt;
* '''River-west side ruins (bi-hut near the waterfall)'''&amp;lt;br /&amp;gt;A two-hut ruin is located at {{GPS|70|357|26|406}} on the west bank of the river that runs south from the mountain, north-northeast of [[York]].&lt;br /&gt;
&lt;br /&gt;
* '''River-east side ruins (bi-hut near Santa's grotto)'''&amp;lt;br /&amp;gt;A two-hut ruin is located at {{GPS|70|331|26|380}} fourteen paces east of the river that runs south from the mountain, south of [[Raktam]] and north-northeast of [[York]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;PikeAnchor&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
* '''Durham-York road ruins (tri-hut between Durham/York)'''&amp;lt;br /&amp;gt;A three-hut ruin is located at {{GPS|70|490|26|365}} north of the road and mid-distance from [[Durham]] to [[York]].&lt;br /&gt;
&lt;br /&gt;
* '''Derby ruins (tri-hut near Derby)'''&amp;lt;br /&amp;gt;A three-hut ruin is located at {{GPS|70|111|26|378}} near [[Derby]] on the way to [[York]]. As of Bastille Day 2008 this area is known as '''Port Breton''', home of [[French_(The)|The French]].&lt;br /&gt;
&lt;br /&gt;
* '''Mountain-north side ruins (tri-hut between Dalpok/Raktam)'''&amp;lt;br /&amp;gt;A three-hut ruin is located at {{GPS|70|391|26|480}} a few paces north of the mountain between [[Dalpok]] and [[Raktam]].&lt;br /&gt;
&lt;br /&gt;
* '''Raktam ruins (tri-hut near Raktam)'''&amp;lt;br /&amp;gt;A three-hut ruin is located at {{GPS|70|322|26|492}} north of [[Raktam]].&lt;br /&gt;
&lt;br /&gt;
* '''Durham ruins (multi-hut near Durham)'''&amp;lt;br /&amp;gt;A two-hut ruin is located at {{GPS|70|666|26|354}}, 11 paces northwest and 7 paces west from [[Durham]]'s shaman.&lt;br /&gt;
&lt;br /&gt;
* '''Durham-lake ruins (multi-hut near Durham)'''&amp;lt;br /&amp;gt;A two-hut ruin is located at {{GPS|70|605|26|374}} northeast of [[Durham]] (about 33 paces east of the lake, and 21 paces north of the Durham-York Highway). This ruin is commonly known as '''Piketown''' after the trader Maximillion Pike.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''Northwest-peninsula ruins (multi-hut near Shipwreck)'''&amp;lt;br /&amp;gt;A simple ruin is located at {{GPS|70|594|26|519}} to the far west of the [[shipwreck]] peninsula.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Signposts ===&lt;br /&gt;
:''Main article: [[Signpost]]''&lt;br /&gt;
A signpost is a player-built detail that can be constructed using two pieces of [[driftwood]]. Signposts can be attacked and destroyed. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Caves ===&lt;br /&gt;
&lt;br /&gt;
A number of caves have beeen found on Shartak since the rediscovery of the forbidden village of [[Rakmogak]] on 13th August 2008. It is speculated that these caves connect to a large tunnel network beneath the archipelago. The caves appear as part of random terrain features c.f. the original Dalpok Cave (AKA Patch's Cave). Locations follow:&lt;br /&gt;
&lt;br /&gt;
{{GPS|70|429|26|449}} - '''Dalpok Cave / Patch's Cave'''&lt;br /&gt;
&lt;br /&gt;
{{GPS|70|240|26|493}} - '''Cave Of The Tiger'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Glossary]]&lt;br /&gt;
[[Category:Locations| ]]&lt;/div&gt;</summary>
		<author><name>Bloodclott</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Rakmogak&amp;diff=18450</id>
		<title>Rakmogak</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Rakmogak&amp;diff=18450"/>
		<updated>2008-08-15T07:52:35Z</updated>

		<summary type="html">&lt;p&gt;Bloodclott: /* A Rough Guide To Rakmogak */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Rakmogak''' is a unique native [[camp]] on Shartak. Its location is a secret guarded by the shamen due to the village's association with the forbidden arts of [[class#cannibal| cannibalism]]. Recent evidence indicates it to be on a moderately-sized island off the north-east coast of the island, dark legends indicate that it may be shaped like a skull.&lt;br /&gt;
&lt;br /&gt;
An unknown [[shaman]] keeps watch in the center of the village.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Map ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Rakmogak territory map is currently incomplete as the cannibals insist on eating explorers who come to their village. One helpful cannibal has said that it includes only three huts (the normal resource ones) and has four caves, providing two entrances each to two small tunnels.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=&amp;quot;8&amp;quot; cellspacing=&amp;quot;1&amp;quot; style=&amp;quot;background-color: #e0e0e0&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;15&amp;quot; bgcolor=&amp;quot;#f9f9f9&amp;quot; | '''The Village of Rakmogak - Territory Map'''&lt;br /&gt;
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|-&lt;br /&gt;
| colspan=15 bgcolor=#f9f9f9 | '''Legend'''&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Unincorporated (&amp;quot;Jungle&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Village territory (&amp;quot;Rakmogak&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Hut&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''S'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Shaman&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''T'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Trading Post&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''W'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Weapons Hut&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''M'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Medicine Hut&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* The above is a default territory map, not a map of jungle density (which constantly changes). Therefore, the jungle and village squares will very likely be colored differently in-game than they are here. Squares within the village will be displayed as &amp;quot;Rakmogak&amp;quot; on the game map, while jungle squares will be displayed as &amp;quot;Jungle&amp;quot;.&lt;br /&gt;
* The numbers on the map are merely for local reference and are not related to GPS coordinates at all.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==A Rough Guide To Rakmogak==&lt;br /&gt;
&lt;br /&gt;
Rakmogak is not your typical tourist destination. The inhabitants are [[class#cannibal| cannibals]] who enjoy killing and eating other humans. Consequently the village is shunned by native and outsider alike.&lt;br /&gt;
&lt;br /&gt;
A mind flayer of New Penumbra is interested in opening a restaurant in the western tunnel. While he is currently unavailable at the moment, he promises that in the future, eaters of flesh and brains alike will be able to come there for a wonderful dining experience.&lt;br /&gt;
&lt;br /&gt;
Smaller Islets exist off of its coasts,and some are rumored to have tunnels running all the way to the mainland.&lt;br /&gt;
&lt;br /&gt;
==Groups Operating In Rakmogak==&lt;br /&gt;
&lt;br /&gt;
At present there are two groups active in Rakmogak:&lt;br /&gt;
&lt;br /&gt;
*[[Knights of the IRC Channel]]&lt;br /&gt;
*[[Exotic Sports Hunting Club]]&lt;br /&gt;
*[[New Penumbra]]&lt;br /&gt;
&lt;br /&gt;
{{Locationsnav}}&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>Bloodclott</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Rakmogak&amp;diff=18449</id>
		<title>Rakmogak</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Rakmogak&amp;diff=18449"/>
		<updated>2008-08-15T07:51:36Z</updated>

		<summary type="html">&lt;p&gt;Bloodclott: /* Groups Operating In Rakmogak */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Rakmogak''' is a unique native [[camp]] on Shartak. Its location is a secret guarded by the shamen due to the village's association with the forbidden arts of [[class#cannibal| cannibalism]]. Recent evidence indicates it to be on a moderately-sized island off the north-east coast of the island, dark legends indicate that it may be shaped like a skull.&lt;br /&gt;
&lt;br /&gt;
An unknown [[shaman]] keeps watch in the center of the village.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Map ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Rakmogak territory map is currently incomplete as the cannibals insist on eating explorers who come to their village. One helpful cannibal has said that it includes only three huts (the normal resource ones) and has four caves, providing two entrances each to two small tunnels.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=&amp;quot;8&amp;quot; cellspacing=&amp;quot;1&amp;quot; style=&amp;quot;background-color: #e0e0e0&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;15&amp;quot; bgcolor=&amp;quot;#f9f9f9&amp;quot; | '''The Village of Rakmogak - Territory Map'''&lt;br /&gt;
|-&lt;br /&gt;
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|-&lt;br /&gt;
| colspan=15 bgcolor=#f9f9f9 | '''Legend'''&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Unincorporated (&amp;quot;Jungle&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Village territory (&amp;quot;Rakmogak&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Hut&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''S'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Shaman&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''T'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Trading Post&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''W'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Weapons Hut&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''M'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Medicine Hut&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* The above is a default territory map, not a map of jungle density (which constantly changes). Therefore, the jungle and village squares will very likely be colored differently in-game than they are here. Squares within the village will be displayed as &amp;quot;Rakmogak&amp;quot; on the game map, while jungle squares will be displayed as &amp;quot;Jungle&amp;quot;.&lt;br /&gt;
* The numbers on the map are merely for local reference and are not related to GPS coordinates at all.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==A Rough Guide To Rakmogak==&lt;br /&gt;
&lt;br /&gt;
Rakmogak is not your typical tourist destination. The inhabitants are [[class#cannibal| cannibals]] who enjoy killing and eating other humans. Consequently the village is shunned by native and outsider alike.&lt;br /&gt;
&lt;br /&gt;
A mind flayer of New Penumbra is interested in opening a restaurant in the western tunnel. While he is currently unavailable at the moment, he promises that in the future, eaters of flesh and brains alike will be able to come there for a wonderful dining experience.&lt;br /&gt;
&lt;br /&gt;
==Groups Operating In Rakmogak==&lt;br /&gt;
&lt;br /&gt;
At present there are two groups active in Rakmogak:&lt;br /&gt;
&lt;br /&gt;
*[[Knights of the IRC Channel]]&lt;br /&gt;
*[[Exotic Sports Hunting Club]]&lt;br /&gt;
*[[New Penumbra]]&lt;br /&gt;
&lt;br /&gt;
{{Locationsnav}}&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>Bloodclott</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Rakmogak&amp;diff=18448</id>
		<title>Rakmogak</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Rakmogak&amp;diff=18448"/>
		<updated>2008-08-15T07:51:14Z</updated>

		<summary type="html">&lt;p&gt;Bloodclott: /* Groups Operating In Rakmogak */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Rakmogak''' is a unique native [[camp]] on Shartak. Its location is a secret guarded by the shamen due to the village's association with the forbidden arts of [[class#cannibal| cannibalism]]. Recent evidence indicates it to be on a moderately-sized island off the north-east coast of the island, dark legends indicate that it may be shaped like a skull.&lt;br /&gt;
&lt;br /&gt;
An unknown [[shaman]] keeps watch in the center of the village.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Map ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Rakmogak territory map is currently incomplete as the cannibals insist on eating explorers who come to their village. One helpful cannibal has said that it includes only three huts (the normal resource ones) and has four caves, providing two entrances each to two small tunnels.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=&amp;quot;8&amp;quot; cellspacing=&amp;quot;1&amp;quot; style=&amp;quot;background-color: #e0e0e0&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;15&amp;quot; bgcolor=&amp;quot;#f9f9f9&amp;quot; | '''The Village of Rakmogak - Territory Map'''&lt;br /&gt;
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|-&lt;br /&gt;
| colspan=15 bgcolor=#f9f9f9 | '''Legend'''&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Unincorporated (&amp;quot;Jungle&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Village territory (&amp;quot;Rakmogak&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Hut&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''S'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Shaman&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''T'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Trading Post&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''W'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Weapons Hut&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''M'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Medicine Hut&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* The above is a default territory map, not a map of jungle density (which constantly changes). Therefore, the jungle and village squares will very likely be colored differently in-game than they are here. Squares within the village will be displayed as &amp;quot;Rakmogak&amp;quot; on the game map, while jungle squares will be displayed as &amp;quot;Jungle&amp;quot;.&lt;br /&gt;
* The numbers on the map are merely for local reference and are not related to GPS coordinates at all.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==A Rough Guide To Rakmogak==&lt;br /&gt;
&lt;br /&gt;
Rakmogak is not your typical tourist destination. The inhabitants are [[class#cannibal| cannibals]] who enjoy killing and eating other humans. Consequently the village is shunned by native and outsider alike.&lt;br /&gt;
&lt;br /&gt;
A mind flayer of New Penumbra is interested in opening a restaurant in the western tunnel. While he is currently unavailable at the moment, he promises that in the future, eaters of flesh and brains alike will be able to come there for a wonderful dining experience.&lt;br /&gt;
&lt;br /&gt;
==Groups Operating In Rakmogak==&lt;br /&gt;
&lt;br /&gt;
At present there are two groups active in Rakmogak:&lt;br /&gt;
&lt;br /&gt;
*[[Knights of the IRC Channel]]&lt;br /&gt;
*[[New Penumbra]]&lt;br /&gt;
*[[Exotic Sports Hunting Club]]&lt;br /&gt;
&lt;br /&gt;
{{Locationsnav}}&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>Bloodclott</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Shipwreck&amp;diff=18378</id>
		<title>Shipwreck</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Shipwreck&amp;diff=18378"/>
		<updated>2008-07-14T09:03:30Z</updated>

		<summary type="html">&lt;p&gt;Bloodclott: /* Groups Operating in the Shipwreck */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Home|&lt;br /&gt;
| image       = satellite_shipwreck.png&lt;br /&gt;
| cx          = -70541&lt;br /&gt;
| cy          = 26546&lt;br /&gt;
| type        = Outsider&lt;br /&gt;
| huts        = 1&lt;br /&gt;
| shaman      = Jakota&lt;br /&gt;
| shaman_gps  = [-70.541,+26.543]&lt;br /&gt;
| shaman_loc  = (06,09)&lt;br /&gt;
| trader      = Sam&lt;br /&gt;
| trader_gps  = [-70.543,+26.542]&lt;br /&gt;
| trader_loc  = (04,10)&lt;br /&gt;
| ammo_gps    = [-70.541,+26.546]&lt;br /&gt;
| ammo_loc    = (06,06) (Armoury)&lt;br /&gt;
| medical_gps = [-70.541,+26.546]&lt;br /&gt;
| medical_loc = (06,06) (Lg cabin)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''shipwreck''' is home to the pirates on the island. Located in shallow water on the island's northwest shore, the shipwreck is the only [[camp]] without an ammunition hut and a medical hut, but weapons and drinks can be found on the ship itself and in its rooms: the large cabin, the armory, the galley, and the hold. Players on the ship see a description:&lt;br /&gt;
:''You are standing on board a large pirate ship with a rather badly damaged bow where it's hit a bunch of rocks. You can see a couple of cabins towards the front, a hatch leading into the hold, and a large room to the rear.''&lt;br /&gt;
&lt;br /&gt;
A [[shaman]] named Jakota is held captive south of the ship on the shore.&lt;br /&gt;
&lt;br /&gt;
== Map ==&lt;br /&gt;
{| cellpadding=&amp;quot;8&amp;quot; cellspacing=&amp;quot;1&amp;quot; style=&amp;quot;background-color: #e0e0e0&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;11&amp;quot; bgcolor=&amp;quot;#f9f9f9&amp;quot; | '''The Shipwreck - Territory Map'''&lt;br /&gt;
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| bgcolor=#ffebcd|'''S'''&lt;br /&gt;
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| bgcolor=#33c033|'''T'''&lt;br /&gt;
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|-&lt;br /&gt;
| colspan=11 bgcolor=#f9f9f9 | '''Legend'''&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#855442|&lt;br /&gt;
| colspan=10 bgcolor=#f9f9f9 | Ship&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| colspan=10 bgcolor=#f9f9f9 | Unincorporated (&amp;quot;Jungle&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|'''T'''&lt;br /&gt;
| colspan=15 bgcolor=#f9f9f9 | Trading post&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| colspan=10 bgcolor=#f9f9f9 | Beach&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#ffebcd|'''S'''&lt;br /&gt;
| colspan=10 bgcolor=#f9f9f9 | Shaman&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| colspan=10 bgcolor=#f9f9f9 | Water&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#4444af|&lt;br /&gt;
| colspan=10 bgcolor=#f9f9f9 | Deep water&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* The above is a territory map, not a map of jungle density (which constantly changes). Therefore, the jungle squares will very likely be colored differently in-game than they are here.&lt;br /&gt;
* The numbers on the map are merely for local reference and are not related to GPS coordinates at all.&lt;br /&gt;
&lt;br /&gt;
== Points of interest ==&lt;br /&gt;
&lt;br /&gt;
=== Armoury ===&lt;br /&gt;
:''This cabin appears to have been used for the storage of weapons although the crew probably weren't all that tidy as there are other things in here too.''&lt;br /&gt;
*'''Approx find rates (40%?):''' [[blunt cutlass]] (~3%), [[blunt dagger]] (~2%), [[bottle of rum]] (~3%), [[bottle of water]] (~4%), [[cutlass]] (~5%), [[first aid it]] (~2%), [[gem]] (~2%), [[gold coin]] (~2%), [[gourd of water]] (~0%), [[knife]] (1%),[[rifle bullet]] (17%).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Tsaigo 2007-07-19&lt;br /&gt;
I sorted the items alphabetically. Which may not be for the best because that seperates things like &amp;quot;cutlass&amp;quot; and &amp;quot;blunt cutlass&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Rough percentages of indiviual items by based on about 100 AP spend searching the Armoury.&lt;br /&gt;
&lt;br /&gt;
I'm not sure sure exactly how many AP I spent, so I couldn't update the overall chance-to-find %, so I left it at 40% AND used that to estimate the overall chances of finding each individual item.&lt;br /&gt;
&lt;br /&gt;
Also, I never found a Gourd of Water so I'm not sure those can be found here now. It was already on the list so I left it on and said it's found about 0% of the time.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hold ===&lt;br /&gt;
:''Here are a number of treasure chests, most of which are open and ransacked but there are a few that aren't so empty.''&lt;br /&gt;
*'''Approx find rates (44%?):''' [[cutlass]] (11%?), [[blunt cutlass]] (7%?), [[bottle of water]] (6%?), [[bottle of rum]] (6%?), [[gold coin]] (5%?), [[first aid kit]] (4%?), [[blunt dagger]] (2%?) [[knife]] (2%?), [[blunt knife]] (1%?), [[gem]] (?%), [[gourd of water]] (?%).&lt;br /&gt;
&lt;br /&gt;
=== Galley ===&lt;br /&gt;
:''Judging by the lack of food in the cupboards, it's probably a good job the ship ran aground!''&lt;br /&gt;
*'''Approx find rates (?%):''' [[bottle of rum]] (?%).&lt;br /&gt;
&lt;br /&gt;
=== Large cabin ===&lt;br /&gt;
:''You appear to be in a large cabin at the rear of the ship. There are a number of bunks and personal belongings scattered around.''&lt;br /&gt;
*'''Approx find rates (33%):''' (preliminary) first aid kit (11%), bottle of rum (11%), cutlass (6%), gold coin (6%).&lt;br /&gt;
&lt;br /&gt;
=== Crow's Nest ===&lt;br /&gt;
:''Up in the crow's nest you would be able to see quite a long way under normal circumstances. Unfortunately there's a lot of very low cloud obscuring your view right now.''&lt;br /&gt;
*'''Approx find rates (?%):''' ''unknown''&lt;br /&gt;
&lt;br /&gt;
==The Shipwreck:A Rough Guide==&lt;br /&gt;
&lt;br /&gt;
The shipwreck is Shartak's most populous settlement.  However, it is more of a camp than a settlement, with Trader Sam occupying the only hut.  First aid kits are harder to find at the shipwreck, and they will usually bring a reasonable price at Trader Sam's.  Peaceful visitors should not sleep on shore, as any non-pirate is generally considered fair game.  The shipwreck is home to several pirate crews, with the Pirate Defense Force serving as the shipwreck's militia.&lt;br /&gt;
&lt;br /&gt;
==Groups Operating in the Shipwreck==&lt;br /&gt;
Being the only Pirate city, all Pirate gangs are based and/or operate at the Shipwreck.&lt;br /&gt;
&lt;br /&gt;
*[[The Brotherhood Of The Coast]]&lt;br /&gt;
*[[Ghost Pirates]]&lt;br /&gt;
*[[Healers of Shartak]]&lt;br /&gt;
*[[Durham Utility]]&lt;br /&gt;
*[[Exotic Sports Hunting Club]]&lt;br /&gt;
*[[The Jolly Roger Gang]]&lt;br /&gt;
*[[Pastafarian Buccaneers]]&lt;br /&gt;
*[[The Scurvy Crew of The Hell-born Strumpet]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Locationsnav}}&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>Bloodclott</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Durham&amp;diff=18377</id>
		<title>Durham</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Durham&amp;diff=18377"/>
		<updated>2008-07-14T09:02:59Z</updated>

		<summary type="html">&lt;p&gt;Bloodclott: /* Groups Operating in Durham */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Home|&lt;br /&gt;
| image       = satellite_durham.png&lt;br /&gt;
| cx          = -70648&lt;br /&gt;
| cy          = 26343&lt;br /&gt;
| type        = Outsider&lt;br /&gt;
| huts        = 22&lt;br /&gt;
| shaman      = Kadmor&lt;br /&gt;
| shaman_gps  = [-70.648,+26.343]&lt;br /&gt;
| shaman_loc  = (08,08)&lt;br /&gt;
| trader      = Dick&lt;br /&gt;
| trader_gps  = [-70.649,+26.347]&lt;br /&gt;
| trader_loc  = (07,04)&lt;br /&gt;
| ammo_gps    = [-70.647,+26.349]&lt;br /&gt;
| ammo_loc    = (09,02)&lt;br /&gt;
| medical_gps = [-70.651,+26.344]&lt;br /&gt;
| medical_loc = (05,07)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Durham''' is one of the four outsider [[camp]]s on Shartak. Located on the far western side of the island's southern shore, it consists of twenty-two [[hut]]s in an oblong clearing.&lt;br /&gt;
&lt;br /&gt;
A [[shaman]] named Kadmor is held captive in the center of the clearing.&lt;br /&gt;
&lt;br /&gt;
== Map ==&lt;br /&gt;
{| cellpadding=&amp;quot;8&amp;quot; cellspacing=&amp;quot;1&amp;quot; style=&amp;quot;background-color: #e0e0e0&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;16&amp;quot; bgcolor=&amp;quot;#f9f9f9&amp;quot; | '''The Village of Durham - Territory Map'''&lt;br /&gt;
|-&lt;br /&gt;
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| bgcolor=#aa8866|'''U&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
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Notes:&lt;br /&gt;
* The above is a territory map, not a map of jungle density (which constantly changes). Therefore, the jungle and village squares will very likely be colored differently in-game than they are here. Squares within the village will be displayed as &amp;quot;Durham&amp;quot; on the game map, and jungle squares will be displayed as &amp;quot;Jungle&amp;quot;.&lt;br /&gt;
* The numbers on the map are merely for local reference and are not related to GPS coordinates at all.&lt;br /&gt;
&lt;br /&gt;
== Points of Interest ==&lt;br /&gt;
&lt;br /&gt;
=== Trail to York ===&lt;br /&gt;
Starting at the ammunition hut, move 3 squares north east, then follow the trail eastward (eventually turning south east and then east again) until you arrive in York.&lt;br /&gt;
&lt;br /&gt;
===Census Office===&lt;br /&gt;
In the hut west of the Trader's hut is a census office where foreigners and Durhamites can apply to become Durham citizens. Durham Citizens have the right to vote, run for elected office, and receive protection from the government.&lt;br /&gt;
&lt;br /&gt;
==The Government==&lt;br /&gt;
The [[Durham government]] has its own page.&lt;br /&gt;
&lt;br /&gt;
==Groups Operating in Durham==&lt;br /&gt;
Durham, being the 2nd most populous city after [[York]] has a few groups currently operating in it.&lt;br /&gt;
&lt;br /&gt;
*[[Durham Nationalists]]&lt;br /&gt;
*[[Durham Pistoleers]]&lt;br /&gt;
*[[Durham Utility]]&lt;br /&gt;
*[[Exotic Sports Hunting Club]]&lt;br /&gt;
*[[Healers of Shartak]]&lt;br /&gt;
*[[Durham Police]]&lt;br /&gt;
*[http://www.shartak.com/clanview.cgi?id=305 Durham Model Army]&lt;br /&gt;
&lt;br /&gt;
{{Locationsnav}}&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>Bloodclott</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Derby&amp;diff=18376</id>
		<title>Derby</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Derby&amp;diff=18376"/>
		<updated>2008-07-14T09:02:26Z</updated>

		<summary type="html">&lt;p&gt;Bloodclott: /* Groups Operating in Derby */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Home|&lt;br /&gt;
| image       = satellite_derby.png&lt;br /&gt;
| cx          = -70095&lt;br /&gt;
| cy          = 26350&lt;br /&gt;
| type        = Outsider&lt;br /&gt;
| huts        = 23&lt;br /&gt;
| shaman      = Balchig&lt;br /&gt;
| shaman_gps  = [-70.095,+26.350]&lt;br /&gt;
| shaman_loc  = (08,08)&lt;br /&gt;
| trader      = Tom&lt;br /&gt;
| trader_gps  = [-70.092,+26.350]&lt;br /&gt;
| trader_loc  = (11,08)&lt;br /&gt;
| ammo_gps    = [-70.096,+26.356]&lt;br /&gt;
| ammo_loc    = (07,02)&lt;br /&gt;
| medical_gps = [-70.099,+26.353]&lt;br /&gt;
| medical_loc = (04,05)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Derby''' is one of the four outsider [[camp]]s on Shartak. Located on the far eastern side of the island's southern shore, it consists of twenty-four huts in a roughly circular clearing.&lt;br /&gt;
&lt;br /&gt;
A [[shaman]] named Balchig is held captive in the center of the clearing.&lt;br /&gt;
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== Map ==&lt;br /&gt;
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| colspan=14 bgcolor=#f9f9f9 | Hut&lt;br /&gt;
|-&lt;br /&gt;
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|-&lt;br /&gt;
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|-&lt;br /&gt;
| bgcolor=#aa8866|'''M'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Medical hut&lt;br /&gt;
|-&lt;br /&gt;
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|-&lt;br /&gt;
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| colspan=14 bgcolor=#f9f9f9 | Water&lt;br /&gt;
|}&lt;br /&gt;
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Notes:&lt;br /&gt;
* The above is a territory map, not a map of jungle density (which constantly changes). Therefore, the jungle and village squares will very likely be colored differently in-game than they are here. Squares within the town of Derby will be displayed as &amp;quot;Derby&amp;quot; on the game map, and jungle squares will be displayed as &amp;quot;Jungle&amp;quot;.&lt;br /&gt;
* The numbers on the map are merely for local reference and are not related to GPS coordinates at all.&lt;br /&gt;
&lt;br /&gt;
==Important Locations==&lt;br /&gt;
===Medical Hut===&lt;br /&gt;
This hut is the best place to search for healing items.&lt;br /&gt;
===Ammunition Hut===&lt;br /&gt;
This hut is the best place to search for weapons and ammunition.&lt;br /&gt;
&lt;br /&gt;
===Trading Post===&lt;br /&gt;
Each camp has a trading hut. Although items cannot be found by searches in the trading hut, any item can be sold here, and each trader sells from a stock that includes local goods as well as items traded in by other characters.&lt;br /&gt;
===Shaman===&lt;br /&gt;
Players from Derby can resurrect at the [[shaman]] when killed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Notable Locations ==&lt;br /&gt;
[[The Hanged Misfit]] - If you're thirsty or need to somewhere safe to stay come and visit us 2E of the trader's hut.&lt;br /&gt;
&lt;br /&gt;
==Further Information==&lt;br /&gt;
[[Derby/RoughGuide|Read the Rough Guide]] to Derby.&lt;br /&gt;
&lt;br /&gt;
[[Derby/ImperialGuide|Read the Imperial Guide]] to Derby.&lt;br /&gt;
&lt;br /&gt;
==Groups Operating in Derby==&lt;br /&gt;
Although Derby may not be the most populous Outsider town, it has seen its fair share of activity in the past few months.  Several clans operate in Derby:&lt;br /&gt;
&lt;br /&gt;
*[[Eastern Federation]];&lt;br /&gt;
**[[1st Derby Privateers]] &lt;br /&gt;
**[[Derby Hospitallers]]&lt;br /&gt;
**[[Derby Rangers]]&lt;br /&gt;
**[[The Octavius Popebury Memorial Expedition of 1886]]&lt;br /&gt;
*[[Durham Utility]]&lt;br /&gt;
*[[Exotic Sports Hunting Club]]&lt;br /&gt;
*[[Healers of Shartak]]&lt;br /&gt;
*[http://www.shartak.com/clanview.cgi?id=191 Dethklok]&lt;br /&gt;
*[[The Derby Protectors]]&lt;br /&gt;
&lt;br /&gt;
{{Locationsnav}}&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>Bloodclott</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Wiksik&amp;diff=18375</id>
		<title>Wiksik</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Wiksik&amp;diff=18375"/>
		<updated>2008-07-14T09:01:43Z</updated>

