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	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:Protectors_of_Raktam&amp;diff=3519</id>
		<title>Talk:Protectors of Raktam</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Talk:Protectors_of_Raktam&amp;diff=3519"/>
		<updated>2006-04-10T23:45:29Z</updated>

		<summary type="html">&lt;p&gt;Daylan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Heya! I'm prowling the jungle to the east of Raktam at the moment, notching up a few kills and communing with the ancestors.  Once I've acquired a few more skills (language and spirit skills especially), I'm quite up for haunting some outsiders to gather intel. --Dave C&lt;br /&gt;
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Sorry I have been away for a little bit, but I'll be back in Raktam in a few days I'm leveling up around an outsider camp and pretty soon I shall be more than strong enough to kick some outsider ass.- [[User:Daylan|Daylan]] 00:45, 11 April 2006 (BST)&lt;/div&gt;</summary>
		<author><name>Daylan</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Suggestions:Skills&amp;diff=3274</id>
		<title>Suggestions:Skills</title>
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		<updated>2006-04-04T02:13:24Z</updated>

		<summary type="html">&lt;p&gt;Daylan: /* Revive skill */&lt;/p&gt;
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{{Suggestionsnav}}&lt;br /&gt;
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Suggestions for Shartak are always welcome, although there's no guarantee that anything will be added. Comments on or modifications for any of the suggestions below can be added by editing this page. Please be considerate and don't just remove ideas that you don't like.&lt;br /&gt;
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Begin a new item with a * and &amp;quot;sign&amp;quot; your suggestions using &amp;lt;nowiki&amp;gt;-- ~~~~&amp;lt;/nowiki&amp;gt; so we know who to blame ;)&lt;br /&gt;
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Bug reports should go on the [[Bugs]] page.&lt;br /&gt;
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This is the suggestions page for [[Skills]]. See also the [[Suggestions]] page for other suggestions.&lt;br /&gt;
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== Skills ==&lt;br /&gt;
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===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;
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''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;
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=== Weapon Skills ===&lt;br /&gt;
The Warrior/Soldiers class should get weapon skills, like spear skills for the warrior and rifle skills for the soldier, make the soldiers skills make the rifle have better to hit then the natives spear but the rifle requires the searching of ammo, this makes the difference between natives and outsiders warrior classes more than the blowpipe and rifle (blowpipes do 1 less damage) EDIT: I ahnotice that the outsiders do indeed have rifle training, freshly added to the wiki I guess.-- [[User:Daylan|Daylan]] 11:07, 17 February 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
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We have been doing some research(see the talk page in character classes) and it appears that warriors are no better at fighting(unless you count 10 extra hp as being really great) than any other class, correct me if I'm wrong but if there is no warrior only fighting skill what makes them warriors and not shamans w/ blowpipes(pardon the pun but they &amp;quot;blow&amp;quot;) and +10hp? and if that is all they are how come soilders get extra skills? -- [[User:Daylan|Daylan]] 02:55, 3 March 2006 (GMT)&lt;br /&gt;
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Also, if you've got a machete and the three melee skills, there's never any point in using a blowpipe (unless you've got 1AP left and a victim with only 4HP remaining). There should be a skill that increases the chances of hitting with a blowpipe, to at least 30% - especially since you have to search for darts. Viveca Lindfors, 6 March 2006, 17:25 GMT&lt;br /&gt;
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It should be over 30% as even at that it still makes blowpipes worse than the heavy sword(which while apparently being really rare itdoesn't mean everybody can't search and find one and 5 dam 45%[2.25 dam/ap] outclasses even 4 dam, search ammo, 2ap per shot, 80%![approaxamitly 1.6 dam/ap not counting search ap] anyday, hell the heavy sword is the uberest weapon in the game![the rifle is 5 dam, 1.5 ap/shot,60%=2dam/ap not counting searching!]) I think you should at least be able to make them have the same to hit as the rifle, It would be balanced by the fact you can only load a single dart at a time(i think),they have lower damage, but you can find darts in more places (check the regular search odds page you'll see they were found in d10 jungle!) I could see this fact alone justify the lower damage and single shot load, but not the lower to hit chance. Unless of course poison darts actually poison(has anybody checked this out?) then I see why they have a low to hit, you can dart somebody, run away then they would die trying to find you, But even if they do poison, outsiders can use them too(with a skill) so I still believe native warriors should be more effective at darting then any other class to balance the superiority of rifles.But all in all problems are solved if blowpipes get some skills to raise to hit% and the heavy sword is removed for being too uber(just cause it is rare doesn't mean we all can't/won't find it!) --[[User:Daylan|Daylan]] 23:09, 9 March 2006 (GMT)&lt;br /&gt;
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Maybe there can be a skill to create blowpipe darts (with poison berries or snakes)&lt;br /&gt;
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=== 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;
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''Comments''&lt;br /&gt;
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=== 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;
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''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;
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=== Skinning ===&lt;br /&gt;
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. --[[User:Lint|Lint]] 21:48, 23 February 2006 (GMT)&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;
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''Comments''&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;
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=== 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;
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''Comments''&lt;br /&gt;
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=== 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;
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=== 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;
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''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;
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===Comment Cartography===&lt;br /&gt;
Applies to Natives &amp;amp; Outsiders, most likely best applied only to the classes, scouts &amp;amp; explorers. I am thinking that it would be great to get more out of the map. This skill would allow those who have it to be able to add a limited number of short comments to their maps. These comments could work as references so as to be able to use the map to help find points of interest at some other time. I could see this probably difficult to implement, but perhaps it could work in that one could click in a quadrant on the map which would reload the page and allow you to add a text comment / description to a form. This text comment on a save would place a reference number on that quadrant of the map and the text would be listed to the right or below the map with accompanying reference number. -- [[User: fitzcarraldo|fitzcarraldo]]|&amp;lt;sup&amp;gt;[[User talk:fitzcarraldo|T]]&amp;lt;/sup&amp;gt; 17:05, 5 March 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
*This is a great idea, I am not an explorer/scout but I am all for class-specific skills, that are in character, because as of right now there aren't too many differences(which I'm guessing will change.-- [[User:Daylan|Daylan]]00:37, 10 March 2006 (GMT)&lt;br /&gt;
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*I think this is a great idea too, and very much the way a real cartogragher would operate, making small notations as they explored and surveyed.--[[User:Jackel|Jackel]] 00:49, 10 March 2006 (GMT)&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;
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''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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===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;
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''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;
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===Will o' the Wisp===&lt;br /&gt;
Type: Skill addition&amp;lt;br&amp;gt;&lt;br /&gt;
Scope: Spirits (all classes)&amp;lt;br&amp;gt;&lt;br /&gt;
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;
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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;
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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. --[[User:Lint|Lint]] 07:53, 25 March 2006 (GMT)&lt;br /&gt;
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* 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;
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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;
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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;
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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;
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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;
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*'''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;
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*'''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;
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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;
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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;
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house experience does not raise everytime a skill is bought, but the price is set at 100-200 (your choice)&lt;br /&gt;
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&amp;quot;comments Below&amp;quot;&lt;br /&gt;
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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;
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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;
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===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;
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[x] 1. Pirate ship&lt;br /&gt;
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[x] 2. Swarthy attitude&lt;br /&gt;
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[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;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
*'''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%&lt;br /&gt;
--[[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. &lt;br /&gt;
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*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;
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}}&lt;/div&gt;</summary>
		<author><name>Daylan</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Suggestions:Skills&amp;diff=3273</id>
		<title>Suggestions:Skills</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Suggestions:Skills&amp;diff=3273"/>
		<updated>2006-04-04T02:09:21Z</updated>

		<summary type="html">&lt;p&gt;Daylan: /* Plunder */&lt;/p&gt;
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{{Suggestionsnav}}&lt;br /&gt;
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Suggestions for Shartak are always welcome, although there's no guarantee that anything will be added. Comments on or modifications for any of the suggestions below can be added by editing this page. Please be considerate and don't just remove ideas that you don't like.&lt;br /&gt;
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Begin a new item with a * and &amp;quot;sign&amp;quot; your suggestions using &amp;lt;nowiki&amp;gt;-- ~~~~&amp;lt;/nowiki&amp;gt; so we know who to blame ;)&lt;br /&gt;
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Bug reports should go on the [[Bugs]] page.&lt;br /&gt;
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This is the suggestions page for [[Skills]]. See also the [[Suggestions]] page for other suggestions.&lt;br /&gt;
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== Skills ==&lt;br /&gt;
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===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;
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''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;
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=== Weapon Skills ===&lt;br /&gt;
The Warrior/Soldiers class should get weapon skills, like spear skills for the warrior and rifle skills for the soldier, make the soldiers skills make the rifle have better to hit then the natives spear but the rifle requires the searching of ammo, this makes the difference between natives and outsiders warrior classes more than the blowpipe and rifle (blowpipes do 1 less damage) EDIT: I ahnotice that the outsiders do indeed have rifle training, freshly added to the wiki I guess.-- [[User:Daylan|Daylan]] 11:07, 17 February 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
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We have been doing some research(see the talk page in character classes) and it appears that warriors are no better at fighting(unless you count 10 extra hp as being really great) than any other class, correct me if I'm wrong but if there is no warrior only fighting skill what makes them warriors and not shamans w/ blowpipes(pardon the pun but they &amp;quot;blow&amp;quot;) and +10hp? and if that is all they are how come soilders get extra skills? -- [[User:Daylan|Daylan]] 02:55, 3 March 2006 (GMT)&lt;br /&gt;
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Also, if you've got a machete and the three melee skills, there's never any point in using a blowpipe (unless you've got 1AP left and a victim with only 4HP remaining). There should be a skill that increases the chances of hitting with a blowpipe, to at least 30% - especially since you have to search for darts. Viveca Lindfors, 6 March 2006, 17:25 GMT&lt;br /&gt;
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It should be over 30% as even at that it still makes blowpipes worse than the heavy sword(which while apparently being really rare itdoesn't mean everybody can't search and find one and 5 dam 45%[2.25 dam/ap] outclasses even 4 dam, search ammo, 2ap per shot, 80%![approaxamitly 1.6 dam/ap not counting search ap] anyday, hell the heavy sword is the uberest weapon in the game![the rifle is 5 dam, 1.5 ap/shot,60%=2dam/ap not counting searching!]) I think you should at least be able to make them have the same to hit as the rifle, It would be balanced by the fact you can only load a single dart at a time(i think),they have lower damage, but you can find darts in more places (check the regular search odds page you'll see they were found in d10 jungle!) I could see this fact alone justify the lower damage and single shot load, but not the lower to hit chance. Unless of course poison darts actually poison(has anybody checked this out?) then I see why they have a low to hit, you can dart somebody, run away then they would die trying to find you, But even if they do poison, outsiders can use them too(with a skill) so I still believe native warriors should be more effective at darting then any other class to balance the superiority of rifles.But all in all problems are solved if blowpipes get some skills to raise to hit% and the heavy sword is removed for being too uber(just cause it is rare doesn't mean we all can't/won't find it!) --[[User:Daylan|Daylan]] 23:09, 9 March 2006 (GMT)&lt;br /&gt;
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Maybe there can be a skill to create blowpipe darts (with poison berries or snakes)&lt;br /&gt;
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=== 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;
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''Comments''&lt;br /&gt;
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=== 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;
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''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;
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=== Skinning ===&lt;br /&gt;
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. --[[User:Lint|Lint]] 21:48, 23 February 2006 (GMT)&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;
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''Comments''&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;
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=== 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;
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''Comments''&lt;br /&gt;
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=== 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;
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=== 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;
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''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;
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===Comment Cartography===&lt;br /&gt;
Applies to Natives &amp;amp; Outsiders, most likely best applied only to the classes, scouts &amp;amp; explorers. I am thinking that it would be great to get more out of the map. This skill would allow those who have it to be able to add a limited number of short comments to their maps. These comments could work as references so as to be able to use the map to help find points of interest at some other time. I could see this probably difficult to implement, but perhaps it could work in that one could click in a quadrant on the map which would reload the page and allow you to add a text comment / description to a form. This text comment on a save would place a reference number on that quadrant of the map and the text would be listed to the right or below the map with accompanying reference number. -- [[User: fitzcarraldo|fitzcarraldo]]|&amp;lt;sup&amp;gt;[[User talk:fitzcarraldo|T]]&amp;lt;/sup&amp;gt; 17:05, 5 March 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
*This is a great idea, I am not an explorer/scout but I am all for class-specific skills, that are in character, because as of right now there aren't too many differences(which I'm guessing will change.-- [[User:Daylan|Daylan]]00:37, 10 March 2006 (GMT)&lt;br /&gt;
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*I think this is a great idea too, and very much the way a real cartogragher would operate, making small notations as they explored and surveyed.--[[User:Jackel|Jackel]] 00:49, 10 March 2006 (GMT)&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;
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''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..... - [[User:Daylan|Daylan]] 02:51, 4 April 2006 (BST)&lt;br /&gt;
&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;
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===Will o' the Wisp===&lt;br /&gt;
Type: Skill addition&amp;lt;br&amp;gt;&lt;br /&gt;
Scope: Spirits (all classes)&amp;lt;br&amp;gt;&lt;br /&gt;
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;
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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. --[[User:Lint|Lint]] 07:53, 25 March 2006 (GMT)&lt;br /&gt;
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* 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;
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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;
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&amp;quot;comments Below&amp;quot;&lt;br /&gt;
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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;
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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;
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===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;
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[x] 1. Pirate ship&lt;br /&gt;
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[x] 2. Swarthy attitude&lt;br /&gt;
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[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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
So... Thoughts? Agreement? Death threats?|&lt;br /&gt;
suggest_author=[[User:Wifey|Wifey]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
*'''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%&lt;br /&gt;
--[[User:Richard Rose|Richard Rose]]&lt;br /&gt;
&lt;br /&gt;
: '''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. &lt;br /&gt;
&lt;br /&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;
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}}&lt;/div&gt;</summary>
		<author><name>Daylan</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Suggestions:Skills&amp;diff=3272</id>
		<title>Suggestions:Skills</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Suggestions:Skills&amp;diff=3272"/>
		<updated>2006-04-04T01:51:07Z</updated>

		<summary type="html">&lt;p&gt;Daylan: /* Revive skill */&lt;/p&gt;
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{{Suggestionsnav}}&lt;br /&gt;
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Suggestions for Shartak are always welcome, although there's no guarantee that anything will be added. Comments on or modifications for any of the suggestions below can be added by editing this page. Please be considerate and don't just remove ideas that you don't like.&lt;br /&gt;
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Begin a new item with a * and &amp;quot;sign&amp;quot; your suggestions using &amp;lt;nowiki&amp;gt;-- ~~~~&amp;lt;/nowiki&amp;gt; so we know who to blame ;)&lt;br /&gt;
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Bug reports should go on the [[Bugs]] page.&lt;br /&gt;
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This is the suggestions page for [[Skills]]. See also the [[Suggestions]] page for other suggestions.&lt;br /&gt;
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== Skills ==&lt;br /&gt;
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===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;
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''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;
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=== Weapon Skills ===&lt;br /&gt;
The Warrior/Soldiers class should get weapon skills, like spear skills for the warrior and rifle skills for the soldier, make the soldiers skills make the rifle have better to hit then the natives spear but the rifle requires the searching of ammo, this makes the difference between natives and outsiders warrior classes more than the blowpipe and rifle (blowpipes do 1 less damage) EDIT: I ahnotice that the outsiders do indeed have rifle training, freshly added to the wiki I guess.-- [[User:Daylan|Daylan]] 11:07, 17 February 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
&lt;br /&gt;
We have been doing some research(see the talk page in character classes) and it appears that warriors are no better at fighting(unless you count 10 extra hp as being really great) than any other class, correct me if I'm wrong but if there is no warrior only fighting skill what makes them warriors and not shamans w/ blowpipes(pardon the pun but they &amp;quot;blow&amp;quot;) and +10hp? and if that is all they are how come soilders get extra skills? -- [[User:Daylan|Daylan]] 02:55, 3 March 2006 (GMT)&lt;br /&gt;
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Also, if you've got a machete and the three melee skills, there's never any point in using a blowpipe (unless you've got 1AP left and a victim with only 4HP remaining). There should be a skill that increases the chances of hitting with a blowpipe, to at least 30% - especially since you have to search for darts. Viveca Lindfors, 6 March 2006, 17:25 GMT&lt;br /&gt;
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It should be over 30% as even at that it still makes blowpipes worse than the heavy sword(which while apparently being really rare itdoesn't mean everybody can't search and find one and 5 dam 45%[2.25 dam/ap] outclasses even 4 dam, search ammo, 2ap per shot, 80%![approaxamitly 1.6 dam/ap not counting search ap] anyday, hell the heavy sword is the uberest weapon in the game![the rifle is 5 dam, 1.5 ap/shot,60%=2dam/ap not counting searching!]) I think you should at least be able to make them have the same to hit as the rifle, It would be balanced by the fact you can only load a single dart at a time(i think),they have lower damage, but you can find darts in more places (check the regular search odds page you'll see they were found in d10 jungle!) I could see this fact alone justify the lower damage and single shot load, but not the lower to hit chance. Unless of course poison darts actually poison(has anybody checked this out?) then I see why they have a low to hit, you can dart somebody, run away then they would die trying to find you, But even if they do poison, outsiders can use them too(with a skill) so I still believe native warriors should be more effective at darting then any other class to balance the superiority of rifles.But all in all problems are solved if blowpipes get some skills to raise to hit% and the heavy sword is removed for being too uber(just cause it is rare doesn't mean we all can't/won't find it!) --[[User:Daylan|Daylan]] 23:09, 9 March 2006 (GMT)&lt;br /&gt;
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Maybe there can be a skill to create blowpipe darts (with poison berries or snakes)&lt;br /&gt;
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=== 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;
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''Comments''&lt;br /&gt;
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=== 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;
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''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;
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=== Skinning ===&lt;br /&gt;
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. --[[User:Lint|Lint]] 21:48, 23 February 2006 (GMT)&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;
&lt;br /&gt;
''Comments''&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;
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=== 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;
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''Comments''&lt;br /&gt;
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=== 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;
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=== 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;
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''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;
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===Comment Cartography===&lt;br /&gt;
Applies to Natives &amp;amp; Outsiders, most likely best applied only to the classes, scouts &amp;amp; explorers. I am thinking that it would be great to get more out of the map. This skill would allow those who have it to be able to add a limited number of short comments to their maps. These comments could work as references so as to be able to use the map to help find points of interest at some other time. I could see this probably difficult to implement, but perhaps it could work in that one could click in a quadrant on the map which would reload the page and allow you to add a text comment / description to a form. This text comment on a save would place a reference number on that quadrant of the map and the text would be listed to the right or below the map with accompanying reference number. -- [[User: fitzcarraldo|fitzcarraldo]]|&amp;lt;sup&amp;gt;[[User talk:fitzcarraldo|T]]&amp;lt;/sup&amp;gt; 17:05, 5 March 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
*This is a great idea, I am not an explorer/scout but I am all for class-specific skills, that are in character, because as of right now there aren't too many differences(which I'm guessing will change.-- [[User:Daylan|Daylan]]00:37, 10 March 2006 (GMT)&lt;br /&gt;
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*I think this is a great idea too, and very much the way a real cartogragher would operate, making small notations as they explored and surveyed.--[[User:Jackel|Jackel]] 00:49, 10 March 2006 (GMT)&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;
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''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..... - [[User:Daylan|Daylan]] 02:51, 4 April 2006 (BST)&lt;br /&gt;
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===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;
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===Will o' the Wisp===&lt;br /&gt;
Type: Skill addition&amp;lt;br&amp;gt;&lt;br /&gt;
Scope: Spirits (all classes)&amp;lt;br&amp;gt;&lt;br /&gt;
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;
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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;
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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. --[[User:Lint|Lint]] 07:53, 25 March 2006 (GMT)&lt;br /&gt;
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* 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;
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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;
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&amp;quot;comments Below&amp;quot;&lt;br /&gt;
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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;
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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;
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===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;
&lt;br /&gt;
[x] 4. Murder&lt;br /&gt;
&lt;br /&gt;
[ ] 5. Plunder&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
So... Thoughts? Agreement? Death threats?|&lt;br /&gt;
suggest_author=[[User:Wifey|Wifey]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
*'''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%&lt;br /&gt;
--[[User:Richard Rose|Richard Rose]]&lt;br /&gt;
&lt;br /&gt;
: '''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. &lt;br /&gt;
&lt;br /&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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&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>Daylan</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Bugs&amp;diff=3042</id>
		<title>Bugs</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Bugs&amp;diff=3042"/>
		<updated>2006-03-28T06:15:57Z</updated>

		<summary type="html">&lt;p&gt;Daylan: /* Possible Bugs */ attack w/ broken cutlass&lt;/p&gt;
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| __TOC__&lt;br /&gt;
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This page is for adding reports of possible bugs. Once the bug has been confirmed, it can be moved into the Known Bugs section.&lt;br /&gt;
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== Possible Bugs ==&lt;br /&gt;
&lt;br /&gt;
=== Not able to attack animals ===&lt;br /&gt;
I'm at [-70.358,+26.343. There's a large deer here yet I don't have the option of attacking it. For some reason it's giving me the option of speaking to it. Says &amp;quot;Jungle&lt;br /&gt;
A number of small trees here aren't that much taller than the heavy undergrowth.&amp;quot; --[[User:One of many doctors|One of many doctors]] 03:00, 19 March 2006 (GMT)&lt;br /&gt;
*Never mind. I travelled a few squares then came back and it gave me the attack option.--[[User:One of many doctors|One of many doctors]] 03:02, 19 March 2006 (GMT)&lt;br /&gt;
* Very odd, never heard of that happening before. Bugs like this would be pretty much impossible to track down unless I'm able to check the database at the time at which it happens. If it happens again, you could try letting me know over instant messaging before you move. Contact info on my user page. --[[User:Simon|Simon]] 09:35, 19 March 2006 (GMT)&lt;br /&gt;
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=== Tree without icon ===&lt;br /&gt;
I saw a tree at [-70.087,+26.377], but there was no icon. I guess it could be deliberate, but I thought that I should mention it. --[[User:Dr. J|Dr. J]] 08:45, 10 March 2006 (GMT)&lt;br /&gt;
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Tree icons only show when the density is low enough I believe... If you find a location with a tree/bush and you &amp;quot;uncover&amp;quot; it, by chopping, you gain a small amount of experience for doing so. Don't know if this only happens once or every time though as it only happened to me once so far. Could this be the reason for your problem? --[[User:Murk|Murk]] 14:58, 13 March 2006 (GMT)&lt;br /&gt;
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===Unable to Log in===&lt;br /&gt;
I am unable to sign on as either of my characters for the last two days. When I try I get a &amp;quot;sorry, you need to be logged in to access this page&amp;quot; message. Is something wrong with the sight?  [[User:Abe Froeman|Abe Froeman]]&lt;br /&gt;
* Nothing wrong here, perhaps this is a cookie issue? Are you accessing it at http://www.shartak.com/ ? --[[User:Simon|Simon]] &lt;br /&gt;
* Yes, if it is a cookie problem, how would I fix it? This might be something that could go in the FAQ, but I didn't see it there so I'm asking here. [[User:Abe Froeman|Abe Froeman]]&lt;br /&gt;
* Enable cookies in your browser&lt;br /&gt;
* I guess the question is: what has changed in the last couple of days? Nothing to do with cookies at the server end, have you tried a different browser? Flush cookies in your browser? When you go to the front page (having already logged in), does it say that you're currently logged in or does it simply give the login box? --[[User:Simon|Simon]]&lt;br /&gt;
* It symply says I need to be logged in to do that, as If I had logged out and then tried to get back in. I did clear a large amount of spy ware, but urban dead is still working fine. I realize this is probably a very specific problem, but I like this game and would hate to have to start over with a new character. I appreciate any advice anyone can give. This is the page it sends me to when I try to log on as either of my characters. It doesn't say I have the wrong password or that I am already logged in. http://www.shartak.com/game.cgi [[User:Abe Froeman|Abe Froeman]]&lt;br /&gt;
* What browser are you using? Have you tried a different browser? Perhaps remove all cookies for the domain shartak.com (might show up as www.shartak.com or shartak.com) and try again. If none of these ideas work, I'd be interested to know if setting up a new character solves the problem or if you still have trouble signing in with a brand new character. Obviously if you can then logout and log back in as your original character, you don't have to carry on with the new one although there's no reason why you can't play a couple of different characters. If you wish to continue this by email, you can use the email user link on my user page, or use the address mentioned in the FAQ under the &amp;quot;I found a bug&amp;quot; question. --[[User:Simon|Simon]] 01:22, 9 March 2006 (GMT)&lt;br /&gt;
* I've just seen this demonstrated - you have to go to http://www.shartak.com/ to login, not just http://shartak.com/ - I've fixed it so that going to the latter should redirect you to the right place. --[[User:Simon|Simon]] 14:56, 11 March 2006 (GMT)&lt;br /&gt;
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===Still wounded after resurrection===&lt;br /&gt;
After dying of a Shark attack wound (lose 1 HP per AP until healed with a First Aid kit) my Outsider waited 50AP and contacted the Shaman. I am still recieving the &amp;quot;You lose 1 HP from an old wound. Use a first aid kit to stop the bleeding before you die.&amp;quot; message. I have spent 25 AP (and hence HP) attempting to find a FAK. I am morbidly curious to see if I find one before I die of this wound a 2nd time. [[User:Anothertwilight|Anothertwilight]] 02:49, 15 March 2006 (GMT) aka [http://www.shartak.com/profile.cgi?id=647 Morgan Freelance]&lt;br /&gt;
: Well, I died of my 'wound' before finding a first aid kit. That's 58 AP searching, no FAK (1 AP to move away from Shaman to see if that square had a different FAK find rate and 1 AP eating a mango). I have moved back to the Shaman's square and am now waiting to see if he can get it right _this_ time. [[User:Anothertwilight|Anothertwilight]] 22:44, 15 March 2006 (GMT) aka [http://www.shartak.com/profile.cgi?id=647 Morgan Freelance]&lt;br /&gt;
:: I can only suggest either requesting a heal from other players or to make your way to each hut and find one that contains medical supplies. I believe that the shark bite resembles the infection in Urban Dead so it's most likely you'll still have the wound this second time. To my knowledge, it hasn't been a problem for survivors there and I'm not completely convinced that it is a problem for characters here. However, I can agree that is seems a bit out of theme for the wound to persist after being resurrected and wouldn't object to a change. --[[User:Lint|Lint]] 00:05, 16 March 2006 (GMT)&lt;br /&gt;
::: 2nd resurrection and still was wounded. Found a FAK with another 4 AP searching. I agree that the behaviour matches UDs 'infection-after-revive' but there is a better thematic justification there. It seems inconsistent that being trampled to death by an elephant (say) is something that the Shamanistic process can reverse, rebuild or remove (you come back with full HP) but a shark attack/bite does some kind of damage to either your teleported body (presuming that resurrection uses your old meat) or to your spirit (presuming resurrection uses your metaphysical self as a kind of template for a rebuild) that the Shaman ignores or cannot deal with. I have no problem with it (makes island hopping that much harder *grin*), but would prefer to see you come back with half HP (like UD) to indicate that the process is less than perfect across the board. [[User:Anothertwilight|Anothertwilight]] 01:59, 16 March 2006 (GMT) aka [http://www.shartak.com/profile.cgi?id=647 Morgan Freelance]&lt;br /&gt;
::::This is somewhat covered by the [[Game_Design#Contact_Shaman|Contact Shaman]] section of [[Game Design]]. Perhaps it's worth continuing this over there instead. I do agree that something needs to be done about the way the revives are handled, I'm just not sure what. --[[User:Simon|Simon]] 02:55, 16 March 2006 (GMT)&lt;br /&gt;
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=== 2 written messages on one space ===&lt;br /&gt;
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While burning up AP searching through a mango tree, I noticed someone had carved a message on it. Actually, 2 people had written messages on it, and as I searched, it fluctuated bewteen the two. I've never seen this before, maybe the jungle square counted as one available writing place, and the mango tree itself counted as another? --[[User:Jackel|Jackel]] 15:02, 19 March 2006 (GMT)&lt;br /&gt;
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* That's clever stuff. Shouldn't happen though. Were there two other people there as well who kept changing it back and forth? Any idea of the GPS co-ords of that tree? --[[User:Simon|Simon]] 18:32, 19 March 2006 (GMT)&lt;br /&gt;
:Sorry, I don't have a GPS. Its a bit to the SE of the mountains in the center. There had been a couple natives at this tree before I sent them to the spirit world, but I'm not sure if they were taking turns carving.--[[User:Jackel|Jackel]] 00:51, 21 March 2006 (GMT)&lt;br /&gt;
* Found this myself just now, and I know exactly what's causing it. It's just a display bug rather than a major bug, but I'll need to juggle a few things around to fix it. --[[User:Simon|Simon]] 09:40, 26 March 2006 (BST)&lt;br /&gt;
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=== Pirate class unchoosable ===&lt;br /&gt;
I logged in today to see the pirate class implemented and I was like sweet! I tried to make one but it gave me an error message about picking conflicting villages when I picked both random village and shipwreck. It randomly worked after a few attempts but it may be a bug if anyone else gets this problem.-- [[User:Daylan|Daylan]] 20:09, 23 March 2006 (GMT)&lt;br /&gt;
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=== Attack with broken cutlass ===&lt;br /&gt;
My cutlass broke(I had only one) and I was still able to pick &amp;quot;cutlass&amp;quot; in the attack choices right afterwards, I logged out then back in to check if it persisted and it did not. If anybody else breaks their cutlass(and it was your only one) check to see if it is still a choice for attacking in the move right after you break the cutlass. --[[User:Daylan|Daylan]] 07:15, 28 March 2006 (BST)&lt;br /&gt;
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== Fixed Bugs ==&lt;br /&gt;
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=== HP: 71/65 ??? ===&lt;br /&gt;
My caracter have started his career of pirate whit some strange health : HP: 71 / 65 !!! My caracter &amp;quot;Le pirate Robert&amp;quot; (http://www.shartak.com/profile.cgi?id=571) was a soldier whit the skill stamina end then he become a pirate. Is it a adrenalin rush ??? Is it bugs whit pirate health and stamina skill ??? Or is it again a trick from that strange perturbing evil leprechaun behind my shoulder ??? --[[User:Le pirate Robert|Le pirate Robert]] 05:07, 21 March 2006 (GMT)&lt;br /&gt;
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* Fixed. It was because I forgot to add the extra 20HP to those new pirates with Stamina. --[[User:Simon|Simon]] 14:34, 21 March 2006 (GMT)&lt;br /&gt;
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* It's magic !!! Tanks !--[[User:Le pirate Robert|Le pirate Robert]] 14:42, 21 March 2006 (GMT)&lt;br /&gt;
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=== Only healing 5hp with Healing Herb Skill===&lt;br /&gt;
My native villager has the skill under triage that says it heals 10hp with healing herbs, but she only healed herself 5hp.  If it is meant to only heal others, the description should be changed to indicate such please.--[[User:Bluff|Bluff]] 23:20, 16 March 2006 (GMT)&lt;br /&gt;
* Should be ok. Let me know if it happens again. --[[User:Simon|Simon]] 01:32, 17 March 2006 (GMT)&lt;br /&gt;
My second healing herb did heal 10hps this time.  Yay!  --[[User:Bluff|Bluff]] 23:12, 20 March 2006 (GMT)&lt;br /&gt;
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=== Writing Whilst Dead ===&lt;br /&gt;
I can write in the sand whilst dead. Should I be able to? --[[User:Dr. J|Dr. J]] 09:02, 4 March 2006 (GMT)&lt;br /&gt;
:Umm, no. Bug has been fixed. --[[User:Simon|Simon]] 10:31, 4 March 2006 (GMT)&lt;br /&gt;
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=== Rats in Rocks ===&lt;br /&gt;
I've seen rats twice now in what appears to be Solid-Rock. I couldn't get near them and the square appeared blank (no style) apart from the rat. I checked the source and the class was &amp;quot;map density&amp;quot; --[[User:Dr. J|Dr. J]] 16:42, 15 February 2006 (GMT)&lt;br /&gt;
:They'd obviously crawled down a crack that was too narrow to show up on the map. --[[User:Snarf|Snarf]] 19:22, 15 February 2006 (GMT)&lt;br /&gt;
:: :P Well ok, so it's a graphics glitch then as the rock wasn't shown. --[[User:Dr. J|Dr. J]] 00:21, 16 February 2006 (GMT)&lt;br /&gt;
:: Have you seen this again or was it just twice? --[[User:Simon|Simon]] 10:33, 24 February 2006 (GMT)&lt;br /&gt;
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=== Consistent Animal Spawning ===&lt;br /&gt;
I killed a wild boar in the jungle, stayed in the same square, and a few minutes later another wild boar appeared in the same square.  I killed it, another one appeared, killed that, and now there's another one there.  Three times, i didn't see it move to the square, it seemed to spawn in the same square, within minutes of the kill.  Is animal spawning non-random or is this a coincidence?  If non-random, this seems buggy since it makes for too easy a way to gain XP, just hang out in the same square. --frisco&lt;br /&gt;
:This happened to me, except with parrots. I don't think its unusual or bad to find a &amp;quot;den&amp;quot; where a certain number of creatures are likely to spawn from. I agree that it should be looked at, it could lead to camping/guarding such areas.--[[User:Jackel|Jackel]] 17:45, 23 February 2006 (GMT)&lt;br /&gt;
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:Seen this too now, with parrots, does look buggy to me. --[[User:Murk|Murk]] 18:25, 23 February 2006 (GMT)&lt;br /&gt;
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::This was only a bug for a few days, and was fixed today. Let me know if you're still experiencing this effect. --[[User:Simon|Simon]] 20:43, 23 February 2006 (GMT)&lt;br /&gt;
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=== Character Creation ===&lt;br /&gt;
Attempting to sign up for an account, I'm finding that regardless of the combination of fields filled vs. left blank, I get the error &amp;quot;Please ensure you fill in all fields marked with a *&amp;quot;  Notwithstanding that there are no fields maked with a *, I've attempted every possible combination of optional fields filled vs. left blank.  (All 16 of them) and get the same error.  I've also tried three different usernames, in case it's a reporting error, and the problem is that the username I want is taken already.  --[[User:Feegle|Feegle]] 16:07, 11 February 2006 (GMT)&lt;br /&gt;
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-Confirmation&lt;br /&gt;
I encountered the same error as well. --[[User:aidurandal|aidurandal]] 16:36, 11 February 2006 (GMT)&lt;br /&gt;
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-Confirmation&lt;br /&gt;
Happened to me as well.--[[User:Dr. Doom|Dr. Doom]] 16:50, 11 February 2006 (GMT)&lt;br /&gt;
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-Confirmation&lt;br /&gt;
Encountered the same error. --[[User:Caribbean Ghost|Caribbean Ghost]] 17:47, 11 February 2006 (GMT)&lt;br /&gt;
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-Confirmation&lt;br /&gt;
Happened to me.When are they going to fix this??--[[User:X10000|X10000|]]&lt;br /&gt;
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-Calm down, X10000.  I first reported this bug under three hours ago.  Considering that the author likely isn't making a whole lot of money on this game, he isn't on call 24 hours a day.  I suspect he'll fix it as fast as he can.  --[[User:Feegle|Feegle]] 18:56, 11 February 2006 (GMT)&lt;br /&gt;
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- Sorry. Should be fixed now. --[[User:Simon|Simon]] 23:01, 11 February 2006 (GMT)&lt;br /&gt;
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=== Profile Error Relating to Hit Limit? ===&lt;br /&gt;
My characters (3 of them) all have &amp;quot;This character not subject to the IP limit&amp;quot; at the bottom of their profile page. I have not donated to support the game yet (waiting until it gets more fleshed out, plus it seems very difficult to go up levels, especially past first). Bug? --[[User:Meatiershower|Meatiershower]] 23:35, 10 February 2006 (GMT)&lt;br /&gt;
:Whoops! Fixed now. -Simon&lt;br /&gt;
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=== Refresh uses AP ===&lt;br /&gt;
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When you refresh it repeats your last action - I refreshed to see if sombody had replied to me. But i wasted AP by running about. - [[User:Durja|Durja]] 18:16, 5 February 2006 (GMT)&lt;br /&gt;
:This isn't a bug as such. It's a natural side effect of pressing refresh. -Simon&lt;br /&gt;
::Is it possible to edit this? I play Urban Dead and that doesnt repeat your last move - it is very handy to check up on your current statis without wasting AP. - [[User:Durja|Durja]] 21:15, 5 February 2006 (GMT)&lt;br /&gt;
::To rework the movement may be a bit complicated. How about just having a button labelled &amp;quot;Refresh&amp;quot; that doesn't use any AP? -Simon&lt;br /&gt;
::: That would be very much appricated. Thanks. [[User:Durja|Durja]] 18:12, 6 February 2006 (GMT)&lt;br /&gt;
::: Refresh Page button added -[[User:Simon|Simon]] 09:47, 7 February 2006 (GMT)&lt;br /&gt;
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===Grassland Colour===&lt;br /&gt;
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Grassland changed from pale yellow to medium brown when I hit the 'out of AP' screen. --[[User:Kevan|Kevan]] 13:06, 30 January 2006 (GMT)&lt;br /&gt;
:Fixed, just cosmetic hiccup --[[User:Simon|Simon]] 22:02, 3 February 2006 (GMT)&lt;br /&gt;
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===Yellow Jungle===&lt;br /&gt;
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Moai's found some [http://i1.tinypic.com/n3kt91.jpg mysterious yellow jungle squares] near the beach on the south coast (a bit west of centre). They don't have any text descriptions. --[[User:Kevan|Kevan]] 09:17, 3 February 2006 (GMT)&lt;br /&gt;
:Fixed, purely cosmetic --[[User:Simon|Simon]] 11:54, 3 February 2006 (GMT)&lt;br /&gt;
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=== Animals don't pursue players ===&lt;br /&gt;
&lt;br /&gt;
As documented [[Talk:Tips_and_Tricks|here]] I was able to safely kill an elephant by luring him to the edge where jungle met beach. Though I stood only 1 square from it, the elephant would not step onto the beach territory to attack me, when it certainly would have if the square I was on was jungle.--[[User:Jackel|Jackel]] 00:46, 4 March 2006 (GMT)&lt;br /&gt;
:Not exactly a bug, I didn't think of anything this cunning when planning animal movements. Feature has been adjusted, you'd better get out of there! ;) --[[User:Simon|Simon]] 10:40, 4 March 2006 (GMT)&lt;br /&gt;
::Will this fix will lead to potential epic battles with tigers and elephants in deep water? --[[User:Lint|Lint]] 16:54, 4 March 2006 (GMT)&lt;br /&gt;
:::Hopefully not! I'll keep an eye out for animals taking a bath though. --[[User:Simon|Simon]] 01:22, 5 March 2006 (GMT)&lt;br /&gt;
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=== Not being resurrected ===&lt;br /&gt;
My character Timothy is dead. He has been sat over the shamen at Durham for about 24 hours listening to the shamen chant. Has the amount of time it takes to resurrect been increased or is something wrong? --[[User:Dr. J|Dr. J]] 23:19, 6 March 2006 (GMT)&lt;br /&gt;
:Whoops, my fault. Seems the script that handles resurrecting of both animals and players at shaman locations wasn't running for a couple of days. Should be working again now. --[[User:Simon|Simon]] 00:09, 7 March 2006 (GMT)&lt;br /&gt;
::I'm seeing quite a lot more animals now.  After you posted this, 3 appeared immediately surrounding one of my characters.  Killed 2, one moved on, and a different animal appeared a little later.  Earlier today it felt like a very deserted island.  Maybe just a fluke, my other character didn't see any after this post. --[[User:Frisco|Frisco]] 06:50, 7 March 2006 (GMT)&lt;br /&gt;
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=== GPS Underground ===&lt;br /&gt;
GPS probably shouldn't work in caves/tunnels etc.&lt;br /&gt;
:No, they shouldn't.. and hopefully they don't any more. --[[User:Simon|Simon]] 00:49, 7 March 2006 (GMT)&lt;br /&gt;
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=== Ruins no huts shown, but three choices? ===&lt;br /&gt;
At a ruin there are three huts as choices to enter (I think there were only 2 previously!?) but none are actually drawn on the square. bugs or not?&lt;br /&gt;
#should the huts or at least a single hut be shown?&lt;br /&gt;
#should there be three huts in one square?&lt;br /&gt;
#should the huts be differentiated? seems to me if they are different they should, but the button to enter is the same for all three : &amp;quot;Enter Hut&amp;quot;&lt;br /&gt;
:It was a small bug that the pictures didn't appear. I have added the picture to some of the ruins, and yes, there could be more than one hut per square. The buttons for entering huts should always appear in the same order but it wouldn't be too hard to make it say 'Enter Hut 1&amp;quot; &amp;quot;Enter Hut 2&amp;quot; etc. --[[User:Simon|Simon]] 16:42, 1 March 2006 (GMT)&lt;br /&gt;
I found another square of ruins (some sort of jail) with no hut, I'll get the GPS co-ords later.--[[User:Grigoriy|Grigoriy]] 13:10, 13 March 2006 (GMT)&lt;br /&gt;
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=== Soldiers with Poison Darts ===&lt;br /&gt;
Anyone have a guess as to why the soldier starts out with a poison dart, and not a rifle bullet? Or is this faulty info anyway? --[[User:Hazir|Hazir]] 21:25, 15 February 2006 (GMT)&lt;br /&gt;
:I started a soldier character recently and I'm fairly certain that all I began with was a rifle and a poison dart. (I was about to update the page when I noticed that someone had already recorded it.) It never struck me as being a mistake, but now that you mention it, it does seem a little odd. --[[User:Lint|Lint]] 21:31, 15 February 2006 (GMT)&lt;br /&gt;
::Whoops! Consider that a bug.. a fixed bug at that. You're absolutely right that it should have been a bullet instead of a dart. --[[User:Simon|Simon]] 22:34, 15 February 2006 (GMT)&lt;br /&gt;
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== Not Bugs ==&lt;br /&gt;
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=== AP Regeneration ===&lt;br /&gt;
&amp;quot;Sorry, you're out of action points. You get 1 action point every 20 minutes so come back in about 25 minutes&amp;quot;&lt;br /&gt;
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Is that normal? --[[User:Mad Robert|Mad Robert]] 16:55, 20 March 2006 (GMT)&lt;br /&gt;
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Did you have 1 AP left and take some action (like swimming or wading through swamp) that uses more than 1 AP?  This would result in -1 AP, so in 25 minutes you'd have 1 AP and be able to take action. --[[User:Frisco|Frisco]] 17:26, 20 March 2006 (GMT)&lt;br /&gt;
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Correct Frisco, or at least, that's what I'd have said. I have seen this question before but perhaps I should include the number of AP you have in the message. *EDIT* The AP left is shown on the left-hand panel still so you can see if you're at less than zero. --[[User:Simon|Simon]] 23:56, 20 March 2006 (GMT)&lt;br /&gt;
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===Poisonous bush?===&lt;br /&gt;
My native has gotten nothing but poisonous berries from a bush. Is it a bug or did I just find some poisonous bush?--[[User:Grigoriy|Grigoriy]] 13:06, 14 March 2006 (GMT)&lt;br /&gt;
:My native has found two different berry bushes, each seems to give consistently one or the other of the berry types. [[User:Anothertwilight|Anothertwilight]] 02:44, 15 March 2006 (GMT)&lt;br /&gt;
:Why would this be considered a bug? A strawberry bush would never produce a blueberry, bushes should (and do) produce only one kind; EITHER poisonous OR tasty.--[[User:Jackel|Jackel]] 14:57, 19 March 2006 (GMT)&lt;br /&gt;
:Sorry, I wasn't sure. --[[User:Grigoriy|Grigoriy]] 23:33, 19 March 2006 (GMT)&lt;br /&gt;
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=== Map Page off by 3 Pixels ===&lt;br /&gt;
The map.cgi image seems to be vertically off by 3 pixels from what it was before.--[[User:Frisco|Frisco]] 01:49, 14 March 2006 (GMT)&lt;br /&gt;
* Nothing has changed on the image script for over a month. In what way is it off? Are you referring to it being offset within map.html or just when you view the image on its own? --[[User:Simon|Simon]] 09:40, 14 March 2006 (GMT)&lt;br /&gt;
** My mistake; had some problem with a recent metamap and noticed that recent submissions' map 6x6 pixels were off by 3 from the edge of the map, turns out they've always been that way.  I hadn't realised that someone had submitted a map that was aligned to the top edge, and this messed things up for me.  Sorry for the confusion!&lt;br /&gt;
&lt;br /&gt;
=== Finding Dropped Items ===&lt;br /&gt;
I dropped my machete by mistake due to clumsy fingers. Searching doesn't find it again - surely if I drop something I should be able to pick it up again? --[[User:Torok|Torok]]&lt;br /&gt;
:As with UD (the game Shartak is based on) dropping something is akin to getting rid of it. This isn't a bug, just don't have clumsy fingers--[[User:Jackel|Jackel]] 17:41, 23 February 2006 (GMT)&lt;br /&gt;
:Quite right. I have considered implementing semi-sticky objects such that if you drop something, and then search immediately, you'll actually find the thing you dropped, but thought that might annoy rather than actually be useful since often if you drop something you don't want to find it again! --[[User:Simon|Simon]]&lt;br /&gt;
:What about doing it on purpose to pass on objects? Could it work?--[[User:Wcervantes|Wcervantes]] 03:51, 24 February 2006 (GMT)&lt;br /&gt;
:No, the way I was considering implementing it, if X drops the object, only X would find it. X and Y could both drop separate items but would never specifically find the item the other person dropped (they could find another item with the same name depending on luck though!) The ability to exchange items directly with other people is something that will most likely never be added as this could encourage people to make multiple characters, some of whom only search for specific items and then hand them over to the main character. --[[User:Simon|Simon]]&lt;br /&gt;
&lt;br /&gt;
=== IP Hit Limit 250? ===&lt;br /&gt;
I have been playing three characters, but hit the IP limit after only moving two of my characters, and then only partially. It seems that it may not have the 250 hit limit as explained. Is it possible that it does not? EDIT- Just moved my three characters. 45AP, 30AP, 75AP, ran out of hits before I used all the points. Seems 150 or so appears to be the limit?--[[User:Meatiershower|Meatiershower]] 23:35, 10 February 2006 (GMT)&lt;br /&gt;
:Have been unable to reproduce this problem, but there are 4 characters not 3 with the same IP as yours. --[[User:Simon|Simon]] 17:04, 14 February 2006 (GMT)&lt;br /&gt;
::Roger that, started another since original posting, Simon. I suppose I should ask exactly what the IP limit is (250, as stated?), and then back-track from there to make sure there actually is a problem. Also, when the 24 hour period resets? That will give me a time to count from.--[[User:Meatiershower|Meatiershower]] 21:49, 14 February 2006 (GMT)&lt;br /&gt;
::: Simon - It appears that there is no bug. I just made 244 moves, and looked at a Profile or two also. Miscounting on my part most likely. I'm liking this game more and more too. Fast AP recovery, cool stuff to find (just found a knife), high AP total, etc. Fun. --[[User:Meatiershower|Meatiershower]] 00:33, 15 February 2006 (GMT)&lt;br /&gt;
:::: Excellent. Moving to &amp;quot;Not a bug&amp;quot; --[[User:Simon|Simon]] 01:58, 15 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
=== Negative AP? ===&lt;br /&gt;
&lt;br /&gt;
Moving in water with only a single AP resulted in me having -1 AP. - Dr. J&lt;br /&gt;
:Water movement (as standard) takes 2AP. Negative AP is perfectly possible, I don't consider this to be a bug. - Simon&lt;/div&gt;</summary>
		<author><name>Daylan</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:Items&amp;diff=3039</id>
		<title>Talk:Items</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Talk:Items&amp;diff=3039"/>
		<updated>2006-03-28T06:07:01Z</updated>

		<summary type="html">&lt;p&gt;Daylan: /* Item Details */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Cheers to danheretic, Tanarchy, and Lint for adding more info to the Items page! --[[User:Meatiershower|Meatiershower]] 14:14, 13 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
* Thanks!&amp;lt;br&amp;gt;I'm a little curious as to what Simon's intentions with the wiki are. Should we be striving towards documenting every single detail or leaving things a little vague? --[[User:Lint|Lint]] 21:10, 13 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
* Make it as vague or as detailed as you want. Information about locations of useful stuff is likely to be of interest to plenty of people ;) --[[User:Simon|Simon]] 21:14, 13 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
* Great! Was interested in adding some stuff, and have, but not sure how much was too much. Driftwood was one example. Luckily, someone with more courage than myself posted it already, lol. =] --[[User:Meatiershower|Meatiershower]] 21:52, 14 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
== Item Details ==&lt;br /&gt;
&lt;br /&gt;
* I see that Knife is listed as unknown base level and and damage.  I just signed up as a native (a warrior, I think).  I found a knife.  The hit percentage is 20% with a damage of 1.  Is that what people mean by the base level? [[User:Shades of Grey|Shades of Grey]] 09:25, 15 February 2006 (GMT)&lt;br /&gt;
::-Shades of Grey : I believe that is what should be listed. I found one and posted about the knife, but have not tried to use it yet. Post that info!--[[User:Meatiershower|Meatiershower]] 22:28, 15 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
*Can someone who understands the GPS please explain exactly what the numbers mean? I have yet to make heads or tails from them...--[[User:Meatiershower|Meatiershower]] 22:28, 15 February 2006 (GMT)&lt;br /&gt;
:: I've added some info to the [[Items]] page. --[[User:Dr. J|Dr. J]] 00:31, 16 February 2006 (GMT)&lt;br /&gt;
::: Thanks, Doc! What is the '70' and '26' for on the GPS? Do they never change? --[[User:Meatiershower|Meatiershower]] 15:10, 16 February 2006 (GMT)&lt;br /&gt;
:::: They are part of the coordinates. As to whether they change - that depends on how big Shartak is. --[[User:Dr. J|Dr. J]] 11:46, 17 February 2006 (GMT)&lt;br /&gt;
:::: I assume they are the notional lattitude and longitude of the island. 70E 26S is in the Indian Ocean, 70W 26N is NE of the Caribbean (70E 26N is in NW India and 70W 26S is in South America). --[[User:Richard Hawke-Welch|Richard Hawke-Welch]] 08:39, 20 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
* I waded out into the Water with my Soldier and decided to search. Amid the multiple failed searches, I got one message: &amp;quot;You search and find a broken knife which you discard.&amp;quot; Was that a potential item that required a certain skill to use or just junk? --[[User:Lint|Lint]] 03:59, 20 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
* Anyone know if sharp machetes ever get dull? --[[User:Jackel|Jackel]] 19:46, 23 February 2006 (GMT)&lt;br /&gt;
: I have had my machete since level 1 (now am level 8) and it hasn't gotten dull yet. --[[User:Daylan|Daylan]] 07:07, 28 March 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
* I have some &amp;quot;dried herbs&amp;quot;. I don't find them in this wiki, and I haven't used them yet. Anyone know what they do? --[[User:Jackel|Jackel]] 20:36, 23 February 2006 (GMT) '''EDIT:''' Just tried using them got a message saying I didn't know how to use them. My guess is they are &amp;quot;healing herbs&amp;quot; and can only be used with the &amp;quot;Natural Medicine&amp;quot; skill--[[User:Jackel|Jackel]] 18:42, 24 February 2006 (GMT)&lt;br /&gt;
:: Which character did you find them with? If you were an outsider, maybe it's the &amp;quot;Native Knowledge&amp;quot; skill you require rather than &amp;quot;Natural Medicine&amp;quot;. I wonder what a first aid kit looks like to a native. --[[User:Lint|Lint]] 19:23, 24 February 2006 (GMT)&lt;br /&gt;
:::My outsider scientist has these. --[[User:Jackel|Jackel]] 17:36, 25 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
* Who added the heavy sword? We should all take some time to figure out where you can reliablly find them -- [[User:Daylan|Daylan]] 19:58, 24 February 2006 (GMT)&lt;br /&gt;
:It was added by &amp;quot;Fitzcarraldo&amp;quot;. --[[User:Jackel|Jackel]] 17:36, 25 February 2006 (GMT)&lt;br /&gt;
::I am unfortunately not sure where I found it, it was found on the first day I tried shartak and I wasn't really paying attention, which is why I included the &amp;quot;(?)&amp;quot;. Please feel free to add some data to [[Search Odds]] or [[Search Odds Condensed]] to help figure out where to find this item and others! -- [[User:Fitzcarraldo|Fitzcarraldo]] 10:13, 26 February 2006 (GMT)&lt;br /&gt;
:Can someone post a screenshot of the heavy sword to verfiy its existence?  Has anyone else found it? --[[User:Gandhi|Gandhi]] 04:23, 27 February 2006 (GMT)&lt;br /&gt;
::wow, verification? ok, I understand. you can see it [[http://img211.imageshack.us/img211/5835/shrtkheavyswordscrnsht060303b0.jpg here]], just below the obfuscated gps coordinates. Again, I seriously have no idea where exactly it was I found it. It could have been in swamp or beach or jungle, or in town.. they were all in the vicinity, my best guess was jungle. :/ &lt;br /&gt;
::As an aside, It makes me wonder what other little treasures there are hidden away that are not very probable!? The mechanism involved could be more complicated than UD's, couldn't it? Maybe there are only so many active per number of players, or maybe it is found in 1 specific square, or in a specific quadrant of the map, or maybe it is actually class specific (fitzcarraldo is an explorer, outsider), or maybe it just has a probability of 0.01%, or maybe those finding them don't look in the wiki, or?? I really don't know. -- [[User: fitzcarraldo|fitzcarraldo]]|&amp;lt;sup&amp;gt;[[User talk:fitzcarraldo|T]]&amp;lt;/sup&amp;gt; 11:31, 3 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
:I couldn't see too many crazy items being out there, and even if they were they would make everything else pointless I mean why use a rifle(thats 5 dam,60% hit,1.5ap/shot[2ap to shot 1 ap to load],search ammo= about 2dam/ap not counting searching ammo) or blowpipe (thats 4 dam,20% hit, 2ap/shot[I think you have to reload after every shot],search ammo=.8dam/ap!!! not counting search and even if they poison as the name implys they still suck) vs the heavy sword(5 dam,45% hit=2.25 dam/ap can you say &amp;quot;makes other items pointless) after citing the suggestion guidelines page in the urban dead wiki &amp;quot;just cause its really rare doesn't mean people won't find it&amp;quot;. Now if you will excuse me I am going to make a suggestion on the item page to remove the heavy sword on the grounds that it makes the rifle, blowpipe and rifle skills absolutly useless(that ap you getting xp for those skills could have found you a uber sword of doom!) --[[User:Daylan|Daylan]] 23:20, 9 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
* Has anyone had a weapon besides the cutlass break while attacking with it? --[[User:Daylan|Daylan]] 07:07, 28 March 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
== Inventory Limit ==&lt;br /&gt;
&lt;br /&gt;
I finally hit an inventory limit. ''You're carrying too much to be able to search. You need to drop or use something first.''&lt;br /&gt;
4 x banana, 1 x blunt machete, 2 x bottle of beer, 5 x bottle of water, 1 x crab, 4 x first aid kit, 2 x gold coin, 4 x gourd of water, 1 x gps unit [-70.376,26.301], 7 x knife, 14 x machete, 1 x mango, 4 x piece of driftwood, 1 x poison dart, 5 x rifle bullet, 8 x rifle (2), 1 x sharpening stone&lt;br /&gt;
At the minimimum this would mean an inventory size of 65 for a level 0 Soldier. If we are to assume that rifles take up 2 spaces, the size would be 73 (which is a weird number). This also presents an interesting situation where your greed for gold may very well impede your survival (if in fact a coin takes up 1 space). --[[User:Lint|Lint]] 19:12, 23 February 2006 (GMT)&lt;br /&gt;
:The (2) next to the rifle means that it is loaded with two bullets --[[User:Dr. J|Dr. J]]&lt;br /&gt;
::I know :P. I was just putting forth the possibility that firearms would count as 2 units of inventory space like in Urban Dead. --[[User:Lint|Lint]] 19:11, 26 February 2006 (GMT)&lt;br /&gt;
:After some trial and error (and baseless assumptions), I think that rifles and blowpipes (whether fully, partially or not loaded) take up 2 units of space. If this is true, the maximum inventory space is 75. Though the number of items I had when I could no longer search varied from 67 to 68, by following this rule, the values always added to 75. It also appears that there is not a check set in place to make sure that you don't exceed this limit with a new item you find. I dropped a rifle and was able to perform two more searches. I found a knife and a loaded blowpipe, presumably putting me 1 unit of space over the maximum. If one were to find a bundle of darts or a box of bullets, they could have well over the inventory limit. I'm not sure how I came to the number 73 before, but I may have accidentally missed recording an item. --[[User:Lint|Lint]] 19:08, 2 March 2006 (GMT)&lt;br /&gt;
:: Have we verified weather gold coins take up item spaces? My outsider can't drop his coins...--[[User:Grigoriy|Grigoriy]] 00:21, 3 March 2006 (GMT)&lt;br /&gt;
:: I seem to be able to drop coins now, and they do not take up any inventory space. --[[User:Grigoriy|Grigoriy]] 03:36, 7 March 2006 (GMT)&lt;br /&gt;
::: If that's the case, my recoded inventory sizes all come out to 71, I believe. --[[User:Lint|Lint]] 03:58, 7 March 2006 (GMT)&lt;br /&gt;
:::: Same here. --[[User:Grigoriy|Grigoriy]] 02:38, 13 March 2006 (GMT)&lt;br /&gt;
I be a crazy sea dog or does character class has an effect on search/find rates? --[[User:El Pirata Cofresi|El Pirata Cofresi]] 18:04, 19 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
== Style Guidelines ==&lt;br /&gt;
&lt;br /&gt;
* Removed AP costs from the item information. Unless it costs more than 1 AP to use an item, it probably isn't noteworthy. --[[User:Lint|Lint]] 01:34, 17 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
* Proposal to remove the names of classes that start with a specific item. This information is already available on the Character Classes page. --[[User:Lint|Lint]] 21:12, 19 February 2006 (GMT)&lt;/div&gt;</summary>
		<author><name>Daylan</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Items&amp;diff=3038</id>
		<title>Items</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Items&amp;diff=3038"/>
		<updated>2006-03-28T06:02:47Z</updated>

		<summary type="html">&lt;p&gt;Daylan: /* Cutlass */  can break&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| cellpadding=10 align=right&lt;br /&gt;
| __TOC__&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Scattered about the island are a number of items that can be found. Some things tend to be found more in the camps and villages, other things are more likely to be found in the jungle.&lt;br /&gt;
&lt;br /&gt;
See also [[Talk:Items]]&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== Dagger ===&lt;br /&gt;
* '''Base damage''': ''1 point''&lt;br /&gt;
* '''Base accuracy''': ''20%''&lt;br /&gt;
* '''[[Locations]]''': ''Ruins''&lt;br /&gt;
&lt;br /&gt;
A native knife. More accurate than a fist.&lt;br /&gt;
&lt;br /&gt;
=== Knife ===&lt;br /&gt;
* '''Base damage''': ''1 point''&lt;br /&gt;
* '''Base accuracy''' : ''20%''&lt;br /&gt;
* '''[[Locations]]''': ''Villages''&lt;br /&gt;
&lt;br /&gt;
Required for '''[[Writing|writing messages]]''' on trees or huts. More accurate than a fist.&lt;br /&gt;
&lt;br /&gt;
=== Blunt Machete ===&lt;br /&gt;
* '''Base damage''': ''1 point''&lt;br /&gt;
* '''Base accuracy''': ''20%''&lt;br /&gt;
* '''[[Locations]]''': ''Villages'', ''Jungle''&lt;br /&gt;
&lt;br /&gt;
Can be used to chop through jungle or for attacking animals and people. Doesn't always succeed in chopping the jungle.&lt;br /&gt;
Using a '''[[Items#Sharpening Stone|sharpening stone]]''', the blunt machete can be sharpened to become a '''[[Items#Machete|machete]]'''.&lt;br /&gt;
&lt;br /&gt;
=== Machete ===&lt;br /&gt;
* '''Base damage''': ''2 points''&lt;br /&gt;
* '''Base accuracy''': ''20%''&lt;br /&gt;
* '''[[Locations]]''': ''Villages'', ''Jungle''&lt;br /&gt;
&lt;br /&gt;
Rather useful for chopping through the jungle, and also for dealing more damage than just punching.&lt;br /&gt;
&lt;br /&gt;
=== Blunt Cutlass ===&lt;br /&gt;
* '''Base damage''': ''1 point''&lt;br /&gt;
* '''Base accuracy''': ''20%''&lt;br /&gt;
* '''[[Locations]]''': ''Ship''&lt;br /&gt;
&lt;br /&gt;
Can be used to chop through jungle or for attacking animals and people. Doesn't always succeed in chopping the jungle. Seems identical to  '''[[Items#Blunt machete|blunt machete]]''' &lt;br /&gt;
Using a '''[[Items#Sharpening Stone|sharpening stone]]''', the blunt cutlass can be sharpened to become a '''[[Items#Cutlass|cutlass]]'''.&lt;br /&gt;
&lt;br /&gt;
=== Cutlass ===&lt;br /&gt;
* '''Base damage''': ''2 points''&lt;br /&gt;
* '''Base accuracy''': ''20%''&lt;br /&gt;
* '''[[Locations]]''': ''Ship''&lt;br /&gt;
&lt;br /&gt;
Rather useful for chopping through the jungle, and also for dealing more damage than just punching. Starting equipment for Pirate. Seems identical to  '''[[Items# Machete| machete]]'''&lt;br /&gt;
&lt;br /&gt;
I managed to get a lucky stab in with the cutlass and received the following blurb. This might be random across all weapons.&amp;lt;br&amp;gt;&lt;br /&gt;
You can also get &amp;quot;lucky&amp;quot; and have your blade break you lose the cutlass when this happens.&lt;br /&gt;
&lt;br /&gt;
''Maybe it's luck or maybe it's skill, your attack is right on target and inflicts more damage than normal.&lt;br /&gt;
You attack the elephant for 5 damage. It drops to 4 HP.''&amp;lt;br&amp;gt;&lt;br /&gt;
''Unlucky or just clumsy? The blade snaps off and you're left holding the handle, which you discard.''&lt;br /&gt;
&lt;br /&gt;
=== Heavy Sword ===&lt;br /&gt;
* '''Base damage''': ''4 points''&lt;br /&gt;
* '''Base accuracy''': ''20%''&lt;br /&gt;
* '''[[Locations]]''': ''Jungle'' (?)&lt;br /&gt;
* '''Used by''': Outsiders (Natives?? UNVERIFIED!)&lt;br /&gt;
&lt;br /&gt;
Seems to be a quite capable weapon, ready to deal signifigant melee damage.&lt;br /&gt;
&lt;br /&gt;
=== Blowpipe ===&lt;br /&gt;
* '''Base damage''': ''4 points''&lt;br /&gt;
* '''Base accuracy''': ''20%''&lt;br /&gt;
* '''[[Locations]]''': ''Villages''&lt;br /&gt;
* '''Used by''': Natives (Outsiders require the '''[[Skills|Native Knowledge]]''' skill)&lt;br /&gt;
&lt;br /&gt;
Needs ammo - '''[[Items#Poison Dart|poison darts]]'''. Holds 1 dart at a time.&lt;br /&gt;
&lt;br /&gt;
=== Rifle ===&lt;br /&gt;
* '''Base damage''': ''5 points''&lt;br /&gt;
* '''Base accuracy''' : ''20%''&lt;br /&gt;
* '''[[Locations]]''': ''Villages''&lt;br /&gt;
* '''Used by''': Outsiders (Natives require the '''[[Skills|Outsider Knowledge]]''' skill)&lt;br /&gt;
&lt;br /&gt;
Needs ammo - '''[[Items#Rifle Bullet|rifle bullets]]'''. Holds 2 bullets at a time.&lt;br /&gt;
&lt;br /&gt;
== Ammunition ==&lt;br /&gt;
&lt;br /&gt;
=== Poison Dart ===&lt;br /&gt;
* '''[[Locations]]''': ''Villages''&lt;br /&gt;
* '''Used by''': Natives (Outsiders require the '''[[Skills|Native Knowledge]]''' skill)&lt;br /&gt;
&lt;br /&gt;
Used as ammo for the '''[[Items#Blowpipe|blowpipe]]'''. Found as singles or in ''bundles'' with up to 7 in a bundle (?)&lt;br /&gt;
&lt;br /&gt;
=== Rifle Bullet ===&lt;br /&gt;
* '''[[Locations]]''': ''Villages''&lt;br /&gt;
* '''Used by''': Outsiders (Natives require the '''[[Skills|Outsider Knowledge]]''' skill)&lt;br /&gt;
&lt;br /&gt;
Used as ammo for the '''[[Items#Rifle|rifle]]'''. Found as singles or in ''boxes'' with up to 7 in a box (?)&lt;br /&gt;
&lt;br /&gt;
== Recovery ==&lt;br /&gt;
&lt;br /&gt;
=== First Aid Kit ===&lt;br /&gt;
* '''Restores''': ''5 points'' (''10 points'' with the '''[[Skills|First Aid]]''' skill)&lt;br /&gt;
* '''[[Locations]]''': ''Villages''&lt;br /&gt;
* '''Used by''': Outsiders (Natives require the '''[[Skills|Outsider Knowledge]]''' skill)&lt;br /&gt;
&lt;br /&gt;
Can be applied on others and self. One of the items that will heal the wounds caused by shark bites.&lt;br /&gt;
&lt;br /&gt;
=== Healing Herbs ===&lt;br /&gt;
* '''Restores''': ''5 points'' (''10 points'' with the '''[[Skills|Natural Medicine]]''' skill)&lt;br /&gt;
* '''[[Locations]]''': ''Villages'', ''Grasslands'', ''Ruins''&lt;br /&gt;
* '''Used by''': Natives (Outsiders require the '''[[Skills|Native Knowledge]]''' skill)&lt;br /&gt;
&lt;br /&gt;
Can be applied on others and self. One of the items that will heal the wounds caused by shark bites.&lt;br /&gt;
&lt;br /&gt;
Outsiders without the '''Native Knowledge''' skill recognize this item as '''Dried Herbs'''.&lt;br /&gt;
&lt;br /&gt;
=== Banana ===&lt;br /&gt;
* '''Restores''': ''1 point''&lt;br /&gt;
* '''[[Locations]]''': ''Jungle'' (Banana tree)&lt;br /&gt;
&lt;br /&gt;
Can be found hanging on trees and lying loose around the jungle.&lt;br /&gt;
&lt;br /&gt;
=== Berries, Poisonous ===&lt;br /&gt;
* '''Inflicts''': ''-2 points''&lt;br /&gt;
* '''[[Locations]]''': ''Jungle'' (Berry bush)&lt;br /&gt;
&lt;br /&gt;
Natives can determine the difference (Outsiders require the '''[[Skills|Native Knowledge]]''' skill)&lt;br /&gt;
&lt;br /&gt;
=== Berries, Tasty ===&lt;br /&gt;
* '''Restores''': ''2 points''&lt;br /&gt;
* '''[[Locations]]''': ''Jungle''&lt;br /&gt;
&lt;br /&gt;
Natives can determine the difference (Outsiders require the '''[[Skills|Native Knowledge]]''' skill)&lt;br /&gt;
&lt;br /&gt;
=== Mango ===&lt;br /&gt;
* '''Restores''': ''1 point''&lt;br /&gt;
* '''[[Locations]]''': ''Jungle'' (Mango tree)&lt;br /&gt;
&lt;br /&gt;
Can be found hanging on trees and lying loose around the jungle.&lt;br /&gt;
&lt;br /&gt;
=== Bottle of Beer ===&lt;br /&gt;
* '''Restores''':  ''2 points''&lt;br /&gt;
* '''[[Locations]]''': ''Villages''&lt;br /&gt;
* Used by: Outsiders (and Natives?)&lt;br /&gt;
&lt;br /&gt;
Natives without the '''Outsider Knowledge''' skill recognize this item as '''Bottle of Brown Liquid'''.&lt;br /&gt;
&lt;br /&gt;
=== Bottle of Rum ===&lt;br /&gt;
* '''Restores''': ''? points''&lt;br /&gt;
* '''[[Locations]]''': ''Shipwreck''&lt;br /&gt;
* Used by: Outsiders (and Natives?)&lt;br /&gt;
&lt;br /&gt;
=== Bottle of Water ===&lt;br /&gt;
* '''Restores''':  ''5 points''&lt;br /&gt;
* '''[[Locations]]''': ''Villages''&lt;br /&gt;
* Used by: Outsiders (and Natives?)&lt;br /&gt;
&lt;br /&gt;
Natives without the '''Outsider Knowledge''' skill recognize this item as '''Bottle of Liquid'''.&lt;br /&gt;
&lt;br /&gt;
=== Gourd of Water ===&lt;br /&gt;
* '''Restores''':  ''1 point''&lt;br /&gt;
* '''[[Locations]]''': ''Jungle''&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
&lt;br /&gt;
=== Gold Coins ===&lt;br /&gt;
* '''[[Locations]]''': ''Villages'', ''Jungle'', ''Beach''&lt;br /&gt;
&lt;br /&gt;
Well it's gold, perhaps if I find a boat and get off this island I can trade it! You can toss a coin in the air and see if it lands heads or tails.&lt;br /&gt;
&lt;br /&gt;
=== Piece of Driftwood ===&lt;br /&gt;
* '''[[Locations]]''': ''Beach''&lt;br /&gt;
&lt;br /&gt;
The driftwood looks pretty useless.&lt;br /&gt;
&lt;br /&gt;
=== Sharpening Stone ===&lt;br /&gt;
* '''[[Locations]]''': ''Villages''&lt;br /&gt;
&lt;br /&gt;
Used to sharpen '''[[Items#Blunt Machete|blunt machetes]]''' and '''[[Items#Blunt Cutlass|blunt cutlasses]]'''.&lt;br /&gt;
&lt;br /&gt;
=== Poisonous Snake ===&lt;br /&gt;
* '''[[Locations]]''': ''Grasslands''&lt;br /&gt;
&lt;br /&gt;
I have no idea what this is for.&lt;br /&gt;
&lt;br /&gt;
=== Crab ===&lt;br /&gt;
* '''[[Locations]]''': ''Beach''&lt;br /&gt;
&lt;br /&gt;
Can't figure out how to use a crab.&lt;br /&gt;
&lt;br /&gt;
=== Gem ===&lt;br /&gt;
* '''[[Locations]]''': ''Ruins, pirate ship's hold''&lt;br /&gt;
&lt;br /&gt;
I don't know how to use it.&lt;br /&gt;
&lt;br /&gt;
=== GPS Unit ===&lt;br /&gt;
* '''[[Locations]]''': ''Villages''&lt;br /&gt;
* '''Used by''': Outsiders (Natives require the '''[[Skills|Outsider Knowledge]]''' skill)&lt;br /&gt;
&lt;br /&gt;
Shows the location of your character.&lt;br /&gt;
&lt;br /&gt;
Coordinates are in the form [-70.366, 26.443], where the first number is the X coordinate (longitude) and the second is the Y coordinate (latitude). Moving a single square represents a change in coordinate in that direction of 0.001.&lt;br /&gt;
&lt;br /&gt;
Seems that signal is available only in non dense jungle areas.--[[User:Wcervantes|Wcervantes]] 19:00, 16 February 2006 (GMT)&lt;/div&gt;</summary>
		<author><name>Daylan</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Bugs&amp;diff=2887</id>
		<title>Bugs</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Bugs&amp;diff=2887"/>
		<updated>2006-03-23T20:09:26Z</updated>

		<summary type="html">&lt;p&gt;Daylan: /* Possible Bugs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| cellpadding=10 align=right&lt;br /&gt;
| __TOC__&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This page is for adding reports of possible bugs. Once the bug has been confirmed, it can be moved into the Known Bugs section.&lt;br /&gt;
&lt;br /&gt;
== Possible Bugs ==&lt;br /&gt;
&lt;br /&gt;
=== Not able to attack animals ===&lt;br /&gt;
I'm at [-70.358,+26.343. There's a large deer here yet I don't have the option of attacking it. For some reason it's giving me the option of speaking to it. Says &amp;quot;Jungle&lt;br /&gt;
A number of small trees here aren't that much taller than the heavy undergrowth.&amp;quot; --[[User:One of many doctors|One of many doctors]] 03:00, 19 March 2006 (GMT)&lt;br /&gt;
*Never mind. I travelled a few squares then came back and it gave me the attack option.--[[User:One of many doctors|One of many doctors]] 03:02, 19 March 2006 (GMT)&lt;br /&gt;
* Very odd, never heard of that happening before. Bugs like this would be pretty much impossible to track down unless I'm able to check the database at the time at which it happens. If it happens again, you could try letting me know over instant messaging before you move. Contact info on my user page. --[[User:Simon|Simon]] 09:35, 19 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
=== Tree without icon ===&lt;br /&gt;
I saw a tree at [-70.087,+26.377], but there was no icon. I guess it could be deliberate, but I thought that I should mention it. --[[User:Dr. J|Dr. J]] 08:45, 10 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
Tree icons only show when the density is low enough I believe... If you find a location with a tree/bush and you &amp;quot;uncover&amp;quot; it, by chopping, you gain a small amount of experience for doing so. Don't know if this only happens once or every time though as it only happened to me once so far. Could this be the reason for your problem? --[[User:Murk|Murk]] 14:58, 13 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
===Unable to Log in===&lt;br /&gt;
I am unable to sign on as either of my characters for the last two days. When I try I get a &amp;quot;sorry, you need to be logged in to access this page&amp;quot; message. Is something wrong with the sight?  [[User:Abe Froeman|Abe Froeman]]&lt;br /&gt;
* Nothing wrong here, perhaps this is a cookie issue? Are you accessing it at http://www.shartak.com/ ? --[[User:Simon|Simon]] &lt;br /&gt;
* Yes, if it is a cookie problem, how would I fix it? This might be something that could go in the FAQ, but I didn't see it there so I'm asking here. [[User:Abe Froeman|Abe Froeman]]&lt;br /&gt;
* Enable cookies in your browser&lt;br /&gt;
* I guess the question is: what has changed in the last couple of days? Nothing to do with cookies at the server end, have you tried a different browser? Flush cookies in your browser? When you go to the front page (having already logged in), does it say that you're currently logged in or does it simply give the login box? --[[User:Simon|Simon]]&lt;br /&gt;
* It symply says I need to be logged in to do that, as If I had logged out and then tried to get back in. I did clear a large amount of spy ware, but urban dead is still working fine. I realize this is probably a very specific problem, but I like this game and would hate to have to start over with a new character. I appreciate any advice anyone can give. This is the page it sends me to when I try to log on as either of my characters. It doesn't say I have the wrong password or that I am already logged in. http://www.shartak.com/game.cgi [[User:Abe Froeman|Abe Froeman]]&lt;br /&gt;
* What browser are you using? Have you tried a different browser? Perhaps remove all cookies for the domain shartak.com (might show up as www.shartak.com or shartak.com) and try again. If none of these ideas work, I'd be interested to know if setting up a new character solves the problem or if you still have trouble signing in with a brand new character. Obviously if you can then logout and log back in as your original character, you don't have to carry on with the new one although there's no reason why you can't play a couple of different characters. If you wish to continue this by email, you can use the email user link on my user page, or use the address mentioned in the FAQ under the &amp;quot;I found a bug&amp;quot; question. --[[User:Simon|Simon]] 01:22, 9 March 2006 (GMT)&lt;br /&gt;
* I've just seen this demonstrated - you have to go to http://www.shartak.com/ to login, not just http://shartak.com/ - I've fixed it so that going to the latter should redirect you to the right place. --[[User:Simon|Simon]] 14:56, 11 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
===Still wounded after resurrection===&lt;br /&gt;
After dying of a Shark attack wound (lose 1 HP per AP until healed with a First Aid kit) my Outsider waited 50AP and contacted the Shaman. I am still recieving the &amp;quot;You lose 1 HP from an old wound. Use a first aid kit to stop the bleeding before you die.&amp;quot; message. I have spent 25 AP (and hence HP) attempting to find a FAK. I am morbidly curious to see if I find one before I die of this wound a 2nd time. [[User:Anothertwilight|Anothertwilight]] 02:49, 15 March 2006 (GMT) aka [http://www.shartak.com/profile.cgi?id=647 Morgan Freelance]&lt;br /&gt;
: Well, I died of my 'wound' before finding a first aid kit. That's 58 AP searching, no FAK (1 AP to move away from Shaman to see if that square had a different FAK find rate and 1 AP eating a mango). I have moved back to the Shaman's square and am now waiting to see if he can get it right _this_ time. [[User:Anothertwilight|Anothertwilight]] 22:44, 15 March 2006 (GMT) aka [http://www.shartak.com/profile.cgi?id=647 Morgan Freelance]&lt;br /&gt;
:: I can only suggest either requesting a heal from other players or to make your way to each hut and find one that contains medical supplies. I believe that the shark bite resembles the infection in Urban Dead so it's most likely you'll still have the wound this second time. To my knowledge, it hasn't been a problem for survivors there and I'm not completely convinced that it is a problem for characters here. However, I can agree that is seems a bit out of theme for the wound to persist after being resurrected and wouldn't object to a change. --[[User:Lint|Lint]] 00:05, 16 March 2006 (GMT)&lt;br /&gt;
::: 2nd resurrection and still was wounded. Found a FAK with another 4 AP searching. I agree that the behaviour matches UDs 'infection-after-revive' but there is a better thematic justification there. It seems inconsistent that being trampled to death by an elephant (say) is something that the Shamanistic process can reverse, rebuild or remove (you come back with full HP) but a shark attack/bite does some kind of damage to either your teleported body (presuming that resurrection uses your old meat) or to your spirit (presuming resurrection uses your metaphysical self as a kind of template for a rebuild) that the Shaman ignores or cannot deal with. I have no problem with it (makes island hopping that much harder *grin*), but would prefer to see you come back with half HP (like UD) to indicate that the process is less than perfect across the board. [[User:Anothertwilight|Anothertwilight]] 01:59, 16 March 2006 (GMT) aka [http://www.shartak.com/profile.cgi?id=647 Morgan Freelance]&lt;br /&gt;
::::This is somewhat covered by the [[Game_Design#Contact_Shaman|Contact Shaman]] section of [[Game Design]]. Perhaps it's worth continuing this over there instead. I do agree that something needs to be done about the way the revives are handled, I'm just not sure what. --[[User:Simon|Simon]] 02:55, 16 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
=== 2 written messages on one space ===&lt;br /&gt;
&lt;br /&gt;
While burning up AP searching through a mango tree, I noticed someone had carved a message on it. Actually, 2 people had written messages on it, and as I searched, it fluctuated bewteen the two. I've never seen this before, maybe the jungle square counted as one available writing place, and the mango tree itself counted as another? --[[User:Jackel|Jackel]] 15:02, 19 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
* That's clever stuff. Shouldn't happen though. Were there two other people there as well who kept changing it back and forth? Any idea of the GPS co-ords of that tree? --[[User:Simon|Simon]] 18:32, 19 March 2006 (GMT)&lt;br /&gt;
:Sorry, I don't have a GPS. Its a bit to the SE of the mountains in the center. There had been a couple natives at this tree before I sent them to the spirit world, but I'm not sure if they were taking turns carving.--[[User:Jackel|Jackel]] 00:51, 21 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
=== Pirate class unchoosable ===&lt;br /&gt;
I logged in today to see the pirate class implemented and I was like sweet! I tried to make one but it gave me an error message about picking conflicting villages when I picked both random village and shipwreck. It randomly worked after a few attempts but it may be a bug if anyone else gets this problem.-- [[User:Daylan|Daylan]] 20:09, 23 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
== Fixed Bugs ==&lt;br /&gt;
&lt;br /&gt;
=== HP: 71/65 ??? ===&lt;br /&gt;
My caracter have started his career of pirate whit some strange health : HP: 71 / 65 !!! My caracter &amp;quot;Le pirate Robert&amp;quot; (http://www.shartak.com/profile.cgi?id=571) was a soldier whit the skill stamina end then he become a pirate. Is it a adrenalin rush ??? Is it bugs whit pirate health and stamina skill ??? Or is it again a trick from that strange perturbing evil leprechaun behind my shoulder ??? --[[User:Le pirate Robert|Le pirate Robert]] 05:07, 21 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
* Fixed. It was because I forgot to add the extra 20HP to those new pirates with Stamina. --[[User:Simon|Simon]] 14:34, 21 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
* It's magic !!! Tanks !--[[User:Le pirate Robert|Le pirate Robert]] 14:42, 21 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
=== Only healing 5hp with Healing Herb Skill===&lt;br /&gt;
My native villager has the skill under triage that says it heals 10hp with healing herbs, but she only healed herself 5hp.  If it is meant to only heal others, the description should be changed to indicate such please.--[[User:Bluff|Bluff]] 23:20, 16 March 2006 (GMT)&lt;br /&gt;
* Should be ok. Let me know if it happens again. --[[User:Simon|Simon]] 01:32, 17 March 2006 (GMT)&lt;br /&gt;
My second healing herb did heal 10hps this time.  Yay!  --[[User:Bluff|Bluff]] 23:12, 20 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
=== Writing Whilst Dead ===&lt;br /&gt;
I can write in the sand whilst dead. Should I be able to? --[[User:Dr. J|Dr. J]] 09:02, 4 March 2006 (GMT)&lt;br /&gt;
:Umm, no. Bug has been fixed. --[[User:Simon|Simon]] 10:31, 4 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
=== Rats in Rocks ===&lt;br /&gt;
I've seen rats twice now in what appears to be Solid-Rock. I couldn't get near them and the square appeared blank (no style) apart from the rat. I checked the source and the class was &amp;quot;map density&amp;quot; --[[User:Dr. J|Dr. J]] 16:42, 15 February 2006 (GMT)&lt;br /&gt;
:They'd obviously crawled down a crack that was too narrow to show up on the map. --[[User:Snarf|Snarf]] 19:22, 15 February 2006 (GMT)&lt;br /&gt;
:: :P Well ok, so it's a graphics glitch then as the rock wasn't shown. --[[User:Dr. J|Dr. J]] 00:21, 16 February 2006 (GMT)&lt;br /&gt;
:: Have you seen this again or was it just twice? --[[User:Simon|Simon]] 10:33, 24 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
=== Consistent Animal Spawning ===&lt;br /&gt;
I killed a wild boar in the jungle, stayed in the same square, and a few minutes later another wild boar appeared in the same square.  I killed it, another one appeared, killed that, and now there's another one there.  Three times, i didn't see it move to the square, it seemed to spawn in the same square, within minutes of the kill.  Is animal spawning non-random or is this a coincidence?  If non-random, this seems buggy since it makes for too easy a way to gain XP, just hang out in the same square. --frisco&lt;br /&gt;
:This happened to me, except with parrots. I don't think its unusual or bad to find a &amp;quot;den&amp;quot; where a certain number of creatures are likely to spawn from. I agree that it should be looked at, it could lead to camping/guarding such areas.--[[User:Jackel|Jackel]] 17:45, 23 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
:Seen this too now, with parrots, does look buggy to me. --[[User:Murk|Murk]] 18:25, 23 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
::This was only a bug for a few days, and was fixed today. Let me know if you're still experiencing this effect. --[[User:Simon|Simon]] 20:43, 23 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
=== Character Creation ===&lt;br /&gt;
Attempting to sign up for an account, I'm finding that regardless of the combination of fields filled vs. left blank, I get the error &amp;quot;Please ensure you fill in all fields marked with a *&amp;quot;  Notwithstanding that there are no fields maked with a *, I've attempted every possible combination of optional fields filled vs. left blank.  (All 16 of them) and get the same error.  I've also tried three different usernames, in case it's a reporting error, and the problem is that the username I want is taken already.  --[[User:Feegle|Feegle]] 16:07, 11 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
-Confirmation&lt;br /&gt;
I encountered the same error as well. --[[User:aidurandal|aidurandal]] 16:36, 11 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
-Confirmation&lt;br /&gt;
Happened to me as well.--[[User:Dr. Doom|Dr. Doom]] 16:50, 11 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
-Confirmation&lt;br /&gt;
Encountered the same error. --[[User:Caribbean Ghost|Caribbean Ghost]] 17:47, 11 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
-Confirmation&lt;br /&gt;
Happened to me.When are they going to fix this??--[[User:X10000|X10000|]]&lt;br /&gt;
&lt;br /&gt;
-Calm down, X10000.  I first reported this bug under three hours ago.  Considering that the author likely isn't making a whole lot of money on this game, he isn't on call 24 hours a day.  I suspect he'll fix it as fast as he can.  --[[User:Feegle|Feegle]] 18:56, 11 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
- Sorry. Should be fixed now. --[[User:Simon|Simon]] 23:01, 11 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
=== Profile Error Relating to Hit Limit? ===&lt;br /&gt;
My characters (3 of them) all have &amp;quot;This character not subject to the IP limit&amp;quot; at the bottom of their profile page. I have not donated to support the game yet (waiting until it gets more fleshed out, plus it seems very difficult to go up levels, especially past first). Bug? --[[User:Meatiershower|Meatiershower]] 23:35, 10 February 2006 (GMT)&lt;br /&gt;
:Whoops! Fixed now. -Simon&lt;br /&gt;
&lt;br /&gt;
=== Refresh uses AP ===&lt;br /&gt;
&lt;br /&gt;
When you refresh it repeats your last action - I refreshed to see if sombody had replied to me. But i wasted AP by running about. - [[User:Durja|Durja]] 18:16, 5 February 2006 (GMT)&lt;br /&gt;
:This isn't a bug as such. It's a natural side effect of pressing refresh. -Simon&lt;br /&gt;
::Is it possible to edit this? I play Urban Dead and that doesnt repeat your last move - it is very handy to check up on your current statis without wasting AP. - [[User:Durja|Durja]] 21:15, 5 February 2006 (GMT)&lt;br /&gt;
::To rework the movement may be a bit complicated. How about just having a button labelled &amp;quot;Refresh&amp;quot; that doesn't use any AP? -Simon&lt;br /&gt;
::: That would be very much appricated. Thanks. [[User:Durja|Durja]] 18:12, 6 February 2006 (GMT)&lt;br /&gt;
::: Refresh Page button added -[[User:Simon|Simon]] 09:47, 7 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
===Grassland Colour===&lt;br /&gt;
&lt;br /&gt;
Grassland changed from pale yellow to medium brown when I hit the 'out of AP' screen. --[[User:Kevan|Kevan]] 13:06, 30 January 2006 (GMT)&lt;br /&gt;
:Fixed, just cosmetic hiccup --[[User:Simon|Simon]] 22:02, 3 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
===Yellow Jungle===&lt;br /&gt;
&lt;br /&gt;
Moai's found some [http://i1.tinypic.com/n3kt91.jpg mysterious yellow jungle squares] near the beach on the south coast (a bit west of centre). They don't have any text descriptions. --[[User:Kevan|Kevan]] 09:17, 3 February 2006 (GMT)&lt;br /&gt;
:Fixed, purely cosmetic --[[User:Simon|Simon]] 11:54, 3 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
=== Animals don't pursue players ===&lt;br /&gt;
&lt;br /&gt;
As documented [[Talk:Tips_and_Tricks|here]] I was able to safely kill an elephant by luring him to the edge where jungle met beach. Though I stood only 1 square from it, the elephant would not step onto the beach territory to attack me, when it certainly would have if the square I was on was jungle.--[[User:Jackel|Jackel]] 00:46, 4 March 2006 (GMT)&lt;br /&gt;
:Not exactly a bug, I didn't think of anything this cunning when planning animal movements. Feature has been adjusted, you'd better get out of there! ;) --[[User:Simon|Simon]] 10:40, 4 March 2006 (GMT)&lt;br /&gt;
::Will this fix will lead to potential epic battles with tigers and elephants in deep water? --[[User:Lint|Lint]] 16:54, 4 March 2006 (GMT)&lt;br /&gt;
:::Hopefully not! I'll keep an eye out for animals taking a bath though. --[[User:Simon|Simon]] 01:22, 5 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Not being resurrected ===&lt;br /&gt;
My character Timothy is dead. He has been sat over the shamen at Durham for about 24 hours listening to the shamen chant. Has the amount of time it takes to resurrect been increased or is something wrong? --[[User:Dr. J|Dr. J]] 23:19, 6 March 2006 (GMT)&lt;br /&gt;
:Whoops, my fault. Seems the script that handles resurrecting of both animals and players at shaman locations wasn't running for a couple of days. Should be working again now. --[[User:Simon|Simon]] 00:09, 7 March 2006 (GMT)&lt;br /&gt;
::I'm seeing quite a lot more animals now.  After you posted this, 3 appeared immediately surrounding one of my characters.  Killed 2, one moved on, and a different animal appeared a little later.  Earlier today it felt like a very deserted island.  Maybe just a fluke, my other character didn't see any after this post. --[[User:Frisco|Frisco]] 06:50, 7 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
=== GPS Underground ===&lt;br /&gt;
GPS probably shouldn't work in caves/tunnels etc.&lt;br /&gt;
:No, they shouldn't.. and hopefully they don't any more. --[[User:Simon|Simon]] 00:49, 7 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
=== Ruins no huts shown, but three choices? ===&lt;br /&gt;
At a ruin there are three huts as choices to enter (I think there were only 2 previously!?) but none are actually drawn on the square. bugs or not?&lt;br /&gt;
#should the huts or at least a single hut be shown?&lt;br /&gt;
#should there be three huts in one square?&lt;br /&gt;
#should the huts be differentiated? seems to me if they are different they should, but the button to enter is the same for all three : &amp;quot;Enter Hut&amp;quot;&lt;br /&gt;
:It was a small bug that the pictures didn't appear. I have added the picture to some of the ruins, and yes, there could be more than one hut per square. The buttons for entering huts should always appear in the same order but it wouldn't be too hard to make it say 'Enter Hut 1&amp;quot; &amp;quot;Enter Hut 2&amp;quot; etc. --[[User:Simon|Simon]] 16:42, 1 March 2006 (GMT)&lt;br /&gt;
I found another square of ruins (some sort of jail) with no hut, I'll get the GPS co-ords later.--[[User:Grigoriy|Grigoriy]] 13:10, 13 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
=== Soldiers with Poison Darts ===&lt;br /&gt;
Anyone have a guess as to why the soldier starts out with a poison dart, and not a rifle bullet? Or is this faulty info anyway? --[[User:Hazir|Hazir]] 21:25, 15 February 2006 (GMT)&lt;br /&gt;
:I started a soldier character recently and I'm fairly certain that all I began with was a rifle and a poison dart. (I was about to update the page when I noticed that someone had already recorded it.) It never struck me as being a mistake, but now that you mention it, it does seem a little odd. --[[User:Lint|Lint]] 21:31, 15 February 2006 (GMT)&lt;br /&gt;
::Whoops! Consider that a bug.. a fixed bug at that. You're absolutely right that it should have been a bullet instead of a dart. --[[User:Simon|Simon]] 22:34, 15 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
== Not Bugs ==&lt;br /&gt;
&lt;br /&gt;
=== AP Regeneration ===&lt;br /&gt;
&amp;quot;Sorry, you're out of action points. You get 1 action point every 20 minutes so come back in about 25 minutes&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Is that normal? --[[User:Mad Robert|Mad Robert]] 16:55, 20 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
Did you have 1 AP left and take some action (like swimming or wading through swamp) that uses more than 1 AP?  This would result in -1 AP, so in 25 minutes you'd have 1 AP and be able to take action. --[[User:Frisco|Frisco]] 17:26, 20 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
Correct Frisco, or at least, that's what I'd have said. I have seen this question before but perhaps I should include the number of AP you have in the message. *EDIT* The AP left is shown on the left-hand panel still so you can see if you're at less than zero. --[[User:Simon|Simon]] 23:56, 20 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
===Poisonous bush?===&lt;br /&gt;
My native has gotten nothing but poisonous berries from a bush. Is it a bug or did I just find some poisonous bush?--[[User:Grigoriy|Grigoriy]] 13:06, 14 March 2006 (GMT)&lt;br /&gt;
:My native has found two different berry bushes, each seems to give consistently one or the other of the berry types. [[User:Anothertwilight|Anothertwilight]] 02:44, 15 March 2006 (GMT)&lt;br /&gt;
:Why would this be considered a bug? A strawberry bush would never produce a blueberry, bushes should (and do) produce only one kind; EITHER poisonous OR tasty.--[[User:Jackel|Jackel]] 14:57, 19 March 2006 (GMT)&lt;br /&gt;
:Sorry, I wasn't sure. --[[User:Grigoriy|Grigoriy]] 23:33, 19 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
=== Map Page off by 3 Pixels ===&lt;br /&gt;
The map.cgi image seems to be vertically off by 3 pixels from what it was before.--[[User:Frisco|Frisco]] 01:49, 14 March 2006 (GMT)&lt;br /&gt;
* Nothing has changed on the image script for over a month. In what way is it off? Are you referring to it being offset within map.html or just when you view the image on its own? --[[User:Simon|Simon]] 09:40, 14 March 2006 (GMT)&lt;br /&gt;
** My mistake; had some problem with a recent metamap and noticed that recent submissions' map 6x6 pixels were off by 3 from the edge of the map, turns out they've always been that way.  I hadn't realised that someone had submitted a map that was aligned to the top edge, and this messed things up for me.  Sorry for the confusion!&lt;br /&gt;
&lt;br /&gt;
=== Finding Dropped Items ===&lt;br /&gt;
I dropped my machete by mistake due to clumsy fingers. Searching doesn't find it again - surely if I drop something I should be able to pick it up again? --[[User:Torok|Torok]]&lt;br /&gt;
:As with UD (the game Shartak is based on) dropping something is akin to getting rid of it. This isn't a bug, just don't have clumsy fingers--[[User:Jackel|Jackel]] 17:41, 23 February 2006 (GMT)&lt;br /&gt;
:Quite right. I have considered implementing semi-sticky objects such that if you drop something, and then search immediately, you'll actually find the thing you dropped, but thought that might annoy rather than actually be useful since often if you drop something you don't want to find it again! --[[User:Simon|Simon]]&lt;br /&gt;
:What about doing it on purpose to pass on objects? Could it work?--[[User:Wcervantes|Wcervantes]] 03:51, 24 February 2006 (GMT)&lt;br /&gt;
:No, the way I was considering implementing it, if X drops the object, only X would find it. X and Y could both drop separate items but would never specifically find the item the other person dropped (they could find another item with the same name depending on luck though!) The ability to exchange items directly with other people is something that will most likely never be added as this could encourage people to make multiple characters, some of whom only search for specific items and then hand them over to the main character. --[[User:Simon|Simon]]&lt;br /&gt;
&lt;br /&gt;
=== IP Hit Limit 250? ===&lt;br /&gt;
I have been playing three characters, but hit the IP limit after only moving two of my characters, and then only partially. It seems that it may not have the 250 hit limit as explained. Is it possible that it does not? EDIT- Just moved my three characters. 45AP, 30AP, 75AP, ran out of hits before I used all the points. Seems 150 or so appears to be the limit?--[[User:Meatiershower|Meatiershower]] 23:35, 10 February 2006 (GMT)&lt;br /&gt;
:Have been unable to reproduce this problem, but there are 4 characters not 3 with the same IP as yours. --[[User:Simon|Simon]] 17:04, 14 February 2006 (GMT)&lt;br /&gt;
::Roger that, started another since original posting, Simon. I suppose I should ask exactly what the IP limit is (250, as stated?), and then back-track from there to make sure there actually is a problem. Also, when the 24 hour period resets? That will give me a time to count from.--[[User:Meatiershower|Meatiershower]] 21:49, 14 February 2006 (GMT)&lt;br /&gt;
::: Simon - It appears that there is no bug. I just made 244 moves, and looked at a Profile or two also. Miscounting on my part most likely. I'm liking this game more and more too. Fast AP recovery, cool stuff to find (just found a knife), high AP total, etc. Fun. --[[User:Meatiershower|Meatiershower]] 00:33, 15 February 2006 (GMT)&lt;br /&gt;
:::: Excellent. Moving to &amp;quot;Not a bug&amp;quot; --[[User:Simon|Simon]] 01:58, 15 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
=== Negative AP? ===&lt;br /&gt;
&lt;br /&gt;
Moving in water with only a single AP resulted in me having -1 AP. - Dr. J&lt;br /&gt;
:Water movement (as standard) takes 2AP. Negative AP is perfectly possible, I don't consider this to be a bug. - Simon&lt;/div&gt;</summary>
		<author><name>Daylan</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:Gameplay&amp;diff=2882</id>
		<title>Talk:Gameplay</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Talk:Gameplay&amp;diff=2882"/>
		<updated>2006-03-23T19:53:04Z</updated>

		<summary type="html">&lt;p&gt;Daylan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;While swimming in water I ventured out and got &amp;quot;wounded&amp;quot; and for every action I take I lose 1 hp(including talking) I don't know if it should go in this section but If somebody would place this info somewheres it would be good thanks -- [[User:Daylan|Daylan]] 19:53, 23 March 2006 (GMT)&lt;/div&gt;</summary>
		<author><name>Daylan</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Suggestions:Items&amp;diff=2590</id>
		<title>Suggestions:Items</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Suggestions:Items&amp;diff=2590"/>
		<updated>2006-03-14T06:34:43Z</updated>

		<summary type="html">&lt;p&gt;Daylan: /* Ranged weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| cellpadding=10 align=right&lt;br /&gt;
| __TOC__&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Suggestionsnav}}&lt;br /&gt;
&lt;br /&gt;
Suggestions for Shartak are always welcome, although there's no guarantee that anything will be added. Comments on or modifications for any of the suggestions below can be added by editing this page. Please be considerate and don't just remove ideas that you don't like.&lt;br /&gt;
&lt;br /&gt;
Begin a new item with a * and &amp;quot;sign&amp;quot; your suggestions using &amp;lt;nowiki&amp;gt;-- ~~~~&amp;lt;/nowiki&amp;gt; so we know who to blame ;)&lt;br /&gt;
&lt;br /&gt;
Bug reports should go on the [[Bugs]] page.&lt;br /&gt;
&lt;br /&gt;
This is the suggestions page for [[Items]]. See also the [[Suggestions]] page for other suggestions.&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
=== Spear ===&lt;br /&gt;
It could be the native warriors main weapon, give it a base damage of 3, same to hit as machete but it wouldn't cut through jungle -- [[User:Daylan|Daylan]] 11:02, 17 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
:A spear for stabbing or a spear for throwing (i.e single use) ? --[[User:Simon|Simon]] 15:49, 25 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
=== Head-shrinking powder ===&lt;br /&gt;
This could be either a melee or area weapon used by natives.&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
* What are the effects of it? Causes X HP of damage? Loss of AP? Loss of XP? Instant death? - [[User:Snarf|Snarf]]&lt;br /&gt;
&lt;br /&gt;
=== Meat ===&lt;br /&gt;
Heals 2 HP. Used by both outsiders and tribals. It appears in your inventory when you kill a beastie. [[User:Bungalow Bill|Bungalow Bill]]&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
* But you can only carry 200 pounds of meat back to your wagon. &amp;lt;nowiki&amp;gt;&amp;lt;/oregontrail&amp;gt;&amp;lt;/nowiki&amp;gt; --[[User:Lint|Lint]] 01:15, 13 February 2006 (GMT)&lt;br /&gt;
* Or you have to cook it, taking one AP and possibly a fire-lighting skill (who wants to eat raw monkey?).[[User:MorkaisChosen|MorkaisChosen]] 20:12, 20 February 2006 (GMT)&lt;br /&gt;
** Maybe you don't have to cook it but you get less HP and possibly lose HP to food poisoning. [DarkFerret]&lt;br /&gt;
* Or, to make it more, hm, tribal, you could need to bring it back to specific places in the village where it could be (instantaneously) cooked and used as a replenished &amp;quot;health pool&amp;quot; any player could use. You would still have the occasional berries to eat in the forest, but real meal would occure at a settlement. It would also provide a more efficient healing system (as currently, you roughly get to spend 50 AP to recover 4 or 5 HP, which makes death the most efficient way to restore your HP). -- Leaf&lt;br /&gt;
**''There is a large pot of stew cooking, it appears to be half full.''&lt;br /&gt;
''You eat some and feel better. After a few spoonfuls you find your friend's pocket watch.'' [DarkFerret]&lt;br /&gt;
&lt;br /&gt;
=== Radio beacon/receiver ===&lt;br /&gt;
A radio beacon/receiver for outsiders to pinpoint specific locations of interest.&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
* What's wrong with using the GPS co-ordinates of a specific location? - [[User:Snarf|Snarf]]&lt;br /&gt;
*Perhaps a way to have GPS waypoints or markers IN one own's GPS? --[[User:Wcervantes|Wcervantes]] 19:39, 16 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
=== Holy Scriptures ===&lt;br /&gt;
Used to convert Natives into Ousiders. Requires &amp;quot;Religious Devotion&amp;quot;. Most likely found around Outsider settlements --[[User:One of many doctors|One of many doctors]] 23:22, 16 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
*Nobody wants to have a class change againt their will. -Grigoriy&lt;br /&gt;
*Noone wants to die against their will either, but it does happen ;-) Might be irritating, but also might be quite interesting. It would have to be possible both ways of course, natives to outsiders and outsiders to natives. Perhaps the outsiders can convert natives to outsiders with holy scriptures using the religious devotion skill and natives can convert outsiders to natives with a bottle of beer using the seduction skill! ;-) --[[User:Murk|Murk]] 12:28, 4 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
=== GPS Unit (Redesign) ===&lt;br /&gt;
This is a suggestion to change the gps unit into an object that presumably fits better with the game setting. We currently have no other modern item available for use (anachronism - VOCABULARY WORD!). Perhaps we should use a sextant? And rather than reveal the position all of the time, it requires a 1 AP use in non-dense, non-enclosed area. --[[User:Lint|Lint]] 21:48, 23 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
* Yes, GPS units are indeed ''malapropos'' (another vocabulary word :D)--[[User:Grigoriy|Grigoriy]] 00:33, 27 February 2006 (GMT)&lt;br /&gt;
* Y'know, the &amp;quot;GPS Unit&amp;quot; item has stuck out like a sore thumb to me too.  I'd be very much in favor of a lower-tech replacement, if only because it makes the game more timeless.  But what tools ''did'' explorers of earlier eras use to measure latitude and longitude while traveling by land, anyway? And how accurate were they? Alternatively phrased: if you were trapped on a desert island without a GPS Unit, how would you estimate where you were? Lint's suggestion for a lower-tech replacement item, requiring AP and suitable terrain conditions for proper use, appeals to me. --[[User:Berry|Berry]] 14:03, 7 March 2006 (GMT)&lt;br /&gt;
* I've done some research into this and as Lint said, a sextant is what was used. Unfortunately though, a sextant doesn't do both longitude and latitude very quickly, you need charts/tables and several hours. See http://www.pbs.org/wgbh/nova/longitude/secrets.html for info. --[[User:Simon|Simon]] 14:55, 7 March 2006 (GMT)&lt;br /&gt;
** Ahh; yeah, I had just been checking out http://www.lewis-clark.org/content/content-article.asp?ArticleID=1268 myself.  If I'm reading it right, it sounds like the bulk of the hours of calculation involved were due to being at sea and having to figure out what time zone you're in first as part of the equation.  (Both pages mention a &amp;quot;chronometer&amp;quot; which was finally invented to try to solve that problem.)  On land, though -- and especially on an island of Shartak's size -- you pretty much know where you are, and you're not likely to be crossing time zones.  A quote from the Lewis &amp;amp; Clark page: &amp;quot;If time can be fixed along any meridian of longitude, then longitudinal distance can be determined by comparing time at that meridian with local time, usually based on the point at which the sun reaches its zenith.&amp;quot;  So.  I wonder if we could fudge a bit with this sextant business by assuming that everyone on the island is able to determine what time it is on Shartak -- after all, we do get timestamped event messages! ;) -- and therefore we can apply that bit of knowledge to help determine longitude, overcoming the sextant's weakness.  That could even go in the FAQ.  I'm not really all that scientifically inclined, so please do feel welcome to correct me if if my thoughts are way off base.  In closing, I still like Lint's ideas about making it cost AP and require suitable terrain.  The former would represent the investment of time in setting up the equipment and doing the calculations.  The latter would give players a reason to clear a square of jungle. --[[User:Berry|Berry]] 16:07, 7 March 2006 (GMT)&lt;br /&gt;
*** That all sounds good. I think there is a skill in there as well - I don't suppose a sextant is as accurate as GPS, so why not have it not produce the same result all of the time? Someone with the &amp;quot;Skillful Sextant Supervisor&amp;quot; skill gets more accurate results. --[[User:Dr. J|Dr. J]] 16:17, 7 March 2006 (GMT)&lt;br /&gt;
** The AP cost of a sextant or other device could easily be added to the GPS unit by requiring that you 'use gps' to get the reading rather than it being on all the time. Whilst redesigning the GPS unit, how about thinking of something for natives to find out where they are - obviously not as accurate as a sextant, but something to guide them around or to specific locations. --[[User:Simon|Simon]] 16:30, 7 March 2006 (GMT)&lt;br /&gt;
*** Just consider it a redesigned sextant that some mythical character dropped around the island and call it &amp;quot;Professor Inglewood's Speedy Sextant And Nano Tables&amp;quot; or some other such nonesense and leave it working the same, just with a different name.  As for natives, maybe they could see/read totems at different points in the jungle, indicating where resources/towns are. --[[User:Frisco|Frisco]] 17:06, 7 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
=== Refillable containers ===&lt;br /&gt;
Does it really make sense that after drinking something, you automatically discard the container it had been in? I propose a modification to the inventory system so bottles/gourds work similar to rifles and blowguns--they can be refilled if they are empty. Obviously, you can't just carry around spare water like you can ammo, so to refill a water container, you have to be in water. This would clearly make areas near water more popular, which I don't think is a bad thing, or without precedent.   Furthermore, this could lead to new and interesting directions, such as other liquids that could be carried around, causing various effects. Off the top of my head:&lt;br /&gt;
* drinking too much &amp;quot;ocean&amp;quot; water will make you sick (reducing your hit % temporarily)&lt;br /&gt;
* a &amp;quot;create mysterious serum&amp;quot; skill  the shaman/scientist can eventually learn that (along with certain ingredients) lets them create a &amp;quot;buff&amp;quot; potion.&lt;br /&gt;
* special healing water springs that have double the recuperative effect&lt;br /&gt;
This would also address one of the concerns I've had regarding healing skills. To my knowledge, there is no place in Shartak where you are more likely to consistantly find healing kits/herbs, etc. its all fairly random. By comparision, UD has certain buildings where you can only find certain items (i.e. hospitals = first aid kits). IMO, its currently too difficult/AP consuming to heal. Without a way to consistantly find/create healing items, it's not likely there will be &amp;quot;healers&amp;quot; willing to use their hard-to-find healing items on anyone else. --[[User:Jackel|Jackel]] 22:14, 25 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
::Have you found the hut in Dalpok with all the drying herbs hanging up? Says something about a shaman being busy, I seem to have a reasonable success rate at finding healing herbs there. Not sure if there are more around. --[[User:Snarf|Snarf]] 22:17, 25 February 2006 (GMT)&lt;br /&gt;
:::No, I hadn't noticed such a hut(s), I've assumed they were all pretty much the same. If certain huts are more likely to contain certain items, I've another suggestion--'''label them'''. Any opinion on my primary suggestion of refillable containers? --[[User:Jackel|Jackel]] 22:31, 25 February 2006 (GMT)&lt;br /&gt;
::::I can confirm that huts may look identical on the outside, but their inside descriptions can differ significantly.  Fortunately, anyone with the right tool can carve a message on a hut's outer walls, such as &amp;quot;Empty Inside&amp;quot; or &amp;quot;Shaman's Hut&amp;quot;.  --[[User:Berry|Berry]] 14:24, 7 March 2006 (GMT)&lt;br /&gt;
::Refillable containers? Give the user the choice to discard the container? Sure, sounds cool to me.  About the water supply: I agree that ocean water (water right off the beach) would be bound to be salty and unpotable in a real-world scenario.  According to the [[Locations]] page, there's a river off the south side of the mountain, which would seem to be the only known terrestrial fresh water source on the whole island.  Hmm, a thought: If we were to have refillable containers, then might one also expect there to be wells in or around the villages? --[[User:Berry|Berry]] 14:24, 7 March 2006 (GMT)&lt;br /&gt;
:::There is at least one more (much shorter) river near Derby. I'll bet there is a lake or two somewhere as well. Wells are probably not a bad idea. --[[User:Dr. J|Dr. J]] 15:05, 7 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
=== Remove uber sword of doom(aka heavy sword) ===&lt;br /&gt;
I don't even have a heavy sword yet but I can already tell(from the item page) that it makes a lot of things utterly useless.Just for reference the heavy sword is(when maxed attack skills) 45% hit, 5dam= '''2.25dam/ap'''. What does it make useless, well let me begin.&amp;lt;br&amp;gt;   &lt;br /&gt;
                             &lt;br /&gt;
1.Rifle skills- reason: the ap you spent getting the xp for those skills was better used searching for a heavy sword.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2.Rifle- reason: the dam/ap for the rifle is lower than a the heavy sword '''before''' factoring in the search for ammo part. The math: the rifle is 5 dam,60% hit,1.5 ap/shot( 3ap per 2 shots i think)= (5*.6)/1.5 =3/1.5 = '''2ap/dam NOT FACTORING IN SEARCHING FOR AMMO'''.&lt;br /&gt;
&lt;br /&gt;
3. The blowpipe- reason: the blowpipe sucks as it is, the machete makes it pointless(unless they actually poison) and the heavy sword just makes it absolute garbage(even if they poisoned). The math: 4 dam, 20% hit, 2ap/shot(assuming you have to reload after every shot i don't use the blowpipe so I wouldn't know)= (4*.2)/2=.8/2= '''.4 dam/ap NOT FACTORING IN SEARCHING FOR AMMO'''.&lt;br /&gt;
&lt;br /&gt;
Conclusion- I realize there are problems with the blowpipe but as far as I can tell with the rifle there are none. The knowledge of there even being a heavy sword is enough to discourage those that would take rifles training as a skill. The sword is just too powerful to balance in game as the only way to balance it would be to add another item that is just as crazy powerful, making it rare does nothing to the balance as people can still find it and it makes those few ,whom the RNG loves, ridiculosly overpowered. If the RNG loves somebody they should get multipul hits in a row not the ability to destroy everybody who can't/doesn't want to waste the ap to gain that ability. And after all just because it is rare doesn't mean we all can't find it, I know eventually we would all find one and there would be no variaty whatsoever in battle. Take urban dead for example they balanced the shotguns,pistols, and fireaxe evenly so there is no superior choice its about how you want to play. With the heavy sword it makes all other items pale in comparison BEFORE search rates are keyed into calculations, in urban dead it is AFTER that they are about even. This suggestion to remove something doesn't punish anybody because as of right now we do not know where to find the heavy sword, the only ones were stumbled across randomly so nobody would really have &amp;quot;wasted&amp;quot; the ap to find it(unless they have but I know after reading a bit I didn't for the fun reducing factor everybody having one would bring). Also don't bring up things about how I don't know how it works ingame because unless it takes 6ap to attack the math shows it is unbalanced. Please Simon fix this unbalanced  weapon by removing it, not by making everything else oh so much better. ANybody who is with me sign in the comments please.&lt;br /&gt;
&lt;br /&gt;
'''Comments'''&lt;br /&gt;
&lt;br /&gt;
*The math looks sound. And I agree that having everyone run around with Heavy Swords would make for a plain game. However, I don't see why it needs to be removed completely. Is there anything we can do to the sword mechanics to make it more even with the existing weapons? --[[User:Lint|Lint]] 01:04, 10 March 2006 (GMT)&lt;br /&gt;
*I agree. The machete with maxed out melee skils is arguably better than any other weapon, and the heavy sword makes that look like a butter knife. Yank it or make it so rare it would be like winning the lottery twice. --[[User:Jackel|Jackel]] 01:49, 10 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Ranged weapons ===&lt;br /&gt;
&lt;br /&gt;
I never used a rifle, but the blowpipe feels quite useless at the moment indeed (unless it poisons). I was wondering if a ranged aspect could be added to those weapons to make up for their poor hp/ap ratio and their ammo requirement (and their lack of poison?). In practice, that would mean that once the rifle (or the blowpipe (I wonder if it poisons)) is selected from the attack drop-down menu, the target drop-down menu would include the entities from the surrounding squares. That would allow for some slightly safer attacks, especially in difficult terrain, or for around four minutes of triumph for having attacked someone from the distance (and poisonned him?), before being machetted to death anyway. That is: not much, but the satisfying feeling to have used a special weapon, with its own pros. -- Leaf&lt;br /&gt;
* Ranged weapon skills for warriors to boost the blowpipe are in the pipeline. Seems I missed a section from my notes when adding skills. --[[User:Simon|Simon]] 10:12, 10 March 2006 (GMT)&lt;br /&gt;
* Sweet --[[User:Daylan|Daylan]] 06:34, 14 March 2006 (GMT)&lt;/div&gt;</summary>
		<author><name>Daylan</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Suggestions:Items&amp;diff=2589</id>
		<title>Suggestions:Items</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Suggestions:Items&amp;diff=2589"/>
		<updated>2006-03-14T06:34:27Z</updated>

		<summary type="html">&lt;p&gt;Daylan: /* Ranged weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| cellpadding=10 align=right&lt;br /&gt;
| __TOC__&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Suggestionsnav}}&lt;br /&gt;
&lt;br /&gt;
Suggestions for Shartak are always welcome, although there's no guarantee that anything will be added. Comments on or modifications for any of the suggestions below can be added by editing this page. Please be considerate and don't just remove ideas that you don't like.&lt;br /&gt;
&lt;br /&gt;
Begin a new item with a * and &amp;quot;sign&amp;quot; your suggestions using &amp;lt;nowiki&amp;gt;-- ~~~~&amp;lt;/nowiki&amp;gt; so we know who to blame ;)&lt;br /&gt;
&lt;br /&gt;
Bug reports should go on the [[Bugs]] page.&lt;br /&gt;
&lt;br /&gt;
This is the suggestions page for [[Items]]. See also the [[Suggestions]] page for other suggestions.&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
=== Spear ===&lt;br /&gt;
It could be the native warriors main weapon, give it a base damage of 3, same to hit as machete but it wouldn't cut through jungle -- [[User:Daylan|Daylan]] 11:02, 17 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
:A spear for stabbing or a spear for throwing (i.e single use) ? --[[User:Simon|Simon]] 15:49, 25 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
=== Head-shrinking powder ===&lt;br /&gt;
This could be either a melee or area weapon used by natives.&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
* What are the effects of it? Causes X HP of damage? Loss of AP? Loss of XP? Instant death? - [[User:Snarf|Snarf]]&lt;br /&gt;
&lt;br /&gt;
=== Meat ===&lt;br /&gt;
Heals 2 HP. Used by both outsiders and tribals. It appears in your inventory when you kill a beastie. [[User:Bungalow Bill|Bungalow Bill]]&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
* But you can only carry 200 pounds of meat back to your wagon. &amp;lt;nowiki&amp;gt;&amp;lt;/oregontrail&amp;gt;&amp;lt;/nowiki&amp;gt; --[[User:Lint|Lint]] 01:15, 13 February 2006 (GMT)&lt;br /&gt;
* Or you have to cook it, taking one AP and possibly a fire-lighting skill (who wants to eat raw monkey?).[[User:MorkaisChosen|MorkaisChosen]] 20:12, 20 February 2006 (GMT)&lt;br /&gt;
** Maybe you don't have to cook it but you get less HP and possibly lose HP to food poisoning. [DarkFerret]&lt;br /&gt;
* Or, to make it more, hm, tribal, you could need to bring it back to specific places in the village where it could be (instantaneously) cooked and used as a replenished &amp;quot;health pool&amp;quot; any player could use. You would still have the occasional berries to eat in the forest, but real meal would occure at a settlement. It would also provide a more efficient healing system (as currently, you roughly get to spend 50 AP to recover 4 or 5 HP, which makes death the most efficient way to restore your HP). -- Leaf&lt;br /&gt;
**''There is a large pot of stew cooking, it appears to be half full.''&lt;br /&gt;
''You eat some and feel better. After a few spoonfuls you find your friend's pocket watch.'' [DarkFerret]&lt;br /&gt;
&lt;br /&gt;
=== Radio beacon/receiver ===&lt;br /&gt;
A radio beacon/receiver for outsiders to pinpoint specific locations of interest.&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
* What's wrong with using the GPS co-ordinates of a specific location? - [[User:Snarf|Snarf]]&lt;br /&gt;
*Perhaps a way to have GPS waypoints or markers IN one own's GPS? --[[User:Wcervantes|Wcervantes]] 19:39, 16 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
=== Holy Scriptures ===&lt;br /&gt;
Used to convert Natives into Ousiders. Requires &amp;quot;Religious Devotion&amp;quot;. Most likely found around Outsider settlements --[[User:One of many doctors|One of many doctors]] 23:22, 16 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
*Nobody wants to have a class change againt their will. -Grigoriy&lt;br /&gt;
*Noone wants to die against their will either, but it does happen ;-) Might be irritating, but also might be quite interesting. It would have to be possible both ways of course, natives to outsiders and outsiders to natives. Perhaps the outsiders can convert natives to outsiders with holy scriptures using the religious devotion skill and natives can convert outsiders to natives with a bottle of beer using the seduction skill! ;-) --[[User:Murk|Murk]] 12:28, 4 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
=== GPS Unit (Redesign) ===&lt;br /&gt;
This is a suggestion to change the gps unit into an object that presumably fits better with the game setting. We currently have no other modern item available for use (anachronism - VOCABULARY WORD!). Perhaps we should use a sextant? And rather than reveal the position all of the time, it requires a 1 AP use in non-dense, non-enclosed area. --[[User:Lint|Lint]] 21:48, 23 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
* Yes, GPS units are indeed ''malapropos'' (another vocabulary word :D)--[[User:Grigoriy|Grigoriy]] 00:33, 27 February 2006 (GMT)&lt;br /&gt;
* Y'know, the &amp;quot;GPS Unit&amp;quot; item has stuck out like a sore thumb to me too.  I'd be very much in favor of a lower-tech replacement, if only because it makes the game more timeless.  But what tools ''did'' explorers of earlier eras use to measure latitude and longitude while traveling by land, anyway? And how accurate were they? Alternatively phrased: if you were trapped on a desert island without a GPS Unit, how would you estimate where you were? Lint's suggestion for a lower-tech replacement item, requiring AP and suitable terrain conditions for proper use, appeals to me. --[[User:Berry|Berry]] 14:03, 7 March 2006 (GMT)&lt;br /&gt;
* I've done some research into this and as Lint said, a sextant is what was used. Unfortunately though, a sextant doesn't do both longitude and latitude very quickly, you need charts/tables and several hours. See http://www.pbs.org/wgbh/nova/longitude/secrets.html for info. --[[User:Simon|Simon]] 14:55, 7 March 2006 (GMT)&lt;br /&gt;
** Ahh; yeah, I had just been checking out http://www.lewis-clark.org/content/content-article.asp?ArticleID=1268 myself.  If I'm reading it right, it sounds like the bulk of the hours of calculation involved were due to being at sea and having to figure out what time zone you're in first as part of the equation.  (Both pages mention a &amp;quot;chronometer&amp;quot; which was finally invented to try to solve that problem.)  On land, though -- and especially on an island of Shartak's size -- you pretty much know where you are, and you're not likely to be crossing time zones.  A quote from the Lewis &amp;amp; Clark page: &amp;quot;If time can be fixed along any meridian of longitude, then longitudinal distance can be determined by comparing time at that meridian with local time, usually based on the point at which the sun reaches its zenith.&amp;quot;  So.  I wonder if we could fudge a bit with this sextant business by assuming that everyone on the island is able to determine what time it is on Shartak -- after all, we do get timestamped event messages! ;) -- and therefore we can apply that bit of knowledge to help determine longitude, overcoming the sextant's weakness.  That could even go in the FAQ.  I'm not really all that scientifically inclined, so please do feel welcome to correct me if if my thoughts are way off base.  In closing, I still like Lint's ideas about making it cost AP and require suitable terrain.  The former would represent the investment of time in setting up the equipment and doing the calculations.  The latter would give players a reason to clear a square of jungle. --[[User:Berry|Berry]] 16:07, 7 March 2006 (GMT)&lt;br /&gt;
*** That all sounds good. I think there is a skill in there as well - I don't suppose a sextant is as accurate as GPS, so why not have it not produce the same result all of the time? Someone with the &amp;quot;Skillful Sextant Supervisor&amp;quot; skill gets more accurate results. --[[User:Dr. J|Dr. J]] 16:17, 7 March 2006 (GMT)&lt;br /&gt;
** The AP cost of a sextant or other device could easily be added to the GPS unit by requiring that you 'use gps' to get the reading rather than it being on all the time. Whilst redesigning the GPS unit, how about thinking of something for natives to find out where they are - obviously not as accurate as a sextant, but something to guide them around or to specific locations. --[[User:Simon|Simon]] 16:30, 7 March 2006 (GMT)&lt;br /&gt;
*** Just consider it a redesigned sextant that some mythical character dropped around the island and call it &amp;quot;Professor Inglewood's Speedy Sextant And Nano Tables&amp;quot; or some other such nonesense and leave it working the same, just with a different name.  As for natives, maybe they could see/read totems at different points in the jungle, indicating where resources/towns are. --[[User:Frisco|Frisco]] 17:06, 7 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
=== Refillable containers ===&lt;br /&gt;
Does it really make sense that after drinking something, you automatically discard the container it had been in? I propose a modification to the inventory system so bottles/gourds work similar to rifles and blowguns--they can be refilled if they are empty. Obviously, you can't just carry around spare water like you can ammo, so to refill a water container, you have to be in water. This would clearly make areas near water more popular, which I don't think is a bad thing, or without precedent.   Furthermore, this could lead to new and interesting directions, such as other liquids that could be carried around, causing various effects. Off the top of my head:&lt;br /&gt;
* drinking too much &amp;quot;ocean&amp;quot; water will make you sick (reducing your hit % temporarily)&lt;br /&gt;
* a &amp;quot;create mysterious serum&amp;quot; skill  the shaman/scientist can eventually learn that (along with certain ingredients) lets them create a &amp;quot;buff&amp;quot; potion.&lt;br /&gt;
* special healing water springs that have double the recuperative effect&lt;br /&gt;
This would also address one of the concerns I've had regarding healing skills. To my knowledge, there is no place in Shartak where you are more likely to consistantly find healing kits/herbs, etc. its all fairly random. By comparision, UD has certain buildings where you can only find certain items (i.e. hospitals = first aid kits). IMO, its currently too difficult/AP consuming to heal. Without a way to consistantly find/create healing items, it's not likely there will be &amp;quot;healers&amp;quot; willing to use their hard-to-find healing items on anyone else. --[[User:Jackel|Jackel]] 22:14, 25 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
::Have you found the hut in Dalpok with all the drying herbs hanging up? Says something about a shaman being busy, I seem to have a reasonable success rate at finding healing herbs there. Not sure if there are more around. --[[User:Snarf|Snarf]] 22:17, 25 February 2006 (GMT)&lt;br /&gt;
:::No, I hadn't noticed such a hut(s), I've assumed they were all pretty much the same. If certain huts are more likely to contain certain items, I've another suggestion--'''label them'''. Any opinion on my primary suggestion of refillable containers? --[[User:Jackel|Jackel]] 22:31, 25 February 2006 (GMT)&lt;br /&gt;
::::I can confirm that huts may look identical on the outside, but their inside descriptions can differ significantly.  Fortunately, anyone with the right tool can carve a message on a hut's outer walls, such as &amp;quot;Empty Inside&amp;quot; or &amp;quot;Shaman's Hut&amp;quot;.  --[[User:Berry|Berry]] 14:24, 7 March 2006 (GMT)&lt;br /&gt;
::Refillable containers? Give the user the choice to discard the container? Sure, sounds cool to me.  About the water supply: I agree that ocean water (water right off the beach) would be bound to be salty and unpotable in a real-world scenario.  According to the [[Locations]] page, there's a river off the south side of the mountain, which would seem to be the only known terrestrial fresh water source on the whole island.  Hmm, a thought: If we were to have refillable containers, then might one also expect there to be wells in or around the villages? --[[User:Berry|Berry]] 14:24, 7 March 2006 (GMT)&lt;br /&gt;
:::There is at least one more (much shorter) river near Derby. I'll bet there is a lake or two somewhere as well. Wells are probably not a bad idea. --[[User:Dr. J|Dr. J]] 15:05, 7 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
=== Remove uber sword of doom(aka heavy sword) ===&lt;br /&gt;
I don't even have a heavy sword yet but I can already tell(from the item page) that it makes a lot of things utterly useless.Just for reference the heavy sword is(when maxed attack skills) 45% hit, 5dam= '''2.25dam/ap'''. What does it make useless, well let me begin.&amp;lt;br&amp;gt;   &lt;br /&gt;
                             &lt;br /&gt;
1.Rifle skills- reason: the ap you spent getting the xp for those skills was better used searching for a heavy sword.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2.Rifle- reason: the dam/ap for the rifle is lower than a the heavy sword '''before''' factoring in the search for ammo part. The math: the rifle is 5 dam,60% hit,1.5 ap/shot( 3ap per 2 shots i think)= (5*.6)/1.5 =3/1.5 = '''2ap/dam NOT FACTORING IN SEARCHING FOR AMMO'''.&lt;br /&gt;
&lt;br /&gt;
3. The blowpipe- reason: the blowpipe sucks as it is, the machete makes it pointless(unless they actually poison) and the heavy sword just makes it absolute garbage(even if they poisoned). The math: 4 dam, 20% hit, 2ap/shot(assuming you have to reload after every shot i don't use the blowpipe so I wouldn't know)= (4*.2)/2=.8/2= '''.4 dam/ap NOT FACTORING IN SEARCHING FOR AMMO'''.&lt;br /&gt;
&lt;br /&gt;
Conclusion- I realize there are problems with the blowpipe but as far as I can tell with the rifle there are none. The knowledge of there even being a heavy sword is enough to discourage those that would take rifles training as a skill. The sword is just too powerful to balance in game as the only way to balance it would be to add another item that is just as crazy powerful, making it rare does nothing to the balance as people can still find it and it makes those few ,whom the RNG loves, ridiculosly overpowered. If the RNG loves somebody they should get multipul hits in a row not the ability to destroy everybody who can't/doesn't want to waste the ap to gain that ability. And after all just because it is rare doesn't mean we all can't find it, I know eventually we would all find one and there would be no variaty whatsoever in battle. Take urban dead for example they balanced the shotguns,pistols, and fireaxe evenly so there is no superior choice its about how you want to play. With the heavy sword it makes all other items pale in comparison BEFORE search rates are keyed into calculations, in urban dead it is AFTER that they are about even. This suggestion to remove something doesn't punish anybody because as of right now we do not know where to find the heavy sword, the only ones were stumbled across randomly so nobody would really have &amp;quot;wasted&amp;quot; the ap to find it(unless they have but I know after reading a bit I didn't for the fun reducing factor everybody having one would bring). Also don't bring up things about how I don't know how it works ingame because unless it takes 6ap to attack the math shows it is unbalanced. Please Simon fix this unbalanced  weapon by removing it, not by making everything else oh so much better. ANybody who is with me sign in the comments please.&lt;br /&gt;
&lt;br /&gt;
'''Comments'''&lt;br /&gt;
&lt;br /&gt;
*The math looks sound. And I agree that having everyone run around with Heavy Swords would make for a plain game. However, I don't see why it needs to be removed completely. Is there anything we can do to the sword mechanics to make it more even with the existing weapons? --[[User:Lint|Lint]] 01:04, 10 March 2006 (GMT)&lt;br /&gt;
*I agree. The machete with maxed out melee skils is arguably better than any other weapon, and the heavy sword makes that look like a butter knife. Yank it or make it so rare it would be like winning the lottery twice. --[[User:Jackel|Jackel]] 01:49, 10 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Ranged weapons ===&lt;br /&gt;
&lt;br /&gt;
I never used a rifle, but the blowpipe feels quite useless at the moment indeed (unless it poisons). I was wondering if a ranged aspect could be added to those weapons to make up for their poor hp/ap ratio and their ammo requirement (and their lack of poison?). In practice, that would mean that once the rifle (or the blowpipe (I wonder if it poisons)) is selected from the attack drop-down menu, the target drop-down menu would include the entities from the surrounding squares. That would allow for some slightly safer attacks, especially in difficult terrain, or for around four minutes of triumph for having attacked someone from the distance (and poisonned him?), before being machetted to death anyway. That is: not much, but the satisfying feeling to have used a special weapon, with its own pros. -- Leaf&lt;br /&gt;
* Ranged weapon skills for warriors to boost the blowpipe are in the pipeline. Seems I missed a section from my notes when adding skills. --[[User:Simon|Simon]] 10:12, 10 March 2006 (GMT)&lt;br /&gt;
* yay --[[User:Daylan|Daylan]] 06:34, 14 March 2006 (GMT)&lt;/div&gt;</summary>
		<author><name>Daylan</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Main_Page&amp;diff=2524</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Main_Page&amp;diff=2524"/>
		<updated>2006-03-12T00:13:33Z</updated>