		<summary type="html">&lt;p&gt;Bloodclott: /* Groups Operating In Wiksik */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Home|&lt;br /&gt;
| image       = satellite_wiksik.png&lt;br /&gt;
| cx          = -70239&lt;br /&gt;
| cy          = 26405&lt;br /&gt;
| type        = Native&lt;br /&gt;
| huts        = 21&lt;br /&gt;
| shaman      = Tapran&lt;br /&gt;
| shaman_gps  = [-70.239,+26.405]&lt;br /&gt;
| shaman_loc  = (08,08)&lt;br /&gt;
| trader      = Toe&lt;br /&gt;
| trader_gps  = [-70.235,+26.405]&lt;br /&gt;
| trader_loc  = (12,08)&lt;br /&gt;
| ammo_gps    = [-70.239,+26.411]&lt;br /&gt;
| ammo_loc    = (08,02)&lt;br /&gt;
| medical_gps = [-70.240,+26.410]&lt;br /&gt;
| medical_loc = (07,03)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Wiksik''' is one of the three native [[camp]]s on Shartak. Located in the interior of the island's eastern half, it contains twenty-one [[hut]]s in a circular clearing.&lt;br /&gt;
&lt;br /&gt;
A [[shaman]] named Tapran keeps watch in the center of the clearing.&lt;br /&gt;
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== Map ==&lt;br /&gt;
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|-&lt;br /&gt;
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| colspan=14 bgcolor=#f9f9f9 | Trading Post&lt;br /&gt;
|-&lt;br /&gt;
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|-&lt;br /&gt;
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| colspan=14 bgcolor=#f9f9f9 | Medicine Hut&lt;br /&gt;
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| bgcolor=Crimson|'''[[Kingdom Of Skulls|ST]]'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | [[Kingdom Of Skulls|Skull Throne]]&lt;br /&gt;
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| bgcolor=DarkGrey|'''[[The_Necromancers_Guild|SH]]'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | [[The_Necromancers_Guild|Spirit Hut]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* The above is a territory map, not a map of jungle density (which constantly changes). Therefore, the jungle and village squares will very likely be colored differently in-game than they are here. Squares within the village will be displayed as &amp;quot;Wiksik&amp;quot; on the game map, while jungle squares will be displayed as &amp;quot;Jungle&amp;quot;.&lt;br /&gt;
* The numbers on the map are merely for local reference and are not related to GPS coordinates at all.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==A Rough Guide To Wiksik==&lt;br /&gt;
&lt;br /&gt;
Traditionally Wiksik has been the most warlike of the three native villages on Shartak. The ordinary Wiksik villagers actively pursue the ancient traditions of headhunting as a recreational pastime and it is also the birthplace of many of the (in)famous [[The WickSick Headhunters|Wicksick Headhunters]]. Outsiders do not often receive a peaceful welcome in Wikisk and many would consider themselves fortunate to survive 24 hours within the general vicinity of the village.&lt;br /&gt;
&lt;br /&gt;
===The Skull Throne===&lt;br /&gt;
The Skull Throne is the palace from which the [[Kingdom Of Skulls]] is administered. Peaceful outsiders, esepcially those formally representing their clans, are always welcome at the Skull Throne. Visitors are cautioned that the people of the Kingdom have a low tolerance for arrogant or violent outsiders.&lt;br /&gt;
&lt;br /&gt;
===The Spirit Hut===&lt;br /&gt;
Protected by [[The_Necromancers_Guild|The Necromancer's Guild]], this hut on the southern edge of Wiksik is a haven for spirits haunting the village. Spirits are encouraged to congregate here and share their knowledge of the afterlife. Spirits ''should not'' be exorcised from this hut.&lt;br /&gt;
&lt;br /&gt;
===Crystal Lake===&lt;br /&gt;
A short walk NW of Wiksik lies one of Shartak's finest beauty spots, Crystal Lake, rightly famous for the magnificent sunsets that cause its silver waters to sparkle like a jewel. It is recommended that visitors make time to watch the numerous animal herds that frequent the western shores of the Lake at sunrise and sunset. Care should be taken when dealing with the indigenous [[Animals|rhino]] as they will charge those who venture too close. Outsiders should heed the cautionary legends of the ''Butcher of Crystal Lake''.&lt;br /&gt;
&lt;br /&gt;
===Babakueria (Wicksick Island)===&lt;br /&gt;
A heavily-disputed territory, [[Wicksick Island|Babakueria]] lies due S of Wiksik. It arose from the waters off the shores of Terror Beach in early 2007. It is notable for its multilevel ruined tower, a unique feature on Shartak.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Kingdom Of Skulls==&lt;br /&gt;
The [[Kingdom Of Skulls]] is the extended territory surrounding Wiksik. It comprises the six provinces of the Bloody Headland, the Burning Fields, the Sybil's Grove, Tarak's Spit, Terror Beach and [[Wicksick Island]]. Within the boundaries of the Kingdom it is forbidden for an outsider to attack a native.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Groups Operating In Wiksik==&lt;br /&gt;
&lt;br /&gt;
There are a number of groups active in Wikisk:&lt;br /&gt;
&lt;br /&gt;
*[[The WickSick Headhunters]]&lt;br /&gt;
*[[The_Wiksik_Tribe|The Wiksik Tribe]]&lt;br /&gt;
*[[The_Necromancers_Guild|The Necromancer's Guild]]&lt;br /&gt;
*[[Kingdom Of Skulls]]&lt;br /&gt;
*[[Durham Utility]]&lt;br /&gt;
*[[Exotic Sports Hunting Club]]&lt;br /&gt;
*[[Healers of Shartak]]&lt;br /&gt;
*[[Native Resistance Front]]&lt;br /&gt;
&lt;br /&gt;
==Wiksik PKers==&lt;br /&gt;
&lt;br /&gt;
The [[Wiksik PKers]] list provides periodic news and details on most local player killers i.e. people who kill others from the same camp (generally refered to as PKers).&lt;br /&gt;
&lt;br /&gt;
{{Locationsnav}}&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>Bloodclott</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Raktam&amp;diff=18374</id>
		<title>Raktam</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Raktam&amp;diff=18374"/>
		<updated>2008-07-14T09:01:05Z</updated>

		<summary type="html">&lt;p&gt;Bloodclott: /* Groups Operating in Raktam */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Home|&lt;br /&gt;
| image       = satellite_raktam.png&lt;br /&gt;
| cx          = -70322&lt;br /&gt;
| cy          = 26469&lt;br /&gt;
| type        = Native&lt;br /&gt;
| huts        = 21&lt;br /&gt;
| shaman      = Najdam&lt;br /&gt;
| shaman_gps  = [-70.322,+26.469]&lt;br /&gt;
| shaman_loc  = (08,08)&lt;br /&gt;
| trader      = Tik&lt;br /&gt;
| trader_gps  = [-70.319,+26.472]&lt;br /&gt;
| trader_loc  = (11,05)&lt;br /&gt;
| ammo_gps    = [-70.324,+26.474]&lt;br /&gt;
| ammo_loc    = (06,03)&lt;br /&gt;
| medical_gps = [-70.323,+26.473]&lt;br /&gt;
| medical_loc = (07,04)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Raktam''' is one of the three native settlements on Shartak, and the only one with an established kingdom. Located in the island's northern interior, it consists of twenty-one [[hut]]s in a circular clearing.&lt;br /&gt;
&lt;br /&gt;
A [[shaman]] named Najdam keeps watch in the center of the village.&lt;br /&gt;
&lt;br /&gt;
== Map ==&lt;br /&gt;
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| colspan=15 bgcolor=#f9f9f9 | '''Legend'''&lt;br /&gt;
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| colspan=14 bgcolor=#f9f9f9 | Unincorporated (&amp;quot;Jungle&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
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| colspan=14 bgcolor=#f9f9f9 | Village territory (&amp;quot;Raktam&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Hut (H&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; represents two huts)&lt;br /&gt;
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| colspan=14 bgcolor=#f9f9f9 | Shaman&lt;br /&gt;
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| colspan=14 bgcolor=#f9f9f9 | Trading post&lt;br /&gt;
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| colspan=14 bgcolor=#f9f9f9 | Ammunition hut&lt;br /&gt;
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| bgcolor=#aa8866|'''M'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Medical hut&lt;br /&gt;
|}&lt;br /&gt;
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Notes:&lt;br /&gt;
* The above is a territory map, not a map of jungle density (which constantly changes). Therefore, the jungle and village squares will very likely be colored differently in-game than they are here. Squares within the village will be displayed as &amp;quot;Raktam&amp;quot; on the game map, while jungle squares will be displayed as &amp;quot;Jungle&amp;quot;.&lt;br /&gt;
* The numbers on the map are merely for local reference and are not related to GPS coordinates at all.&lt;br /&gt;
&lt;br /&gt;
== Points of interest within Raktam ==&lt;br /&gt;
:''(xx,yy) coordinates refer to the territory map above, while [xx.xxx,yy.yyy] are GPS coordinates.''&lt;br /&gt;
&lt;br /&gt;
*The Summer Palace of the Queen of the [[Royal Court of Greater Raktam]] at (4,10) is often filled with members of the Court, visiting foreign dignatories, mercenaries, traders and tourists. From here the Queen directs life of the Court, conducting diplomacy, dispatching military and trade missions, and healing Raktam natives. Proceedings of the Court are published in the Natives forum at the Official Forums site. &lt;br /&gt;
&lt;br /&gt;
*[[Azguz]]'s Hut at (7,10) is occupied by Azguz, Protector of Raktam. Half-man, half-wolf, Azguz is Raktam's staunchest defender.&lt;br /&gt;
&lt;br /&gt;
*Crowjane's Bank, located at (5,10), is the leading financial institution within Raktam following the demise of the [[Imperial Bank of Shartak]], and has an affiliation with the [[Templar Bank]] based in [[York]]. &lt;br /&gt;
&lt;br /&gt;
*The [[Grand Vizier's Markets]] are located at (11,10), (13.8), (12,9), and (13,10). The markets are a cluster of huts in the south of Raktam which may be used by any peaceful trader of any nation. One hut is a double hut. Traders may place whatever advertising they wish on the huts, and whatever signs they wish adjacent to their hut. Trade in the markets is tariff free - no outsiders trading there will be subject to any levies or taxes, and will remain a free trade zone in perpetuity. Members of the Court will be patrolling the Grand Vizier's Markets to keep the peace, and outsider traders should identify themselves to the authorities through the use of advertising. Traders are not to harbour enemies of the State, and should immediately alert the authorities if any known hostiles are sighted by any trader. Reformed native killers should notify the authorities of their presence and reformed status prior to trading.&lt;br /&gt;
&lt;br /&gt;
* Wurzug's healing hut is at (07,04) or [-70.323,+26.473] in the northern part of the village. Wurzug &amp;quot;has been busy preparing healing herbs and has left plenty of small bundles of herbs hanging from the ceiling whilst they dry out.&amp;quot; His hut is the spiritual headquarters of the [[Raktamites]]. Healing and the means to carry it out are offered here.&lt;br /&gt;
&lt;br /&gt;
* [[The Raktam Tavern]] is at (09,04) or [-70.321,+26.473] in the northern part of the village, offering shelter and murky brown liquids to natives and friendly outsiders alike.&lt;br /&gt;
&lt;br /&gt;
==Greater Raktam==&lt;br /&gt;
&lt;br /&gt;
Greater Raktam is the extended area of Raktam sovereign dominion.&lt;br /&gt;
&lt;br /&gt;
The main feature is the Winter Palace ([[Chikram]]), slightly to the north of Raktam. Once a safe haven for pirates, the Winter Palace is now the alternate home of the Queen and is a strategic northern outpost. &lt;br /&gt;
&lt;br /&gt;
Greater Raktam consists of the Province of Babuwabia extending to the northern shore, the Province of Umslopogaasia (containing [[Santa's Grotto]], or Grottoram) extending to the southern shore with its western boundary at the [[Margaret River]], the Province of the [[Pirates' Graveyard]] (west of Raktam to the mountain), and the Province of the [[Empty Quarter]] (north-east of Raktam).&lt;br /&gt;
&lt;br /&gt;
==Commonwealth of Greater Raktam and the Creedy Republic==&lt;br /&gt;
&lt;br /&gt;
In December '07 Greater Raktam and the [[Independent Republic of Fort Creedy]], north of Durham, entered into a commonwealth. A Raktam garrison consisting of outsider mercenaries and Raktami regulars is based within the armoury of the Creedy Republic. Citizens of the Creedy Republic are welcome in Raktam, and vice versa.&lt;br /&gt;
&lt;br /&gt;
==Groups Operating in Raktam==&lt;br /&gt;
Raktam has the following groups operating in it:&lt;br /&gt;
&lt;br /&gt;
*[[Royal Court of Greater Raktam]]&lt;br /&gt;
*[[Durham Utility]]&lt;br /&gt;
*[[Exotic Sports Hunting Club]]&lt;br /&gt;
*[[Bear Warriors of the Mountain]]&lt;br /&gt;
*[[Scavengers]]&lt;br /&gt;
*[[Raktamites]]&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
{{Locationsnav}}&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>Bloodclott</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Dalpok&amp;diff=18373</id>
		<title>Dalpok</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Dalpok&amp;diff=18373"/>
		<updated>2008-07-14T08:58:23Z</updated>

		<summary type="html">&lt;p&gt;Bloodclott: /* Groups Operating in Dalpok */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Home|&lt;br /&gt;
| image       = satellite_dalpok.png&lt;br /&gt;
| cx          = -70437&lt;br /&gt;
| cy          = 26443&lt;br /&gt;
| type        = Native&lt;br /&gt;
| huts        = 22&lt;br /&gt;
| shaman      = Shubar&lt;br /&gt;
| shaman_gps  = [-70.437,+26.443]&lt;br /&gt;
| shaman_loc  = (08,08)&lt;br /&gt;
| trader      = Tack&lt;br /&gt;
| trader_gps  = [-70.435,+26.442]&lt;br /&gt;
| trader_loc  = (10,09)&lt;br /&gt;
| ammo_gps    = [-70.441,+26.443]&lt;br /&gt;
| ammo_loc    = (04,08)&lt;br /&gt;
| medical_gps = [-70.437,+26.449]&lt;br /&gt;
| medical_loc = (08,02)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Dalpok''' is one of the three native [[camp]]s on Shartak. Located in the island's western interior, it consists of twenty-two [[hut]]s in a circular clearing.&lt;br /&gt;
&lt;br /&gt;
A [[shaman]] named Shubar keeps watch in the center of the village.&lt;br /&gt;
&lt;br /&gt;
== Map ==&lt;br /&gt;
{| cellpadding=&amp;quot;8&amp;quot; cellspacing=&amp;quot;1&amp;quot; style=&amp;quot;background-color: #e0e0e0&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;15&amp;quot; bgcolor=&amp;quot;#f9f9f9&amp;quot; | '''The Village of Dalpok - Territory Map'''&lt;br /&gt;
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| colspan=15 bgcolor=#f9f9f9 | '''Legend'''&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Unincorporated (&amp;quot;Jungle&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
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| colspan=14 bgcolor=#f9f9f9 | Village territory (&amp;quot;Dalpok&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
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| colspan=14 bgcolor=#f9f9f9 | Hut (H&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; represents two huts)&lt;br /&gt;
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| colspan=14 bgcolor=#f9f9f9 | Shaman&lt;br /&gt;
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| colspan=14 bgcolor=#f9f9f9 | Trading post&lt;br /&gt;
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| colspan=14 bgcolor=#f9f9f9 | Ammunition hut&lt;br /&gt;
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| colspan=14 bgcolor=#f9f9f9 | Medical hut&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* The above is a territory map, not a map of jungle density (which constantly changes). Therefore, the jungle and village squares will very likely be colored differently in-game than they are here. Squares within the village will be displayed as &amp;quot;Dalpok&amp;quot; on the game map, while jungle squares will be displayed as &amp;quot;Jungle&amp;quot;.&lt;br /&gt;
* The numbers on the map are merely for local reference and are not related to GPS coordinates at all.&lt;br /&gt;
&lt;br /&gt;
==Groups Operating in Dalpok==&lt;br /&gt;
There are currently several groups operating in Dalpok currently.&lt;br /&gt;
&lt;br /&gt;
*[http://www.shartak.com/clanview.cgi?id=220 Dalpok Liberation Front]&lt;br /&gt;
*[http://www.shartak.com/clanview.cgi?id=200 The Vietcong]&lt;br /&gt;
*[[Durham Utility]]&lt;br /&gt;
*[[Exotic Sports Hunting Club]]&lt;br /&gt;
*[[Healers of Shartak]]&lt;br /&gt;
*[[Eyecons]]&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
''August 2007'' - The newly-formed [http://www.shartak.com/clanview.cgi?id=220 Dalpok Liberation Front], working alongside other native groups such as [http://www.shartak.com/clanview.cgi?id=200 The Vietcong], have frustrated the pirate attack on Dalpok. [http://www.shartak.com/clanview.cgi?id=205 The Brotherhood of the Coast] have announced that as of August 19th their raiding target will no longer be Dalpok but will instead be [[Raktam]]. This is a well-deserved victory for the natives of Dalpok although hostilities will probably continue. -- [[User:Skull Face|Skull Face]] 13:12, 9 August 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
''February 2007'' - Dalpok's proximity to the pirate [[shipwreck]] has caused the village to be prone to constant harassment and violence from pirates. A road carved out of the jungle by pirates from the shipwreck to Dalpok, called the [[Corsair Boulevard]], has further facilitated pirate aggression against natives in the region.&lt;br /&gt;
&lt;br /&gt;
''December 2006'' - Dalpok was attacking by marauders, consisting of a wave of pirates acting in concert with and under the leadership of the [[1st Imperial Privateers Regiment]], who seized the southern part of the village, slaughtering anyone who came near. Re-naming the village &amp;quot;New Amsterdam&amp;quot;, title to the village was sold to Maevar Ralnick for 151 gold coins. Ralnick ordered the Imperials to leave the village, and has not asserted his title to the township. The Imperials' success prompted members of the [[Jolly Roger Gang]] to establish a tavern in the west of the village, which has not been well-received by the locals.&lt;br /&gt;
&lt;br /&gt;
{{Locationsnav}}&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>Bloodclott</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=York&amp;diff=18372</id>
		<title>York</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=York&amp;diff=18372"/>
		<updated>2008-07-14T08:57:48Z</updated>

		<summary type="html">&lt;p&gt;Bloodclott: /* Groups Operating in York */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Home|&lt;br /&gt;
| image       = satellite_york.png&lt;br /&gt;
| cx          = -70371&lt;br /&gt;
| cy          = 26314&lt;br /&gt;
| type        = Outsider&lt;br /&gt;
| huts        = 23&lt;br /&gt;
| shaman      = Kahuni&lt;br /&gt;
| shaman_gps  = [-70.371,+26.314]&lt;br /&gt;
| shaman_loc  = (08,08)&lt;br /&gt;
| trader      = Harry&lt;br /&gt;
| trader_gps  = [-70.367,+26.313]&lt;br /&gt;
| trader_loc  = (12,09)&lt;br /&gt;
| ammo_gps    = [-70.371,+26.316]&lt;br /&gt;
| ammo_loc    = (08,06)&lt;br /&gt;
| medical_gps = [-70.369,+26.320]&lt;br /&gt;
| medical_loc = (10,02)&lt;br /&gt;
}}&lt;br /&gt;
'''York''' is one of the three [[outsider]] [[settlement]]s on Shartak. Located near the center of the island's southern shore, it consists of twenty-four [[hut]]s in an oblong clearing.&lt;br /&gt;
&lt;br /&gt;
A native [[shaman]] named Kahuni is held captive in the center of the clearing and uses his mystical powers to revive York spirits.&lt;br /&gt;
&lt;br /&gt;
== Map ==&lt;br /&gt;
{| cellspacing=1 cellpadding=8 style=&amp;quot;background-color:#e0e0e0&amp;quot; |&lt;br /&gt;
| colspan=15 bgcolor=#f9f9f9 | '''The Village of York - Territory Map'''&lt;br /&gt;
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| colspan=15 bgcolor=#f9f9f9 | '''Legend'''&lt;br /&gt;
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| colspan=14 bgcolor=#f9f9f9 | Unincorporated (&amp;quot;Jungle&amp;quot;)&lt;br /&gt;
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| colspan=14 bgcolor=#f9f9f9 | Village territory (&amp;quot;York&amp;quot;)&lt;br /&gt;
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| colspan=14 bgcolor=#f9f9f9 | Hut (H&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; represents two huts)&lt;br /&gt;
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| colspan=14 bgcolor=#f9f9f9 | Trading post&lt;br /&gt;
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| colspan=14 bgcolor=#f9f9f9 | Medical hut&lt;br /&gt;
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| colspan=14 bgcolor=#f9f9f9 | Shaman&lt;br /&gt;
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| colspan=14 bgcolor=#f9f9f9 | Deep water&lt;br /&gt;
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Notes:&lt;br /&gt;
* The above is a territory map, not a map of jungle density (which constantly changes). Therefore, the jungle and village squares will very likely be colored differently in-game than they are here. However, squares within the village of York will be displayed as &amp;quot;York&amp;quot; on the game map, while jungle squares will be displayed as &amp;quot;Jungle&amp;quot;.&lt;br /&gt;
* The numbers on the map are merely for local reference and are not related to GPS coordinates at all.&lt;br /&gt;
&lt;br /&gt;
==York: A Rough Guide==&lt;br /&gt;
&lt;br /&gt;
[[Image:Map of York.jpg|left|250px|thumb|Map courtesy of York citizen [http://www.shartak.com/profile.cgi?id=487 Gitboy].&amp;lt;br&amp;gt;'''Click to enlarge'''.]]&lt;br /&gt;
&lt;br /&gt;
Frequently referred to as the 'big city' of Shartak, York is the most populous as well as the busiest, most bustling settlement on Shartak. It has a colourful and frequently bloody history, and has developed a unique culture and identity, very different in character from liberal [[Durham]] in the far west, and staunchly-moderate [[Derby]] in the far east, both of which have never seen themselves invaded (York's central location led to early invasions, and several political disputes and pirate-vs.-outsider hostility have led to a series of more recent invasions of York. '''See [[York#History of York|History of York]] for more''') and as such have developed much more peacefully, and welcoming to all. York is unquestionably more institutionally outsider-nationalist than either Derby or Durham.&lt;br /&gt;
&lt;br /&gt;
York was the first town to host a full-time [[Colonial Police|police force]], and was the birthplace of the criminal [[Mercenary's Guild]] and a shadowy [[Order of Patriots|secret society]] which has been active in York affairs since the days of the first waves of pirate attacks. Many, many others groups have been significantly involved in York affairs (See partial list below).&lt;br /&gt;
&lt;br /&gt;
The convoluted political situation is matched in intrigue only by the bustling social scene. The settlement boasts two busy taverns ([[Czechy's]], at (11,09) on the map above, and [[the Waugh Arms]] at (04,09) on the map above), as well as the island's first and most successful very-widely-read [[The Yorkman|newspaper]], and a very busy Medical Supplies Hut which serves as a forum for public speeches and debate, conversations, and gossip, even though words can sometimes be drowned out by incessant wailing from spirits.&lt;br /&gt;
&lt;br /&gt;
Another social development of note in York had been the proliferation of outsider religion. Several houses of worship and religious organisations have arisen in York. In the very early days a man set up a peaceable and quiet church in mid-York, not long after Derby had set up its first church. This man's voice has since been drowned out (he has apparently left the island) and in typical York fashion, religion has become radicalised in the city, with frequent religious violence. York currently hosts a [[Holy Mission|hardline Catholic church organisation]] and a [[Shartak Protestant League|hardline protestant church]], whose members frequently attack one another, as well as a surprisingly moderate and agreeable [[Parchment_Pages#York_Synagogue|Jewish synagogue]] in South-York. Native pagan religions are generally not tolerated in York. The Catholic York-based [[Holy Mission]] have even taking to crusading against &amp;quot;native heresy&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
'''Survival Tips:''' If you're just visiting, try to stay clear of the constant power struggles and not to upset any of the major groups.  Sleep somewhere like [[the Waugh Arms]], [[CzEcHy's Tavern]], [[Congregation Tafas Shalva]] or the RE field hospital so that the [[Colonial Police]] will know if you get attacked.  Take extra care if you're a [[pirate]] - several groups and many unaligned Yorkmen will attack you without provocation.&lt;br /&gt;
&lt;br /&gt;
== Points of interest ==&lt;br /&gt;
=== Medical Supplies Hut ===&lt;br /&gt;
The busiest place in York, regularly featuring upwards of three dozen people inside at any one time. As you can see on the map above, it is located at the far north end of York. The coordinates are [http://www.itechsc.com/misc/shartak/ubermap/closeup.php?sk=1&amp;amp;sc=1&amp;amp;cx=-70369&amp;amp;cy=26320 -70.369,+26.320]. The hut is filled with crates which contain abandoned medical supplies, which people freely take, to heal themselves, to heal others, and for monetary gain ([[trade]] them in for gold, especially in towns without access to [[first aid kit]]s who will pay top dollar for them, the three native towns and the [[shipwreck]]). There are several doctors who have taken up permanent residence there, and many wounded people come into the medical hut to be healed. A constant problem in the hut is [[spirit]]s wailing and injuring people,but several friendly [[shaman]]s (notably [http://www.shartak.com/profile.cgi?id=1471 lacuna]) have taken up the job of keeping it free of hostile spirits. Renegades who murder these friendly pro-York shamans are hated by all.&lt;br /&gt;
&lt;br /&gt;
The Medical Supplies Hut also serves as a major platform for public speeches, debates, and is the main centre in York for conversation and gossip, owing to its large population.&lt;br /&gt;
&lt;br /&gt;
=== Trader Harry's ===&lt;br /&gt;
The trading hut in York, located at [http://www.itechsc.com/misc/shartak/ubermap/closeup.php?sk=1&amp;amp;sc=1&amp;amp;cx=-70367&amp;amp;cy=26313 -70.367,+26.313]. Frequently out of necessary supplies, and owned by a crooked trader who is known to cheat customers. Harry uses his profits from selling inferior goods at inflated prices to advertise fairly often in [[The Yorkman]], and in purchasing new guard dogs. Customers angry at being ripped off or at Harry being out of stock of most items often kill the guard dog to express their anger.&lt;br /&gt;
&lt;br /&gt;
=== [[CzEcHy's Tavern]] ===&lt;br /&gt;
Directly west of the Trader's hut, located at [http://www.itechsc.com/misc/shartak/ubermap/closeup.php?sk=1&amp;amp;sc=1&amp;amp;cx=-70368&amp;amp;cy=26313 -70.368,+26.313] is the astoundingly wonderful Tavern owned by {{profile|1603|czech1}}. Feel free to drop by and spend a night or two in safety. Whether you're a pirate, a native, or an elusive murderer wanted by all, you're still welcome at the tavern (as long as you dont kill anyone inside.) Usually quite busy. Czechy's was the site of the miraculous [[York Christmas Truce|Christmas Truce]].&lt;br /&gt;
&lt;br /&gt;
UPDATE: Due to the popularity of the Tavern and the increasing demand for quality home-cooked food, CzEcHy's has expanded into the property to the north of the tavern.  CzEcHy's Bistro and Grillbar will cater for all your culinary delights and we offer specials that are not listed on the 'a la carte' menu - just look for the &amp;quot;Daily Specials&amp;quot; board.  Our Egon Ronay-recognised chef, Mr. S0S, will also do his best to cater for any 'off-the-menu' requests.&lt;br /&gt;
&lt;br /&gt;
Dress code is smart-casual, with or without nose-bones.  Shrunken heads are not permitted although these may be left in our cloakroom for later collection.  Bon appetite!&lt;br /&gt;
&lt;br /&gt;
=== [[The Waugh Arms]] ===&lt;br /&gt;
West-southwest of the York shaman at [http://www.itechsc.com/misc/shartak/ubermap/closeup.php?sk=1&amp;amp;sc=1&amp;amp;cx=-70374&amp;amp;cy=26313 -70.374,+26.313], on the site of the former Colonial Police Headquarters, visitors to York will find the recently-opened [[The Waugh Arms|Waugh Arms]]. All are warmly invited to stop by and enjoy the pleasures of fine food and drink, and of course enjoy the legendary hospitality of the Waugh Arms.&lt;br /&gt;
&lt;br /&gt;
== Roads ==&lt;br /&gt;
&lt;br /&gt;
===Trail to Derby===&lt;br /&gt;
[[Mercenary's Guild]] member [http://www.shartak.com/profile.cgi?id=3322 Zydd Soral] suggested at a public meeting that the SPF create an eco-friendly Trekker's Trail; this was quickly agreed to. This trail can be followed from York to Derby. The trail, a continuation of Southern Coastal Boulevard, begins at York's medical hut and continues 35 paces northward until it turns toward the northeast to skirt the swamp. It then continues eastward to Derby. Travelers are asked to clear as they travel, but to be careful of occasional eco-terrorist attacks.&lt;br /&gt;
&lt;br /&gt;
===Trail to Durham===&lt;br /&gt;
There is a trail that connects Durham and York, the much-hailed Southern Coastal Boulevard, cleared and maintained by the [[Civilized Highway Society]] and some other volunteers, and is a major benefit for traders such as those in the [[South Shartak Trading Company]]. The trail, when in good condition, should only take slightly more than 2 days from central York to central Durham. Beware of bandits and wild animals on the road westwards!&lt;br /&gt;
&lt;br /&gt;
==Groups Operating in York==&lt;br /&gt;
Due to its population, centrality, politics, and various other factors, many groups have either claimed York as their hometown or been active in York affairs. What follows is a list of groups who have been active in York.&lt;br /&gt;
&lt;br /&gt;
*[[1st Colonial Militia]]&lt;br /&gt;
*[[5punk]]&lt;br /&gt;
*[[Civilized Highway Society]]&lt;br /&gt;
*[[Colonial Police]]&lt;br /&gt;
*[[Exotic Sports Hunting Club]]&lt;br /&gt;
*[[First Bank of Shartak]]&lt;br /&gt;
*[[The Holy Mission]]&lt;br /&gt;
*[[Healers of Shartak]]&lt;br /&gt;
*[[Order of Patriots]]&lt;br /&gt;
*[[The Pirate Hunters]]&lt;br /&gt;
*[[Pwotters|Pwotters!]]&lt;br /&gt;
*[[Royal Expedition]]&lt;br /&gt;
*[[South Shartak Trading Company]]&lt;br /&gt;
*[[Shartak Anti-Communists]]&lt;br /&gt;
*[[Shartak Cryptozoological Society]]&lt;br /&gt;
*[[Shartak Preservation Front]]&lt;br /&gt;
*[[Shartak Protestant League]]&lt;br /&gt;
*[[York Loyalists]]&lt;br /&gt;
*[[York Pirate Slayers]]&lt;br /&gt;
&lt;br /&gt;
== History of York ==&lt;br /&gt;
York history is defined principally by two things. One: constant invasion by hostile forces, and two: the rallying of local groups, fighting off the invaders, and the hardening of domestic opinion (both &amp;quot;civilian and York groups&amp;quot;) in a nationalistic direction. (this cycle tends to repeat, as nationalistic sentiment then angers some implacable elements of the Shartak population, who thus come into conflict with York and eventually decide to invade).&lt;br /&gt;
&lt;br /&gt;
In the very beginning of the colonisation effort, York was a small outpost with a tiny population, without even a trader (though [[Kahuni]] himself was captured very early on). Slowly as things began to grow, the town developed its own identity, and has played a central role in Shartak politics ever since, serving as a lightning rod for various groups and individuals. &lt;br /&gt;
&lt;br /&gt;
The [[First Battle of York]] or &amp;quot;First Invasion&amp;quot;, is the name given to a series of native attacks on York from quite early in the colonisation effort. Natives started descending on York after word began spreading in the native settlements of the presence of large numbers of outsiders at this location. The attacks by natives were uncoordinated, but large scale violence by natives lasted approximately from March to April 2006. The [[Colonial Police]] formed in York during this period in reaction to the violence. York's population was low at the time, and only a very few around today can even still remember the 'First Invasion'. See full article '''[[First Battle of York]]''' for more.&lt;br /&gt;
 &lt;br /&gt;
Somewhat overlapping was the also-vaguely-defiend [[Second Battle of York]] or &amp;quot;Second Invasion&amp;quot;. This is the name given to the &amp;quot;pirate invasion&amp;quot; of April-May 2006 in which dozens of unaligned pirates came south independently to attack York and victimise the people, after directions to York were posted at the shipwreck. The tremendous pirate-on-outsider violence during this period was suppsedly the original impetus for anti-piratism in York, and it is during this period that the OoP was founded (&amp;lt;u&amp;gt;Order Opposing Pirates&amp;lt;/u&amp;gt; Order Of Patriots). This initial pirate invasion has been extraordinarily politically significant for the settlement. Afterwards, numerous York groups and individuals began taking to killing all pirates and &amp;quot;pirate sympathisers&amp;quot; that they see in York, on sight. See full article '''[[Second Battle of York]]''' for more.&lt;br /&gt;
&lt;br /&gt;
The period between the end of the Second Invasion and the start of the Third Invasion is an often-forgotten period in York history, but is very significant. During this period, York was coming into its own, and its politics were up in the air. There was very strong nationalist and anti-pirate agitation by the Order of Patriots and others, but this was certainly just one of many political movements. These numerous diverse social and political currents were pulling York in all directions. In other words, the situation in York resembled somewhat the current confused situation in Durham (as of this printing). The Yorkman newspaper was founded during this period, and the Colonial Police came into their own during this inter-Invasion period, and at that time took no firm stances in York politics. They opposed the growing anti-pirate radicalism of the population because it meant attacks on many innocent pirates, not because they were political opponents of that movement, as they were apolitical. The CP were off-and-on enemies of the Order. With the shock departure of CP-founder MickR towards the very end of this inter-Invasion period, it looked like things would remain this way. But this all changed and York as a whole was swept into the arms of the nationalist anti-pirate radicals as a result a very serious crisis of the...&lt;br /&gt;
 &lt;br /&gt;
[[Third Battle of York]], or, the &amp;quot;First MG Invasion&amp;quot;. The &amp;quot;[[Mercenary's Guild]]&amp;quot; invaded and began a general wave of violence in York starting September 20th 2006 (their withdrawal occurred on October 15th 2006), in which they killed dozens of innocent York citizens at random in an attempt to show strength and in a failed attempt to destroy the [[Order of Patriots]]. This battle rallied the York groups around a common cause, and thus had a long-lasting effect on York politics. It helped to harden York nationalism. The MG was eventually beaten back and withdrew, leaving the Order intact. The Colonial Police and many unaligned citizens took to defending the city from invasion during this MG massacre, and when the smoke cleared the Colonial Police, formerly enemies if the Order and apolitical, had become strong allies and finally fully enmeshed in York politics. Lingering bitterness and tensions between York (especially the [[Colonial Police]]) and the '[[MG gang]]', temporarily set aside for more than two weeks during and after the [[York Christmas Truce|Great Christmas Truce]], led to the resumption of hostilities on January 20th 2007 in what was soon called...&lt;br /&gt;
&lt;br /&gt;
The [[Fourth Battle of York]], or the &amp;quot;Second MG Invasion&amp;quot;. This one became the largest battle in Shartak history, with anti-York and anti-outsider groups from across the land joining forces to attack York. The 'York Alliance' of pro-York groups eventually claimed victory after the invaders were driven back.&lt;br /&gt;
&lt;br /&gt;
Recently, York was hit by an invasion of a different kind: mysterious signposts saying &amp;quot;WILLIES!&amp;quot; appeared throughout the town. Much mystery surrounds this incident, which has since become known simply as &amp;quot;[[the WILLIES!]]&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{{Locationsnav}}&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>Bloodclott</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=File_talk:Highway-map.png&amp;diff=18022</id>
		<title>File talk:Highway-map.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=File_talk:Highway-map.png&amp;diff=18022"/>
		<updated>2008-05-04T22:52:53Z</updated>