		<summary type="html">&lt;p&gt;Daylan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a central location for information relating to the game '''Shartak'''.&lt;br /&gt;
&lt;br /&gt;
Shartak can be found at [http://www.shartak.com/ http://www.shartak.com]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-bottom:10px;padding:6px 6px 10px 6px;border:1px solid #bbb;background:#eee;&amp;quot;&amp;gt;&lt;br /&gt;
'''Current Wiki Activity'''&lt;br /&gt;
* [[Search Odds Condensed]] has completed its first trial and has compiled the [[Search Odds Condensed (results)|results]].&lt;br /&gt;
* Simon has opened for discussion the possibility of Clans. Vote and comment on the subject on the [[Category_talk:Clans|Category talk:Clans]] page.&lt;br /&gt;
* There is a [http://www.blackant.net/other/shartak/ Shartak MetaMap] that is being worked on, check it out and add your map to help complete it.&lt;br /&gt;
* Another map project has come up, that is much more detailed. To see the map so far, and join the project, go to [http://www.itechsc.com/misc/shartak/ubermap/ the Shartak UBER MAP project website] and check it out.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|style=&amp;quot;padding:6px;border:1px solid #000;background:#6a6;text-align:center;&amp;quot;|'''Game Data'''&lt;br /&gt;
|style=&amp;quot;padding:6px;border:1px solid #000;background:#6a6;text-align:center;&amp;quot;|'''Guides'''&lt;br /&gt;
|style=&amp;quot;padding:6px;border:1px solid #000;background:#6a6;text-align:center;&amp;quot;|'''External Links'''&lt;br /&gt;
|style=&amp;quot;padding:6px;border:1px solid #000;background:#6a6;text-align:center;&amp;quot;|'''Feedback'''&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot; style=&amp;quot;padding:6px;border:1px solid #bbb;background:#eee;&amp;quot;|&lt;br /&gt;
&amp;lt;!-- Game Data section start --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[Locations]]&lt;br /&gt;
* [[Items]]&lt;br /&gt;
* [[Animals]]&lt;br /&gt;
* [[Character Classes]]&lt;br /&gt;
* [[Skills]]&lt;br /&gt;
* [[XP Gains]]&lt;br /&gt;
* [[Death]]&lt;br /&gt;
* [[Writing]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Game Data section end --&amp;gt;&lt;br /&gt;
|valign=&amp;quot;top&amp;quot; style=&amp;quot;padding:6px;border:1px solid #bbb;background:#eee;&amp;quot;|&lt;br /&gt;
&amp;lt;!-- Guides section start --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[Gameplay]]&lt;br /&gt;
* [[Tips and Tricks]]&lt;br /&gt;
* [[Search Odds]]&lt;br /&gt;
* [[Search Odds Condensed]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Guides section end --&amp;gt;&lt;br /&gt;
|valign=&amp;quot;top&amp;quot; style=&amp;quot;padding:6px;border:1px solid #bbb;background:#eee;&amp;quot;|&lt;br /&gt;
&amp;lt;!-- External Links section --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[Shartak Community Portal]]&lt;br /&gt;
** [http://www.frappr.com/shartak Frappr Map]&lt;br /&gt;
** [[Shartak Community Portal#Useful Files|Firefox Script]]&lt;br /&gt;
** [http://shartak.forumsplace.com/index.html Unofficial Forum]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- External Links section end --&amp;gt;&lt;br /&gt;
|valign=&amp;quot;top&amp;quot; style=&amp;quot;padding:6px;border:1px solid #bbb;background:#eee;&amp;quot;|&lt;br /&gt;
&amp;lt;!-- Feedback section start --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[Requests for Information]]&lt;br /&gt;
* [[Game Design]]&lt;br /&gt;
* [[Bugs]]&lt;br /&gt;
* [[Suggestions]]&lt;br /&gt;
** [[Suggestions:Skills|Skills]]&lt;br /&gt;
** [[Suggestions:Items|Items]]&lt;br /&gt;
** [[Suggestions:Classes|Classes]]&lt;br /&gt;
** [[Suggestions:Game_Mechanics|Game Mechanics]]&lt;br /&gt;
** [[Suggestions:Other|Other]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Feedback section end --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:6px;border:1px solid #000;background:#6a6;text-align:center;&amp;quot;|'''Clans'''&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; valign=&amp;quot;top&amp;quot; style=&amp;quot;padding:6px;border:1px solid #bbb;background:#eee;text-align:center;&amp;quot;|[[:Category:Clans|All Clans]] &amp;amp;#149; [[:Category:Clans_for_Outsiders|Outsider Clans]] &amp;amp;#149; [[:Category:Clans_for_Natives|Native Clans]] &amp;amp;#149; [[:Category:Clans_for_both|Clans for either]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In order to add or amend information within this site, you will need to [[Special:Userlogin|signup]] for a wiki account. This is separate from your Shartak account although it may be sensible to use the same username to avoid confusion.&lt;/div&gt;</summary>
		<author><name>Daylan</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=User_talk:Murk&amp;diff=2523</id>
		<title>User talk:Murk</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=User_talk:Murk&amp;diff=2523"/>
		<updated>2006-03-12T00:11:41Z</updated>

		<summary type="html">&lt;p&gt;Daylan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I have created an online and highly detailed map which all Shartak users can contribute to... To see the map so far, and join the project, go to [http://www.itechsc.com/misc/shartak/ubermap/ the Shartak UBER MAP project website] and check it out.&lt;br /&gt;
&lt;br /&gt;
Hope you don't mind but I am putting this on the front page so more people will see it, too bad I don't have GPS I'll have to go find one..... --[[User:Daylan|Daylan]] 00:11, 12 March 2006 (GMT)&lt;/div&gt;</summary>
		<author><name>Daylan</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Suggestions:Skills&amp;diff=2473</id>
		<title>Suggestions:Skills</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Suggestions:Skills&amp;diff=2473"/>
		<updated>2006-03-10T01:42:58Z</updated>

		<summary type="html">&lt;p&gt;Daylan: /* Revive skill */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| cellpadding=10 align=right&lt;br /&gt;
| __TOC__&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Suggestionsnav}}&lt;br /&gt;
&lt;br /&gt;
Suggestions for Shartak are always welcome, although there's no guarantee that anything will be added. Comments on or modifications for any of the suggestions below can be added by editing this page. Please be considerate and don't just remove ideas that you don't like.&lt;br /&gt;
&lt;br /&gt;
Begin a new item with a * and &amp;quot;sign&amp;quot; your suggestions using &amp;lt;nowiki&amp;gt;-- ~~~~&amp;lt;/nowiki&amp;gt; so we know who to blame ;)&lt;br /&gt;
&lt;br /&gt;
Bug reports should go on the [[Bugs]] page.&lt;br /&gt;
&lt;br /&gt;
This is the suggestions page for [[Skills]]. See also the [[Suggestions]] page for other suggestions.&lt;br /&gt;
&lt;br /&gt;
== Skills ==&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;
&lt;br /&gt;
=== Weapon Skills ===&lt;br /&gt;
The Warrior/Soldiers class should get weapon skills, like spear skills for the warrior and rifle skills for the soldier, make the soldiers skills make the rifle have better to hit then the natives spear but the rifle requires the searching of ammo, this makes the difference between natives and outsiders warrior classes more than the blowpipe and rifle (blowpipes do 1 less damage) EDIT: I ahnotice that the outsiders do indeed have rifle training, freshly added to the wiki I guess.-- [[User:Daylan|Daylan]] 11:07, 17 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
&lt;br /&gt;
We have been doing some research(see the talk page in character classes) and it appears that warriors are no better at fighting(unless you count 10 extra hp as being really great) than any other class, correct me if I'm wrong but if there is no warrior only fighting skill what makes them warriors and not shamans w/ blowpipes(pardon the pun but they &amp;quot;blow&amp;quot;) and +10hp? and if that is all they are how come soilders get extra skills? -- [[User:Daylan|Daylan]] 02:55, 3 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
Also, if you've got a machete and the three melee skills, there's never any point in using a blowpipe (unless you've got 1AP left and a victim with only 4HP remaining). There should be a skill that increases the chances of hitting with a blowpipe, to at least 30% - especially since you have to search for darts. Viveca Lindfors, 6 March 2006, 17:25 GMT&lt;br /&gt;
&lt;br /&gt;
It should be over 30% as even at that it still makes blowpipes worse than the heavy sword(which while apparently being really rare itdoesn't mean everybody can't search and find one and 5 dam 45%[2.25 dam/ap] outclasses even 4 dam, search ammo, 2ap per shot, 80%![approaxamitly 1.6 dam/ap not counting search ap] anyday, hell the heavy sword is the uberest weapon in the game![the rifle is 5 dam, 1.5 ap/shot,60%=2dam/ap not counting searching!]) I think you should at least be able to make them have the same to hit as the rifle, It would be balanced by the fact you can only load a single dart at a time(i think),they have lower damage, but you can find darts in more places (check the regular search odds page you'll see they were found in d10 jungle!) I could see this fact alone justify the lower damage and single shot load, but not the lower to hit chance. Unless of course poison darts actually poison(has anybody checked this out?) then I see why they have a low to hit, you can dart somebody, run away then they would die trying to find you, But even if they do poison, outsiders can use them too(with a skill) so I still believe native warriors should be more effective at darting then any other class to balance the superiority of rifles.But all in all problems are solved if blowpipes get some skills to raise to hit% and the heavy sword is removed for being too uber(just cause it is rare doesn't mean we all can't/won't find it!) --[[User:Daylan|Daylan]] 23:09, 9 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
=== Tracking ===&lt;br /&gt;
Anyone with the Tracking skill should be able to track where people have gone, either generic &amp;quot;A native passed by here recently&amp;quot; or more specific &amp;quot;Average Joe left heading north 2 days ago&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
* Should probably be a timelimit so you don't see &amp;quot;Average Joe left heading north 90 days ago&amp;quot;. - [[User:Snarf|Snarf]]&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;
&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;
&lt;br /&gt;
=== Skinning ===&lt;br /&gt;
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. --[[User:Lint|Lint]] 21:48, 23 February 2006 (GMT)&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;
&lt;br /&gt;
''Comments''&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;
&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;
&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;
&lt;br /&gt;
''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;
&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;
&lt;br /&gt;
===Comment Cartography===&lt;br /&gt;
Applies to Natives &amp;amp; Outsiders, most likely best applied only to the classes, scouts &amp;amp; explorers. I am thinking that it would be great to get more out of the map. This skill would allow those who have it to be able to add a limited number of short comments to their maps. These comments could work as references so as to be able to use the map to help find points of interest at some other time. I could see this probably difficult to implement, but perhaps it could work in that one could click in a quadrant on the map which would reload the page and allow you to add a text comment / description to a form. This text comment on a save would place a reference number on that quadrant of the map and the text would be listed to the right or below the map with accompanying reference number. -- [[User: fitzcarraldo|fitzcarraldo]]|&amp;lt;sup&amp;gt;[[User talk:fitzcarraldo|T]]&amp;lt;/sup&amp;gt; 17:05, 5 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
*This is a great idea, I am not an explorer/scout but I am all for class-specific skills, that are in character, because as of right now there aren't too many differences(which I'm guessing will change.-- [[User:Daylan|Daylan]]00:37, 10 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
*I think this is a great idea too, and very much the way a real cartogragher would operate, making small notations as they explored and surveyed.--[[User:Jackel|Jackel]] 00:49, 10 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
=== 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;/div&gt;</summary>
		<author><name>Daylan</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Suggestions:Skills&amp;diff=2472</id>
		<title>Suggestions:Skills</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Suggestions:Skills&amp;diff=2472"/>
		<updated>2006-03-10T01:41:56Z</updated>

		<summary type="html">&lt;p&gt;Daylan: /* Revive skill */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| cellpadding=10 align=right&lt;br /&gt;
| __TOC__&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Suggestionsnav}}&lt;br /&gt;
&lt;br /&gt;
Suggestions for Shartak are always welcome, although there's no guarantee that anything will be added. Comments on or modifications for any of the suggestions below can be added by editing this page. Please be considerate and don't just remove ideas that you don't like.&lt;br /&gt;
&lt;br /&gt;
Begin a new item with a * and &amp;quot;sign&amp;quot; your suggestions using &amp;lt;nowiki&amp;gt;-- ~~~~&amp;lt;/nowiki&amp;gt; so we know who to blame ;)&lt;br /&gt;
&lt;br /&gt;
Bug reports should go on the [[Bugs]] page.&lt;br /&gt;
&lt;br /&gt;
This is the suggestions page for [[Skills]]. See also the [[Suggestions]] page for other suggestions.&lt;br /&gt;
&lt;br /&gt;
== Skills ==&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;
&lt;br /&gt;
=== Weapon Skills ===&lt;br /&gt;
The Warrior/Soldiers class should get weapon skills, like spear skills for the warrior and rifle skills for the soldier, make the soldiers skills make the rifle have better to hit then the natives spear but the rifle requires the searching of ammo, this makes the difference between natives and outsiders warrior classes more than the blowpipe and rifle (blowpipes do 1 less damage) EDIT: I ahnotice that the outsiders do indeed have rifle training, freshly added to the wiki I guess.-- [[User:Daylan|Daylan]] 11:07, 17 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
&lt;br /&gt;
We have been doing some research(see the talk page in character classes) and it appears that warriors are no better at fighting(unless you count 10 extra hp as being really great) than any other class, correct me if I'm wrong but if there is no warrior only fighting skill what makes them warriors and not shamans w/ blowpipes(pardon the pun but they &amp;quot;blow&amp;quot;) and +10hp? and if that is all they are how come soilders get extra skills? -- [[User:Daylan|Daylan]] 02:55, 3 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
Also, if you've got a machete and the three melee skills, there's never any point in using a blowpipe (unless you've got 1AP left and a victim with only 4HP remaining). There should be a skill that increases the chances of hitting with a blowpipe, to at least 30% - especially since you have to search for darts. Viveca Lindfors, 6 March 2006, 17:25 GMT&lt;br /&gt;
&lt;br /&gt;
It should be over 30% as even at that it still makes blowpipes worse than the heavy sword(which while apparently being really rare itdoesn't mean everybody can't search and find one and 5 dam 45%[2.25 dam/ap] outclasses even 4 dam, search ammo, 2ap per shot, 80%![approaxamitly 1.6 dam/ap not counting search ap] anyday, hell the heavy sword is the uberest weapon in the game![the rifle is 5 dam, 1.5 ap/shot,60%=2dam/ap not counting searching!]) I think you should at least be able to make them have the same to hit as the rifle, It would be balanced by the fact you can only load a single dart at a time(i think),they have lower damage, but you can find darts in more places (check the regular search odds page you'll see they were found in d10 jungle!) I could see this fact alone justify the lower damage and single shot load, but not the lower to hit chance. Unless of course poison darts actually poison(has anybody checked this out?) then I see why they have a low to hit, you can dart somebody, run away then they would die trying to find you, But even if they do poison, outsiders can use them too(with a skill) so I still believe native warriors should be more effective at darting then any other class to balance the superiority of rifles.But all in all problems are solved if blowpipes get some skills to raise to hit% and the heavy sword is removed for being too uber(just cause it is rare doesn't mean we all can't/won't find it!) --[[User:Daylan|Daylan]] 23:09, 9 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
=== Tracking ===&lt;br /&gt;
Anyone with the Tracking skill should be able to track where people have gone, either generic &amp;quot;A native passed by here recently&amp;quot; or more specific &amp;quot;Average Joe left heading north 2 days ago&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
* Should probably be a timelimit so you don't see &amp;quot;Average Joe left heading north 90 days ago&amp;quot;. - [[User:Snarf|Snarf]]&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;
&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;
&lt;br /&gt;
=== Skinning ===&lt;br /&gt;
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. --[[User:Lint|Lint]] 21:48, 23 February 2006 (GMT)&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;
&lt;br /&gt;
''Comments''&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;
&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;
&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;
&lt;br /&gt;
''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;
&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;
&lt;br /&gt;
===Comment Cartography===&lt;br /&gt;
Applies to Natives &amp;amp; Outsiders, most likely best applied only to the classes, scouts &amp;amp; explorers. I am thinking that it would be great to get more out of the map. This skill would allow those who have it to be able to add a limited number of short comments to their maps. These comments could work as references so as to be able to use the map to help find points of interest at some other time. I could see this probably difficult to implement, but perhaps it could work in that one could click in a quadrant on the map which would reload the page and allow you to add a text comment / description to a form. This text comment on a save would place a reference number on that quadrant of the map and the text would be listed to the right or below the map with accompanying reference number. -- [[User: fitzcarraldo|fitzcarraldo]]|&amp;lt;sup&amp;gt;[[User talk:fitzcarraldo|T]]&amp;lt;/sup&amp;gt; 17:05, 5 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
*This is a great idea, I am not an explorer/scout but I am all for class-specific skills, that are in character, because as of right now there aren't too many differences(which I'm guessing will change.-- [[User:Daylan|Daylan]]00:37, 10 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
*I think this is a great idea too, and very much the way a real cartogragher would operate, making small notations as they explored and surveyed.--[[User:Jackel|Jackel]] 00:49, 10 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
=== 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 knoe 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;/div&gt;</summary>
		<author><name>Daylan</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Suggestions:Skills&amp;diff=2471</id>
		<title>Suggestions:Skills</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Suggestions:Skills&amp;diff=2471"/>
		<updated>2006-03-10T01:41:51Z</updated>

		<summary type="html">&lt;p&gt;Daylan: /* Revive skill */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| cellpadding=10 align=right&lt;br /&gt;
| __TOC__&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Suggestionsnav}}&lt;br /&gt;
&lt;br /&gt;
Suggestions for Shartak are always welcome, although there's no guarantee that anything will be added. Comments on or modifications for any of the suggestions below can be added by editing this page. Please be considerate and don't just remove ideas that you don't like.&lt;br /&gt;
&lt;br /&gt;
Begin a new item with a * and &amp;quot;sign&amp;quot; your suggestions using &amp;lt;nowiki&amp;gt;-- ~~~~&amp;lt;/nowiki&amp;gt; so we know who to blame ;)&lt;br /&gt;
&lt;br /&gt;
Bug reports should go on the [[Bugs]] page.&lt;br /&gt;
&lt;br /&gt;
This is the suggestions page for [[Skills]]. See also the [[Suggestions]] page for other suggestions.&lt;br /&gt;
&lt;br /&gt;
== Skills ==&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;
&lt;br /&gt;
=== Weapon Skills ===&lt;br /&gt;
The Warrior/Soldiers class should get weapon skills, like spear skills for the warrior and rifle skills for the soldier, make the soldiers skills make the rifle have better to hit then the natives spear but the rifle requires the searching of ammo, this makes the difference between natives and outsiders warrior classes more than the blowpipe and rifle (blowpipes do 1 less damage) EDIT: I ahnotice that the outsiders do indeed have rifle training, freshly added to the wiki I guess.-- [[User:Daylan|Daylan]] 11:07, 17 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
&lt;br /&gt;
We have been doing some research(see the talk page in character classes) and it appears that warriors are no better at fighting(unless you count 10 extra hp as being really great) than any other class, correct me if I'm wrong but if there is no warrior only fighting skill what makes them warriors and not shamans w/ blowpipes(pardon the pun but they &amp;quot;blow&amp;quot;) and +10hp? and if that is all they are how come soilders get extra skills? -- [[User:Daylan|Daylan]] 02:55, 3 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
Also, if you've got a machete and the three melee skills, there's never any point in using a blowpipe (unless you've got 1AP left and a victim with only 4HP remaining). There should be a skill that increases the chances of hitting with a blowpipe, to at least 30% - especially since you have to search for darts. Viveca Lindfors, 6 March 2006, 17:25 GMT&lt;br /&gt;
&lt;br /&gt;
It should be over 30% as even at that it still makes blowpipes worse than the heavy sword(which while apparently being really rare itdoesn't mean everybody can't search and find one and 5 dam 45%[2.25 dam/ap] outclasses even 4 dam, search ammo, 2ap per shot, 80%![approaxamitly 1.6 dam/ap not counting search ap] anyday, hell the heavy sword is the uberest weapon in the game![the rifle is 5 dam, 1.5 ap/shot,60%=2dam/ap not counting searching!]) I think you should at least be able to make them have the same to hit as the rifle, It would be balanced by the fact you can only load a single dart at a time(i think),they have lower damage, but you can find darts in more places (check the regular search odds page you'll see they were found in d10 jungle!) I could see this fact alone justify the lower damage and single shot load, but not the lower to hit chance. Unless of course poison darts actually poison(has anybody checked this out?) then I see why they have a low to hit, you can dart somebody, run away then they would die trying to find you, But even if they do poison, outsiders can use them too(with a skill) so I still believe native warriors should be more effective at darting then any other class to balance the superiority of rifles.But all in all problems are solved if blowpipes get some skills to raise to hit% and the heavy sword is removed for being too uber(just cause it is rare doesn't mean we all can't/won't find it!) --[[User:Daylan|Daylan]] 23:09, 9 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
=== Tracking ===&lt;br /&gt;
Anyone with the Tracking skill should be able to track where people have gone, either generic &amp;quot;A native passed by here recently&amp;quot; or more specific &amp;quot;Average Joe left heading north 2 days ago&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
* Should probably be a timelimit so you don't see &amp;quot;Average Joe left heading north 90 days ago&amp;quot;. - [[User:Snarf|Snarf]]&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;
&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;
&lt;br /&gt;
=== Skinning ===&lt;br /&gt;
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. --[[User:Lint|Lint]] 21:48, 23 February 2006 (GMT)&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;
&lt;br /&gt;
''Comments''&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;
&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;
&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;
&lt;br /&gt;
''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;
&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;
&lt;br /&gt;
===Comment Cartography===&lt;br /&gt;
Applies to Natives &amp;amp; Outsiders, most likely best applied only to the classes, scouts &amp;amp; explorers. I am thinking that it would be great to get more out of the map. This skill would allow those who have it to be able to add a limited number of short comments to their maps. These comments could work as references so as to be able to use the map to help find points of interest at some other time. I could see this probably difficult to implement, but perhaps it could work in that one could click in a quadrant on the map which would reload the page and allow you to add a text comment / description to a form. This text comment on a save would place a reference number on that quadrant of the map and the text would be listed to the right or below the map with accompanying reference number. -- [[User: fitzcarraldo|fitzcarraldo]]|&amp;lt;sup&amp;gt;[[User talk:fitzcarraldo|T]]&amp;lt;/sup&amp;gt; 17:05, 5 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
*This is a great idea, I am not an explorer/scout but I am all for class-specific skills, that are in character, because as of right now there aren't too many differences(which I'm guessing will change.-- [[User:Daylan|Daylan]]00:37, 10 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
*I think this is a great idea too, and very much the way a real cartogragher would operate, making small notations as they explored and surveyed.--[[User:Jackel|Jackel]] 00:49, 10 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
=== 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 knoe 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;/div&gt;</summary>
		<author><name>Daylan</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Suggestions:Skills&amp;diff=2466</id>
		<title>Suggestions:Skills</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Suggestions:Skills&amp;diff=2466"/>
		<updated>2006-03-10T00:43:44Z</updated>

		<summary type="html">&lt;p&gt;Daylan: /* Skills */&lt;/p&gt;
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&lt;div&gt;{| cellpadding=10 align=right&lt;br /&gt;
| __TOC__&lt;br /&gt;
|}&lt;br /&gt;
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{{Suggestionsnav}}&lt;br /&gt;
&lt;br /&gt;
Suggestions for Shartak are always welcome, although there's no guarantee that anything will be added. Comments on or modifications for any of the suggestions below can be added by editing this page. Please be considerate and don't just remove ideas that you don't like.&lt;br /&gt;
&lt;br /&gt;
Begin a new item with a * and &amp;quot;sign&amp;quot; your suggestions using &amp;lt;nowiki&amp;gt;-- ~~~~&amp;lt;/nowiki&amp;gt; so we know who to blame ;)&lt;br /&gt;
&lt;br /&gt;
Bug reports should go on the [[Bugs]] page.&lt;br /&gt;
&lt;br /&gt;
This is the suggestions page for [[Skills]]. See also the [[Suggestions]] page for other suggestions.&lt;br /&gt;
&lt;br /&gt;
== Skills ==&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;
&lt;br /&gt;
=== Weapon Skills ===&lt;br /&gt;
The Warrior/Soldiers class should get weapon skills, like spear skills for the warrior and rifle skills for the soldier, make the soldiers skills make the rifle have better to hit then the natives spear but the rifle requires the searching of ammo, this makes the difference between natives and outsiders warrior classes more than the blowpipe and rifle (blowpipes do 1 less damage) EDIT: I ahnotice that the outsiders do indeed have rifle training, freshly added to the wiki I guess.-- [[User:Daylan|Daylan]] 11:07, 17 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
&lt;br /&gt;
We have been doing some research(see the talk page in character classes) and it appears that warriors are no better at fighting(unless you count 10 extra hp as being really great) than any other class, correct me if I'm wrong but if there is no warrior only fighting skill what makes them warriors and not shamans w/ blowpipes(pardon the pun but they &amp;quot;blow&amp;quot;) and +10hp? and if that is all they are how come soilders get extra skills? -- [[User:Daylan|Daylan]] 02:55, 3 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
Also, if you've got a machete and the three melee skills, there's never any point in using a blowpipe (unless you've got 1AP left and a victim with only 4HP remaining). There should be a skill that increases the chances of hitting with a blowpipe, to at least 30% - especially since you have to search for darts. Viveca Lindfors, 6 March 2006, 17:25 GMT&lt;br /&gt;
&lt;br /&gt;
It should be over 30% as even at that it still makes blowpipes worse than the heavy sword(which while apparently being really rare itdoesn't mean everybody can't search and find one and 5 dam 45%[2.25 dam/ap] outclasses even 4 dam, search ammo, 2ap per shot, 80%![approaxamitly 1.6 dam/ap not counting search ap] anyday, hell the heavy sword is the uberest weapon in the game![the rifle is 5 dam, 1.5 ap/shot,60%=2dam/ap not counting searching!]) I think you should at least be able to make them have the same to hit as the rifle, It would be balanced by the fact you can only load a single dart at a time(i think),they have lower damage, but you can find darts in more places (check the regular search odds page you'll see they were found in d10 jungle!) I could see this fact alone justify the lower damage and single shot load, but not the lower to hit chance. Unless of course poison darts actually poison(has anybody checked this out?) then I see why they have a low to hit, you can dart somebody, run away then they would die trying to find you, But even if they do poison, outsiders can use them too(with a skill) so I still believe native warriors should be more effective at darting then any other class to balance the superiority of rifles.But all in all problems are solved if blowpipes get some skills to raise to hit% and the heavy sword is removed for being too uber(just cause it is rare doesn't mean we all can't/won't find it!) --[[User:Daylan|Daylan]] 23:09, 9 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
=== Tracking ===&lt;br /&gt;
Anyone with the Tracking skill should be able to track where people have gone, either generic &amp;quot;A native passed by here recently&amp;quot; or more specific &amp;quot;Average Joe left heading north 2 days ago&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
* Should probably be a timelimit so you don't see &amp;quot;Average Joe left heading north 90 days ago&amp;quot;. - [[User:Snarf|Snarf]]&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;
&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;
&lt;br /&gt;
=== Skinning ===&lt;br /&gt;
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. --[[User:Lint|Lint]] 21:48, 23 February 2006 (GMT)&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;
&lt;br /&gt;
''Comments''&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;
&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;
&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;
&lt;br /&gt;
''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;
&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;
&lt;br /&gt;
===Comment Cartography===&lt;br /&gt;
Applies to Natives &amp;amp; Outsiders, most likely best applied only to the classes, scouts &amp;amp; explorers. I am thinking that it would be great to get more out of the map. This skill would allow those who have it to be able to add a limited number of short comments to their maps. These comments could work as references so as to be able to use the map to help find points of interest at some other time. I could see this probably difficult to implement, but perhaps it could work in that one could click in a quadrant on the map which would reload the page and allow you to add a text comment / description to a form. This text comment on a save would place a reference number on that quadrant of the map and the text would be listed to the right or below the map with accompanying reference number. -- [[User: fitzcarraldo|fitzcarraldo]]|&amp;lt;sup&amp;gt;[[User talk:fitzcarraldo|T]]&amp;lt;/sup&amp;gt; 17:05, 5 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
This is a great idea, I am not an explorer/scout but I am all for class-specific skills, that are in character, because as of right now there aren't too many differences(which I'm guessing will change.-- [[User:Daylan|Daylan]] 00:37, 10 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
=== 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;/div&gt;</summary>
		<author><name>Daylan</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Suggestions:Skills&amp;diff=2465</id>
		<title>Suggestions:Skills</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Suggestions:Skills&amp;diff=2465"/>
		<updated>2006-03-10T00:37:04Z</updated>

		<summary type="html">&lt;p&gt;Daylan: /* Comment Cartography */&lt;/p&gt;
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&lt;div&gt;{| cellpadding=10 align=right&lt;br /&gt;
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{{Suggestionsnav}}&lt;br /&gt;
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Suggestions for Shartak are always welcome, although there's no guarantee that anything will be added. Comments on or modifications for any of the suggestions below can be added by editing this page. Please be considerate and don't just remove ideas that you don't like.&lt;br /&gt;
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Begin a new item with a * and &amp;quot;sign&amp;quot; your suggestions using &amp;lt;nowiki&amp;gt;-- ~~~~&amp;lt;/nowiki&amp;gt; so we know who to blame ;)&lt;br /&gt;
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Bug reports should go on the [[Bugs]] page.&lt;br /&gt;
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This is the suggestions page for [[Skills]]. See also the [[Suggestions]] page for other suggestions.&lt;br /&gt;
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== Skills ==&lt;br /&gt;
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===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;
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''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;
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=== Weapon Skills ===&lt;br /&gt;
The Warrior/Soldiers class should get weapon skills, like spear skills for the warrior and rifle skills for the soldier, make the soldiers skills make the rifle have better to hit then the natives spear but the rifle requires the searching of ammo, this makes the difference between natives and outsiders warrior classes more than the blowpipe and rifle (blowpipes do 1 less damage) EDIT: I ahnotice that the outsiders do indeed have rifle training, freshly added to the wiki I guess.-- [[User:Daylan|Daylan]] 11:07, 17 February 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
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We have been doing some research(see the talk page in character classes) and it appears that warriors are no better at fighting(unless you count 10 extra hp as being really great) than any other class, correct me if I'm wrong but if there is no warrior only fighting skill what makes them warriors and not shamans w/ blowpipes(pardon the pun but they &amp;quot;blow&amp;quot;) and +10hp? and if that is all they are how come soilders get extra skills? -- [[User:Daylan|Daylan]] 02:55, 3 March 2006 (GMT)&lt;br /&gt;
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Also, if you've got a machete and the three melee skills, there's never any point in using a blowpipe (unless you've got 1AP left and a victim with only 4HP remaining). There should be a skill that increases the chances of hitting with a blowpipe, to at least 30% - especially since you have to search for darts. Viveca Lindfors, 6 March 2006, 17:25 GMT&lt;br /&gt;
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It should be over 30% as even at that it still makes blowpipes worse than the heavy sword(which while apparently being really rare itdoesn't mean everybody can't search and find one and 5 dam 45%[2.25 dam/ap] outclasses even 4 dam, search ammo, 2ap per shot, 80%![approaxamitly 1.6 dam/ap not counting search ap] anyday, hell the heavy sword is the uberest weapon in the game![the rifle is 5 dam, 1.5 ap/shot,60%=2dam/ap not counting searching!]) I think you should at least be able to make them have the same to hit as the rifle, It would be balanced by the fact you can only load a single dart at a time(i think),they have lower damage, but you can find darts in more places (check the regular search odds page you'll see they were found in d10 jungle!) I could see this fact alone justify the lower damage and single shot load, but not the lower to hit chance. Unless of course poison darts actually poison(has anybody checked this out?) then I see why they have a low to hit, you can dart somebody, run away then they would die trying to find you, But even if they do poison, outsiders can use them too(with a skill) so I still believe native warriors should be more effective at darting then any other class to balance the superiority of rifles.But all in all problems are solved if blowpipes get some skills to raise to hit% and the heavy sword is removed for being too uber(just cause it is rare doesn't mean we all can't/won't find it!) --[[User:Daylan|Daylan]] 23:09, 9 March 2006 (GMT)&lt;br /&gt;
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=== Tracking ===&lt;br /&gt;
Anyone with the Tracking skill should be able to track where people have gone, either generic &amp;quot;A native passed by here recently&amp;quot; or more specific &amp;quot;Average Joe left heading north 2 days ago&amp;quot;.&lt;br /&gt;
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''Comments''&lt;br /&gt;
* Should probably be a timelimit so you don't see &amp;quot;Average Joe left heading north 90 days ago&amp;quot;. - [[User:Snarf|Snarf]]&lt;br /&gt;
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=== 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;
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''Comments''&lt;br /&gt;
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=== 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;
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''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;
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=== Skinning ===&lt;br /&gt;
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. --[[User:Lint|Lint]] 21:48, 23 February 2006 (GMT)&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;
&lt;br /&gt;
''Comments''&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;
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=== 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;
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''Comments''&lt;br /&gt;
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=== 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;
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=== 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;
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===Comment Cartography===&lt;br /&gt;
Applies to Natives &amp;amp; Outsiders, most likely best applied only to the classes, scouts &amp;amp; explorers. I am thinking that it would be great to get more out of the map. This skill would allow those who have it to be able to add a limited number of short comments to their maps. These comments could work as references so as to be able to use the map to help find points of interest at some other time. I could see this probably difficult to implement, but perhaps it could work in that one could click in a quadrant on the map which would reload the page and allow you to add a text comment / description to a form. This text comment on a save would place a reference number on that quadrant of the map and the text would be listed to the right or below the map with accompanying reference number. -- [[User: fitzcarraldo|fitzcarraldo]]|&amp;lt;sup&amp;gt;[[User talk:fitzcarraldo|T]]&amp;lt;/sup&amp;gt; 17:05, 5 March 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
This is a great idea, I am not an explorer/scout but I am all for class-specific skills, that are in character, because as of right now there aren't too many differences(which I'm guessing will change.-- [[User:Daylan|Daylan]] 00:37, 10 March 2006 (GMT)&lt;/div&gt;</summary>
		<author><name>Daylan</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:XP&amp;diff=2461</id>
		<title>Talk:XP</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Talk:XP&amp;diff=2461"/>
		<updated>2006-03-10T00:08:19Z</updated>

		<summary type="html">&lt;p&gt;Daylan: &lt;/p&gt;
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&lt;div&gt;&amp;lt;del&amp;gt;I don't believe that I have earned any XP by using recovery items on myself.&amp;lt;/del&amp;gt; However, I recently had the opportunity to heal another player. I healed them with ''Medical Herbs'' and they recovered 5 HP and I earned 5 XP. --[[User:Lint|Lint]] 03:41, 20 February 2006 (GMT)&lt;br /&gt;
:After seeing Nankilstlas' edit, I decided to try it myself. And indeed I was able to earn XP by eating a Banana and a Mango. Now we must experiment with all the other consumable items. Who wants to try the Poisonous Berries? &amp;gt;:) --[[User:Lint|Lint]] 19:16, 21 February 2006 (GMT)&lt;br /&gt;
::tried Poisonous Berries - you lose 2 HP, but _gain_ 2 XP each berry (tried twice in succession, gained 2 XP each time) [[User:Anothertwilight|Anothertwilight]] 02:21, 22 February 2006 (GMT)&lt;br /&gt;
:LOL, buring HP for XP. That's really not worth it ;-) --[[User:Murk|Murk]] 17:11, 26 February 2006 (GMT)&lt;br /&gt;
::Im going to add that, as it is in flavor after all whatever doesn't kill you makes you stronger. Plus its in flavour as your guy learns which berries to avoid.-- [[User:Daylan|Daylan]] 00:08, 10 March 2006 (GMT)&lt;br /&gt;
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== Killing other players ==&lt;br /&gt;
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My outsider recieved a total of 36 XP for killing a native, who was at 1 HP when I delivered the killing stroke, which I dealt with a machete. On that last swing, although it said I did 3 points of damage, I suspect I received 1 XP for the 1 point of damage I actually inflicted, and 35 XP for the kill. Seem consistant with others' results?--[[User:Jackel|Jackel]] 17:35, 23 February 2006 (GMT)&lt;br /&gt;
:'''Update''':Killed another native. When he was at 2 health, I hit him for 3 damage, and the result was 31 XP. Assuming I got 2 XP for damage caused, the leftover should be the &amp;quot;kill bonus&amp;quot;, in this case, 29XP. That's a strange number to award...--[[User:Jackel|Jackel]] 14:16, 26 February 2006 (GMT)&lt;br /&gt;
::'''Another update''':Another native, total XP gained 31 XP. I hit for 3 points, I think he was at 2HP.--[[User:Jackel|Jackel]] 17:06, 28 February 2006 (GMT)&lt;br /&gt;
:::'''More updating''': 36 XP for my next victim. (For the record, he attacked me first!). 36 XP gained, he was at 2 HP when I finished him. 4 kills, twice netting 31 XP, twice netting 31 XP, with differing amounts of health...hard to extrapolate a pattern here...&lt;br /&gt;
::: I got around 30xp for killing an outsider as a native, maybe the xp you get depends on who you kill(there level)? -- [[User:Daylan|Daylan]] 00:05, 10 March 2006 (GMT)&lt;br /&gt;
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I attacked a fellow Outsider with Soldier's machete (20%, 2 dam). For each hit, I received only 1 XP - half of what I would normally expect. Healing the 4 HP damage I caused with a First Aid Kit gave me 5 XP - which suggests that the XP gain from FAKs and Herbs is fixed at 5 XP when used on another player. --[[User:Lint|Lint]] 18:17, 2 March 2006 (GMT)&lt;/div&gt;</summary>
		<author><name>Daylan</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:XP&amp;diff=2460</id>
		<title>Talk:XP</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Talk:XP&amp;diff=2460"/>
		<updated>2006-03-10T00:05:37Z</updated>

		<summary type="html">&lt;p&gt;Daylan: /* Killing other players */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;del&amp;gt;I don't believe that I have earned any XP by using recovery items on myself.&amp;lt;/del&amp;gt; However, I recently had the opportunity to heal another player. I healed them with ''Medical Herbs'' and they recovered 5 HP and I earned 5 XP. --[[User:Lint|Lint]] 03:41, 20 February 2006 (GMT)&lt;br /&gt;
:After seeing Nankilstlas' edit, I decided to try it myself. And indeed I was able to earn XP by eating a Banana and a Mango. Now we must experiment with all the other consumable items. Who wants to try the Poisonous Berries? &amp;gt;:) --[[User:Lint|Lint]] 19:16, 21 February 2006 (GMT)&lt;br /&gt;
::tried Poisonous Berries - you lose 2 HP, but _gain_ 2 XP each berry (tried twice in succession, gained 2 XP each time) [[User:Anothertwilight|Anothertwilight]] 02:21, 22 February 2006 (GMT)&lt;br /&gt;
:LOL, buring HP for XP. That's really not worth it ;-) --[[User:Murk|Murk]] 17:11, 26 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
== Killing other players ==&lt;br /&gt;
&lt;br /&gt;
My outsider recieved a total of 36 XP for killing a native, who was at 1 HP when I delivered the killing stroke, which I dealt with a machete. On that last swing, although it said I did 3 points of damage, I suspect I received 1 XP for the 1 point of damage I actually inflicted, and 35 XP for the kill. Seem consistant with others' results?--[[User:Jackel|Jackel]] 17:35, 23 February 2006 (GMT)&lt;br /&gt;
:'''Update''':Killed another native. When he was at 2 health, I hit him for 3 damage, and the result was 31 XP. Assuming I got 2 XP for damage caused, the leftover should be the &amp;quot;kill bonus&amp;quot;, in this case, 29XP. That's a strange number to award...--[[User:Jackel|Jackel]] 14:16, 26 February 2006 (GMT)&lt;br /&gt;
::'''Another update''':Another native, total XP gained 31 XP. I hit for 3 points, I think he was at 2HP.--[[User:Jackel|Jackel]] 17:06, 28 February 2006 (GMT)&lt;br /&gt;
:::'''More updating''': 36 XP for my next victim. (For the record, he attacked me first!). 36 XP gained, he was at 2 HP when I finished him. 4 kills, twice netting 31 XP, twice netting 31 XP, with differing amounts of health...hard to extrapolate a pattern here...&lt;br /&gt;
::: I got around 30xp for killing an outsider as a native, maybe the xp you get depends on who you kill(there level)? -- [[User:Daylan|Daylan]] 00:05, 10 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
I attacked a fellow Outsider with Soldier's machete (20%, 2 dam). For each hit, I received only 1 XP - half of what I would normally expect. Healing the 4 HP damage I caused with a First Aid Kit gave me 5 XP - which suggests that the XP gain from FAKs and Herbs is fixed at 5 XP when used on another player. --[[User:Lint|Lint]] 18:17, 2 March 2006 (GMT)&lt;/div&gt;</summary>
		<author><name>Daylan</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:Items&amp;diff=2459</id>
		<title>Talk:Items</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Talk:Items&amp;diff=2459"/>
		<updated>2006-03-10T00:02:43Z</updated>

		<summary type="html">&lt;p&gt;Daylan: /* Item Details */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Cheers to danheretic, Tanarchy, and Lint for adding more info to the Items page! --[[User:Meatiershower|Meatiershower]] 14:14, 13 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
* Thanks!&amp;lt;br&amp;gt;I'm a little curious as to what Simon's intentions with the wiki are. Should we be striving towards documenting every single detail or leaving things a little vague? --[[User:Lint|Lint]] 21:10, 13 February 2006 (GMT)&lt;br /&gt;
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* Make it as vague or as detailed as you want. Information about locations of useful stuff is likely to be of interest to plenty of people ;) --[[User:Simon|Simon]] 21:14, 13 February 2006 (GMT)&lt;br /&gt;
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* Great! Was interested in adding some stuff, and have, but not sure how much was too much. Driftwood was one example. Luckily, someone with more courage than myself posted it already, lol. =] --[[User:Meatiershower|Meatiershower]] 21:52, 14 February 2006 (GMT)&lt;br /&gt;
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== Item Details ==&lt;br /&gt;
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* I see that Knife is listed as unknown base level and and damage.  I just signed up as a native (a warrior, I think).  I found a knife.  The hit percentage is 20% with a damage of 1.  Is that what people mean by the base level? [[User:Shades of Grey|Shades of Grey]] 09:25, 15 February 2006 (GMT)&lt;br /&gt;
::-Shades of Grey : I believe that is what should be listed. I found one and posted about the knife, but have not tried to use it yet. Post that info!--[[User:Meatiershower|Meatiershower]] 22:28, 15 February 2006 (GMT)&lt;br /&gt;
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*Can someone who understands the GPS please explain exactly what the numbers mean? I have yet to make heads or tails from them...--[[User:Meatiershower|Meatiershower]] 22:28, 15 February 2006 (GMT)&lt;br /&gt;
:: I've added some info to the [[Items]] page. --[[User:Dr. J|Dr. J]] 00:31, 16 February 2006 (GMT)&lt;br /&gt;
::: Thanks, Doc! What is the '70' and '26' for on the GPS? Do they never change? --[[User:Meatiershower|Meatiershower]] 15:10, 16 February 2006 (GMT)&lt;br /&gt;
:::: They are part of the coordinates. As to whether they change - that depends on how big Shartak is. --[[User:Dr. J|Dr. J]] 11:46, 17 February 2006 (GMT)&lt;br /&gt;
:::: I assume they are the notional lattitude and longitude of the island. 70E 26S is in the Indian Ocean, 70W 26N is NE of the Caribbean (70E 26N is in NW India and 70W 26S is in South America). --[[User:Richard Hawke-Welch|Richard Hawke-Welch]] 08:39, 20 February 2006 (GMT)&lt;br /&gt;
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* I waded out into the Water with my Soldier and decided to search. Amid the multiple failed searches, I got one message: &amp;quot;You search and find a broken knife which you discard.&amp;quot; Was that a potential item that required a certain skill to use or just junk? --[[User:Lint|Lint]] 03:59, 20 February 2006 (GMT)&lt;br /&gt;
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* Anyone know if sharp machetes ever get dull? --[[User:Jackel|Jackel]] 19:46, 23 February 2006 (GMT)&lt;br /&gt;
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* I have some &amp;quot;dried herbs&amp;quot;. I don't find them in this wiki, and I haven't used them yet. Anyone know what they do? --[[User:Jackel|Jackel]] 20:36, 23 February 2006 (GMT) '''EDIT:''' Just tried using them got a message saying I didn't know how to use them. My guess is they are &amp;quot;healing herbs&amp;quot; and can only be used with the &amp;quot;Natural Medicine&amp;quot; skill--[[User:Jackel|Jackel]] 18:42, 24 February 2006 (GMT)&lt;br /&gt;
:: Which character did you find them with? If you were an outsider, maybe it's the &amp;quot;Native Knowledge&amp;quot; skill you require rather than &amp;quot;Natural Medicine&amp;quot;. I wonder what a first aid kit looks like to a native. --[[User:Lint|Lint]] 19:23, 24 February 2006 (GMT)&lt;br /&gt;
:::My outsider scientist has these. --[[User:Jackel|Jackel]] 17:36, 25 February 2006 (GMT)&lt;br /&gt;
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* Who added the heavy sword? We should all take some time to figure out where you can reliablly find them -- [[User:Daylan|Daylan]] 19:58, 24 February 2006 (GMT)&lt;br /&gt;
:It was added by &amp;quot;Fitzcarraldo&amp;quot;. --[[User:Jackel|Jackel]] 17:36, 25 February 2006 (GMT)&lt;br /&gt;
::I am unfortunately not sure where I found it, it was found on the first day I tried shartak and I wasn't really paying attention, which is why I included the &amp;quot;(?)&amp;quot;. Please feel free to add some data to [[Search Odds]] or [[Search Odds Condensed]] to help figure out where to find this item and others! -- [[User:Fitzcarraldo|Fitzcarraldo]] 10:13, 26 February 2006 (GMT)&lt;br /&gt;
:Can someone post a screenshot of the heavy sword to verfiy its existence?  Has anyone else found it? --[[User:Gandhi|Gandhi]] 04:23, 27 February 2006 (GMT)&lt;br /&gt;
::wow, verification? ok, I understand. you can see it [[http://img211.imageshack.us/img211/5835/shrtkheavyswordscrnsht060303b0.jpg here]], just below the obfuscated gps coordinates. Again, I seriously have no idea where exactly it was I found it. It could have been in swamp or beach or jungle, or in town.. they were all in the vicinity, my best guess was jungle. :/ &lt;br /&gt;
::As an aside, It makes me wonder what other little treasures there are hidden away that are not very probable!? The mechanism involved could be more complicated than UD's, couldn't it? Maybe there are only so many active per number of players, or maybe it is found in 1 specific square, or in a specific quadrant of the map, or maybe it is actually class specific (fitzcarraldo is an explorer, outsider), or maybe it just has a probability of 0.01%, or maybe those finding them don't look in the wiki, or?? I really don't know. -- [[User: fitzcarraldo|fitzcarraldo]]|&amp;lt;sup&amp;gt;[[User talk:fitzcarraldo|T]]&amp;lt;/sup&amp;gt; 11:31, 3 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
:I couldn't see too many crazy items being out there, and even if they were they would make everything else pointless I mean why use a rifle(thats 5 dam,60% hit,1.5ap/shot[2ap to shot 1 ap to load],search ammo= about 2dam/ap not counting searching ammo) or blowpipe (thats 4 dam,20% hit, 2ap/shot[I think you have to reload after every shot],search ammo=.8dam/ap!!! not counting search and even if they poison as the name implys they still suck) vs the heavy sword(5 dam,45% hit=2.25 dam/ap can you say &amp;quot;makes other items pointless) after citing the suggestion guidelines page in the urban dead wiki &amp;quot;just cause its really rare doesn't mean people won't find it&amp;quot;. Now if you will excuse me I am going to make a suggestion on the item page to remove the heavy sword on the grounds that it makes the rifle, blowpipe and rifle skills absolutly useless(that ap you getting xp for those skills could have found you a uber sword of doom!) --[[User:Daylan|Daylan]] 23:20, 9 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
== Inventory Limit ==&lt;br /&gt;
&lt;br /&gt;
I finally hit an inventory limit. ''You're carrying too much to be able to search. You need to drop or use something first.''&lt;br /&gt;
4 x banana, 1 x blunt machete, 2 x bottle of beer, 5 x bottle of water, 1 x crab, 4 x first aid kit, 2 x gold coin, 4 x gourd of water, 1 x gps unit [-70.376,26.301], 7 x knife, 14 x machete, 1 x mango, 4 x piece of driftwood, 1 x poison dart, 5 x rifle bullet, 8 x rifle (2), 1 x sharpening stone&lt;br /&gt;
At the minimimum this would mean an inventory size of 65 for a level 0 Soldier. If we are to assume that rifles take up 2 spaces, the size would be 73 (which is a weird number). This also presents an interesting situation where your greed for gold may very well impede your survival (if in fact a coin takes up 1 space). --[[User:Lint|Lint]] 19:12, 23 February 2006 (GMT)&lt;br /&gt;
:The (2) next to the rifle means that it is loaded with two bullets --[[User:Dr. J|Dr. J]]&lt;br /&gt;
::I know :P. I was just putting forth the possibility that firearms would count as 2 units of inventory space like in Urban Dead. --[[User:Lint|Lint]] 19:11, 26 February 2006 (GMT)&lt;br /&gt;
:After some trial and error (and baseless assumptions), I think that rifles and blowpipes (whether fully, partially or not loaded) take up 2 units of space. If this is true, the maximum inventory space is 75. Though the number of items I had when I could no longer search varied from 67 to 68, by following this rule, the values always added to 75. It also appears that there is not a check set in place to make sure that you don't exceed this limit with a new item you find. I dropped a rifle and was able to perform two more searches. I found a knife and a loaded blowpipe, presumably putting me 1 unit of space over the maximum. If one were to find a bundle of darts or a box of bullets, they could have well over the inventory limit. I'm not sure how I came to the number 73 before, but I may have accidentally missed recording an item. --[[User:Lint|Lint]] 19:08, 2 March 2006 (GMT)&lt;br /&gt;
:: Have we verified weather gold coins take up item spaces? My outsider can't drop his coins...--[[User:Grigoriy|Grigoriy]] 00:21, 3 March 2006 (GMT)&lt;br /&gt;
:: I seem to be able to drop coins now, and they do not take up any inventory space. --[[User:Grigoriy|Grigoriy]] 03:36, 7 March 2006 (GMT)&lt;br /&gt;
::: If that's the case, my recoded inventory sizes all come out to 71, I believe. --[[User:Lint|Lint]] 03:58, 7 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
== Style Guidelines ==&lt;br /&gt;
&lt;br /&gt;
* Removed AP costs from the item information. Unless it costs more than 1 AP to use an item, it probably isn't noteworthy. --[[User:Lint|Lint]] 01:34, 17 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
* Proposal to remove the names of classes that start with a specific item. This information is already available on the Character Classes page. --[[User:Lint|Lint]] 21:12, 19 February 2006 (GMT)&lt;/div&gt;</summary>
		<author><name>Daylan</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Suggestions:Miscellaneous&amp;diff=2458</id>
		<title>Suggestions:Miscellaneous</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Suggestions:Miscellaneous&amp;diff=2458"/>
		<updated>2006-03-10T00:01:22Z</updated>

		<summary type="html">&lt;p&gt;Daylan: /* Supplies in settlements */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| cellpadding=10 align=right&lt;br /&gt;
| __TOC__&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Suggestionsnav}}&lt;br /&gt;
&lt;br /&gt;
Suggestions for Shartak are always welcome, although there's no guarantee that anything will be added. Comments on or modifications for any of the suggestions below can be added by editing this page. Please be considerate and don't just remove ideas that you don't like.&lt;br /&gt;
&lt;br /&gt;
Begin a new item with a * and &amp;quot;sign&amp;quot; your suggestions using &amp;lt;nowiki&amp;gt;-- ~~~~&amp;lt;/nowiki&amp;gt; so we know who to blame ;)&lt;br /&gt;
&lt;br /&gt;
Bug reports should go on the [[Bugs]] page.&lt;br /&gt;
&lt;br /&gt;
This is the suggestions page for &amp;quot;other&amp;quot; ideas that don't fit into an easy category. See also the [[Suggestions]] page for other suggestions.&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
&lt;br /&gt;
=== Supplies in settlements ===&lt;br /&gt;
Could there perhaps be some kind of a more reliable way to get things in villages, apart from randomly finding them? Coming across abandoned items in jungles, evaquated police departments and such makes sense, but going on an epic quest for a machete under someone's carpet in an active village just seems a bit out of place.&lt;br /&gt;
&lt;br /&gt;
So, if it's not too much of a hassle, which it most likely is, I suggest there to perhaps be put some kind of trader characters in settlements, who could exchange all kindsa things for random junk you've found lying around in other places, or maybe you could get these fellas to make items for you free of charge, which you could go and pick up after a period of time?&lt;br /&gt;
&lt;br /&gt;
..probably too complicated for something that's rather useless. Oh well. --[[User:Ismo Kuikka|Ismo Kuikka]]&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
:There's a trading post in one of the huts in Dalpok, can't get anything there though. Perhaps a sign of things to come? --[[User:Snarf|Snarf]] 10:33, 17 February 2006 (GMT)&lt;br /&gt;
: there is,in one of the outsider villages, an ammo cache where you can find ammo reliably in the native villages in the trading posts you can find barely anything(or nothing like my reward for 30AP of searching) -- [[User:Daylan|Daylan]] 00:01, 10 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
=== Tunnels ===&lt;br /&gt;
Tunnels underneath the island lead to interesting places.&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
:How do you know they don't exist? :) [[User:Dr._J|Dr. J]]&lt;br /&gt;
&lt;br /&gt;
=== Treasure to capture ===&lt;br /&gt;
&amp;quot;Capture the flag&amp;quot; type objective, in this case the flags are treasure from each village. Bonus points in the form of XP or gold coins to be awarded to the holder of the treasure at certain intervals.&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
:I would like to modify this slightly Mystery Suggester. Please see the '''[[Suggestions:Game_Mechanics#Unique_Item_Hunt|Unique Item Hunt]]''' suggestion. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
=== Informational messages ===&lt;br /&gt;
You should be able to see what other people have done since your past turn. Much like the skill above, except for most actions that take place. Such as '[09:34]Joe used a medkit on Roger' or '[05:23]Dan Attacked a Boar and missed'. If this is implemented, there should be a menu that you can use to toggle certain bits of information, to reduce or stop spam. [[User:Durja|Durja]] 18:14, 6 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
:I don't want to see when people miss attacks, that's just too much information (unless it's me that they're attacking!) - [[User:Snarf|Snarf]]&lt;br /&gt;
:Would be useful to see when kills are made in the same location eg. Dan killed a boar or Joe killed Roger - [[User:Snarf|Snarf]]&lt;br /&gt;
:How about making a list of &amp;quot;informational messages&amp;quot; that might be required? - [[User:Snarf|Snarf]]&lt;br /&gt;
:* PlayerX killed PlayerY.&lt;br /&gt;
:* PlayerX killed animal.&lt;br /&gt;
:* PlayerY died from eating some poisonous berries. (self-inflicted death)&lt;br /&gt;
&lt;br /&gt;
=== Player VS Player Interaction ===&lt;br /&gt;
I would propoese a to hit % penalty for attacking members of same Home location.  I believe this will promote exploration and perhaps offer a measure of protection of newly &amp;quot;birthed&amp;quot; population.  As a recent victim of death by the hands of a warrior from my own villiage this has a bit of appeal to me ;). - [[User:Nankilstlas|Nan]]&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
:Instead of a hit % penalty, what about reducing or eliminating XP earned for such attacks? It would be similar to the ZvZ penalty used in UrbanDead, and its easier to rationalize not getting as much experience fighting one of your own than to rationalize that its harder to hit your own people for some reason. --[[User:Jackel|Jackel]] 19:52, 27 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
:The to hit penalty and the lack of XP should be combined to discourage intravillage conflicts but only on nonclan members(so clans from the same village can fight with each other to simulate a power struggle for leadership), extend this to shamans as well, as its not often the village shaman gets killed by an out-of-towner. --[[User:Daylan|Daylan]] 00:27, 7 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
=== Spirit Movement ===&lt;br /&gt;
&lt;br /&gt;
A couple thoughts on this topic.--[[User:Jackel|Jackel]] 02:29, 6 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
*My character has the &amp;quot;trekking&amp;quot; skill, but as a spirit, actually moves '''slower''' (1 AP per square) than when he's alive! Spirits should move '''at least''' as fast as someone skilled at traversing terrain.&lt;br /&gt;
::Perhaps spirits have less impetus than live characters --[[User:Dr. J|Dr. J]] 18:55, 7 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
*Spirits move effortlessly through the thickest jungle, water, swamp--as it should be. Why should mountains be an impediment?&lt;br /&gt;
:Perhaps there's some kind of mineral in the mountain that prevents the spirit from passing through it.. could be mined later on to spirit-proof huts or something (clutching at straws here, can you tell) ?&lt;br /&gt;
:They also can't move through the deepest water, but that is the boundary of the game I'm guessing.&lt;/div&gt;</summary>
		<author><name>Daylan</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Suggestions:Items&amp;diff=2457</id>
		<title>Suggestions:Items</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Suggestions:Items&amp;diff=2457"/>
		<updated>2006-03-09T23:58:03Z</updated>