		<summary type="html">&lt;p&gt;Bloodclott: Shark Island Road&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Shark Island Road ==&lt;br /&gt;
&lt;br /&gt;
Our clan has begun a road to shark Island and a bunch of tourist paths to Ruins and Hunting Rerserves along the Island.If you click stats on shartak and go to clans, were the #1 most active clan with 44 active members&lt;br /&gt;
&lt;br /&gt;
We can be of some help to you in our travels from town to town&lt;/div&gt;</summary>
		<author><name>Bloodclott</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=User_talk:Admiral_Thrawn&amp;diff=18011</id>
		<title>User talk:Admiral Thrawn</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=User_talk:Admiral_Thrawn&amp;diff=18011"/>
		<updated>2008-05-02T05:22:34Z</updated>

		<summary type="html">&lt;p&gt;Bloodclott: /* Hello */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Questions, suggestions, applying for a job?==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Feel free to leave me a message, but please don't order any juice here. Only in-game orders will be processed.&amp;lt;br&amp;gt;'''Newest message on top, please.'''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Hello===&lt;br /&gt;
Hi, as you may or may not know my name is michael edwards, capt of the largest pirate crew around, the Botherhood of the coast. one of are goals is to foster shipwreck trade and economy seeing as how you are based in the shipwreck we would like to enter into a contract with you, If you are interested either PM on the brotherhood forums or the main shartak forums --[[User:Michael edwards the second|Michael edwards the second]] 00:47, 23 February 2008 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Logo===&lt;br /&gt;
Hi Admiral, what do you think about having an own company/group page?&lt;br /&gt;
Our logo could look something like this:&lt;br /&gt;
[[Image:Shartak-Juice.jpg]]&amp;lt;br&amp;gt;&lt;br /&gt;
--{ [[User:Alien_pirate_demon|Alien Pirate Demon]] } &amp;lt;sup&amp;gt;[[User_talk:Alien_pirate_demon|Talk!]] | [[User:Admiral_Thrawn|Juice!]]&amp;lt;/sup&amp;gt; 23:27, 17 February 2008 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Aha, I like that! Thanks, man. I'm gathering some more XP so I can finally start our own clan (I need only 46 XP for my next nevel, yay!). We'll talk about the official wiki page soon. Good to have you on board. Nice editing on your profile-page. [[User:Admiral Thrawn|&amp;lt;font color=green&amp;gt;Admiral Thrawn&amp;lt;/font&amp;gt;]]&amp;lt;sup&amp;gt;[[User talk:Admiral Thrawn|&amp;lt;font color=orange&amp;gt;Talk!&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 21:31, 22 February 2008 (UTC)&lt;br /&gt;
::I just founded the Clan [http://www.shartak.com/clanview.cgi?id=295 &amp;quot;Shartak Juice Inc.&amp;quot;]. Description and wiki page coming soon, any suggestions are welcome. [[User:Admiral Thrawn|&amp;lt;font color=green&amp;gt;Admiral Thrawn&amp;lt;/font&amp;gt;]]&amp;lt;sup&amp;gt;[[User talk:Admiral Thrawn|&amp;lt;font color=orange&amp;gt;Talk!&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 22:04, 23 February 2008 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Application===&lt;br /&gt;
We met somewhere inside the shipwreck a few weeks ago and the juice I bought was fantastic. I'd be happy to join the fruit empire, serving as a roaming juicer or something. I'm in the middle of levelling, which means I probably won't be able to spend all my AP on the juicing cause, but I guess you might need every hand you can get. So here's mine. --&amp;amp;nbsp;&amp;lt;span style=&amp;quot;font-family:serif; color:#000000;&amp;quot;&amp;gt;'''&amp;lt;nowiki&amp;gt;{&amp;lt;/nowiki&amp;gt;'''&amp;lt;/span&amp;gt;&amp;amp;nbsp;[[User:Alien_pirate_demon|&amp;lt;span style=&amp;quot;color:#880000;&amp;quot; title=&amp;quot;Alien Pirate Demon's Userpage&amp;quot;&amp;gt;'''Alien Pirate Demon'''&amp;lt;/span&amp;gt;]]&amp;amp;nbsp;&amp;lt;span style=&amp;quot;font-family:serif; color:#000000;&amp;quot;&amp;gt;'''&amp;lt;nowiki&amp;gt;}&amp;lt;/nowiki&amp;gt;'''&amp;lt;/span&amp;gt;&amp;lt;sup&amp;gt;[[User_talk:Alien_pirate_demon|&amp;lt;span style=&amp;quot;color:#880000;&amp;quot; title=&amp;quot;Alien Pirate Demon's Talkpage&amp;quot;&amp;gt;&amp;amp;nbsp;'''Talk!'''&amp;lt;/span&amp;gt;]]&amp;lt;/sup&amp;gt; 15:59, 22 January 2008 (UTC)&lt;br /&gt;
:G'day mate! Sounds great, thanks for the hand. Can I keep it? Anyway, git on board. Take all the time you need to level up, the fruit juice industry is still growing, so are its members. But not the members of its members, hopefully.&amp;lt;br&amp;gt;And I see you got a nice little signature. No templated signature (or signatured template? Templiture? Signate?), though. If you should find out how to create one, you have to tell me immediately. Because I'm your boss now. Ha. Just kidding.&amp;lt;br&amp;gt;As a foot-note, you look like a ghastly fellow, no offense meant. Maybe you should consider becoming a little more customer-friendly looking? We don't want to scare them away, do we? See you around, [[User:Admiral Thrawn|Admiral Thrawn]]&amp;lt;sup&amp;gt;[[User talk:Admiral Thrawn|Talk!]]&amp;lt;/sup&amp;gt; 17:48, 22 January 2008 (UTC)&lt;br /&gt;
::Say that again. Ghastly looking ... pah! On the planet I come from, we all look like this and YOU'd scare us off. Okay, in fact I'm born in the hell of said planet where everything looks a bit - erm - different. But who knows when our first customers from hell demand to be served. They'd run away, when they saw you, all blue as you are. (they're pretty jumpy fellows, but don't tell anyone, they have a reputation to lose). Anyways, to show you my obligingness on that matter, I painted my toenails and fingernails. I saw you humans do that to appear more ... soigné.&lt;br /&gt;
::I'm afraid to tell you, templignatures are not possible in Shartak-Wiki. This means templates in general. If you include a wiki-page into some other page by &amp;lt;nowiki&amp;gt;&amp;quot;{{&amp;quot; and &amp;quot;}}&amp;quot;&amp;lt;/nowiki&amp;gt; it will work. But only to the extend, that the whole source-code (do they call wiki-code source-code?) will be included. So everytime I sign somewhere, all the spans and sups will appear in the code of that page.--&amp;amp;nbsp;&amp;lt;span style=&amp;quot;font-family:serif; color:#000000;&amp;quot;&amp;gt;'''&amp;lt;nowiki&amp;gt;{&amp;lt;/nowiki&amp;gt;'''&amp;lt;/span&amp;gt;&amp;amp;nbsp;[[User:Alien_pirate_demon|&amp;lt;span style=&amp;quot;color:darkred;&amp;quot; title=&amp;quot;Alien Pirate Demon's Userpage&amp;quot;&amp;gt;'''Alien Pirate Demon'''&amp;lt;/span&amp;gt;]]&amp;amp;nbsp;&amp;lt;span style=&amp;quot;font-family:serif; color:#000000;&amp;quot;&amp;gt;'''&amp;lt;nowiki&amp;gt;}&amp;lt;/nowiki&amp;gt;'''&amp;lt;/span&amp;gt;&amp;lt;sup&amp;gt;&amp;amp;nbsp;[[User_talk:Alien_pirate_demon|&amp;lt;span style=&amp;quot;color:darkred;&amp;quot; title=&amp;quot;Alien Pirate Demon's Talkpage&amp;quot;&amp;gt;'''Talk!'''&amp;lt;/span&amp;gt;]]&amp;lt;/sup&amp;gt; 18:05, 22 January 2008 (UTC) -- see?&lt;br /&gt;
::Sorry, I just found a template somewhere, and this worked. I don't know how. Maybe like {{User:Alien_pirate_demon/Sig}} &amp;lt;-- this? --{ [[User:Alien_pirate_demon|Alien Pirate Demon]] } &amp;lt;sup&amp;gt;[[User_talk:Alien_pirate_demon|Talk!]] | [[User:Admiral_Thrawn|Juice!]]&amp;lt;/sup&amp;gt; 02:51, 23 January 2008 (UTC)&lt;br /&gt;
:::Hoooooray, it works! More or less. Well. Better than nothing. [[User:Admiral Thrawn|&amp;lt;font color=green&amp;gt;Admiral Thrawn&amp;lt;/font&amp;gt;]]&amp;lt;sup&amp;gt;[[User talk:Admiral Thrawn|&amp;lt;font color=orange&amp;gt;Talk!&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 10:05, 23 January 2008 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Hello ==&lt;br /&gt;
&lt;br /&gt;
I Added a comment to Shartak Juice aswell- but now i have a new proposal&lt;br /&gt;
&lt;br /&gt;
Join my clan-and our juicers will join yours-Give us both a boost in numbers.&lt;br /&gt;
--[[User:Bloodclott|Bloodclott]] 05:22, 2 May 2008 (UTC)&lt;/div&gt;</summary>
		<author><name>Bloodclott</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Exotic_Sports_Hunting_Club&amp;diff=18006</id>
		<title>Exotic Sports Hunting Club</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Exotic_Sports_Hunting_Club&amp;diff=18006"/>
		<updated>2008-05-01T12:48:03Z</updated>

		<summary type="html">&lt;p&gt;Bloodclott: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox|&lt;br /&gt;
clan_name=Exotic Sports Hunting Club|&lt;br /&gt;
open_to= Level 1+|&lt;br /&gt;
clan_image=[[Image:ESHC_Logo.jpg]]|&lt;br /&gt;
clan_leaders=[[User:BLooDCLotT|BLooDCLotT]]|&lt;br /&gt;
clan_membership= see below|&lt;br /&gt;
clan_goals=Highest Kills Wins|&lt;br /&gt;
clan_recruit=Open to all Level 1+|&lt;br /&gt;
clan_contact= http://www.ESHC.tk|here|&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Clans]]&lt;br /&gt;
[[Category:Clans for Everyone]]&lt;br /&gt;
&lt;br /&gt;
With no base of Opperation, or Home Town or Camp-we Roam the lands of Shartak Killing its Indigenous peoples and animals.&lt;br /&gt;
No one or thing is safe-But not all of our Hunters PK-so please check there Profiles FIRST!&lt;br /&gt;
&lt;br /&gt;
If any of us Have Killed you or your fellow clansmember-and would like to avoid any further aggression, just drop us a line and we will add you to our Do Not Target List.&lt;br /&gt;
&lt;br /&gt;
== Contests ==&lt;br /&gt;
Enter your scores via your name and profile link to be Listed on our [http://www.eshc.tk/ Forums]&lt;br /&gt;
&lt;br /&gt;
== Members ==&lt;br /&gt;
=== [[Durham]] ===&lt;br /&gt;
CyAdora-President&lt;br /&gt;
&lt;br /&gt;
BLooDCLotT&lt;br /&gt;
&lt;br /&gt;
Private Pickle&lt;br /&gt;
&lt;br /&gt;
Vinduska&lt;br /&gt;
&lt;br /&gt;
snowblindyeti	&lt;br /&gt;
&lt;br /&gt;
Shargle Hunter	&lt;br /&gt;
&lt;br /&gt;
James Archer	&lt;br /&gt;
&lt;br /&gt;
Solemn	&lt;br /&gt;
&lt;br /&gt;
ericadoomhammer	&lt;br /&gt;
&lt;br /&gt;
DrLeebo&lt;br /&gt;
&lt;br /&gt;
=== [[Derby]] ===&lt;br /&gt;
GZusKilla&lt;br /&gt;
&lt;br /&gt;
=== [[York]] ===&lt;br /&gt;
Cerberus-President&lt;br /&gt;
&lt;br /&gt;
weedJunkie	&lt;br /&gt;
&lt;br /&gt;
thomas caulfield&lt;br /&gt;
&lt;br /&gt;
007 warbear&lt;br /&gt;
&lt;br /&gt;
=== [[Shipwreck]] ===&lt;br /&gt;
TtoLCDooLB-Preisdent&lt;br /&gt;
&lt;br /&gt;
BlooDJunKie&lt;br /&gt;
&lt;br /&gt;
Matey Cyadora&lt;br /&gt;
&lt;br /&gt;
aksudinv&lt;br /&gt;
&lt;br /&gt;
Babs Santini &lt;br /&gt;
=== [[Raktam]] ===&lt;br /&gt;
SkuZBall-President&lt;br /&gt;
&lt;br /&gt;
Zong Smoker	&lt;br /&gt;
&lt;br /&gt;
monaliza&lt;br /&gt;
&lt;br /&gt;
Pvt Vinduska	&lt;br /&gt;
&lt;br /&gt;
=== [[Dalpok]] ===&lt;br /&gt;
Urban Dead-Preisdent&lt;br /&gt;
&lt;br /&gt;
=== [[Wiksik]] ===&lt;br /&gt;
None ::Sad Face::&lt;br /&gt;
&lt;br /&gt;
== Do Not Kill ==&lt;br /&gt;
Members on this list are allied, and should NOT be Hunted by Outside Camps, Please check all Players before you PK if your hunting Humans-Thank you&lt;/div&gt;</summary>
		<author><name>Bloodclott</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Exotic_Sports_Hunting_Club&amp;diff=18005</id>
		<title>Exotic Sports Hunting Club</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Exotic_Sports_Hunting_Club&amp;diff=18005"/>
		<updated>2008-05-01T12:47:25Z</updated>

		<summary type="html">&lt;p&gt;Bloodclott: /* Members */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox|&lt;br /&gt;
clan_name=Exotic Sports Hunting Club|&lt;br /&gt;
open_to= Level 5+|&lt;br /&gt;
clan_image=[[Image:ESHC_Logo.jpg]]|&lt;br /&gt;
clan_leaders=[[User:BLooDCLotT|BLooDCLotT]]|&lt;br /&gt;
clan_membership= see below|&lt;br /&gt;
clan_goals=Highest Kills Wins|&lt;br /&gt;
clan_recruit=Open to all Level 1+|&lt;br /&gt;
clan_contact= http://www.ESHC.tk|here|&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Clans]]&lt;br /&gt;
[[Category:Clans for Everyone]]&lt;br /&gt;
&lt;br /&gt;
With no base of Opperation, or Home Town or Camp-we Roam the lands of Shartak Killing its Indigenous peoples and animals.&lt;br /&gt;
No one or thing is safe-But not all of our Hunters PK-so please check there Profiles FIRST!&lt;br /&gt;
&lt;br /&gt;
If any of us Have Killed you or your fellow clansmember-and would like to avoid any further aggression, just drop us a line and we will add you to our Do Not Target List.&lt;br /&gt;
&lt;br /&gt;
== Contests ==&lt;br /&gt;
Enter your scores via your name and profile link to be Listed on our [http://www.eshc.tk/ Forums]&lt;br /&gt;
&lt;br /&gt;
== Members ==&lt;br /&gt;
=== [[Durham]] ===&lt;br /&gt;
CyAdora-President&lt;br /&gt;
&lt;br /&gt;
BLooDCLotT&lt;br /&gt;
&lt;br /&gt;
Private Pickle&lt;br /&gt;
&lt;br /&gt;
Vinduska&lt;br /&gt;
&lt;br /&gt;
snowblindyeti	&lt;br /&gt;
&lt;br /&gt;
Shargle Hunter	&lt;br /&gt;
&lt;br /&gt;
James Archer	&lt;br /&gt;
&lt;br /&gt;
Solemn	&lt;br /&gt;
&lt;br /&gt;
ericadoomhammer	&lt;br /&gt;
&lt;br /&gt;
DrLeebo&lt;br /&gt;
&lt;br /&gt;
=== [[Derby]] ===&lt;br /&gt;
GZusKilla&lt;br /&gt;
&lt;br /&gt;
=== [[York]] ===&lt;br /&gt;
Cerberus-President&lt;br /&gt;
&lt;br /&gt;
weedJunkie	&lt;br /&gt;
&lt;br /&gt;
thomas caulfield&lt;br /&gt;
&lt;br /&gt;
007 warbear&lt;br /&gt;
&lt;br /&gt;
=== [[Shipwreck]] ===&lt;br /&gt;
TtoLCDooLB-Preisdent&lt;br /&gt;
&lt;br /&gt;
BlooDJunKie&lt;br /&gt;
&lt;br /&gt;
Matey Cyadora&lt;br /&gt;
&lt;br /&gt;
aksudinv&lt;br /&gt;
&lt;br /&gt;
Babs Santini &lt;br /&gt;
=== [[Raktam]] ===&lt;br /&gt;
SkuZBall-President&lt;br /&gt;
&lt;br /&gt;
Zong Smoker	&lt;br /&gt;
&lt;br /&gt;
monaliza&lt;br /&gt;
&lt;br /&gt;
Pvt Vinduska	&lt;br /&gt;
&lt;br /&gt;
=== [[Dalpok]] ===&lt;br /&gt;
Urban Dead-Preisdent&lt;br /&gt;
&lt;br /&gt;
=== [[Wiksik]] ===&lt;br /&gt;
None ::Sad Face::&lt;br /&gt;
&lt;br /&gt;
== Do Not Kill ==&lt;br /&gt;
Members on this list are allied, and should NOT be Hunted by Outside Camps, Please check all Players before you PK if your hunting Humans-Thank you&lt;/div&gt;</summary>
		<author><name>Bloodclott</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Exotic_Sports_Hunting_Club&amp;diff=18004</id>
		<title>Exotic Sports Hunting Club</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Exotic_Sports_Hunting_Club&amp;diff=18004"/>
		<updated>2008-05-01T12:33:35Z</updated>

		<summary type="html">&lt;p&gt;Bloodclott: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox|&lt;br /&gt;
clan_name=Exotic Sports Hunting Club|&lt;br /&gt;
open_to= Level 5+|&lt;br /&gt;
clan_image=[[Image:ESHC_Logo.jpg]]|&lt;br /&gt;
clan_leaders=[[User:BLooDCLotT|BLooDCLotT]]|&lt;br /&gt;
clan_membership= see below|&lt;br /&gt;
clan_goals=Highest Kills Wins|&lt;br /&gt;
clan_recruit=Open to all Level 1+|&lt;br /&gt;
clan_contact= http://www.ESHC.tk|here|&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Clans]]&lt;br /&gt;
[[Category:Clans for Everyone]]&lt;br /&gt;
&lt;br /&gt;
With no base of Opperation, or Home Town or Camp-we Roam the lands of Shartak Killing its Indigenous peoples and animals.&lt;br /&gt;
No one or thing is safe-But not all of our Hunters PK-so please check there Profiles FIRST!&lt;br /&gt;
&lt;br /&gt;
If any of us Have Killed you or your fellow clansmember-and would like to avoid any further aggression, just drop us a line and we will add you to our Do Not Target List.&lt;br /&gt;
&lt;br /&gt;
== Contests ==&lt;br /&gt;
Enter your scores via your name and profile link to be Listed on our [http://www.eshc.tk/ Forums]&lt;br /&gt;
&lt;br /&gt;
== Members ==&lt;br /&gt;
TtoLCDooLB&lt;br /&gt;
&lt;br /&gt;
BlooDJunKie	&lt;br /&gt;
&lt;br /&gt;
Matey Cyadora	&lt;br /&gt;
&lt;br /&gt;
aksudinv	&lt;br /&gt;
&lt;br /&gt;
Private Pickle	&lt;br /&gt;
&lt;br /&gt;
Vinduska	&lt;br /&gt;
&lt;br /&gt;
thomas caulfield	&lt;br /&gt;
&lt;br /&gt;
monaliza	&lt;br /&gt;
&lt;br /&gt;
James Archer	&lt;br /&gt;
&lt;br /&gt;
Solemn	&lt;br /&gt;
&lt;br /&gt;
ericadoomhammer	&lt;br /&gt;
&lt;br /&gt;
Pvt Vinduska	&lt;br /&gt;
&lt;br /&gt;
CyAdora	&lt;br /&gt;
&lt;br /&gt;
SkuZBall	&lt;br /&gt;
&lt;br /&gt;
snowblindyeti	&lt;br /&gt;
&lt;br /&gt;
Zong Smoker	&lt;br /&gt;
&lt;br /&gt;
Shargle Hunter	&lt;br /&gt;
&lt;br /&gt;
Urban Dead	&lt;br /&gt;
&lt;br /&gt;
Cerberus	&lt;br /&gt;
	&lt;br /&gt;
DrLeebo	&lt;br /&gt;
&lt;br /&gt;
GZusKilla	&lt;br /&gt;
&lt;br /&gt;
weedJunkie	&lt;br /&gt;
&lt;br /&gt;
BLooDCLotT	&lt;br /&gt;
&lt;br /&gt;
007 warbear (inactive)	&lt;br /&gt;
&lt;br /&gt;
Babs Santini (inactive)&lt;br /&gt;
&lt;br /&gt;
== Do Not Kill ==&lt;br /&gt;
Members on this list are allied, and should NOT be Hunted by Outside Camps, Please check all Players before you PK if your hunting Humans-Thank you&lt;/div&gt;</summary>
		<author><name>Bloodclott</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=User:Bloodclott&amp;diff=18003</id>
		<title>User:Bloodclott</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=User:Bloodclott&amp;diff=18003"/>
		<updated>2008-05-01T12:32:08Z</updated>

		<summary type="html">&lt;p&gt;Bloodclott: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Founder of [[Exotic Sports Hunting Club]]&lt;/div&gt;</summary>
		<author><name>Bloodclott</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=User_talk:Admiral_Thrawn&amp;diff=18002</id>
		<title>User talk:Admiral Thrawn</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=User_talk:Admiral_Thrawn&amp;diff=18002"/>
		<updated>2008-05-01T12:31:33Z</updated>

		<summary type="html">&lt;p&gt;Bloodclott: Hello&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Questions, suggestions, applying for a job?==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Feel free to leave me a message, but please don't order any juice here. Only in-game orders will be processed.&amp;lt;br&amp;gt;'''Newest message on top, please.'''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Hello===&lt;br /&gt;
Hi, as you may or may not know my name is michael edwards, capt of the largest pirate crew around, the Botherhood of the coast. one of are goals is to foster shipwreck trade and economy seeing as how you are based in the shipwreck we would like to enter into a contract with you, If you are interested either PM on the brotherhood forums or the main shartak forums --[[User:Michael edwards the second|Michael edwards the second]] 00:47, 23 February 2008 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Logo===&lt;br /&gt;
Hi Admiral, what do you think about having an own company/group page?&lt;br /&gt;
Our logo could look something like this:&lt;br /&gt;
[[Image:Shartak-Juice.jpg]]&amp;lt;br&amp;gt;&lt;br /&gt;
--{ [[User:Alien_pirate_demon|Alien Pirate Demon]] } &amp;lt;sup&amp;gt;[[User_talk:Alien_pirate_demon|Talk!]] | [[User:Admiral_Thrawn|Juice!]]&amp;lt;/sup&amp;gt; 23:27, 17 February 2008 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Aha, I like that! Thanks, man. I'm gathering some more XP so I can finally start our own clan (I need only 46 XP for my next nevel, yay!). We'll talk about the official wiki page soon. Good to have you on board. Nice editing on your profile-page. [[User:Admiral Thrawn|&amp;lt;font color=green&amp;gt;Admiral Thrawn&amp;lt;/font&amp;gt;]]&amp;lt;sup&amp;gt;[[User talk:Admiral Thrawn|&amp;lt;font color=orange&amp;gt;Talk!&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 21:31, 22 February 2008 (UTC)&lt;br /&gt;
::I just founded the Clan [http://www.shartak.com/clanview.cgi?id=295 &amp;quot;Shartak Juice Inc.&amp;quot;]. Description and wiki page coming soon, any suggestions are welcome. [[User:Admiral Thrawn|&amp;lt;font color=green&amp;gt;Admiral Thrawn&amp;lt;/font&amp;gt;]]&amp;lt;sup&amp;gt;[[User talk:Admiral Thrawn|&amp;lt;font color=orange&amp;gt;Talk!&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 22:04, 23 February 2008 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Application===&lt;br /&gt;
We met somewhere inside the shipwreck a few weeks ago and the juice I bought was fantastic. I'd be happy to join the fruit empire, serving as a roaming juicer or something. I'm in the middle of levelling, which means I probably won't be able to spend all my AP on the juicing cause, but I guess you might need every hand you can get. So here's mine. --&amp;amp;nbsp;&amp;lt;span style=&amp;quot;font-family:serif; color:#000000;&amp;quot;&amp;gt;'''&amp;lt;nowiki&amp;gt;{&amp;lt;/nowiki&amp;gt;'''&amp;lt;/span&amp;gt;&amp;amp;nbsp;[[User:Alien_pirate_demon|&amp;lt;span style=&amp;quot;color:#880000;&amp;quot; title=&amp;quot;Alien Pirate Demon's Userpage&amp;quot;&amp;gt;'''Alien Pirate Demon'''&amp;lt;/span&amp;gt;]]&amp;amp;nbsp;&amp;lt;span style=&amp;quot;font-family:serif; color:#000000;&amp;quot;&amp;gt;'''&amp;lt;nowiki&amp;gt;}&amp;lt;/nowiki&amp;gt;'''&amp;lt;/span&amp;gt;&amp;lt;sup&amp;gt;[[User_talk:Alien_pirate_demon|&amp;lt;span style=&amp;quot;color:#880000;&amp;quot; title=&amp;quot;Alien Pirate Demon's Talkpage&amp;quot;&amp;gt;&amp;amp;nbsp;'''Talk!'''&amp;lt;/span&amp;gt;]]&amp;lt;/sup&amp;gt; 15:59, 22 January 2008 (UTC)&lt;br /&gt;
:G'day mate! Sounds great, thanks for the hand. Can I keep it? Anyway, git on board. Take all the time you need to level up, the fruit juice industry is still growing, so are its members. But not the members of its members, hopefully.&amp;lt;br&amp;gt;And I see you got a nice little signature. No templated signature (or signatured template? Templiture? Signate?), though. If you should find out how to create one, you have to tell me immediately. Because I'm your boss now. Ha. Just kidding.&amp;lt;br&amp;gt;As a foot-note, you look like a ghastly fellow, no offense meant. Maybe you should consider becoming a little more customer-friendly looking? We don't want to scare them away, do we? See you around, [[User:Admiral Thrawn|Admiral Thrawn]]&amp;lt;sup&amp;gt;[[User talk:Admiral Thrawn|Talk!]]&amp;lt;/sup&amp;gt; 17:48, 22 January 2008 (UTC)&lt;br /&gt;
::Say that again. Ghastly looking ... pah! On the planet I come from, we all look like this and YOU'd scare us off. Okay, in fact I'm born in the hell of said planet where everything looks a bit - erm - different. But who knows when our first customers from hell demand to be served. They'd run away, when they saw you, all blue as you are. (they're pretty jumpy fellows, but don't tell anyone, they have a reputation to lose). Anyways, to show you my obligingness on that matter, I painted my toenails and fingernails. I saw you humans do that to appear more ... soigné.&lt;br /&gt;
::I'm afraid to tell you, templignatures are not possible in Shartak-Wiki. This means templates in general. If you include a wiki-page into some other page by &amp;lt;nowiki&amp;gt;&amp;quot;{{&amp;quot; and &amp;quot;}}&amp;quot;&amp;lt;/nowiki&amp;gt; it will work. But only to the extend, that the whole source-code (do they call wiki-code source-code?) will be included. So everytime I sign somewhere, all the spans and sups will appear in the code of that page.--&amp;amp;nbsp;&amp;lt;span style=&amp;quot;font-family:serif; color:#000000;&amp;quot;&amp;gt;'''&amp;lt;nowiki&amp;gt;{&amp;lt;/nowiki&amp;gt;'''&amp;lt;/span&amp;gt;&amp;amp;nbsp;[[User:Alien_pirate_demon|&amp;lt;span style=&amp;quot;color:darkred;&amp;quot; title=&amp;quot;Alien Pirate Demon's Userpage&amp;quot;&amp;gt;'''Alien Pirate Demon'''&amp;lt;/span&amp;gt;]]&amp;amp;nbsp;&amp;lt;span style=&amp;quot;font-family:serif; color:#000000;&amp;quot;&amp;gt;'''&amp;lt;nowiki&amp;gt;}&amp;lt;/nowiki&amp;gt;'''&amp;lt;/span&amp;gt;&amp;lt;sup&amp;gt;&amp;amp;nbsp;[[User_talk:Alien_pirate_demon|&amp;lt;span style=&amp;quot;color:darkred;&amp;quot; title=&amp;quot;Alien Pirate Demon's Talkpage&amp;quot;&amp;gt;'''Talk!'''&amp;lt;/span&amp;gt;]]&amp;lt;/sup&amp;gt; 18:05, 22 January 2008 (UTC) -- see?&lt;br /&gt;
::Sorry, I just found a template somewhere, and this worked. I don't know how. Maybe like {{User:Alien_pirate_demon/Sig}} &amp;lt;-- this? --{ [[User:Alien_pirate_demon|Alien Pirate Demon]] } &amp;lt;sup&amp;gt;[[User_talk:Alien_pirate_demon|Talk!]] | [[User:Admiral_Thrawn|Juice!]]&amp;lt;/sup&amp;gt; 02:51, 23 January 2008 (UTC)&lt;br /&gt;
:::Hoooooray, it works! More or less. Well. Better than nothing. [[User:Admiral Thrawn|&amp;lt;font color=green&amp;gt;Admiral Thrawn&amp;lt;/font&amp;gt;]]&amp;lt;sup&amp;gt;[[User talk:Admiral Thrawn|&amp;lt;font color=orange&amp;gt;Talk!&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 10:05, 23 January 2008 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Hello ==&lt;br /&gt;
&lt;br /&gt;
I Added a comment to Shartak Juice aswell- but now i have a new proposal&lt;br /&gt;
&lt;br /&gt;
Join my clan-and our juicers will join yours-Give us both a boost in numbers.&lt;/div&gt;</summary>
		<author><name>Bloodclott</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Exotic_Sports_Hunting_Club&amp;diff=18001</id>
		<title>Exotic Sports Hunting Club</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Exotic_Sports_Hunting_Club&amp;diff=18001"/>
		<updated>2008-05-01T10:26:25Z</updated>

		<summary type="html">&lt;p&gt;Bloodclott: /* Contests */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox|&lt;br /&gt;
clan_name=Exotic Sports Hunting Club|&lt;br /&gt;
open_to= Level 5+|&lt;br /&gt;
clan_image=[[Image:ESHC_Logo.jpg]]|&lt;br /&gt;
clan_leaders=[[User:BLooDCLotT|BLooDCLotT]]|&lt;br /&gt;
clan_membership= see below|&lt;br /&gt;
clan_goals=Highest Kills Wins|&lt;br /&gt;
clan_recruit=Open to all Level 1+|&lt;br /&gt;
clan_contact= http://www.ESHC.tk|here|&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Clans]]&lt;br /&gt;
[[Category:Clans for Everyone]]&lt;br /&gt;
&lt;br /&gt;
With no base of Opperation, or Home Town or Camp-we Roam the lands of Shartak Killing its Indigenous peoples and animals.&lt;br /&gt;
No one or thing is safe-But not all of our Hunters PK-so please check there Profiles FIRST!&lt;br /&gt;
&lt;br /&gt;
If any of us Have Killed you or your fellow clansmember-and would like to avoid any further aggression, just drop us a line and we will add you to our Do Not Target List.&lt;br /&gt;
&lt;br /&gt;
== Contests ==&lt;br /&gt;
Enter your scores via your name and profile link to be Listed on our [http://www.eshc.tk/ Forums]&lt;br /&gt;
&lt;br /&gt;
== Members ==&lt;br /&gt;
TtoLCDooLB&lt;br /&gt;
&lt;br /&gt;
BlooDJunKie	&lt;br /&gt;
&lt;br /&gt;
Matey Cyadora	&lt;br /&gt;
&lt;br /&gt;
aksudinv	&lt;br /&gt;
&lt;br /&gt;
Private Pickle	&lt;br /&gt;
&lt;br /&gt;
Vinduska	&lt;br /&gt;
&lt;br /&gt;
thomas caulfield	&lt;br /&gt;
&lt;br /&gt;
monaliza	&lt;br /&gt;
&lt;br /&gt;
James Archer	&lt;br /&gt;
&lt;br /&gt;
Solemn	&lt;br /&gt;
&lt;br /&gt;
ericadoomhammer	&lt;br /&gt;
&lt;br /&gt;
Pvt Vinduska	&lt;br /&gt;
&lt;br /&gt;
CyAdora	&lt;br /&gt;
&lt;br /&gt;
SkuZBall	&lt;br /&gt;
&lt;br /&gt;
snowblindyeti	&lt;br /&gt;
&lt;br /&gt;
Zong Smoker	&lt;br /&gt;
&lt;br /&gt;
Shargle Hunter	&lt;br /&gt;
&lt;br /&gt;
Urban Dead	&lt;br /&gt;
&lt;br /&gt;
Cerberus	&lt;br /&gt;
	&lt;br /&gt;
DrLeebo	&lt;br /&gt;
&lt;br /&gt;
GZusKilla	&lt;br /&gt;
&lt;br /&gt;
weedJunkie	&lt;br /&gt;
&lt;br /&gt;
BLooDCLotT	&lt;br /&gt;
&lt;br /&gt;
007 warbear (inactive)	&lt;br /&gt;
&lt;br /&gt;
Babs Santini (inactive)&lt;/div&gt;</summary>
		<author><name>Bloodclott</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Exotic_Sports_Hunting_Club&amp;diff=18000</id>
		<title>Exotic Sports Hunting Club</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Exotic_Sports_Hunting_Club&amp;diff=18000"/>
		<updated>2008-05-01T10:24:00Z</updated>

		<summary type="html">&lt;p&gt;Bloodclott: /* Members */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox|&lt;br /&gt;
clan_name=Exotic Sports Hunting Club|&lt;br /&gt;
open_to= Level 5+|&lt;br /&gt;
clan_image=[[Image:ESHC_Logo.jpg]]|&lt;br /&gt;
clan_leaders=[[User:BLooDCLotT|BLooDCLotT]]|&lt;br /&gt;
clan_membership= see below|&lt;br /&gt;
clan_goals=Highest Kills Wins|&lt;br /&gt;
clan_recruit=Open to all Level 1+|&lt;br /&gt;
clan_contact= http://www.ESHC.tk|here|&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Clans]]&lt;br /&gt;
[[Category:Clans for Everyone]]&lt;br /&gt;
&lt;br /&gt;
With no base of Opperation, or Home Town or Camp-we Roam the lands of Shartak Killing its Indigenous peoples and animals.&lt;br /&gt;
No one or thing is safe-But not all of our Hunters PK-so please check there Profiles FIRST!&lt;br /&gt;
&lt;br /&gt;
If any of us Have Killed you or your fellow clansmember-and would like to avoid any further aggression, just drop us a line and we will add you to our Do Not Target List.&lt;br /&gt;
&lt;br /&gt;
== Contests ==&lt;br /&gt;
Enter your scores via your name and profile link to be Listed on our Killers Page&lt;br /&gt;
&lt;br /&gt;
== Members ==&lt;br /&gt;
TtoLCDooLB&lt;br /&gt;
&lt;br /&gt;
BlooDJunKie	&lt;br /&gt;
&lt;br /&gt;
Matey Cyadora	&lt;br /&gt;
&lt;br /&gt;
aksudinv	&lt;br /&gt;
&lt;br /&gt;
Private Pickle	&lt;br /&gt;
&lt;br /&gt;
Vinduska	&lt;br /&gt;
&lt;br /&gt;
thomas caulfield	&lt;br /&gt;
&lt;br /&gt;
monaliza	&lt;br /&gt;
&lt;br /&gt;
James Archer	&lt;br /&gt;
&lt;br /&gt;
Solemn	&lt;br /&gt;
&lt;br /&gt;
ericadoomhammer	&lt;br /&gt;
&lt;br /&gt;
Pvt Vinduska	&lt;br /&gt;
&lt;br /&gt;
CyAdora	&lt;br /&gt;
&lt;br /&gt;
SkuZBall	&lt;br /&gt;
&lt;br /&gt;
snowblindyeti	&lt;br /&gt;
&lt;br /&gt;
Zong Smoker	&lt;br /&gt;
&lt;br /&gt;
Shargle Hunter	&lt;br /&gt;
&lt;br /&gt;
Urban Dead	&lt;br /&gt;
&lt;br /&gt;
Cerberus	&lt;br /&gt;
	&lt;br /&gt;
DrLeebo	&lt;br /&gt;
&lt;br /&gt;
GZusKilla	&lt;br /&gt;
&lt;br /&gt;
weedJunkie	&lt;br /&gt;
&lt;br /&gt;
BLooDCLotT	&lt;br /&gt;
&lt;br /&gt;
007 warbear (inactive)	&lt;br /&gt;
&lt;br /&gt;
Babs Santini (inactive)&lt;/div&gt;</summary>
		<author><name>Bloodclott</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:Shartak_Juice&amp;diff=17998</id>
		<title>Talk:Shartak Juice</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Talk:Shartak_Juice&amp;diff=17998"/>
		<updated>2008-04-30T07:24:06Z</updated>

		<summary type="html">&lt;p&gt;Bloodclott: My Juice Farm&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Questions and complaints==&lt;br /&gt;
&lt;br /&gt;
===Poison Berry and deliveries===&lt;br /&gt;
Do you guys sell poison berry juice for those of us that like something with a little more kick than just plain rum? Also, do you do deliveries outside of the shipwreck area? --[[User:Oktavius|Oktavius]] 00:26, 27 February 2008 (UTC)&lt;br /&gt;
:We are currently negotiating with [[The_Brotherhood_Of_The_Coast|The Brotherhood]] about a cooperation at their west coast trade line. If we find a common denominator (for they appear to be quite violent which isn't really the kind of thing we support), our juice will eventually be sold in Durham as well. But all this is still being discussed and could also remain a &amp;quot;future project&amp;quot; for quite some time. Another future project is to have a permanent outpost somewhere in the jungle (or anywhere else. Any recommendations?). We don't do deliveries however, for Shartak Juice consists of only 2 members at the moment. I thought about selling a poison berry / sweet berry combo pack but decided to wait for a rise in demand. I count your request as said rise and will bring some poison berry juice next time I head towards the shipwreck.--{ [[User:Alien_pirate_demon|Alien Pirate Demon]] } &amp;lt;sup&amp;gt;[[User_talk:Alien_pirate_demon|Talk!]] | [[Shartak_Juice|Juice!]]&amp;lt;/sup&amp;gt; 07:37, 27 February 2008 (UTC)&lt;br /&gt;
:: To answer your question on my talk page, I did see this, but when I was in the shipwreck area your shop was closed, so I missed the opportunity. But, as luck would have it, I am nearby now! As for applying for a job, I am afraid I am quite busy with other things. But if you are interested in expanding to the Durham-Fort Creedy area, then Creedy can provide you with a roof and there are several trees nearby for harvesting fruit. You would have to do the market research study yourself, though. --[[User:Oktavius|Oktavius]] 23:20, 2 April 2008 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Applications==&lt;br /&gt;
&lt;br /&gt;
== My Juice Farm ==&lt;br /&gt;
&lt;br /&gt;
Hello Brothers-We here at ESHC have a juice farm ran by the pirates of our club-just sw of the shipwreck&lt;br /&gt;
We have 1 main farm, and about 4 orchards to find everything you need.&lt;br /&gt;
Please-feel free to come down to the farm and stock up! We will not harm any of you, and wish just also to make some nice Smoothies and such&lt;br /&gt;
&lt;br /&gt;
We have a drink for you too-The Shartak Slammer- 1 bottle rum,1bottle poison berry juice,1 gourde banana and 1 gourde mango -stirred with a poison dart--[[User:Bloodclott|Bloodclott]] 07:24, 30 April 2008 (UTC)&lt;/div&gt;</summary>
		<author><name>Bloodclott</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Exotic_Sports_Hunting_Club&amp;diff=17989</id>
		<title>Exotic Sports Hunting Club</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Exotic_Sports_Hunting_Club&amp;diff=17989"/>
		<updated>2008-04-29T04:47:26Z</updated>

		<summary type="html">&lt;p&gt;Bloodclott: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox|&lt;br /&gt;
clan_name=Exotic Sports Hunting Club|&lt;br /&gt;
open_to= Level 5+|&lt;br /&gt;
clan_image=[[Image:ESHC_Logo.jpg]]|&lt;br /&gt;
clan_leaders=[[User:BLooDCLotT|BLooDCLotT]]|&lt;br /&gt;
clan_membership= see below|&lt;br /&gt;
clan_goals=Highest Kills Wins|&lt;br /&gt;
clan_recruit=Open to all Level 1+|&lt;br /&gt;
clan_contact= http://www.ESHC.tk|here|&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Clans]]&lt;br /&gt;
[[Category:Clans for Everyone]]&lt;br /&gt;
&lt;br /&gt;
With no base of Opperation, or Home Town or Camp-we Roam the lands of Shartak Killing its Indigenous peoples and animals.&lt;br /&gt;
No one or thing is safe-But not all of our Hunters PK-so please check there Profiles FIRST!&lt;br /&gt;
&lt;br /&gt;
If any of us Have Killed you or your fellow clansmember-and would like to avoid any further aggression, just drop us a line and we will add you to our Do Not Target List.&lt;br /&gt;
&lt;br /&gt;
== Contests ==&lt;br /&gt;
Enter your scores via your name and profile link to be Listed on our Killers Page&lt;br /&gt;
&lt;br /&gt;
== Members ==&lt;br /&gt;
TtoLCDooLB&lt;br /&gt;
&lt;br /&gt;
Urban Dead&lt;br /&gt;
&lt;br /&gt;
WeedJunkie&lt;br /&gt;
&lt;br /&gt;
Cyadora&lt;br /&gt;
&lt;br /&gt;
Cerberus&lt;br /&gt;
&lt;br /&gt;
Father_alexander&lt;br /&gt;
&lt;br /&gt;
Vinduska&lt;/div&gt;</summary>
		<author><name>Bloodclott</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Exotic_Sports_Hunting_Club&amp;diff=17988</id>
		<title>Exotic Sports Hunting Club</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Exotic_Sports_Hunting_Club&amp;diff=17988"/>
		<updated>2008-04-29T04:46:55Z</updated>

		<summary type="html">&lt;p&gt;Bloodclott: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox|&lt;br /&gt;
clan_name=Exotic Sports Hunting Club|&lt;br /&gt;
open_to= Level 5+|&lt;br /&gt;
clan_image=[[Image:ESHC_Logo.jpg]]|&lt;br /&gt;
clan_leaders=[[User:BLooDCLotT|BLooDCLotT]]|&lt;br /&gt;
clan_membership= see below|&lt;br /&gt;
clan_goals=Highest Kills Wins|&lt;br /&gt;
clan_recruit=Open to all Level 1+|&lt;br /&gt;
clan_contact= http:www.ESHC.tk|here|&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Clans]]&lt;br /&gt;
[[Category:Clans for Everyone]]&lt;br /&gt;
&lt;br /&gt;
With no base of Opperation, or Home Town or Camp-we Roam the lands of Shartak Killing its Indigenous peoples and animals.&lt;br /&gt;
No one or thing is safe-But not all of our Hunters PK-so please check there Profiles FIRST!&lt;br /&gt;
&lt;br /&gt;
If any of us Have Killed you or your fellow clansmember-and would like to avoid any further aggression, just drop us a line and we will add you to our Do Not Target List.&lt;br /&gt;
&lt;br /&gt;
== Contests ==&lt;br /&gt;
Enter your scores via your name and profile link to be Listed on our Killers Page&lt;br /&gt;
&lt;br /&gt;
== Members ==&lt;br /&gt;
TtoLCDooLB&lt;br /&gt;
&lt;br /&gt;
Urban Dead&lt;br /&gt;
&lt;br /&gt;
WeedJunkie&lt;br /&gt;
&lt;br /&gt;
Cyadora&lt;br /&gt;
&lt;br /&gt;
Cerberus&lt;br /&gt;
&lt;br /&gt;
Father_alexander&lt;br /&gt;
&lt;br /&gt;
Vinduska&lt;/div&gt;</summary>
		<author><name>Bloodclott</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Suggestions:Skills&amp;diff=17987</id>
		<title>Suggestions:Skills</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Suggestions:Skills&amp;diff=17987"/>
		<updated>2008-04-29T04:44:30Z</updated>