		<summary type="html">&lt;p&gt;Daylan: /* Remove uber sword of doom(aka heavy sword) */  sign this please&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| cellpadding=10 align=right&lt;br /&gt;
| __TOC__&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Suggestionsnav}}&lt;br /&gt;
&lt;br /&gt;
Suggestions for Shartak are always welcome, although there's no guarantee that anything will be added. Comments on or modifications for any of the suggestions below can be added by editing this page. Please be considerate and don't just remove ideas that you don't like.&lt;br /&gt;
&lt;br /&gt;
Begin a new item with a * and &amp;quot;sign&amp;quot; your suggestions using &amp;lt;nowiki&amp;gt;-- ~~~~&amp;lt;/nowiki&amp;gt; so we know who to blame ;)&lt;br /&gt;
&lt;br /&gt;
Bug reports should go on the [[Bugs]] page.&lt;br /&gt;
&lt;br /&gt;
This is the suggestions page for [[Items]]. See also the [[Suggestions]] page for other suggestions.&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
=== Spear ===&lt;br /&gt;
It could be the native warriors main weapon, give it a base damage of 3, same to hit as machete but it wouldn't cut through jungle -- [[User:Daylan|Daylan]] 11:02, 17 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
:A spear for stabbing or a spear for throwing (i.e single use) ? --[[User:Simon|Simon]] 15:49, 25 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
=== Head-shrinking powder ===&lt;br /&gt;
This could be either a melee or area weapon used by natives.&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
* What are the effects of it? Causes X HP of damage? Loss of AP? Loss of XP? Instant death? - [[User:Snarf|Snarf]]&lt;br /&gt;
&lt;br /&gt;
=== Meat ===&lt;br /&gt;
Heals 2 HP. Used by both outsiders and tribals. It appears in your inventory when you kill a beastie. [[User:Bungalow Bill|Bungalow Bill]]&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
* But you can only carry 200 pounds of meat back to your wagon. &amp;lt;nowiki&amp;gt;&amp;lt;/oregontrail&amp;gt;&amp;lt;/nowiki&amp;gt; --[[User:Lint|Lint]] 01:15, 13 February 2006 (GMT)&lt;br /&gt;
* Or you have to cook it, taking one AP and possibly a fire-lighting skill (who wants to eat raw monkey?).[[User:MorkaisChosen|MorkaisChosen]] 20:12, 20 February 2006 (GMT)&lt;br /&gt;
** Maybe you don't have to cook it but you get less HP and possibly lose HP to food poisoning. [DarkFerret]&lt;br /&gt;
* Or, to make it more, hm, tribal, you could need to bring it back to specific places in the village where it could be (instantaneously) cooked and used as a replenished &amp;quot;health pool&amp;quot; any player could use. You would still have the occasional berries to eat in the forest, but real meal would occure at a settlement. It would also provide a more efficient healing system (as currently, you roughly get to spend 50 AP to recover 4 or 5 HP, which makes death the most efficient way to restore your HP). -- Leaf&lt;br /&gt;
**''There is a large pot of stew cooking, it appears to be half full.''&lt;br /&gt;
''You eat some and feel better. After a few spoonfuls you find your friend's pocket watch.'' [DarkFerret]&lt;br /&gt;
&lt;br /&gt;
=== Radio beacon/receiver ===&lt;br /&gt;
A radio beacon/receiver for outsiders to pinpoint specific locations of interest.&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
* What's wrong with using the GPS co-ordinates of a specific location? - [[User:Snarf|Snarf]]&lt;br /&gt;
*Perhaps a way to have GPS waypoints or markers IN one own's GPS? --[[User:Wcervantes|Wcervantes]] 19:39, 16 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
=== Holy Scriptures ===&lt;br /&gt;
Used to convert Natives into Ousiders. Requires &amp;quot;Religious Devotion&amp;quot;. Most likely found around Outsider settlements --[[User:One of many doctors|One of many doctors]] 23:22, 16 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
*Nobody wants to have a class change againt their will. -Grigoriy&lt;br /&gt;
*Noone wants to die against their will either, but it does happen ;-) Might be irritating, but also might be quite interesting. It would have to be possible both ways of course, natives to outsiders and outsiders to natives. Perhaps the outsiders can convert natives to outsiders with holy scriptures using the religious devotion skill and natives can convert outsiders to natives with a bottle of beer using the seduction skill! ;-) --[[User:Murk|Murk]] 12:28, 4 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
=== GPS Unit (Redesign) ===&lt;br /&gt;
This is a suggestion to change the gps unit into an object that presumably fits better with the game setting. We currently have no other modern item available for use (anachronism - VOCABULARY WORD!). Perhaps we should use a sextant? And rather than reveal the position all of the time, it requires a 1 AP use in non-dense, non-enclosed area. --[[User:Lint|Lint]] 21:48, 23 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
* Yes, GPS units are indeed ''malapropos'' (another vocabulary word :D)--[[User:Grigoriy|Grigoriy]] 00:33, 27 February 2006 (GMT)&lt;br /&gt;
* Y'know, the &amp;quot;GPS Unit&amp;quot; item has stuck out like a sore thumb to me too.  I'd be very much in favor of a lower-tech replacement, if only because it makes the game more timeless.  But what tools ''did'' explorers of earlier eras use to measure latitude and longitude while traveling by land, anyway? And how accurate were they? Alternatively phrased: if you were trapped on a desert island without a GPS Unit, how would you estimate where you were? Lint's suggestion for a lower-tech replacement item, requiring AP and suitable terrain conditions for proper use, appeals to me. --[[User:Berry|Berry]] 14:03, 7 March 2006 (GMT)&lt;br /&gt;
* I've done some research into this and as Lint said, a sextant is what was used. Unfortunately though, a sextant doesn't do both longitude and latitude very quickly, you need charts/tables and several hours. See http://www.pbs.org/wgbh/nova/longitude/secrets.html for info. --[[User:Simon|Simon]] 14:55, 7 March 2006 (GMT)&lt;br /&gt;
** Ahh; yeah, I had just been checking out http://www.lewis-clark.org/content/content-article.asp?ArticleID=1268 myself.  If I'm reading it right, it sounds like the bulk of the hours of calculation involved were due to being at sea and having to figure out what time zone you're in first as part of the equation.  (Both pages mention a &amp;quot;chronometer&amp;quot; which was finally invented to try to solve that problem.)  On land, though -- and especially on an island of Shartak's size -- you pretty much know where you are, and you're not likely to be crossing time zones.  A quote from the Lewis &amp;amp; Clark page: &amp;quot;If time can be fixed along any meridian of longitude, then longitudinal distance can be determined by comparing time at that meridian with local time, usually based on the point at which the sun reaches its zenith.&amp;quot;  So.  I wonder if we could fudge a bit with this sextant business by assuming that everyone on the island is able to determine what time it is on Shartak -- after all, we do get timestamped event messages! ;) -- and therefore we can apply that bit of knowledge to help determine longitude, overcoming the sextant's weakness.  That could even go in the FAQ.  I'm not really all that scientifically inclined, so please do feel welcome to correct me if if my thoughts are way off base.  In closing, I still like Lint's ideas about making it cost AP and require suitable terrain.  The former would represent the investment of time in setting up the equipment and doing the calculations.  The latter would give players a reason to clear a square of jungle. --[[User:Berry|Berry]] 16:07, 7 March 2006 (GMT)&lt;br /&gt;
*** That all sounds good. I think there is a skill in there as well - I don't suppose a sextant is as accurate as GPS, so why not have it not produce the same result all of the time? Someone with the &amp;quot;Skillful Sextant Supervisor&amp;quot; skill gets more accurate results. --[[User:Dr. J|Dr. J]] 16:17, 7 March 2006 (GMT)&lt;br /&gt;
** The AP cost of a sextant or other device could easily be added to the GPS unit by requiring that you 'use gps' to get the reading rather than it being on all the time. Whilst redesigning the GPS unit, how about thinking of something for natives to find out where they are - obviously not as accurate as a sextant, but something to guide them around or to specific locations. --[[User:Simon|Simon]] 16:30, 7 March 2006 (GMT)&lt;br /&gt;
*** Just consider it a redesigned sextant that some mythical character dropped around the island and call it &amp;quot;Professor Inglewood's Speedy Sextant And Nano Tables&amp;quot; or some other such nonesense and leave it working the same, just with a different name.  As for natives, maybe they could see/read totems at different points in the jungle, indicating where resources/towns are. --[[User:Frisco|Frisco]] 17:06, 7 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
=== Refillable containers ===&lt;br /&gt;
Does it really make sense that after drinking something, you automatically discard the container it had been in? I propose a modification to the inventory system so bottles/gourds work similar to rifles and blowguns--they can be refilled if they are empty. Obviously, you can't just carry around spare water like you can ammo, so to refill a water container, you have to be in water. This would clearly make areas near water more popular, which I don't think is a bad thing, or without precedent.   Furthermore, this could lead to new and interesting directions, such as other liquids that could be carried around, causing various effects. Off the top of my head:&lt;br /&gt;
* drinking too much &amp;quot;ocean&amp;quot; water will make you sick (reducing your hit % temporarily)&lt;br /&gt;
* a &amp;quot;create mysterious serum&amp;quot; skill  the shaman/scientist can eventually learn that (along with certain ingredients) lets them create a &amp;quot;buff&amp;quot; potion.&lt;br /&gt;
* special healing water springs that have double the recuperative effect&lt;br /&gt;
This would also address one of the concerns I've had regarding healing skills. To my knowledge, there is no place in Shartak where you are more likely to consistantly find healing kits/herbs, etc. its all fairly random. By comparision, UD has certain buildings where you can only find certain items (i.e. hospitals = first aid kits). IMO, its currently too difficult/AP consuming to heal. Without a way to consistantly find/create healing items, it's not likely there will be &amp;quot;healers&amp;quot; willing to use their hard-to-find healing items on anyone else. --[[User:Jackel|Jackel]] 22:14, 25 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
::Have you found the hut in Dalpok with all the drying herbs hanging up? Says something about a shaman being busy, I seem to have a reasonable success rate at finding healing herbs there. Not sure if there are more around. --[[User:Snarf|Snarf]] 22:17, 25 February 2006 (GMT)&lt;br /&gt;
:::No, I hadn't noticed such a hut(s), I've assumed they were all pretty much the same. If certain huts are more likely to contain certain items, I've another suggestion--'''label them'''. Any opinion on my primary suggestion of refillable containers? --[[User:Jackel|Jackel]] 22:31, 25 February 2006 (GMT)&lt;br /&gt;
::::I can confirm that huts may look identical on the outside, but their inside descriptions can differ significantly.  Fortunately, anyone with the right tool can carve a message on a hut's outer walls, such as &amp;quot;Empty Inside&amp;quot; or &amp;quot;Shaman's Hut&amp;quot;.  --[[User:Berry|Berry]] 14:24, 7 March 2006 (GMT)&lt;br /&gt;
::Refillable containers? Give the user the choice to discard the container? Sure, sounds cool to me.  About the water supply: I agree that ocean water (water right off the beach) would be bound to be salty and unpotable in a real-world scenario.  According to the [[Locations]] page, there's a river off the south side of the mountain, which would seem to be the only known terrestrial fresh water source on the whole island.  Hmm, a thought: If we were to have refillable containers, then might one also expect there to be wells in or around the villages? --[[User:Berry|Berry]] 14:24, 7 March 2006 (GMT)&lt;br /&gt;
:::There is at least one more (much shorter) river near Derby. I'll bet there is a lake or two somewhere as well. Wells are probably not a bad idea. --[[User:Dr. J|Dr. J]] 15:05, 7 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
=== Remove uber sword of doom(aka heavy sword) ===&lt;br /&gt;
I don't even have a heavy sword yet but I can already tell(from the item page) that it makes a lot of things utterly useless.Just for reference the heavy sword is(when maxed attack skills) 45% hit, 5dam= '''2.25dam/ap'''. What does it make useless, well let me begin.&amp;lt;br&amp;gt;   &lt;br /&gt;
                             &lt;br /&gt;
1.Rifle skills- reason: the ap you spent getting the xp for those skills was better used searching for a heavy sword.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2.Rifle- reason: the dam/ap for the rifle is lower than a the heavy sword '''before''' factoring in the search for ammo part. The math: the rifle is 5 dam,60% hit,1.5 ap/shot( 3ap per 2 shots i think)= (5*.6)/1.5 =3/1.5 = '''2ap/dam NOT FACTORING IN SEARCHING FOR AMMO'''.&lt;br /&gt;
&lt;br /&gt;
3. The blowpipe- reason: the blowpipe sucks as it is, the machete makes it pointless(unless they actually poison) and the heavy sword just makes it absolute garbage(even if they poisoned). The math: 4 dam, 20% hit, 2ap/shot(assuming you have to reload after every shot i don't use the blowpipe so I wouldn't know)= (4*.2)/2=.8/2= '''.4 dam/ap NOT FACTORING IN SEARCHING FOR AMMO'''.&lt;br /&gt;
&lt;br /&gt;
Conclusion- I realize there are problems with the blowpipe but as far as I can tell with the rifle there are none. The knowledge of there even being a heavy sword is enough to discourage those that would take rifles training as a skill. The sword is just too powerful to balance in game as the only way to balance it would be to add another item that is just as crazy powerful, making it rare does nothing to the balance as people can still find it and it makes those few ,whom the RNG loves, ridiculosly overpowered. If the RNG loves somebody they should get multipul hits in a row not the ability to destroy everybody who can't/doesn't want to waste the ap to gain that ability. And after all just because it is rare doesn't mean we all can't find it, I know eventually we would all find one and there would be no variaty whatsoever in battle. Take urban dead for example they balanced the shotguns,pistols, and fireaxe evenly so there is no superior choice its about how you want to play. With the heavy sword it makes all other items pale in comparison BEFORE search rates are keyed into calculations, in urban dead it is AFTER that they are about even. This suggestion to remove something doesn't punish anybody because as of right now we do not know where to find the heavy sword, the only ones were stumbled across randomly so nobody would really have &amp;quot;wasted&amp;quot; the ap to find it(unless they have but I know after reading a bit I didn't for the fun reducing factor everybody having one would bring). Also don't bring up things about how I don't know how it works ingame because unless it takes 6ap to attack the math shows it is unbalanced. Please Simon fix this unbalanced  weapon by removing it, not by making everything else oh so much better. ANybody who is with me sign in the comments please.&lt;br /&gt;
&lt;br /&gt;
'''Comments'''&lt;/div&gt;</summary>
		<author><name>Daylan</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Suggestions:Items&amp;diff=2456</id>
		<title>Suggestions:Items</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Suggestions:Items&amp;diff=2456"/>
		<updated>2006-03-09T23:56:54Z</updated>

		<summary type="html">&lt;p&gt;Daylan: /* Remove uber sword of doom(aka heavy sword) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| cellpadding=10 align=right&lt;br /&gt;
| __TOC__&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Suggestionsnav}}&lt;br /&gt;
&lt;br /&gt;
Suggestions for Shartak are always welcome, although there's no guarantee that anything will be added. Comments on or modifications for any of the suggestions below can be added by editing this page. Please be considerate and don't just remove ideas that you don't like.&lt;br /&gt;
&lt;br /&gt;
Begin a new item with a * and &amp;quot;sign&amp;quot; your suggestions using &amp;lt;nowiki&amp;gt;-- ~~~~&amp;lt;/nowiki&amp;gt; so we know who to blame ;)&lt;br /&gt;
&lt;br /&gt;
Bug reports should go on the [[Bugs]] page.&lt;br /&gt;
&lt;br /&gt;
This is the suggestions page for [[Items]]. See also the [[Suggestions]] page for other suggestions.&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
=== Spear ===&lt;br /&gt;
It could be the native warriors main weapon, give it a base damage of 3, same to hit as machete but it wouldn't cut through jungle -- [[User:Daylan|Daylan]] 11:02, 17 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
:A spear for stabbing or a spear for throwing (i.e single use) ? --[[User:Simon|Simon]] 15:49, 25 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
=== Head-shrinking powder ===&lt;br /&gt;
This could be either a melee or area weapon used by natives.&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
* What are the effects of it? Causes X HP of damage? Loss of AP? Loss of XP? Instant death? - [[User:Snarf|Snarf]]&lt;br /&gt;
&lt;br /&gt;
=== Meat ===&lt;br /&gt;
Heals 2 HP. Used by both outsiders and tribals. It appears in your inventory when you kill a beastie. [[User:Bungalow Bill|Bungalow Bill]]&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
* But you can only carry 200 pounds of meat back to your wagon. &amp;lt;nowiki&amp;gt;&amp;lt;/oregontrail&amp;gt;&amp;lt;/nowiki&amp;gt; --[[User:Lint|Lint]] 01:15, 13 February 2006 (GMT)&lt;br /&gt;
* Or you have to cook it, taking one AP and possibly a fire-lighting skill (who wants to eat raw monkey?).[[User:MorkaisChosen|MorkaisChosen]] 20:12, 20 February 2006 (GMT)&lt;br /&gt;
** Maybe you don't have to cook it but you get less HP and possibly lose HP to food poisoning. [DarkFerret]&lt;br /&gt;
* Or, to make it more, hm, tribal, you could need to bring it back to specific places in the village where it could be (instantaneously) cooked and used as a replenished &amp;quot;health pool&amp;quot; any player could use. You would still have the occasional berries to eat in the forest, but real meal would occure at a settlement. It would also provide a more efficient healing system (as currently, you roughly get to spend 50 AP to recover 4 or 5 HP, which makes death the most efficient way to restore your HP). -- Leaf&lt;br /&gt;
**''There is a large pot of stew cooking, it appears to be half full.''&lt;br /&gt;
''You eat some and feel better. After a few spoonfuls you find your friend's pocket watch.'' [DarkFerret]&lt;br /&gt;
&lt;br /&gt;
=== Radio beacon/receiver ===&lt;br /&gt;
A radio beacon/receiver for outsiders to pinpoint specific locations of interest.&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
* What's wrong with using the GPS co-ordinates of a specific location? - [[User:Snarf|Snarf]]&lt;br /&gt;
*Perhaps a way to have GPS waypoints or markers IN one own's GPS? --[[User:Wcervantes|Wcervantes]] 19:39, 16 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
=== Holy Scriptures ===&lt;br /&gt;
Used to convert Natives into Ousiders. Requires &amp;quot;Religious Devotion&amp;quot;. Most likely found around Outsider settlements --[[User:One of many doctors|One of many doctors]] 23:22, 16 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
*Nobody wants to have a class change againt their will. -Grigoriy&lt;br /&gt;
*Noone wants to die against their will either, but it does happen ;-) Might be irritating, but also might be quite interesting. It would have to be possible both ways of course, natives to outsiders and outsiders to natives. Perhaps the outsiders can convert natives to outsiders with holy scriptures using the religious devotion skill and natives can convert outsiders to natives with a bottle of beer using the seduction skill! ;-) --[[User:Murk|Murk]] 12:28, 4 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
=== GPS Unit (Redesign) ===&lt;br /&gt;
This is a suggestion to change the gps unit into an object that presumably fits better with the game setting. We currently have no other modern item available for use (anachronism - VOCABULARY WORD!). Perhaps we should use a sextant? And rather than reveal the position all of the time, it requires a 1 AP use in non-dense, non-enclosed area. --[[User:Lint|Lint]] 21:48, 23 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
* Yes, GPS units are indeed ''malapropos'' (another vocabulary word :D)--[[User:Grigoriy|Grigoriy]] 00:33, 27 February 2006 (GMT)&lt;br /&gt;
* Y'know, the &amp;quot;GPS Unit&amp;quot; item has stuck out like a sore thumb to me too.  I'd be very much in favor of a lower-tech replacement, if only because it makes the game more timeless.  But what tools ''did'' explorers of earlier eras use to measure latitude and longitude while traveling by land, anyway? And how accurate were they? Alternatively phrased: if you were trapped on a desert island without a GPS Unit, how would you estimate where you were? Lint's suggestion for a lower-tech replacement item, requiring AP and suitable terrain conditions for proper use, appeals to me. --[[User:Berry|Berry]] 14:03, 7 March 2006 (GMT)&lt;br /&gt;
* I've done some research into this and as Lint said, a sextant is what was used. Unfortunately though, a sextant doesn't do both longitude and latitude very quickly, you need charts/tables and several hours. See http://www.pbs.org/wgbh/nova/longitude/secrets.html for info. --[[User:Simon|Simon]] 14:55, 7 March 2006 (GMT)&lt;br /&gt;
** Ahh; yeah, I had just been checking out http://www.lewis-clark.org/content/content-article.asp?ArticleID=1268 myself.  If I'm reading it right, it sounds like the bulk of the hours of calculation involved were due to being at sea and having to figure out what time zone you're in first as part of the equation.  (Both pages mention a &amp;quot;chronometer&amp;quot; which was finally invented to try to solve that problem.)  On land, though -- and especially on an island of Shartak's size -- you pretty much know where you are, and you're not likely to be crossing time zones.  A quote from the Lewis &amp;amp; Clark page: &amp;quot;If time can be fixed along any meridian of longitude, then longitudinal distance can be determined by comparing time at that meridian with local time, usually based on the point at which the sun reaches its zenith.&amp;quot;  So.  I wonder if we could fudge a bit with this sextant business by assuming that everyone on the island is able to determine what time it is on Shartak -- after all, we do get timestamped event messages! ;) -- and therefore we can apply that bit of knowledge to help determine longitude, overcoming the sextant's weakness.  That could even go in the FAQ.  I'm not really all that scientifically inclined, so please do feel welcome to correct me if if my thoughts are way off base.  In closing, I still like Lint's ideas about making it cost AP and require suitable terrain.  The former would represent the investment of time in setting up the equipment and doing the calculations.  The latter would give players a reason to clear a square of jungle. --[[User:Berry|Berry]] 16:07, 7 March 2006 (GMT)&lt;br /&gt;
*** That all sounds good. I think there is a skill in there as well - I don't suppose a sextant is as accurate as GPS, so why not have it not produce the same result all of the time? Someone with the &amp;quot;Skillful Sextant Supervisor&amp;quot; skill gets more accurate results. --[[User:Dr. J|Dr. J]] 16:17, 7 March 2006 (GMT)&lt;br /&gt;
** The AP cost of a sextant or other device could easily be added to the GPS unit by requiring that you 'use gps' to get the reading rather than it being on all the time. Whilst redesigning the GPS unit, how about thinking of something for natives to find out where they are - obviously not as accurate as a sextant, but something to guide them around or to specific locations. --[[User:Simon|Simon]] 16:30, 7 March 2006 (GMT)&lt;br /&gt;
*** Just consider it a redesigned sextant that some mythical character dropped around the island and call it &amp;quot;Professor Inglewood's Speedy Sextant And Nano Tables&amp;quot; or some other such nonesense and leave it working the same, just with a different name.  As for natives, maybe they could see/read totems at different points in the jungle, indicating where resources/towns are. --[[User:Frisco|Frisco]] 17:06, 7 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
=== Refillable containers ===&lt;br /&gt;
Does it really make sense that after drinking something, you automatically discard the container it had been in? I propose a modification to the inventory system so bottles/gourds work similar to rifles and blowguns--they can be refilled if they are empty. Obviously, you can't just carry around spare water like you can ammo, so to refill a water container, you have to be in water. This would clearly make areas near water more popular, which I don't think is a bad thing, or without precedent.   Furthermore, this could lead to new and interesting directions, such as other liquids that could be carried around, causing various effects. Off the top of my head:&lt;br /&gt;
* drinking too much &amp;quot;ocean&amp;quot; water will make you sick (reducing your hit % temporarily)&lt;br /&gt;
* a &amp;quot;create mysterious serum&amp;quot; skill  the shaman/scientist can eventually learn that (along with certain ingredients) lets them create a &amp;quot;buff&amp;quot; potion.&lt;br /&gt;
* special healing water springs that have double the recuperative effect&lt;br /&gt;
This would also address one of the concerns I've had regarding healing skills. To my knowledge, there is no place in Shartak where you are more likely to consistantly find healing kits/herbs, etc. its all fairly random. By comparision, UD has certain buildings where you can only find certain items (i.e. hospitals = first aid kits). IMO, its currently too difficult/AP consuming to heal. Without a way to consistantly find/create healing items, it's not likely there will be &amp;quot;healers&amp;quot; willing to use their hard-to-find healing items on anyone else. --[[User:Jackel|Jackel]] 22:14, 25 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
::Have you found the hut in Dalpok with all the drying herbs hanging up? Says something about a shaman being busy, I seem to have a reasonable success rate at finding healing herbs there. Not sure if there are more around. --[[User:Snarf|Snarf]] 22:17, 25 February 2006 (GMT)&lt;br /&gt;
:::No, I hadn't noticed such a hut(s), I've assumed they were all pretty much the same. If certain huts are more likely to contain certain items, I've another suggestion--'''label them'''. Any opinion on my primary suggestion of refillable containers? --[[User:Jackel|Jackel]] 22:31, 25 February 2006 (GMT)&lt;br /&gt;
::::I can confirm that huts may look identical on the outside, but their inside descriptions can differ significantly.  Fortunately, anyone with the right tool can carve a message on a hut's outer walls, such as &amp;quot;Empty Inside&amp;quot; or &amp;quot;Shaman's Hut&amp;quot;.  --[[User:Berry|Berry]] 14:24, 7 March 2006 (GMT)&lt;br /&gt;
::Refillable containers? Give the user the choice to discard the container? Sure, sounds cool to me.  About the water supply: I agree that ocean water (water right off the beach) would be bound to be salty and unpotable in a real-world scenario.  According to the [[Locations]] page, there's a river off the south side of the mountain, which would seem to be the only known terrestrial fresh water source on the whole island.  Hmm, a thought: If we were to have refillable containers, then might one also expect there to be wells in or around the villages? --[[User:Berry|Berry]] 14:24, 7 March 2006 (GMT)&lt;br /&gt;
:::There is at least one more (much shorter) river near Derby. I'll bet there is a lake or two somewhere as well. Wells are probably not a bad idea. --[[User:Dr. J|Dr. J]] 15:05, 7 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
=== Remove uber sword of doom(aka heavy sword) ===&lt;br /&gt;
I don't even have a heavy sword yet but I can already tell(from the item page) that it makes a lot of things utterly useless.Just for reference the heavy sword is(when maxed attack skills) 45% hit, 5dam= '''2.25dam/ap'''. What does it make useless, well let me begin.&amp;lt;br&amp;gt;   &lt;br /&gt;
                             &lt;br /&gt;
1.Rifle skills- reason: the ap you spent getting the xp for those skills was better used searching for a heavy sword.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2.Rifle- reason: the dam/ap for the rifle is lower than a the heavy sword '''before''' factoring in the search for ammo part. The math: the rifle is 5 dam,60% hit,1.5 ap/shot( 3ap per 2 shots i think)= (5*.6)/1.5 =3/1.5 = '''2ap/dam NOT FACTORING IN SEARCHING FOR AMMO'''.&lt;br /&gt;
&lt;br /&gt;
3. The blowpipe- reason: the blowpipe sucks as it is, the machete makes it pointless(unless they actually poison) and the heavy sword just makes it absolute garbage(even if they poisoned). The math: 4 dam, 20% hit, 2ap/shot(assuming you have to reload after every shot i don't use the blowpipe so I wouldn't know)= (4*.2)/2=.8/2= '''.4 dam/ap NOT FACTORING IN SEARCHING FOR AMMO'''.&lt;br /&gt;
&lt;br /&gt;
Conclusion- I realize there are problems with the blowpipe but as far as I can tell with the rifle there are none. The knowledge of there even being a heavy sword is enough to discourage those that would take rifles training as a skill. The sword is just too powerful to balance in game as the only way to balance it would be to add another item that is just as crazy powerful, making it rare does nothing to the balance as people can still find it and it makes those few ,whom the RNG loves, ridiculosly overpowered. If the RNG loves somebody they should get multipul hits in a row not the ability to destroy everybody who can't/doesn't want to waste the ap to gain that ability. And after all just because it is rare doesn't mean we all can't find it, I know eventually we would all find one and there would be no variaty whatsoever in battle. Take urban dead for example they balanced the shotguns,pistols, and fireaxe evenly so there is no superior choice its about how you want to play. With the heavy sword it makes all other items pale in comparison BEFORE search rates are keyed into calculations, in urban dead it is AFTER that they are about even. This suggestion to remove something doesn't punish anybody because as of right now we do not know where to find the heavy sword, the only ones were stumbled across randomly so nobody would really have &amp;quot;wasted&amp;quot; the ap to find it(unless they have but I know after reading a bit I didn't for the fun reducing factor everybody having one would bring). Also don't bring up things about how I don't know how it works ingame because unless it takes 6ap to attack the math shows it is unbalanced. Please Simon fix this unbalanced  weapon by removing it, not by making everything else oh so much better.&lt;br /&gt;
&lt;br /&gt;
'''Comments'''&lt;/div&gt;</summary>
		<author><name>Daylan</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Suggestions:Items&amp;diff=2454</id>
		<title>Suggestions:Items</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Suggestions:Items&amp;diff=2454"/>
		<updated>2006-03-09T23:50:42Z</updated>

		<summary type="html">&lt;p&gt;Daylan: /* Items */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| cellpadding=10 align=right&lt;br /&gt;
| __TOC__&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Suggestionsnav}}&lt;br /&gt;
&lt;br /&gt;
Suggestions for Shartak are always welcome, although there's no guarantee that anything will be added. Comments on or modifications for any of the suggestions below can be added by editing this page. Please be considerate and don't just remove ideas that you don't like.&lt;br /&gt;
&lt;br /&gt;
Begin a new item with a * and &amp;quot;sign&amp;quot; your suggestions using &amp;lt;nowiki&amp;gt;-- ~~~~&amp;lt;/nowiki&amp;gt; so we know who to blame ;)&lt;br /&gt;
&lt;br /&gt;
Bug reports should go on the [[Bugs]] page.&lt;br /&gt;
&lt;br /&gt;
This is the suggestions page for [[Items]]. See also the [[Suggestions]] page for other suggestions.&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
=== Spear ===&lt;br /&gt;
It could be the native warriors main weapon, give it a base damage of 3, same to hit as machete but it wouldn't cut through jungle -- [[User:Daylan|Daylan]] 11:02, 17 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
:A spear for stabbing or a spear for throwing (i.e single use) ? --[[User:Simon|Simon]] 15:49, 25 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
=== Head-shrinking powder ===&lt;br /&gt;
This could be either a melee or area weapon used by natives.&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
* What are the effects of it? Causes X HP of damage? Loss of AP? Loss of XP? Instant death? - [[User:Snarf|Snarf]]&lt;br /&gt;
&lt;br /&gt;
=== Meat ===&lt;br /&gt;
Heals 2 HP. Used by both outsiders and tribals. It appears in your inventory when you kill a beastie. [[User:Bungalow Bill|Bungalow Bill]]&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
* But you can only carry 200 pounds of meat back to your wagon. &amp;lt;nowiki&amp;gt;&amp;lt;/oregontrail&amp;gt;&amp;lt;/nowiki&amp;gt; --[[User:Lint|Lint]] 01:15, 13 February 2006 (GMT)&lt;br /&gt;
* Or you have to cook it, taking one AP and possibly a fire-lighting skill (who wants to eat raw monkey?).[[User:MorkaisChosen|MorkaisChosen]] 20:12, 20 February 2006 (GMT)&lt;br /&gt;
** Maybe you don't have to cook it but you get less HP and possibly lose HP to food poisoning. [DarkFerret]&lt;br /&gt;
* Or, to make it more, hm, tribal, you could need to bring it back to specific places in the village where it could be (instantaneously) cooked and used as a replenished &amp;quot;health pool&amp;quot; any player could use. You would still have the occasional berries to eat in the forest, but real meal would occure at a settlement. It would also provide a more efficient healing system (as currently, you roughly get to spend 50 AP to recover 4 or 5 HP, which makes death the most efficient way to restore your HP). -- Leaf&lt;br /&gt;
**''There is a large pot of stew cooking, it appears to be half full.''&lt;br /&gt;
''You eat some and feel better. After a few spoonfuls you find your friend's pocket watch.'' [DarkFerret]&lt;br /&gt;
&lt;br /&gt;
=== Radio beacon/receiver ===&lt;br /&gt;
A radio beacon/receiver for outsiders to pinpoint specific locations of interest.&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
* What's wrong with using the GPS co-ordinates of a specific location? - [[User:Snarf|Snarf]]&lt;br /&gt;
*Perhaps a way to have GPS waypoints or markers IN one own's GPS? --[[User:Wcervantes|Wcervantes]] 19:39, 16 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
=== Holy Scriptures ===&lt;br /&gt;
Used to convert Natives into Ousiders. Requires &amp;quot;Religious Devotion&amp;quot;. Most likely found around Outsider settlements --[[User:One of many doctors|One of many doctors]] 23:22, 16 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
*Nobody wants to have a class change againt their will. -Grigoriy&lt;br /&gt;
*Noone wants to die against their will either, but it does happen ;-) Might be irritating, but also might be quite interesting. It would have to be possible both ways of course, natives to outsiders and outsiders to natives. Perhaps the outsiders can convert natives to outsiders with holy scriptures using the religious devotion skill and natives can convert outsiders to natives with a bottle of beer using the seduction skill! ;-) --[[User:Murk|Murk]] 12:28, 4 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
=== GPS Unit (Redesign) ===&lt;br /&gt;
This is a suggestion to change the gps unit into an object that presumably fits better with the game setting. We currently have no other modern item available for use (anachronism - VOCABULARY WORD!). Perhaps we should use a sextant? And rather than reveal the position all of the time, it requires a 1 AP use in non-dense, non-enclosed area. --[[User:Lint|Lint]] 21:48, 23 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
* Yes, GPS units are indeed ''malapropos'' (another vocabulary word :D)--[[User:Grigoriy|Grigoriy]] 00:33, 27 February 2006 (GMT)&lt;br /&gt;
* Y'know, the &amp;quot;GPS Unit&amp;quot; item has stuck out like a sore thumb to me too.  I'd be very much in favor of a lower-tech replacement, if only because it makes the game more timeless.  But what tools ''did'' explorers of earlier eras use to measure latitude and longitude while traveling by land, anyway? And how accurate were they? Alternatively phrased: if you were trapped on a desert island without a GPS Unit, how would you estimate where you were? Lint's suggestion for a lower-tech replacement item, requiring AP and suitable terrain conditions for proper use, appeals to me. --[[User:Berry|Berry]] 14:03, 7 March 2006 (GMT)&lt;br /&gt;
* I've done some research into this and as Lint said, a sextant is what was used. Unfortunately though, a sextant doesn't do both longitude and latitude very quickly, you need charts/tables and several hours. See http://www.pbs.org/wgbh/nova/longitude/secrets.html for info. --[[User:Simon|Simon]] 14:55, 7 March 2006 (GMT)&lt;br /&gt;
** Ahh; yeah, I had just been checking out http://www.lewis-clark.org/content/content-article.asp?ArticleID=1268 myself.  If I'm reading it right, it sounds like the bulk of the hours of calculation involved were due to being at sea and having to figure out what time zone you're in first as part of the equation.  (Both pages mention a &amp;quot;chronometer&amp;quot; which was finally invented to try to solve that problem.)  On land, though -- and especially on an island of Shartak's size -- you pretty much know where you are, and you're not likely to be crossing time zones.  A quote from the Lewis &amp;amp; Clark page: &amp;quot;If time can be fixed along any meridian of longitude, then longitudinal distance can be determined by comparing time at that meridian with local time, usually based on the point at which the sun reaches its zenith.&amp;quot;  So.  I wonder if we could fudge a bit with this sextant business by assuming that everyone on the island is able to determine what time it is on Shartak -- after all, we do get timestamped event messages! ;) -- and therefore we can apply that bit of knowledge to help determine longitude, overcoming the sextant's weakness.  That could even go in the FAQ.  I'm not really all that scientifically inclined, so please do feel welcome to correct me if if my thoughts are way off base.  In closing, I still like Lint's ideas about making it cost AP and require suitable terrain.  The former would represent the investment of time in setting up the equipment and doing the calculations.  The latter would give players a reason to clear a square of jungle. --[[User:Berry|Berry]] 16:07, 7 March 2006 (GMT)&lt;br /&gt;
*** That all sounds good. I think there is a skill in there as well - I don't suppose a sextant is as accurate as GPS, so why not have it not produce the same result all of the time? Someone with the &amp;quot;Skillful Sextant Supervisor&amp;quot; skill gets more accurate results. --[[User:Dr. J|Dr. J]] 16:17, 7 March 2006 (GMT)&lt;br /&gt;
** The AP cost of a sextant or other device could easily be added to the GPS unit by requiring that you 'use gps' to get the reading rather than it being on all the time. Whilst redesigning the GPS unit, how about thinking of something for natives to find out where they are - obviously not as accurate as a sextant, but something to guide them around or to specific locations. --[[User:Simon|Simon]] 16:30, 7 March 2006 (GMT)&lt;br /&gt;
*** Just consider it a redesigned sextant that some mythical character dropped around the island and call it &amp;quot;Professor Inglewood's Speedy Sextant And Nano Tables&amp;quot; or some other such nonesense and leave it working the same, just with a different name.  As for natives, maybe they could see/read totems at different points in the jungle, indicating where resources/towns are. --[[User:Frisco|Frisco]] 17:06, 7 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
=== Refillable containers ===&lt;br /&gt;
Does it really make sense that after drinking something, you automatically discard the container it had been in? I propose a modification to the inventory system so bottles/gourds work similar to rifles and blowguns--they can be refilled if they are empty. Obviously, you can't just carry around spare water like you can ammo, so to refill a water container, you have to be in water. This would clearly make areas near water more popular, which I don't think is a bad thing, or without precedent.   Furthermore, this could lead to new and interesting directions, such as other liquids that could be carried around, causing various effects. Off the top of my head:&lt;br /&gt;
* drinking too much &amp;quot;ocean&amp;quot; water will make you sick (reducing your hit % temporarily)&lt;br /&gt;
* a &amp;quot;create mysterious serum&amp;quot; skill  the shaman/scientist can eventually learn that (along with certain ingredients) lets them create a &amp;quot;buff&amp;quot; potion.&lt;br /&gt;
* special healing water springs that have double the recuperative effect&lt;br /&gt;
This would also address one of the concerns I've had regarding healing skills. To my knowledge, there is no place in Shartak where you are more likely to consistantly find healing kits/herbs, etc. its all fairly random. By comparision, UD has certain buildings where you can only find certain items (i.e. hospitals = first aid kits). IMO, its currently too difficult/AP consuming to heal. Without a way to consistantly find/create healing items, it's not likely there will be &amp;quot;healers&amp;quot; willing to use their hard-to-find healing items on anyone else. --[[User:Jackel|Jackel]] 22:14, 25 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
::Have you found the hut in Dalpok with all the drying herbs hanging up? Says something about a shaman being busy, I seem to have a reasonable success rate at finding healing herbs there. Not sure if there are more around. --[[User:Snarf|Snarf]] 22:17, 25 February 2006 (GMT)&lt;br /&gt;
:::No, I hadn't noticed such a hut(s), I've assumed they were all pretty much the same. If certain huts are more likely to contain certain items, I've another suggestion--'''label them'''. Any opinion on my primary suggestion of refillable containers? --[[User:Jackel|Jackel]] 22:31, 25 February 2006 (GMT)&lt;br /&gt;
::::I can confirm that huts may look identical on the outside, but their inside descriptions can differ significantly.  Fortunately, anyone with the right tool can carve a message on a hut's outer walls, such as &amp;quot;Empty Inside&amp;quot; or &amp;quot;Shaman's Hut&amp;quot;.  --[[User:Berry|Berry]] 14:24, 7 March 2006 (GMT)&lt;br /&gt;
::Refillable containers? Give the user the choice to discard the container? Sure, sounds cool to me.  About the water supply: I agree that ocean water (water right off the beach) would be bound to be salty and unpotable in a real-world scenario.  According to the [[Locations]] page, there's a river off the south side of the mountain, which would seem to be the only known terrestrial fresh water source on the whole island.  Hmm, a thought: If we were to have refillable containers, then might one also expect there to be wells in or around the villages? --[[User:Berry|Berry]] 14:24, 7 March 2006 (GMT)&lt;br /&gt;
:::There is at least one more (much shorter) river near Derby. I'll bet there is a lake or two somewhere as well. Wells are probably not a bad idea. --[[User:Dr. J|Dr. J]] 15:05, 7 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
=== Remove uber sword of doom(aka heavy sword) ===&lt;br /&gt;
I don't even have a heavy sword yet but I can already tell(from the item page) that it makes a lot of things utterly useless.Just for reference the heavy sword is(when maxed attack skills) 45% hit, 5dam= '''2.25dam/ap'''. What does it make useless, well let me begin.&amp;lt;br&amp;gt;   &lt;br /&gt;
                             &lt;br /&gt;
1.Rifle skills- reason: the ap you spent getting the xp for those skills was better used searching for a heavy sword.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2.Rifle- reason: the dam/ap for the rifle is lower than a the heavy sword '''before''' factoring in the search for ammo part. The math: the rifle is 5 dam,60% hit,1.5 ap/shot( 3ap per 2 shots)= (5*.6)/1.5 =3/1.5 = '''2ap/dam NOT FACTORING IN SEARCHING FOR THE AMMO!!!!'''.&lt;br /&gt;
&lt;br /&gt;
3. The blowpipe- reason: the blowpipe sucks as it is, the machete makes it pointless(unless they actually poison) and the heavy sword just makes it absolute garbage(even if they poisoned). The math: 4 dam, 20% hit, 2ap/shot(assuming you have to reload after every shot i don't use the blowpipe so I wouldn't know)= (4*.2)/2=.8/2= '''.4 dam/ap NOT FACTORING IN SEARCHING FOR AMMO'''&lt;br /&gt;
&lt;br /&gt;
Conclusion- I realize there are problems with the blowpipe but as far as I can tell with the rifle there are none. The knowledge of there even being a heavy sword is enough to discourage those that would take rifles training as a skill. The sword is just too powerful to balance in game as the only way to balance it would be to add another item that is just as crazy powerful, making it rare does nothing to the balance as people can still find it and it makes those few ,whom the RNG loves, ridiculosly overpowered. If the RNG loves somebody they should get multipul hits in a row not the ability to destroy everybody who can't/doesn't want to waste the ap to find one. And after all just because it is rare doesn't mean we all can't find it, I know  eventually we would all find one and there would be no variaty whatsoever in battle. Take urban dead they balanced the shotguns,pistols, and fireaxe evenly so there is no superior choice its about how you want to play. With the heavy sword it makes all other items pale in comparison BEFORE search rates are keyed into calculations, in urban dead it is AFTER that they are about even. This suggestion to remove something doesn't punish anybody because as of right now we do not know where to find the heavy sword, the only ones were stumbled across randomly. Also don't bring up things about how I don't know how it works ingame because unless it takes 6ap to attack the math shows it is unbalanced.&lt;br /&gt;
&lt;br /&gt;
'''Comments'''&lt;/div&gt;</summary>
		<author><name>Daylan</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:Items&amp;diff=2453</id>
		<title>Talk:Items</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Talk:Items&amp;diff=2453"/>
		<updated>2006-03-09T23:20:09Z</updated>

		<summary type="html">&lt;p&gt;Daylan: /* Item Details */&lt;/p&gt;
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&lt;div&gt;Cheers to danheretic, Tanarchy, and Lint for adding more info to the Items page! --[[User:Meatiershower|Meatiershower]] 14:14, 13 February 2006 (GMT)&lt;br /&gt;
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* Thanks!&amp;lt;br&amp;gt;I'm a little curious as to what Simon's intentions with the wiki are. Should we be striving towards documenting every single detail or leaving things a little vague? --[[User:Lint|Lint]] 21:10, 13 February 2006 (GMT)&lt;br /&gt;
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* Make it as vague or as detailed as you want. Information about locations of useful stuff is likely to be of interest to plenty of people ;) --[[User:Simon|Simon]] 21:14, 13 February 2006 (GMT)&lt;br /&gt;
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* Great! Was interested in adding some stuff, and have, but not sure how much was too much. Driftwood was one example. Luckily, someone with more courage than myself posted it already, lol. =] --[[User:Meatiershower|Meatiershower]] 21:52, 14 February 2006 (GMT)&lt;br /&gt;
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== Item Details ==&lt;br /&gt;
&lt;br /&gt;
* I see that Knife is listed as unknown base level and and damage.  I just signed up as a native (a warrior, I think).  I found a knife.  The hit percentage is 20% with a damage of 1.  Is that what people mean by the base level? [[User:Shades of Grey|Shades of Grey]] 09:25, 15 February 2006 (GMT)&lt;br /&gt;
::-Shades of Grey : I believe that is what should be listed. I found one and posted about the knife, but have not tried to use it yet. Post that info!--[[User:Meatiershower|Meatiershower]] 22:28, 15 February 2006 (GMT)&lt;br /&gt;
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*Can someone who understands the GPS please explain exactly what the numbers mean? I have yet to make heads or tails from them...--[[User:Meatiershower|Meatiershower]] 22:28, 15 February 2006 (GMT)&lt;br /&gt;
:: I've added some info to the [[Items]] page. --[[User:Dr. J|Dr. J]] 00:31, 16 February 2006 (GMT)&lt;br /&gt;
::: Thanks, Doc! What is the '70' and '26' for on the GPS? Do they never change? --[[User:Meatiershower|Meatiershower]] 15:10, 16 February 2006 (GMT)&lt;br /&gt;
:::: They are part of the coordinates. As to whether they change - that depends on how big Shartak is. --[[User:Dr. J|Dr. J]] 11:46, 17 February 2006 (GMT)&lt;br /&gt;
:::: I assume they are the notional lattitude and longitude of the island. 70E 26S is in the Indian Ocean, 70W 26N is NE of the Caribbean (70E 26N is in NW India and 70W 26S is in South America). --[[User:Richard Hawke-Welch|Richard Hawke-Welch]] 08:39, 20 February 2006 (GMT)&lt;br /&gt;
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* I waded out into the Water with my Soldier and decided to search. Amid the multiple failed searches, I got one message: &amp;quot;You search and find a broken knife which you discard.&amp;quot; Was that a potential item that required a certain skill to use or just junk? --[[User:Lint|Lint]] 03:59, 20 February 2006 (GMT)&lt;br /&gt;
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* Anyone know if sharp machetes ever get dull? --[[User:Jackel|Jackel]] 19:46, 23 February 2006 (GMT)&lt;br /&gt;
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* I have some &amp;quot;dried herbs&amp;quot;. I don't find them in this wiki, and I haven't used them yet. Anyone know what they do? --[[User:Jackel|Jackel]] 20:36, 23 February 2006 (GMT) '''EDIT:''' Just tried using them got a message saying I didn't know how to use them. My guess is they are &amp;quot;healing herbs&amp;quot; and can only be used with the &amp;quot;Natural Medicine&amp;quot; skill--[[User:Jackel|Jackel]] 18:42, 24 February 2006 (GMT)&lt;br /&gt;
:: Which character did you find them with? If you were an outsider, maybe it's the &amp;quot;Native Knowledge&amp;quot; skill you require rather than &amp;quot;Natural Medicine&amp;quot;. I wonder what a first aid kit looks like to a native. --[[User:Lint|Lint]] 19:23, 24 February 2006 (GMT)&lt;br /&gt;
:::My outsider scientist has these. --[[User:Jackel|Jackel]] 17:36, 25 February 2006 (GMT)&lt;br /&gt;
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* Who added the heavy sword? We should all take some time to figure out where you can reliablly find them -- [[User:Daylan|Daylan]] 19:58, 24 February 2006 (GMT)&lt;br /&gt;
:It was added by &amp;quot;Fitzcarraldo&amp;quot;. --[[User:Jackel|Jackel]] 17:36, 25 February 2006 (GMT)&lt;br /&gt;
::I am unfortunately not sure where I found it, it was found on the first day I tried shartak and I wasn't really paying attention, which is why I included the &amp;quot;(?)&amp;quot;. Please feel free to add some data to [[Search Odds]] or [[Search Odds Condensed]] to help figure out where to find this item and others! -- [[User:Fitzcarraldo|Fitzcarraldo]] 10:13, 26 February 2006 (GMT)&lt;br /&gt;
:Can someone post a screenshot of the heavy sword to verfiy its existence?  Has anyone else found it? --[[User:Gandhi|Gandhi]] 04:23, 27 February 2006 (GMT)&lt;br /&gt;
::wow, verification? ok, I understand. you can see it [[http://img211.imageshack.us/img211/5835/shrtkheavyswordscrnsht060303b0.jpg here]], just below the obfuscated gps coordinates. Again, I seriously have no idea where exactly it was I found it. It could have been in swamp or beach or jungle, or in town.. they were all in the vicinity, my best guess was jungle. :/ &lt;br /&gt;
::As an aside, It makes me wonder what other little treasures there are hidden away that are not very probable!? The mechanism involved could be more complicated than UD's, couldn't it? Maybe there are only so many active per number of players, or maybe it is found in 1 specific square, or in a specific quadrant of the map, or maybe it is actually class specific (fitzcarraldo is an explorer, outsider), or maybe it just has a probability of 0.01%, or maybe those finding them don't look in the wiki, or?? I really don't know. -- [[User: fitzcarraldo|fitzcarraldo]]|&amp;lt;sup&amp;gt;[[User talk:fitzcarraldo|T]]&amp;lt;/sup&amp;gt; 11:31, 3 March 2006 (GMT)&lt;br /&gt;
:I couldn't see too many crazy items being out there, and even if they were they would make everything else pointless I mean why use a rifle(thats 5 dam,60% hit,1.5ap/shot[2ap to shot 1 ap to load],search ammo= about 2dam/ap not counting searching ammo) or blowpipe (thats 4 dam,20% hit, 2ap/shot[I think you have to reload after every shot],search ammo=&lt;br /&gt;
.8dam/ap!!! not counting search and even if they poison as the name implys they still suck) vs the heavy sword(5 dam,45% hit=2.25 dam/ap can you say &amp;quot;makes other items pointless) after citing the suggestion guidelines page in the urban dead wiki &amp;quot;just cause its really rare doesn't mean people won't find it&amp;quot;. Now if you will excuse me I am going to make a suggestion on the item page to remove the heavy sword on the grounds that it makes the rifle, blowpipe and rifle skills absolutly useless(that ap you getting xp for those skills could have found you a uber sword of doom!) --[[User:Daylan|Daylan]] 23:20, 9 March 2006 (GMT)&lt;br /&gt;
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== Inventory Limit ==&lt;br /&gt;
&lt;br /&gt;
I finally hit an inventory limit. ''You're carrying too much to be able to search. You need to drop or use something first.''&lt;br /&gt;
4 x banana, 1 x blunt machete, 2 x bottle of beer, 5 x bottle of water, 1 x crab, 4 x first aid kit, 2 x gold coin, 4 x gourd of water, 1 x gps unit [-70.376,26.301], 7 x knife, 14 x machete, 1 x mango, 4 x piece of driftwood, 1 x poison dart, 5 x rifle bullet, 8 x rifle (2), 1 x sharpening stone&lt;br /&gt;
At the minimimum this would mean an inventory size of 65 for a level 0 Soldier. If we are to assume that rifles take up 2 spaces, the size would be 73 (which is a weird number). This also presents an interesting situation where your greed for gold may very well impede your survival (if in fact a coin takes up 1 space). --[[User:Lint|Lint]] 19:12, 23 February 2006 (GMT)&lt;br /&gt;
:The (2) next to the rifle means that it is loaded with two bullets --[[User:Dr. J|Dr. J]]&lt;br /&gt;
::I know :P. I was just putting forth the possibility that firearms would count as 2 units of inventory space like in Urban Dead. --[[User:Lint|Lint]] 19:11, 26 February 2006 (GMT)&lt;br /&gt;
:After some trial and error (and baseless assumptions), I think that rifles and blowpipes (whether fully, partially or not loaded) take up 2 units of space. If this is true, the maximum inventory space is 75. Though the number of items I had when I could no longer search varied from 67 to 68, by following this rule, the values always added to 75. It also appears that there is not a check set in place to make sure that you don't exceed this limit with a new item you find. I dropped a rifle and was able to perform two more searches. I found a knife and a loaded blowpipe, presumably putting me 1 unit of space over the maximum. If one were to find a bundle of darts or a box of bullets, they could have well over the inventory limit. I'm not sure how I came to the number 73 before, but I may have accidentally missed recording an item. --[[User:Lint|Lint]] 19:08, 2 March 2006 (GMT)&lt;br /&gt;
:: Have we verified weather gold coins take up item spaces? My outsider can't drop his coins...--[[User:Grigoriy|Grigoriy]] 00:21, 3 March 2006 (GMT)&lt;br /&gt;
:: I seem to be able to drop coins now, and they do not take up any inventory space. --[[User:Grigoriy|Grigoriy]] 03:36, 7 March 2006 (GMT)&lt;br /&gt;
::: If that's the case, my recoded inventory sizes all come out to 71, I believe. --[[User:Lint|Lint]] 03:58, 7 March 2006 (GMT)&lt;br /&gt;
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== Style Guidelines ==&lt;br /&gt;
&lt;br /&gt;
* Removed AP costs from the item information. Unless it costs more than 1 AP to use an item, it probably isn't noteworthy. --[[User:Lint|Lint]] 01:34, 17 February 2006 (GMT)&lt;br /&gt;
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* Proposal to remove the names of classes that start with a specific item. This information is already available on the Character Classes page. --[[User:Lint|Lint]] 21:12, 19 February 2006 (GMT)&lt;/div&gt;</summary>
		<author><name>Daylan</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Suggestions:Skills&amp;diff=2452</id>
		<title>Suggestions:Skills</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Suggestions:Skills&amp;diff=2452"/>
		<updated>2006-03-09T23:09:06Z</updated>

		<summary type="html">&lt;p&gt;Daylan: /* Weapon Skills */&lt;/p&gt;
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&lt;div&gt;{| cellpadding=10 align=right&lt;br /&gt;
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{{Suggestionsnav}}&lt;br /&gt;
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Suggestions for Shartak are always welcome, although there's no guarantee that anything will be added. Comments on or modifications for any of the suggestions below can be added by editing this page. Please be considerate and don't just remove ideas that you don't like.&lt;br /&gt;
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Begin a new item with a * and &amp;quot;sign&amp;quot; your suggestions using &amp;lt;nowiki&amp;gt;-- ~~~~&amp;lt;/nowiki&amp;gt; so we know who to blame ;)&lt;br /&gt;
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Bug reports should go on the [[Bugs]] page.&lt;br /&gt;
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This is the suggestions page for [[Skills]]. See also the [[Suggestions]] page for other suggestions.&lt;br /&gt;
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== Skills ==&lt;br /&gt;
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===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;
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''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;
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=== Weapon Skills ===&lt;br /&gt;
The Warrior/Soldiers class should get weapon skills, like spear skills for the warrior and rifle skills for the soldier, make the soldiers skills make the rifle have better to hit then the natives spear but the rifle requires the searching of ammo, this makes the difference between natives and outsiders warrior classes more than the blowpipe and rifle (blowpipes do 1 less damage) EDIT: I ahnotice that the outsiders do indeed have rifle training, freshly added to the wiki I guess.-- [[User:Daylan|Daylan]] 11:07, 17 February 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
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We have been doing some research(see the talk page in character classes) and it appears that warriors are no better at fighting(unless you count 10 extra hp as being really great) than any other class, correct me if I'm wrong but if there is no warrior only fighting skill what makes them warriors and not shamans w/ blowpipes(pardon the pun but they &amp;quot;blow&amp;quot;) and +10hp? and if that is all they are how come soilders get extra skills? -- [[User:Daylan|Daylan]] 02:55, 3 March 2006 (GMT)&lt;br /&gt;
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Also, if you've got a machete and the three melee skills, there's never any point in using a blowpipe (unless you've got 1AP left and a victim with only 4HP remaining). There should be a skill that increases the chances of hitting with a blowpipe, to at least 30% - especially since you have to search for darts. Viveca Lindfors, 6 March 2006, 17:25 GMT&lt;br /&gt;
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It should be over 30% as even at that it still makes blowpipes worse than the heavy sword(which while apparently being really rare itdoesn't mean everybody can't search and find one and 5 dam 45%[2.25 dam/ap] outclasses even 4 dam, search ammo, 2ap per shot, 80%![approaxamitly 1.6 dam/ap not counting search ap] anyday, hell the heavy sword is the uberest weapon in the game![the rifle is 5 dam, 1.5 ap/shot,60%=2dam/ap not counting searching!]) I think you should at least be able to make them have the same to hit as the rifle, It would be balanced by the fact you can only load a single dart at a time(i think),they have lower damage, but you can find darts in more places (check the regular search odds page you'll see they were found in d10 jungle!) I could see this fact alone justify the lower damage and single shot load, but not the lower to hit chance. Unless of course poison darts actually poison(has anybody checked this out?) then I see why they have a low to hit, you can dart somebody, run away then they would die trying to find you, But even if they do poison, outsiders can use them too(with a skill) so I still believe native warriors should be more effective at darting then any other class to balance the superiority of rifles.But all in all problems are solved if blowpipes get some skills to raise to hit% and the heavy sword is removed for being too uber(just cause it is rare doesn't mean we all can't/won't find it!) --[[User:Daylan|Daylan]] 23:09, 9 March 2006 (GMT)&lt;br /&gt;
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=== Tracking ===&lt;br /&gt;
Anyone with the Tracking skill should be able to track where people have gone, either generic &amp;quot;A native passed by here recently&amp;quot; or more specific &amp;quot;Average Joe left heading north 2 days ago&amp;quot;.&lt;br /&gt;
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''Comments''&lt;br /&gt;
* Should probably be a timelimit so you don't see &amp;quot;Average Joe left heading north 90 days ago&amp;quot;. - [[User:Snarf|Snarf]]&lt;br /&gt;
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=== 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;
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''Comments''&lt;br /&gt;
&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;
&lt;br /&gt;
=== Skinning ===&lt;br /&gt;
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. --[[User:Lint|Lint]] 21:48, 23 February 2006 (GMT)&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;
&lt;br /&gt;
''Comments''&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;
&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;
&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;
&lt;br /&gt;
''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;
&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;
&lt;br /&gt;
===Comment Cartography===&lt;br /&gt;
Applies to Natives &amp;amp; Outsiders, most likely best applied only to the classes, scouts &amp;amp; explorers. I am thinking that it would be great to get more out of the map. This skill would allow those who have it to be able to add a limited number of short comments to their maps. These comments could work as references so as to be able to use the map to help find points of interest at some other time. I could see this probably difficult to implement, but perhaps it could work in that one could click in a quadrant on the map which would reload the page and allow you to add a text comment / description to a form. This text comment on a save would place a reference number on that quadrant of the map and the text would be listed to the right or below the map with accompanying reference number. -- [[User: fitzcarraldo|fitzcarraldo]]|&amp;lt;sup&amp;gt;[[User talk:fitzcarraldo|T]]&amp;lt;/sup&amp;gt; 17:05, 5 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;/div&gt;</summary>
		<author><name>Daylan</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Protectors_of_Raktam&amp;diff=2451</id>
		<title>Protectors of Raktam</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Protectors_of_Raktam&amp;diff=2451"/>
		<updated>2006-03-09T22:44:02Z</updated>