		<summary type="html">&lt;p&gt;Bloodclott: /* Planting/agriculture */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Suggestions header|page_type=Skill}}&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Planting/agriculture===&lt;br /&gt;
Both outsiders and natives with this skill should be able to plant trees (mango, banana) on fertile land. By clearing away jungle, and applying an example of the fruit of the tree you wish to plant, you could sow the seed. A tree of that type would then sprout X days later. This would open up for plantation, and help feed the villages/settlements. --[[User:DKChannelboredom|DKChannelboredom]] (2 March)&lt;br /&gt;
 &lt;br /&gt;
''Comments''&lt;br /&gt;
:Interesting idea, perhaps only a chance that a tree will grow, and to ensure a tree grows you have to plant a certain number of fruit of the same kind on the same block. Of course, does this mean that existing trees should occasionally die off, say if they get surrounded by 8 blocks of highest density jungle and the tree block is also highest density jungle.. maybe explained as something to do with lack of sunlight reaching the tree because of the amount of jungle around it. --[[User:Simon|Simon]] 09:47, 2 March 2006 (GMT)&lt;br /&gt;
::Why not treat existing trees and planted trees separately? My initial thought is that if I did not have this skill, I would still like the opportunity to gather resources from a dependable source. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)&lt;br /&gt;
:::There is now an extensive farm north of York, which makes me thing that players would like to engage in some sort of agricultural production. Rather than limit it to mangoes and bananas, why not have other tropical fruits (pineapples, guavas and pawpaws) and even outsider staples like potatoes and spinach? - [[FirstAmongstDaves]]&lt;br /&gt;
::::Just for the lulz, it should be allowed to plant bushes or trees which only grows poisonous fruits, one for natives and one for outsiders, unidentifiable without native/outsider knowledge respectively. Otherwise, to add a little twist, maybe for plants with real poisonous parts (potatoes anyone) might confuse the other faction (here: natives) and trick them into harvesting those unless they have outsider knowledge. --[[User:Baliame|Baliame]] 15:44, 26 December 2007 (UTC)&lt;br /&gt;
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:::::There is now a farm just south of the Shipwreck Also, Maintained by [[Exotic_Sports_Hunting_Club|ESHC]] that spans in all directions with Vineyards and Trails--[[User:Bloodclott|Bloodclott]] 04:44, 29 April 2008 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== Religious Devotion ===&lt;br /&gt;
Required to use &amp;quot;Holy Scriptures&amp;quot; --[[User:One of many doctors|One of many doctors]] 23:22, 16 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
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&lt;br /&gt;
=== Jungle Skills ===&lt;br /&gt;
The jungle environment has great potential to add significant dynamic to this game. These could be a set of skills to reflect this.&lt;br /&gt;
: Jungle Lore: Player has x% chance of discovering item/artifact.  Might work in conjunction with search skill.&lt;br /&gt;
: Make/Detect Traps: Spikes, Pits etc... Not sure this is possible and what would be need to time degrade this.[[User:Nankilstlas|Nankilstlas]]&lt;br /&gt;
: Some kind of &amp;quot;hiding&amp;quot; skill where you can spend AP to conceal yourself in fauna, so you can't be seen by passersby. Visually, it could take the form of &amp;quot;reforesting&amp;quot; a block to dark green, and someone who chops through would &amp;quot;uncover&amp;quot; you, perhaps getting some XP? --[[User:Jackel|Jackel]] 19:34, 25 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
:: A 'trapping' skill looks like it would be exploited by greifers (surrounding someone with traps, for example), but I like the 'Hiding' and 'Jungle Lore' ideas.--[[User:Grigoriy|Grigoriy]] 02:26, 26 February 2006 (GMT)&lt;br /&gt;
:: The hiding skill shouldn't conceal you from animals or someone with the Sixth Sense, Exploration, or Jungle Lore skills, otherwise the player would be invincible.--[[User:Grigoriy|Grigoriy]] 21:15, 27 February 2006 (GMT)&lt;br /&gt;
:::Agreed, hostile animals should be able to sniff out hidden players, and Sixth Sense makes sense as well. Hidden players have to remain motionless to stay hidden, using items, searching, etc, would &amp;quot;unhide&amp;quot; the person. I was also thinking how the &amp;quot;reforesting&amp;quot; aspect could be abused to create vast areas that needed to be chopped down, so maybe a player could only hide in an already dark green area, (getting a message like ''there is not enough foliage to suitable hide in'' when trying in a cleared area) limiting its effect somewhat, and creating a little extra tension when on the run from someone and trying to find an overgrown area to hide in. --[[User:Jackel|Jackel]] 22:37, 27 February 2006 (GMT)&lt;br /&gt;
:::: I like the hiding skill, maybe with different AP required depending on jungle density.  Also, first hidden could make you invisible from 2 squares away, while hiding further would hide you from any adjacent square, and a third hide would keep you hidden on the same square unless they chopped.  --[[User:Qberry|Qberry]] 3/29/06&lt;br /&gt;
::::like the hiding thing as well, maybe it could work in that if you use it then you are only visible if they are in the same square as you? it would certainly keep you quite hidden anyway. -- [[User: fitzcarraldo|fitzcarraldo]]|&amp;lt;sup&amp;gt;[[User talk:fitzcarraldo|T]]&amp;lt;/sup&amp;gt; 15:42, 28 March 2006 (BST)&lt;br /&gt;
:i think jungle skills could be great as class specific skills, so that only some of the classes can use them like perhaps explorers. Or maybe they could made to favor native classes (due their affinity for the land and what not) more so than the outsiders, thus making gameplay more interesting.--[[User:A for anarchy|A for anarchy]] 04:19, 22 July 2006 (UTC)&lt;br /&gt;
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=== Skinning ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill addition|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=This is a skill that does not have a pre-requisite. Upon coming across an area where a dead animal is present, the player is given an opportunity to skin the animal. The process of skinning costs 1 AP and has a chance of producing items such as '''Animal Hide''' or '''Animal Tooth''' or '''Animal Feathers'''. These items can be traded to an NPC found in villages and exchanged for Gold Coins. This skill should be available to all classes to grant them all with an equal opportunity of earning Gold.&lt;br /&gt;
* Extend skinning to killed players? No, that's just wrong. We are civilized.&lt;br /&gt;
* Make skinning have a pre-requisite of '''Exploration'''? Perhaps.&lt;br /&gt;
* Make skinning always produce an item, rather than chance? No, I like a good challenge.&lt;br /&gt;
* Perhaps it could be tied to the Meat suggestion? Possibly.|&lt;br /&gt;
suggest_time=21:48, 23 February 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
* Good idea, perhaps natives don't have a pre-requisite, but outsiders need exploration?  *cough* --[[User:Grigoriy|Grigoriy]] 02:12, 26 February 2006 (GMT)&lt;br /&gt;
** While that may be a more realistic way to handle it - since natives would conceivably be more experienced with such matters - I think that changing the skill tree for such a minor skill would upset the general sense of game balance between the two sides. --[[User:Lint|Lint]] 02:43, 26 February 2006 (GMT)&lt;br /&gt;
***See the Meat and Pelts discussion in Skills. -[[FirstAmongstDaves]]&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Animal Spirit ===&lt;br /&gt;
(native only)  Upon gaining this skill, an animal type is associated with the player.  Any attacks by the player on that animal result in negative xp, but the animal is less likely to attack the player.  Additionally, if the player dons the skin of the animal (perhaps via the Skinning skill) then a bonus is given to the player, such as faster movement, hit bonus, damage bonus.  Bonus could be dependant on animal.  Upon player death, there is a chance the player's animal spirit will change.  --frisco&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
*Suggestions like this usually make me cringe. Can't really explain why. Could you elaborate, though, on the bonuses gained?--[[User:Wifey|Wifey]] 17:06, 3 May 2006 (BST)&lt;br /&gt;
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&lt;br /&gt;
=== Build Training ===&lt;br /&gt;
(Outsiders only) They gain the ability to build walls around the outsider settlements. There would be different levels like reinforced, light, massive, etc. Whoever can attack them and destroy them. Maybe there would be a skill for building gates? --[[User:One of many doctors|One of many doctors]] 03:33, 1 March 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
* Natives should be able to make walls too - think King Kong, plus if there are native ruins on this island, then they must still have some decent construction knowledge lingering around.  However, Outsiders should have an &amp;quot;Advanced&amp;quot; skill that allows for stronger walls. --[[User:Frisco|Frisco]] 04:41, 1 March 2006 (GMT)&lt;br /&gt;
:Yes, any human should be able to build, and they should ONLY be able to build in certain areas, so as not to have some group lay claim to a section of the island with key resources (assuming there are some). Also, it should take a LOT of AP. --[[User:Jackel|Jackel]] 00:18, 2 March 2006 (GMT)&lt;br /&gt;
* If this is implemented, would there be holes/platforms to fire from? If so, there would need to be an alteration in rifles and blowguns, as those can be fired from said platforms, or they can be fired at defenders on said platforms.  Initially, at least, it would be probably be best if the stockades acted like UD barricades.  Those inside can't fire without going outside, but are safe until those outside break down the barricades. --[[User:Black Joe|Black Joe]] 12:41, 11 July 2006 (GMT)&lt;br /&gt;
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=== Build - BOATS ===&lt;br /&gt;
'''''A large sandy expanse of beach with so much driftwood scattered around that you could probably build a boat from it if you had the right tools.''''' so basically this patch of beach screams out &amp;quot;search for driftwood and build a boat&amp;quot;, so that is what i hhave been doing but i do not have the tools to build a boat or the skill to do so. so yeah. &lt;br /&gt;
&lt;br /&gt;
we need new skills. and pirates need boats for safe travel. i'm not saying a boat as big as the wreck. maybe a canoe, rowboat, or something that would take up a lot of inventory slots.--[[User:Badhammer|Badhammer]] 02:39, 21 September 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== Trap Laying ===&lt;br /&gt;
(Native only) They can place one time use traps that dmg outsiders only. This skill can only be used in the jungle. Maybe a skill to be able to detect traps? --[[User:One of many doctors|One of many doctors]] 03:36, 1 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
* Again i'm thinking Outsiders could make traps too - some of them must have been hunters in the Old Country - but perhaps an Advanced skill for natives, leading to higher success rate, since they are more used to the environment.  This skill seems dangerous, though, possibly leading to clans just laying traps in every single square of jungle, making it ridiculous for the other side.  Perhaps a trap can only be made in certain jungle types, and only lasts until the jungle changes in level (either growing up naturally or down by the same character type chopping it). --[[User:Frisco|Frisco]] 04:53, 1 March 2006 (GMT)&lt;br /&gt;
:This was already proposed in the &amp;quot;jungle skills&amp;quot; section. I agree, it seem too easy to abuse by griefers.--[[User:Jackel|Jackel]] 00:18, 2 March 2006 (GMT)&lt;br /&gt;
::It would be harder to abuse if it takes something like 50 AP to put down a trap. If you think about it, making traps large enough to hurt humans will take a long time. Since there aren't readymade bear traps these traps would have to be DIY traps made of the enviroment.&lt;br /&gt;
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=== Revive skill ===&lt;br /&gt;
Applies to doctors and shamans, a skill to revive spirits, would require Sixth sense (obviously). It is simple enough premis: a skill that revives dead players similar to the regular shamans instead of requiring them to go to town shamans, the revive players aren't as skilled at the craft so the revived players would have only 80% of there hp when revived by other players. --[[User:Daylan|Daylan]] 00:43, 10 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
* Does raise a risk of multi-abuse, but I agree that player shamen should have this ability. Maybe it requires a special powder or item in order to do?--[[User:Jackel|Jackel]] 00:49, 10 March 2006 (GMT)&lt;br /&gt;
* I am trying to think of some cost right now but can't decide. I do know that the xp gain rate should be comparable to fighting(and healing when there are more players) so players will want to be a revive player. --[[User:Daylan|Daylan]] 01:41, 10 March 2006 (GMT)&lt;br /&gt;
*I don't like the idea of Doctors getting the ability to revive the dead, but that's definitely within the rights of a shaman. Sixth Sense as a requirement, and you must be standing in the same area as a spirit. Give either a 100% chance to work and a relatively high AP cost (10?) or a lower chance to work and lower AP cost. Blam. There you go. Player shamans can now do their part.--[[User:Wifey|Wifey]] 07:18, 28 March 2006 (BST)&lt;br /&gt;
*Haven't been around in a bit..... anyways I was just thinking that it seems mighty easy to get levels by &amp;quot;camping&amp;quot; the &amp;quot;enemy&amp;quot; shamen and getting hordes of xp and tonnes of native/outsider kills this seems like an exploit of the current system of revives. If a player aided revive method is put into place the main shamans should be removed, or you can only be revived by your home shaman by the call shaman(or whatever it is called) button to prevent this xp farming. I thought of this because my level 3 pirate has got all his xp from doing this and it is mighty easy and with the Ubermap and stuff it is even easyer to do, though pirates will need a way to get revived by there own.....lol I just realized I put doctor instead of scientist doctor=scientist - [[User:Daylan|Daylan]] 02:51, 4 April 2006 (BST)&lt;br /&gt;
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&lt;br /&gt;
===Polymorph===&lt;br /&gt;
Requires Animal Spirit.  Allows character to take the form of an animal.  Perhaps one skill per animal, and each transform requires the use of an (AP expensive) animal mask.  Upon transforming, people around you cannot tell it is you.  If you die as an animal, you turn back to human, having lost half the HP the animal lost.  To allow polymorph for outsiders, maybe a skill like &amp;quot;Ancient Reading&amp;quot; with the presumption that this allows them to read the right glyphs in the ruins would give them the ability to learn this skill. --[[User:Frisco|Frisco]] 03:52, 10 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
* I like the idea of having some kind of weird supernatural kind of skill for the natives...  But, I think that if you get killed while in animal form, you should be dead and have to seek the assistance of a shaman.  Because all the natives would do when logging out is morph into an elephant.  That's a boat load of HP for someone to whittle down and kill, only to have the human pop out and have to be hacked away at.  Granted, nobody will KNOW outright that the person has assumed the guise of an animal.  Would you propose that if someone &amp;quot;kills&amp;quot; the animal form they get the XP bonus of killing an animal?  -- [[User:Schmeckel|Schmeckel]] 06:09, 11 March 2006 (GMT)&lt;br /&gt;
*Special masks that turn you into animals? They'd need to be quite hard to make, maybe special wood from a certain type of tree, a bit of the animal and something to stick it together. It'd have to be harder to get the ones for better animals. [[User:MorkaisChosen|MorkaisChosen]] 12:19, 11 March 2006 (GMT)&lt;br /&gt;
How about each time you die as an animal, there's a chance of your animal mask breaking? --[[User:Buttercup|Buttercup]] 09:37, 25 January 2008 (UTC)&lt;br /&gt;
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&lt;br /&gt;
===Will o' the Wisp===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill addition|&lt;br /&gt;
suggest_scope=Spirits (all classes)|&lt;br /&gt;
suggest_description=Will o' the Wisp (can't think of another name) is a potentially simple skill to give a little more incentive to play as a spirit for a bit. It is a sub-skill of '''Ghostly whisper'''. If a player possesses this skill, then as a spirit they will have an option to &amp;quot;Wisp&amp;quot; for 30 AP. Wisping operates on a similar mechanic as the Flare guns and Feeding groans in Urban Dead. Any players posessing '''Sixth Sense''' within a 5x5 range of the spirit will be informed: ''A faint flicker of light catches your eye (x blocks east/west), (y blocks north/south). (timestamp)''.&lt;br /&gt;
&lt;br /&gt;
This skill also has the potential to stack. More spirits on the same square will produce a brighter effect. Possibly in base 5. Ranging from faint flicker, slight illumination, to brilliant flash.&lt;br /&gt;
&lt;br /&gt;
Fixes that I made last minute: reduced the Wisp range and upped the Wisp cost in an attempt to reduce spamming, also making Sixth Sense a prerequisite for recognizing Wisps as it would otherwise nerf the skill to a degree.|&lt;br /&gt;
suggest_time=07:53, 25 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
* I like it. The AP cost might be a bit on the high side, but there may be other alternatives to reduce spamming. --[[User:Simon|Simon]] 10:44, 25 March 2006 (GMT)&lt;br /&gt;
* What's the point of it? Or is there something I'm missing? I mean, is it just to light up for kicks? Wll o' the Wisps in folklore always attempted to lead travellers into dangerous parts of bogs, where they would find their doom. Since that isn't really an option (and since people, noticing this, would just stop paying attention to them), is there any practical use for this? Still neat, if there isn't, but better if there is.--[[User:Wifey|Wifey]] 07:25, 28 March 2006 (BST)&lt;br /&gt;
** As a Shaman with Sixth Sense, I've only come across 1 spirit. I sought a means to encourage the realm of the living and the dead to interact more. It is admitedly mostly aimed towards flavor and roleplaying than mechanics. The most practical application would be to attract people to revive points (in the possibility that they are created). In retrospect, I now see that this suggestion overlaps with the '''Haunting Scream''' description to a fair degree. --[[User:Lint|Lint]] 08:33, 28 March 2006 (BST)&lt;br /&gt;
::* Does it overlap? I haven't seen a Haunting Scream in action, yet. I'm all for flavor and RP skills, I just doubt that people woud bother with them too often without some mechanical benefit, which would be a shame. I'll admit, though, that I hadn't thought of attracting shamans to get yourself revived.--[[User:Wifey|Wifey]] 06:48, 29 March 2006 (BST)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
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===Construction===&lt;br /&gt;
construction points, would be implemented and would act like exp, but players earn it by setting up camp, ex: 5exp everytime a player sets up his/her cabin, costs 10ap to set up, to keep from spamming and getting free exp.&lt;br /&gt;
*'''construction'''allow players to build 1(one) single hut per GAME that is collapsable, non collapsable, players out in the jungle would have to cut down the jungle to re-construct the hut&lt;br /&gt;
this would give players a reason to stay out in the jungle,&lt;br /&gt;
&lt;br /&gt;
simply what it says, first off, we could/should have different buildings because i find it annoying to have to look around at the same picture not knowing where the trading post is. im implying that new icons be put in for huts, like the pirate ship, have different pictures, ex:&lt;br /&gt;
there is an armory hut, it's icon would be a hut with a silver tip/ sword on the roof&lt;br /&gt;
and etc...&lt;br /&gt;
&lt;br /&gt;
SKILLS:&lt;br /&gt;
*'''hut maitenance'''&lt;br /&gt;
can change hut 1(one) time into another kind of hut ex: armory hut, extra chance of finding wpns etc&lt;br /&gt;
**'''cupboard''' accesible inventory in hut that players can &amp;quot;lock&amp;quot; and recieve a &amp;quot;key&amp;quot; item, other players could break open the &amp;quot;lock&amp;quot; for x amount of AP&lt;br /&gt;
*'''bed''' players in hut are shown the &amp;quot;get into bed&amp;quot; option which heals 2 hp every hour they arent logged in&lt;br /&gt;
**'''fluffy bed''' heals and extra 1-2 hp&lt;br /&gt;
*'''running water'''&lt;br /&gt;
if the hut is within x amount of squares to water, they can refill gourds and bottles (i think someone suggested we keep empty bottles, this would require that to be implemented)&lt;br /&gt;
*'''fire-pit''' players can cook meat (as suggested, only used if implemented)&lt;br /&gt;
*'''craftmanship'''players can see the hut's creator, ex: Richard's Hut, if skill isnt aquired, players see the hut as &amp;quot;dishevelled hut&amp;quot; or &amp;quot;ragged hut&amp;quot; etc.&lt;br /&gt;
*'''hut upgrade 1''' hut is given one extra ring of squares&lt;br /&gt;
**'''hut upgrade 2''' hut is given extra floor&lt;br /&gt;
***'''hut upgrade 3''' hut second floor is enlarged, door locks are given&lt;br /&gt;
****'''hut upgrade 4''' hut is given a basement&lt;br /&gt;
&lt;br /&gt;
the use of hut upgrades is to help people hide, when upgrade 3 is given, and locks are attained, players can &amp;quot;lock&amp;quot; their houses up, requiring a devastating amount of AP to open, suggesting around 60-70 AP&lt;br /&gt;
&lt;br /&gt;
*'''house trap 1''' spike trap, inflicts 1 wound&lt;br /&gt;
**'''house trap 2''' heavy spike trap, 1 wound and 3 dmg&lt;br /&gt;
*'''house trap 3''' blast trap, 7 hp&lt;br /&gt;
**'''house trap 4''' heavy blast trap 14 hp&lt;br /&gt;
&lt;br /&gt;
traps are triggered upon breaking into a house, players can attain a new skill:&lt;br /&gt;
*'''lockpick''' breaking in only costs 30 AP&lt;br /&gt;
with this skill, traps are disabled&lt;br /&gt;
&lt;br /&gt;
*'''animal cage'''&lt;br /&gt;
if animal trapping were implemented, then this would keep them from running away when u died,&lt;br /&gt;
**'''animal care''' animal care section of the house, determining your pet's status ex:&lt;br /&gt;
Richard clicks the button &amp;quot;give pet food&amp;quot; mr whiskers smiles and gobbles it up. it could also just be flavor text, and a way to get rid of meat.&lt;br /&gt;
*'''attack animal'''&lt;br /&gt;
player buys skill animal now acts like trap, player types in names of people allowed to be in house, anyone not on the list is attacked by animal, animal is treated as &amp;quot;wild&amp;quot; to intruders, as per, it will follow them several blocks away from the house before returning, and can be killed, but is also agressive no matter what breed. ex: mr.parrot attack john doe for 2 dammage and returns home.&lt;br /&gt;
**'''rabidity''' animal is now &amp;quot;rabid&amp;quot; and has a 20% chance of &amp;quot;infecting&amp;quot; (wound) the intruding player&lt;br /&gt;
&lt;br /&gt;
other tidings can be added, ex:&lt;br /&gt;
*'''taxidermy''' players can pick up dead bodies and mount them in their house ex:&lt;br /&gt;
in the second story of richard's hut is a grey elephant head, mounted on oak&lt;br /&gt;
&lt;br /&gt;
my finale,&lt;br /&gt;
*'''garden''' allows players to plant a tree/ bush 1 square away from their house, planting requires, 5 of the said fruit and the plants disappear when the hut is packed up, players also have the ability to &amp;quot;kill&amp;quot; the plant and re-grow a different one.&lt;br /&gt;
**'''green thumb''' allows players to garden for only 3 fruits&lt;br /&gt;
**'''verdant thumb''' allows players to change to growths around their house, ex: a house surrounded by dirt can be changed to light undergrouwth or heavy forest&lt;br /&gt;
**'''spade''' allows player to dig a &amp;quot;cellar&amp;quot; 1-3 squares away from house to &amp;quot;hide&amp;quot; or store items.&lt;br /&gt;
skill also allows players to loacte any tunnels within 5X5 of the checked area. players can only check within a 3X3 area around the house&lt;br /&gt;
&lt;br /&gt;
house experience does not raise everytime a skill is bought, but the price is set at 100-200 (your choice)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;comments Below&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Sounds like it would be a  good idea if the island was bigger but otherwise a 3x3 would be gigantic if everyone had one--[[User:Slith|Slith]] 21:40, 29 March 2006 (BST)&lt;br /&gt;
*not really, but the huts are still the same single square size on the outside, it is the inside that changes. --[[User:Richard Rose|Richard Rose]]&lt;br /&gt;
&lt;br /&gt;
I think it would be better to implement this skill while implementing clans - i.e. having clan camps.  One way to implement this would be to establish camp/ a hut automatically when a certain number of players from a given clan stand on a single square.  This would reward organization and prevent individual players from spamming.  In addition, I think that having all those additions as skills is unnessacary.  I just adds uneeded complexity.  Again, clan based operation seems to be the best way to do this.--[[User:Gandhi|Gandhi]] 00:47, 31 March 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
Well, being able to go out into the jungle and making a little camp would be very interesting. With a clan feature you could set up small clan camps as Gandhi said as small towns perhaps. But one way to assure that it's not spammed is one per person not really clan needed. That way someone could have a small home if they wanted and people couldnt spam them but it would encourage clan building to have a variety of buildings. Of course the problem with a limit is dying then beiong far from your home and then a problem with replacing. But if its as an item in inventory when you die maybe that would work? Use to set up on a square. I personally am setting myself up in the jungle in an area clearing paths and what not but theres really not much for me to do. Construction would be wonderfull if a way is found ot properly manage it.--[[User:Dracul|Dracul]]&lt;br /&gt;
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&lt;br /&gt;
===Plunder===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_time=07:15, 30 March 2006 (BST)|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=Pirates|&lt;br /&gt;
suggest_description=So. Pirates have been added, at long last. We all love pirates. They're swarthy, greedy people. Like mobsters, only with eyepatches, bandanas, peg legs, parrots, and the clap. There's something lacking in the pirates on Shartak, though. To get a better idea of this, let's look at the check list.&lt;br /&gt;
&lt;br /&gt;
[x] 1. Pirate ship&lt;br /&gt;
&lt;br /&gt;
[x] 2. Swarthy attitude&lt;br /&gt;
&lt;br /&gt;
[x] 3. Pirate lingo&lt;br /&gt;
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[x] 4. Murder&lt;br /&gt;
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[ ] 5. Plunder&lt;br /&gt;
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Aha! So we've identified the problem: a distinct lack of plunder. For this reason, I've come up with the idea for a plunderin' skill. Now, when you kill some poor sap, you take one coin out of his inventory per level--his level, that is. This keeps it a little balanced, in that you won't be taking away the life savings of some poor little level 1 when you kil him. Unless he happens to have only 1 coin, but that's neither here nor there. Now, of course, if you kill a level 5 who only has 4 coins, you'll only get those 4 coins. If he has 6 coins, however, you'll only get 5 of them.&lt;br /&gt;
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Is it overpowering pirates to give them this class-restricted skill? Not really. I mean, despite being a combat class, they can't really get any good with rifles. Pretty much all of their kills are made with a cutlass. And what's the real usage of the gold coins? Typically, to buy ammunition. Obviously, the pirates won't be using it on that, as they're terrible shots. They'll just buy themselves some medical supplies, some back-up weapons, and hoard the rest. I can't say I know that many players who hold onto the coins, anyways, though I'm sure there must be some. Still, they generally tend to be spent pretty quickly. Really, I just think that this could lend pirates a little more depth; sure, they're fellow outsiders, but can you trust them? How quickly will they cut your throat for you wallet?&lt;br /&gt;
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So... Thoughts? Agreement? Death threats?|&lt;br /&gt;
suggest_author=[[User:Wifey|Wifey]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*'''Keep/Change''' (Yarr) I agree that this fits with theme and perhaps rightfully rewards Pirates in that they do not have a Trader NPC at the shipwreck (at least that was the case when I left it several days ago). And I'm glad that this is being presented as a purchasable skill (I believe?) rather than an inherent one.&amp;lt;br&amp;gt;I do generally follow one of the basic tenets of UD - &amp;quot;Don't &amp;lt;del&amp;gt;Tread On Me&amp;lt;/del&amp;gt; Mess With My Inventory!&amp;quot; But gold appears to have become fairly plentiful with the Trader NPC; having more gold than your current level is a fairly easy feat and losing gold won't lead to an entirely unpleasant gaming experience. However, I would like a few more mechanics set in place to minimize the avenues to zerging, griefing, and general abuse that this suggestion would open up.&amp;lt;br&amp;gt;The only simple amendment I can think of may be to give '''Plunder''' a percent chance of success. Perhaps allowing for degrees of advanced plundering skills. --[[User:Lint|Lint]] 20:07, 30 March 2006 (BST)&lt;br /&gt;
**'''RE:''' A very good point. Very good points from both of you. I had thought of a % chance when I was originally writing the suggestion, but I realized that the nwe'd be dealing with an X% chance to get Y% of the other player's coins, and I thought it might be a little more work on the server than necessary. I thought, perhaps a chence of getting only 1 coin, but that seemed just silly. Perhaps we could limit the pirate to only 1 plunder per day (or maybe a few more, if people feel that 1 is too few)? For example, if you killed John Smith the level 1 Explorer and took 1 coin from him, then killed Mr. Moneybags the level 16 with more coins than you can shake a stick at, you would get no coins from him. If you were to wait a day, though, and kill Mr. Moneybags ''then'', you would get 16 coins--and no more from anyone else for the rest of the day. Additionally, you would not be able ot get money from the same person twice in a row. So if, after killing Mr. Moneybags and taking half of his coins, you killed him the next day, you would get none. You might as well have gone for poor little John Smith. That eliminates griefing, and all it would need to do is keep track of the ID of the last person you killed, checking it the next time you kill someone 24+ hours later..--[[User:Wifey|Wifey]] 23:29, 30 March 2006 (BST)&lt;br /&gt;
*i agree with both of them, and with you, id love to see this flavor added, and the trader NPC at the pirate camp has yet to be found, so they would have to go to another village to use it. the closest village (where my pirate is) is dalpok, which, is, as you know native. this hostility would mean pirates would REALLY have to work to hoard medical supplies and weapons, thusly this would be well balanced. i also want to discuss the % success rate. as pirates are VERY good at &amp;quot;plundering&amp;quot; the % chance success rate should start at a reasonably high %, such as 50% and above. as putting it any lower would simply be ridiculous. there could be several level ups to raise the % but if there are no advanced levels then i suggest putting the starting % at around 75%. --[[User:Richard Rose|Richard Rose]]&lt;br /&gt;
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*'''Plunder''' could be made a search skill (concievably the second skill in the plunder grouping). Rather than having it be merely equivalent to scavenging the plunder skill could only be used in villages (it wouldn't matter if they were native or outsider villages). Scavenging could similarly be changed to a jungle-only skill. Repeatedly plundering a square would deplete it much like chopping down a square of jungle, and squares would replenish over time much the same way. Whether this affects the search odds for other players is open to debate. I'd hate for the pirate class to be burning every other class in the game by plundering all the villages to the point nobody could find a rifle.&amp;lt;br&amp;gt;The odds of finding a broken item should increase while plundering. The more refined the item the greater the chance it would be broken when a pirate plunders it (GPS, first aid kits, rifles, dart guns and any other delicate manufactured items to come being more likely to be broken). It would give people on the island something to do other than filling out the map and hunting game. Since we could then expect groups of pirates moving from village to village it would also increase player interaction (violently or otherwise). Having a wider range of broken items could necessitate a repair skill for players or a similar service that could be provided by a trader adding another level to the game's economy. -[http://www.shartak.com/profile.cgi?id=242 Tyler Whitney]&lt;br /&gt;
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*With the new &amp;quot;stuff breaks/crit hit&amp;quot; along with traders gold has a major use, instead of searching for that cutlass(or machete both break) you can go trade your hard earned gold coins for a weapon, why stop at just coins? pirates could get this skill and should just take away 1 random item (any item) plus a few gold coins, as we all know pirates didn't just take gold they took anything of value. Though level ones should be completly immune to this and the maximum value of the item you take(based on how many gold coins it takes to trade for the item) should be equal to there level, or some other method all I know is items should get stolen along with coins, you can only get killed once (as of right now) before going back to a village so it doesn't do too much, I mean 1 item? even if it was my machete(whom I call Mary) I wouldn't mind, sure my ghost would scream and haunt the bastard who took her away from me that would just add a new level of fun to the game. As a native(with a pirate alt) I support this skill, though it would entail a new top ten richest in the statistics page so the pirates would know who to hunt.... mwahaha -[[User:Daylan|Daylan]] 03:09, 4 April 2006 (BST)&lt;br /&gt;
**Now there's an interesting idea. Perhaps, though, there should then be a hierarchy of items in the eyes of a pirate? For instance, you take 1 item (which might be a gold coin) and one gold coin on the side. The gold coins on the side would increase with one's level. What would the item be, though? Probably first would be a gem. They're shiny and valuable--a pirate's favorite words (aside from &amp;quot;Arrrr!&amp;quot;)! Next? A gold coin. Not enough coins? Probably a cutlass or machete. None of those? Rifle. No? Rifle bullet, then. None of those, either? Probably go with a first aid kit. Ah, but those are out, too? Bottle of water. And so on down the list. Bottle of water -&amp;gt; bottle of rum -&amp;gt; gourd of water/banana/berries -&amp;gt; knife/dagger. I doubt a pirate would bother with a blowgun or darts, nor would he yearn for his enemies' driftwood. Once again, just throwing an idea out, though.--[[User:Wifey|Wifey]] 06:28, 4 April 2006 (BST)&lt;br /&gt;
*** To a Pirate, Rum would be more interesting than Water...[[User:MorkaisChosen|MorkaisChosen]] 11:40, 28 May 2006 (BST)&lt;br /&gt;
**I think plundering items crosses into making this skill much to powerful. It lessens the need for the Pirate class to spend AP searching. They may lose a cutlass or two choppping another player to bits, but then they earn a machete in the kill and can continue on their way. Gold coins can be argued to be powerful, but the lack of a Trader at the shipwreck means they have to make their way to other Villages in order to spend them. After some further thinking, I feel that there should be a plundering cap of 10 coins regardless of level (otherwise it would be unfair to classes with class-specific skills that make them a higher level than others). And it is random chance after the kill produces no coins or some coins or all coins. If the player doesn't have enough coins, the Pirate plunders what he can and is given extra flavor text to reward them on their evil little victory. &amp;quot;Yo ho ho! You have taken all (Player)'s booty.&amp;quot; --[[User:Lint|Lint]] 07:00, 4 April 2006 (BST)&lt;br /&gt;
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*Plunder sounds nice.  How about this formula: a pirate's chance of plundering someone equals 4 times the pirate's level minus 2 times the victim's level and always returns the lesser of half the victim's level in gold (rounded down) or all the victim's gold.  In other words, if a level 10 pirate plunders a level 1 scientist with 10 gold, the pirate has a 38% chance of getting 0 gold, and if a level 10 pirate plunders a level 13 warrior with 2 gold, the pirate has a 14% chance of getting 2 gold.  This simulates higher level non-pirates being more adept at hiding coin purses on their body, and prevents griefing on newbies.  I agree with above comments that plunder should be a one time immediate event upon killing a character, based on a percentage chance, and limited to gold - anything else makes the skill too complex and/or powerful. --[[User:Frisco|Frisco]] 13:39, 4 April 2006 (BST)&lt;br /&gt;
*I wouldn't support this unless pirates could be plundered ''from'', too, which kind of defeats the point. It's not like pirates are a weak class; the shipwreck has a trader now, and they start with 65 HP. I really like being able to count on having a static inventory while I'm logged out, and I think &amp;quot;Yarr, a pirate has killed you and plundered 1 gold coin&amp;quot; would get old very fast. I think it'd be quite cool if pirates were healed by 1 HP more for drinking beer or rum, but taking gold from their kills is too much. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 16:42, 28 May 2006 (BST)&lt;br /&gt;
*Yarr and Keep. I say this is a good addition. I believe all the classes should have some skill specific to them. I have a pirate and a scientist, and neither of them have anywhere special go to in terms of skills, thus making the distinction of them being scientists and pirates useless. Especially the scientist... 10 gold coins? What the? --[[User:Rip Purr|Rip Purr]] 10:53, 30 May 2006 (BST)&lt;br /&gt;
*Would it damage game balance much to have the pirate gain gold as described, but ''without'' taking gold from the victim?  That way we have the benefits of the skill, without the annoyance of losing your gold.  And it wouldnt be an easier way to get money than searching in huts, so it shouldnt unbalance the game too much.  --Gitboy 17:26, 3 July 2006&lt;br /&gt;
*I like the idea of plunder, and given that pirates don’t have class specific skill it would only be fitting to have it as our first. Rather then trying to create overly complicated system for plunder we should just follow in the tradition of final fantasy more specifically making plunder into a 3 level skill much in the vain of steal (a small chance of taking a random item from opponent’s inventory (maybe 5%)) rob (a greater of chance than the above (10%)) and finally mug (the same chance rating as “rob” with the addition of damage if successful(something like 2 or 3).--[[User:A for anarchy|A for anarchy]] 04:13, 22 July 2006 (UTC)&lt;br /&gt;
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Yarrr, I not be in favor of this one, here. I'll list me reasons why.&lt;br /&gt;
#The pirate kills and robs you, stealing the money that would have gone to pay someone to take revenge on him.&lt;br /&gt;
#There's no limit on how often (different) pirates can steal from you. You could end up dirt broke AND having to be revived from a shaman every day just because 10 pirates thought you were the guy to steal gold from.&lt;br /&gt;
#If it isn't already, being on the list of wealthiest Shartakians will become a death sentence.&lt;br /&gt;
#I can understand a pirate killing someone for insulting his mother, but to rob some pauper's pockets? That's not being piratey, that's more like being a common thug.&lt;br /&gt;
#Pirates don't go after pennies, they go after great riches. CHESTS of gold and jewels. They plunder the king's vaults or the entire contents of a ship at sea, REAL bounty!&lt;br /&gt;
--[[User:Buttercup|Buttercup]] 18:26, 9 January 2008 (UTC)&lt;br /&gt;
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===Diagnosis===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill addition, class-specific|&lt;br /&gt;
suggest_scope=Shaman and Scientist|&lt;br /&gt;
suggest_description=This is an attempt to create additional variety within the classes. Diagnosis would be a sub-skill of Triage available only to the Shaman and Scientist classes. It behaves much like Triage does, but it would detect Shark Bites and other possible future maladies and status ailments. Shark Bite victims could be identified with an asterisk next to their name.&amp;lt;br&amp;gt;&lt;br /&gt;
I believe that this skill's net benefits will be minimal. It would fit with the theme of the class, while not over-powering them. I also believe that since this is a sub-skill, that there should be additional class-specific skills for Shamans and Scientist.|&lt;br /&gt;
suggest_time=18:21, 6 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* If Triage truly only does reveal one person's HP then the skill tree should be expanded for Advanced Triage as well. Where Advanced Triage would display the HP of everyone in the current area - rather than just the most wounded. --[[User:Lint|Lint]] 01:55, 29 April 2006 (BST)&lt;br /&gt;
* Corrected usage of Doctor. I hope that this skill can still be considered in-character for Scientists. --[[User:Lint|Lint]] 23:11, 11 May 2006 (BST)&lt;br /&gt;
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===Alchemy===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill addition, class-specific|&lt;br /&gt;
suggest_scope=Scientists|&lt;br /&gt;
suggest_description=Allows Scientists to convert seemingly useless items (such as driftwood) into valuables such as a gold coin. Another possibility is crabs into gems (don't ask). This would, of course, cost about 25 AP per use. This would give Scientists a key role in the game because they would be needed to convert intems.|&lt;br /&gt;
suggest_time=23:24, 8 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*While I like the basic idea of this, it should be limited a little. That said, I don't know how one would appropriately limit its use. Perhaps you could turn a bottle of rum into a more refreshing bottle of water? How, precisely, would you envision the implementation of this?--[[User:Wifey|Wifey]] 01:18, 10 April 2006 (BST)&lt;br /&gt;
*I like it! It gives us something unique to do as scientists! Would you make it so you turn a specific useless item into a specific useful item, or what?[[User:MorkaisChosen|MorkaisChosen]] 15:24, 10 April 2006 (BST)&lt;br /&gt;
**I imagine that eventually every class will have atleast one unique skill to separate it from the others and give a reason for choosing that class. --[[User:One of many doctors|One of many doctors]] 01:30, 11 April 2006 (BST)&lt;br /&gt;
*I could accept this if it was presented differently. As it stands, it sort of conflicts with my expectation that the Natives are the more mystically-inclined and the Outsiders are more advanced technologically. I just don't envision men and women of science practicing alchemy. I have no objection to the scientist manufacturing items, but not in this manner. --[[User:Lint|Lint]] 03:37, 11 April 2006 (BST)&lt;br /&gt;
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===Spirit Substantiation===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=Sprits (all classes)|&lt;br /&gt;
suggest_description=The spirit has learned to partially substantiate its form, becoming more physical, and can now float on the winds to move at double the normal rate (i.e. .5 AP per move), but only in the direction that the wind is blowing.  Note that this requires the game element of wind, which can either be a uni-directional constant (e.g. always blows west) or changes over time (perhaps dependant on location?).  If wind direction changes, the game's user interface will need a mechanism to display wind direction, either via game.cgi or added to map.html.&lt;br /&gt;
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This could be the first in a series of new spirit skills.  I see the aforementioned Will o' the Wisp being under this tree, as well as another skill to move .3 AP per move but still only in the direction of the wind. Perhaps some poltergeist type skills can be added as well - allow dead pirates to plunder, any spirit to write messages, any spirit to still map out the area, etc, etc.&lt;br /&gt;
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suggest_time=16:40, 14 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Frisco|Frisco]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* Nice idea, what would happen to moving against the wind? Would that then require 2AP and 1 AP to move at 90 degrees to the wind direction :) --[[User:Simon|Simon]] 17:33, 14 April 2006 (BST)&lt;br /&gt;
** I was thinking of substantiation as being a conceptual (not a user toggle switch, something the game system automatically determines) on/off capability of the ghost, so the ghost could have no form and thus no penalty for moving into the wind, then take form and move with the wind.  But that's mostly because i don't like the idea of skills that negatively affect a character.  I definitely think wind should adversely affect other things, like pigeons taking longer to deliver if the recipient is upwind.  It's all more math for you! --[[User:Frisco|Frisco]] 17:49, 14 April 2006 (BST)&lt;br /&gt;
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===Marksmanship===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill modification and new skill|&lt;br /&gt;
suggest_scope=Anyone who uses a ranged weapon|&lt;br /&gt;
suggest_description=A few problems that I see with regard to rifle use: 1) Non-soldiers' extremely low maximum rifle accuracy making rifles useless to non-soldiers, 2) Loading rifles takes up a tremendous amount of AP since it costs one AP to load one bullet, leading to a very low damage-to-total-AP-spent ratio, 3) A closely related problem to #2 is the fact that people are carrying around 20 or 30 rifles/blowpipes, which is ridiculous and unrealistic, and a by-product of the AP cost to load. I dont know if the following idea for a solution to both of these problems can realisitically be implemented, but here goes: Change the Advanced Rifle Training skill to make loading rifle bullets cost 0 AP (advanced training would thus mean the abiliy to load rifles very easily and quickly, as opposed to untrained people who take much longer. We are in the time period when it took a long time to load rifles after all). Institute a new skill called Marksmanship in the firearms skill tree, which gives +__% rifle accuracy &amp;lt;s&amp;gt;(I would say +30%). Let marksmanship be a skill that can be acquired by anyone, while rifle training and advanced rifle training remain soldier-exlcusive. If Marksmanship gives +30%, it will improve non-soldiers' maximum accuracy from 20% to 50%, knocking out problem #1 above. Soldiers with the entire proposed rifle skill tree would have max accuracy of 70% and would not have to waste an AP to load, knocking out problem #2. Natives would get the same changes for blowpipe&lt;br /&gt;
note: It might be better to have two skills, Marksmanship and Expert Marksmaship, each giving +15% accuracy, and possibly make these two a seperate skill tree. If they were in the rifle training tree, they would have to come after the two rifle training skills, but non-soldiers cannot get rifle training, so it would look awkward.&amp;lt;/s&amp;gt;&lt;br /&gt;
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'''NOTE: [[User_talk:Arminius#Proposal_for_new_rifle_skill_tree|Revised proposal and statistical analysis of current vs. proposed damage-to-AP ratios, click here]]'''|&lt;br /&gt;
suggest_time=05:34, 13 May 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Arminius|Arminius]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*From a gameplay point of view, i don't see that guns/blowpipes need to be any stronger.  It's already possible to take someone out in one go, why the need to kill quicker?  The proposed change means with one gun and a full load of bullets, one soldier in one day causes an average of 75 * .7 * 4 = 210 HP damage - that's 2.4 pirates with stamina, or 4.2 beginner shamans.  It would make the game a lot less fun to be able to die that much quicker and that much more often. Maybe i wouldn't object as much if these old school guns were also subject to backfiring, causing them to blow up in the owner's hands and resulting in owner HP loss and gun destruction (similar to machete/cutlass blade snapping).  By the way, elsewhere there's been debate on the timeperiod of the game since we also have GPS units. --[[User:Frisco|Frisco]] 20:00, 13 May 2006 (BST)&lt;br /&gt;
::You are calculating ''combat'' damage-to-AP ratio, the proposed modification of the advanced rifle training skill would not affect combat-damage-to-AP ratio very much (it would affect it not at all for people with lots of rifles), it would only affect the rifle's currently very low total overall damage-inflicted-to-AP-spent ratio. (With 28 fully-loaded rifles a soldier can already kill two 85-HP pirates in only 56 AP.) The rifle's total-damage-to-AP ratio today is 0.48 by my calculation, the machete's is 1.35. With the proposed changes, the maximum total-damage-to-AP ratio for a rifle-wielding soldier would be 0.7 (still far lower than machete). Non-soldiers max rifle total damage-to-AP ratio would improve from 0.16 (weaker than a level 0 character with a blunt machete) to 0.4. I like your suggestion of rifles possibly blowing up too, Simon should definitely consider that. [[User:Arminius|Arminius]] 20:28, 13 May 2006 (BST)&lt;br /&gt;
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*I'm not sure how I feel about the skill yet, but I will correct you, Frisco, in that the GPS unit is not an adequate argument about the game's time period. Simon has already said that he doesn't like the name &amp;quot;GPS Unit&amp;quot; because it is anachronistic, and was considering another one.--[[User:Wifey|Wifey]] 01:03, 14 May 2006 (BST)&lt;br /&gt;
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* I don't quite see why rebuilding the skill tree is necessary. You could accomplish the same thing by introducing two new skills - one for accuracy which builds upon the existing accuracy skills and one for reloading. Make the first accuracy skill available to all classes (adjusting to 30%), but restrict the secondary accuracy skills to Warriors and Soldiers. But even then, I'm not completely sold on the fact that these skills are necessary. I have no problem with my non-Soldier not depending on a rifle. If I wanted to use a rifle, I can easily make a Soldier character. And while reducing reloading cost might bring rifles and blowpipes more evenly with machetes, increasing the damage or introducing the ranged attack suggestion might solve the problem without providing free lunches. --[[User:Lint|Lint]] 02:31, 15 May 2006 (BST)&lt;br /&gt;
::Yes of course it's fine to make them new skills. I suggested it in the way I did because learning to load quickly would fall under rifle training I would say, and we already have the two rifle-training skills in the game. One of the accuracy-improving skills would fall under Marskmanship (or marskmanship/expert marksmanship). How they are added to the game is almost immaterial, the point is to let soldiers be able to acquire a skill which gets rid of their need to waste more than half their daily AP loading their 20 rifles, and get rid of the need to carry 20+ rifles in the first place. I dont see how a skill allowing for a 0 AP cost to load is a &amp;quot;free lunch&amp;quot; at all, it just reduces the price of a ridiculously high-priced lunch, i.e. 1 AP to load 1 bullet/dart (plus I feel it improves the realism of the game, in part by eliminating the need to carry around 25 rifles or blowpipes). The point of the Marksmanship skill (available to all) is not to put non-soldiers on the par with soldiers in firearms capability at all, but to make rifles non-worthless to everyone else. Currently non-soldiers are literally far better off ''punching'' enemies than using a rifle when it comes to damage-inflicted-per-AP-spent, which is just ridiculous. [[User:Arminius|Arminius]] 03:37, 15 May 2006 (BST)&lt;br /&gt;
:::I do like the idea of making rifle and blowpipe usage more accessible to other character classes. But I continue to have a difficult time accepting the 0 AP reload cost. Currently there is no action in the game that costs 0 AP besides rejecting a trade, speaking in empty area, healing someone at full health, and dropping an item (all non-actions). Would 0.5 AP would be an acceptable change? But before it is considered, there must be other alternatives before lowering AP cost to make the ranged weapons more balanced. --[[User:Lint|Lint]] 22:27, 27 May 2006 (BST)&lt;br /&gt;
::::How about this-- modify advanced rifle training skill so that instead of &amp;quot;Gain another 20% on firearms attacks&amp;quot;, it says &amp;quot;lets soldiers load and fire faster&amp;quot; (0.5 AP to load and to fire with that skill), in other words a rifle version of trekking. This would cut down on the excessive AP costs of rifle usage and be an interesting skill to balance rifles rather than another &amp;quot;add 20% accuracy&amp;quot; or something like that. Then two new skills, Marksmanship (+10% accuracy), Expert Marskmanship (+20% accuracy), both of which would be available to all character classes. I would envision the two marskmanship skills as the first two skills in the firearms tree (the only two available to non-soldiers), and then the rifle training skills would come afterwards. -[[User:Arminius|Arminius]] 20:00, 30 May 2006 (BST)&lt;br /&gt;
:::::'''UPDATE:''' To see a revised version of my suggestion '''[[User_talk:Arminius#Proposal_for_new_rifle_skill_tree|Click Here]].''' I worked out the current and proposed damage-to-AP ratios, and I invite everyone to take a look. It is far too long and complicated to copy here, so I wrote it up elsewhere. -[[User:Arminius|Arminius]] 01:44, 2 June 2006 (BST)&lt;br /&gt;
:*As discussed elsewhere, ''carrying loaded rifles as backup allows you to lock in the kill bonus'' on a much wider range of (remaining-AP/remaining-victim-HP) situations. Since the '''kill bonus is more than a third of total XP for combat''', this throws the naive XP=damage comparisons way out of whack. Anecdotally at least, my Soldier has clearly done better than my other characters in jungle XP-harvesting, because kill-steals and dying while asleep are so common. So while the Rifle (and especially the Blowpipe) needs help, I think that nearly doubling combat-time damage to 2x 50% 5 damage for 1 AP (5.0) instead of 1x 60% 5 damage (3.0) is not an ideal way to proceed. I support Free Reload or Rapid Reload as a Soldier-Only Skill. I also think that an all-available accuracy upgrade for Rifle/Blowpipe (to at least better than Machete) would be great. For example: Base 20% (+General Accuracy +15%) (+Soldier-only Accuracy +15%) (+Soldier-only Accuracy +15%). Or maybe Base 10% (+General Accuracy +25%) (+Soldier-only Accuracy +25%) (+Soldier-only Rapid Reload), and increase Rifle Bullet base damage to 6. Two shots per AP just seems too big a jump to me; imho implementing true range (firing from adjacent square and/or without provoking return melee attacks) is a better way to proceed. --[[User:Tycho44|Tycho44]] 03:56, 2 June 2006 (BST)&lt;br /&gt;
::*Yes the blowpipe needs help even more than the rifle. That limited-AP poisoning skill, along with these proposed boosts to accuracy, would even things out there. I also like the idea of making ranged weapons truly ranged, but that seems difficult to implement and perhaps impractical (for one thing we cant see the names of people on adjacent squares). If any version of QBerry's &amp;quot;auto attack&amp;quot; is ever implemented for players, though it seems unlikely with so much opposition, the &amp;quot;range&amp;quot; of the ranged weapon could come into play by not allowing a person without ranged weapons/ammo to back. This was discussed on the forums in the &amp;quot;Aggressive Animals&amp;quot; thread. [[User:Arminius|Arminius]] 06:01, 2 June 2006 (BST)&lt;br /&gt;
:*NB about Free Reload: Incidentally, Free Reload obviously solves the &amp;quot;realism problem&amp;quot; by allowing a Soldier to carry only one Rifle and a huge pile of Bullets, with '''no increase''' in Soldier combat-time damage-per-AP (still 3.0 max avg per AP) nor Soldier field-capacity damage-per-inventoryfull (still 72 shots) since 2 Bullets loose take up as much space as a Loaded Rifle. People who think that 0AP reload is imbalancing have been smoking too much of the dried herbs. As for realism of 0AP reload, the Soldier's &amp;quot;1AP to fire&amp;quot; accounts for time necessary to both reload and fire. I can discuss and reject 160 exchanges with the Trader and or attempt to heal a signpost in the same amount of time. The real-time form submission and IP hit creates a  perceptible time-increment. --[[User:Tycho44|Tycho44]] 03:56, 2 June 2006 (BST)&lt;br /&gt;
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After thinking about this, it seems to me that the best thing to do is as follows: No new skill, instead simply a change in the game mechanics so that all players take 0 AP to &amp;quot;load&amp;quot; by deafult. The AP cost to fire would thereby represent the time to load and fire, as Tycho44 said above. (Load was in quotation marks there because the load button in-game would thus really represent selecting the bullet to use, the actual action of loading would be included in the 1 AP to fire). This would eliminate the 30 rifles problem straight away (and for all character classes), it would ''not'' increase the combat damage-to-AP ratio at all, and it would be an interesting way to increase the damage-to-''total''-AP-spent ratio (which we need) without having to add any new skill. As for the accuracy boosts, those can be worked out later (non-soldiers need a boost in that department we all agree, perhaps soldiers merit a slight one), but 0 AP to &amp;quot;load&amp;quot; is definitely a sound change to make, I see no argument against it. [[User:Arminius|Arminius]] 23:11, 3 June 2006 (BST)&lt;br /&gt;
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The reason why I keep pressing for alternatives is because I never saw this as a solution in other browser-based games. Shouldn't the route be to increase the damage dealt to reduce the impact of the reload cost? --[[User:Lint|Lint]] 18:52, 14 June 2006 (BST)&lt;br /&gt;
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:My earlier arguments notwithstanding, I '''strongly oppose''' universal 0AP reload. A 0AP reload for everyone simply destroys the reloading game mechanism in its entirety, making the 2-bullet chamber of the rifle identical to the 1-dart chamber of the blowpipe identical to the 70-bullet drum of a hypothetical gatling gun. The blowpipe is distinguished by its Poison damage, which can in turn be offset by a Reload Penalty, if we keep that game mechanic. Keeping the reload mechanic enhances the separate-but-equal factions. In my humble and uninformed speculation, tweak up the accuracy on ranged weapons (say 20% base / 35% marksmanship-universal / 50% warrior-only / 65% advanced-warrior-only) and things will work fine. --[[User:Tycho44|Tycho44]] 23:54, 17 June 2006 (BST)&lt;br /&gt;
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===Hut Construction (Simplified) ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill, item, action|&lt;br /&gt;
suggest_scope=Every player|&lt;br /&gt;
suggest_description=This is a bit similar to the Construction suggestion, but much more simplified. I agree that we should be able to set up little camps, to have bases away from bases. I'll explain the flavour aspect after I've explained the mechanics.&amp;lt;br&amp;gt;&lt;br /&gt;
A skill can be purchased called, &amp;quot;Construction&amp;quot;, which allows you to erect a hut on land that has been chopped down to 0 density. The hut would have a bit of AP weight to build, say 10ap cost so that full constuction on a 10 dense jungle sq would have a total of 20ap. The hut that you build is at first a regular empty hut. Once you have bought the second skill in the set, &amp;quot;Stock Hut&amp;quot; (or something like that), the hut becomes a mini trade-post, stocking no more than 5 types of items at any one point. The first 5 items are randomized, and then as people trade, they change. Thus, it's a mixed bag of what you could get. These artificially erected huts can be sacked and destroyed. Keep in mind I'm not a coder, so if you know what I'm describing is difficult, but know how to do something similar, please say so.&amp;lt;br&amp;gt;&lt;br /&gt;
Flavour: This gives people the feeling of being able to set up their own little base camp for their own clan, without making a whole new village. The fact that each hut can only stock a small number of items, and also that it can be destoryed, means things don't get out of hand and make the original villages defunct. Each hut can also be plauged with low-demand items like crabs or mangoes, making the idea even for grifers, natives, enemies, outsiders and pirates.|&lt;br /&gt;
suggest_time=12:05, 3 June 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Rip Purr|Rip Purr]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Building a hut could also require a certain number of driftwood pieces. --[[User:Rip Purr|Rip Purr]] 12:08, 3 June 2006 (BST)&lt;br /&gt;
I was thinking the same idea-Like full inventory of 70 driftwood, if you have a backapack,theres your cargo to trade--[[User:Bloodclott|Bloodclott]] 04:48, 19 December 2007 (UTC)&lt;br /&gt;
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Ability to create minor base camps away from settlements is good (but for what practical purpose?), but the idea that the island would be flooded with &amp;quot;huts&amp;quot; all over, with the same icon and name as huts in settlements, I dont like that. This is supposed to a wild myseterious island, having huts all over would hurt that ambiance I think (Lower-tech base camps of some sort would not hurt it though.) If hut construction is implemented it would have to be very costly to avoid littering the entire map with them that's for sure. The other thing is, We have to be clear about what the purpose of these base camps would be, what practical benfit would they have. Would they have defense value? Could the builder elect to keep people out unless they are members of clan X or unless they are natives or unless they are Derbyites, etc? [[User:Arminius|Arminius]] 00:59, 4 June 2006 (BST)&lt;br /&gt;
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:I agree wholeheartedly with your points. It is indeed important to make it difficult to build huts. As I mentioned, the huts would have very small capabilities as a trade point, thus making them a tactical advantage in a seige. Allow me to explain; My clan wants to lay seige to Dalpok. We erect a small camp near the village and stock our huts with bullets through trading. Then we load up, attack, come back to our makeshift camp and take the bullets from our huts. As for the wild, mysterious island element, you're right, but is it not normal for humans to tame and civilise the jungle? And vice versa for humans to destroy one another's homes? With this new skill(s) we can simulate seiges and sackings, but still keep our 7 original villages/bases. I don't think you could exclude people from entering your hut. It's the luck of the draw, and if enemies infiltrate, too bad. makes it all the more exciting. I also agree that making a hut should be very costly, but that's up to Simon as to how he'd like to implement such a cost. Finally, the only variation I can see might be to make huts not a mini trade post, but maybe a small storage area of say 15 slots, to keep bullets or med kits from the main towns...? --[[User:Rip Purr|Rip Purr]] 02:30, 4 June 2006 (BST)&lt;br /&gt;
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:Here are my thoughts on the matter:&lt;br /&gt;
:#To encourage clustering of huts (instead of unsightly and unrealistic random scattering), hut-builders should be required to chop the hut's eventual square ''and'' all surrounding squares (that don't have huts on them) to d0. After all, construction requires some space. This would encourage players to build next to existing huts, since every adjacent hut is a square that doesn't need chopping.&lt;br /&gt;
:#For realism's sake, driftwood shouldn't be required to build or repair a hut, because it'd be silly to make a player in the middle of a huge jungle travel all the way to the beach to find wood. Jungle wood could be introduced as an item, but I think it's better to require AP alone.&lt;br /&gt;
:#Hut health could be managed by giving each new hut 5 HP (Hut Points =)) and removing 1 HP every 24 hours (obliterating any hut that reaches 0 HP). A hut would require 50 AP to construct (in addition to AP for chopping the surrounding jungle) and 10 AP to repair by 1 HP. Repairs wouldn't require cleared jungle; once a hut is built, jungle growth outside doesn't matter.&lt;br /&gt;
:#Special features for huts, such as trade and storage abilities, should be put on hold until buildable huts are already in the game. Not only do huts provide shelter from animals, they hide players inside from anyone not willing to spend a few AP to move to the hut and enter it, so additional features shouldn't be necessary to make hut-building worthwhile.&lt;br /&gt;
:&amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 04:52, 4 June 2006 (BST)&lt;br /&gt;
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A side idea, that probably doesn't deserve a complete new suggestion. It would be interesting to have huts or lean-to shelter structures perhaps providing an extra 0.1 or 0.2 AP per an hour spent after the character has perhaps been idle for an hour or two. It would be something neat, not imbalancing, and wouldn't take away from player interaction with hp regeneration. [[User:Lexus|Lexus]] 01:06, 26 May 2007 (UTC)}}&lt;br /&gt;
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My full &amp;quot;hut&amp;quot; idea was just as some above. A simple lean to that protects you from animals over night.People can still come in and kill you, just not animals.(Why?Because i always die from an animal-rarely am i Pked)&lt;br /&gt;
10 pieces of driftwood makes a lean-to. Something simple&lt;br /&gt;
NOW- CLAN LEADERS can build &amp;quot;guild houses,or clan houses where items can be found and traded.Items should be on a daily limit of spawning to prevent clan abuse-and once the limit is found, you can trade to the clan trader for what others didnt want that day.&lt;br /&gt;
Clan members can then build there lean-to's around and near the Clan House-And no, HELLO-were Settlers, Lets do what we do best-Rape the land of its rescources,convert the locals and build where we see fit--[[User:Bloodclott|Bloodclott]] 04:49, 19 December 2007 (UTC)&lt;br /&gt;
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=== Spirit Transfer ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill, action|&lt;br /&gt;
suggest_scope=Warriors, Shamans|&lt;br /&gt;
suggest_description= This suggerstion was inspired by polymorph. Warriors and Shamans can get a new skill that allows them to transfer their spirits into the bodies of a dead animal nearby. Animals won't be able to speak, use items, search, or use any human skills. The player will have the Hp and attack power of the type of animal you possessed. Other players on the map will see you as just another animal, not as a native. Transferring spirits will result in the death of their human form (if it is not already dead) but grants them access to the animal's innate abilities. Eg. Alligators can attack twice but have decreased movement through land, Monkeys can search and use some simple items, Parrots move faster throught all terrain. When the body of the animal possessed dies the player will be in spirit form but wont have a corpse. It will also be possible to leave the animal's body at any time but the trauma would be the same as having the body killed by an outside force. In order to not break the game, certain special animals can not be possessed ( like that giant squid )|&lt;br /&gt;
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suggest_time=11:37, 3 June 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Stcfg|Stcfg]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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: I would like to suggest a skill for being able to detect possessed animals but that is for another day.  --[[User:Stcfg|Stcfg]] 11:40, 3 June 2006 (BST)&lt;br /&gt;
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===Hunting Prowess===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=Tracking skill tree|&lt;br /&gt;
suggest_description=It would be interesting for serious trackers to be constantly aware of recent tracks without spending AP.  I propose adding this skill after ''Expert Tracking''&amp;amp;mdash;it doesn't have to be called ''Hunting Prowess'' but that seemed like a fitting name.  Players with this skill would still have to use the 'Look for tracks' button to see anything but the most recent tracks.  One possible limitation is to apply this only to animal tracks, but I definitely intended to include player tracks as well.|&lt;br /&gt;
suggest_time=13:17, 9 June 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Vtbassmatt|VTBassMatt]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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:Tracking is currently a bit weak. On the other hand, I don't mind seeing quite a few mild/weak skills, because some players are already looking for more ways to spend XP. Certainly Tracking should top out at stronger than 1AP per attempt. My suggestion was ''Master Tracking'' above ''Expert Tracking'' to reduce time to 0.5AP per attempt. I agree that it would be neat to have the skill ''Hunting Prowess'' as a 0AP ability for only the single most recent track, but I think this  skill would be a prime candidate to limit to '''Explorer/Scout-only.''' (Sorry!) 1. Tracking perfectly fits the Explorer/Scout class archetype, 2. Shartak needs better class differentiation,  3. Explorer/Scout is a bit weak, 4. Explorer/Scout currently has no dedicated skills. --[[User:Tycho44|Tycho44]] 08:19, 15 June 2006 (BST)&lt;br /&gt;
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===Give explorers/scouts their own tracking skill===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=Explorers and scouts|&lt;br /&gt;
suggest_description=While ''trailblazing'' has given explorers and scouts an edge over other players, they need more if they are to compete with the soldier, warrior and pirate classes for the attention of new players. I suggest that ''tracking mastery'' be combined into ''expert tracking'', which will be restricted to explorers and scouts. Any non-explorers/scouts with one or both of those skills would be refunded enough XP for their next skill (or two, if they have both) so they aren't punished. (The refund would occur ''after'' the skills were restricted and actively taken away from any non-explorers/scouts with them. This would let their levels and next-skill costs drop ''before'' the next-skill XP awards were given so that extra XP would not be accidentally awarded.) Full disclosure: I don't have any tracking skills, and I'm not sure how ''advanced tracking'' and ''expert tracking'' differ at the moment, but I think a good 1.5 AP tracking skill for everyone and an excellent 0.5 AP tracking skill for explorers and scouts will give those two classes a notable advantage in what should be one of their fortes. |&lt;br /&gt;
suggest_time=22:29, 18 July 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Elembis|Elembis]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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: Shouldn't this be added to the &amp;quot;Hunting prowess&amp;quot; skill entry? http://wiki.shartak.com/index.php/Suggestions:Skills#Hunting_Prowess [[User:Black Joe|Black Joe]] 7:00, 19 July 2006&lt;br /&gt;
:: Yep. ''Tracking mastery'' is kind of handy, but I still think that it should be a universal skill, and that ''hunting prowess'' should be the scout/explorer-only skill. ''Hunting prowess'', at the top of the tracking tree, would cause scouts to receive basic tracking information passively (for 0 AP) at every step. Oooo, neat. --[[User:Tycho44|Tycho44]] 17:30, 19 July 2006 (UTC)&lt;br /&gt;
:::Tracking automatically for every move would add too much load on the server as the game becomes more popular. --[[User:Simon|Simon]] 00:11, 22 August 2006 (UTC)&lt;br /&gt;
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===Melee buffs for intoxicated pirates===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=Pirates under the influence|&lt;br /&gt;
suggest_description=Pirates are traditionally portrayed as rum-guzzling brawlers, so it would be fitting to encourage pirate players to drink (and drink to excess). I think imbibing a beer or rum should give a pirate a 1 HP damage bonus for all melee attacks in their next 5 AP. A machete (or cutlass) hits 2.25 times in 5 AP, on average, for a skilled user, so drinking for 1 AP would translate to around 2.25 HP of damage beyond what a machete would normally do. This is comparable to the combat damage dealt by blowpipes (2.4 HP/AP) and rifles (3 HP/AP).&lt;br /&gt;
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Multiple drinks would extend the duration of the effect but not its intensity. To encourage actual drunkenness instead of casual beer-sipping, a drink taken by a pirate with beer already in their gut could give 7 more buffed AP instead of 5, which is effectively 6 AP (and 2.7 HP of damage) when you consider that 1 drunken AP must be wasted on taking another drink. The skill could be called ''brawling'' or ''drunken fist'' (which is the literal Chinese title of the classic Jackie Chan movie ''Drunken Master'') and would be placed with ''stamina'' under ''body building'' (to keep melee skills together and to avoid starting another tree).&lt;br /&gt;
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I'm proposing this cautiously because pirates are already tougher and more popular than any other class. However, considering that beer and rum are harder to find and more expensive than darts and bullets (and should probably be even more expensive if this skill is implemented), I don't think this skill would make pirates stronger than warriors and soldiers, and it would improve both the diversity of the classes and the depth of the game's theme.|&lt;br /&gt;
suggest_time=06:24, 22 July 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Elembis|Elembis]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*RE: Beer and Rum becoming more expensive if the skill is implemented- I completely agree, and the increase in price would also represent supplies of booze at the pirate camp running out, which I guess would then lead to outsiders trading beer and rum with the pirates, and adding another dimension to gameplay- [[User:Peg-Hand Grimm|Peg-Hand Grimm]]&lt;br /&gt;
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*Nice idea. In general I like the idea of making items have some specific use rather than generic AP-insreasers. But how about making it a gamble to take a drink instead of a definite combat-booster. If a pirate were to drink a bottle of rum, his next 5 or 10 AP would either give him +1 damage for every hit (with &amp;quot;flavor text&amp;quot; to let him know he is getting a boost, e.g. &amp;quot;In a drunken rage you inflict more damage on your target&amp;quot;), or it would make him too disoriented and out of it to do anything, and every time he attacks it would give him flavor text telling him he is too uncoordinated to attack, and he stumbles around unable to do anything (he would stay in place, not respond to comannds to attack but waste an AP anyway) till the intoxication wears off in 5 or 10 AP. [[User:Arminius|Arminius]] 00:16, 27 August 2006 (UTC)&lt;br /&gt;
**The goal is simply to encourage pirates to drink in combat. A chance of uncoordinated failure would be realistic, but it would also make things a little more complicated, so I'd let Simon make that decision if he decides to implement this suggestion. The effect of my original suggestion would be about the same (for fully skilled pirates) if drunk pirates had a damage bonus of +2 (instead of +1) and 10% less accuracy. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 05:01, 27 August 2006 (UTC)&lt;br /&gt;
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*This doesn't make sense to me.  When your drunk, your hand eye coordination GETS WORSE, not better!  The only way I could see the idea working is if accuracy decreased as damage increased.  Rewarding pirates for getting sloshed makes about as much sense as drunk driving.  Another way to implement this would be to temporarily increase HP with rum ingestion, as this is at least slightly similar to the actual affects of alcohol (kind of like drunken boxing.)  Otherwise, I don't see this working. [[User:Gandhi|Gandhi]] 04:20, 27 August 2006 (UTC)&lt;br /&gt;
**The idea is to encourage pirates to drink like a pirate would (and in the situations a pirate would), even if doing so is a bad idea in real life. I'd be fine with lowering accuracy even while damage is increased, so long as the overall effect is the same, but that may be an unnecessary complication (my suggestion doesn't increase accuracy, only damage). Your point (that drinking impairs in real life) is a good one, but I think this is a case where the game would be more fun if it diverged slightly from real life. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 05:01, 27 August 2006 (UTC)&lt;br /&gt;
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===Technical “spell” skills ===&lt;br /&gt;
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suggest_type=Skill|&lt;br /&gt;
suggest_scope=Scientist/Shaman|&lt;br /&gt;
suggest_description=I would like to see the introduction of “tech spells” to the “magician class” of Shartak (scientist/shaman) much like the blue magic of final fantasy XII which rather than doing out right damage produces technical effects like haste, poison or blind. An illustration of this would be giving the shaman class an AP cost skill (let’s call it curse) that produces the same effect as wounded/bleeding (1HP loss per action) on their opponent. But given the nature of such spells the percentage chance of success should be inversely proportional to the strength of the spell or have their effects tuned down, so to retain fairness. As side note I like to see this skill given to NPC shamans to discourage people from attacking them.|&lt;br /&gt;
suggest_time=09:33, 22 July 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:A for anarchy|A for anarchy]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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&amp;quot;curse&amp;quot; might be confused with what the ancestors spirits do to zergers. This causes actions to cost more AP than normal. I would imagine that this would be a shaman only skill as scientists don't have magical powers! --[[User:Simon|Simon]] 22:35, 23 July 2006 (UTC)&lt;br /&gt;
*i agree with the statement that scientist don't and shouldn't have magic powers, so how about this instead; give them &amp;quot;tech&amp;quot; skills but have them named within a scientific context, for instance the above &amp;quot;wounding&amp;quot; spell could be named &amp;quot;drug&amp;quot; or &amp;quot;poison&amp;quot; instead of say &amp;quot;curse&amp;quot; or whatever. --[[User:A for anarchy|A for anarchy]] 04:01, 24 July 2006 (UTC)&lt;br /&gt;
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===FAK/Healing Herb Manufacturing Skills===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=Scientists and Shamans|&lt;br /&gt;
suggest_description=Perhaps the most in-demand items are healing herbs and first aid kits. They can only be used once, but they're used quite freely.  This means that a lot of people must spend a lot of time searching medical huts for FAKs (for the duration of this suggestion, assume that FAK refers to both first aid kits and healing herbs).  Meanwhile, we have two classes that don't have much of an advantage: the scientist and the shaman.  Perhaps these two classes could learn a skill allowing them to produce their culture's version of the FAK. This would make these classes useful while also increasing the supply of FAKs.  Additionally, these two classes are the most likely to know how to do this.  &lt;br /&gt;
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As for how the skill would work, I would recommend having a &amp;quot;Make FAK&amp;quot; button. They would then have a chance of successfully producing an FAK.  These FAKs could then either be used (providing a source of XP besides killing things) or could be sold to the trader (since FAKs are always in demand). This would encourage the development of a &amp;quot;healer&amp;quot; class in Shartak, while also giving shamans and scientists useful special skills. I suppose scientists/shamans could be required to find raw materials before manufacturing, but that would just force people to continue the rather tedious and hit-or-miss tactic of farming huts/jungles.|&lt;br /&gt;
suggest_time=14:28 31 July 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Black Joe|Black Joe]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* '''Oppose'''. I agree that shamans and scientists should be best at healing and should have useful special skills, but I don't like this specific suggestion (as well-thought-out as it is) for two reasons: First, I think the jungle should be inhospitable, and turning shamans and scientists into herb farms and kit factories (yes, I'm exaggerating) would work against that. Second, I think the ability to make items is a complication that should be avoided if we can accomplish the same goal in other ways, which we can. I recommend three of the suggestions for shaman/scientist healing on [[Talk:Game design#Scientist and shaman|Talk:Game design]]: (1) give shamans access to ''first aid'' and scientists access to ''natural medicine'', (2) let shamans/scientists see the health of all wounded players on their side, not just the most wounded one, and (3) let shamans/scientists see whether players on their side are suffering from shark bites or poison. (I'd actually make 3 apply to all players, not just those on the player's side, because it wouldn't really be advantageous in combat to notice shark bites and the effects of poison.) 2 and 3 could be smoothly combined into one &amp;quot;Diagnosis&amp;quot; skill that would give these two classes a useful (if minor) healing edge over the others. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 06:10, 1 August 2006 (UTC)&lt;br /&gt;
**First, let me thank you for responding.  I appreciate any and all input.  I've taken some time to think about your objections and prepare my responses. May I propose an alteration? Perhaps, instead of my original suggestion, this &amp;quot;Make FAK&amp;quot; button would (as far as the programming is concerned) serve as a second &amp;quot;search area&amp;quot; button, but one that only produces FAK's, and has a significantly higher chance of producing one than a regular search. Additionally, it would only function in areas where an FAK can be found, as that is where the scientist/shaman would find the raw materials in the first place. This would be similar to UD's &amp;quot;shopping&amp;quot; and &amp;quot;bargain hunting&amp;quot; skills, in that it lets you search for a specific item and gives a boost to the probability of success.  Additionally, it would only work in certain areas, like the shopping skill. The difference would be that it only produce FAK's. This would ensure that FAK's aren't simply produced out of mid-air (which is rather unrealistic, now that I think about it) while also giving scientists and shamans a dedicated and valuable healing-related skill. [[User:Black Joe|Black Joe]] 10:44, 1 August 2006 (GMT) Edited: 16:44, 1 August 2006 (GMT)&lt;br /&gt;
**How about having the skill function in a similar manner to the &amp;quot;Manufacture Syringe&amp;quot; skill on UD, thus powering-down the effect by requiring that the healer be in a Medical Hut and use multiple AP? --[[User:Gitboy|Less Than Lethal]] 17:03, 1 August 2006 (UTC)&lt;br /&gt;
***I haven't played UD since that was added; that being said, it certainly sounds good to me.  Requiring that the healer be in the medical hut was essentially what I had in mind when I proposed it only work for certain locations.  As for requiring multiple AP, I suppose that would have the same long-term effect as searching, while simultaneously being less tedious for the healer.  Tell me, would this always produce an FAK or would it just offer a chance of doing so? I certainly like the sound of this suggestion. [[User:Black Joe|Black Joe]] 18:03, 1 August 2006 (GMT)&lt;br /&gt;
****What we have now, then, is a skill which would essentially give scientists better search odds for kits in medical huts (and likewise for shamans). Limiting this skill to players in villages is a step in the right direction, and giving it the form of greater search odds makes some sense, too: healers would look especially hard for healing items. But I'm still not persuaded, mainly because the skill's effects seem inconsistent to me. If healers have better search odds (in effect) for healing items, shouldn't fighters have better search odds for weapons and ammunition, and likewise for pirates finding rum and gold? The implications of the original idea could become very messy in practice. Also, wouldn't a pirate bleeding from a shark bite with just 10 HP remaining look even harder for a kit than a healer merely stocking up on supplies? The goal is allow healers to spend more time in the field and less in the hut, but I think we still lack a solution which makes sense. Here's a more realistic and less far-reaching idea which might work: shamans and scientists are given a skill which lets them heal 5 extra HP with a kit or herb if they're healing someone else. Anyone who's ever tried to remove a bullet from their back, bandage their gaping head wound, set their broken bone, or frantically stop their own bleeding will attest to the fact that medical care is most effective when someone else is administering it. This would let scientists use fewer kits in the field without making them better at healing themselves (which I think would be ''too'' useful). As a result, they wouldn't need to spend as much time in medical huts, which I think is the whole idea. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 00:28, 2 August 2006 (UTC)&lt;br /&gt;
This should be indented, since it's a response to Elembis's post. However, it would be rather crowded if I did that, so here you go.  With that out of the way, on to business.  You're correct that part of the reason for this suggestion is to reduce the amount of time spent in healing huts. It's also intended to boost the supply of FAK's.  Your suggestion would somewhat reduce the demand, which would have essentially the same effect.&lt;br /&gt;
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As for the inconsistency, that's part of why I suggested calling it &amp;quot;Make FAK.&amp;quot;  If you've ever spent the night in a healing hut while wounded, you know that SOMEBODY is going to heal you up while you're gone. However, the way I see it, they aren't going to use everything in that kit. Cutlass wounds require different treatment than poison dart wounds, for instance.  That means there's going to be a lot of unused medical material around.  Realistically speaking, there's probably also going to be some medical supplies that aren't part of a kit. By calling it &amp;quot;make FAK,&amp;quot; you can get a message saying, &amp;quot;Using spare supplies, you cobble together a first aid kit.&amp;quot;  Now, the shaman is slightly different but the result is the same. The medical hut message says there are many herbs hanging up to dry.  The shaman could get a message saying, &amp;quot;After looking through the herbs in the hut, you find a healing herb that is ready for use.&amp;quot; &lt;br /&gt;
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Also, I don't want you to think I'm ignoring your suggestion about the extra five HP healing.  I definitely agree that it's more realistic to have a healer be better at healing others than themselves.  I'd be happy to see it as one of the skills (maybe split that into a seperate discussion?). However, I'm not sure that's enough of a bonus by itself to tempt people to play the rather underplayed scientist class. Warriors and soldiers have extremely helpful skill; I think the other classes should as well. And as always, I appreciate your input, Elembis and LtL. [[User:Black Joe|Black Joe]] 6:11 2 August 2006&lt;br /&gt;
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===Require Help===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=All players|&lt;br /&gt;
suggest_description=''Allow you to scream to require help when you are in danger.''&lt;br /&gt;
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Cost 5APs to prevent your &amp;quot;race&amp;quot; (Outsiders, Natives or Pirates) you are in danger at 5 cases in all directions|&lt;br /&gt;
suggest_time=17:17, 8 September 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Ownslaught|Ownslaught]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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===Forensic Analysis/Advanced Seance===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=Scientists, Shamans, Warriors, Soldiers, Pirates|&lt;br /&gt;
suggest_description=Allows the character to determine whose body is lying on the ground and the cause of death.  Would require 1 or .5 AP to use, similar to tracking, and would say something like &amp;quot;It looks like Dim Mak is lying on the ground, clawed to death by a parrot.&amp;quot; or &amp;quot;Barbarossa is dead on the ground, seems he ate the wrong berries.&amp;quot;&lt;br /&gt;
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Soldiers, Warriors and Pirates would understand forensics as they are used to seeing dead bodies, Scientists because they can think critically to determine the cause of death, and Shamans would hold an advanced seance with the spirits in the area to ask what happened (and perhaps get different flavour text).&lt;br /&gt;
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There may also be an advanced form of this skill (Advanced Forensic Analysis/Expert Seance) which would indicate approximate time as well as the direction the culprit left, if a PC/NPC did the killing and the character also has the tracking skill - &amp;quot;frisco is shot dead on the ground, his body dead for a while. Tracks show the shooter went southwest recently.&amp;quot;&lt;br /&gt;
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A further advanced form (Expert Forensic Analysis/Seance Mastery) would provide info about who did other actions, like note writing/signposting - &amp;quot;Scribbled in the sand is 'Arrrgh!!!'.  It looks like Barbarossa's handwriting.&amp;quot;&lt;br /&gt;
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This skill may help bounty hunters, pk hunters, clan warfare, provide warning information for everyone, and help combat note spamming.&lt;br /&gt;
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suggest_time=16:50, 11 September 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Frisco|Frisco]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Good suggestion! I support this idea, I think the skill would be a good addition to the game. I can't really see anything wrong with this skill unless theres a technical reason why it can't be implemented. Seems like a good way to combat spammers as well... [[User:Zeff|Zeff]] 10:06, 12 September 2006 (UTC)&lt;br /&gt;
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I support this idea to ! [[User:Ownslaught|Ownslaught]] 00:30, 13 September 2006 (Paris)&lt;br /&gt;
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I always wanted to know how those people died. Perhaps this should be part of the tracking skill tree.[[User:Darkferret|Darkferret]] 11:02, 17 September 2006 (UTC)&lt;br /&gt;
: Yes, this would be ultimate scout explorer skill. I like it a lot [[User:Lama|Lama]]&lt;br /&gt;
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===Fishing===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New skills|&lt;br /&gt;
suggest_scope=Evreyone|&lt;br /&gt;
suggest_description=&lt;br /&gt;
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With the ''Fishing'' skill, you can catch fish and use them to heal yourself. There are thee types of fish you can catch: '''Minnows''', '''Bass''', and '''Large Catfish''', each with diffrent dificulty levels and skills required to catch them. Here are the skills:&lt;br /&gt;
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*'''Basic Fishing'''- ''Able to catch Minnows''&lt;br /&gt;
**'''Intermediate Fishing'''- ''Able to catch Bass''&lt;br /&gt;
***'''Advanced Fishing'''- ''Able to catch Large Catfish''&lt;br /&gt;
*'''Fisherman's Luck'''- ''Better chance of cating a fish''&lt;br /&gt;
*'''Fisherman's Lure'''- ''EXP gained is doubled while catching fish''&lt;br /&gt;
''(also see belong for precentages on catcing fish)''&lt;br /&gt;
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If you wanted to fish, you would have to have a '''fishing pole''' ''(new item)'' that could easily be bought at the trading post for 1-5 gold. You would then head out to a body of water (river, lake, ocean) and cast your line. Depending on if you have &amp;quot;Patience&amp;quot; or not and what Fishing skill you had, you'll have the chance of catching a fish. If you've only got '''Basic Fishing''', you can catch Minnows, if you have '''Internediate Fishing''' you have an equal shot at catching Bass or Minnows, and if you have '''Advanced Fishing''' you have an equal chance of catching Minnows, Bass, or L. Catfish. &lt;br /&gt;
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The fish will also be able to heal a certain number of HP. Here is what the fish will heal:&lt;br /&gt;
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*'''Minnows'''- ''2 HP''&lt;br /&gt;
**'''Bass'''- ''5 HP''&lt;br /&gt;
***'''Large Catfish'''- ''7 HP''&lt;br /&gt;
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Also, when you catch a fish, you will gain EXP. Here is what each fish will earn EXP-wise:&lt;br /&gt;
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*'''Minnows'''- ''2 EXP''&lt;br /&gt;
**'''Bass'''- ''5 EXP''&lt;br /&gt;
***'''Large Catfish'''- ''12 EXP''&lt;br /&gt;
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As with evreything in Shartak, when you do something, the action has a description. Here are the discriptions for catching fish:&lt;br /&gt;
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*You cast your line... but don't get even a nibble.&lt;br /&gt;
*You cast your line... and catch a Minnow!&lt;br /&gt;
*You cast your line... and catch a Bass!&lt;br /&gt;
*You cast your line... and catch a Large Catfish!&lt;br /&gt;
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Percentages to catch fish:&lt;br /&gt;
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*With '''Beginner Fishing'''- 10% chance to catch fish&lt;br /&gt;
**With '''Intermediate Fishing'''- 25% to catch fish&lt;br /&gt;
***With '''Expert Fishing'''- 40% to catch fish&lt;br /&gt;
****With '''Fisherman's Luck'''- +25% to catch fish|&lt;br /&gt;
suggest_time=01:54, 24 September 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Che|Che]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* How about the &amp;quot;patience&amp;quot; aspect being the maximum number of AP you're willing to 'wait' after casting your line... eg [Fish for] &amp;lt;1/2/5/10&amp;gt; minutes. where each minute is the number of AP that you expend. The number of minutes would be a dropdown list, just like targets for attacks. Every minute that you fish for is a separate roll of the dice so you might fish for 10 minutes and not catch anything, or you could fish for 10 minutes and catch something after just 3 minutes. I'm not into fishing so perhaps someone who is can say if those times are wildly inaccurate or not. --[[User:Simon|Simon]] 10:21, 24 September 2006 (UTC)&lt;br /&gt;
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I really don't know myself. I've fished once before in my life. All the ideas I got from the Wikipedia article on [http://en.wikipedia.org/wiki/Fishing fishing]. -[[User:Che|Che]] 06:46, 31 December 2006 (UTC)&lt;br /&gt;
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I think this is a brilliant idea. Perhaps some parts of the ocean or sections of rivers and lakes have a higher yield rate. - [[FirstAmongstDaves]]&lt;br /&gt;
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Whenever I go fishing it takes a while to get something. On good days I can get a fish once every 30 minutes. It should take AP to cast your line and reel in the fish but it shouldn't cost AP to wait for a bite.&lt;br /&gt;
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=== Cutlass mastery ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type= a skill to add 10% to any player who uses a cutlass|&lt;br /&gt;
suggest_scope= Pirates mostly but any native or outsider group.|&lt;br /&gt;
suggest_description= at the end of the close quarters combat tree this skill would appear. Buy it and the character gains an extra 10% when attackin with a cutlass, Short simple and sweet. Helps out all non-marksman classes have an edge in dishing out damage.|&lt;br /&gt;
suggest_time=23:56, 12 November 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Michael edwards|Michael edwards]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I think it's brilliant, because we could (i know i keep going on about them) still get flintlocks and nobody would be able to complain because they can master cutlasses too. We'd have nobody whining that pirates could now 'own' anyone. [[User:Rozen|Rozen]]&lt;br /&gt;
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*I'm all for it, except it should be something more piratey- like Bellyslitting or Gutwrenching or something. Perhaps apply the bonus to knives too (but not other swords). --[[User:Odysseus|Odysseus]] 22:14, 18 February 2007 (UTC)&lt;br /&gt;
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=== First Aid tweak ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type= A tweak to First Aid, the skill that follows from Triage|&lt;br /&gt;
suggest_scope= All classes|&lt;br /&gt;
suggest_description= When you have the First Aid skill and you hover your curser over a guy in the distance (to see their name) you will also see a summary of their HP. Either healthy, injured, or dying. This would save you some AP whilst looking for people to patch up.|&lt;br /&gt;
suggest_time=00:50, 04 December 2006 (EST)|&lt;br /&gt;
suggest_author=[[User:Aco|Aco]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Make it for Advanced Triage. Good, though. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 03:14, 23 February 2007 (UTC)&lt;br /&gt;
:What Mark said.--[[User:Skull Face|Skull Face]] 22:50, 13 September 2007 (UTC)&lt;br /&gt;
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===Mining.===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=Mining for multiple resources depending upon skill and location. Ie: Stone for walls, roads.  Metal ore for weapons and equipment. Gold is also possible, but might make more sense in panning on the rivers.|&lt;br /&gt;
suggest_description=I first thought of this when I saw the mountain and was getting tired of the jungle growing back in areas.  I wondered if it might be possible to mine for rock to build roads in the jungle.  These roads would naturally last longer than ordinarily cleared jungle but would eventually be reclaimed by it if not maintained.  Mining could be its own skill tree with multiple types of mining yielding different resources.  Similarly, only certain areas on the map could be mined and not all types of mining could be done at the same location.  Tools of various sorts would probably also be required which would eventually break and need to be replaced.|&lt;br /&gt;
suggest_time=14:51, 26 January 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:GreyA2|Grey]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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===Yelling===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New skill|&lt;br /&gt;
suggest_scope=All Classes|&lt;br /&gt;
suggest_description=This was a random idea, but it might work. This skill allows a person to project their voice over several squares, at the expense of additional AP. Now, for specifics.&lt;br /&gt;
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This skill creates a new button next to the Talk button, labeled &amp;quot;Yell&amp;quot;. For 3 AP, a person can yell something with a length equivalent to normal speech, with a range of seven squares. However, as distance increases, so does difficulty hearing it.&lt;br /&gt;
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1 block away has hearing similar to normal. 2-3 blocks away has hearing similar to having Advanced Language. 4-5 blocks away has hearing similar to Basic Language. 6-7 blocks away has hearing similar to having no language skills. Also, each block away adds a 5% chance for a word not to be heard.&lt;br /&gt;
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The hearer would receive a message similar to this: You hear a voice coming from 1 block to the East, &amp;quot;This is Mark D. Stroyer. Can you hear ... now? Good!&amp;quot; The ... indicates a word that isn't heard.&lt;br /&gt;
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Also, if you're inside a building, you would simply see, &amp;quot;You hear someone yelling off to the (insert compass direction here, such as East).&amp;quot; Also, if you are between 7-9 squares away, there is a 40% chance that &amp;quot;You hear someone yelling off to the (compass direction).&amp;quot;&lt;br /&gt;
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suggest_time=16:09, 21 May 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Mark D. Stroyer|Mark D. Stroyer]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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===Taxidermy===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description= The taxidermy skill could possibly be followed by advanced taxidermy. The skill involves taking corpses (animal, human, etc) and stuffing them. This may require some form of filling and would create stuffed corpse items, which could be used for decoration. Obviously, larger animals such as elephants would take more AP to stuff than a parrot. Small items could be carried and added to the description but larger animals would not be easy to carry and therefore would be set up at a location and the head could be cut off as a trophy which might be placed in an empty hut. All of the animals could be decapitated, with a knife or dagger for small ones and a machete or cutlass for larger ones. Removing the head would create two items: '''Head of a/n &amp;lt;animal&amp;gt;''' and '''Headless &amp;lt;animal&amp;gt;'''. In areas with a corpse there could be an option reading &amp;quot;''stuff corpse''&amp;quot; and a dropdown menu with &amp;quot;''place on floor''&amp;quot;, &amp;quot;''mount on wall''&amp;quot;(only available in locations inside or directly outside a hut) and &amp;quot;''seperate head''&amp;quot; could appear once it is in the inventory. |&lt;br /&gt;
suggest_time=01:35, 9 June 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Jenerix|Jenerix]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* I'd like to see this implemented, we often stuff corpses in York, it'd be nice to see it added properly, maybe with some XP given for successful completion? --[[User:Htkl|Htkl]] 02:34, 9 June 2007 (UTC)&lt;br /&gt;
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===Skills for Pirates===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=Pirate|&lt;br /&gt;
suggest_description= Piratesare the hack and slash characters of Shartak.  Pirates need to reinforce this image. I propose three ideas.&lt;br /&gt;
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1. Pirates love their melee weapons so they must always be cleaning them and keeping them battle ready.  So why not include a skill to decrease the chance of their weapons breaking or becoming blunt.  Skill name: Weapon Upkeep.  Re: Weapon maintenance ( thanks Johan Crichton)  &lt;br /&gt;
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2. Pirates are fueled by rum and that makes them unpredictable.  Adding a temporary 5%- 10% attack increase whan a pirate has consumed a bottle of beer or rum. After 10 to 15 attacks the effects wears off and attack goes back to normal. This could also increase the chance of dealing an extra point damage. Skill name: Battle Craze (or Bottle Craze).&lt;br /&gt;
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3. Pirates are .  They could duel wield melee weapons dealing one point less damage with the off hand. Of course you need Also you would have to decrease both weapons chance to hit. 10% with average hand and 20% with the other hand. You could add another skill that lets you increase the chance to hit with both hands. 5% on average hand and 10% on the off hand.  This would only be used with a machete or cutlass just to keep things clear.  Skill name: Duel wield and Advance Duel Wield.&lt;br /&gt;
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These skills could make pirates more interesting, without destroying fair gameplay or filling the land with pirates.  Of course you could just make a skill that gives pirates a 10% increase in attack.|&lt;br /&gt;
suggest_time= 0:17 EST July 5, 2007|&lt;br /&gt;
suggest_author=[[USER:Crazy Ian|Crazy Ian]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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As a long-time campaigner for new pirate skills or bonuses, I'm interested in these. Dual wielding and rum, not so much, but weapon upkeep is great, and historically accurate. --[[User:Rozen|Rozen]] 23:41, 5 July 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
Thanks for the input and maybe we should look into the history of pirates for inspiration. --[[User:Crazy Ian|Crazy Ian]] 00:57, 6 July 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
A couple of comments:&lt;br /&gt;
* Could you provide an argument for pirates being the 'hack and slash' characters of Shartak?&lt;br /&gt;
* I'd suggest 'Weapon maintenance' might be a better name that 'Weapon upkeep' - and it should be a skill open to Warriors and Soldiers as well&lt;br /&gt;
* Alcohol isn't likely to make you hit things more accurately - it's more likely to allow you to take more damage (you don't notice it due to the inebriation) or do more (the sugar gets burnt to energy) - I don't like the idea of alcohol giving a % increase in this way.&lt;br /&gt;
* Dual wielding - again, this is a skill that should be available (if introduced) to all martial characters (and it's dual wield, not duel wield).  Can you provide the maths on expected damage from having this as an option/skill?&lt;br /&gt;
--[[User:Johan Crichton|Johan Crichton]] 01:22, 6 July 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
Yeah good point about the alcohol I should have though that through a bit more. Also Thanks for pointing out that grammatical error.  I don't have the formula on the ratio, I'll add it in once I get the formula and figure it out.  Pirates are the hack and slash characters because they don't have any special skill just for them.  It's pretty much grab a cutlass or a machete and get at it.  Of you could also look at like there beginners class for people to get a hold of game and learn it's mechanics (of course experienced players can be pirates too). --[[User:Crazy Ian|Crazy Ian]] 04:01, 6 July 2007 (UTC)  &lt;br /&gt;
&lt;br /&gt;
I think pirates need something that's just for pirates, Johan. Currently, they're unbalanced. Everyone's got a skill of thier own, soldiers have the rifle and warriors have a blowpipe, but pirates only have 5 more HP. Some minor skill that benefits them, even if it benefits other people, but benefits pirates more...i just forgot what i was going to say. Screw it. --[[User:Rozen|Rozen]] 08:36, 6 July 2007 (UTC)&lt;br /&gt;
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===Brute strength===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=Pirates|&lt;br /&gt;
suggest_description=An offshoot of Body building, Brute strength adds 1 extra damage for attacks under 3HP. This eliminates the need for cutlasses (other than deforestation) except when combined with Balanced stance for a 2HP glancing blow.|&lt;br /&gt;
suggest_time=00:44, 17 July 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Darkferret|Darkferret]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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:This does seem a little excessive, effectively doubling the effect of blows via Balanced Stance. Why would this apply only to Pirates? Wouldn't it also be appropriate for well-fed Warriors and hulking Soldiers? --[[User:Skull Face|Skull Face]] 16:05, 14 September 2007 (UTC)&lt;br /&gt;
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===Iron Constitution===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill / balance change|&lt;br /&gt;
suggest_scope=Pirate Class|&lt;br /&gt;
suggest_description=Why do pirates have access to the First Aid skill? Medicine of the pirate era was notoriously dodgy and ship's carpenters, cooks and barbers often doubled as the ship's surgeon. This is why pirates are so often depicted as scarred and missing limbs, teeth, eyes et al.&lt;br /&gt;
&lt;br /&gt;
This suggestion is for a unique skill called ''Iron Constitution'' which allows pirates to gain extra HP from all sources (beer, rum, water, fruit, herbs and FAKs) over and above the base HP gain rate for the item. A pirate with ''Iron Constitution'' will gain +1 HP for consuming fruit, water, and fruit juices, +2 HP for consuming rum and beer, and +2 HP for using FAKs or Herbs on himself. The skill does not affect FAKs or Herbs applied to others.&lt;br /&gt;
&lt;br /&gt;
This skill is intended to provide a touch of character and make things a little easier around the resource-scarce shipwreck. My suggestion (possibly controversial) is that pirates be allowed to choose either Iron Constitution or First Aid but not both. Hard men would take Iron Constitution as their defining skill whilst wussy gentrified pirates would take First Aid. If implemented, existing players of pirates would be given a one-time opportunity to trade their First Aid skill for Iron Constitution.&lt;br /&gt;
|&lt;br /&gt;
suggest_time=22:33, 13 September 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Man, for a second there I thought you said Iron ''Construction.'' Holds promise methinks. --[[User:Wulla-mullung|Wulla-mullung]] 23:39, 13 September 2007 (UTC)&lt;br /&gt;
:Woops! Edited to categorize beer and rum together, originally had beer in the +1 HP category with water! --[[User:Skull Face|Skull Face]] 10:29, 14 September 2007 (UTC)&lt;br /&gt;
:: the FAK/herb effect should work for FAKs and Herbs used on others, but based on the person healed and not on the healer, and it should only give the healer one additional XP instead of two. --[[User:AlexanderRM|AlexanderRM]] 01:58, 13 October 2007 (UTC)&lt;br /&gt;
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===Spirit Usage Skills===&lt;br /&gt;
&lt;br /&gt;
This suggestion has several skills that are usable by natives that use spirits in some way.  Some are benign and do not effect the spirits in any way others exorcise the spirit as well as the skills other effects.&lt;br /&gt;
&lt;br /&gt;
'''War Prayer''' {Warrior Only}&amp;lt;br&amp;gt;&lt;br /&gt;
Requires sixth sense.  When used on a tile with spirits present gives a 5% bonus to hit with blowpipe attacks, the duration is 1 attack per native spirit present.  This skill does not effect the spirits in any way.  It costs 5 ap to use.  This skill can only be used again one its effects are exhausted.&lt;br /&gt;
:'''Ancestral Chant''' {Warrior Only}&lt;br /&gt;
:Requires War Prayer.  Increases the duration to 2 attacks per native spirit and reduces the ap cost to 3.  This skill does not effect the spirits in any way.  This skill can only be used again one its effects are exhausted.&lt;br /&gt;
&lt;br /&gt;
'''Spirit Strike''' {Shaman Only}&amp;lt;br&amp;gt;&lt;br /&gt;
Requires Exorcism.  When used on a tile with spirits present uses a spirit as a weapon, dealing 6 damage with a 40% accuracy.  This skill costs 3 ap to use and exorcises the spirit but the spirit also gains exp for the damage done.  Can only use native spirits&lt;br /&gt;
:'''Necromancy/Voodoo''' {Shaman Only}&lt;br /&gt;
:Requires Spirit Strike.  Increases the accuracy by 20% (so overall the accuracy is 60%) and increases the damage done by 2 (so 8 damage).  Can use all spirits&lt;br /&gt;
&lt;br /&gt;
'''Fertility Ritual''' {Villager Only}&amp;lt;br&amp;gt;&lt;br /&gt;
When used on a tile with spirits present this skill gives a 10% bonus to finding any food item for 3 searches per native spirit present.  Does not harm the spirits in any way.  Costs 3 ap to use.  This skill can only be used again one its effects are exhausted.&lt;br /&gt;
&lt;br /&gt;
'''Spirit Guide''' {Scout Only}&amp;lt;br&amp;gt;&lt;br /&gt;
When used on a tile with spirits present the scout gains 3 free moves per native spirit present.  This skill can only be used again one its effects are exhausted.&lt;br /&gt;
&lt;br /&gt;
That's about it really.  What do you think?--[[User:Etherdrifter|Etherdrifter]] 14:02, 20 September 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
&lt;br /&gt;
No. Some are overpowered, others are useless. And also, there's not very much reasoning or sense for them. And furthermore, it's unbalanced. Outsiders get absolutely nothing concerned with spirits. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 16:12, 20 September 2007 (UTC)&lt;br /&gt;
:Stick to established chronology? Older suggestions at top, new suggestions to the bottom? I've corrected that for you. Regards the actual skills I think they are unbalancing as they affect only natives and give nothing to outsiders. Don't get me wrong, killing outsiders makes me happy but there has to be something for everyone. Sadly I don't think they fit with outsiders. And as per previous comments some seem overpowered (e.g. Spirit Guide) whilst others seem underpowered (e.g. Fertility Ritual)--[[User:Skull Face|Skull Face]] 16:58, 20 September 2007 (UTC).&lt;br /&gt;
::Well originally only the shaman skills were presant but I thought that would overpower the shaman class by quite alot.  Still I can see what you mean by overpowered, why if for some odd reason tribal shamans did not exorcise spirits on sight and there was a build up of spirits in one location the amount of power available would be phenominal...--[[User:Etherdrifter|Etherdrifter]] 20:22, 30 September 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
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=== Shallow Diving ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill / additional mechanic|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=The new ability to shallow dive in [[Water]] locations would be made available to all classes for free. It would permit characters to dive to seabed ([[Water]]) or riverbed ([[Water#River|River]], [[Water#Lake|Lake]], [[Water#Pool|Pool]] or [[Water#Waterfall|Waterfall]]) locations only. This ability would not apply to [[Water (deep)#Water_.28deep.29|Deep Water]], that would require a separate skill.&lt;br /&gt;
&lt;br /&gt;
Diving in [[Water]] locations would require 1 APs to get down, 1 APs to surface and 1 APs per 10 second search conducted. When in the appropriate location a button labelled 'Dive' with a pull-down menu of dive times (10 secs to 120 secs) would be made available to those with this skill. Maximum total expenditure for one dive is 14 APs. Shallow diving in [[Water]] carries no risks at this time.&lt;br /&gt;
&lt;br /&gt;
Searches during a dive would be conducted in the same manner as those in land-based locations and would have an YY% chance of finding something as determined by the actual location (e.g. [[Suggestions:Game_mechanics#Oyster_Bed|oyster bed]], [[Suggestions:Game_mechanics#Sunken_Wreck|sunken wreck]]) and [[Scavenging]] would increase the chance of a successful search. In the event that the character maxes out their inventory partway through a diving search, the dive is finished early and the character is forced to the surface; no APs are spent on searches that would be futile but the costs and risks associated with dive and surface are still incurred.&lt;br /&gt;
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suggest_time=12:47, 14 September 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I don't quite get the dive time idea tbh. Maybe underwater search should take more ap (similar to searching in the swamps) and if you ap-out underwater, you simply drown? Apart from that I love both your diving skills suggestions. Support! --[[User:Lama|Lama]] 21:16, 27 September 2007 (UTC)&lt;br /&gt;
:I'll try to clarify dive times. Before diving you decide how many searches you want to conduct i.e. how many APs you will spend on the dive. If you want to do 10 searches you have to dive for 10 x 10 = 100 seconds. And a 100 second dive will require 12 APs (1 to dive, 10 to search, 1 to surface). The idea of 1 search per 1 AP = 10 seconds is descriptive only, based on real world breath-holding being around 2 minutes maximum for most people. After you press 'Dive' you are presented with the results of your searches, you are not moved into an underwater realm. This mechanism of selecting dive times is based on Simon's suggestion of simplifing diving into APs spent underwater rather than programming a whole new underwater environment. --[[User:Skull Face|Skull Face]] 12:15, 28 September 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
:...which would be truly awesome; anyway, I think it could be achieved by hitting &amp;quot;dive&amp;quot; button and then &amp;quot;search&amp;quot;. After each search you would get the info - you can hold up your breath for ''some time'' more, where ''some time'' would be a measure similar to the one you get using saved map locations. To surface, simply hit the button &amp;quot;surface&amp;quot; (it could be the same one with changed text or maybe just marked &amp;quot;dive/surface&amp;quot;). The point I am trying to make is that we don't have time in Shartak, and these seconds things are a bit out of place in my opinion.--[[User:Lama|Lama]] 12:29, 30 September 2007 (UTC)&lt;br /&gt;
::I'm not proposing that the player actually sits at the keyboard waiting for 100 seconds if he does a 100 second / 10 search dive. How about if the button said 'Dive for' and then had a pull-down menu of dive times expressed in number of searches (1 search to 12 searches)? --[[User:Skull Face|Skull Face]] 22:14, 30 September 2007 (UTC)&lt;br /&gt;
:::that sounds totally reasonable --[[User:Lama|Lama]] 00:00, 1 October 2007 (UTC)&lt;br /&gt;
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=== Free Diving ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=The new Free Diving skill would be a sub-skill of Swimming. It would permit characters to dive to seabed locations in [[Water (deep)#Water_.28deep.29|Deep Water]] as well as increasing maximum bottom time for shallow dives.&lt;br /&gt;
&lt;br /&gt;
Diving in [[Water (deep)#Water_.28deep.29|Deep Water]] would require 2 APs to get down, 2 APs to surface and 1 APs per 10 second search conducted. When in the appropriate location a button labelled 'Dive' with a pull-down menu of dive times (10 secs to 160 secs) would be made available to those with this skill. Maximum total expenditure for one dive is 20 APs. Diving in [[Water (deep)#Water_.28deep.29|Deep Water]] carries a similar risk of shark attacks as swimming there i.e. XX% chance of a bite assessed per AP spent on a dive.&lt;br /&gt;
&lt;br /&gt;
Improved diving in [[Water]] locations would require 1 APs to get down, 1 APs to surface and 1 APs per 10 second search conducted. When in the appropriate location a button labelled 'Dive' with a pull-down menu of dive times (10 secs to 180 secs) would be made available to those with this skill. Maximum total expenditure for one dive is 20 APs. Shallow diving in [[Water]] carries no risks at this time.&lt;br /&gt;
&lt;br /&gt;
Searches during a dive would be conducted in the same manner as those in land-based locations and would have an YY% chance of finding something as determined by the actual location (e.g. [[Suggestions:Game_mechanics#Oyster_Bed|oyster bed]], [[Suggestions:Game_mechanics#Sunken_Wreck|sunken wreck]], [[Suggestions:Game_mechanics#Submerged_Ruins|submerged ruins]]) and [[Scavenging]] would increase the chance of a successful search. In the event that the character maxes out their inventory partway through a diving search, the dive is finished early and the character is forced to the surface; no APs are spent on searches that would be futile but the costs and risks associated with dive and surface are still incurred.&lt;br /&gt;
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suggest_time=12:47, 14 September 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Comment here&lt;br /&gt;
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===Hide in Like, You Know, Trees and Stuff===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=Most non combat centric classes|&lt;br /&gt;
suggest_description=*'''basic camouflage''' (scouts, explorers, villagers, settlers, scientists, shaman, pirates):&lt;br /&gt;
**allows player to 'hide' in jungle squares such that they cannot be seen from two squares away.&lt;br /&gt;
*'''advanced camouflage''' (scouts, explorers, villagers, settlers):&lt;br /&gt;
**allows player to 'hide' in jungle squares such that they cannot be seen from adjacent squares or farther.&lt;br /&gt;
*'''masterful camouflage''' (scouts, explorers):&lt;br /&gt;
**allows player to 'hide' in jungle squares such that they cannot be seen at all until their 'hidden' status is revoked&lt;br /&gt;
&lt;br /&gt;
'''notes''': &lt;br /&gt;
*chance of successful 'hiding' is based on jungle density: d0=0%, d10=10%, d20=20%, ect. &lt;br /&gt;
*character's 'hidden' status is revoked if they preform any action or are attacked. and may be revoked if the jungle is cleared, or searched. &lt;br /&gt;
*character has a chance of remaining 'hidden' if the jungle is searched, based on it's level: d10=100%, d9=90%, d8=80%, ect. &lt;br /&gt;
*character has a chance of remaining 'hidden' if the jungle is cleared, based on how much is left: d9=90%, d8=80%, d7=70%, ect. &lt;br /&gt;
*character can be seen/smelled by animals regardless of 'hidden' status. &lt;br /&gt;
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suggest_time=22:30, 29 September 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Zeek|Zeek]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Comment here&lt;br /&gt;
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===Psychic Link===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=All classes (spirits)|&lt;br /&gt;
suggest_description=This suggestion is for a new ability that aids a spirit in haunting the last person who murderered him or her. With this ability the spirit of the recently deceased gets a compass that points in the direction of the person who killed them. The compass would work in the same manner as the current [[Exploration]] and [[Cartography]] locations ability that points a traveller towards a target location. Spirits with this ability also get a 'Haunt' button which teleports them to the current location of their murderer at a cost of 25 APs.&lt;br /&gt;
&lt;br /&gt;
The haunting ability remains in effect until either the spirit chooses to be revived by a shaman (the ability does not carry over into life) or the spirit is exorcised by a shaman (exorcism breaks the bond between murderer and victim). If a character dies at the hands of an NPC (e.g. squid, shark, wandering shaman) or by suicide then the haunting features remain inactive when the dead character assumes spirit form.&lt;br /&gt;
&lt;br /&gt;
Relative placement on the spirit skill tree is suggested at the same level as [[Shocking shriek]] (i.e. [[Haunting scream]] is a prerequisite). This placement is open for debate, as is the actal name of the ability e.g. psychic link, haunt, curse etc.&lt;br /&gt;
&lt;br /&gt;
I make this suggestion even though my main character is a confirmed headhunter. This skill is intended to improve roleplaying / gameplay by giving spirits a reason (a slim one granted) to be in places other than the medical hut. And it would result in killers being haunted by their victims. Those who police the settlements against murderers might themselves be haunted in turn but other innocents would be safe from the murderers... for a while at least... --[[User:Skull Face|Skull Face]] 21:41, 1 October 2007 (UTC)&lt;br /&gt;
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suggest_time=21:41, 1 October 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Don't destory the naturally occouring necromantic system that is the spirit hut!  On a less self centered note it is a good idea though I would say death should remove the haunting status, you got your vengence now leave the poor git alone.--[[User:Etherdrifter|Etherdrifter]] 14:31, 2 October 2007 (UTC)&lt;br /&gt;
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===Fireball casting===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Shamanic offensive skill|&lt;br /&gt;
suggest_scope=Shamans|&lt;br /&gt;
suggest_description=Idea of fireball is simple. You cast a hot fiery projectile at your enemy, doing some damage. At doubled attack AP cost fireball would do from 1 to 10 damage, with the highest chance in the mid range (4-6 dmg), diminishing when going to the both ends of the scale (for example, 5% for 1 or 10 dmg, 10% for 2 or 9 dmg, 15% for 3 or 6 dmg, 25% for 5 dmg and 45% for 4 dmg). If you feel the idea of fireballs is out of place on Shartak, name it &amp;quot;using tiny little blowpipes with shamanic mixture of poisonous powder made of berries and herbs&amp;quot; or anything more fitting the game set-up. I mean - this mechanics for ranged attack is serious. Not as serious as Sam, but still serious. I would love to see some comments on this.|&lt;br /&gt;
suggest_time=00:05, 4 October 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Lama|Lama]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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OK I'll go first. I dislike the idea of fireballs as it sounds too much like D&amp;amp;D. I have questions. Is the range the same range as a blowpipe or rifle? If so, what would the %age hit chances be and what makes this different from using a blowgun or rifle (or even better than whacking someone with a machete)? Do we want shamen to replace warriors? What is the ammunition for a fireaball? As suggested on the forums, I do like the idea of a shamanic curse and the voodoo dolls idea seems to fit the character class. Maybe I'll work something up... --[[User:Skull Face|Skull Face]] 14:01, 4 October 2007 (UTC)&lt;br /&gt;
*Here go answers:&lt;br /&gt;
- let's call it touch of curse then.&lt;br /&gt;
&lt;br /&gt;
- range is the same as with any other weapon in-game.&lt;br /&gt;
&lt;br /&gt;
- for percentages, read it once again :) the difference is you can wield 10 dmg for 2 AP if you are lucky. Which, in terms of statistics is not really useful (most chances are you get 1 dmg for 1 AP spent), but it adds nice offensive skill for not so offensive class, definitely not replacing warriors or soldiers. &lt;br /&gt;
&lt;br /&gt;
- Shamans would be much better to role-play, if they could use some sort of magic to hurt peoples (refer to any kind of literature, I visualized this myself after last reading R.E.Howard's short novels about Conan.)&lt;br /&gt;
&lt;br /&gt;
- there's no ammunition for psychic-power skills other than AP.&lt;br /&gt;
&lt;br /&gt;
- and thanks for commenting, I hope I made it clearer --[[User:Lama|Lama]] 09:17, 8 October 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
I'll add my comments on this suggestion that I have made on the forum. This suggestion could be utilized in a Staff. A Staff of Firebolts that has a limited amount of charges, similar to how the current GPS has a limited amount of battery life. Let's say, each Staff has 20 charges and takes up more room in your inventory than what a rifle or a blowpipe would. This suggestion doesn't change anything you've already suggested lama, just the delivery via a Staff. Other classes can use the Staff as a melee weapon, but not the Firebolts feature. Lets see, Shaman would initially hit on 45% and then the percentages that you suggested lama, kick in for damage amounts.&lt;br /&gt;
&lt;br /&gt;
So...&lt;br /&gt;
&lt;br /&gt;
'''Shaman Firebolt Staff'''&lt;br /&gt;
*45% to Hit[br]&lt;br /&gt;
*Staff contains limited charge (10-20 charges)&lt;br /&gt;
*Staff takes up a lot more inventory space than rifle and blowpipe (Double?)&lt;br /&gt;
*Only Shamans can utilize Firebolts, whereas other classes can wield it as a melee weapon&lt;br /&gt;
*Damage variance (See lama's figures)&lt;br /&gt;
&lt;br /&gt;
That's it for now :D --[[User:Cthulhu|Cthulhu]]&lt;br /&gt;
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===Bodyguard===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New Skill|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=This suggestion is for a new skill called Bodyguard, to be placed on the Close Quarter Combat skill tree at the same level as Balanced Stance. When in the presence of another player or an NPC, characters with his skill would have access to a 'Guard' button with two adjacent pull-down menus. The first would be a pull-down menu of APs to be used, minimum of 1, maximum of 10. The second would be a pull-down menu of the current characters (AKA victims) at the location (c.f. the 'Attack' menu). The player would thus spend 1 to 10 APs to act as a bodyguard for a chosen victim. For each AP thus spent the player would automatically be the target of one attack directed at the victim.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If the attack would have been a hit with a ranged weapon, i.e. blowpipe or rifle, the bodyguard takes the hit instead of the victim only 50% of the time (the other 50% of the time the victim is still hit). Bullets and blowpipes fired by trained soldiers and warriors are much harder to defend against than melee attacks. Flavour text would be as follows:&lt;br /&gt;
:Attacker text - ''You attack Blue Hummingbird. Raffles interposes himself. You hit Raffles for 4 HP damage.''&lt;br /&gt;
:Bodyguard text - ''A Rat attacks Blue Hummingbird. You interpose yourself. You take 4 HP damage.'' &lt;br /&gt;
:Victim text - ''A Rat attacks you. Raffles bravely interposes himself. He is hit for 4 HP damage.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If the attack would have been a hit, the bodyguard takes the hit instead of the victim. Flavour text would be as follows:&lt;br /&gt;
:Attacker text - ''You attack Blue Hummingbird. Raffles interposes himself. You hit Raffles for 3 HP damage.''&lt;br /&gt;
:Bodyguard text - ''A Rat attacks Blue Hummingbird. You interpose yourself. You take 3 HP damage.'' &lt;br /&gt;
:Victim text - ''A Rat attacks you. Raffles bravely interposes himself. He is hit for 3 HP damage.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If the attack would have resulted in a glancing blow with a melee weapon, the target is hit as normal. Flavour text would be as follows:&lt;br /&gt;
:Attacker text - ''You attack Blue Hummingbird. Raffles interposes himself. You recover your balance and hit Blue Hummingbird for 3 HP damage.''&lt;br /&gt;
:Bodyguard text - ''A Rat attacks Blue Hummingbird. You interpose yourself. The attacker slips past your guard and hits Blue Hummingbird for 3 HP damage.'' &lt;br /&gt;
:Victim text - ''A Rat attacks you. Raffles bravely interposes himself. The attacker slips past Raffles and you take 3 HP damage.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If the attack would have been a miss, the bodyguard is missed rather than the target. Flavour text would be as follows:&lt;br /&gt;
:''Attacker text - You attack Blue Hummingbird. Raffles interposes himself. Your attack misses.''&lt;br /&gt;
:''Bodyguard text - A Rat attacks Blue Hummingbird. You interpose yourself. The attack misses.'' &lt;br /&gt;
:''Victim text - A Rat attacks you. Raffles bravely interposes himself. The attack misses.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Players using the Bodyguard ability must have sufficient unused APs to allocate towards the defence of the target i.e. they cannot deliberately go into negative APs when setting out to bodyguard. In the event that multiple players choose to bodyguard the same victim at a location, one of the bodyguards is selected randomly for each attack before the results are calculated. In the event that the nominated victim leaves the location before bodyguard APs are used up, any unused APs are lost and not returned to the bodyguard.&lt;br /&gt;
&lt;br /&gt;
This skill would permit a group of players to defend a potential victim. Examples would be villagers defending a [[shaman]] who is exorcising a healer's hut, or an [[SPF]] activist attempting to save an elephant from a hunter's rifle.&lt;br /&gt;
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suggest_time=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]] 14:58, 9 October 2007 (UTC)|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Comment:  &lt;br /&gt;
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Zergers could abuse this horribly. Beyond that, I think it's overpowered. It would make it impossible to kill someone being bodyguarded. Maybe instead of an automatic success it would only have like a 10-15% chance, and a character can only be bodyguarded by 1 player at a time.&lt;br /&gt;
&lt;br /&gt;
I assume while bodyguarding it would be impossible to perform any other actions (since all your focus would have to be on who you're bodyguarding).&lt;br /&gt;
&lt;br /&gt;
But I like the idea! It would open up a lot of new avenues for play (Bodygaurd companies/clans, loyal friends, your example in the Court of Raktam, etc.) [[User:Blahmicho|Blahmicho]] 19:05, 9 October 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I'm not sure that we could do anything against zergers that the game engine doesn't already do. Bodyguarding your own alt should theoretically have the same result as attacking or healing your alt i.e. the Curse of Shartak gets you. It wouldn't be impossible to kill someone unless multiple people were bodyguarding the intended victim. The maximum spend of 10 AP means that a bodyguard can only get in the way of 10 attacks, everything thereafter automatically targets the victim as normal unless there are more bodyguards. That figure of 10 could be altered. I guess that a limit could also be placed on the number of active bodyguards for one character. Any bodyguard who took an action before his 10 APs were used would automatically cancel the bodyguard effect and lose any APs spent. --[[User:Skull Face|Skull Face]] 22:04, 9 October 2007 (UTC)&lt;br /&gt;
::First, why is the bodyguard spending the AP before he does anything? The AP should be spent when you block an attack, so if the guarded person moves or dies or you die or decide to do something else, the AP aren't wasted. Second, there should be a skill like &amp;quot;assassin&amp;quot; that both increases chance to get past a bodyguard and means that you can avoid being noticed... until you attack the bodyguard or the person they're guarding, of course. Maybe make a &amp;quot;hiding&amp;quot; skill and have assassin as a sub-skill, letting you attack while hidden though you'd have a chance to be found out and be prevented from hiding again while the person you attacked is still alive and being bodyguarded in that square. --[[User:AlexanderRM|AlexanderRM]] 00:06, 16 October 2007 (UTC)&lt;br /&gt;
:::The server has no way to tell if you are logged out, asleep or simply inactive for a few moments. Requiring the bodyguard to actively spend APs gets around this problem (and prevents some exploits), provides a potential AP cap on the ability and provides a mechanism for checking for zerging. I dislike the idea of attacking from hiding but if you think that it has merit then write it up for discussion. --[[User:Skull Face|Skull Face]] 10:41, 16 October 2007 (UTC)&lt;br /&gt;
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===Curse===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New skill/mechanic|&lt;br /&gt;
suggest_scope=Shaman|&lt;br /&gt;
suggest_description=This suggestion is for a new shaman skill called ''Curse'' placed on the psychic skills tree at the same level as [[Exorcism]]. A curse would be called down upon a specific map square (indoor or outdoor) via a blood ritual costing 5 AP and 5 HP. Cursing a location requires a dagger or knife to draw blood but grants no XP. Spirits in a cursed area would benefit from a reduced AP cost for Shrieking, Wailing and Possession (-1 AP) and would deliver 50% more damage (and thus gain 50% more XP) when Shrieking and Wailing. Furthermore, it is suggested that spirits in a cursed area would be YY% more resistant to [[Exorcism]].&lt;br /&gt;
&lt;br /&gt;
Cursed locations would be detected by anyone with [[Sixth Sense]]. For those people the location description would include text along the lines of:&lt;br /&gt;
&lt;br /&gt;
:''This place makes the hair on the back of your neck stand up.''&lt;br /&gt;
:''You feel an otherworldy chill in this area.'' &lt;br /&gt;
:''You sense an inimical presence nearby.''&lt;br /&gt;
&lt;br /&gt;
Temporarily cursed areas may be cleansed by any Shaman who performs an [[Exorcism]] once the area is free of spirits. Successfully exorcising the spirits grants XP as normal and cleansing the area would grant a further 5 XP. It is suggested that permanently cursed locations (e.g. battlefields, ruins) also be created.&lt;br /&gt;
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suggest_time=[[User:Skull Face|Skull Face]] 14:46, 18 October 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Not a bad idea but I would suggest giving outsiders a skill to negate curses as outsiders already have a hard time with ghosts as it is.--[[User:Etherdrifter|Etherdrifter]] 19:14, 27 October 2007 (UTC)&lt;br /&gt;
:Possibly a scientist-based skill called &amp;quot;Skepticism&amp;quot;?--[[User:Black Joe|Black Joe]] 00:15, 28 October 2007 (UTC)&lt;br /&gt;
::Joking aside, yes, I agree that there is a need for an additional Scientist skill of some sort.--[[User:Skull Face|Skull Face]] 12:34, 9 November 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
I should check the wiki more often :D Anyways, I like this suggestion a lot, especially the blood sacrifice ritual. Really adds flavour that one. I've nothing to add to it though as I think you guys have covered it really. Actually, maybe the curse is embedded within a item (Voodoo Fetish, Gris Gris Bag...) and then placed at a location that is to be cursed. Scientists then get a skill enabling them to recognize these cursed items and destroy them. Cal the skill &amp;quot;Understanding The Black Arts&amp;quot; or such. Hmmmmmm... this could be extended further by enabling Shamans to give cursed items to players, cursing them. Scientists, once again can cure this by destroying the item and thus, lifting the curse. --[[User:Cthulhu|Cthulhu]]&lt;br /&gt;
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===Black Powder Proficiency===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New Skill|&lt;br /&gt;
suggest_scope=Pirate|&lt;br /&gt;
suggest_description=This suggestion is for a new skill, Black Powder Proficiency, that would be available only to pirates. The skill would cover both the preparation and firing of black powder weapons using [[Suggestions:Items#Flintlock|Flintlock]], [[Suggestions:Items#Blunderbuss|Blunderbuss]]. [[Suggestions:Items#Powder_Flask|Powder Flask]] and [[Suggestions:Items#Lead_Ball|Lead Ball]] items. This skill would confer a +25% hit chance for black powder weapons only and would also reduce the by 1 the APs required to prime such weapons with a charge of powder.&lt;br /&gt;
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suggest_time=[[User:Skull Face|Skull Face]] 12:23, 9 November 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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===Dowsing/Treasure Hunting===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New Skill and items|&lt;br /&gt;
suggest_scope=All|&lt;br /&gt;
suggest_description=Since we have digging, I am aware that there are buried treasures over much of the island.  Dowsing would be available to natives - they would need two sticks in their inventory to be able to dowse a square.  Treasure Hunting would be available to outsiders - they would need some sort of equipment - suggestions please.  Basic dowsing/treasure hunting (for 2AP) would give a 20% chance of showing if anything was buried in that square, but not the depth - Advanced (2AP) would give 40% but no depth - Expert would give 60% and depth.  No skill would show what items were, just that there were things buried.|&lt;br /&gt;
suggest_time=[Spookey] 18:12, 10 November, 2007 (GMT)|&lt;br /&gt;
suggest_author=[Spookey]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Not a bad idea, though an alteration you might consider is to have dowsing cover the surrounding squares and tell you the direction if it picks up anything. --[[User:Zeek|Zeek]] 18:20, 10 November 2007 (UTC)&lt;br /&gt;
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===Bounty Placing===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New Skill|&lt;br /&gt;
suggest_scope=All players|&lt;br /&gt;
suggest_description=&lt;br /&gt;
There is a bounty placing skill in jailriot so I said to myself &amp;quot;Self, you should suggest this for shartak.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
This skill would allow players to place bounties on players in their enemy contact list. The reward for killing the hunted player would be a small award like twenty experience or less or a small amount of gold coins like four and any player with this skill could collect it. If someone without the skill kills the target then the bounty still goes away but nobody gets the award. I thought about any amount of gold but that would basically be a mailing system for zergers. Each character can only set one bounty out at a time and it never expires until the target dies. The bounty would appear next to the targets name whenever any player would be able to identify them. Bounties can stack and everyone will be able to see who placed which bounty if they go to the target's character page. It would require a payment of twice the reward to place the bounty. I haven't thought of a reason why anyone's place of origin would have any affect on this skill but if someone has an idea then by all means.|&lt;br /&gt;
suggest_time=[[User:Edwardel|Edwardel]] 19:50, 24 November 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Edwardel|Edwardel]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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===Weapon Upkeep===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=Weapon upkeep, put simply, means that whoever takes the skill knows how to look after the weapons they carry and get the best out of them. It would be part of the Combat Skill tree, on the same level as Balanced Combat, and would halve the chance of your machete/cutlass/dagger/knife breaking whilst you're attacking with it. Heavy swords take a bit more work to look after them, so a further skill branched out from this one (Advanced Weapon Upkeep or something) would halve the chance of the Heavy Sword breaking.|&lt;br /&gt;
suggest_time=15:32, 28 November 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Broderick|Broderick]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I frankly don't think that weapons break often enough. It's already .1% chance. If it were a .05% chance, that would be insane in the longevity of weapons. Besides, weapons are both cheap and small, so it's not hard to just keep a small cache. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 18:17, 28 November 2007 (UTC)&lt;br /&gt;
:I believe they break quite often even with the .1% chance. My pirate is level 4 and had already broken 4-5 cutlasses and a machete. (No, not bluntened) --[[User:Baliame|Baliame]] 15:47, 26 December 2007 (UTC)&lt;br /&gt;
::Cutlasses are notorious for breaking frequently. But really, considering most weapons are about 1 GC each, and only take up 1/100 of your inventory (okay, 70 for some, but who doesn't have a backpack nowadays?), and everyone carries multiples anyway. Plus, it's still .1%. Which is tiny. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 15:25, 27 December 2007 (UTC)&lt;br /&gt;
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===Life Sense===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New skill/mechanic|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=This suggestion is for a new spirit skill called ''Life Sense''. This skill would allow a spirit in an occupied area to see the HP and name(s) of the living person(s) closest to death. It does act a little like [[Triage]] but it does not require that skill nor does it require that the spirit be of the same origin (outsider / native) to reveal the name / profile.&lt;br /&gt;
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suggest_time=[[User:Skull Face|Skull Face]] 00:01, 21 December 2008 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I'd sooner not see it indicate the exact HP - perhaps a 'near death' label instead for those nearing death, and the spirit world? --[[User:Johan Crichton|Johan Crichton]] 01:19, 21 January 2008 (UTC)&lt;br /&gt;
::(NEGATIVE VOTE) And actually, thinking about it, no.  This will simply encourage people to grind their characters XP by XP farming in medical huts with spirits who don't kill anyone. --[[User:Johan Crichton|Johan Crichton]] 01:20, 21 January 2008 (UTC)&lt;br /&gt;
:::This doesn't happen already Johan? I really would like to see spirits be able to identify those who are about ready to &amp;quot;cross over&amp;quot; to the other side. --[[User:Skull Face|Skull Face]] 10:14, 21 January 2008 (UTC)&lt;br /&gt;
::::I'd sooner see suggestions that modify the game to discourage or reduce the reward of xp farming as a solution to the problem.  This... opens up possibilities for some who've openly xp farmed, and don't seem at all embarrassed about it.  I'd accept something where it flagged those 'near death' with a 'near death' flag - but the spirits shouldn't know the exact HP. --[[User:Johan Crichton|Johan Crichton]] 21:37, 21 January 2008 (UTC)&lt;br /&gt;
I agree with Johan on this one, XP farming should have its risks.  But I like the idea of a &amp;quot;Near Death&amp;quot; description.  Perhaps when characters are on low hp it should reduce the AP cost for possession and this skill could indicate if this bonus is applicable?.--[[User:Etherdrifter|Etherdrifter]] 01:48, 21 January 2008 (UTC)&lt;br /&gt;
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===Ghostly Touch===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New skill/mechanic|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=This suggestion is for a new spirit skill called ''Ghostly Touch''. This skill would allow a spirit in an occupied area to touch a living person and thus reveal the person's name and profile.&lt;br /&gt;
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suggest_time=[[User:Skull Face|Skull Face]] 00:01, 21 December 2008 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Would it reveal the profile to the spirit only, or to everyone in the room/square? --[[User:Buttercup|Buttercup]] 01:43, 21 January 2008 (UTC)&lt;br /&gt;
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Who's information is it revealing?  If its the ghost's then there is a non-damage wail in place already.  If you mean the person touched I like the idea, sort of IFF for spirits.--[[User:Etherdrifter|Etherdrifter]] 01:49, 21 January 2008 (UTC)&lt;br /&gt;
:This would reveal the living person's profile and it would only reveal it to the spirit. --[[User:Skull Face|Skull Face]] 10:06, 21 January 2008 (UTC)&lt;br /&gt;
::I like it, enough said really--[[User:Etherdrifter|Etherdrifter]] 10:32, 21 January 2008 (UTC)&lt;br /&gt;
I don't see that this needs to be a skill - perhaps a simple game modification to allow spirits to 'ghostly touch' a target and find out who they are? --[[User:Johan Crichton|Johan Crichton]] 21:38, 21 January 2008 (UTC)&lt;br /&gt;
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===Poltergeist===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New skill/mechanic|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=This suggestion is for a new spirit skill called ''Poltergeist''. The new skill ''Ghostly Touch'' would be a prerequisite. This skill would allow a spirit in an occupied area to attack a living person using the spirit character's fist %age hit chance and delivering 1 HP damage on a successful attack.&lt;br /&gt;
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suggest_time=[[User:Skull Face|Skull Face]] 00:01, 21 December 2008 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Doesn't poltergeist mean noisy ghost? [[User:Darkferret|Edward Grey]] 01:34, 21 January 2008 (UTC)&lt;br /&gt;
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Why not make it an item damage skill, (the number of items in the characters inventory/2) rounded down is the chance for the damage to occur or/and increase the damage by 1 for every 20 items?  Makes it a little less redundant and a whole lot more sinister.  (so it maxes out at 50% chance for 6 damage if the person is carrying 100 items)--[[User:Etherdrifter|Etherdrifter]] 01:55, 21 January 2008 (UTC)&lt;br /&gt;
:Maxed version seems too much Etherdrifter. Fixing this at 1 HP damage seems more suitable in terms of power. You could argue for a more damaging skill further up the skill tree but I'm not going to suggest that. --[[User:Skull Face|Skull Face]] 10:14, 21 January 2008 (UTC)&lt;br /&gt;
::The idea behind the items is you can't actually see what a person is carrying, its a risk reward factor.  Should you just wail or should you try out a few poltergeist activities first in the hope of finding the right victim?  Otherwise the idea seems a little too weak (wail will easily do more damage)--[[User:Etherdrifter|Etherdrifter]] 10:31, 21 January 2008 (UTC)&lt;br /&gt;
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===Dowsing (Original Version)===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill (new)|&lt;br /&gt;
suggest_scope=Classes as listed|&lt;br /&gt;
suggest_description=Dowsing would be a skill placed on the Sixth Sense tree at the same level as Psychic Recognition i.e. Sixth Sense as a prerequisite. With this skill a character would have a 'Dowse' button available with a drop-down menu offering a choice of 'for water' or 'for treasure', at a cost of 3 APs per use. Dowsing would also require a new item (forked stick, 1 inventory space, found searching in Jungle squares above level 5 density). Dowsing would not benefit standard searches e.g. in the ammo hut or searching trees for fruit.&lt;br /&gt;
&lt;br /&gt;
Dowsing for water, success rate XX%, will add additional flavour text to the location description thus...&lt;br /&gt;
:''Your forked stick has led you to a small spring gurgling from beneath a rock.''&lt;br /&gt;
...and will also activate the 'Fill' drop-down menu option for empty bottles and gourds. As soon as APs are spent on any option other than 'Fill', the flavour text and 'Fill' options are removed, simulating the character losing sight of the small spring.&lt;br /&gt;
&lt;br /&gt;
Dowsing for treasure, success rate YY%, will add additional flavour text to the location description thus...&lt;br /&gt;
:''Your forked stick points downwards towards the ground. There is something buried here!''&lt;br /&gt;
...and will indicate if there is a cache of buried items at the present location. Dowsing will not indicate what these items are i.e. it could theoretically be a cache of mangoes or a cache of gems. As soon as APs are spent the flavour text is removed.&lt;br /&gt;
&lt;br /&gt;
Dowsing skill would be available to all classes (with the possible exceptions of the Soldier, Warrior and Scientist). The skill is a natural for the Villager, Settler, Explorer and Scout (they need to find water). Similarly the skill fits the Shaman very well. The Pirate, being a superstitious creature prone to burying treasure and then forgetting the location, would also seem an appropriate recipient of this skill. That part is up for discussion as finding water in the jungle would be useful to all.&lt;br /&gt;
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suggest_time=22:12, 13 September 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Skull Face|Skull Face]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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===Deadly Wail===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=Ghosts|&lt;br /&gt;
suggest_description=Banshee wail is needed to be able to obtain this skill. &amp;lt;br&amp;gt;&lt;br /&gt;
It gives a spirit a 5% chance to cause a &amp;quot;deadly wail&amp;quot; when wailing. &amp;lt;br&amp;gt;&lt;br /&gt;
When a spirit generates a deadly wail, one person on the same location of the spirit instantly dies, no matter what their class, home camp or HP is. &amp;lt;br&amp;gt;&lt;br /&gt;
When someone dies from a deadly wail, the responsible spirit only gets the XP from the victim's death (0 if the victim is a low level player), but not the XP from the HP the victim had. &amp;lt;br&amp;gt;&lt;br /&gt;
Because there's only a 5% chance of this to happen, not too many people should die. &amp;lt;br&amp;gt;&lt;br /&gt;
For example: if there are two ghosts in the same hut who both wail ten times each, only one person would normally die. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The reasons why I'd like to see this implemented are simple: &amp;lt;br&amp;gt;&lt;br /&gt;
-People with healing supplies get a lot of XP by healing the victims of wailing, but almost never get inconvenienced by ghosts, so they actually like them. &amp;lt;br&amp;gt;&lt;br /&gt;
This situation in some cases leads those same people to killing shamans because they cause ghosts to leave. &amp;lt;br&amp;gt;&lt;br /&gt;
If people died because of spirits, this situation might change. &amp;lt;br&amp;gt;&lt;br /&gt;
-It can be very hard for a ghost alone to kill someone. &amp;lt;br&amp;gt;&lt;br /&gt;
With this skill, a ghost who wails alone would finally be able to kill someone, even if everyone is healthy at the place where the ghost wails. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If people don't want to be killed by ghosts, they should leave crowded huts. &amp;lt;br&amp;gt;&lt;br /&gt;
If ghosts don't want to kill people, they should not buy this skill.|&lt;br /&gt;
suggest_time=18:08, 9 March 2008 (UTC)|&lt;br /&gt;
suggest_author=[[User:0000FF Beard|0000FF Beard]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Well as a dedicated necromancer I must say this would kill our art and make spirits pariahs permanently.  Maybe a skill to increase wail damage but nothing instantly deadly. --[[User:Etherdrifter|Etherdrifter]] 20:50, 9 March 2008 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Bloodclott</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Exotic_Sports_Hunting_Club&amp;diff=17941</id>
		<title>Exotic Sports Hunting Club</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Exotic_Sports_Hunting_Club&amp;diff=17941"/>
		<updated>2008-04-15T15:17:06Z</updated>