		<summary type="html">&lt;p&gt;Daylan: /* Outsider sightings */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Clans]] [[Category:Clans for Natives]]&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot; style=&amp;quot;margin-left:0.5em&amp;quot; width=35%&lt;br /&gt;
|-&lt;br /&gt;
! bgcolor=&amp;quot;#556655&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;font color=#ddeedd size=+1&amp;gt;'''Protectors Of Raktam&amp;lt;/font&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
! align=&amp;quot;center&amp;quot; bgcolor=&amp;quot;#BBBBBB&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{|-&lt;br /&gt;
| '''Abbreviation:'''&lt;br /&gt;
| PoR&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#eeeeee&amp;quot; align=&amp;quot;left&amp;quot; | '''Group Numbers:'''&lt;br /&gt;
| bgcolor=&amp;quot;#eeeeee&amp;quot; align=&amp;quot;left&amp;quot; | 1 and growing&lt;br /&gt;
|-&lt;br /&gt;
| '''Leadership:'''&lt;br /&gt;
| None yet&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#eeeeee&amp;quot; align=&amp;quot;left&amp;quot; | '''Goals:'''&lt;br /&gt;
| bgcolor=&amp;quot;#eeeeee&amp;quot; align=&amp;quot;left&amp;quot; | Protecting Raktam from those that would do it harm&lt;br /&gt;
|-&lt;br /&gt;
| '''Recruitment policy:'''&lt;br /&gt;
| If your from Raktam and want to keep our village safe add your name to the list&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Our town is in disarry, nobody is there to protect the shamans,&amp;lt;br&amp;gt;&lt;br /&gt;
the villagers, and our borders. The time has come to join together &amp;lt;br&amp;gt;&lt;br /&gt;
to fight this outsider menace.&lt;br /&gt;
 &lt;br /&gt;
We will also hunt and kill those from our village that have &amp;lt;br&amp;gt;&lt;br /&gt;
allied themselves with these outsiders.&lt;br /&gt;
&lt;br /&gt;
We do not want war with our own kind so we have no qualms with natives&lt;br /&gt;
&amp;lt;br&amp;gt;from other villages using our village as if it was there own.&lt;br /&gt;
&lt;br /&gt;
As the threat has yet to show itself right now we are exploring the&amp;lt;br&amp;gt;&lt;br /&gt;
areas around Raktam so we know where landmarks and other villages are.&lt;br /&gt;
&lt;br /&gt;
If it comes down to it, we will attack other villages if it means &amp;lt;br&amp;gt;&lt;br /&gt;
protecting our own, though we hope it doesn't&lt;br /&gt;
&lt;br /&gt;
So beware cold-blooded killers and outsiders Raktam doesn't want you here!&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
=== Members ===&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.shartak.com/profile.cgi?id=658 DaylanBishop]&lt;br /&gt;
&lt;br /&gt;
=== Native killers ===&lt;br /&gt;
We don't have any forums yet, but if you are a native and were killed by a native post your profile, your killers profile and a link to a screenshot here as proof (find a free image hosting site do not use the wiki to host the image).&lt;br /&gt;
&lt;br /&gt;
We hope to eliminate this threat as soon as possible so we can better fight the outsiders and not worry about battles from within.&lt;br /&gt;
&lt;br /&gt;
Post here:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Outsider sightings ===&lt;br /&gt;
Until we get a forum post all outsider sightings here(no profile or proof needed)&lt;br /&gt;
just include the realitive position of the outsider in relation to Raktam, or if easier, realitive to a major landmark (this would be ruins, the mountain west of Raktam and the grasslands southeast of Raktam).&lt;br /&gt;
&lt;br /&gt;
If the outsider attacked you then include there profile so we can keep track of&lt;br /&gt;
aggressive outsiders to see which ones are the biggest threat.&lt;br /&gt;
&lt;br /&gt;
Only post those that are within 1/2 days walking distance on Raktam please we do not need to go on wild goose chases.&lt;br /&gt;
&lt;br /&gt;
example: an outsider was spotted about 3 map blocks west, 2 blocks south of Raktam&lt;br /&gt;
&lt;br /&gt;
An outsider was found about 3 map squars to the southwest of Raktam, his name was Snapjaw he is one with the spirits now. --[[User:Daylan|Daylan]] 22:44, 9 March 2006 (GMT)&lt;/div&gt;</summary>
		<author><name>Daylan</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:Locations&amp;diff=2417</id>
		<title>Talk:Locations</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Talk:Locations&amp;diff=2417"/>
		<updated>2006-03-09T11:06:14Z</updated>

		<summary type="html">&lt;p&gt;Daylan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*In Durham there's a hut that's unremarkable on the outside, but inside thte description is &amp;quot;All around are crates labelled with things like &amp;quot;Warning: Ammunition&amp;quot;, some of which have been prised open and emptied of their contents&amp;quot;, and it was easy to find rifles and bullets. Are there any other huts like this around Shartak? --[[User:Grigoriy|Grigoriy]] 16:13, 4 March 2006 (GMT)&lt;br /&gt;
** There is something similar in Wiksik -- inside one hut there is a trading post with a vigilant watchdog inside. --[[User:Berry|Berry]] 05:58, 5 March 2006 (GMT)&lt;br /&gt;
** There is a trading post in raktam as well, i wasted like 30AP and came up with nothing searching so I think the trading posts are quitle different from weapon/item caches when it comes down to search rates, I haven't checked all of the huts in raktam so there may still be a weapon building there(i could see all outsider villages having a weapon cache to find ammo as it appears that darts are easier to find then bullets in the jungle). The map of shartak is almost filled in, maybe we could add a pic of the ingame map with village locations sometime soon, I can point out raktam easily! -- [[User:Daylan|Daylan]] 11:06, 9 March 2006 (GMT)&lt;/div&gt;</summary>
		<author><name>Daylan</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:Character_classes&amp;diff=2367</id>
		<title>Talk:Character classes</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Talk:Character_classes&amp;diff=2367"/>
		<updated>2006-03-07T23:05:48Z</updated>

		<summary type="html">&lt;p&gt;Daylan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Anyone have a guess as to why the soldier starts out with a poison dart, and not a rifle bullet? Or is this faulty info anyway? --[[User:Hazir|Hazir]] 21:25, 15 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
:I started a soldier character recently and I'm fairly certain that all I began with was a rifle and a poison dart. (I was about to update the page when I noticed that someone had already recorded it.) It never struck me as being a mistake, but now that you mention it, it does seem a little odd. --[[User:Lint|Lint]] 21:31, 15 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
::Whoops! Consider that a bug.. a fixed bug at that. You're absolutely right that it should have been a bullet instead of a dart. --[[User:Simon|Simon]] 22:34, 15 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
:Maybe we should have a page that says what skills each class can get, like a big table with the skills going down the side and the classes going across the top. So we can figure out what the differences are between the classes besides hp and starting items as it is starting to become clear not every class can use some skills. We will have to wait a bit to get the confirmation on some of the classes but we can already find out(mostly) what the scientist and warrior class get  which is a good start. We don't even have to level a guy up of each class ourselves, the way the profiles and stats page are set up we could just copy down the skills that we see the highest level of each class has -- [[User:Daylan|Daylan]]&lt;br /&gt;
&lt;br /&gt;
:Here's a rough draft. I'm using '''X''' to represent a confirmed skill that is available on my skill page. I haven't listed any skills that I do not personally have. I think we need to level each class up rather than basing a chart on assumptions. For example, while the shamans receive &amp;quot;Natural Medicine&amp;quot; it hasn't been determined if outsiders receive it as well. I suspect that &amp;quot;Natural Medicine&amp;quot; doesn't fit with the scientist character, it would be more fitting to be listed as &amp;quot;Surgery&amp;quot; or something. --[[User:Lint|Lint]] 19:56, 24 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
::'''Nice going''', I was going to propose a &amp;quot;skill chart&amp;quot; just like this! I've added to the confirmed skills.--[[User:Jackel|Jackel]] 17:47, 25 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
Wow sweet, I'll add some and when we get it finished we can finally see what the differences are..... BTW a good source of info is the stats on kills page, that is where I got all the info that I added -- [[User:Daylan|Daylan]] 02:50, 26 February 2006 (GMT)&lt;br /&gt;
:NEW SKILL CONFIRMED!!!! SCIENTISTS GET FIRST AID(Murk has it from stats page)!!! You were right Lint,also updated the chart, turns out the class &amp;quot;warrior&amp;quot; is misleading they can't fight any better than anybody else! they do seem to get a lot of the other skills BUT from what I see they are exactly the same as a shaman(cept hp/starting item ) unless out of the blue there appears some crazy warrior-only melee skill-o-death. Also, Lint, your a shaman right? can you get languge skills next to confirm if there are any differences between warriors and shamans?(I can't see language skills being too different,well cept for shamans getting expert language and warriors not)-- [[User:Daylan|Daylan]] 02:10, 3 March 2006 (GMT)&lt;br /&gt;
::Added. There's a dotted spot underneath it, presumably for Expert Language, but we'll know for sure in a couple days. :P --[[User:Lint|Lint]] 17:25, 3 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|&amp;amp;nbsp;           ||Scout   ||Warrior ||Villager||Shaman  ||Explorer||Soldier ||Settler ||Scientist&lt;br /&gt;
|-&lt;br /&gt;
|Outsider Know... || X      || X      || X      || X      || &amp;amp;nbsp; || &amp;amp;nbsp; || &amp;amp;nbsp; || &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|Native Knowledge || &amp;amp;nbsp; || &amp;amp;nbsp; || &amp;amp;nbsp; || &amp;amp;nbsp; || X      || X      || &amp;amp;nbsp; || X&lt;br /&gt;
|-&lt;br /&gt;
|Basic Language   || X      || X      || &amp;amp;nbsp; || X      || &amp;amp;nbsp; || X      || &amp;amp;nbsp; || X&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Lang... || X      || X      || &amp;amp;nbsp; || X      || &amp;amp;nbsp; || &amp;amp;nbsp; || &amp;amp;nbsp; || &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|Expert Language  || &amp;amp;nbsp; || &amp;amp;nbsp; || &amp;amp;nbsp; || &amp;amp;nbsp; || &amp;amp;nbsp; || &amp;amp;nbsp; || &amp;amp;nbsp; || &amp;amp;nbsp; &lt;br /&gt;
|-&lt;br /&gt;
|Close quarter... || X      || X      || X      || X      || X      || X      || X      || X&lt;br /&gt;
|-&lt;br /&gt;
|Advanced clos... || X      || X      || X      || X      || X      || X      || X      || X&lt;br /&gt;
|-&lt;br /&gt;
|Body building    || X      || X      || X      || X      || X      || X      || X      || X&lt;br /&gt;
|-&lt;br /&gt;
|Stamina          || X      || X      || &amp;amp;nbsp; || X      || X      || X      || &amp;amp;nbsp; || X&lt;br /&gt;
|-&lt;br /&gt;
|Sixth Sense      || X      || X      || X      || X      || X      || X      || X      || X&lt;br /&gt;
|-&lt;br /&gt;
|Ghostly whisper  || X      || X      || &amp;amp;nbsp; || X      || X      || X      || &amp;amp;nbsp; || X&lt;br /&gt;
|-&lt;br /&gt;
|Haunting scream  || &amp;amp;nbsp; || X      || &amp;amp;nbsp; || X      || &amp;amp;nbsp; || &amp;amp;nbsp; || &amp;amp;nbsp; || &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|Exploration      || X      || X      || X      || X      || X      || X      || X      || X&lt;br /&gt;
|-&lt;br /&gt;
|Cartography      || X      || X      || X      || X      || X      || X      || X      || X&lt;br /&gt;
|-&lt;br /&gt;
|Trekking         || X      || X      || &amp;amp;nbsp; || X      || X      || X      || X      || X&lt;br /&gt;
|-&lt;br /&gt;
|Swimming         || &amp;amp;nbsp; || X      || &amp;amp;nbsp; || X      || X      || &amp;amp;nbsp; || &amp;amp;nbsp; || X&lt;br /&gt;
|-&lt;br /&gt;
|Triage           || X      || X      || X      || X      || X      || X      || &amp;amp;nbsp; || X&lt;br /&gt;
|-&lt;br /&gt;
|Natural Medicine || &amp;amp;nbsp; || X      || X      || X      || &amp;amp;nbsp; || &amp;amp;nbsp; || &amp;amp;nbsp; || &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|First Aid        || &amp;amp;nbsp; || &amp;amp;nbsp; || &amp;amp;nbsp; ||        || &amp;amp;nbsp; || &amp;amp;nbsp; || &amp;amp;nbsp; || X&lt;br /&gt;
|-&lt;br /&gt;
|Animal Affinity  || &amp;amp;nbsp; || &amp;amp;nbsp; || &amp;amp;nbsp; || &amp;amp;nbsp; || &amp;amp;nbsp; || &amp;amp;nbsp; || X      || &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|Firearms Trai... || &amp;amp;nbsp; || &amp;amp;nbsp; || &amp;amp;nbsp; || &amp;amp;nbsp; || &amp;amp;nbsp; || X      || &amp;amp;nbsp; || &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Fire... || &amp;amp;nbsp; || &amp;amp;nbsp; || &amp;amp;nbsp; || &amp;amp;nbsp; || &amp;amp;nbsp; || X      || &amp;amp;nbsp; || &amp;amp;nbsp;&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Daylan</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Protectors_of_Raktam&amp;diff=2366</id>
		<title>Protectors of Raktam</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Protectors_of_Raktam&amp;diff=2366"/>
		<updated>2006-03-07T23:02:08Z</updated>

		<summary type="html">&lt;p&gt;Daylan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Clans]] [[Category:Clans for Natives]]&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot; style=&amp;quot;margin-left:0.5em&amp;quot; width=35%&lt;br /&gt;
|-&lt;br /&gt;
! bgcolor=&amp;quot;#556655&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;font color=#ddeedd size=+1&amp;gt;'''Protectors Of Raktam&amp;lt;/font&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
! align=&amp;quot;center&amp;quot; bgcolor=&amp;quot;#BBBBBB&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{|-&lt;br /&gt;
| '''Abbreviation:'''&lt;br /&gt;
| PoR&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#eeeeee&amp;quot; align=&amp;quot;left&amp;quot; | '''Group Numbers:'''&lt;br /&gt;
| bgcolor=&amp;quot;#eeeeee&amp;quot; align=&amp;quot;left&amp;quot; | 1 and growing&lt;br /&gt;
|-&lt;br /&gt;
| '''Leadership:'''&lt;br /&gt;
| None yet&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#eeeeee&amp;quot; align=&amp;quot;left&amp;quot; | '''Goals:'''&lt;br /&gt;
| bgcolor=&amp;quot;#eeeeee&amp;quot; align=&amp;quot;left&amp;quot; | Protecting Raktam from those that would do it harm&lt;br /&gt;
|-&lt;br /&gt;
| '''Recruitment policy:'''&lt;br /&gt;
| If your from Raktam and want to keep our village safe add your name to the list&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Our town is in disarry, nobody is there to protect the shamans,&amp;lt;br&amp;gt;&lt;br /&gt;
the villagers, and our borders. The time has come to join together &amp;lt;br&amp;gt;&lt;br /&gt;
to fight this outsider menace.&lt;br /&gt;
 &lt;br /&gt;
We will also hunt and kill those from our village that have &amp;lt;br&amp;gt;&lt;br /&gt;
allied themselves with these outsiders.&lt;br /&gt;
&lt;br /&gt;
We do not want war with our own kind so we have no qualms with natives&lt;br /&gt;
&amp;lt;br&amp;gt;from other villages using our village as if it was there own.&lt;br /&gt;
&lt;br /&gt;
As the threat has yet to show itself right now we are exploring the&amp;lt;br&amp;gt;&lt;br /&gt;
areas around Raktam so we know where landmarks and other villages are.&lt;br /&gt;
&lt;br /&gt;
If it comes down to it, we will attack other villages if it means &amp;lt;br&amp;gt;&lt;br /&gt;
protecting our own, though we hope it doesn't&lt;br /&gt;
&lt;br /&gt;
So beware cold-blooded killers and outsiders Raktam doesn't want you here!&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
=== Members ===&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.shartak.com/profile.cgi?id=658 DaylanBishop]&lt;br /&gt;
&lt;br /&gt;
=== Native killers ===&lt;br /&gt;
We don't have any forums yet, but if you are a native and were killed by a native post your profile, your killers profile and a link to a screenshot here as proof (find a free image hosting site do not use the wiki to host the image).&lt;br /&gt;
&lt;br /&gt;
We hope to eliminate this threat as soon as possible so we can better fight the outsiders and not worry about battles from within.&lt;br /&gt;
&lt;br /&gt;
Post here:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Outsider sightings ===&lt;br /&gt;
Until we get a forum post all outsider sightings here(no profile or proof needed)&lt;br /&gt;
just include the realitive position of the outsider in relation to Raktam, or if easier, realitive to a major landmark (this would be ruins, the mountain west of Raktam and the grasslands southeast of Raktam).&lt;br /&gt;
&lt;br /&gt;
If the outsider attacked you then include there profile so we can keep track of&lt;br /&gt;
aggressive outsiders to see which ones are the biggest threat.&lt;br /&gt;
&lt;br /&gt;
Only post those that are within 1/2 days walking distance on Raktam please we do not need to go on wild goose chases.&lt;br /&gt;
&lt;br /&gt;
example: an outsider was spotted about 3 map blocks west, 2 blocks south of Raktam&lt;/div&gt;</summary>
		<author><name>Daylan</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Suggestions:Miscellaneous&amp;diff=2362</id>
		<title>Suggestions:Miscellaneous</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Suggestions:Miscellaneous&amp;diff=2362"/>
		<updated>2006-03-07T21:50:04Z</updated>

		<summary type="html">&lt;p&gt;Daylan: /* Areas explored stat */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| cellpadding=10 align=right&lt;br /&gt;
| __TOC__&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Suggestions for Shartak are always welcome, although there's no guarantee that anything will be added. Comments on or modifications for any of the suggestions below can be added by editing this page. Please be considerate and don't just remove ideas that you don't like.&lt;br /&gt;
&lt;br /&gt;
Begin a new item with a * and &amp;quot;sign&amp;quot; your suggestions using &amp;lt;nowiki&amp;gt;-- ~~~~&amp;lt;/nowiki&amp;gt; so we know who to blame ;)&lt;br /&gt;
&lt;br /&gt;
Bug reports should go on the [[Bugs]] page.&lt;br /&gt;
&lt;br /&gt;
This is the suggestions page for &amp;quot;other&amp;quot; ideas that don't fit into an easy category. See also the [[Suggestions]] page for other suggestions.&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
&lt;br /&gt;
=== Supplies in settlements ===&lt;br /&gt;
Could there perhaps be some kind of a more reliable way to get things in villages, apart from randomly finding them? Coming across abandoned items in jungles, evaquated police departments and such makes sense, but going on an epic quest for a machete under someone's carpet in an active village just seems a bit out of place.&lt;br /&gt;
&lt;br /&gt;
So, if it's not too much of a hassle, which it most likely is, I suggest there to perhaps be put some kind of trader characters in settlements, who could exchange all kindsa things for random junk you've found lying around in other places, or maybe you could get these fellas to make items for you free of charge, which you could go and pick up after a period of time?&lt;br /&gt;
&lt;br /&gt;
..probably too complicated for something that's rather useless. Oh well. --[[User:Ismo Kuikka|Ismo Kuikka]]&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
:There's a trading post in one of the huts in Dalpok, can't get anything there though. Perhaps a sign of things to come? --[[User:Snarf|Snarf]] 10:33, 17 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
=== Tunnels ===&lt;br /&gt;
Tunnels underneath the island lead to interesting places.&lt;br /&gt;
&lt;br /&gt;
as a res''Comments''&lt;br /&gt;
:How do you know they don't exist? :) [[User:Dr._J|Dr. J]]&lt;br /&gt;
&lt;br /&gt;
=== Treasure to capture ===&lt;br /&gt;
&amp;quot;Capture the flag&amp;quot; type objective, in this case the flags are treasure from each village. Bonus points in the form of XP or gold coins to be awarded to the holder of the treasure at certain intervals.&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
:I would like to modify this slightly Mystery Suggester. Please see the '''[[Suggestions:Game_Mechanics#Unique_Item_Hunt|Unique Item Hunt]]''' suggestion. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
=== Writing on the tree (or sand) ===&lt;br /&gt;
Should be able to write stuff in the sand on the beaches and carve short messages into trees in the jungle. To avoid &amp;quot;carve-wars&amp;quot; the only way to get rid of messages on trees could be to chop the jungle down and wait for it to grow again before you can write a new message. -- [[User:Snarf|Snarf]] 22:32, 27 January 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
:FYI, currently working on this. --[[User:Simon|Simon]] 23:16, 20 February 2006 (GMT)&lt;br /&gt;
:Done. Watch out for quirks depending on where you're writing. --[[User:Simon|Simon]] 15:24, 27 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
=== Informational messages ===&lt;br /&gt;
You should be able to see what other people have done since your past turn. Much like the skill above, except for most actions that take place. Such as '[09:34]Joe used a medkit on Roger' or '[05:23]Dan Attacked a Boar and missed'. If this is implemented, there should be a menu that you can use to toggle certain bits of information, to reduce or stop spam. [[User:Durja|Durja]] 18:14, 6 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
:I don't want to see when people miss attacks, that's just too much information (unless it's me that they're attacking!) - [[User:Snarf|Snarf]]&lt;br /&gt;
:Would be useful to see when kills are made in the same location eg. Dan killed a boar or Joe killed Roger - [[User:Snarf|Snarf]]&lt;br /&gt;
:How about making a list of &amp;quot;informational messages&amp;quot; that might be required? - [[User:Snarf|Snarf]]&lt;br /&gt;
:* PlayerX killed PlayerY.&lt;br /&gt;
:* PlayerX killed animal.&lt;br /&gt;
:* PlayerY died from eating some poisonous berries. (self-inflicted death)&lt;br /&gt;
&lt;br /&gt;
=== Player VS Player Interaction ===&lt;br /&gt;
I would propoese a to hit % penalty for attacking members of same Home location.  I believe this will promote exploration and perhaps offer a measure of protection of newly &amp;quot;birthed&amp;quot; population.  As a recent victim of death by the hands of a warrior from my own villiage this has a bit of appeal to me ;). - [[User:Nankilstlas|Nan]]&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
:Instead of a hit % penalty, what about reducing or eliminating XP earned for such attacks? It would be similar to the ZvZ penalty used in UrbanDead, and its easier to rationalize not getting as much experience fighting one of your own than to rationalize that its harder to hit your own people for some reason. --[[User:Jackel|Jackel]] 19:52, 27 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
:The to hit penalty and the lack of XP should be combined to discourage intravillage conflicts but only on nonclan members(so clans from the same village can fight with each other to simulate a power struggle for leadership), extend this to shamans as well, as its not often the village shaman gets killed by an out-of-towner. --[[User:Daylan|Daylan]] 00:27, 7 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
=== Spirit Movement ===&lt;br /&gt;
&lt;br /&gt;
A couple thoughts on this topic.--[[User:Jackel|Jackel]] 02:29, 6 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
*My character has the &amp;quot;trekking&amp;quot; skill, but as a spirit, actually moves '''slower''' (1 AP per square) than when he's alive! Spirits should move '''at least''' as fast as someone skilled at traversing terrain.&lt;br /&gt;
::Perhaps spirits have less impetus than live characters --[[User:Dr. J|Dr. J]] 18:55, 7 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
*Spirits move effortlessly through the thickest jungle, water, swamp--as it should be. Why should mountains be an impediment?&lt;br /&gt;
:Perhaps there's some kind of mineral in the mountain that prevents the spirit from passing through it.. could be mined later on to spirit-proof huts or something (clutching at straws here, can you tell) ?&lt;br /&gt;
:They also can't move through the deepest water, but that is the boundary of the game I'm guessing.&lt;br /&gt;
&lt;br /&gt;
=== Areas explored stat ===&lt;br /&gt;
&lt;br /&gt;
Just add a stat in our character page that shows how any areas we have explored, use the same system that is used to determine who is in the top ten, but for everybody so we can all see how many areas we have explored(and how close to the top ten we are :). -- [[User:Daylan|Daylan]] 00:04, 7 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
&lt;br /&gt;
* Implemented, together with kill stats within profiles. --[[User:Simon|Simon]] 17:35, 7 March 2006 (GMT)&lt;br /&gt;
** whoa!  and pker's beware, everyone will now know if you killed your own at any point in your wretched past. --[[User:Frisco|Frisco]] 17:48, 7 March 2006 (GMT)&lt;br /&gt;
**Not necessarily.. what if you were killing outsiders/natives from a different camp? --[[User:Simon|Simon]] 18:05, 7 March 2006 (GMT)&lt;br /&gt;
**Thanks simon, I thought it would be a useful thing to have. --[[User:Daylan|Daylan]] 21:50, 7 March 2006 (GMT)&lt;/div&gt;</summary>
		<author><name>Daylan</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:Suggestions&amp;diff=2360</id>
		<title>Talk:Suggestions</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Talk:Suggestions&amp;diff=2360"/>
		<updated>2006-03-07T21:34:09Z</updated>

		<summary type="html">&lt;p&gt;Daylan: /* Style Guidelines */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Style Guidelines ==&lt;br /&gt;
&lt;br /&gt;
Perhaps a little formatting is needed for this page. Where do we append the new suggestions on this page? I've seen them stacked on top and I've seen them placed at the bottom. I've been placing them at the bottom. In theory that gives the users an opportunity to scan the list to see if something similarly listed is already there. --[[User:Lint|Lint]] 06:28, 5 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
Also, replies. Should we use the indentations from colons (:) or the bulleted lists (*). I'm sort of leaning towards bulleted lists, but they make it difficult to form multiple paragraphs and require all the replies to be directly one line below the other which is horrible to read when editing. The colons are nice, especially with all the freedom they provide, but it becomes a bit difficult to see who is replying to what. --[[User:Lint|Lint]] 06:28, 5 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
Maybe we should break it up into pages by suggestion type, like a skills page, item page, ect. and if people have a big suggestion they could go into a large suggestion page(for suggesting a skill and item).-- [[User:Daylan|Daylan]] 00:45, 7 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
:I think that we all have slightly different interpretations of what suggestions fall under what sections. It would probably be more straight-forward to just list suggestions chronologically and move the old suggestions to [[Suggestions/Archives]] (or something like that) and implemented suggestions to [[Suggestions/Implemented]] (or something like that). --[[User:Lint|Lint]] 02:18, 7 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
::I think it'd be easier to keep good suggestions on the same page, move implemented ones off to another page and things that are considered by most people to be a bad idea can get pushed to a different page to be ignored, revisited later, or whatever. --[[User:Simon|Simon]] 09:38, 7 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
:::I guess [[User:Dr. J|Dr. J]] broke the page up by suggestion type this morning. --[[User:Berry|Berry]] 16:14, 7 March 2006 (GMT)&lt;br /&gt;
::::Sorry, I'd missed this page and discussion somehow. --[[User:Dr. J|Dr. J]] 16:19, 7 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
:I can understand the different type of suggestions implied by Items, Skills, and Classes. However, Game Mechanics and Other, I'm no so clear on. Are these two categories really separate? --[[User:Lint|Lint]] 17:39, 7 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
:Perhaps just merge Game Mechanics and Other under a single &amp;quot;Other&amp;quot; page. It doesn't seem to be too bad like this, although we probably need an &amp;quot;Implemented&amp;quot; page still for things like Writing. --[[User:Simon|Simon]] 17:41, 7 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
:We could still have a good suggestion page, just move the good suggestions after a couple of days and move the bad ones to an archive page.-- [[User:Daylan|Daylan]] 21:34, 7 March 2006 (GMT)&lt;/div&gt;</summary>
		<author><name>Daylan</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:Suggestions&amp;diff=2269</id>
		<title>Talk:Suggestions</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Talk:Suggestions&amp;diff=2269"/>
		<updated>2006-03-07T00:45:33Z</updated>

		<summary type="html">&lt;p&gt;Daylan: /* Style Guidelines */  seperate pages?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Style Guidelines ==&lt;br /&gt;
&lt;br /&gt;
Perhaps a little formatting is needed for this page. Where do we append the new suggestions on this page? I've seen them stacked on top and I've seen them placed at the bottom. I've been placing them at the bottom. In theory that gives the users an opportunity to scan the list to see if something similarly listed is already there. --[[User:Lint|Lint]] 06:28, 5 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
Also, replies. Should we use the indentations from colons (:) or the bulleted lists (*). I'm sort of leaning towards bulleted lists, but they make it difficult to form multiple paragraphs and require all the replies to be directly one line below the other which is horrible to read when editing. The colons are nice, especially with all the freedom they provide, but it becomes a bit difficult to see who is replying to what. --[[User:Lint|Lint]] 06:28, 5 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
Maybe we should break it up into pages by suggestion type, like a skills page, item page, ect. and if people have a big suggestion they could go into a large suggestion page(for suggesting a skill and item).-- [[User:Daylan|Daylan]] 00:45, 7 March 2006 (GMT)&lt;/div&gt;</summary>
		<author><name>Daylan</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Suggestions&amp;diff=2267</id>
		<title>Suggestions</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Suggestions&amp;diff=2267"/>
		<updated>2006-03-07T00:42:00Z</updated>

		<summary type="html">&lt;p&gt;Daylan: /* Scientist (Rename) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Suggestions for Shartak are always welcome, although there's no guarantee that anything will be added. Comments on or modifications for any of the suggestions below can be added by editing this page. Please be considerate and don't just remove ideas that you don't like.&lt;br /&gt;
&lt;br /&gt;
Begin a new item with a * and &amp;quot;sign&amp;quot; your suggestions using &amp;lt;nowiki&amp;gt;-- ~~~~&amp;lt;/nowiki&amp;gt; so we know who to blame ;)&lt;br /&gt;
&lt;br /&gt;
Bug reports should go on the [[Bugs]] page.&lt;br /&gt;
&lt;br /&gt;
== To-do list? ==&lt;br /&gt;
&lt;br /&gt;
Perhaps I should add a to-do list here on the wiki so you can comment/vote on the ideas before they're implemented. Then again, perhaps I shouldn't as this would spoil the surprise ;) Not so much a &amp;quot;things I might do&amp;quot; list like this page but a &amp;quot;things I am going to do&amp;quot; list.&lt;br /&gt;
&lt;br /&gt;
--[[User:Simon|Simon]] 14:59, 5 March 2006 (GMT)&lt;br /&gt;
:I'd say unless your debating whether to implement a change, or are seeking feedback, just make whatever changes you are going to make and only tell us afterward. While I'm sure we are all interested in what might be in the pipeline for Shartak, it creates expectations, and expectations lead to frustration when the ideas you are planning aren't implemented in a timely fashion. Think of a game like Duke Nukem Forever, which created massive backlash among its fans for going through delay after delay. If the game designers had not created the expectation (and being unable to fulfill it), there would be no basis for the fan backlash. --[[User:Jackel|Jackel]] 02:23, 6 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=10 align=right&lt;br /&gt;
| __TOC__&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Skills ==&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;
&lt;br /&gt;
=== Weapon Skills ===&lt;br /&gt;
The Warrior/Soldiers class should get weapon skills, like spear skills for the warrior and rifle skills for the soldier, make the soldiers skills make the rifle have better to hit then the natives spear but the rifle requires the searching of ammo, this makes the difference between natives and outsiders warrior classes more than the blowpipe and rifle (blowpipes do 1 less damage) EDIT: I ahnotice that the outsiders do indeed have rifle training, freshly added to the wiki I guess.-- [[User:Daylan|Daylan]] 11:07, 17 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
We have been doing some research(see the talk page in character classes) and it appears that warriors are no better at fighting(unless you count 10 extra hp as being really great) than any other class, correct me if I'm wrong but if there is no warrior only fighting skill what makes them warriors and not shamans w/ blowpipes(pardon the pun but they &amp;quot;blow&amp;quot;) and +10hp? and if that is all they are how come soilders get extra skills? -- [[User:Daylan|Daylan]] 02:55, 3 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
Also, if you've got a machete and the three melee skills, there's never any point in using a blowpipe (unless you've got 1AP left and a victim with only 4HP remaining). There should be a skill that increases the chances of hitting with a blowpipe, to at least 30% - especially since you have to search for darts. Viveca Lindfors, 6 March 2006, 17:25 GMT&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
&lt;br /&gt;
=== Tracking ===&lt;br /&gt;
Anyone with the Tracking skill should be able to track where people have gone, either generic &amp;quot;A native passed by here recently&amp;quot; or more specific &amp;quot;Average Joe left heading north 2 days ago&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
* Should probably be a timelimit so you don't see &amp;quot;Average Joe left heading north 90 days ago&amp;quot;. - [[User:Snarf|Snarf]]&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;
&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;
&lt;br /&gt;
=== Skinning ===&lt;br /&gt;
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. --[[User:Lint|Lint]] 21:48, 23 February 2006 (GMT)&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;
&lt;br /&gt;
''Comments''&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;
&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;
&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;
&lt;br /&gt;
''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;
&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;
&lt;br /&gt;
===Comment Cartagraphy===&lt;br /&gt;
Applies to Natives &amp;amp; Outsiders, most likely best applied only to the classes, scouts &amp;amp; explorers. I am thinking that it would be great to get more out of the map. This skill would allow those who have it to be able to add a limited number of short comments to their maps. These comments could work as references so as to be able to use the map to help find points of interest at some other time. I could see this probably difficult to implement, but perhaps it could work in that one could click in a quadrant on the map which would reload the page and allow you to add a text comment / description to a form. This text comment on a save would place a reference number on that quadrant of the map and the text would be listed to the right or below the map with accompanying reference number. -- [[User: fitzcarraldo|fitzcarraldo]]|&amp;lt;sup&amp;gt;[[User talk:fitzcarraldo|T]]&amp;lt;/sup&amp;gt; 17:05, 5 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
=== Spear ===&lt;br /&gt;
It could be the native warriors main weapon, give it a base damage of 3, same to hit as machete but it wouldn't cut through jungle -- [[User:Daylan|Daylan]] 11:02, 17 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
:A spear for stabbing or a spear for throwing (i.e single use) ? --[[User:Simon|Simon]] 15:49, 25 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
=== Head-shrinking powder ===&lt;br /&gt;
This could be either a melee or area weapon used by natives.&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
* What are the effects of it? Causes X HP of damage? Loss of AP? Loss of XP? Instant death? - [[User:Snarf|Snarf]]&lt;br /&gt;
&lt;br /&gt;
=== Meat ===&lt;br /&gt;
Heals 2 HP. Used by both outsiders and tribals. It appears in your inventory when you kill a beastie. [[User:Bungalow Bill|Bungalow Bill]]&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
* But you can only carry 200 pounds of meat back to your wagon. &amp;lt;nowiki&amp;gt;&amp;lt;/oregontrail&amp;gt;&amp;lt;/nowiki&amp;gt; --[[User:Lint|Lint]] 01:15, 13 February 2006 (GMT)&lt;br /&gt;
* Or you have to cook it, taking one AP and possibly a fire-lighting skill (who wants to eat raw monkey?).[[User:MorkaisChosen|MorkaisChosen]] 20:12, 20 February 2006 (GMT)&lt;br /&gt;
** Maybe you don't have to cook it but you get less HP and possibly lose HP to food poisoning. [DarkFerret]&lt;br /&gt;
* Or, to make it more, hm, tribal, you could need to bring it back to specific places in the village where it could be (instantaneously) cooked and used as a replenished &amp;quot;health pool&amp;quot; any player could use. You would still have the occasional berries to eat in the forest, but real meal would occure at a settlement. It would also provide a more efficient healing system (as currently, you roughly get to spend 50 AP to recover 4 or 5 HP, which makes death the most efficient way to restore your HP). -- Leaf&lt;br /&gt;
**''There is a large pot of stew cooking, it appears to be half full.''&lt;br /&gt;
''You eat some and feel better. After a few spoonfuls you find your friend's pocket watch.'' [DarkFerret]&lt;br /&gt;
&lt;br /&gt;
=== Radio beacon/receiver ===&lt;br /&gt;
A radio beacon/receiver for outsiders to pinpoint specific locations of interest.&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
* What's wrong with using the GPS co-ordinates of a specific location? - [[User:Snarf|Snarf]]&lt;br /&gt;
*Perhaps a way to have GPS waypoints or markers IN one own's GPS? --[[User:Wcervantes|Wcervantes]] 19:39, 16 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
=== Holy Scriptures ===&lt;br /&gt;
Used to convert Natives into Ousiders. Requires &amp;quot;Religious Devotion&amp;quot;. Most likely found around Outsider settlements --[[User:One of many doctors|One of many doctors]] 23:22, 16 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
*Nobody wants to have a class change againt their will. -Grigoriy&lt;br /&gt;
*Noone wants to die against their will either, but it does happen ;-) Might be irritating, but also might be quite interesting. It would have to be possible both ways of course, natives to outsiders and outsiders to natives. Perhaps the outsiders can convert natives to outsiders with holy scriptures using the religious devotion skill and natives can convert outsiders to natives with a bottle of beer using the seduction skill! ;-) --[[User:Murk|Murk]] 12:28, 4 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
=== GPS Unit (Redesign) ===&lt;br /&gt;
This is a suggestion to change the gps unit into an object that presumably fits better with the game setting. We currently have no other modern item available for use (anachronism - VOCABULARY WORD!). Perhaps we should use a sextant? And rather than reveal the position all of the time, it requires a 1 AP use in non-dense, non-enclosed area. --[[User:Lint|Lint]] 21:48, 23 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
*Yes, GPS units are indeed ''malapropos'' (another vocabulary word :D)--[[User:Grigoriy|Grigoriy]] 00:33, 27 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
=== Refillable containers ===&lt;br /&gt;
Does it really make sense that after drinking something, you automatically discard the container it had been in? I propose a modification to the inventory system so bottles/gourds work similar to rifles and blowguns--they can be refilled if they are empty. Obviously, you can't just carry around spare water like you can ammo, so to refill a water container, you have to be in water. This would clearly make areas near water more popular, which I don't think is a bad thing, or without precedent.   Furthermore, this could lead to new and interesting directions, such as other liquids that could be carried around, causing various effects. Off the top of my head:&lt;br /&gt;
:::::drinking too much &amp;quot;ocean&amp;quot; water will make you sick (reducing your hit % temporarily)&lt;br /&gt;
:::::a &amp;quot;create mysterious serum&amp;quot; skill  the shaman/scientist can eventually learn that (along with certain ingredients) lets them create a &amp;quot;buff&amp;quot; potion.&lt;br /&gt;
:::::special healing water springs that have double the recuperative effect&lt;br /&gt;
This would also address one of the concerns I've had regarding healing skills. To my knowledge, there is no place in Shartak where you are more likely to consistantly find healing kits/herbs, etc. its all fairly random. By comparision, UD has certain buildings where you can only find certain items (i.e. hospitals = first aid kits). IMO, its currently too difficult/AP consuming to heal. Without a way to consistantly find/create healing items, it's not likely there will be &amp;quot;healers&amp;quot; willing to use their hard-to-find healing items on anyone else. --[[User:Jackel|Jackel]] 22:14, 25 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
::Have you found the hut in Dalpok with all the drying herbs hanging up? Says something about a shaman being busy, I seem to have a reasonable success rate at finding healing herbs there. Not sure if there are more around. --[[User:Snarf|Snarf]] 22:17, 25 February 2006 (GMT)&lt;br /&gt;
:::No, I hadn't noticed such a hut(s), I've assumed they were all pretty much the same. If certain huts are more likely to contain certain items, I've another suggestion--'''label them'''. Any opinion on my primary suggestion of refillable containers? --[[User:Jackel|Jackel]] 22:31, 25 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
&lt;br /&gt;
=== Supplies in settlements ===&lt;br /&gt;
Could there perhaps be some kind of a more reliable way to get things in villages, apart from randomly finding them? Coming across abandoned items in jungles, evaquated police departments and such makes sense, but going on an epic quest for a machete under someone's carpet in an active village just seems a bit out of place.&lt;br /&gt;
&lt;br /&gt;
So, if it's not too much of a hassle, which it most likely is, I suggest there to perhaps be put some kind of trader characters in settlements, who could exchange all kindsa things for random junk you've found lying around in other places, or maybe you could get these fellas to make items for you free of charge, which you could go and pick up after a period of time?&lt;br /&gt;
&lt;br /&gt;
..probably too complicated for something that's rather useless. Oh well. --[[User:Ismo Kuikka|Ismo Kuikka]]&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
:There's a trading post in one of the huts in Dalpok, can't get anything there though. Perhaps a sign of things to come? --[[User:Snarf|Snarf]] 10:33, 17 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
=== Tunnels ===&lt;br /&gt;
Tunnels underneath the island lead to interesting places.&lt;br /&gt;
&lt;br /&gt;
as a res''Comments''&lt;br /&gt;
:How do you know they don't exist? :) [[User:Dr._J|Dr. J]]&lt;br /&gt;
&lt;br /&gt;
=== Treasure to capture ===&lt;br /&gt;
&amp;quot;Capture the flag&amp;quot; type objective, in this case the flags are treasure from each village. Bonus points in the form of XP or gold coins to be awarded to the holder of the treasure at certain intervals.&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
:I would like to modify this slightly Mystery Suggester. Please see the '''Unique Item Hunt''' suggestion. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
=== Writing on the tree (or sand) ===&lt;br /&gt;
Should be able to write stuff in the sand on the beaches and carve short messages into trees in the jungle. To avoid &amp;quot;carve-wars&amp;quot; the only way to get rid of messages on trees could be to chop the jungle down and wait for it to grow again before you can write a new message. -- [[User:Snarf|Snarf]] 22:32, 27 January 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
:FYI, currently working on this. --[[User:Simon|Simon]] 23:16, 20 February 2006 (GMT)&lt;br /&gt;
:Done. Watch out for quirks depending on where you're writing. --[[User:Simon|Simon]] 15:24, 27 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
=== Informational messages ===&lt;br /&gt;
You should be able to see what other people have done since your past turn. Much like the skill above, except for most actions that take place. Such as '[09:34]Joe used a medkit on Roger' or '[05:23]Dan Attacked a Boar and missed'. If this is implemented, there should be a menu that you can use to toggle certain bits of information, to reduce or stop spam. [[User:Durja|Durja]] 18:14, 6 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
:I don't want to see when people miss attacks, that's just too much information (unless it's me that they're attacking!) - [[User:Snarf|Snarf]]&lt;br /&gt;
:Would be useful to see when kills are made in the same location eg. Dan killed a boar or Joe killed Roger - [[User:Snarf|Snarf]]&lt;br /&gt;
:How about making a list of &amp;quot;informational messages&amp;quot; that might be required? - [[User:Snarf|Snarf]]&lt;br /&gt;
:* PlayerX killed PlayerY.&lt;br /&gt;
:* PlayerX killed animal.&lt;br /&gt;
:* PlayerY died from eating some poisonous berries. (self-inflicted death)&lt;br /&gt;
&lt;br /&gt;
=== Player VS Player Interaction ===&lt;br /&gt;
I would propoese a to hit % penalty for attacking members of same Home location.  I believe this will promote exploration and perhaps offer a measure of protection of newly &amp;quot;birthed&amp;quot; population.  As a recent victim of death by the hands of a warrior from my own villiage this has a bit of appeal to me ;). - [[User:Nankilstlas|Nan]]&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
:Instead of a hit % penalty, what about reducing or eliminating XP earned for such attacks? It would be similar to the ZvZ penalty used in UrbanDead, and its easier to rationalize not getting as much experience fighting one of your own than to rationalize that its harder to hit your own people for some reason. --[[User:Jackel|Jackel]] 19:52, 27 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
:The to hit penalty and the lack of XP should be combined to discourage intravillage conflicts but only on nonclan members(so clans from the same village can fight with each other to simulate a power struggle for leadership), extend this to shamans as well, as its not often the village shaman gets killed by an out-of-towner. --[[User:Daylan|Daylan]] 00:27, 7 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
=== Spirit Movement ===&lt;br /&gt;
&lt;br /&gt;
A couple thoughts on this topic.--[[User:Jackel|Jackel]] 02:29, 6 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
*My character has the &amp;quot;trekking&amp;quot; skill, but as a spirit, actually moves '''slower''' (1 AP per square) than when he's alive! Spirits should move '''at least''' as fast as someone skilled at traversing terrain.&lt;br /&gt;
&lt;br /&gt;
*Spirits move effortlessly through the thickest jungle, water, swamp--as it should be. Why should mountains be an impediment?&lt;br /&gt;
:Perhaps there's some kind of mineral in the mountain that prevents the spirit from passing through it.. could be mined later on to spirit-proof huts or something (clutching at straws here, can you tell) ?&lt;br /&gt;
:They also can't move through the deepest water, but that is the boundary of the game I'm guessing.&lt;br /&gt;
&lt;br /&gt;
=== Areas explored stat ===&lt;br /&gt;
&lt;br /&gt;
Just add a stat in our character page that shows how any areas we have explored, use the same system that is used to determine who is in the top ten, but for everybody so we can all see how many areas we have explored(and how close to the top ten we are :). -- [[User:Daylan|Daylan]] 00:04, 7 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
&lt;br /&gt;
== Classes ==&lt;br /&gt;
&lt;br /&gt;
=== Priest ===&lt;br /&gt;
Starts off with a &amp;quot;Holy Scripture&amp;quot; and the &amp;quot;Religious Devotion Skill&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;
:None of the other classes start with a skill. I think they should just have access to the skill, and maybe stuff like scientists don't (I'm not saying all scientists are unreligious, just that there probably aren't any THAT religious!). [[User:MorkaisChosen|MorkaisChosen]] 11:06, 17 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
=== Scientist (Rename) ===&lt;br /&gt;
This is a suggestion to change the name of the Scientist class to Professor. From Tarzan to Gilligan's Island, the science-type in has been regarded as Professor rather than Scientist. --[[User:Lint|Lint]] 21:48, 23 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
*I like! --[[User:One of many doctors|One of many doctors]] 03:38, 1 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
::I don't. If someone wants to roleplay as a scholarly Prof, more power to them. As it is, the term &amp;quot;Scientist&amp;quot; suggests a broader archetype, inviting players to make of their character what they will. which I favor. --[[User:Jackel|Jackel]] 23:56, 3 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
::I thought would be closer to anthropologists as, well those are the scientists who explore the jungle. I don't think there would be many astrophysicists or chemists(maybe a few chemists but they wouldn't be with the exploring group-they would come after). You might see one or two medical doctors, but all anthropologists who go into the field have first-aid training(and they don't bring medical doctors when working in hostile landscapes). On top of that the term anthropologist has so many subdisciplines that it is almost as broad as saying scientists. --[[User:Daylan|Daylan]] 00:36, 7 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
=== Villager/Settler ===&lt;br /&gt;
&lt;br /&gt;
[[User:Lint|Lint]] recently made a very salient point with respect to [[Game_Design|Class Balance]]. Namely, there are very few players '''(4% currently)''' choosing to be (Outsider) Settlers or (Native) Villagers. Realistically, these should be the most abundant classes, so clearly (aside from trival starting inventory) these classes clearly lack any definable appeal. I propose that these 2 classes (due to their years of plying and scavenging their surroundings) are more adept at searching then their peers. As such, they have a +20% bonus in base search percentage. There is precedent for this in UD, with the &amp;quot;consumer&amp;quot; class getting an immediate advantage in searching, and though the nature of that game (i.e. constant heavy barricading of Malls) makes it difficult for consumers to realize their advantage, this would not be the case in Shartak.  This change will undoubtedly make these overlooked classes more attractive to new players.--[[User:Jackel|Jackel]] 00:25, 4 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
:I wouldn't say that it's completely a bad thing that the Settler and Villager populations are low. (Wouldn't you say that the Consumer population is the lowest in &amp;quot;that other game&amp;quot;?) However, I do agree that this class doesn't appear to be getting the same respect as the others. The search bonus or perhaps the '''Agriculture''' suggestion might be justifiable. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
=== Animal ===&lt;br /&gt;
It would be interesting to play as an animal. They wouldn't be able to use some items or learn certain skills, but they could smell the trails of humans and other animals. Some could eat vegetation, an action similar to choping, and restore HP. --[[User:Darkferret|Darkferret]] 18:24, 4 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
&lt;br /&gt;
=== Pirate ===&lt;br /&gt;
Every tropical island needs pirates!  Could either be Outsider or a separate grouping altogether (current pirates being more native than foreign, from the news i read).  Don't know what special skills they have, maybe better at finding gold in towns, or general stuff on the beach, and any parrots they encounter follow them around (perhaps monkeys too).  If agriculture is implemented, they get to grow weed and poppy. Maybe they'd be better as the Outsider NPC counterpart to NPC shamans, and raid towns every so often. --[[User:Frisco|Frisco]] 04:14, 5 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
:I have no idea how we could implement them into Shartak, but I do like pirates... --[[User:Grigoriy|Grigoriy]] 05:29, 5 March 2006 (GMT)&lt;br /&gt;
:I have some ideas how to implement them. Just so you know, Pirates have been on my todo list for a couple of months now but I'm holding off sorting them out until I have skills and items worked out for them and have finished some of the higher priority things. --[[User:Simon|Simon]] 15:00, 5 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
== Game Mechanics ==&lt;br /&gt;
&lt;br /&gt;
=== Conversion ===&lt;br /&gt;
When an Outsider/Native dies they are reborn as a Native (don't really understand the spirit thing too well). The Outsiders then get a new class/skill, &amp;quot;Religious Conversion&amp;quot; that requires a &amp;quot;Holy Scripture&amp;quot;. This allows a &amp;quot;Priest&amp;quot; to convert one native into a Outsider&amp;quot;. The converted native would most likely start off as a Settler. --[[User:One of many doctors|One of many doctors]] 23:22, 16 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
* I believe that Natives are reborn as Natives and Outsiders are reborn as Outsiders, but I could be wrong. From a game balance perspective, I am not in favor of type-swapping skills unless Natives are presented with an ability to counter or convert Outsiders as well. It does fit nicely with the theme though. --[[User:Lint|Lint]] 23:41, 16 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
* That would probably be the shamans job, however it may have worked for Urban Dead but I don't think it will work in this game as whichever group has the most players to begin with will, once conflicts begin to arise, dominate by switching people from the side they are on the side the priest/&amp;quot;whatever the natives use&amp;quot; side making you able to graph one groups population by looking at the graph pop=(1/2)^x. Also since there wouldn't seem to be a way, short of finding a converter player to switch you back, to go back to playing as you once did would make the amount of people on one side quickly die off (even though thats what would happen in real life, favouring the outsiders) it would be a very unfun aspect of the game. And really these are HOSTILE natives, or so it seems, why would they let some devilman outsider tell it how it is? They wouldn't, they would simply spear them and laugh! In short all the converting ideas suck, I know I wouldn't want to log on to find I'm playing for the wrong side. -- [[User:Daylan|Daylan]] 10:55, 17 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
* So that means if my soldier dies, he's reborn as a native? Not only that, but to become an outsider again, first I would have to find a priest (which would be next to impossible with such a small number of players), and then he could convert me into a settler. That means I'll never be able to be a soldier again, which is a real punch in the throat for RPers. -- Grigoriy&lt;br /&gt;
&lt;br /&gt;
*All valid points. I guess this wouldn't really work we have the same number of players as Urban Dead. But this would be a great way to balance out the sides later on. Say there are too many natives, you just drop more &amp;quot;conversion items&amp;quot; and balance out the sides. Too many Outsiders? Just drop the number of conversion items. Doubt it would catch on though. --[[User:One of many doctors|One of many doctors]] 02:44, 19 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
*Conversion doesn't have to be forced.  It could require action on both sides, like a native doning a religious item and an outsider using the skill on that native.  After all, conversion isn't real without true faith. The native counter to this could be similar, requiring an outsider to die holding a packet of that headshrinking powder while a shaman uses the Zombification (ala Haitian witchcraft) skill.  -- frisco&lt;br /&gt;
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*You don't change class or anything when you die. --[[User:Murk|Murk]] 12:31, 4 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
=== Capturing villages ===&lt;br /&gt;
Since this is like some war between Outsiders and Natives I thought this appropriate. If all the (say) Outsiders are killed in York and there are none left, then it becomes a Native village and vice versa. Probably needs harder requirements to capture settlements though. Maybe each side could have one permanent place that can never change hands? --[[User:One of many doctors|One of many doctors]] 03:41, 1 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
:Not sure about this - what about all the idle players within the village? They might &amp;quot;wake up&amp;quot; after a couple of weeks to find they're in enemy territory. --[[User:Simon|Simon]] 11:00, 1 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
:You could have it so idle players goto the nearest friendly village-- [[User:Daylan|Daylan]] 02:58, 3 March 2006 (GMT)&lt;br /&gt;
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:Turf control in a limited AP browser game like this just invites lame zerging behavior. I don't like it. --[[User:Jackel|Jackel]] 00:00, 4 March 2006 (GMT)&lt;br /&gt;
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:Not villages, perhaps 3x3 square 'forts'? --[[User:Grigoriy|Grigoriy]] 01:10, 4 March 2006 (GMT)&lt;br /&gt;
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:I do like the idea, but I think Jackel's observation hits a key point. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)&lt;br /&gt;
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=== Unique skills ===&lt;br /&gt;
I think that each class should start off with one unique skill that the others may never aquire. That way it stops all the classes from becoming too generic. For example Settlers could have a &amp;quot;farming&amp;quot; skill, Soldiers could have a &amp;quot;bravery&amp;quot; skill, etc. Or mabey they could just have a attribute like Soldiers have an extra 10% chance of striking the target, Warriors have an extra 10% chance  of finding animals, Settlers have an extra 10% chance of finding an item, Scouts have a 3% chance of recovering 1 HP per AP spent, etc. --[[User:One of many doctors|One of many doctors]] 02:34, 5 March 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
:I am in favor of this (if it is not in effect currently). We'd have to work out the details to make sure each class is getting their fair share, but something that encourages players to try other classes or team up with other players using different classes for a better playing experience sounds good to me. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)&lt;br /&gt;
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=== Pet System ===&lt;br /&gt;
I will combine aspects of the '''Animal''' and '''Pirate''' suggestions and propose a pet system that allows you to tame one of the animals on the island. First, you have to weaken the animal. Then you throw a sphere device at it and shout &amp;quot;SHARTAK SPHERE! GO!&amp;quot; for 1 AP. There's a slight chance that you have captured and tamed the animal. The more powerful the animal, the less success chance. You earn no XP for taming an animal. Players can only have 1 pet at a time. They can release a pet whenever they want. If the owner dies, the pet runs away. Pets have fixed HP, attack, and accuracy based on the type of animal they are (ie. they do not level up or heal, just to keep it simple to design). They follow the player around and only attack when the player attacks. It would be nice if they attacked while you were not playing, but auto-defense mechanisms are unnecessary. Enemy animals randomly determine whether they are attacking the owner or the pet. Other players will have an option for targeting the owner or pet. There is no XP gained for attacking or killing a pet to deter any attempts at farming pet killing (I can't believe we even have to consider preventing such a thing). For added flavor, owners can name their pets. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
:ROTFL. Sounds a bit like Pokemon or Yu-Gi-Oh (don't worry, I'm not a fan, I have kids that were!).  Perhaps instead of spheres, you could keep the monkeys on a leash, heal a tiger or elephant to make it less likely to attack you, tame deer by feeding them, etc. Some animals like the wild boar would have to be pretty difficult to tame. --[[User:Simon|Simon]] 15:14, 5 March 2006 (GMT)&lt;br /&gt;
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=== Profile Effect Items ===&lt;br /&gt;
These are useless baubles that take up 1 unit of a player's inventory space, but if anyone views their profile they will see that the players possesses the item. Using the item won't accomplish anything and merely produce flavor text. However, if a player is in the presence of another player, using the item would show it off. As with all items, there's no way to trade them with other players. We can have eyepatches and peglegs. We can have tribal masks and warpaint. Maybe some clans would require a certain dress code. Maybe they need 30 pieces of flair. I think it provides an outlet for the less serious gamers. Problems: Serious gamers might be plagued with finding such items and dropping them, wasting (in their opinion) AP and Page Hits. Also, arguing over what items fit with the theme of Shartak will be a headache-inducing process. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
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=== Unique Item Hunt ===&lt;br /&gt;
''Capture the Flag''-ish minigame. Somewhere on the island is a single conch shell item. It can be found by searching anywhere. It takes 1 inventory space and appears when anyone views their profile. When the conch holder is in the presence of other players, flavor text is added to the area description to inform the others that the conch holder is in the area. If the person in possession of the conch drops it, dies, or is idle for more than 5 days, the conch returns to the system. The person who holds the conch the longest gets recognized in the statistics. Killing the conch holder earns special bonus XP. Adept conch holder killers may also be recognized in the statistics. Problems: Someone with multiple characters could take advantage of having the conch on one character and reap the XP and fame with another. There will be a point where a race condition will occur and might result in multiple conches and a broken game. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
* This kind of thing has been on my ideas list, although this is much more detailed version than the one-liner I had. --[[User:Simon|Simon]] 15:05, 5 March 2006 (GMT)&lt;/div&gt;</summary>
		<author><name>Daylan</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Suggestions&amp;diff=2266</id>
		<title>Suggestions</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Suggestions&amp;diff=2266"/>
		<updated>2006-03-07T00:41:20Z</updated>