		<summary type="html">&lt;p&gt;Bloodclott: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox|&lt;br /&gt;
clan_name=Exotic Sports Hunting Club|&lt;br /&gt;
open_to= Level 5+|&lt;br /&gt;
clan_image=[[Image:ESHC_Logo.jpg]]|&lt;br /&gt;
clan_leaders=[[User:BLooDCLotT|BLooDCLotT]]|&lt;br /&gt;
clan_membership= see below|&lt;br /&gt;
clan_goals=Highest Kills Wins|&lt;br /&gt;
clan_recruit=Open to all Level 1+|&lt;br /&gt;
clan_contact= Here for now|&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Clans]]&lt;br /&gt;
[[Category:Clans for Everyone]]&lt;br /&gt;
&lt;br /&gt;
With no base of Opperation, or Home Town or Camp-we Roam the lands of Shartak Killing its Indigenous peoples and animals.&lt;br /&gt;
No one or thing is safe-But not all of our Hunters PK-so please check there Profiles FIRST!&lt;br /&gt;
&lt;br /&gt;
If any of us Have Killed you or your fellow clansmember-and would like to avoid any further aggression, just drop us a line and we will add you to our Do Not Target List.&lt;br /&gt;
&lt;br /&gt;
== Contests ==&lt;br /&gt;
Enter your scores via your name and profile link to be Listed on our Killers Page&lt;br /&gt;
&lt;br /&gt;
== Members ==&lt;br /&gt;
TtoLCDooLB&lt;br /&gt;
&lt;br /&gt;
Urban Dead&lt;br /&gt;
&lt;br /&gt;
WeedJunkie&lt;/div&gt;</summary>
		<author><name>Bloodclott</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Exotic_Sports_Hunting_Club&amp;diff=17450</id>
		<title>Exotic Sports Hunting Club</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Exotic_Sports_Hunting_Club&amp;diff=17450"/>
		<updated>2008-01-29T11:03:00Z</updated>