		<summary type="html">&lt;p&gt;Daylan: /* Scientist (Rename) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Suggestions for Shartak are always welcome, although there's no guarantee that anything will be added. Comments on or modifications for any of the suggestions below can be added by editing this page. Please be considerate and don't just remove ideas that you don't like.&lt;br /&gt;
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Begin a new item with a * and &amp;quot;sign&amp;quot; your suggestions using &amp;lt;nowiki&amp;gt;-- ~~~~&amp;lt;/nowiki&amp;gt; so we know who to blame ;)&lt;br /&gt;
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Bug reports should go on the [[Bugs]] page.&lt;br /&gt;
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== To-do list? ==&lt;br /&gt;
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Perhaps I should add a to-do list here on the wiki so you can comment/vote on the ideas before they're implemented. Then again, perhaps I shouldn't as this would spoil the surprise ;) Not so much a &amp;quot;things I might do&amp;quot; list like this page but a &amp;quot;things I am going to do&amp;quot; list.&lt;br /&gt;
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--[[User:Simon|Simon]] 14:59, 5 March 2006 (GMT)&lt;br /&gt;
:I'd say unless your debating whether to implement a change, or are seeking feedback, just make whatever changes you are going to make and only tell us afterward. While I'm sure we are all interested in what might be in the pipeline for Shartak, it creates expectations, and expectations lead to frustration when the ideas you are planning aren't implemented in a timely fashion. Think of a game like Duke Nukem Forever, which created massive backlash among its fans for going through delay after delay. If the game designers had not created the expectation (and being unable to fulfill it), there would be no basis for the fan backlash. --[[User:Jackel|Jackel]] 02:23, 6 March 2006 (GMT)&lt;br /&gt;
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{| cellpadding=10 align=right&lt;br /&gt;
| __TOC__&lt;br /&gt;
|}&lt;br /&gt;
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== Skills ==&lt;br /&gt;
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===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;
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''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;
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=== Weapon Skills ===&lt;br /&gt;
The Warrior/Soldiers class should get weapon skills, like spear skills for the warrior and rifle skills for the soldier, make the soldiers skills make the rifle have better to hit then the natives spear but the rifle requires the searching of ammo, this makes the difference between natives and outsiders warrior classes more than the blowpipe and rifle (blowpipes do 1 less damage) EDIT: I ahnotice that the outsiders do indeed have rifle training, freshly added to the wiki I guess.-- [[User:Daylan|Daylan]] 11:07, 17 February 2006 (GMT)&lt;br /&gt;
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We have been doing some research(see the talk page in character classes) and it appears that warriors are no better at fighting(unless you count 10 extra hp as being really great) than any other class, correct me if I'm wrong but if there is no warrior only fighting skill what makes them warriors and not shamans w/ blowpipes(pardon the pun but they &amp;quot;blow&amp;quot;) and +10hp? and if that is all they are how come soilders get extra skills? -- [[User:Daylan|Daylan]] 02:55, 3 March 2006 (GMT)&lt;br /&gt;
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Also, if you've got a machete and the three melee skills, there's never any point in using a blowpipe (unless you've got 1AP left and a victim with only 4HP remaining). There should be a skill that increases the chances of hitting with a blowpipe, to at least 30% - especially since you have to search for darts. Viveca Lindfors, 6 March 2006, 17:25 GMT&lt;br /&gt;
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''Comments''&lt;br /&gt;
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=== Tracking ===&lt;br /&gt;
Anyone with the Tracking skill should be able to track where people have gone, either generic &amp;quot;A native passed by here recently&amp;quot; or more specific &amp;quot;Average Joe left heading north 2 days ago&amp;quot;.&lt;br /&gt;
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''Comments''&lt;br /&gt;
* Should probably be a timelimit so you don't see &amp;quot;Average Joe left heading north 90 days ago&amp;quot;. - [[User:Snarf|Snarf]]&lt;br /&gt;
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=== 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;
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''Comments''&lt;br /&gt;
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=== 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;
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''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;
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=== Skinning ===&lt;br /&gt;
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. --[[User:Lint|Lint]] 21:48, 23 February 2006 (GMT)&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;
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''Comments''&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;
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=== 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;
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''Comments''&lt;br /&gt;
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=== 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;
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=== 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;
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''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;
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===Comment Cartagraphy===&lt;br /&gt;
Applies to Natives &amp;amp; Outsiders, most likely best applied only to the classes, scouts &amp;amp; explorers. I am thinking that it would be great to get more out of the map. This skill would allow those who have it to be able to add a limited number of short comments to their maps. These comments could work as references so as to be able to use the map to help find points of interest at some other time. I could see this probably difficult to implement, but perhaps it could work in that one could click in a quadrant on the map which would reload the page and allow you to add a text comment / description to a form. This text comment on a save would place a reference number on that quadrant of the map and the text would be listed to the right or below the map with accompanying reference number. -- [[User: fitzcarraldo|fitzcarraldo]]|&amp;lt;sup&amp;gt;[[User talk:fitzcarraldo|T]]&amp;lt;/sup&amp;gt; 17:05, 5 March 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
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== Items ==&lt;br /&gt;
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=== Spear ===&lt;br /&gt;
It could be the native warriors main weapon, give it a base damage of 3, same to hit as machete but it wouldn't cut through jungle -- [[User:Daylan|Daylan]] 11:02, 17 February 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
:A spear for stabbing or a spear for throwing (i.e single use) ? --[[User:Simon|Simon]] 15:49, 25 February 2006 (GMT)&lt;br /&gt;
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=== Head-shrinking powder ===&lt;br /&gt;
This could be either a melee or area weapon used by natives.&lt;br /&gt;
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''Comments''&lt;br /&gt;
* What are the effects of it? Causes X HP of damage? Loss of AP? Loss of XP? Instant death? - [[User:Snarf|Snarf]]&lt;br /&gt;
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=== Meat ===&lt;br /&gt;
Heals 2 HP. Used by both outsiders and tribals. It appears in your inventory when you kill a beastie. [[User:Bungalow Bill|Bungalow Bill]]&lt;br /&gt;
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''Comments''&lt;br /&gt;
* But you can only carry 200 pounds of meat back to your wagon. &amp;lt;nowiki&amp;gt;&amp;lt;/oregontrail&amp;gt;&amp;lt;/nowiki&amp;gt; --[[User:Lint|Lint]] 01:15, 13 February 2006 (GMT)&lt;br /&gt;
* Or you have to cook it, taking one AP and possibly a fire-lighting skill (who wants to eat raw monkey?).[[User:MorkaisChosen|MorkaisChosen]] 20:12, 20 February 2006 (GMT)&lt;br /&gt;
** Maybe you don't have to cook it but you get less HP and possibly lose HP to food poisoning. [DarkFerret]&lt;br /&gt;
* Or, to make it more, hm, tribal, you could need to bring it back to specific places in the village where it could be (instantaneously) cooked and used as a replenished &amp;quot;health pool&amp;quot; any player could use. You would still have the occasional berries to eat in the forest, but real meal would occure at a settlement. It would also provide a more efficient healing system (as currently, you roughly get to spend 50 AP to recover 4 or 5 HP, which makes death the most efficient way to restore your HP). -- Leaf&lt;br /&gt;
**''There is a large pot of stew cooking, it appears to be half full.''&lt;br /&gt;
''You eat some and feel better. After a few spoonfuls you find your friend's pocket watch.'' [DarkFerret]&lt;br /&gt;
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=== Radio beacon/receiver ===&lt;br /&gt;
A radio beacon/receiver for outsiders to pinpoint specific locations of interest.&lt;br /&gt;
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''Comments''&lt;br /&gt;
* What's wrong with using the GPS co-ordinates of a specific location? - [[User:Snarf|Snarf]]&lt;br /&gt;
*Perhaps a way to have GPS waypoints or markers IN one own's GPS? --[[User:Wcervantes|Wcervantes]] 19:39, 16 February 2006 (GMT)&lt;br /&gt;
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=== Holy Scriptures ===&lt;br /&gt;
Used to convert Natives into Ousiders. Requires &amp;quot;Religious Devotion&amp;quot;. Most likely found around Outsider settlements --[[User:One of many doctors|One of many doctors]] 23:22, 16 February 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
*Nobody wants to have a class change againt their will. -Grigoriy&lt;br /&gt;
*Noone wants to die against their will either, but it does happen ;-) Might be irritating, but also might be quite interesting. It would have to be possible both ways of course, natives to outsiders and outsiders to natives. Perhaps the outsiders can convert natives to outsiders with holy scriptures using the religious devotion skill and natives can convert outsiders to natives with a bottle of beer using the seduction skill! ;-) --[[User:Murk|Murk]] 12:28, 4 March 2006 (GMT)&lt;br /&gt;
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=== GPS Unit (Redesign) ===&lt;br /&gt;
This is a suggestion to change the gps unit into an object that presumably fits better with the game setting. We currently have no other modern item available for use (anachronism - VOCABULARY WORD!). Perhaps we should use a sextant? And rather than reveal the position all of the time, it requires a 1 AP use in non-dense, non-enclosed area. --[[User:Lint|Lint]] 21:48, 23 February 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
*Yes, GPS units are indeed ''malapropos'' (another vocabulary word :D)--[[User:Grigoriy|Grigoriy]] 00:33, 27 February 2006 (GMT)&lt;br /&gt;
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=== Refillable containers ===&lt;br /&gt;
Does it really make sense that after drinking something, you automatically discard the container it had been in? I propose a modification to the inventory system so bottles/gourds work similar to rifles and blowguns--they can be refilled if they are empty. Obviously, you can't just carry around spare water like you can ammo, so to refill a water container, you have to be in water. This would clearly make areas near water more popular, which I don't think is a bad thing, or without precedent.   Furthermore, this could lead to new and interesting directions, such as other liquids that could be carried around, causing various effects. Off the top of my head:&lt;br /&gt;
:::::drinking too much &amp;quot;ocean&amp;quot; water will make you sick (reducing your hit % temporarily)&lt;br /&gt;
:::::a &amp;quot;create mysterious serum&amp;quot; skill  the shaman/scientist can eventually learn that (along with certain ingredients) lets them create a &amp;quot;buff&amp;quot; potion.&lt;br /&gt;
:::::special healing water springs that have double the recuperative effect&lt;br /&gt;
This would also address one of the concerns I've had regarding healing skills. To my knowledge, there is no place in Shartak where you are more likely to consistantly find healing kits/herbs, etc. its all fairly random. By comparision, UD has certain buildings where you can only find certain items (i.e. hospitals = first aid kits). IMO, its currently too difficult/AP consuming to heal. Without a way to consistantly find/create healing items, it's not likely there will be &amp;quot;healers&amp;quot; willing to use their hard-to-find healing items on anyone else. --[[User:Jackel|Jackel]] 22:14, 25 February 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
::Have you found the hut in Dalpok with all the drying herbs hanging up? Says something about a shaman being busy, I seem to have a reasonable success rate at finding healing herbs there. Not sure if there are more around. --[[User:Snarf|Snarf]] 22:17, 25 February 2006 (GMT)&lt;br /&gt;
:::No, I hadn't noticed such a hut(s), I've assumed they were all pretty much the same. If certain huts are more likely to contain certain items, I've another suggestion--'''label them'''. Any opinion on my primary suggestion of refillable containers? --[[User:Jackel|Jackel]] 22:31, 25 February 2006 (GMT)&lt;br /&gt;
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== Other ==&lt;br /&gt;
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=== Supplies in settlements ===&lt;br /&gt;
Could there perhaps be some kind of a more reliable way to get things in villages, apart from randomly finding them? Coming across abandoned items in jungles, evaquated police departments and such makes sense, but going on an epic quest for a machete under someone's carpet in an active village just seems a bit out of place.&lt;br /&gt;
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So, if it's not too much of a hassle, which it most likely is, I suggest there to perhaps be put some kind of trader characters in settlements, who could exchange all kindsa things for random junk you've found lying around in other places, or maybe you could get these fellas to make items for you free of charge, which you could go and pick up after a period of time?&lt;br /&gt;
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..probably too complicated for something that's rather useless. Oh well. --[[User:Ismo Kuikka|Ismo Kuikka]]&lt;br /&gt;
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''Comments''&lt;br /&gt;
:There's a trading post in one of the huts in Dalpok, can't get anything there though. Perhaps a sign of things to come? --[[User:Snarf|Snarf]] 10:33, 17 February 2006 (GMT)&lt;br /&gt;
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=== Tunnels ===&lt;br /&gt;
Tunnels underneath the island lead to interesting places.&lt;br /&gt;
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as a res''Comments''&lt;br /&gt;
:How do you know they don't exist? :) [[User:Dr._J|Dr. J]]&lt;br /&gt;
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=== Treasure to capture ===&lt;br /&gt;
&amp;quot;Capture the flag&amp;quot; type objective, in this case the flags are treasure from each village. Bonus points in the form of XP or gold coins to be awarded to the holder of the treasure at certain intervals.&lt;br /&gt;
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''Comments''&lt;br /&gt;
:I would like to modify this slightly Mystery Suggester. Please see the '''Unique Item Hunt''' suggestion. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)&lt;br /&gt;
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=== Writing on the tree (or sand) ===&lt;br /&gt;
Should be able to write stuff in the sand on the beaches and carve short messages into trees in the jungle. To avoid &amp;quot;carve-wars&amp;quot; the only way to get rid of messages on trees could be to chop the jungle down and wait for it to grow again before you can write a new message. -- [[User:Snarf|Snarf]] 22:32, 27 January 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
:FYI, currently working on this. --[[User:Simon|Simon]] 23:16, 20 February 2006 (GMT)&lt;br /&gt;
:Done. Watch out for quirks depending on where you're writing. --[[User:Simon|Simon]] 15:24, 27 February 2006 (GMT)&lt;br /&gt;
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=== Informational messages ===&lt;br /&gt;
You should be able to see what other people have done since your past turn. Much like the skill above, except for most actions that take place. Such as '[09:34]Joe used a medkit on Roger' or '[05:23]Dan Attacked a Boar and missed'. If this is implemented, there should be a menu that you can use to toggle certain bits of information, to reduce or stop spam. [[User:Durja|Durja]] 18:14, 6 February 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
:I don't want to see when people miss attacks, that's just too much information (unless it's me that they're attacking!) - [[User:Snarf|Snarf]]&lt;br /&gt;
:Would be useful to see when kills are made in the same location eg. Dan killed a boar or Joe killed Roger - [[User:Snarf|Snarf]]&lt;br /&gt;
:How about making a list of &amp;quot;informational messages&amp;quot; that might be required? - [[User:Snarf|Snarf]]&lt;br /&gt;
:* PlayerX killed PlayerY.&lt;br /&gt;
:* PlayerX killed animal.&lt;br /&gt;
:* PlayerY died from eating some poisonous berries. (self-inflicted death)&lt;br /&gt;
&lt;br /&gt;
=== Player VS Player Interaction ===&lt;br /&gt;
I would propoese a to hit % penalty for attacking members of same Home location.  I believe this will promote exploration and perhaps offer a measure of protection of newly &amp;quot;birthed&amp;quot; population.  As a recent victim of death by the hands of a warrior from my own villiage this has a bit of appeal to me ;). - [[User:Nankilstlas|Nan]]&lt;br /&gt;
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''Comments''&lt;br /&gt;
:Instead of a hit % penalty, what about reducing or eliminating XP earned for such attacks? It would be similar to the ZvZ penalty used in UrbanDead, and its easier to rationalize not getting as much experience fighting one of your own than to rationalize that its harder to hit your own people for some reason. --[[User:Jackel|Jackel]] 19:52, 27 February 2006 (GMT)&lt;br /&gt;
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:The to hit penalty and the lack of XP should be combined to discourage intravillage conflicts but only on nonclan members(so clans from the same village can fight with each other to simulate a power struggle for leadership), extend this to shamans as well, as its not often the village shaman gets killed by an out-of-towner. --[[User:Daylan|Daylan]] 00:27, 7 March 2006 (GMT)&lt;br /&gt;
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=== Spirit Movement ===&lt;br /&gt;
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A couple thoughts on this topic.--[[User:Jackel|Jackel]] 02:29, 6 March 2006 (GMT)&lt;br /&gt;
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*My character has the &amp;quot;trekking&amp;quot; skill, but as a spirit, actually moves '''slower''' (1 AP per square) than when he's alive! Spirits should move '''at least''' as fast as someone skilled at traversing terrain.&lt;br /&gt;
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*Spirits move effortlessly through the thickest jungle, water, swamp--as it should be. Why should mountains be an impediment?&lt;br /&gt;
:Perhaps there's some kind of mineral in the mountain that prevents the spirit from passing through it.. could be mined later on to spirit-proof huts or something (clutching at straws here, can you tell) ?&lt;br /&gt;
:They also can't move through the deepest water, but that is the boundary of the game I'm guessing.&lt;br /&gt;
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=== Areas explored stat ===&lt;br /&gt;
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Just add a stat in our character page that shows how any areas we have explored, use the same system that is used to determine who is in the top ten, but for everybody so we can all see how many areas we have explored(and how close to the top ten we are :). -- [[User:Daylan|Daylan]] 00:04, 7 March 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
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== Classes ==&lt;br /&gt;
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=== Priest ===&lt;br /&gt;
Starts off with a &amp;quot;Holy Scripture&amp;quot; and the &amp;quot;Religious Devotion Skill&amp;quot;. --[[User:One of many doctors|One of many doctors]] 23:22, 16 February 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
:None of the other classes start with a skill. I think they should just have access to the skill, and maybe stuff like scientists don't (I'm not saying all scientists are unreligious, just that there probably aren't any THAT religious!). [[User:MorkaisChosen|MorkaisChosen]] 11:06, 17 February 2006 (GMT)&lt;br /&gt;
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=== Scientist (Rename) ===&lt;br /&gt;
This is a suggestion to change the name of the Scientist class to Professor. From Tarzan to Gilligan's Island, the science-type in has been regarded as Professor rather than Scientist. --[[User:Lint|Lint]] 21:48, 23 February 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
*I like! --[[User:One of many doctors|One of many doctors]] 03:38, 1 March 2006 (GMT)&lt;br /&gt;
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::I don't. If someone wants to roleplay as a scholarly Prof, more power to them. As it is, the term &amp;quot;Scientist&amp;quot; suggests a broader archetype, inviting players to make of their character what they will. which I favor. --[[User:Jackel|Jackel]] 23:56, 3 March 2006 (GMT)&lt;br /&gt;
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::I thought would be closer to anthropologists as, well those are the scientists who explore the jungle. I don't think there would be many astrophysicists or chemists(maybe a few chemists but they wouldn't be with the exploring group-they would come after). You might see one or two medical doctors, but all anthropologists who go into the field have first-aid training(and they don't bring medical doctors when working in hostile landscapes. On top of that the term anthropologist has so many subdisciplines that it is almost as broad as saying scientists. --[[User:Daylan|Daylan]] 00:36, 7 March 2006 (GMT)&lt;br /&gt;
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=== Villager/Settler ===&lt;br /&gt;
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[[User:Lint|Lint]] recently made a very salient point with respect to [[Game_Design|Class Balance]]. Namely, there are very few players '''(4% currently)''' choosing to be (Outsider) Settlers or (Native) Villagers. Realistically, these should be the most abundant classes, so clearly (aside from trival starting inventory) these classes clearly lack any definable appeal. I propose that these 2 classes (due to their years of plying and scavenging their surroundings) are more adept at searching then their peers. As such, they have a +20% bonus in base search percentage. There is precedent for this in UD, with the &amp;quot;consumer&amp;quot; class getting an immediate advantage in searching, and though the nature of that game (i.e. constant heavy barricading of Malls) makes it difficult for consumers to realize their advantage, this would not be the case in Shartak.  This change will undoubtedly make these overlooked classes more attractive to new players.--[[User:Jackel|Jackel]] 00:25, 4 March 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
:I wouldn't say that it's completely a bad thing that the Settler and Villager populations are low. (Wouldn't you say that the Consumer population is the lowest in &amp;quot;that other game&amp;quot;?) However, I do agree that this class doesn't appear to be getting the same respect as the others. The search bonus or perhaps the '''Agriculture''' suggestion might be justifiable. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)&lt;br /&gt;
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=== Animal ===&lt;br /&gt;
It would be interesting to play as an animal. They wouldn't be able to use some items or learn certain skills, but they could smell the trails of humans and other animals. Some could eat vegetation, an action similar to choping, and restore HP. --[[User:Darkferret|Darkferret]] 18:24, 4 March 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
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=== Pirate ===&lt;br /&gt;
Every tropical island needs pirates!  Could either be Outsider or a separate grouping altogether (current pirates being more native than foreign, from the news i read).  Don't know what special skills they have, maybe better at finding gold in towns, or general stuff on the beach, and any parrots they encounter follow them around (perhaps monkeys too).  If agriculture is implemented, they get to grow weed and poppy. Maybe they'd be better as the Outsider NPC counterpart to NPC shamans, and raid towns every so often. --[[User:Frisco|Frisco]] 04:14, 5 March 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
:I have no idea how we could implement them into Shartak, but I do like pirates... --[[User:Grigoriy|Grigoriy]] 05:29, 5 March 2006 (GMT)&lt;br /&gt;
:I have some ideas how to implement them. Just so you know, Pirates have been on my todo list for a couple of months now but I'm holding off sorting them out until I have skills and items worked out for them and have finished some of the higher priority things. --[[User:Simon|Simon]] 15:00, 5 March 2006 (GMT)&lt;br /&gt;
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== Game Mechanics ==&lt;br /&gt;
&lt;br /&gt;
=== Conversion ===&lt;br /&gt;
When an Outsider/Native dies they are reborn as a Native (don't really understand the spirit thing too well). The Outsiders then get a new class/skill, &amp;quot;Religious Conversion&amp;quot; that requires a &amp;quot;Holy Scripture&amp;quot;. This allows a &amp;quot;Priest&amp;quot; to convert one native into a Outsider&amp;quot;. The converted native would most likely start off as a Settler. --[[User:One of many doctors|One of many doctors]] 23:22, 16 February 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
* I believe that Natives are reborn as Natives and Outsiders are reborn as Outsiders, but I could be wrong. From a game balance perspective, I am not in favor of type-swapping skills unless Natives are presented with an ability to counter or convert Outsiders as well. It does fit nicely with the theme though. --[[User:Lint|Lint]] 23:41, 16 February 2006 (GMT)&lt;br /&gt;
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* That would probably be the shamans job, however it may have worked for Urban Dead but I don't think it will work in this game as whichever group has the most players to begin with will, once conflicts begin to arise, dominate by switching people from the side they are on the side the priest/&amp;quot;whatever the natives use&amp;quot; side making you able to graph one groups population by looking at the graph pop=(1/2)^x. Also since there wouldn't seem to be a way, short of finding a converter player to switch you back, to go back to playing as you once did would make the amount of people on one side quickly die off (even though thats what would happen in real life, favouring the outsiders) it would be a very unfun aspect of the game. And really these are HOSTILE natives, or so it seems, why would they let some devilman outsider tell it how it is? They wouldn't, they would simply spear them and laugh! In short all the converting ideas suck, I know I wouldn't want to log on to find I'm playing for the wrong side. -- [[User:Daylan|Daylan]] 10:55, 17 February 2006 (GMT)&lt;br /&gt;
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* So that means if my soldier dies, he's reborn as a native? Not only that, but to become an outsider again, first I would have to find a priest (which would be next to impossible with such a small number of players), and then he could convert me into a settler. That means I'll never be able to be a soldier again, which is a real punch in the throat for RPers. -- Grigoriy&lt;br /&gt;
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*All valid points. I guess this wouldn't really work we have the same number of players as Urban Dead. But this would be a great way to balance out the sides later on. Say there are too many natives, you just drop more &amp;quot;conversion items&amp;quot; and balance out the sides. Too many Outsiders? Just drop the number of conversion items. Doubt it would catch on though. --[[User:One of many doctors|One of many doctors]] 02:44, 19 February 2006 (GMT)&lt;br /&gt;
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*Conversion doesn't have to be forced.  It could require action on both sides, like a native doning a religious item and an outsider using the skill on that native.  After all, conversion isn't real without true faith. The native counter to this could be similar, requiring an outsider to die holding a packet of that headshrinking powder while a shaman uses the Zombification (ala Haitian witchcraft) skill.  -- frisco&lt;br /&gt;
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*You don't change class or anything when you die. --[[User:Murk|Murk]] 12:31, 4 March 2006 (GMT)&lt;br /&gt;
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=== Capturing villages ===&lt;br /&gt;
Since this is like some war between Outsiders and Natives I thought this appropriate. If all the (say) Outsiders are killed in York and there are none left, then it becomes a Native village and vice versa. Probably needs harder requirements to capture settlements though. Maybe each side could have one permanent place that can never change hands? --[[User:One of many doctors|One of many doctors]] 03:41, 1 March 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
:Not sure about this - what about all the idle players within the village? They might &amp;quot;wake up&amp;quot; after a couple of weeks to find they're in enemy territory. --[[User:Simon|Simon]] 11:00, 1 March 2006 (GMT)&lt;br /&gt;
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:You could have it so idle players goto the nearest friendly village-- [[User:Daylan|Daylan]] 02:58, 3 March 2006 (GMT)&lt;br /&gt;
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:Turf control in a limited AP browser game like this just invites lame zerging behavior. I don't like it. --[[User:Jackel|Jackel]] 00:00, 4 March 2006 (GMT)&lt;br /&gt;
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:Not villages, perhaps 3x3 square 'forts'? --[[User:Grigoriy|Grigoriy]] 01:10, 4 March 2006 (GMT)&lt;br /&gt;
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:I do like the idea, but I think Jackel's observation hits a key point. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)&lt;br /&gt;
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=== Unique skills ===&lt;br /&gt;
I think that each class should start off with one unique skill that the others may never aquire. That way it stops all the classes from becoming too generic. For example Settlers could have a &amp;quot;farming&amp;quot; skill, Soldiers could have a &amp;quot;bravery&amp;quot; skill, etc. Or mabey they could just have a attribute like Soldiers have an extra 10% chance of striking the target, Warriors have an extra 10% chance  of finding animals, Settlers have an extra 10% chance of finding an item, Scouts have a 3% chance of recovering 1 HP per AP spent, etc. --[[User:One of many doctors|One of many doctors]] 02:34, 5 March 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
:I am in favor of this (if it is not in effect currently). We'd have to work out the details to make sure each class is getting their fair share, but something that encourages players to try other classes or team up with other players using different classes for a better playing experience sounds good to me. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)&lt;br /&gt;
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=== Pet System ===&lt;br /&gt;
I will combine aspects of the '''Animal''' and '''Pirate''' suggestions and propose a pet system that allows you to tame one of the animals on the island. First, you have to weaken the animal. Then you throw a sphere device at it and shout &amp;quot;SHARTAK SPHERE! GO!&amp;quot; for 1 AP. There's a slight chance that you have captured and tamed the animal. The more powerful the animal, the less success chance. You earn no XP for taming an animal. Players can only have 1 pet at a time. They can release a pet whenever they want. If the owner dies, the pet runs away. Pets have fixed HP, attack, and accuracy based on the type of animal they are (ie. they do not level up or heal, just to keep it simple to design). They follow the player around and only attack when the player attacks. It would be nice if they attacked while you were not playing, but auto-defense mechanisms are unnecessary. Enemy animals randomly determine whether they are attacking the owner or the pet. Other players will have an option for targeting the owner or pet. There is no XP gained for attacking or killing a pet to deter any attempts at farming pet killing (I can't believe we even have to consider preventing such a thing). For added flavor, owners can name their pets. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
:ROTFL. Sounds a bit like Pokemon or Yu-Gi-Oh (don't worry, I'm not a fan, I have kids that were!).  Perhaps instead of spheres, you could keep the monkeys on a leash, heal a tiger or elephant to make it less likely to attack you, tame deer by feeding them, etc. Some animals like the wild boar would have to be pretty difficult to tame. --[[User:Simon|Simon]] 15:14, 5 March 2006 (GMT)&lt;br /&gt;
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=== Profile Effect Items ===&lt;br /&gt;
These are useless baubles that take up 1 unit of a player's inventory space, but if anyone views their profile they will see that the players possesses the item. Using the item won't accomplish anything and merely produce flavor text. However, if a player is in the presence of another player, using the item would show it off. As with all items, there's no way to trade them with other players. We can have eyepatches and peglegs. We can have tribal masks and warpaint. Maybe some clans would require a certain dress code. Maybe they need 30 pieces of flair. I think it provides an outlet for the less serious gamers. Problems: Serious gamers might be plagued with finding such items and dropping them, wasting (in their opinion) AP and Page Hits. Also, arguing over what items fit with the theme of Shartak will be a headache-inducing process. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
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=== Unique Item Hunt ===&lt;br /&gt;
''Capture the Flag''-ish minigame. Somewhere on the island is a single conch shell item. It can be found by searching anywhere. It takes 1 inventory space and appears when anyone views their profile. When the conch holder is in the presence of other players, flavor text is added to the area description to inform the others that the conch holder is in the area. If the person in possession of the conch drops it, dies, or is idle for more than 5 days, the conch returns to the system. The person who holds the conch the longest gets recognized in the statistics. Killing the conch holder earns special bonus XP. Adept conch holder killers may also be recognized in the statistics. Problems: Someone with multiple characters could take advantage of having the conch on one character and reap the XP and fame with another. There will be a point where a race condition will occur and might result in multiple conches and a broken game. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
* This kind of thing has been on my ideas list, although this is much more detailed version than the one-liner I had. --[[User:Simon|Simon]] 15:05, 5 March 2006 (GMT)&lt;/div&gt;</summary>
		<author><name>Daylan</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Suggestions&amp;diff=2265</id>
		<title>Suggestions</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Suggestions&amp;diff=2265"/>
		<updated>2006-03-07T00:39:02Z</updated>

		<summary type="html">&lt;p&gt;Daylan: /* Scientist (Rename) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Suggestions for Shartak are always welcome, although there's no guarantee that anything will be added. Comments on or modifications for any of the suggestions below can be added by editing this page. Please be considerate and don't just remove ideas that you don't like.&lt;br /&gt;
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Begin a new item with a * and &amp;quot;sign&amp;quot; your suggestions using &amp;lt;nowiki&amp;gt;-- ~~~~&amp;lt;/nowiki&amp;gt; so we know who to blame ;)&lt;br /&gt;
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Bug reports should go on the [[Bugs]] page.&lt;br /&gt;
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== To-do list? ==&lt;br /&gt;
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Perhaps I should add a to-do list here on the wiki so you can comment/vote on the ideas before they're implemented. Then again, perhaps I shouldn't as this would spoil the surprise ;) Not so much a &amp;quot;things I might do&amp;quot; list like this page but a &amp;quot;things I am going to do&amp;quot; list.&lt;br /&gt;
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--[[User:Simon|Simon]] 14:59, 5 March 2006 (GMT)&lt;br /&gt;
:I'd say unless your debating whether to implement a change, or are seeking feedback, just make whatever changes you are going to make and only tell us afterward. While I'm sure we are all interested in what might be in the pipeline for Shartak, it creates expectations, and expectations lead to frustration when the ideas you are planning aren't implemented in a timely fashion. Think of a game like Duke Nukem Forever, which created massive backlash among its fans for going through delay after delay. If the game designers had not created the expectation (and being unable to fulfill it), there would be no basis for the fan backlash. --[[User:Jackel|Jackel]] 02:23, 6 March 2006 (GMT)&lt;br /&gt;
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{| cellpadding=10 align=right&lt;br /&gt;
| __TOC__&lt;br /&gt;
|}&lt;br /&gt;
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== Skills ==&lt;br /&gt;
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===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;
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''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;
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=== Weapon Skills ===&lt;br /&gt;
The Warrior/Soldiers class should get weapon skills, like spear skills for the warrior and rifle skills for the soldier, make the soldiers skills make the rifle have better to hit then the natives spear but the rifle requires the searching of ammo, this makes the difference between natives and outsiders warrior classes more than the blowpipe and rifle (blowpipes do 1 less damage) EDIT: I ahnotice that the outsiders do indeed have rifle training, freshly added to the wiki I guess.-- [[User:Daylan|Daylan]] 11:07, 17 February 2006 (GMT)&lt;br /&gt;
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We have been doing some research(see the talk page in character classes) and it appears that warriors are no better at fighting(unless you count 10 extra hp as being really great) than any other class, correct me if I'm wrong but if there is no warrior only fighting skill what makes them warriors and not shamans w/ blowpipes(pardon the pun but they &amp;quot;blow&amp;quot;) and +10hp? and if that is all they are how come soilders get extra skills? -- [[User:Daylan|Daylan]] 02:55, 3 March 2006 (GMT)&lt;br /&gt;
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Also, if you've got a machete and the three melee skills, there's never any point in using a blowpipe (unless you've got 1AP left and a victim with only 4HP remaining). There should be a skill that increases the chances of hitting with a blowpipe, to at least 30% - especially since you have to search for darts. Viveca Lindfors, 6 March 2006, 17:25 GMT&lt;br /&gt;
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''Comments''&lt;br /&gt;
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=== Tracking ===&lt;br /&gt;
Anyone with the Tracking skill should be able to track where people have gone, either generic &amp;quot;A native passed by here recently&amp;quot; or more specific &amp;quot;Average Joe left heading north 2 days ago&amp;quot;.&lt;br /&gt;
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''Comments''&lt;br /&gt;
* Should probably be a timelimit so you don't see &amp;quot;Average Joe left heading north 90 days ago&amp;quot;. - [[User:Snarf|Snarf]]&lt;br /&gt;
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=== 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;
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''Comments''&lt;br /&gt;
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=== 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;
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''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;
&lt;br /&gt;
=== Skinning ===&lt;br /&gt;
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. --[[User:Lint|Lint]] 21:48, 23 February 2006 (GMT)&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;
&lt;br /&gt;
''Comments''&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;
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=== 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;
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''Comments''&lt;br /&gt;
&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;
&lt;br /&gt;
''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;
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=== 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;
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===Comment Cartagraphy===&lt;br /&gt;
Applies to Natives &amp;amp; Outsiders, most likely best applied only to the classes, scouts &amp;amp; explorers. I am thinking that it would be great to get more out of the map. This skill would allow those who have it to be able to add a limited number of short comments to their maps. These comments could work as references so as to be able to use the map to help find points of interest at some other time. I could see this probably difficult to implement, but perhaps it could work in that one could click in a quadrant on the map which would reload the page and allow you to add a text comment / description to a form. This text comment on a save would place a reference number on that quadrant of the map and the text would be listed to the right or below the map with accompanying reference number. -- [[User: fitzcarraldo|fitzcarraldo]]|&amp;lt;sup&amp;gt;[[User talk:fitzcarraldo|T]]&amp;lt;/sup&amp;gt; 17:05, 5 March 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
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=== Spear ===&lt;br /&gt;
It could be the native warriors main weapon, give it a base damage of 3, same to hit as machete but it wouldn't cut through jungle -- [[User:Daylan|Daylan]] 11:02, 17 February 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
:A spear for stabbing or a spear for throwing (i.e single use) ? --[[User:Simon|Simon]] 15:49, 25 February 2006 (GMT)&lt;br /&gt;
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=== Head-shrinking powder ===&lt;br /&gt;
This could be either a melee or area weapon used by natives.&lt;br /&gt;
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''Comments''&lt;br /&gt;
* What are the effects of it? Causes X HP of damage? Loss of AP? Loss of XP? Instant death? - [[User:Snarf|Snarf]]&lt;br /&gt;
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=== Meat ===&lt;br /&gt;
Heals 2 HP. Used by both outsiders and tribals. It appears in your inventory when you kill a beastie. [[User:Bungalow Bill|Bungalow Bill]]&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
* But you can only carry 200 pounds of meat back to your wagon. &amp;lt;nowiki&amp;gt;&amp;lt;/oregontrail&amp;gt;&amp;lt;/nowiki&amp;gt; --[[User:Lint|Lint]] 01:15, 13 February 2006 (GMT)&lt;br /&gt;
* Or you have to cook it, taking one AP and possibly a fire-lighting skill (who wants to eat raw monkey?).[[User:MorkaisChosen|MorkaisChosen]] 20:12, 20 February 2006 (GMT)&lt;br /&gt;
** Maybe you don't have to cook it but you get less HP and possibly lose HP to food poisoning. [DarkFerret]&lt;br /&gt;
* Or, to make it more, hm, tribal, you could need to bring it back to specific places in the village where it could be (instantaneously) cooked and used as a replenished &amp;quot;health pool&amp;quot; any player could use. You would still have the occasional berries to eat in the forest, but real meal would occure at a settlement. It would also provide a more efficient healing system (as currently, you roughly get to spend 50 AP to recover 4 or 5 HP, which makes death the most efficient way to restore your HP). -- Leaf&lt;br /&gt;
**''There is a large pot of stew cooking, it appears to be half full.''&lt;br /&gt;
''You eat some and feel better. After a few spoonfuls you find your friend's pocket watch.'' [DarkFerret]&lt;br /&gt;
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=== Radio beacon/receiver ===&lt;br /&gt;
A radio beacon/receiver for outsiders to pinpoint specific locations of interest.&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
* What's wrong with using the GPS co-ordinates of a specific location? - [[User:Snarf|Snarf]]&lt;br /&gt;
*Perhaps a way to have GPS waypoints or markers IN one own's GPS? --[[User:Wcervantes|Wcervantes]] 19:39, 16 February 2006 (GMT)&lt;br /&gt;
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=== Holy Scriptures ===&lt;br /&gt;
Used to convert Natives into Ousiders. Requires &amp;quot;Religious Devotion&amp;quot;. Most likely found around Outsider settlements --[[User:One of many doctors|One of many doctors]] 23:22, 16 February 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
*Nobody wants to have a class change againt their will. -Grigoriy&lt;br /&gt;
*Noone wants to die against their will either, but it does happen ;-) Might be irritating, but also might be quite interesting. It would have to be possible both ways of course, natives to outsiders and outsiders to natives. Perhaps the outsiders can convert natives to outsiders with holy scriptures using the religious devotion skill and natives can convert outsiders to natives with a bottle of beer using the seduction skill! ;-) --[[User:Murk|Murk]] 12:28, 4 March 2006 (GMT)&lt;br /&gt;
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=== GPS Unit (Redesign) ===&lt;br /&gt;
This is a suggestion to change the gps unit into an object that presumably fits better with the game setting. We currently have no other modern item available for use (anachronism - VOCABULARY WORD!). Perhaps we should use a sextant? And rather than reveal the position all of the time, it requires a 1 AP use in non-dense, non-enclosed area. --[[User:Lint|Lint]] 21:48, 23 February 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
*Yes, GPS units are indeed ''malapropos'' (another vocabulary word :D)--[[User:Grigoriy|Grigoriy]] 00:33, 27 February 2006 (GMT)&lt;br /&gt;
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=== Refillable containers ===&lt;br /&gt;
Does it really make sense that after drinking something, you automatically discard the container it had been in? I propose a modification to the inventory system so bottles/gourds work similar to rifles and blowguns--they can be refilled if they are empty. Obviously, you can't just carry around spare water like you can ammo, so to refill a water container, you have to be in water. This would clearly make areas near water more popular, which I don't think is a bad thing, or without precedent.   Furthermore, this could lead to new and interesting directions, such as other liquids that could be carried around, causing various effects. Off the top of my head:&lt;br /&gt;
:::::drinking too much &amp;quot;ocean&amp;quot; water will make you sick (reducing your hit % temporarily)&lt;br /&gt;
:::::a &amp;quot;create mysterious serum&amp;quot; skill  the shaman/scientist can eventually learn that (along with certain ingredients) lets them create a &amp;quot;buff&amp;quot; potion.&lt;br /&gt;
:::::special healing water springs that have double the recuperative effect&lt;br /&gt;
This would also address one of the concerns I've had regarding healing skills. To my knowledge, there is no place in Shartak where you are more likely to consistantly find healing kits/herbs, etc. its all fairly random. By comparision, UD has certain buildings where you can only find certain items (i.e. hospitals = first aid kits). IMO, its currently too difficult/AP consuming to heal. Without a way to consistantly find/create healing items, it's not likely there will be &amp;quot;healers&amp;quot; willing to use their hard-to-find healing items on anyone else. --[[User:Jackel|Jackel]] 22:14, 25 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
::Have you found the hut in Dalpok with all the drying herbs hanging up? Says something about a shaman being busy, I seem to have a reasonable success rate at finding healing herbs there. Not sure if there are more around. --[[User:Snarf|Snarf]] 22:17, 25 February 2006 (GMT)&lt;br /&gt;
:::No, I hadn't noticed such a hut(s), I've assumed they were all pretty much the same. If certain huts are more likely to contain certain items, I've another suggestion--'''label them'''. Any opinion on my primary suggestion of refillable containers? --[[User:Jackel|Jackel]] 22:31, 25 February 2006 (GMT)&lt;br /&gt;
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== Other ==&lt;br /&gt;
&lt;br /&gt;
=== Supplies in settlements ===&lt;br /&gt;
Could there perhaps be some kind of a more reliable way to get things in villages, apart from randomly finding them? Coming across abandoned items in jungles, evaquated police departments and such makes sense, but going on an epic quest for a machete under someone's carpet in an active village just seems a bit out of place.&lt;br /&gt;
&lt;br /&gt;
So, if it's not too much of a hassle, which it most likely is, I suggest there to perhaps be put some kind of trader characters in settlements, who could exchange all kindsa things for random junk you've found lying around in other places, or maybe you could get these fellas to make items for you free of charge, which you could go and pick up after a period of time?&lt;br /&gt;
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..probably too complicated for something that's rather useless. Oh well. --[[User:Ismo Kuikka|Ismo Kuikka]]&lt;br /&gt;
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''Comments''&lt;br /&gt;
:There's a trading post in one of the huts in Dalpok, can't get anything there though. Perhaps a sign of things to come? --[[User:Snarf|Snarf]] 10:33, 17 February 2006 (GMT)&lt;br /&gt;
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=== Tunnels ===&lt;br /&gt;
Tunnels underneath the island lead to interesting places.&lt;br /&gt;
&lt;br /&gt;
as a res''Comments''&lt;br /&gt;
:How do you know they don't exist? :) [[User:Dr._J|Dr. J]]&lt;br /&gt;
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=== Treasure to capture ===&lt;br /&gt;
&amp;quot;Capture the flag&amp;quot; type objective, in this case the flags are treasure from each village. Bonus points in the form of XP or gold coins to be awarded to the holder of the treasure at certain intervals.&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
:I would like to modify this slightly Mystery Suggester. Please see the '''Unique Item Hunt''' suggestion. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)&lt;br /&gt;
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=== Writing on the tree (or sand) ===&lt;br /&gt;
Should be able to write stuff in the sand on the beaches and carve short messages into trees in the jungle. To avoid &amp;quot;carve-wars&amp;quot; the only way to get rid of messages on trees could be to chop the jungle down and wait for it to grow again before you can write a new message. -- [[User:Snarf|Snarf]] 22:32, 27 January 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
:FYI, currently working on this. --[[User:Simon|Simon]] 23:16, 20 February 2006 (GMT)&lt;br /&gt;
:Done. Watch out for quirks depending on where you're writing. --[[User:Simon|Simon]] 15:24, 27 February 2006 (GMT)&lt;br /&gt;
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=== Informational messages ===&lt;br /&gt;
You should be able to see what other people have done since your past turn. Much like the skill above, except for most actions that take place. Such as '[09:34]Joe used a medkit on Roger' or '[05:23]Dan Attacked a Boar and missed'. If this is implemented, there should be a menu that you can use to toggle certain bits of information, to reduce or stop spam. [[User:Durja|Durja]] 18:14, 6 February 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
:I don't want to see when people miss attacks, that's just too much information (unless it's me that they're attacking!) - [[User:Snarf|Snarf]]&lt;br /&gt;
:Would be useful to see when kills are made in the same location eg. Dan killed a boar or Joe killed Roger - [[User:Snarf|Snarf]]&lt;br /&gt;
:How about making a list of &amp;quot;informational messages&amp;quot; that might be required? - [[User:Snarf|Snarf]]&lt;br /&gt;
:* PlayerX killed PlayerY.&lt;br /&gt;
:* PlayerX killed animal.&lt;br /&gt;
:* PlayerY died from eating some poisonous berries. (self-inflicted death)&lt;br /&gt;
&lt;br /&gt;
=== Player VS Player Interaction ===&lt;br /&gt;
I would propoese a to hit % penalty for attacking members of same Home location.  I believe this will promote exploration and perhaps offer a measure of protection of newly &amp;quot;birthed&amp;quot; population.  As a recent victim of death by the hands of a warrior from my own villiage this has a bit of appeal to me ;). - [[User:Nankilstlas|Nan]]&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
:Instead of a hit % penalty, what about reducing or eliminating XP earned for such attacks? It would be similar to the ZvZ penalty used in UrbanDead, and its easier to rationalize not getting as much experience fighting one of your own than to rationalize that its harder to hit your own people for some reason. --[[User:Jackel|Jackel]] 19:52, 27 February 2006 (GMT)&lt;br /&gt;
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:The to hit penalty and the lack of XP should be combined to discourage intravillage conflicts but only on nonclan members(so clans from the same village can fight with each other to simulate a power struggle for leadership), extend this to shamans as well, as its not often the village shaman gets killed by an out-of-towner. --[[User:Daylan|Daylan]] 00:27, 7 March 2006 (GMT)&lt;br /&gt;
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=== Spirit Movement ===&lt;br /&gt;
&lt;br /&gt;
A couple thoughts on this topic.--[[User:Jackel|Jackel]] 02:29, 6 March 2006 (GMT)&lt;br /&gt;
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*My character has the &amp;quot;trekking&amp;quot; skill, but as a spirit, actually moves '''slower''' (1 AP per square) than when he's alive! Spirits should move '''at least''' as fast as someone skilled at traversing terrain.&lt;br /&gt;
&lt;br /&gt;
*Spirits move effortlessly through the thickest jungle, water, swamp--as it should be. Why should mountains be an impediment?&lt;br /&gt;
:Perhaps there's some kind of mineral in the mountain that prevents the spirit from passing through it.. could be mined later on to spirit-proof huts or something (clutching at straws here, can you tell) ?&lt;br /&gt;
:They also can't move through the deepest water, but that is the boundary of the game I'm guessing.&lt;br /&gt;
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=== Areas explored stat ===&lt;br /&gt;
&lt;br /&gt;
Just add a stat in our character page that shows how any areas we have explored, use the same system that is used to determine who is in the top ten, but for everybody so we can all see how many areas we have explored(and how close to the top ten we are :). -- [[User:Daylan|Daylan]] 00:04, 7 March 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
&lt;br /&gt;
== Classes ==&lt;br /&gt;
&lt;br /&gt;
=== Priest ===&lt;br /&gt;
Starts off with a &amp;quot;Holy Scripture&amp;quot; and the &amp;quot;Religious Devotion Skill&amp;quot;. --[[User:One of many doctors|One of many doctors]] 23:22, 16 February 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
:None of the other classes start with a skill. I think they should just have access to the skill, and maybe stuff like scientists don't (I'm not saying all scientists are unreligious, just that there probably aren't any THAT religious!). [[User:MorkaisChosen|MorkaisChosen]] 11:06, 17 February 2006 (GMT)&lt;br /&gt;
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=== Scientist (Rename) ===&lt;br /&gt;
This is a suggestion to change the name of the Scientist class to Professor. From Tarzan to Gilligan's Island, the science-type in has been regarded as Professor rather than Scientist. --[[User:Lint|Lint]] 21:48, 23 February 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
*I like! --[[User:One of many doctors|One of many doctors]] 03:38, 1 March 2006 (GMT)&lt;br /&gt;
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::I don't. If someone wants to roleplay as a scholarly Prof, more power to them. As it is, the term &amp;quot;Scientist&amp;quot; suggests a broader archetype, inviting players to make of their character what they will. which I favor. --[[User:Jackel|Jackel]] 23:56, 3 March 2006 (GMT)&lt;br /&gt;
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::I thought would be closer to anthropologists as, well those are the scientists who explore the jungle. I don't think there would be many astrophysicists or chemists(maybe a few chemists but they wouldn't be with the exploring group-they would come after) but you would likely see at least one or two medical doctors, but all anthropologists who go into the field have first-aid training. On top of that the term anthropologist has so many subdisciplines that it is almost as broad as saying scientists. --[[User:Daylan|Daylan]] 00:36, 7 March 2006 (GMT)&lt;br /&gt;
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=== Villager/Settler ===&lt;br /&gt;
&lt;br /&gt;
[[User:Lint|Lint]] recently made a very salient point with respect to [[Game_Design|Class Balance]]. Namely, there are very few players '''(4% currently)''' choosing to be (Outsider) Settlers or (Native) Villagers. Realistically, these should be the most abundant classes, so clearly (aside from trival starting inventory) these classes clearly lack any definable appeal. I propose that these 2 classes (due to their years of plying and scavenging their surroundings) are more adept at searching then their peers. As such, they have a +20% bonus in base search percentage. There is precedent for this in UD, with the &amp;quot;consumer&amp;quot; class getting an immediate advantage in searching, and though the nature of that game (i.e. constant heavy barricading of Malls) makes it difficult for consumers to realize their advantage, this would not be the case in Shartak.  This change will undoubtedly make these overlooked classes more attractive to new players.--[[User:Jackel|Jackel]] 00:25, 4 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
:I wouldn't say that it's completely a bad thing that the Settler and Villager populations are low. (Wouldn't you say that the Consumer population is the lowest in &amp;quot;that other game&amp;quot;?) However, I do agree that this class doesn't appear to be getting the same respect as the others. The search bonus or perhaps the '''Agriculture''' suggestion might be justifiable. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)&lt;br /&gt;
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=== Animal ===&lt;br /&gt;
It would be interesting to play as an animal. They wouldn't be able to use some items or learn certain skills, but they could smell the trails of humans and other animals. Some could eat vegetation, an action similar to choping, and restore HP. --[[User:Darkferret|Darkferret]] 18:24, 4 March 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
&lt;br /&gt;
=== Pirate ===&lt;br /&gt;
Every tropical island needs pirates!  Could either be Outsider or a separate grouping altogether (current pirates being more native than foreign, from the news i read).  Don't know what special skills they have, maybe better at finding gold in towns, or general stuff on the beach, and any parrots they encounter follow them around (perhaps monkeys too).  If agriculture is implemented, they get to grow weed and poppy. Maybe they'd be better as the Outsider NPC counterpart to NPC shamans, and raid towns every so often. --[[User:Frisco|Frisco]] 04:14, 5 March 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
:I have no idea how we could implement them into Shartak, but I do like pirates... --[[User:Grigoriy|Grigoriy]] 05:29, 5 March 2006 (GMT)&lt;br /&gt;
:I have some ideas how to implement them. Just so you know, Pirates have been on my todo list for a couple of months now but I'm holding off sorting them out until I have skills and items worked out for them and have finished some of the higher priority things. --[[User:Simon|Simon]] 15:00, 5 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
== Game Mechanics ==&lt;br /&gt;
&lt;br /&gt;
=== Conversion ===&lt;br /&gt;
When an Outsider/Native dies they are reborn as a Native (don't really understand the spirit thing too well). The Outsiders then get a new class/skill, &amp;quot;Religious Conversion&amp;quot; that requires a &amp;quot;Holy Scripture&amp;quot;. This allows a &amp;quot;Priest&amp;quot; to convert one native into a Outsider&amp;quot;. The converted native would most likely start off as a Settler. --[[User:One of many doctors|One of many doctors]] 23:22, 16 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
* I believe that Natives are reborn as Natives and Outsiders are reborn as Outsiders, but I could be wrong. From a game balance perspective, I am not in favor of type-swapping skills unless Natives are presented with an ability to counter or convert Outsiders as well. It does fit nicely with the theme though. --[[User:Lint|Lint]] 23:41, 16 February 2006 (GMT)&lt;br /&gt;
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* That would probably be the shamans job, however it may have worked for Urban Dead but I don't think it will work in this game as whichever group has the most players to begin with will, once conflicts begin to arise, dominate by switching people from the side they are on the side the priest/&amp;quot;whatever the natives use&amp;quot; side making you able to graph one groups population by looking at the graph pop=(1/2)^x. Also since there wouldn't seem to be a way, short of finding a converter player to switch you back, to go back to playing as you once did would make the amount of people on one side quickly die off (even though thats what would happen in real life, favouring the outsiders) it would be a very unfun aspect of the game. And really these are HOSTILE natives, or so it seems, why would they let some devilman outsider tell it how it is? They wouldn't, they would simply spear them and laugh! In short all the converting ideas suck, I know I wouldn't want to log on to find I'm playing for the wrong side. -- [[User:Daylan|Daylan]] 10:55, 17 February 2006 (GMT)&lt;br /&gt;
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* So that means if my soldier dies, he's reborn as a native? Not only that, but to become an outsider again, first I would have to find a priest (which would be next to impossible with such a small number of players), and then he could convert me into a settler. That means I'll never be able to be a soldier again, which is a real punch in the throat for RPers. -- Grigoriy&lt;br /&gt;
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*All valid points. I guess this wouldn't really work we have the same number of players as Urban Dead. But this would be a great way to balance out the sides later on. Say there are too many natives, you just drop more &amp;quot;conversion items&amp;quot; and balance out the sides. Too many Outsiders? Just drop the number of conversion items. Doubt it would catch on though. --[[User:One of many doctors|One of many doctors]] 02:44, 19 February 2006 (GMT)&lt;br /&gt;
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*Conversion doesn't have to be forced.  It could require action on both sides, like a native doning a religious item and an outsider using the skill on that native.  After all, conversion isn't real without true faith. The native counter to this could be similar, requiring an outsider to die holding a packet of that headshrinking powder while a shaman uses the Zombification (ala Haitian witchcraft) skill.  -- frisco&lt;br /&gt;
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*You don't change class or anything when you die. --[[User:Murk|Murk]] 12:31, 4 March 2006 (GMT)&lt;br /&gt;
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=== Capturing villages ===&lt;br /&gt;
Since this is like some war between Outsiders and Natives I thought this appropriate. If all the (say) Outsiders are killed in York and there are none left, then it becomes a Native village and vice versa. Probably needs harder requirements to capture settlements though. Maybe each side could have one permanent place that can never change hands? --[[User:One of many doctors|One of many doctors]] 03:41, 1 March 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
:Not sure about this - what about all the idle players within the village? They might &amp;quot;wake up&amp;quot; after a couple of weeks to find they're in enemy territory. --[[User:Simon|Simon]] 11:00, 1 March 2006 (GMT)&lt;br /&gt;
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:You could have it so idle players goto the nearest friendly village-- [[User:Daylan|Daylan]] 02:58, 3 March 2006 (GMT)&lt;br /&gt;
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:Turf control in a limited AP browser game like this just invites lame zerging behavior. I don't like it. --[[User:Jackel|Jackel]] 00:00, 4 March 2006 (GMT)&lt;br /&gt;
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:Not villages, perhaps 3x3 square 'forts'? --[[User:Grigoriy|Grigoriy]] 01:10, 4 March 2006 (GMT)&lt;br /&gt;
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:I do like the idea, but I think Jackel's observation hits a key point. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)&lt;br /&gt;
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=== Unique skills ===&lt;br /&gt;
I think that each class should start off with one unique skill that the others may never aquire. That way it stops all the classes from becoming too generic. For example Settlers could have a &amp;quot;farming&amp;quot; skill, Soldiers could have a &amp;quot;bravery&amp;quot; skill, etc. Or mabey they could just have a attribute like Soldiers have an extra 10% chance of striking the target, Warriors have an extra 10% chance  of finding animals, Settlers have an extra 10% chance of finding an item, Scouts have a 3% chance of recovering 1 HP per AP spent, etc. --[[User:One of many doctors|One of many doctors]] 02:34, 5 March 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
:I am in favor of this (if it is not in effect currently). We'd have to work out the details to make sure each class is getting their fair share, but something that encourages players to try other classes or team up with other players using different classes for a better playing experience sounds good to me. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)&lt;br /&gt;
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=== Pet System ===&lt;br /&gt;
I will combine aspects of the '''Animal''' and '''Pirate''' suggestions and propose a pet system that allows you to tame one of the animals on the island. First, you have to weaken the animal. Then you throw a sphere device at it and shout &amp;quot;SHARTAK SPHERE! GO!&amp;quot; for 1 AP. There's a slight chance that you have captured and tamed the animal. The more powerful the animal, the less success chance. You earn no XP for taming an animal. Players can only have 1 pet at a time. They can release a pet whenever they want. If the owner dies, the pet runs away. Pets have fixed HP, attack, and accuracy based on the type of animal they are (ie. they do not level up or heal, just to keep it simple to design). They follow the player around and only attack when the player attacks. It would be nice if they attacked while you were not playing, but auto-defense mechanisms are unnecessary. Enemy animals randomly determine whether they are attacking the owner or the pet. Other players will have an option for targeting the owner or pet. There is no XP gained for attacking or killing a pet to deter any attempts at farming pet killing (I can't believe we even have to consider preventing such a thing). For added flavor, owners can name their pets. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
:ROTFL. Sounds a bit like Pokemon or Yu-Gi-Oh (don't worry, I'm not a fan, I have kids that were!).  Perhaps instead of spheres, you could keep the monkeys on a leash, heal a tiger or elephant to make it less likely to attack you, tame deer by feeding them, etc. Some animals like the wild boar would have to be pretty difficult to tame. --[[User:Simon|Simon]] 15:14, 5 March 2006 (GMT)&lt;br /&gt;
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=== Profile Effect Items ===&lt;br /&gt;
These are useless baubles that take up 1 unit of a player's inventory space, but if anyone views their profile they will see that the players possesses the item. Using the item won't accomplish anything and merely produce flavor text. However, if a player is in the presence of another player, using the item would show it off. As with all items, there's no way to trade them with other players. We can have eyepatches and peglegs. We can have tribal masks and warpaint. Maybe some clans would require a certain dress code. Maybe they need 30 pieces of flair. I think it provides an outlet for the less serious gamers. Problems: Serious gamers might be plagued with finding such items and dropping them, wasting (in their opinion) AP and Page Hits. Also, arguing over what items fit with the theme of Shartak will be a headache-inducing process. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
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=== Unique Item Hunt ===&lt;br /&gt;
''Capture the Flag''-ish minigame. Somewhere on the island is a single conch shell item. It can be found by searching anywhere. It takes 1 inventory space and appears when anyone views their profile. When the conch holder is in the presence of other players, flavor text is added to the area description to inform the others that the conch holder is in the area. If the person in possession of the conch drops it, dies, or is idle for more than 5 days, the conch returns to the system. The person who holds the conch the longest gets recognized in the statistics. Killing the conch holder earns special bonus XP. Adept conch holder killers may also be recognized in the statistics. Problems: Someone with multiple characters could take advantage of having the conch on one character and reap the XP and fame with another. There will be a point where a race condition will occur and might result in multiple conches and a broken game. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
* This kind of thing has been on my ideas list, although this is much more detailed version than the one-liner I had. --[[User:Simon|Simon]] 15:05, 5 March 2006 (GMT)&lt;/div&gt;</summary>
		<author><name>Daylan</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Suggestions&amp;diff=2264</id>
		<title>Suggestions</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Suggestions&amp;diff=2264"/>
		<updated>2006-03-07T00:38:51Z</updated>