		<summary type="html">&lt;p&gt;Bloodclott: /* Members */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox|&lt;br /&gt;
clan_name=Exotic Sports Hunting Club|&lt;br /&gt;
open_to= Level 5+|&lt;br /&gt;
clan_image=[[Image:ESHC_Logo.jpg]]|&lt;br /&gt;
clan_leaders=[[User:BLooDCLotT|BLooDCLotT]]|&lt;br /&gt;
clan_membership= see below|&lt;br /&gt;
clan_goals=Highest Kills Wins|&lt;br /&gt;
clan_recruit=Open to all Level 5+|&lt;br /&gt;
clan_contact= Here for now|&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Clans]]&lt;br /&gt;
[[Category:Clans for Everyone]]&lt;br /&gt;
&lt;br /&gt;
With no base of Opperation, or Home Town or Camp-we Roam the lands of Shartak Killing its Indigenous peoples and animals.&lt;br /&gt;
No one or thing is safe-But not all of our Hunters PK-so please check there Profiles FIRST!&lt;br /&gt;
&lt;br /&gt;
If any of us Have Killed you or your fellow clansmember-and would like to avoid any further aggression, just drop us a line and we will add you to our Do Not Target List.&lt;br /&gt;
&lt;br /&gt;
== Contests ==&lt;br /&gt;
Enter your scores via your name and profile link to be Listed on our Killers Page&lt;br /&gt;
&lt;br /&gt;
== Members ==&lt;br /&gt;
TtoLCDooLB&lt;br /&gt;
&lt;br /&gt;
Urban Dead&lt;br /&gt;
&lt;br /&gt;
WeedJunkie&lt;/div&gt;</summary>
		<author><name>Bloodclott</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Exotic_Sports_Hunting_Club&amp;diff=17449</id>
		<title>Exotic Sports Hunting Club</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Exotic_Sports_Hunting_Club&amp;diff=17449"/>
		<updated>2008-01-29T11:01:42Z</updated>