		<summary type="html">&lt;p&gt;Daylan: /* Scientist (Rename) */&lt;/p&gt;
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&lt;div&gt;Suggestions for Shartak are always welcome, although there's no guarantee that anything will be added. Comments on or modifications for any of the suggestions below can be added by editing this page. Please be considerate and don't just remove ideas that you don't like.&lt;br /&gt;
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Begin a new item with a * and &amp;quot;sign&amp;quot; your suggestions using &amp;lt;nowiki&amp;gt;-- ~~~~&amp;lt;/nowiki&amp;gt; so we know who to blame ;)&lt;br /&gt;
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Bug reports should go on the [[Bugs]] page.&lt;br /&gt;
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== To-do list? ==&lt;br /&gt;
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Perhaps I should add a to-do list here on the wiki so you can comment/vote on the ideas before they're implemented. Then again, perhaps I shouldn't as this would spoil the surprise ;) Not so much a &amp;quot;things I might do&amp;quot; list like this page but a &amp;quot;things I am going to do&amp;quot; list.&lt;br /&gt;
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--[[User:Simon|Simon]] 14:59, 5 March 2006 (GMT)&lt;br /&gt;
:I'd say unless your debating whether to implement a change, or are seeking feedback, just make whatever changes you are going to make and only tell us afterward. While I'm sure we are all interested in what might be in the pipeline for Shartak, it creates expectations, and expectations lead to frustration when the ideas you are planning aren't implemented in a timely fashion. Think of a game like Duke Nukem Forever, which created massive backlash among its fans for going through delay after delay. If the game designers had not created the expectation (and being unable to fulfill it), there would be no basis for the fan backlash. --[[User:Jackel|Jackel]] 02:23, 6 March 2006 (GMT)&lt;br /&gt;
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{| cellpadding=10 align=right&lt;br /&gt;
| __TOC__&lt;br /&gt;
|}&lt;br /&gt;
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== Skills ==&lt;br /&gt;
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===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;
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''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;
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=== Weapon Skills ===&lt;br /&gt;
The Warrior/Soldiers class should get weapon skills, like spear skills for the warrior and rifle skills for the soldier, make the soldiers skills make the rifle have better to hit then the natives spear but the rifle requires the searching of ammo, this makes the difference between natives and outsiders warrior classes more than the blowpipe and rifle (blowpipes do 1 less damage) EDIT: I ahnotice that the outsiders do indeed have rifle training, freshly added to the wiki I guess.-- [[User:Daylan|Daylan]] 11:07, 17 February 2006 (GMT)&lt;br /&gt;
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We have been doing some research(see the talk page in character classes) and it appears that warriors are no better at fighting(unless you count 10 extra hp as being really great) than any other class, correct me if I'm wrong but if there is no warrior only fighting skill what makes them warriors and not shamans w/ blowpipes(pardon the pun but they &amp;quot;blow&amp;quot;) and +10hp? and if that is all they are how come soilders get extra skills? -- [[User:Daylan|Daylan]] 02:55, 3 March 2006 (GMT)&lt;br /&gt;
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Also, if you've got a machete and the three melee skills, there's never any point in using a blowpipe (unless you've got 1AP left and a victim with only 4HP remaining). There should be a skill that increases the chances of hitting with a blowpipe, to at least 30% - especially since you have to search for darts. Viveca Lindfors, 6 March 2006, 17:25 GMT&lt;br /&gt;
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''Comments''&lt;br /&gt;
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=== Tracking ===&lt;br /&gt;
Anyone with the Tracking skill should be able to track where people have gone, either generic &amp;quot;A native passed by here recently&amp;quot; or more specific &amp;quot;Average Joe left heading north 2 days ago&amp;quot;.&lt;br /&gt;
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''Comments''&lt;br /&gt;
* Should probably be a timelimit so you don't see &amp;quot;Average Joe left heading north 90 days ago&amp;quot;. - [[User:Snarf|Snarf]]&lt;br /&gt;
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=== 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;
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''Comments''&lt;br /&gt;
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=== 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;
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''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;
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=== Skinning ===&lt;br /&gt;
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. --[[User:Lint|Lint]] 21:48, 23 February 2006 (GMT)&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;
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''Comments''&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;
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=== 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;
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''Comments''&lt;br /&gt;
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=== 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;
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=== 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;
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''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;
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===Comment Cartagraphy===&lt;br /&gt;
Applies to Natives &amp;amp; Outsiders, most likely best applied only to the classes, scouts &amp;amp; explorers. I am thinking that it would be great to get more out of the map. This skill would allow those who have it to be able to add a limited number of short comments to their maps. These comments could work as references so as to be able to use the map to help find points of interest at some other time. I could see this probably difficult to implement, but perhaps it could work in that one could click in a quadrant on the map which would reload the page and allow you to add a text comment / description to a form. This text comment on a save would place a reference number on that quadrant of the map and the text would be listed to the right or below the map with accompanying reference number. -- [[User: fitzcarraldo|fitzcarraldo]]|&amp;lt;sup&amp;gt;[[User talk:fitzcarraldo|T]]&amp;lt;/sup&amp;gt; 17:05, 5 March 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
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== Items ==&lt;br /&gt;
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=== Spear ===&lt;br /&gt;
It could be the native warriors main weapon, give it a base damage of 3, same to hit as machete but it wouldn't cut through jungle -- [[User:Daylan|Daylan]] 11:02, 17 February 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
:A spear for stabbing or a spear for throwing (i.e single use) ? --[[User:Simon|Simon]] 15:49, 25 February 2006 (GMT)&lt;br /&gt;
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=== Head-shrinking powder ===&lt;br /&gt;
This could be either a melee or area weapon used by natives.&lt;br /&gt;
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''Comments''&lt;br /&gt;
* What are the effects of it? Causes X HP of damage? Loss of AP? Loss of XP? Instant death? - [[User:Snarf|Snarf]]&lt;br /&gt;
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=== Meat ===&lt;br /&gt;
Heals 2 HP. Used by both outsiders and tribals. It appears in your inventory when you kill a beastie. [[User:Bungalow Bill|Bungalow Bill]]&lt;br /&gt;
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''Comments''&lt;br /&gt;
* But you can only carry 200 pounds of meat back to your wagon. &amp;lt;nowiki&amp;gt;&amp;lt;/oregontrail&amp;gt;&amp;lt;/nowiki&amp;gt; --[[User:Lint|Lint]] 01:15, 13 February 2006 (GMT)&lt;br /&gt;
* Or you have to cook it, taking one AP and possibly a fire-lighting skill (who wants to eat raw monkey?).[[User:MorkaisChosen|MorkaisChosen]] 20:12, 20 February 2006 (GMT)&lt;br /&gt;
** Maybe you don't have to cook it but you get less HP and possibly lose HP to food poisoning. [DarkFerret]&lt;br /&gt;
* Or, to make it more, hm, tribal, you could need to bring it back to specific places in the village where it could be (instantaneously) cooked and used as a replenished &amp;quot;health pool&amp;quot; any player could use. You would still have the occasional berries to eat in the forest, but real meal would occure at a settlement. It would also provide a more efficient healing system (as currently, you roughly get to spend 50 AP to recover 4 or 5 HP, which makes death the most efficient way to restore your HP). -- Leaf&lt;br /&gt;
**''There is a large pot of stew cooking, it appears to be half full.''&lt;br /&gt;
''You eat some and feel better. After a few spoonfuls you find your friend's pocket watch.'' [DarkFerret]&lt;br /&gt;
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=== Radio beacon/receiver ===&lt;br /&gt;
A radio beacon/receiver for outsiders to pinpoint specific locations of interest.&lt;br /&gt;
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''Comments''&lt;br /&gt;
* What's wrong with using the GPS co-ordinates of a specific location? - [[User:Snarf|Snarf]]&lt;br /&gt;
*Perhaps a way to have GPS waypoints or markers IN one own's GPS? --[[User:Wcervantes|Wcervantes]] 19:39, 16 February 2006 (GMT)&lt;br /&gt;
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=== Holy Scriptures ===&lt;br /&gt;
Used to convert Natives into Ousiders. Requires &amp;quot;Religious Devotion&amp;quot;. Most likely found around Outsider settlements --[[User:One of many doctors|One of many doctors]] 23:22, 16 February 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
*Nobody wants to have a class change againt their will. -Grigoriy&lt;br /&gt;
*Noone wants to die against their will either, but it does happen ;-) Might be irritating, but also might be quite interesting. It would have to be possible both ways of course, natives to outsiders and outsiders to natives. Perhaps the outsiders can convert natives to outsiders with holy scriptures using the religious devotion skill and natives can convert outsiders to natives with a bottle of beer using the seduction skill! ;-) --[[User:Murk|Murk]] 12:28, 4 March 2006 (GMT)&lt;br /&gt;
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=== GPS Unit (Redesign) ===&lt;br /&gt;
This is a suggestion to change the gps unit into an object that presumably fits better with the game setting. We currently have no other modern item available for use (anachronism - VOCABULARY WORD!). Perhaps we should use a sextant? And rather than reveal the position all of the time, it requires a 1 AP use in non-dense, non-enclosed area. --[[User:Lint|Lint]] 21:48, 23 February 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
*Yes, GPS units are indeed ''malapropos'' (another vocabulary word :D)--[[User:Grigoriy|Grigoriy]] 00:33, 27 February 2006 (GMT)&lt;br /&gt;
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=== Refillable containers ===&lt;br /&gt;
Does it really make sense that after drinking something, you automatically discard the container it had been in? I propose a modification to the inventory system so bottles/gourds work similar to rifles and blowguns--they can be refilled if they are empty. Obviously, you can't just carry around spare water like you can ammo, so to refill a water container, you have to be in water. This would clearly make areas near water more popular, which I don't think is a bad thing, or without precedent.   Furthermore, this could lead to new and interesting directions, such as other liquids that could be carried around, causing various effects. Off the top of my head:&lt;br /&gt;
:::::drinking too much &amp;quot;ocean&amp;quot; water will make you sick (reducing your hit % temporarily)&lt;br /&gt;
:::::a &amp;quot;create mysterious serum&amp;quot; skill  the shaman/scientist can eventually learn that (along with certain ingredients) lets them create a &amp;quot;buff&amp;quot; potion.&lt;br /&gt;
:::::special healing water springs that have double the recuperative effect&lt;br /&gt;
This would also address one of the concerns I've had regarding healing skills. To my knowledge, there is no place in Shartak where you are more likely to consistantly find healing kits/herbs, etc. its all fairly random. By comparision, UD has certain buildings where you can only find certain items (i.e. hospitals = first aid kits). IMO, its currently too difficult/AP consuming to heal. Without a way to consistantly find/create healing items, it's not likely there will be &amp;quot;healers&amp;quot; willing to use their hard-to-find healing items on anyone else. --[[User:Jackel|Jackel]] 22:14, 25 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
::Have you found the hut in Dalpok with all the drying herbs hanging up? Says something about a shaman being busy, I seem to have a reasonable success rate at finding healing herbs there. Not sure if there are more around. --[[User:Snarf|Snarf]] 22:17, 25 February 2006 (GMT)&lt;br /&gt;
:::No, I hadn't noticed such a hut(s), I've assumed they were all pretty much the same. If certain huts are more likely to contain certain items, I've another suggestion--'''label them'''. Any opinion on my primary suggestion of refillable containers? --[[User:Jackel|Jackel]] 22:31, 25 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
&lt;br /&gt;
=== Supplies in settlements ===&lt;br /&gt;
Could there perhaps be some kind of a more reliable way to get things in villages, apart from randomly finding them? Coming across abandoned items in jungles, evaquated police departments and such makes sense, but going on an epic quest for a machete under someone's carpet in an active village just seems a bit out of place.&lt;br /&gt;
&lt;br /&gt;
So, if it's not too much of a hassle, which it most likely is, I suggest there to perhaps be put some kind of trader characters in settlements, who could exchange all kindsa things for random junk you've found lying around in other places, or maybe you could get these fellas to make items for you free of charge, which you could go and pick up after a period of time?&lt;br /&gt;
&lt;br /&gt;
..probably too complicated for something that's rather useless. Oh well. --[[User:Ismo Kuikka|Ismo Kuikka]]&lt;br /&gt;
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''Comments''&lt;br /&gt;
:There's a trading post in one of the huts in Dalpok, can't get anything there though. Perhaps a sign of things to come? --[[User:Snarf|Snarf]] 10:33, 17 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
=== Tunnels ===&lt;br /&gt;
Tunnels underneath the island lead to interesting places.&lt;br /&gt;
&lt;br /&gt;
as a res''Comments''&lt;br /&gt;
:How do you know they don't exist? :) [[User:Dr._J|Dr. J]]&lt;br /&gt;
&lt;br /&gt;
=== Treasure to capture ===&lt;br /&gt;
&amp;quot;Capture the flag&amp;quot; type objective, in this case the flags are treasure from each village. Bonus points in the form of XP or gold coins to be awarded to the holder of the treasure at certain intervals.&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
:I would like to modify this slightly Mystery Suggester. Please see the '''Unique Item Hunt''' suggestion. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
=== Writing on the tree (or sand) ===&lt;br /&gt;
Should be able to write stuff in the sand on the beaches and carve short messages into trees in the jungle. To avoid &amp;quot;carve-wars&amp;quot; the only way to get rid of messages on trees could be to chop the jungle down and wait for it to grow again before you can write a new message. -- [[User:Snarf|Snarf]] 22:32, 27 January 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
:FYI, currently working on this. --[[User:Simon|Simon]] 23:16, 20 February 2006 (GMT)&lt;br /&gt;
:Done. Watch out for quirks depending on where you're writing. --[[User:Simon|Simon]] 15:24, 27 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
=== Informational messages ===&lt;br /&gt;
You should be able to see what other people have done since your past turn. Much like the skill above, except for most actions that take place. Such as '[09:34]Joe used a medkit on Roger' or '[05:23]Dan Attacked a Boar and missed'. If this is implemented, there should be a menu that you can use to toggle certain bits of information, to reduce or stop spam. [[User:Durja|Durja]] 18:14, 6 February 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
:I don't want to see when people miss attacks, that's just too much information (unless it's me that they're attacking!) - [[User:Snarf|Snarf]]&lt;br /&gt;
:Would be useful to see when kills are made in the same location eg. Dan killed a boar or Joe killed Roger - [[User:Snarf|Snarf]]&lt;br /&gt;
:How about making a list of &amp;quot;informational messages&amp;quot; that might be required? - [[User:Snarf|Snarf]]&lt;br /&gt;
:* PlayerX killed PlayerY.&lt;br /&gt;
:* PlayerX killed animal.&lt;br /&gt;
:* PlayerY died from eating some poisonous berries. (self-inflicted death)&lt;br /&gt;
&lt;br /&gt;
=== Player VS Player Interaction ===&lt;br /&gt;
I would propoese a to hit % penalty for attacking members of same Home location.  I believe this will promote exploration and perhaps offer a measure of protection of newly &amp;quot;birthed&amp;quot; population.  As a recent victim of death by the hands of a warrior from my own villiage this has a bit of appeal to me ;). - [[User:Nankilstlas|Nan]]&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
:Instead of a hit % penalty, what about reducing or eliminating XP earned for such attacks? It would be similar to the ZvZ penalty used in UrbanDead, and its easier to rationalize not getting as much experience fighting one of your own than to rationalize that its harder to hit your own people for some reason. --[[User:Jackel|Jackel]] 19:52, 27 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
:The to hit penalty and the lack of XP should be combined to discourage intravillage conflicts but only on nonclan members(so clans from the same village can fight with each other to simulate a power struggle for leadership), extend this to shamans as well, as its not often the village shaman gets killed by an out-of-towner. --[[User:Daylan|Daylan]] 00:27, 7 March 2006 (GMT)&lt;br /&gt;
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=== Spirit Movement ===&lt;br /&gt;
&lt;br /&gt;
A couple thoughts on this topic.--[[User:Jackel|Jackel]] 02:29, 6 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
*My character has the &amp;quot;trekking&amp;quot; skill, but as a spirit, actually moves '''slower''' (1 AP per square) than when he's alive! Spirits should move '''at least''' as fast as someone skilled at traversing terrain.&lt;br /&gt;
&lt;br /&gt;
*Spirits move effortlessly through the thickest jungle, water, swamp--as it should be. Why should mountains be an impediment?&lt;br /&gt;
:Perhaps there's some kind of mineral in the mountain that prevents the spirit from passing through it.. could be mined later on to spirit-proof huts or something (clutching at straws here, can you tell) ?&lt;br /&gt;
:They also can't move through the deepest water, but that is the boundary of the game I'm guessing.&lt;br /&gt;
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=== Areas explored stat ===&lt;br /&gt;
&lt;br /&gt;
Just add a stat in our character page that shows how any areas we have explored, use the same system that is used to determine who is in the top ten, but for everybody so we can all see how many areas we have explored(and how close to the top ten we are :). -- [[User:Daylan|Daylan]] 00:04, 7 March 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
&lt;br /&gt;
== Classes ==&lt;br /&gt;
&lt;br /&gt;
=== Priest ===&lt;br /&gt;
Starts off with a &amp;quot;Holy Scripture&amp;quot; and the &amp;quot;Religious Devotion Skill&amp;quot;. --[[User:One of many doctors|One of many doctors]] 23:22, 16 February 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
:None of the other classes start with a skill. I think they should just have access to the skill, and maybe stuff like scientists don't (I'm not saying all scientists are unreligious, just that there probably aren't any THAT religious!). [[User:MorkaisChosen|MorkaisChosen]] 11:06, 17 February 2006 (GMT)&lt;br /&gt;
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=== Scientist (Rename) ===&lt;br /&gt;
This is a suggestion to change the name of the Scientist class to Professor. From Tarzan to Gilligan's Island, the science-type in has been regarded as Professor rather than Scientist. --[[User:Lint|Lint]] 21:48, 23 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
*I like! --[[User:One of many doctors|One of many doctors]] 03:38, 1 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
::I don't. If someone wants to roleplay as a scholarly Prof, more power to them. As it is, the term &amp;quot;Scientist&amp;quot; suggests a broader archetype, inviting players to make of their character what they will. which I favor. --[[User:Jackel|Jackel]] 23:56, 3 March 2006 (GMT)&lt;br /&gt;
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::I thought would be closer to anthropologists as, well those are the scientists who explore the jungle. I don't think there would be many astrophysicists or chemists(maybe a few chemists but they wouldn't be with the exploring group-they would come after) but you would likely see at least one or two medical doctors, but all anthropologists who go into the field have first-aid training. On top of that the term anthropologist is has so many subdisciplines that it is almost as broad as saying scientists. --[[User:Daylan|Daylan]] 00:36, 7 March 2006 (GMT)&lt;br /&gt;
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=== Villager/Settler ===&lt;br /&gt;
&lt;br /&gt;
[[User:Lint|Lint]] recently made a very salient point with respect to [[Game_Design|Class Balance]]. Namely, there are very few players '''(4% currently)''' choosing to be (Outsider) Settlers or (Native) Villagers. Realistically, these should be the most abundant classes, so clearly (aside from trival starting inventory) these classes clearly lack any definable appeal. I propose that these 2 classes (due to their years of plying and scavenging their surroundings) are more adept at searching then their peers. As such, they have a +20% bonus in base search percentage. There is precedent for this in UD, with the &amp;quot;consumer&amp;quot; class getting an immediate advantage in searching, and though the nature of that game (i.e. constant heavy barricading of Malls) makes it difficult for consumers to realize their advantage, this would not be the case in Shartak.  This change will undoubtedly make these overlooked classes more attractive to new players.--[[User:Jackel|Jackel]] 00:25, 4 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
:I wouldn't say that it's completely a bad thing that the Settler and Villager populations are low. (Wouldn't you say that the Consumer population is the lowest in &amp;quot;that other game&amp;quot;?) However, I do agree that this class doesn't appear to be getting the same respect as the others. The search bonus or perhaps the '''Agriculture''' suggestion might be justifiable. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)&lt;br /&gt;
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=== Animal ===&lt;br /&gt;
It would be interesting to play as an animal. They wouldn't be able to use some items or learn certain skills, but they could smell the trails of humans and other animals. Some could eat vegetation, an action similar to choping, and restore HP. --[[User:Darkferret|Darkferret]] 18:24, 4 March 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
&lt;br /&gt;
=== Pirate ===&lt;br /&gt;
Every tropical island needs pirates!  Could either be Outsider or a separate grouping altogether (current pirates being more native than foreign, from the news i read).  Don't know what special skills they have, maybe better at finding gold in towns, or general stuff on the beach, and any parrots they encounter follow them around (perhaps monkeys too).  If agriculture is implemented, they get to grow weed and poppy. Maybe they'd be better as the Outsider NPC counterpart to NPC shamans, and raid towns every so often. --[[User:Frisco|Frisco]] 04:14, 5 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
:I have no idea how we could implement them into Shartak, but I do like pirates... --[[User:Grigoriy|Grigoriy]] 05:29, 5 March 2006 (GMT)&lt;br /&gt;
:I have some ideas how to implement them. Just so you know, Pirates have been on my todo list for a couple of months now but I'm holding off sorting them out until I have skills and items worked out for them and have finished some of the higher priority things. --[[User:Simon|Simon]] 15:00, 5 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
== Game Mechanics ==&lt;br /&gt;
&lt;br /&gt;
=== Conversion ===&lt;br /&gt;
When an Outsider/Native dies they are reborn as a Native (don't really understand the spirit thing too well). The Outsiders then get a new class/skill, &amp;quot;Religious Conversion&amp;quot; that requires a &amp;quot;Holy Scripture&amp;quot;. This allows a &amp;quot;Priest&amp;quot; to convert one native into a Outsider&amp;quot;. The converted native would most likely start off as a Settler. --[[User:One of many doctors|One of many doctors]] 23:22, 16 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
* I believe that Natives are reborn as Natives and Outsiders are reborn as Outsiders, but I could be wrong. From a game balance perspective, I am not in favor of type-swapping skills unless Natives are presented with an ability to counter or convert Outsiders as well. It does fit nicely with the theme though. --[[User:Lint|Lint]] 23:41, 16 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
* That would probably be the shamans job, however it may have worked for Urban Dead but I don't think it will work in this game as whichever group has the most players to begin with will, once conflicts begin to arise, dominate by switching people from the side they are on the side the priest/&amp;quot;whatever the natives use&amp;quot; side making you able to graph one groups population by looking at the graph pop=(1/2)^x. Also since there wouldn't seem to be a way, short of finding a converter player to switch you back, to go back to playing as you once did would make the amount of people on one side quickly die off (even though thats what would happen in real life, favouring the outsiders) it would be a very unfun aspect of the game. And really these are HOSTILE natives, or so it seems, why would they let some devilman outsider tell it how it is? They wouldn't, they would simply spear them and laugh! In short all the converting ideas suck, I know I wouldn't want to log on to find I'm playing for the wrong side. -- [[User:Daylan|Daylan]] 10:55, 17 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
* So that means if my soldier dies, he's reborn as a native? Not only that, but to become an outsider again, first I would have to find a priest (which would be next to impossible with such a small number of players), and then he could convert me into a settler. That means I'll never be able to be a soldier again, which is a real punch in the throat for RPers. -- Grigoriy&lt;br /&gt;
&lt;br /&gt;
*All valid points. I guess this wouldn't really work we have the same number of players as Urban Dead. But this would be a great way to balance out the sides later on. Say there are too many natives, you just drop more &amp;quot;conversion items&amp;quot; and balance out the sides. Too many Outsiders? Just drop the number of conversion items. Doubt it would catch on though. --[[User:One of many doctors|One of many doctors]] 02:44, 19 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
*Conversion doesn't have to be forced.  It could require action on both sides, like a native doning a religious item and an outsider using the skill on that native.  After all, conversion isn't real without true faith. The native counter to this could be similar, requiring an outsider to die holding a packet of that headshrinking powder while a shaman uses the Zombification (ala Haitian witchcraft) skill.  -- frisco&lt;br /&gt;
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*You don't change class or anything when you die. --[[User:Murk|Murk]] 12:31, 4 March 2006 (GMT)&lt;br /&gt;
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=== Capturing villages ===&lt;br /&gt;
Since this is like some war between Outsiders and Natives I thought this appropriate. If all the (say) Outsiders are killed in York and there are none left, then it becomes a Native village and vice versa. Probably needs harder requirements to capture settlements though. Maybe each side could have one permanent place that can never change hands? --[[User:One of many doctors|One of many doctors]] 03:41, 1 March 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
:Not sure about this - what about all the idle players within the village? They might &amp;quot;wake up&amp;quot; after a couple of weeks to find they're in enemy territory. --[[User:Simon|Simon]] 11:00, 1 March 2006 (GMT)&lt;br /&gt;
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:You could have it so idle players goto the nearest friendly village-- [[User:Daylan|Daylan]] 02:58, 3 March 2006 (GMT)&lt;br /&gt;
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:Turf control in a limited AP browser game like this just invites lame zerging behavior. I don't like it. --[[User:Jackel|Jackel]] 00:00, 4 March 2006 (GMT)&lt;br /&gt;
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:Not villages, perhaps 3x3 square 'forts'? --[[User:Grigoriy|Grigoriy]] 01:10, 4 March 2006 (GMT)&lt;br /&gt;
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:I do like the idea, but I think Jackel's observation hits a key point. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)&lt;br /&gt;
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=== Unique skills ===&lt;br /&gt;
I think that each class should start off with one unique skill that the others may never aquire. That way it stops all the classes from becoming too generic. For example Settlers could have a &amp;quot;farming&amp;quot; skill, Soldiers could have a &amp;quot;bravery&amp;quot; skill, etc. Or mabey they could just have a attribute like Soldiers have an extra 10% chance of striking the target, Warriors have an extra 10% chance  of finding animals, Settlers have an extra 10% chance of finding an item, Scouts have a 3% chance of recovering 1 HP per AP spent, etc. --[[User:One of many doctors|One of many doctors]] 02:34, 5 March 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
:I am in favor of this (if it is not in effect currently). We'd have to work out the details to make sure each class is getting their fair share, but something that encourages players to try other classes or team up with other players using different classes for a better playing experience sounds good to me. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)&lt;br /&gt;
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=== Pet System ===&lt;br /&gt;
I will combine aspects of the '''Animal''' and '''Pirate''' suggestions and propose a pet system that allows you to tame one of the animals on the island. First, you have to weaken the animal. Then you throw a sphere device at it and shout &amp;quot;SHARTAK SPHERE! GO!&amp;quot; for 1 AP. There's a slight chance that you have captured and tamed the animal. The more powerful the animal, the less success chance. You earn no XP for taming an animal. Players can only have 1 pet at a time. They can release a pet whenever they want. If the owner dies, the pet runs away. Pets have fixed HP, attack, and accuracy based on the type of animal they are (ie. they do not level up or heal, just to keep it simple to design). They follow the player around and only attack when the player attacks. It would be nice if they attacked while you were not playing, but auto-defense mechanisms are unnecessary. Enemy animals randomly determine whether they are attacking the owner or the pet. Other players will have an option for targeting the owner or pet. There is no XP gained for attacking or killing a pet to deter any attempts at farming pet killing (I can't believe we even have to consider preventing such a thing). For added flavor, owners can name their pets. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
:ROTFL. Sounds a bit like Pokemon or Yu-Gi-Oh (don't worry, I'm not a fan, I have kids that were!).  Perhaps instead of spheres, you could keep the monkeys on a leash, heal a tiger or elephant to make it less likely to attack you, tame deer by feeding them, etc. Some animals like the wild boar would have to be pretty difficult to tame. --[[User:Simon|Simon]] 15:14, 5 March 2006 (GMT)&lt;br /&gt;
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=== Profile Effect Items ===&lt;br /&gt;
These are useless baubles that take up 1 unit of a player's inventory space, but if anyone views their profile they will see that the players possesses the item. Using the item won't accomplish anything and merely produce flavor text. However, if a player is in the presence of another player, using the item would show it off. As with all items, there's no way to trade them with other players. We can have eyepatches and peglegs. We can have tribal masks and warpaint. Maybe some clans would require a certain dress code. Maybe they need 30 pieces of flair. I think it provides an outlet for the less serious gamers. Problems: Serious gamers might be plagued with finding such items and dropping them, wasting (in their opinion) AP and Page Hits. Also, arguing over what items fit with the theme of Shartak will be a headache-inducing process. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
&lt;br /&gt;
=== Unique Item Hunt ===&lt;br /&gt;
''Capture the Flag''-ish minigame. Somewhere on the island is a single conch shell item. It can be found by searching anywhere. It takes 1 inventory space and appears when anyone views their profile. When the conch holder is in the presence of other players, flavor text is added to the area description to inform the others that the conch holder is in the area. If the person in possession of the conch drops it, dies, or is idle for more than 5 days, the conch returns to the system. The person who holds the conch the longest gets recognized in the statistics. Killing the conch holder earns special bonus XP. Adept conch holder killers may also be recognized in the statistics. Problems: Someone with multiple characters could take advantage of having the conch on one character and reap the XP and fame with another. There will be a point where a race condition will occur and might result in multiple conches and a broken game. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
* This kind of thing has been on my ideas list, although this is much more detailed version than the one-liner I had. --[[User:Simon|Simon]] 15:05, 5 March 2006 (GMT)&lt;/div&gt;</summary>
		<author><name>Daylan</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Suggestions&amp;diff=2263</id>
		<title>Suggestions</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Suggestions&amp;diff=2263"/>
		<updated>2006-03-07T00:36:47Z</updated>

		<summary type="html">&lt;p&gt;Daylan: /* Scientist (Rename) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Suggestions for Shartak are always welcome, although there's no guarantee that anything will be added. Comments on or modifications for any of the suggestions below can be added by editing this page. Please be considerate and don't just remove ideas that you don't like.&lt;br /&gt;
&lt;br /&gt;
Begin a new item with a * and &amp;quot;sign&amp;quot; your suggestions using &amp;lt;nowiki&amp;gt;-- ~~~~&amp;lt;/nowiki&amp;gt; so we know who to blame ;)&lt;br /&gt;
&lt;br /&gt;
Bug reports should go on the [[Bugs]] page.&lt;br /&gt;
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== To-do list? ==&lt;br /&gt;
&lt;br /&gt;
Perhaps I should add a to-do list here on the wiki so you can comment/vote on the ideas before they're implemented. Then again, perhaps I shouldn't as this would spoil the surprise ;) Not so much a &amp;quot;things I might do&amp;quot; list like this page but a &amp;quot;things I am going to do&amp;quot; list.&lt;br /&gt;
&lt;br /&gt;
--[[User:Simon|Simon]] 14:59, 5 March 2006 (GMT)&lt;br /&gt;
:I'd say unless your debating whether to implement a change, or are seeking feedback, just make whatever changes you are going to make and only tell us afterward. While I'm sure we are all interested in what might be in the pipeline for Shartak, it creates expectations, and expectations lead to frustration when the ideas you are planning aren't implemented in a timely fashion. Think of a game like Duke Nukem Forever, which created massive backlash among its fans for going through delay after delay. If the game designers had not created the expectation (and being unable to fulfill it), there would be no basis for the fan backlash. --[[User:Jackel|Jackel]] 02:23, 6 March 2006 (GMT)&lt;br /&gt;
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{| cellpadding=10 align=right&lt;br /&gt;
| __TOC__&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Skills ==&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;
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''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;
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=== Weapon Skills ===&lt;br /&gt;
The Warrior/Soldiers class should get weapon skills, like spear skills for the warrior and rifle skills for the soldier, make the soldiers skills make the rifle have better to hit then the natives spear but the rifle requires the searching of ammo, this makes the difference between natives and outsiders warrior classes more than the blowpipe and rifle (blowpipes do 1 less damage) EDIT: I ahnotice that the outsiders do indeed have rifle training, freshly added to the wiki I guess.-- [[User:Daylan|Daylan]] 11:07, 17 February 2006 (GMT)&lt;br /&gt;
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We have been doing some research(see the talk page in character classes) and it appears that warriors are no better at fighting(unless you count 10 extra hp as being really great) than any other class, correct me if I'm wrong but if there is no warrior only fighting skill what makes them warriors and not shamans w/ blowpipes(pardon the pun but they &amp;quot;blow&amp;quot;) and +10hp? and if that is all they are how come soilders get extra skills? -- [[User:Daylan|Daylan]] 02:55, 3 March 2006 (GMT)&lt;br /&gt;
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Also, if you've got a machete and the three melee skills, there's never any point in using a blowpipe (unless you've got 1AP left and a victim with only 4HP remaining). There should be a skill that increases the chances of hitting with a blowpipe, to at least 30% - especially since you have to search for darts. Viveca Lindfors, 6 March 2006, 17:25 GMT&lt;br /&gt;
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''Comments''&lt;br /&gt;
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=== Tracking ===&lt;br /&gt;
Anyone with the Tracking skill should be able to track where people have gone, either generic &amp;quot;A native passed by here recently&amp;quot; or more specific &amp;quot;Average Joe left heading north 2 days ago&amp;quot;.&lt;br /&gt;
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''Comments''&lt;br /&gt;
* Should probably be a timelimit so you don't see &amp;quot;Average Joe left heading north 90 days ago&amp;quot;. - [[User:Snarf|Snarf]]&lt;br /&gt;
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=== 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;
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''Comments''&lt;br /&gt;
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=== 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;
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''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;
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=== Skinning ===&lt;br /&gt;
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. --[[User:Lint|Lint]] 21:48, 23 February 2006 (GMT)&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;
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''Comments''&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;
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=== 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;
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''Comments''&lt;br /&gt;
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=== 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;
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=== 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;
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''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;
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===Comment Cartagraphy===&lt;br /&gt;
Applies to Natives &amp;amp; Outsiders, most likely best applied only to the classes, scouts &amp;amp; explorers. I am thinking that it would be great to get more out of the map. This skill would allow those who have it to be able to add a limited number of short comments to their maps. These comments could work as references so as to be able to use the map to help find points of interest at some other time. I could see this probably difficult to implement, but perhaps it could work in that one could click in a quadrant on the map which would reload the page and allow you to add a text comment / description to a form. This text comment on a save would place a reference number on that quadrant of the map and the text would be listed to the right or below the map with accompanying reference number. -- [[User: fitzcarraldo|fitzcarraldo]]|&amp;lt;sup&amp;gt;[[User talk:fitzcarraldo|T]]&amp;lt;/sup&amp;gt; 17:05, 5 March 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
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== Items ==&lt;br /&gt;
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=== Spear ===&lt;br /&gt;
It could be the native warriors main weapon, give it a base damage of 3, same to hit as machete but it wouldn't cut through jungle -- [[User:Daylan|Daylan]] 11:02, 17 February 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
:A spear for stabbing or a spear for throwing (i.e single use) ? --[[User:Simon|Simon]] 15:49, 25 February 2006 (GMT)&lt;br /&gt;
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=== Head-shrinking powder ===&lt;br /&gt;
This could be either a melee or area weapon used by natives.&lt;br /&gt;
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''Comments''&lt;br /&gt;
* What are the effects of it? Causes X HP of damage? Loss of AP? Loss of XP? Instant death? - [[User:Snarf|Snarf]]&lt;br /&gt;
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=== Meat ===&lt;br /&gt;
Heals 2 HP. Used by both outsiders and tribals. It appears in your inventory when you kill a beastie. [[User:Bungalow Bill|Bungalow Bill]]&lt;br /&gt;
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''Comments''&lt;br /&gt;
* But you can only carry 200 pounds of meat back to your wagon. &amp;lt;nowiki&amp;gt;&amp;lt;/oregontrail&amp;gt;&amp;lt;/nowiki&amp;gt; --[[User:Lint|Lint]] 01:15, 13 February 2006 (GMT)&lt;br /&gt;
* Or you have to cook it, taking one AP and possibly a fire-lighting skill (who wants to eat raw monkey?).[[User:MorkaisChosen|MorkaisChosen]] 20:12, 20 February 2006 (GMT)&lt;br /&gt;
** Maybe you don't have to cook it but you get less HP and possibly lose HP to food poisoning. [DarkFerret]&lt;br /&gt;
* Or, to make it more, hm, tribal, you could need to bring it back to specific places in the village where it could be (instantaneously) cooked and used as a replenished &amp;quot;health pool&amp;quot; any player could use. You would still have the occasional berries to eat in the forest, but real meal would occure at a settlement. It would also provide a more efficient healing system (as currently, you roughly get to spend 50 AP to recover 4 or 5 HP, which makes death the most efficient way to restore your HP). -- Leaf&lt;br /&gt;
**''There is a large pot of stew cooking, it appears to be half full.''&lt;br /&gt;
''You eat some and feel better. After a few spoonfuls you find your friend's pocket watch.'' [DarkFerret]&lt;br /&gt;
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=== Radio beacon/receiver ===&lt;br /&gt;
A radio beacon/receiver for outsiders to pinpoint specific locations of interest.&lt;br /&gt;
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''Comments''&lt;br /&gt;
* What's wrong with using the GPS co-ordinates of a specific location? - [[User:Snarf|Snarf]]&lt;br /&gt;
*Perhaps a way to have GPS waypoints or markers IN one own's GPS? --[[User:Wcervantes|Wcervantes]] 19:39, 16 February 2006 (GMT)&lt;br /&gt;
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=== Holy Scriptures ===&lt;br /&gt;
Used to convert Natives into Ousiders. Requires &amp;quot;Religious Devotion&amp;quot;. Most likely found around Outsider settlements --[[User:One of many doctors|One of many doctors]] 23:22, 16 February 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
*Nobody wants to have a class change againt their will. -Grigoriy&lt;br /&gt;
*Noone wants to die against their will either, but it does happen ;-) Might be irritating, but also might be quite interesting. It would have to be possible both ways of course, natives to outsiders and outsiders to natives. Perhaps the outsiders can convert natives to outsiders with holy scriptures using the religious devotion skill and natives can convert outsiders to natives with a bottle of beer using the seduction skill! ;-) --[[User:Murk|Murk]] 12:28, 4 March 2006 (GMT)&lt;br /&gt;
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=== GPS Unit (Redesign) ===&lt;br /&gt;
This is a suggestion to change the gps unit into an object that presumably fits better with the game setting. We currently have no other modern item available for use (anachronism - VOCABULARY WORD!). Perhaps we should use a sextant? And rather than reveal the position all of the time, it requires a 1 AP use in non-dense, non-enclosed area. --[[User:Lint|Lint]] 21:48, 23 February 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
*Yes, GPS units are indeed ''malapropos'' (another vocabulary word :D)--[[User:Grigoriy|Grigoriy]] 00:33, 27 February 2006 (GMT)&lt;br /&gt;
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=== Refillable containers ===&lt;br /&gt;
Does it really make sense that after drinking something, you automatically discard the container it had been in? I propose a modification to the inventory system so bottles/gourds work similar to rifles and blowguns--they can be refilled if they are empty. Obviously, you can't just carry around spare water like you can ammo, so to refill a water container, you have to be in water. This would clearly make areas near water more popular, which I don't think is a bad thing, or without precedent.   Furthermore, this could lead to new and interesting directions, such as other liquids that could be carried around, causing various effects. Off the top of my head:&lt;br /&gt;
:::::drinking too much &amp;quot;ocean&amp;quot; water will make you sick (reducing your hit % temporarily)&lt;br /&gt;
:::::a &amp;quot;create mysterious serum&amp;quot; skill  the shaman/scientist can eventually learn that (along with certain ingredients) lets them create a &amp;quot;buff&amp;quot; potion.&lt;br /&gt;
:::::special healing water springs that have double the recuperative effect&lt;br /&gt;
This would also address one of the concerns I've had regarding healing skills. To my knowledge, there is no place in Shartak where you are more likely to consistantly find healing kits/herbs, etc. its all fairly random. By comparision, UD has certain buildings where you can only find certain items (i.e. hospitals = first aid kits). IMO, its currently too difficult/AP consuming to heal. Without a way to consistantly find/create healing items, it's not likely there will be &amp;quot;healers&amp;quot; willing to use their hard-to-find healing items on anyone else. --[[User:Jackel|Jackel]] 22:14, 25 February 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
::Have you found the hut in Dalpok with all the drying herbs hanging up? Says something about a shaman being busy, I seem to have a reasonable success rate at finding healing herbs there. Not sure if there are more around. --[[User:Snarf|Snarf]] 22:17, 25 February 2006 (GMT)&lt;br /&gt;
:::No, I hadn't noticed such a hut(s), I've assumed they were all pretty much the same. If certain huts are more likely to contain certain items, I've another suggestion--'''label them'''. Any opinion on my primary suggestion of refillable containers? --[[User:Jackel|Jackel]] 22:31, 25 February 2006 (GMT)&lt;br /&gt;
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== Other ==&lt;br /&gt;
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=== Supplies in settlements ===&lt;br /&gt;
Could there perhaps be some kind of a more reliable way to get things in villages, apart from randomly finding them? Coming across abandoned items in jungles, evaquated police departments and such makes sense, but going on an epic quest for a machete under someone's carpet in an active village just seems a bit out of place.&lt;br /&gt;
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So, if it's not too much of a hassle, which it most likely is, I suggest there to perhaps be put some kind of trader characters in settlements, who could exchange all kindsa things for random junk you've found lying around in other places, or maybe you could get these fellas to make items for you free of charge, which you could go and pick up after a period of time?&lt;br /&gt;
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..probably too complicated for something that's rather useless. Oh well. --[[User:Ismo Kuikka|Ismo Kuikka]]&lt;br /&gt;
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''Comments''&lt;br /&gt;
:There's a trading post in one of the huts in Dalpok, can't get anything there though. Perhaps a sign of things to come? --[[User:Snarf|Snarf]] 10:33, 17 February 2006 (GMT)&lt;br /&gt;
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=== Tunnels ===&lt;br /&gt;
Tunnels underneath the island lead to interesting places.&lt;br /&gt;
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as a res''Comments''&lt;br /&gt;
:How do you know they don't exist? :) [[User:Dr._J|Dr. J]]&lt;br /&gt;
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=== Treasure to capture ===&lt;br /&gt;
&amp;quot;Capture the flag&amp;quot; type objective, in this case the flags are treasure from each village. Bonus points in the form of XP or gold coins to be awarded to the holder of the treasure at certain intervals.&lt;br /&gt;
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''Comments''&lt;br /&gt;
:I would like to modify this slightly Mystery Suggester. Please see the '''Unique Item Hunt''' suggestion. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)&lt;br /&gt;
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=== Writing on the tree (or sand) ===&lt;br /&gt;
Should be able to write stuff in the sand on the beaches and carve short messages into trees in the jungle. To avoid &amp;quot;carve-wars&amp;quot; the only way to get rid of messages on trees could be to chop the jungle down and wait for it to grow again before you can write a new message. -- [[User:Snarf|Snarf]] 22:32, 27 January 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
:FYI, currently working on this. --[[User:Simon|Simon]] 23:16, 20 February 2006 (GMT)&lt;br /&gt;
:Done. Watch out for quirks depending on where you're writing. --[[User:Simon|Simon]] 15:24, 27 February 2006 (GMT)&lt;br /&gt;
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=== Informational messages ===&lt;br /&gt;
You should be able to see what other people have done since your past turn. Much like the skill above, except for most actions that take place. Such as '[09:34]Joe used a medkit on Roger' or '[05:23]Dan Attacked a Boar and missed'. If this is implemented, there should be a menu that you can use to toggle certain bits of information, to reduce or stop spam. [[User:Durja|Durja]] 18:14, 6 February 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
:I don't want to see when people miss attacks, that's just too much information (unless it's me that they're attacking!) - [[User:Snarf|Snarf]]&lt;br /&gt;
:Would be useful to see when kills are made in the same location eg. Dan killed a boar or Joe killed Roger - [[User:Snarf|Snarf]]&lt;br /&gt;
:How about making a list of &amp;quot;informational messages&amp;quot; that might be required? - [[User:Snarf|Snarf]]&lt;br /&gt;
:* PlayerX killed PlayerY.&lt;br /&gt;
:* PlayerX killed animal.&lt;br /&gt;
:* PlayerY died from eating some poisonous berries. (self-inflicted death)&lt;br /&gt;
&lt;br /&gt;
=== Player VS Player Interaction ===&lt;br /&gt;
I would propoese a to hit % penalty for attacking members of same Home location.  I believe this will promote exploration and perhaps offer a measure of protection of newly &amp;quot;birthed&amp;quot; population.  As a recent victim of death by the hands of a warrior from my own villiage this has a bit of appeal to me ;). - [[User:Nankilstlas|Nan]]&lt;br /&gt;
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''Comments''&lt;br /&gt;
:Instead of a hit % penalty, what about reducing or eliminating XP earned for such attacks? It would be similar to the ZvZ penalty used in UrbanDead, and its easier to rationalize not getting as much experience fighting one of your own than to rationalize that its harder to hit your own people for some reason. --[[User:Jackel|Jackel]] 19:52, 27 February 2006 (GMT)&lt;br /&gt;
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:The to hit penalty and the lack of XP should be combined to discourage intravillage conflicts but only on nonclan members(so clans from the same village can fight with each other to simulate a power struggle for leadership), extend this to shamans as well, as its not often the village shaman gets killed by an out-of-towner. --[[User:Daylan|Daylan]] 00:27, 7 March 2006 (GMT)&lt;br /&gt;
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=== Spirit Movement ===&lt;br /&gt;
&lt;br /&gt;
A couple thoughts on this topic.--[[User:Jackel|Jackel]] 02:29, 6 March 2006 (GMT)&lt;br /&gt;
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*My character has the &amp;quot;trekking&amp;quot; skill, but as a spirit, actually moves '''slower''' (1 AP per square) than when he's alive! Spirits should move '''at least''' as fast as someone skilled at traversing terrain.&lt;br /&gt;
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*Spirits move effortlessly through the thickest jungle, water, swamp--as it should be. Why should mountains be an impediment?&lt;br /&gt;
:Perhaps there's some kind of mineral in the mountain that prevents the spirit from passing through it.. could be mined later on to spirit-proof huts or something (clutching at straws here, can you tell) ?&lt;br /&gt;
:They also can't move through the deepest water, but that is the boundary of the game I'm guessing.&lt;br /&gt;
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=== Areas explored stat ===&lt;br /&gt;
&lt;br /&gt;
Just add a stat in our character page that shows how any areas we have explored, use the same system that is used to determine who is in the top ten, but for everybody so we can all see how many areas we have explored(and how close to the top ten we are :). -- [[User:Daylan|Daylan]] 00:04, 7 March 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
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== Classes ==&lt;br /&gt;
&lt;br /&gt;
=== Priest ===&lt;br /&gt;
Starts off with a &amp;quot;Holy Scripture&amp;quot; and the &amp;quot;Religious Devotion Skill&amp;quot;. --[[User:One of many doctors|One of many doctors]] 23:22, 16 February 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
:None of the other classes start with a skill. I think they should just have access to the skill, and maybe stuff like scientists don't (I'm not saying all scientists are unreligious, just that there probably aren't any THAT religious!). [[User:MorkaisChosen|MorkaisChosen]] 11:06, 17 February 2006 (GMT)&lt;br /&gt;
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=== Scientist (Rename) ===&lt;br /&gt;
This is a suggestion to change the name of the Scientist class to Professor. From Tarzan to Gilligan's Island, the science-type in has been regarded as Professor rather than Scientist. --[[User:Lint|Lint]] 21:48, 23 February 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
*I like! --[[User:One of many doctors|One of many doctors]] 03:38, 1 March 2006 (GMT)&lt;br /&gt;
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::I don't. If someone wants to roleplay as a scholarly Prof, more power to them. As it is, the term &amp;quot;Scientist&amp;quot; suggests a broader archetype, inviting players to make of their character what they will. which I favor. --[[User:Jackel|Jackel]] 23:56, 3 March 2006 (GMT)&lt;br /&gt;
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::I thought would be closer to anthropologists as, well those are the scientists who explore the jungle. I don't think there would be many astrophysicists or chemists(maybe a few chemists but they wouldn't be with the exploring group-they would come after) but you would likely see at least one or two medical doctor, but most anthropologists who go into the field have first-aid training. On top of that the term anthropologist is has so many subdisciplines that it is almost as broad as saying scientists. --[[User:Daylan|Daylan]] 00:36, 7 March 2006 (GMT)&lt;br /&gt;
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=== Villager/Settler ===&lt;br /&gt;
&lt;br /&gt;
[[User:Lint|Lint]] recently made a very salient point with respect to [[Game_Design|Class Balance]]. Namely, there are very few players '''(4% currently)''' choosing to be (Outsider) Settlers or (Native) Villagers. Realistically, these should be the most abundant classes, so clearly (aside from trival starting inventory) these classes clearly lack any definable appeal. I propose that these 2 classes (due to their years of plying and scavenging their surroundings) are more adept at searching then their peers. As such, they have a +20% bonus in base search percentage. There is precedent for this in UD, with the &amp;quot;consumer&amp;quot; class getting an immediate advantage in searching, and though the nature of that game (i.e. constant heavy barricading of Malls) makes it difficult for consumers to realize their advantage, this would not be the case in Shartak.  This change will undoubtedly make these overlooked classes more attractive to new players.--[[User:Jackel|Jackel]] 00:25, 4 March 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
:I wouldn't say that it's completely a bad thing that the Settler and Villager populations are low. (Wouldn't you say that the Consumer population is the lowest in &amp;quot;that other game&amp;quot;?) However, I do agree that this class doesn't appear to be getting the same respect as the others. The search bonus or perhaps the '''Agriculture''' suggestion might be justifiable. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)&lt;br /&gt;
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=== Animal ===&lt;br /&gt;
It would be interesting to play as an animal. They wouldn't be able to use some items or learn certain skills, but they could smell the trails of humans and other animals. Some could eat vegetation, an action similar to choping, and restore HP. --[[User:Darkferret|Darkferret]] 18:24, 4 March 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
&lt;br /&gt;
=== Pirate ===&lt;br /&gt;
Every tropical island needs pirates!  Could either be Outsider or a separate grouping altogether (current pirates being more native than foreign, from the news i read).  Don't know what special skills they have, maybe better at finding gold in towns, or general stuff on the beach, and any parrots they encounter follow them around (perhaps monkeys too).  If agriculture is implemented, they get to grow weed and poppy. Maybe they'd be better as the Outsider NPC counterpart to NPC shamans, and raid towns every so often. --[[User:Frisco|Frisco]] 04:14, 5 March 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
:I have no idea how we could implement them into Shartak, but I do like pirates... --[[User:Grigoriy|Grigoriy]] 05:29, 5 March 2006 (GMT)&lt;br /&gt;
:I have some ideas how to implement them. Just so you know, Pirates have been on my todo list for a couple of months now but I'm holding off sorting them out until I have skills and items worked out for them and have finished some of the higher priority things. --[[User:Simon|Simon]] 15:00, 5 March 2006 (GMT)&lt;br /&gt;
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== Game Mechanics ==&lt;br /&gt;
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=== Conversion ===&lt;br /&gt;
When an Outsider/Native dies they are reborn as a Native (don't really understand the spirit thing too well). The Outsiders then get a new class/skill, &amp;quot;Religious Conversion&amp;quot; that requires a &amp;quot;Holy Scripture&amp;quot;. This allows a &amp;quot;Priest&amp;quot; to convert one native into a Outsider&amp;quot;. The converted native would most likely start off as a Settler. --[[User:One of many doctors|One of many doctors]] 23:22, 16 February 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
* I believe that Natives are reborn as Natives and Outsiders are reborn as Outsiders, but I could be wrong. From a game balance perspective, I am not in favor of type-swapping skills unless Natives are presented with an ability to counter or convert Outsiders as well. It does fit nicely with the theme though. --[[User:Lint|Lint]] 23:41, 16 February 2006 (GMT)&lt;br /&gt;
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* That would probably be the shamans job, however it may have worked for Urban Dead but I don't think it will work in this game as whichever group has the most players to begin with will, once conflicts begin to arise, dominate by switching people from the side they are on the side the priest/&amp;quot;whatever the natives use&amp;quot; side making you able to graph one groups population by looking at the graph pop=(1/2)^x. Also since there wouldn't seem to be a way, short of finding a converter player to switch you back, to go back to playing as you once did would make the amount of people on one side quickly die off (even though thats what would happen in real life, favouring the outsiders) it would be a very unfun aspect of the game. And really these are HOSTILE natives, or so it seems, why would they let some devilman outsider tell it how it is? They wouldn't, they would simply spear them and laugh! In short all the converting ideas suck, I know I wouldn't want to log on to find I'm playing for the wrong side. -- [[User:Daylan|Daylan]] 10:55, 17 February 2006 (GMT)&lt;br /&gt;
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* So that means if my soldier dies, he's reborn as a native? Not only that, but to become an outsider again, first I would have to find a priest (which would be next to impossible with such a small number of players), and then he could convert me into a settler. That means I'll never be able to be a soldier again, which is a real punch in the throat for RPers. -- Grigoriy&lt;br /&gt;
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*All valid points. I guess this wouldn't really work we have the same number of players as Urban Dead. But this would be a great way to balance out the sides later on. Say there are too many natives, you just drop more &amp;quot;conversion items&amp;quot; and balance out the sides. Too many Outsiders? Just drop the number of conversion items. Doubt it would catch on though. --[[User:One of many doctors|One of many doctors]] 02:44, 19 February 2006 (GMT)&lt;br /&gt;
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*Conversion doesn't have to be forced.  It could require action on both sides, like a native doning a religious item and an outsider using the skill on that native.  After all, conversion isn't real without true faith. The native counter to this could be similar, requiring an outsider to die holding a packet of that headshrinking powder while a shaman uses the Zombification (ala Haitian witchcraft) skill.  -- frisco&lt;br /&gt;
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*You don't change class or anything when you die. --[[User:Murk|Murk]] 12:31, 4 March 2006 (GMT)&lt;br /&gt;
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=== Capturing villages ===&lt;br /&gt;
Since this is like some war between Outsiders and Natives I thought this appropriate. If all the (say) Outsiders are killed in York and there are none left, then it becomes a Native village and vice versa. Probably needs harder requirements to capture settlements though. Maybe each side could have one permanent place that can never change hands? --[[User:One of many doctors|One of many doctors]] 03:41, 1 March 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
:Not sure about this - what about all the idle players within the village? They might &amp;quot;wake up&amp;quot; after a couple of weeks to find they're in enemy territory. --[[User:Simon|Simon]] 11:00, 1 March 2006 (GMT)&lt;br /&gt;
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:You could have it so idle players goto the nearest friendly village-- [[User:Daylan|Daylan]] 02:58, 3 March 2006 (GMT)&lt;br /&gt;
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:Turf control in a limited AP browser game like this just invites lame zerging behavior. I don't like it. --[[User:Jackel|Jackel]] 00:00, 4 March 2006 (GMT)&lt;br /&gt;
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:Not villages, perhaps 3x3 square 'forts'? --[[User:Grigoriy|Grigoriy]] 01:10, 4 March 2006 (GMT)&lt;br /&gt;
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:I do like the idea, but I think Jackel's observation hits a key point. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)&lt;br /&gt;
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=== Unique skills ===&lt;br /&gt;
I think that each class should start off with one unique skill that the others may never aquire. That way it stops all the classes from becoming too generic. For example Settlers could have a &amp;quot;farming&amp;quot; skill, Soldiers could have a &amp;quot;bravery&amp;quot; skill, etc. Or mabey they could just have a attribute like Soldiers have an extra 10% chance of striking the target, Warriors have an extra 10% chance  of finding animals, Settlers have an extra 10% chance of finding an item, Scouts have a 3% chance of recovering 1 HP per AP spent, etc. --[[User:One of many doctors|One of many doctors]] 02:34, 5 March 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
:I am in favor of this (if it is not in effect currently). We'd have to work out the details to make sure each class is getting their fair share, but something that encourages players to try other classes or team up with other players using different classes for a better playing experience sounds good to me. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)&lt;br /&gt;
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=== Pet System ===&lt;br /&gt;
I will combine aspects of the '''Animal''' and '''Pirate''' suggestions and propose a pet system that allows you to tame one of the animals on the island. First, you have to weaken the animal. Then you throw a sphere device at it and shout &amp;quot;SHARTAK SPHERE! GO!&amp;quot; for 1 AP. There's a slight chance that you have captured and tamed the animal. The more powerful the animal, the less success chance. You earn no XP for taming an animal. Players can only have 1 pet at a time. They can release a pet whenever they want. If the owner dies, the pet runs away. Pets have fixed HP, attack, and accuracy based on the type of animal they are (ie. they do not level up or heal, just to keep it simple to design). They follow the player around and only attack when the player attacks. It would be nice if they attacked while you were not playing, but auto-defense mechanisms are unnecessary. Enemy animals randomly determine whether they are attacking the owner or the pet. Other players will have an option for targeting the owner or pet. There is no XP gained for attacking or killing a pet to deter any attempts at farming pet killing (I can't believe we even have to consider preventing such a thing). For added flavor, owners can name their pets. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
:ROTFL. Sounds a bit like Pokemon or Yu-Gi-Oh (don't worry, I'm not a fan, I have kids that were!).  Perhaps instead of spheres, you could keep the monkeys on a leash, heal a tiger or elephant to make it less likely to attack you, tame deer by feeding them, etc. Some animals like the wild boar would have to be pretty difficult to tame. --[[User:Simon|Simon]] 15:14, 5 March 2006 (GMT)&lt;br /&gt;
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=== Profile Effect Items ===&lt;br /&gt;
These are useless baubles that take up 1 unit of a player's inventory space, but if anyone views their profile they will see that the players possesses the item. Using the item won't accomplish anything and merely produce flavor text. However, if a player is in the presence of another player, using the item would show it off. As with all items, there's no way to trade them with other players. We can have eyepatches and peglegs. We can have tribal masks and warpaint. Maybe some clans would require a certain dress code. Maybe they need 30 pieces of flair. I think it provides an outlet for the less serious gamers. Problems: Serious gamers might be plagued with finding such items and dropping them, wasting (in their opinion) AP and Page Hits. Also, arguing over what items fit with the theme of Shartak will be a headache-inducing process. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
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=== Unique Item Hunt ===&lt;br /&gt;
''Capture the Flag''-ish minigame. Somewhere on the island is a single conch shell item. It can be found by searching anywhere. It takes 1 inventory space and appears when anyone views their profile. When the conch holder is in the presence of other players, flavor text is added to the area description to inform the others that the conch holder is in the area. If the person in possession of the conch drops it, dies, or is idle for more than 5 days, the conch returns to the system. The person who holds the conch the longest gets recognized in the statistics. Killing the conch holder earns special bonus XP. Adept conch holder killers may also be recognized in the statistics. Problems: Someone with multiple characters could take advantage of having the conch on one character and reap the XP and fame with another. There will be a point where a race condition will occur and might result in multiple conches and a broken game. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
* This kind of thing has been on my ideas list, although this is much more detailed version than the one-liner I had. --[[User:Simon|Simon]] 15:05, 5 March 2006 (GMT)&lt;/div&gt;</summary>
		<author><name>Daylan</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Suggestions&amp;diff=2262</id>
		<title>Suggestions</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Suggestions&amp;diff=2262"/>
		<updated>2006-03-07T00:36:26Z</updated>