		<summary type="html">&lt;p&gt;Bloodclott: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox|&lt;br /&gt;
clan_name=Exotic Sports Hunting Club|&lt;br /&gt;
open_to= Level 5+|&lt;br /&gt;
clan_image=[[Image:ESHC_Logo.jpg]]|&lt;br /&gt;
clan_leaders=[[User:BLooDCLotT|BLooDCLotT]]|&lt;br /&gt;
clan_membership= see below|&lt;br /&gt;
clan_goals=Highest Kills Wins|&lt;br /&gt;
clan_recruit=Open to all Level 5+|&lt;br /&gt;
clan_contact= Here for now|&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Clans]]&lt;br /&gt;
[[Category:Clans for Everyone]]&lt;br /&gt;
&lt;br /&gt;
With no base of Opperation, or Home Town or Camp-we Roam the lands of Shartak Killing its Indigenous peoples and animals.&lt;br /&gt;
No one or thing is safe-But not all of our Hunters PK-so please check there Profiles FIRST!&lt;br /&gt;
&lt;br /&gt;
If any of us Have Killed you or your fellow clansmember-and would like to avoid any further aggression, just drop us a line and we will add you to our Do Not Target List.&lt;br /&gt;
&lt;br /&gt;
== Contests ==&lt;br /&gt;
Enter your scores via your name and profile link to be Listed on our Killers Page&lt;br /&gt;
&lt;br /&gt;
== Members ==&lt;br /&gt;
TtoLCDooLB&lt;br /&gt;
Urban Dead&lt;br /&gt;
WeedJunkie&lt;/div&gt;</summary>
		<author><name>Bloodclott</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Exotic_Sports_Hunting_Club&amp;diff=17448</id>
		<title>Exotic Sports Hunting Club</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Exotic_Sports_Hunting_Club&amp;diff=17448"/>
		<updated>2008-01-29T10:46:58Z</updated>

		<summary type="html">&lt;p&gt;Bloodclott: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox|&lt;br /&gt;
clan_name=Exotic Sports Hunting Club|&lt;br /&gt;
open_to= Level 5+|&lt;br /&gt;
clan_image=[[Image:ESHC_Logo.jpg]]|&lt;br /&gt;
clan_leaders=[[User:BLooDCLotT|BLooDCLotT]]|&lt;br /&gt;
clan_membership= see below|&lt;br /&gt;
clan_goals=Highest Kills Wins|&lt;br /&gt;
clan_recruit=Open to all Level 5+|&lt;br /&gt;
clan_contact= Here for now|&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Clans]]&lt;br /&gt;
[[Category:Clans for Everyone]]&lt;/div&gt;</summary>
		<author><name>Bloodclott</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=File:ESHC_Logo.jpg&amp;diff=17447</id>
		<title>File:ESHC Logo.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=File:ESHC_Logo.jpg&amp;diff=17447"/>
		<updated>2008-01-29T10:40:02Z</updated>

		<summary type="html">&lt;p&gt;Bloodclott: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Bloodclott</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Exotic_Sports_Hunting_Club&amp;diff=17446</id>
		<title>Exotic Sports Hunting Club</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Exotic_Sports_Hunting_Club&amp;diff=17446"/>
		<updated>2008-01-29T10:39:44Z</updated>

		<summary type="html">&lt;p&gt;Bloodclott: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;g&lt;/div&gt;</summary>
		<author><name>Bloodclott</name></author>
		
	</entry>
</feed>