		<summary type="html">&lt;p&gt;Daylan: /* Scientist (Rename) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Suggestions for Shartak are always welcome, although there's no guarantee that anything will be added. Comments on or modifications for any of the suggestions below can be added by editing this page. Please be considerate and don't just remove ideas that you don't like.&lt;br /&gt;
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Begin a new item with a * and &amp;quot;sign&amp;quot; your suggestions using &amp;lt;nowiki&amp;gt;-- ~~~~&amp;lt;/nowiki&amp;gt; so we know who to blame ;)&lt;br /&gt;
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Bug reports should go on the [[Bugs]] page.&lt;br /&gt;
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== To-do list? ==&lt;br /&gt;
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Perhaps I should add a to-do list here on the wiki so you can comment/vote on the ideas before they're implemented. Then again, perhaps I shouldn't as this would spoil the surprise ;) Not so much a &amp;quot;things I might do&amp;quot; list like this page but a &amp;quot;things I am going to do&amp;quot; list.&lt;br /&gt;
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--[[User:Simon|Simon]] 14:59, 5 March 2006 (GMT)&lt;br /&gt;
:I'd say unless your debating whether to implement a change, or are seeking feedback, just make whatever changes you are going to make and only tell us afterward. While I'm sure we are all interested in what might be in the pipeline for Shartak, it creates expectations, and expectations lead to frustration when the ideas you are planning aren't implemented in a timely fashion. Think of a game like Duke Nukem Forever, which created massive backlash among its fans for going through delay after delay. If the game designers had not created the expectation (and being unable to fulfill it), there would be no basis for the fan backlash. --[[User:Jackel|Jackel]] 02:23, 6 March 2006 (GMT)&lt;br /&gt;
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{| cellpadding=10 align=right&lt;br /&gt;
| __TOC__&lt;br /&gt;
|}&lt;br /&gt;
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== Skills ==&lt;br /&gt;
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===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;
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''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;
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=== Weapon Skills ===&lt;br /&gt;
The Warrior/Soldiers class should get weapon skills, like spear skills for the warrior and rifle skills for the soldier, make the soldiers skills make the rifle have better to hit then the natives spear but the rifle requires the searching of ammo, this makes the difference between natives and outsiders warrior classes more than the blowpipe and rifle (blowpipes do 1 less damage) EDIT: I ahnotice that the outsiders do indeed have rifle training, freshly added to the wiki I guess.-- [[User:Daylan|Daylan]] 11:07, 17 February 2006 (GMT)&lt;br /&gt;
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We have been doing some research(see the talk page in character classes) and it appears that warriors are no better at fighting(unless you count 10 extra hp as being really great) than any other class, correct me if I'm wrong but if there is no warrior only fighting skill what makes them warriors and not shamans w/ blowpipes(pardon the pun but they &amp;quot;blow&amp;quot;) and +10hp? and if that is all they are how come soilders get extra skills? -- [[User:Daylan|Daylan]] 02:55, 3 March 2006 (GMT)&lt;br /&gt;
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Also, if you've got a machete and the three melee skills, there's never any point in using a blowpipe (unless you've got 1AP left and a victim with only 4HP remaining). There should be a skill that increases the chances of hitting with a blowpipe, to at least 30% - especially since you have to search for darts. Viveca Lindfors, 6 March 2006, 17:25 GMT&lt;br /&gt;
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''Comments''&lt;br /&gt;
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=== Tracking ===&lt;br /&gt;
Anyone with the Tracking skill should be able to track where people have gone, either generic &amp;quot;A native passed by here recently&amp;quot; or more specific &amp;quot;Average Joe left heading north 2 days ago&amp;quot;.&lt;br /&gt;
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''Comments''&lt;br /&gt;
* Should probably be a timelimit so you don't see &amp;quot;Average Joe left heading north 90 days ago&amp;quot;. - [[User:Snarf|Snarf]]&lt;br /&gt;
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=== 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;
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''Comments''&lt;br /&gt;
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=== 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;
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''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;
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=== Skinning ===&lt;br /&gt;
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. --[[User:Lint|Lint]] 21:48, 23 February 2006 (GMT)&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;
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''Comments''&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;
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=== 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;
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''Comments''&lt;br /&gt;
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=== 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;
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=== 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;
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''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;
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===Comment Cartagraphy===&lt;br /&gt;
Applies to Natives &amp;amp; Outsiders, most likely best applied only to the classes, scouts &amp;amp; explorers. I am thinking that it would be great to get more out of the map. This skill would allow those who have it to be able to add a limited number of short comments to their maps. These comments could work as references so as to be able to use the map to help find points of interest at some other time. I could see this probably difficult to implement, but perhaps it could work in that one could click in a quadrant on the map which would reload the page and allow you to add a text comment / description to a form. This text comment on a save would place a reference number on that quadrant of the map and the text would be listed to the right or below the map with accompanying reference number. -- [[User: fitzcarraldo|fitzcarraldo]]|&amp;lt;sup&amp;gt;[[User talk:fitzcarraldo|T]]&amp;lt;/sup&amp;gt; 17:05, 5 March 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
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== Items ==&lt;br /&gt;
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=== Spear ===&lt;br /&gt;
It could be the native warriors main weapon, give it a base damage of 3, same to hit as machete but it wouldn't cut through jungle -- [[User:Daylan|Daylan]] 11:02, 17 February 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
:A spear for stabbing or a spear for throwing (i.e single use) ? --[[User:Simon|Simon]] 15:49, 25 February 2006 (GMT)&lt;br /&gt;
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=== Head-shrinking powder ===&lt;br /&gt;
This could be either a melee or area weapon used by natives.&lt;br /&gt;
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''Comments''&lt;br /&gt;
* What are the effects of it? Causes X HP of damage? Loss of AP? Loss of XP? Instant death? - [[User:Snarf|Snarf]]&lt;br /&gt;
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=== Meat ===&lt;br /&gt;
Heals 2 HP. Used by both outsiders and tribals. It appears in your inventory when you kill a beastie. [[User:Bungalow Bill|Bungalow Bill]]&lt;br /&gt;
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''Comments''&lt;br /&gt;
* But you can only carry 200 pounds of meat back to your wagon. &amp;lt;nowiki&amp;gt;&amp;lt;/oregontrail&amp;gt;&amp;lt;/nowiki&amp;gt; --[[User:Lint|Lint]] 01:15, 13 February 2006 (GMT)&lt;br /&gt;
* Or you have to cook it, taking one AP and possibly a fire-lighting skill (who wants to eat raw monkey?).[[User:MorkaisChosen|MorkaisChosen]] 20:12, 20 February 2006 (GMT)&lt;br /&gt;
** Maybe you don't have to cook it but you get less HP and possibly lose HP to food poisoning. [DarkFerret]&lt;br /&gt;
* Or, to make it more, hm, tribal, you could need to bring it back to specific places in the village where it could be (instantaneously) cooked and used as a replenished &amp;quot;health pool&amp;quot; any player could use. You would still have the occasional berries to eat in the forest, but real meal would occure at a settlement. It would also provide a more efficient healing system (as currently, you roughly get to spend 50 AP to recover 4 or 5 HP, which makes death the most efficient way to restore your HP). -- Leaf&lt;br /&gt;
**''There is a large pot of stew cooking, it appears to be half full.''&lt;br /&gt;
''You eat some and feel better. After a few spoonfuls you find your friend's pocket watch.'' [DarkFerret]&lt;br /&gt;
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=== Radio beacon/receiver ===&lt;br /&gt;
A radio beacon/receiver for outsiders to pinpoint specific locations of interest.&lt;br /&gt;
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''Comments''&lt;br /&gt;
* What's wrong with using the GPS co-ordinates of a specific location? - [[User:Snarf|Snarf]]&lt;br /&gt;
*Perhaps a way to have GPS waypoints or markers IN one own's GPS? --[[User:Wcervantes|Wcervantes]] 19:39, 16 February 2006 (GMT)&lt;br /&gt;
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=== Holy Scriptures ===&lt;br /&gt;
Used to convert Natives into Ousiders. Requires &amp;quot;Religious Devotion&amp;quot;. Most likely found around Outsider settlements --[[User:One of many doctors|One of many doctors]] 23:22, 16 February 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
*Nobody wants to have a class change againt their will. -Grigoriy&lt;br /&gt;
*Noone wants to die against their will either, but it does happen ;-) Might be irritating, but also might be quite interesting. It would have to be possible both ways of course, natives to outsiders and outsiders to natives. Perhaps the outsiders can convert natives to outsiders with holy scriptures using the religious devotion skill and natives can convert outsiders to natives with a bottle of beer using the seduction skill! ;-) --[[User:Murk|Murk]] 12:28, 4 March 2006 (GMT)&lt;br /&gt;
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=== GPS Unit (Redesign) ===&lt;br /&gt;
This is a suggestion to change the gps unit into an object that presumably fits better with the game setting. We currently have no other modern item available for use (anachronism - VOCABULARY WORD!). Perhaps we should use a sextant? And rather than reveal the position all of the time, it requires a 1 AP use in non-dense, non-enclosed area. --[[User:Lint|Lint]] 21:48, 23 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
*Yes, GPS units are indeed ''malapropos'' (another vocabulary word :D)--[[User:Grigoriy|Grigoriy]] 00:33, 27 February 2006 (GMT)&lt;br /&gt;
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=== Refillable containers ===&lt;br /&gt;
Does it really make sense that after drinking something, you automatically discard the container it had been in? I propose a modification to the inventory system so bottles/gourds work similar to rifles and blowguns--they can be refilled if they are empty. Obviously, you can't just carry around spare water like you can ammo, so to refill a water container, you have to be in water. This would clearly make areas near water more popular, which I don't think is a bad thing, or without precedent.   Furthermore, this could lead to new and interesting directions, such as other liquids that could be carried around, causing various effects. Off the top of my head:&lt;br /&gt;
:::::drinking too much &amp;quot;ocean&amp;quot; water will make you sick (reducing your hit % temporarily)&lt;br /&gt;
:::::a &amp;quot;create mysterious serum&amp;quot; skill  the shaman/scientist can eventually learn that (along with certain ingredients) lets them create a &amp;quot;buff&amp;quot; potion.&lt;br /&gt;
:::::special healing water springs that have double the recuperative effect&lt;br /&gt;
This would also address one of the concerns I've had regarding healing skills. To my knowledge, there is no place in Shartak where you are more likely to consistantly find healing kits/herbs, etc. its all fairly random. By comparision, UD has certain buildings where you can only find certain items (i.e. hospitals = first aid kits). IMO, its currently too difficult/AP consuming to heal. Without a way to consistantly find/create healing items, it's not likely there will be &amp;quot;healers&amp;quot; willing to use their hard-to-find healing items on anyone else. --[[User:Jackel|Jackel]] 22:14, 25 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
::Have you found the hut in Dalpok with all the drying herbs hanging up? Says something about a shaman being busy, I seem to have a reasonable success rate at finding healing herbs there. Not sure if there are more around. --[[User:Snarf|Snarf]] 22:17, 25 February 2006 (GMT)&lt;br /&gt;
:::No, I hadn't noticed such a hut(s), I've assumed they were all pretty much the same. If certain huts are more likely to contain certain items, I've another suggestion--'''label them'''. Any opinion on my primary suggestion of refillable containers? --[[User:Jackel|Jackel]] 22:31, 25 February 2006 (GMT)&lt;br /&gt;
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== Other ==&lt;br /&gt;
&lt;br /&gt;
=== Supplies in settlements ===&lt;br /&gt;
Could there perhaps be some kind of a more reliable way to get things in villages, apart from randomly finding them? Coming across abandoned items in jungles, evaquated police departments and such makes sense, but going on an epic quest for a machete under someone's carpet in an active village just seems a bit out of place.&lt;br /&gt;
&lt;br /&gt;
So, if it's not too much of a hassle, which it most likely is, I suggest there to perhaps be put some kind of trader characters in settlements, who could exchange all kindsa things for random junk you've found lying around in other places, or maybe you could get these fellas to make items for you free of charge, which you could go and pick up after a period of time?&lt;br /&gt;
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..probably too complicated for something that's rather useless. Oh well. --[[User:Ismo Kuikka|Ismo Kuikka]]&lt;br /&gt;
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''Comments''&lt;br /&gt;
:There's a trading post in one of the huts in Dalpok, can't get anything there though. Perhaps a sign of things to come? --[[User:Snarf|Snarf]] 10:33, 17 February 2006 (GMT)&lt;br /&gt;
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=== Tunnels ===&lt;br /&gt;
Tunnels underneath the island lead to interesting places.&lt;br /&gt;
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as a res''Comments''&lt;br /&gt;
:How do you know they don't exist? :) [[User:Dr._J|Dr. J]]&lt;br /&gt;
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=== Treasure to capture ===&lt;br /&gt;
&amp;quot;Capture the flag&amp;quot; type objective, in this case the flags are treasure from each village. Bonus points in the form of XP or gold coins to be awarded to the holder of the treasure at certain intervals.&lt;br /&gt;
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''Comments''&lt;br /&gt;
:I would like to modify this slightly Mystery Suggester. Please see the '''Unique Item Hunt''' suggestion. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)&lt;br /&gt;
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=== Writing on the tree (or sand) ===&lt;br /&gt;
Should be able to write stuff in the sand on the beaches and carve short messages into trees in the jungle. To avoid &amp;quot;carve-wars&amp;quot; the only way to get rid of messages on trees could be to chop the jungle down and wait for it to grow again before you can write a new message. -- [[User:Snarf|Snarf]] 22:32, 27 January 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
:FYI, currently working on this. --[[User:Simon|Simon]] 23:16, 20 February 2006 (GMT)&lt;br /&gt;
:Done. Watch out for quirks depending on where you're writing. --[[User:Simon|Simon]] 15:24, 27 February 2006 (GMT)&lt;br /&gt;
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=== Informational messages ===&lt;br /&gt;
You should be able to see what other people have done since your past turn. Much like the skill above, except for most actions that take place. Such as '[09:34]Joe used a medkit on Roger' or '[05:23]Dan Attacked a Boar and missed'. If this is implemented, there should be a menu that you can use to toggle certain bits of information, to reduce or stop spam. [[User:Durja|Durja]] 18:14, 6 February 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
:I don't want to see when people miss attacks, that's just too much information (unless it's me that they're attacking!) - [[User:Snarf|Snarf]]&lt;br /&gt;
:Would be useful to see when kills are made in the same location eg. Dan killed a boar or Joe killed Roger - [[User:Snarf|Snarf]]&lt;br /&gt;
:How about making a list of &amp;quot;informational messages&amp;quot; that might be required? - [[User:Snarf|Snarf]]&lt;br /&gt;
:* PlayerX killed PlayerY.&lt;br /&gt;
:* PlayerX killed animal.&lt;br /&gt;
:* PlayerY died from eating some poisonous berries. (self-inflicted death)&lt;br /&gt;
&lt;br /&gt;
=== Player VS Player Interaction ===&lt;br /&gt;
I would propoese a to hit % penalty for attacking members of same Home location.  I believe this will promote exploration and perhaps offer a measure of protection of newly &amp;quot;birthed&amp;quot; population.  As a recent victim of death by the hands of a warrior from my own villiage this has a bit of appeal to me ;). - [[User:Nankilstlas|Nan]]&lt;br /&gt;
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''Comments''&lt;br /&gt;
:Instead of a hit % penalty, what about reducing or eliminating XP earned for such attacks? It would be similar to the ZvZ penalty used in UrbanDead, and its easier to rationalize not getting as much experience fighting one of your own than to rationalize that its harder to hit your own people for some reason. --[[User:Jackel|Jackel]] 19:52, 27 February 2006 (GMT)&lt;br /&gt;
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:The to hit penalty and the lack of XP should be combined to discourage intravillage conflicts but only on nonclan members(so clans from the same village can fight with each other to simulate a power struggle for leadership), extend this to shamans as well, as its not often the village shaman gets killed by an out-of-towner. --[[User:Daylan|Daylan]] 00:27, 7 March 2006 (GMT)&lt;br /&gt;
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=== Spirit Movement ===&lt;br /&gt;
&lt;br /&gt;
A couple thoughts on this topic.--[[User:Jackel|Jackel]] 02:29, 6 March 2006 (GMT)&lt;br /&gt;
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*My character has the &amp;quot;trekking&amp;quot; skill, but as a spirit, actually moves '''slower''' (1 AP per square) than when he's alive! Spirits should move '''at least''' as fast as someone skilled at traversing terrain.&lt;br /&gt;
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*Spirits move effortlessly through the thickest jungle, water, swamp--as it should be. Why should mountains be an impediment?&lt;br /&gt;
:Perhaps there's some kind of mineral in the mountain that prevents the spirit from passing through it.. could be mined later on to spirit-proof huts or something (clutching at straws here, can you tell) ?&lt;br /&gt;
:They also can't move through the deepest water, but that is the boundary of the game I'm guessing.&lt;br /&gt;
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=== Areas explored stat ===&lt;br /&gt;
&lt;br /&gt;
Just add a stat in our character page that shows how any areas we have explored, use the same system that is used to determine who is in the top ten, but for everybody so we can all see how many areas we have explored(and how close to the top ten we are :). -- [[User:Daylan|Daylan]] 00:04, 7 March 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
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== Classes ==&lt;br /&gt;
&lt;br /&gt;
=== Priest ===&lt;br /&gt;
Starts off with a &amp;quot;Holy Scripture&amp;quot; and the &amp;quot;Religious Devotion Skill&amp;quot;. --[[User:One of many doctors|One of many doctors]] 23:22, 16 February 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
:None of the other classes start with a skill. I think they should just have access to the skill, and maybe stuff like scientists don't (I'm not saying all scientists are unreligious, just that there probably aren't any THAT religious!). [[User:MorkaisChosen|MorkaisChosen]] 11:06, 17 February 2006 (GMT)&lt;br /&gt;
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=== Scientist (Rename) ===&lt;br /&gt;
This is a suggestion to change the name of the Scientist class to Professor. From Tarzan to Gilligan's Island, the science-type in has been regarded as Professor rather than Scientist. --[[User:Lint|Lint]] 21:48, 23 February 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
*I like! --[[User:One of many doctors|One of many doctors]] 03:38, 1 March 2006 (GMT)&lt;br /&gt;
::I don't. If someone wants to roleplay as a scholarly Prof, more power to them. As it is, the term &amp;quot;Scientist&amp;quot; suggests a broader archetype, inviting players to make of their character what they will. which I favor. --[[User:Jackel|Jackel]] 23:56, 3 March 2006 (GMT)&lt;br /&gt;
::I thought would be closer to anthropologists as, well those are the scientists who explore the jungle. I don't think there would be many astrophysicists or chemists(maybe a few chemists but they wouldn't be with the exploring group-they would come after) but you would likely see at least one or two medical doctor, but most anthropologists who go into the field have first-aid training. On top of that the term anthropologist is has so many subdisciplines that it is almost as broad as saying scientists. --[[User:Daylan|Daylan]] 00:36, 7 March 2006 (GMT)&lt;br /&gt;
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=== Villager/Settler ===&lt;br /&gt;
&lt;br /&gt;
[[User:Lint|Lint]] recently made a very salient point with respect to [[Game_Design|Class Balance]]. Namely, there are very few players '''(4% currently)''' choosing to be (Outsider) Settlers or (Native) Villagers. Realistically, these should be the most abundant classes, so clearly (aside from trival starting inventory) these classes clearly lack any definable appeal. I propose that these 2 classes (due to their years of plying and scavenging their surroundings) are more adept at searching then their peers. As such, they have a +20% bonus in base search percentage. There is precedent for this in UD, with the &amp;quot;consumer&amp;quot; class getting an immediate advantage in searching, and though the nature of that game (i.e. constant heavy barricading of Malls) makes it difficult for consumers to realize their advantage, this would not be the case in Shartak.  This change will undoubtedly make these overlooked classes more attractive to new players.--[[User:Jackel|Jackel]] 00:25, 4 March 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
:I wouldn't say that it's completely a bad thing that the Settler and Villager populations are low. (Wouldn't you say that the Consumer population is the lowest in &amp;quot;that other game&amp;quot;?) However, I do agree that this class doesn't appear to be getting the same respect as the others. The search bonus or perhaps the '''Agriculture''' suggestion might be justifiable. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)&lt;br /&gt;
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=== Animal ===&lt;br /&gt;
It would be interesting to play as an animal. They wouldn't be able to use some items or learn certain skills, but they could smell the trails of humans and other animals. Some could eat vegetation, an action similar to choping, and restore HP. --[[User:Darkferret|Darkferret]] 18:24, 4 March 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
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=== Pirate ===&lt;br /&gt;
Every tropical island needs pirates!  Could either be Outsider or a separate grouping altogether (current pirates being more native than foreign, from the news i read).  Don't know what special skills they have, maybe better at finding gold in towns, or general stuff on the beach, and any parrots they encounter follow them around (perhaps monkeys too).  If agriculture is implemented, they get to grow weed and poppy. Maybe they'd be better as the Outsider NPC counterpart to NPC shamans, and raid towns every so often. --[[User:Frisco|Frisco]] 04:14, 5 March 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
:I have no idea how we could implement them into Shartak, but I do like pirates... --[[User:Grigoriy|Grigoriy]] 05:29, 5 March 2006 (GMT)&lt;br /&gt;
:I have some ideas how to implement them. Just so you know, Pirates have been on my todo list for a couple of months now but I'm holding off sorting them out until I have skills and items worked out for them and have finished some of the higher priority things. --[[User:Simon|Simon]] 15:00, 5 March 2006 (GMT)&lt;br /&gt;
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== Game Mechanics ==&lt;br /&gt;
&lt;br /&gt;
=== Conversion ===&lt;br /&gt;
When an Outsider/Native dies they are reborn as a Native (don't really understand the spirit thing too well). The Outsiders then get a new class/skill, &amp;quot;Religious Conversion&amp;quot; that requires a &amp;quot;Holy Scripture&amp;quot;. This allows a &amp;quot;Priest&amp;quot; to convert one native into a Outsider&amp;quot;. The converted native would most likely start off as a Settler. --[[User:One of many doctors|One of many doctors]] 23:22, 16 February 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
* I believe that Natives are reborn as Natives and Outsiders are reborn as Outsiders, but I could be wrong. From a game balance perspective, I am not in favor of type-swapping skills unless Natives are presented with an ability to counter or convert Outsiders as well. It does fit nicely with the theme though. --[[User:Lint|Lint]] 23:41, 16 February 2006 (GMT)&lt;br /&gt;
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* That would probably be the shamans job, however it may have worked for Urban Dead but I don't think it will work in this game as whichever group has the most players to begin with will, once conflicts begin to arise, dominate by switching people from the side they are on the side the priest/&amp;quot;whatever the natives use&amp;quot; side making you able to graph one groups population by looking at the graph pop=(1/2)^x. Also since there wouldn't seem to be a way, short of finding a converter player to switch you back, to go back to playing as you once did would make the amount of people on one side quickly die off (even though thats what would happen in real life, favouring the outsiders) it would be a very unfun aspect of the game. And really these are HOSTILE natives, or so it seems, why would they let some devilman outsider tell it how it is? They wouldn't, they would simply spear them and laugh! In short all the converting ideas suck, I know I wouldn't want to log on to find I'm playing for the wrong side. -- [[User:Daylan|Daylan]] 10:55, 17 February 2006 (GMT)&lt;br /&gt;
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* So that means if my soldier dies, he's reborn as a native? Not only that, but to become an outsider again, first I would have to find a priest (which would be next to impossible with such a small number of players), and then he could convert me into a settler. That means I'll never be able to be a soldier again, which is a real punch in the throat for RPers. -- Grigoriy&lt;br /&gt;
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*All valid points. I guess this wouldn't really work we have the same number of players as Urban Dead. But this would be a great way to balance out the sides later on. Say there are too many natives, you just drop more &amp;quot;conversion items&amp;quot; and balance out the sides. Too many Outsiders? Just drop the number of conversion items. Doubt it would catch on though. --[[User:One of many doctors|One of many doctors]] 02:44, 19 February 2006 (GMT)&lt;br /&gt;
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*Conversion doesn't have to be forced.  It could require action on both sides, like a native doning a religious item and an outsider using the skill on that native.  After all, conversion isn't real without true faith. The native counter to this could be similar, requiring an outsider to die holding a packet of that headshrinking powder while a shaman uses the Zombification (ala Haitian witchcraft) skill.  -- frisco&lt;br /&gt;
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*You don't change class or anything when you die. --[[User:Murk|Murk]] 12:31, 4 March 2006 (GMT)&lt;br /&gt;
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=== Capturing villages ===&lt;br /&gt;
Since this is like some war between Outsiders and Natives I thought this appropriate. If all the (say) Outsiders are killed in York and there are none left, then it becomes a Native village and vice versa. Probably needs harder requirements to capture settlements though. Maybe each side could have one permanent place that can never change hands? --[[User:One of many doctors|One of many doctors]] 03:41, 1 March 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
:Not sure about this - what about all the idle players within the village? They might &amp;quot;wake up&amp;quot; after a couple of weeks to find they're in enemy territory. --[[User:Simon|Simon]] 11:00, 1 March 2006 (GMT)&lt;br /&gt;
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:You could have it so idle players goto the nearest friendly village-- [[User:Daylan|Daylan]] 02:58, 3 March 2006 (GMT)&lt;br /&gt;
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:Turf control in a limited AP browser game like this just invites lame zerging behavior. I don't like it. --[[User:Jackel|Jackel]] 00:00, 4 March 2006 (GMT)&lt;br /&gt;
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:Not villages, perhaps 3x3 square 'forts'? --[[User:Grigoriy|Grigoriy]] 01:10, 4 March 2006 (GMT)&lt;br /&gt;
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:I do like the idea, but I think Jackel's observation hits a key point. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)&lt;br /&gt;
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=== Unique skills ===&lt;br /&gt;
I think that each class should start off with one unique skill that the others may never aquire. That way it stops all the classes from becoming too generic. For example Settlers could have a &amp;quot;farming&amp;quot; skill, Soldiers could have a &amp;quot;bravery&amp;quot; skill, etc. Or mabey they could just have a attribute like Soldiers have an extra 10% chance of striking the target, Warriors have an extra 10% chance  of finding animals, Settlers have an extra 10% chance of finding an item, Scouts have a 3% chance of recovering 1 HP per AP spent, etc. --[[User:One of many doctors|One of many doctors]] 02:34, 5 March 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
:I am in favor of this (if it is not in effect currently). We'd have to work out the details to make sure each class is getting their fair share, but something that encourages players to try other classes or team up with other players using different classes for a better playing experience sounds good to me. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)&lt;br /&gt;
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=== Pet System ===&lt;br /&gt;
I will combine aspects of the '''Animal''' and '''Pirate''' suggestions and propose a pet system that allows you to tame one of the animals on the island. First, you have to weaken the animal. Then you throw a sphere device at it and shout &amp;quot;SHARTAK SPHERE! GO!&amp;quot; for 1 AP. There's a slight chance that you have captured and tamed the animal. The more powerful the animal, the less success chance. You earn no XP for taming an animal. Players can only have 1 pet at a time. They can release a pet whenever they want. If the owner dies, the pet runs away. Pets have fixed HP, attack, and accuracy based on the type of animal they are (ie. they do not level up or heal, just to keep it simple to design). They follow the player around and only attack when the player attacks. It would be nice if they attacked while you were not playing, but auto-defense mechanisms are unnecessary. Enemy animals randomly determine whether they are attacking the owner or the pet. Other players will have an option for targeting the owner or pet. There is no XP gained for attacking or killing a pet to deter any attempts at farming pet killing (I can't believe we even have to consider preventing such a thing). For added flavor, owners can name their pets. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
:ROTFL. Sounds a bit like Pokemon or Yu-Gi-Oh (don't worry, I'm not a fan, I have kids that were!).  Perhaps instead of spheres, you could keep the monkeys on a leash, heal a tiger or elephant to make it less likely to attack you, tame deer by feeding them, etc. Some animals like the wild boar would have to be pretty difficult to tame. --[[User:Simon|Simon]] 15:14, 5 March 2006 (GMT)&lt;br /&gt;
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=== Profile Effect Items ===&lt;br /&gt;
These are useless baubles that take up 1 unit of a player's inventory space, but if anyone views their profile they will see that the players possesses the item. Using the item won't accomplish anything and merely produce flavor text. However, if a player is in the presence of another player, using the item would show it off. As with all items, there's no way to trade them with other players. We can have eyepatches and peglegs. We can have tribal masks and warpaint. Maybe some clans would require a certain dress code. Maybe they need 30 pieces of flair. I think it provides an outlet for the less serious gamers. Problems: Serious gamers might be plagued with finding such items and dropping them, wasting (in their opinion) AP and Page Hits. Also, arguing over what items fit with the theme of Shartak will be a headache-inducing process. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
&lt;br /&gt;
=== Unique Item Hunt ===&lt;br /&gt;
''Capture the Flag''-ish minigame. Somewhere on the island is a single conch shell item. It can be found by searching anywhere. It takes 1 inventory space and appears when anyone views their profile. When the conch holder is in the presence of other players, flavor text is added to the area description to inform the others that the conch holder is in the area. If the person in possession of the conch drops it, dies, or is idle for more than 5 days, the conch returns to the system. The person who holds the conch the longest gets recognized in the statistics. Killing the conch holder earns special bonus XP. Adept conch holder killers may also be recognized in the statistics. Problems: Someone with multiple characters could take advantage of having the conch on one character and reap the XP and fame with another. There will be a point where a race condition will occur and might result in multiple conches and a broken game. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
* This kind of thing has been on my ideas list, although this is much more detailed version than the one-liner I had. --[[User:Simon|Simon]] 15:05, 5 March 2006 (GMT)&lt;/div&gt;</summary>
		<author><name>Daylan</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Suggestions&amp;diff=2260</id>
		<title>Suggestions</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Suggestions&amp;diff=2260"/>
		<updated>2006-03-07T00:27:55Z</updated>

		<summary type="html">&lt;p&gt;Daylan: /* Player VS Player Interaction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Suggestions for Shartak are always welcome, although there's no guarantee that anything will be added. Comments on or modifications for any of the suggestions below can be added by editing this page. Please be considerate and don't just remove ideas that you don't like.&lt;br /&gt;
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Begin a new item with a * and &amp;quot;sign&amp;quot; your suggestions using &amp;lt;nowiki&amp;gt;-- ~~~~&amp;lt;/nowiki&amp;gt; so we know who to blame ;)&lt;br /&gt;
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Bug reports should go on the [[Bugs]] page.&lt;br /&gt;
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== To-do list? ==&lt;br /&gt;
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Perhaps I should add a to-do list here on the wiki so you can comment/vote on the ideas before they're implemented. Then again, perhaps I shouldn't as this would spoil the surprise ;) Not so much a &amp;quot;things I might do&amp;quot; list like this page but a &amp;quot;things I am going to do&amp;quot; list.&lt;br /&gt;
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--[[User:Simon|Simon]] 14:59, 5 March 2006 (GMT)&lt;br /&gt;
:I'd say unless your debating whether to implement a change, or are seeking feedback, just make whatever changes you are going to make and only tell us afterward. While I'm sure we are all interested in what might be in the pipeline for Shartak, it creates expectations, and expectations lead to frustration when the ideas you are planning aren't implemented in a timely fashion. Think of a game like Duke Nukem Forever, which created massive backlash among its fans for going through delay after delay. If the game designers had not created the expectation (and being unable to fulfill it), there would be no basis for the fan backlash. --[[User:Jackel|Jackel]] 02:23, 6 March 2006 (GMT)&lt;br /&gt;
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{| cellpadding=10 align=right&lt;br /&gt;
| __TOC__&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Skills ==&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;
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''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;
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=== Weapon Skills ===&lt;br /&gt;
The Warrior/Soldiers class should get weapon skills, like spear skills for the warrior and rifle skills for the soldier, make the soldiers skills make the rifle have better to hit then the natives spear but the rifle requires the searching of ammo, this makes the difference between natives and outsiders warrior classes more than the blowpipe and rifle (blowpipes do 1 less damage) EDIT: I ahnotice that the outsiders do indeed have rifle training, freshly added to the wiki I guess.-- [[User:Daylan|Daylan]] 11:07, 17 February 2006 (GMT)&lt;br /&gt;
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We have been doing some research(see the talk page in character classes) and it appears that warriors are no better at fighting(unless you count 10 extra hp as being really great) than any other class, correct me if I'm wrong but if there is no warrior only fighting skill what makes them warriors and not shamans w/ blowpipes(pardon the pun but they &amp;quot;blow&amp;quot;) and +10hp? and if that is all they are how come soilders get extra skills? -- [[User:Daylan|Daylan]] 02:55, 3 March 2006 (GMT)&lt;br /&gt;
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Also, if you've got a machete and the three melee skills, there's never any point in using a blowpipe (unless you've got 1AP left and a victim with only 4HP remaining). There should be a skill that increases the chances of hitting with a blowpipe, to at least 30% - especially since you have to search for darts. Viveca Lindfors, 6 March 2006, 17:25 GMT&lt;br /&gt;
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''Comments''&lt;br /&gt;
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=== Tracking ===&lt;br /&gt;
Anyone with the Tracking skill should be able to track where people have gone, either generic &amp;quot;A native passed by here recently&amp;quot; or more specific &amp;quot;Average Joe left heading north 2 days ago&amp;quot;.&lt;br /&gt;
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''Comments''&lt;br /&gt;
* Should probably be a timelimit so you don't see &amp;quot;Average Joe left heading north 90 days ago&amp;quot;. - [[User:Snarf|Snarf]]&lt;br /&gt;
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=== 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;
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''Comments''&lt;br /&gt;
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=== 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;
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''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;
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=== Skinning ===&lt;br /&gt;
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. --[[User:Lint|Lint]] 21:48, 23 February 2006 (GMT)&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;
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''Comments''&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;
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=== 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;
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''Comments''&lt;br /&gt;
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=== 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;
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=== 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;
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''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;
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===Comment Cartagraphy===&lt;br /&gt;
Applies to Natives &amp;amp; Outsiders, most likely best applied only to the classes, scouts &amp;amp; explorers. I am thinking that it would be great to get more out of the map. This skill would allow those who have it to be able to add a limited number of short comments to their maps. These comments could work as references so as to be able to use the map to help find points of interest at some other time. I could see this probably difficult to implement, but perhaps it could work in that one could click in a quadrant on the map which would reload the page and allow you to add a text comment / description to a form. This text comment on a save would place a reference number on that quadrant of the map and the text would be listed to the right or below the map with accompanying reference number. -- [[User: fitzcarraldo|fitzcarraldo]]|&amp;lt;sup&amp;gt;[[User talk:fitzcarraldo|T]]&amp;lt;/sup&amp;gt; 17:05, 5 March 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
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== Items ==&lt;br /&gt;
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=== Spear ===&lt;br /&gt;
It could be the native warriors main weapon, give it a base damage of 3, same to hit as machete but it wouldn't cut through jungle -- [[User:Daylan|Daylan]] 11:02, 17 February 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
:A spear for stabbing or a spear for throwing (i.e single use) ? --[[User:Simon|Simon]] 15:49, 25 February 2006 (GMT)&lt;br /&gt;
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=== Head-shrinking powder ===&lt;br /&gt;
This could be either a melee or area weapon used by natives.&lt;br /&gt;
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''Comments''&lt;br /&gt;
* What are the effects of it? Causes X HP of damage? Loss of AP? Loss of XP? Instant death? - [[User:Snarf|Snarf]]&lt;br /&gt;
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=== Meat ===&lt;br /&gt;
Heals 2 HP. Used by both outsiders and tribals. It appears in your inventory when you kill a beastie. [[User:Bungalow Bill|Bungalow Bill]]&lt;br /&gt;
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''Comments''&lt;br /&gt;
* But you can only carry 200 pounds of meat back to your wagon. &amp;lt;nowiki&amp;gt;&amp;lt;/oregontrail&amp;gt;&amp;lt;/nowiki&amp;gt; --[[User:Lint|Lint]] 01:15, 13 February 2006 (GMT)&lt;br /&gt;
* Or you have to cook it, taking one AP and possibly a fire-lighting skill (who wants to eat raw monkey?).[[User:MorkaisChosen|MorkaisChosen]] 20:12, 20 February 2006 (GMT)&lt;br /&gt;
** Maybe you don't have to cook it but you get less HP and possibly lose HP to food poisoning. [DarkFerret]&lt;br /&gt;
* Or, to make it more, hm, tribal, you could need to bring it back to specific places in the village where it could be (instantaneously) cooked and used as a replenished &amp;quot;health pool&amp;quot; any player could use. You would still have the occasional berries to eat in the forest, but real meal would occure at a settlement. It would also provide a more efficient healing system (as currently, you roughly get to spend 50 AP to recover 4 or 5 HP, which makes death the most efficient way to restore your HP). -- Leaf&lt;br /&gt;
**''There is a large pot of stew cooking, it appears to be half full.''&lt;br /&gt;
''You eat some and feel better. After a few spoonfuls you find your friend's pocket watch.'' [DarkFerret]&lt;br /&gt;
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=== Radio beacon/receiver ===&lt;br /&gt;
A radio beacon/receiver for outsiders to pinpoint specific locations of interest.&lt;br /&gt;
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''Comments''&lt;br /&gt;
* What's wrong with using the GPS co-ordinates of a specific location? - [[User:Snarf|Snarf]]&lt;br /&gt;
*Perhaps a way to have GPS waypoints or markers IN one own's GPS? --[[User:Wcervantes|Wcervantes]] 19:39, 16 February 2006 (GMT)&lt;br /&gt;
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=== Holy Scriptures ===&lt;br /&gt;
Used to convert Natives into Ousiders. Requires &amp;quot;Religious Devotion&amp;quot;. Most likely found around Outsider settlements --[[User:One of many doctors|One of many doctors]] 23:22, 16 February 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
*Nobody wants to have a class change againt their will. -Grigoriy&lt;br /&gt;
*Noone wants to die against their will either, but it does happen ;-) Might be irritating, but also might be quite interesting. It would have to be possible both ways of course, natives to outsiders and outsiders to natives. Perhaps the outsiders can convert natives to outsiders with holy scriptures using the religious devotion skill and natives can convert outsiders to natives with a bottle of beer using the seduction skill! ;-) --[[User:Murk|Murk]] 12:28, 4 March 2006 (GMT)&lt;br /&gt;
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=== GPS Unit (Redesign) ===&lt;br /&gt;
This is a suggestion to change the gps unit into an object that presumably fits better with the game setting. We currently have no other modern item available for use (anachronism - VOCABULARY WORD!). Perhaps we should use a sextant? And rather than reveal the position all of the time, it requires a 1 AP use in non-dense, non-enclosed area. --[[User:Lint|Lint]] 21:48, 23 February 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
*Yes, GPS units are indeed ''malapropos'' (another vocabulary word :D)--[[User:Grigoriy|Grigoriy]] 00:33, 27 February 2006 (GMT)&lt;br /&gt;
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=== Refillable containers ===&lt;br /&gt;
Does it really make sense that after drinking something, you automatically discard the container it had been in? I propose a modification to the inventory system so bottles/gourds work similar to rifles and blowguns--they can be refilled if they are empty. Obviously, you can't just carry around spare water like you can ammo, so to refill a water container, you have to be in water. This would clearly make areas near water more popular, which I don't think is a bad thing, or without precedent.   Furthermore, this could lead to new and interesting directions, such as other liquids that could be carried around, causing various effects. Off the top of my head:&lt;br /&gt;
:::::drinking too much &amp;quot;ocean&amp;quot; water will make you sick (reducing your hit % temporarily)&lt;br /&gt;
:::::a &amp;quot;create mysterious serum&amp;quot; skill  the shaman/scientist can eventually learn that (along with certain ingredients) lets them create a &amp;quot;buff&amp;quot; potion.&lt;br /&gt;
:::::special healing water springs that have double the recuperative effect&lt;br /&gt;
This would also address one of the concerns I've had regarding healing skills. To my knowledge, there is no place in Shartak where you are more likely to consistantly find healing kits/herbs, etc. its all fairly random. By comparision, UD has certain buildings where you can only find certain items (i.e. hospitals = first aid kits). IMO, its currently too difficult/AP consuming to heal. Without a way to consistantly find/create healing items, it's not likely there will be &amp;quot;healers&amp;quot; willing to use their hard-to-find healing items on anyone else. --[[User:Jackel|Jackel]] 22:14, 25 February 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
::Have you found the hut in Dalpok with all the drying herbs hanging up? Says something about a shaman being busy, I seem to have a reasonable success rate at finding healing herbs there. Not sure if there are more around. --[[User:Snarf|Snarf]] 22:17, 25 February 2006 (GMT)&lt;br /&gt;
:::No, I hadn't noticed such a hut(s), I've assumed they were all pretty much the same. If certain huts are more likely to contain certain items, I've another suggestion--'''label them'''. Any opinion on my primary suggestion of refillable containers? --[[User:Jackel|Jackel]] 22:31, 25 February 2006 (GMT)&lt;br /&gt;
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== Other ==&lt;br /&gt;
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=== Supplies in settlements ===&lt;br /&gt;
Could there perhaps be some kind of a more reliable way to get things in villages, apart from randomly finding them? Coming across abandoned items in jungles, evaquated police departments and such makes sense, but going on an epic quest for a machete under someone's carpet in an active village just seems a bit out of place.&lt;br /&gt;
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So, if it's not too much of a hassle, which it most likely is, I suggest there to perhaps be put some kind of trader characters in settlements, who could exchange all kindsa things for random junk you've found lying around in other places, or maybe you could get these fellas to make items for you free of charge, which you could go and pick up after a period of time?&lt;br /&gt;
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..probably too complicated for something that's rather useless. Oh well. --[[User:Ismo Kuikka|Ismo Kuikka]]&lt;br /&gt;
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''Comments''&lt;br /&gt;
:There's a trading post in one of the huts in Dalpok, can't get anything there though. Perhaps a sign of things to come? --[[User:Snarf|Snarf]] 10:33, 17 February 2006 (GMT)&lt;br /&gt;
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=== Tunnels ===&lt;br /&gt;
Tunnels underneath the island lead to interesting places.&lt;br /&gt;
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as a res''Comments''&lt;br /&gt;
:How do you know they don't exist? :) [[User:Dr._J|Dr. J]]&lt;br /&gt;
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=== Treasure to capture ===&lt;br /&gt;
&amp;quot;Capture the flag&amp;quot; type objective, in this case the flags are treasure from each village. Bonus points in the form of XP or gold coins to be awarded to the holder of the treasure at certain intervals.&lt;br /&gt;
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''Comments''&lt;br /&gt;
:I would like to modify this slightly Mystery Suggester. Please see the '''Unique Item Hunt''' suggestion. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)&lt;br /&gt;
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=== Writing on the tree (or sand) ===&lt;br /&gt;
Should be able to write stuff in the sand on the beaches and carve short messages into trees in the jungle. To avoid &amp;quot;carve-wars&amp;quot; the only way to get rid of messages on trees could be to chop the jungle down and wait for it to grow again before you can write a new message. -- [[User:Snarf|Snarf]] 22:32, 27 January 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
:FYI, currently working on this. --[[User:Simon|Simon]] 23:16, 20 February 2006 (GMT)&lt;br /&gt;
:Done. Watch out for quirks depending on where you're writing. --[[User:Simon|Simon]] 15:24, 27 February 2006 (GMT)&lt;br /&gt;
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=== Informational messages ===&lt;br /&gt;
You should be able to see what other people have done since your past turn. Much like the skill above, except for most actions that take place. Such as '[09:34]Joe used a medkit on Roger' or '[05:23]Dan Attacked a Boar and missed'. If this is implemented, there should be a menu that you can use to toggle certain bits of information, to reduce or stop spam. [[User:Durja|Durja]] 18:14, 6 February 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
:I don't want to see when people miss attacks, that's just too much information (unless it's me that they're attacking!) - [[User:Snarf|Snarf]]&lt;br /&gt;
:Would be useful to see when kills are made in the same location eg. Dan killed a boar or Joe killed Roger - [[User:Snarf|Snarf]]&lt;br /&gt;
:How about making a list of &amp;quot;informational messages&amp;quot; that might be required? - [[User:Snarf|Snarf]]&lt;br /&gt;
:* PlayerX killed PlayerY.&lt;br /&gt;
:* PlayerX killed animal.&lt;br /&gt;
:* PlayerY died from eating some poisonous berries. (self-inflicted death)&lt;br /&gt;
&lt;br /&gt;
=== Player VS Player Interaction ===&lt;br /&gt;
I would propoese a to hit % penalty for attacking members of same Home location.  I believe this will promote exploration and perhaps offer a measure of protection of newly &amp;quot;birthed&amp;quot; population.  As a recent victim of death by the hands of a warrior from my own villiage this has a bit of appeal to me ;). - [[User:Nankilstlas|Nan]]&lt;br /&gt;
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''Comments''&lt;br /&gt;
:Instead of a hit % penalty, what about reducing or eliminating XP earned for such attacks? It would be similar to the ZvZ penalty used in UrbanDead, and its easier to rationalize not getting as much experience fighting one of your own than to rationalize that its harder to hit your own people for some reason. --[[User:Jackel|Jackel]] 19:52, 27 February 2006 (GMT)&lt;br /&gt;
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:The to hit penalty and the lack of XP should be combined to discourage intravillage conflicts but only on nonclan members(so clans from the same village can fight with each other to simulate a power struggle for leadership), extend this to shamans as well, as its not often the village shaman gets killed by an out-of-towner. --[[User:Daylan|Daylan]] 00:27, 7 March 2006 (GMT)&lt;br /&gt;
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=== Spirit Movement ===&lt;br /&gt;
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A couple thoughts on this topic.--[[User:Jackel|Jackel]] 02:29, 6 March 2006 (GMT)&lt;br /&gt;
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*My character has the &amp;quot;trekking&amp;quot; skill, but as a spirit, actually moves '''slower''' (1 AP per square) than when he's alive! Spirits should move '''at least''' as fast as someone skilled at traversing terrain.&lt;br /&gt;
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*Spirits move effortlessly through the thickest jungle, water, swamp--as it should be. Why should mountains be an impediment?&lt;br /&gt;
:Perhaps there's some kind of mineral in the mountain that prevents the spirit from passing through it.. could be mined later on to spirit-proof huts or something (clutching at straws here, can you tell) ?&lt;br /&gt;
:They also can't move through the deepest water, but that is the boundary of the game I'm guessing.&lt;br /&gt;
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=== Areas explored stat ===&lt;br /&gt;
&lt;br /&gt;
Just add a stat in our character page that shows how any areas we have explored, use the same system that is used to determine who is in the top ten, but for everybody so we can all see how many areas we have explored(and how close to the top ten we are :). -- [[User:Daylan|Daylan]] 00:04, 7 March 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
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== Classes ==&lt;br /&gt;
&lt;br /&gt;
=== Priest ===&lt;br /&gt;
Starts off with a &amp;quot;Holy Scripture&amp;quot; and the &amp;quot;Religious Devotion Skill&amp;quot;. --[[User:One of many doctors|One of many doctors]] 23:22, 16 February 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
:None of the other classes start with a skill. I think they should just have access to the skill, and maybe stuff like scientists don't (I'm not saying all scientists are unreligious, just that there probably aren't any THAT religious!). [[User:MorkaisChosen|MorkaisChosen]] 11:06, 17 February 2006 (GMT)&lt;br /&gt;
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=== Scientist (Rename) ===&lt;br /&gt;
This is a suggestion to change the name of the Scientist class to Professor. From Tarzan to Gilligan's Island, the science-type in has been regarded as Professor rather than Scientist. --[[User:Lint|Lint]] 21:48, 23 February 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
*I like! --[[User:One of many doctors|One of many doctors]] 03:38, 1 March 2006 (GMT)&lt;br /&gt;
::I don't. If someone wants to roleplay as a scholarly Prof, more power to them. As it is, the term &amp;quot;Scientist&amp;quot; suggests a broader archetype, inviting players to make of their character what they will. which I favor. --[[User:Jackel|Jackel]] 23:56, 3 March 2006 (GMT)&lt;br /&gt;
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=== Villager/Settler ===&lt;br /&gt;
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[[User:Lint|Lint]] recently made a very salient point with respect to [[Game_Design|Class Balance]]. Namely, there are very few players '''(4% currently)''' choosing to be (Outsider) Settlers or (Native) Villagers. Realistically, these should be the most abundant classes, so clearly (aside from trival starting inventory) these classes clearly lack any definable appeal. I propose that these 2 classes (due to their years of plying and scavenging their surroundings) are more adept at searching then their peers. As such, they have a +20% bonus in base search percentage. There is precedent for this in UD, with the &amp;quot;consumer&amp;quot; class getting an immediate advantage in searching, and though the nature of that game (i.e. constant heavy barricading of Malls) makes it difficult for consumers to realize their advantage, this would not be the case in Shartak.  This change will undoubtedly make these overlooked classes more attractive to new players.--[[User:Jackel|Jackel]] 00:25, 4 March 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
:I wouldn't say that it's completely a bad thing that the Settler and Villager populations are low. (Wouldn't you say that the Consumer population is the lowest in &amp;quot;that other game&amp;quot;?) However, I do agree that this class doesn't appear to be getting the same respect as the others. The search bonus or perhaps the '''Agriculture''' suggestion might be justifiable. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)&lt;br /&gt;
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=== Animal ===&lt;br /&gt;
It would be interesting to play as an animal. They wouldn't be able to use some items or learn certain skills, but they could smell the trails of humans and other animals. Some could eat vegetation, an action similar to choping, and restore HP. --[[User:Darkferret|Darkferret]] 18:24, 4 March 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
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=== Pirate ===&lt;br /&gt;
Every tropical island needs pirates!  Could either be Outsider or a separate grouping altogether (current pirates being more native than foreign, from the news i read).  Don't know what special skills they have, maybe better at finding gold in towns, or general stuff on the beach, and any parrots they encounter follow them around (perhaps monkeys too).  If agriculture is implemented, they get to grow weed and poppy. Maybe they'd be better as the Outsider NPC counterpart to NPC shamans, and raid towns every so often. --[[User:Frisco|Frisco]] 04:14, 5 March 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
:I have no idea how we could implement them into Shartak, but I do like pirates... --[[User:Grigoriy|Grigoriy]] 05:29, 5 March 2006 (GMT)&lt;br /&gt;
:I have some ideas how to implement them. Just so you know, Pirates have been on my todo list for a couple of months now but I'm holding off sorting them out until I have skills and items worked out for them and have finished some of the higher priority things. --[[User:Simon|Simon]] 15:00, 5 March 2006 (GMT)&lt;br /&gt;
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== Game Mechanics ==&lt;br /&gt;
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=== Conversion ===&lt;br /&gt;
When an Outsider/Native dies they are reborn as a Native (don't really understand the spirit thing too well). The Outsiders then get a new class/skill, &amp;quot;Religious Conversion&amp;quot; that requires a &amp;quot;Holy Scripture&amp;quot;. This allows a &amp;quot;Priest&amp;quot; to convert one native into a Outsider&amp;quot;. The converted native would most likely start off as a Settler. --[[User:One of many doctors|One of many doctors]] 23:22, 16 February 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
* I believe that Natives are reborn as Natives and Outsiders are reborn as Outsiders, but I could be wrong. From a game balance perspective, I am not in favor of type-swapping skills unless Natives are presented with an ability to counter or convert Outsiders as well. It does fit nicely with the theme though. --[[User:Lint|Lint]] 23:41, 16 February 2006 (GMT)&lt;br /&gt;
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* That would probably be the shamans job, however it may have worked for Urban Dead but I don't think it will work in this game as whichever group has the most players to begin with will, once conflicts begin to arise, dominate by switching people from the side they are on the side the priest/&amp;quot;whatever the natives use&amp;quot; side making you able to graph one groups population by looking at the graph pop=(1/2)^x. Also since there wouldn't seem to be a way, short of finding a converter player to switch you back, to go back to playing as you once did would make the amount of people on one side quickly die off (even though thats what would happen in real life, favouring the outsiders) it would be a very unfun aspect of the game. And really these are HOSTILE natives, or so it seems, why would they let some devilman outsider tell it how it is? They wouldn't, they would simply spear them and laugh! In short all the converting ideas suck, I know I wouldn't want to log on to find I'm playing for the wrong side. -- [[User:Daylan|Daylan]] 10:55, 17 February 2006 (GMT)&lt;br /&gt;
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* So that means if my soldier dies, he's reborn as a native? Not only that, but to become an outsider again, first I would have to find a priest (which would be next to impossible with such a small number of players), and then he could convert me into a settler. That means I'll never be able to be a soldier again, which is a real punch in the throat for RPers. -- Grigoriy&lt;br /&gt;
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*All valid points. I guess this wouldn't really work we have the same number of players as Urban Dead. But this would be a great way to balance out the sides later on. Say there are too many natives, you just drop more &amp;quot;conversion items&amp;quot; and balance out the sides. Too many Outsiders? Just drop the number of conversion items. Doubt it would catch on though. --[[User:One of many doctors|One of many doctors]] 02:44, 19 February 2006 (GMT)&lt;br /&gt;
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*Conversion doesn't have to be forced.  It could require action on both sides, like a native doning a religious item and an outsider using the skill on that native.  After all, conversion isn't real without true faith. The native counter to this could be similar, requiring an outsider to die holding a packet of that headshrinking powder while a shaman uses the Zombification (ala Haitian witchcraft) skill.  -- frisco&lt;br /&gt;
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*You don't change class or anything when you die. --[[User:Murk|Murk]] 12:31, 4 March 2006 (GMT)&lt;br /&gt;
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=== Capturing villages ===&lt;br /&gt;
Since this is like some war between Outsiders and Natives I thought this appropriate. If all the (say) Outsiders are killed in York and there are none left, then it becomes a Native village and vice versa. Probably needs harder requirements to capture settlements though. Maybe each side could have one permanent place that can never change hands? --[[User:One of many doctors|One of many doctors]] 03:41, 1 March 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
:Not sure about this - what about all the idle players within the village? They might &amp;quot;wake up&amp;quot; after a couple of weeks to find they're in enemy territory. --[[User:Simon|Simon]] 11:00, 1 March 2006 (GMT)&lt;br /&gt;
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:You could have it so idle players goto the nearest friendly village-- [[User:Daylan|Daylan]] 02:58, 3 March 2006 (GMT)&lt;br /&gt;
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:Turf control in a limited AP browser game like this just invites lame zerging behavior. I don't like it. --[[User:Jackel|Jackel]] 00:00, 4 March 2006 (GMT)&lt;br /&gt;
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:Not villages, perhaps 3x3 square 'forts'? --[[User:Grigoriy|Grigoriy]] 01:10, 4 March 2006 (GMT)&lt;br /&gt;
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:I do like the idea, but I think Jackel's observation hits a key point. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)&lt;br /&gt;
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=== Unique skills ===&lt;br /&gt;
I think that each class should start off with one unique skill that the others may never aquire. That way it stops all the classes from becoming too generic. For example Settlers could have a &amp;quot;farming&amp;quot; skill, Soldiers could have a &amp;quot;bravery&amp;quot; skill, etc. Or mabey they could just have a attribute like Soldiers have an extra 10% chance of striking the target, Warriors have an extra 10% chance  of finding animals, Settlers have an extra 10% chance of finding an item, Scouts have a 3% chance of recovering 1 HP per AP spent, etc. --[[User:One of many doctors|One of many doctors]] 02:34, 5 March 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
:I am in favor of this (if it is not in effect currently). We'd have to work out the details to make sure each class is getting their fair share, but something that encourages players to try other classes or team up with other players using different classes for a better playing experience sounds good to me. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)&lt;br /&gt;
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=== Pet System ===&lt;br /&gt;
I will combine aspects of the '''Animal''' and '''Pirate''' suggestions and propose a pet system that allows you to tame one of the animals on the island. First, you have to weaken the animal. Then you throw a sphere device at it and shout &amp;quot;SHARTAK SPHERE! GO!&amp;quot; for 1 AP. There's a slight chance that you have captured and tamed the animal. The more powerful the animal, the less success chance. You earn no XP for taming an animal. Players can only have 1 pet at a time. They can release a pet whenever they want. If the owner dies, the pet runs away. Pets have fixed HP, attack, and accuracy based on the type of animal they are (ie. they do not level up or heal, just to keep it simple to design). They follow the player around and only attack when the player attacks. It would be nice if they attacked while you were not playing, but auto-defense mechanisms are unnecessary. Enemy animals randomly determine whether they are attacking the owner or the pet. Other players will have an option for targeting the owner or pet. There is no XP gained for attacking or killing a pet to deter any attempts at farming pet killing (I can't believe we even have to consider preventing such a thing). For added flavor, owners can name their pets. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
:ROTFL. Sounds a bit like Pokemon or Yu-Gi-Oh (don't worry, I'm not a fan, I have kids that were!).  Perhaps instead of spheres, you could keep the monkeys on a leash, heal a tiger or elephant to make it less likely to attack you, tame deer by feeding them, etc. Some animals like the wild boar would have to be pretty difficult to tame. --[[User:Simon|Simon]] 15:14, 5 March 2006 (GMT)&lt;br /&gt;
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=== Profile Effect Items ===&lt;br /&gt;
These are useless baubles that take up 1 unit of a player's inventory space, but if anyone views their profile they will see that the players possesses the item. Using the item won't accomplish anything and merely produce flavor text. However, if a player is in the presence of another player, using the item would show it off. As with all items, there's no way to trade them with other players. We can have eyepatches and peglegs. We can have tribal masks and warpaint. Maybe some clans would require a certain dress code. Maybe they need 30 pieces of flair. I think it provides an outlet for the less serious gamers. Problems: Serious gamers might be plagued with finding such items and dropping them, wasting (in their opinion) AP and Page Hits. Also, arguing over what items fit with the theme of Shartak will be a headache-inducing process. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
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=== Unique Item Hunt ===&lt;br /&gt;
''Capture the Flag''-ish minigame. Somewhere on the island is a single conch shell item. It can be found by searching anywhere. It takes 1 inventory space and appears when anyone views their profile. When the conch holder is in the presence of other players, flavor text is added to the area description to inform the others that the conch holder is in the area. If the person in possession of the conch drops it, dies, or is idle for more than 5 days, the conch returns to the system. The person who holds the conch the longest gets recognized in the statistics. Killing the conch holder earns special bonus XP. Adept conch holder killers may also be recognized in the statistics. Problems: Someone with multiple characters could take advantage of having the conch on one character and reap the XP and fame with another. There will be a point where a race condition will occur and might result in multiple conches and a broken game. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
* This kind of thing has been on my ideas list, although this is much more detailed version than the one-liner I had. --[[User:Simon|Simon]] 15:05, 5 March 2006 (GMT)&lt;/div&gt;</summary>
		<author><name>Daylan</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Suggestions&amp;diff=2257</id>
		<title>Suggestions</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Suggestions&amp;diff=2257"/>
		<updated>2006-03-07T00:04:56Z</updated>

		<summary type="html">&lt;p&gt;Daylan: /* Areas explored stat */&lt;/p&gt;
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&lt;div&gt;Suggestions for Shartak are always welcome, although there's no guarantee that anything will be added. Comments on or modifications for any of the suggestions below can be added by editing this page. Please be considerate and don't just remove ideas that you don't like.&lt;br /&gt;
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Begin a new item with a * and &amp;quot;sign&amp;quot; your suggestions using &amp;lt;nowiki&amp;gt;-- ~~~~&amp;lt;/nowiki&amp;gt; so we know who to blame ;)&lt;br /&gt;
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Bug reports should go on the [[Bugs]] page.&lt;br /&gt;
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== To-do list? ==&lt;br /&gt;
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Perhaps I should add a to-do list here on the wiki so you can comment/vote on the ideas before they're implemented. Then again, perhaps I shouldn't as this would spoil the surprise ;) Not so much a &amp;quot;things I might do&amp;quot; list like this page but a &amp;quot;things I am going to do&amp;quot; list.&lt;br /&gt;
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--[[User:Simon|Simon]] 14:59, 5 March 2006 (GMT)&lt;br /&gt;
:I'd say unless your debating whether to implement a change, or are seeking feedback, just make whatever changes you are going to make and only tell us afterward. While I'm sure we are all interested in what might be in the pipeline for Shartak, it creates expectations, and expectations lead to frustration when the ideas you are planning aren't implemented in a timely fashion. Think of a game like Duke Nukem Forever, which created massive backlash among its fans for going through delay after delay. If the game designers had not created the expectation (and being unable to fulfill it), there would be no basis for the fan backlash. --[[User:Jackel|Jackel]] 02:23, 6 March 2006 (GMT)&lt;br /&gt;
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{| cellpadding=10 align=right&lt;br /&gt;
| __TOC__&lt;br /&gt;
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== Skills ==&lt;br /&gt;
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===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;
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''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;
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=== Weapon Skills ===&lt;br /&gt;
The Warrior/Soldiers class should get weapon skills, like spear skills for the warrior and rifle skills for the soldier, make the soldiers skills make the rifle have better to hit then the natives spear but the rifle requires the searching of ammo, this makes the difference between natives and outsiders warrior classes more than the blowpipe and rifle (blowpipes do 1 less damage) EDIT: I ahnotice that the outsiders do indeed have rifle training, freshly added to the wiki I guess.-- [[User:Daylan|Daylan]] 11:07, 17 February 2006 (GMT)&lt;br /&gt;
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We have been doing some research(see the talk page in character classes) and it appears that warriors are no better at fighting(unless you count 10 extra hp as being really great) than any other class, correct me if I'm wrong but if there is no warrior only fighting skill what makes them warriors and not shamans w/ blowpipes(pardon the pun but they &amp;quot;blow&amp;quot;) and +10hp? and if that is all they are how come soilders get extra skills? -- [[User:Daylan|Daylan]] 02:55, 3 March 2006 (GMT)&lt;br /&gt;
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Also, if you've got a machete and the three melee skills, there's never any point in using a blowpipe (unless you've got 1AP left and a victim with only 4HP remaining). There should be a skill that increases the chances of hitting with a blowpipe, to at least 30% - especially since you have to search for darts. Viveca Lindfors, 6 March 2006, 17:25 GMT&lt;br /&gt;
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''Comments''&lt;br /&gt;
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=== Tracking ===&lt;br /&gt;
Anyone with the Tracking skill should be able to track where people have gone, either generic &amp;quot;A native passed by here recently&amp;quot; or more specific &amp;quot;Average Joe left heading north 2 days ago&amp;quot;.&lt;br /&gt;
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''Comments''&lt;br /&gt;
* Should probably be a timelimit so you don't see &amp;quot;Average Joe left heading north 90 days ago&amp;quot;. - [[User:Snarf|Snarf]]&lt;br /&gt;
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=== 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;
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''Comments''&lt;br /&gt;
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=== 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;
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''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;
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=== Skinning ===&lt;br /&gt;
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. --[[User:Lint|Lint]] 21:48, 23 February 2006 (GMT)&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;
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''Comments''&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;
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=== 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;
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''Comments''&lt;br /&gt;
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=== 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;
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=== 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;
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''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;
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===Comment Cartagraphy===&lt;br /&gt;
Applies to Natives &amp;amp; Outsiders, most likely best applied only to the classes, scouts &amp;amp; explorers. I am thinking that it would be great to get more out of the map. This skill would allow those who have it to be able to add a limited number of short comments to their maps. These comments could work as references so as to be able to use the map to help find points of interest at some other time. I could see this probably difficult to implement, but perhaps it could work in that one could click in a quadrant on the map which would reload the page and allow you to add a text comment / description to a form. This text comment on a save would place a reference number on that quadrant of the map and the text would be listed to the right or below the map with accompanying reference number. -- [[User: fitzcarraldo|fitzcarraldo]]|&amp;lt;sup&amp;gt;[[User talk:fitzcarraldo|T]]&amp;lt;/sup&amp;gt; 17:05, 5 March 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
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== Items ==&lt;br /&gt;
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=== Spear ===&lt;br /&gt;
It could be the native warriors main weapon, give it a base damage of 3, same to hit as machete but it wouldn't cut through jungle -- [[User:Daylan|Daylan]] 11:02, 17 February 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
:A spear for stabbing or a spear for throwing (i.e single use) ? --[[User:Simon|Simon]] 15:49, 25 February 2006 (GMT)&lt;br /&gt;
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=== Head-shrinking powder ===&lt;br /&gt;
This could be either a melee or area weapon used by natives.&lt;br /&gt;
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''Comments''&lt;br /&gt;
* What are the effects of it? Causes X HP of damage? Loss of AP? Loss of XP? Instant death? - [[User:Snarf|Snarf]]&lt;br /&gt;
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=== Meat ===&lt;br /&gt;
Heals 2 HP. Used by both outsiders and tribals. It appears in your inventory when you kill a beastie. [[User:Bungalow Bill|Bungalow Bill]]&lt;br /&gt;
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''Comments''&lt;br /&gt;
* But you can only carry 200 pounds of meat back to your wagon. &amp;lt;nowiki&amp;gt;&amp;lt;/oregontrail&amp;gt;&amp;lt;/nowiki&amp;gt; --[[User:Lint|Lint]] 01:15, 13 February 2006 (GMT)&lt;br /&gt;
* Or you have to cook it, taking one AP and possibly a fire-lighting skill (who wants to eat raw monkey?).[[User:MorkaisChosen|MorkaisChosen]] 20:12, 20 February 2006 (GMT)&lt;br /&gt;
** Maybe you don't have to cook it but you get less HP and possibly lose HP to food poisoning. [DarkFerret]&lt;br /&gt;
* Or, to make it more, hm, tribal, you could need to bring it back to specific places in the village where it could be (instantaneously) cooked and used as a replenished &amp;quot;health pool&amp;quot; any player could use. You would still have the occasional berries to eat in the forest, but real meal would occure at a settlement. It would also provide a more efficient healing system (as currently, you roughly get to spend 50 AP to recover 4 or 5 HP, which makes death the most efficient way to restore your HP). -- Leaf&lt;br /&gt;
**''There is a large pot of stew cooking, it appears to be half full.''&lt;br /&gt;
''You eat some and feel better. After a few spoonfuls you find your friend's pocket watch.'' [DarkFerret]&lt;br /&gt;
&lt;br /&gt;
=== Radio beacon/receiver ===&lt;br /&gt;
A radio beacon/receiver for outsiders to pinpoint specific locations of interest.&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
* What's wrong with using the GPS co-ordinates of a specific location? - [[User:Snarf|Snarf]]&lt;br /&gt;
*Perhaps a way to have GPS waypoints or markers IN one own's GPS? --[[User:Wcervantes|Wcervantes]] 19:39, 16 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
=== Holy Scriptures ===&lt;br /&gt;
Used to convert Natives into Ousiders. Requires &amp;quot;Religious Devotion&amp;quot;. Most likely found around Outsider settlements --[[User:One of many doctors|One of many doctors]] 23:22, 16 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
*Nobody wants to have a class change againt their will. -Grigoriy&lt;br /&gt;
*Noone wants to die against their will either, but it does happen ;-) Might be irritating, but also might be quite interesting. It would have to be possible both ways of course, natives to outsiders and outsiders to natives. Perhaps the outsiders can convert natives to outsiders with holy scriptures using the religious devotion skill and natives can convert outsiders to natives with a bottle of beer using the seduction skill! ;-) --[[User:Murk|Murk]] 12:28, 4 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
=== GPS Unit (Redesign) ===&lt;br /&gt;
This is a suggestion to change the gps unit into an object that presumably fits better with the game setting. We currently have no other modern item available for use (anachronism - VOCABULARY WORD!). Perhaps we should use a sextant? And rather than reveal the position all of the time, it requires a 1 AP use in non-dense, non-enclosed area. --[[User:Lint|Lint]] 21:48, 23 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
*Yes, GPS units are indeed ''malapropos'' (another vocabulary word :D)--[[User:Grigoriy|Grigoriy]] 00:33, 27 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
=== Refillable containers ===&lt;br /&gt;
Does it really make sense that after drinking something, you automatically discard the container it had been in? I propose a modification to the inventory system so bottles/gourds work similar to rifles and blowguns--they can be refilled if they are empty. Obviously, you can't just carry around spare water like you can ammo, so to refill a water container, you have to be in water. This would clearly make areas near water more popular, which I don't think is a bad thing, or without precedent.   Furthermore, this could lead to new and interesting directions, such as other liquids that could be carried around, causing various effects. Off the top of my head:&lt;br /&gt;
:::::drinking too much &amp;quot;ocean&amp;quot; water will make you sick (reducing your hit % temporarily)&lt;br /&gt;
:::::a &amp;quot;create mysterious serum&amp;quot; skill  the shaman/scientist can eventually learn that (along with certain ingredients) lets them create a &amp;quot;buff&amp;quot; potion.&lt;br /&gt;
:::::special healing water springs that have double the recuperative effect&lt;br /&gt;
This would also address one of the concerns I've had regarding healing skills. To my knowledge, there is no place in Shartak where you are more likely to consistantly find healing kits/herbs, etc. its all fairly random. By comparision, UD has certain buildings where you can only find certain items (i.e. hospitals = first aid kits). IMO, its currently too difficult/AP consuming to heal. Without a way to consistantly find/create healing items, it's not likely there will be &amp;quot;healers&amp;quot; willing to use their hard-to-find healing items on anyone else. --[[User:Jackel|Jackel]] 22:14, 25 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
::Have you found the hut in Dalpok with all the drying herbs hanging up? Says something about a shaman being busy, I seem to have a reasonable success rate at finding healing herbs there. Not sure if there are more around. --[[User:Snarf|Snarf]] 22:17, 25 February 2006 (GMT)&lt;br /&gt;
:::No, I hadn't noticed such a hut(s), I've assumed they were all pretty much the same. If certain huts are more likely to contain certain items, I've another suggestion--'''label them'''. Any opinion on my primary suggestion of refillable containers? --[[User:Jackel|Jackel]] 22:31, 25 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
&lt;br /&gt;
=== Supplies in settlements ===&lt;br /&gt;
Could there perhaps be some kind of a more reliable way to get things in villages, apart from randomly finding them? Coming across abandoned items in jungles, evaquated police departments and such makes sense, but going on an epic quest for a machete under someone's carpet in an active village just seems a bit out of place.&lt;br /&gt;
&lt;br /&gt;
So, if it's not too much of a hassle, which it most likely is, I suggest there to perhaps be put some kind of trader characters in settlements, who could exchange all kindsa things for random junk you've found lying around in other places, or maybe you could get these fellas to make items for you free of charge, which you could go and pick up after a period of time?&lt;br /&gt;
&lt;br /&gt;
..probably too complicated for something that's rather useless. Oh well. --[[User:Ismo Kuikka|Ismo Kuikka]]&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
:There's a trading post in one of the huts in Dalpok, can't get anything there though. Perhaps a sign of things to come? --[[User:Snarf|Snarf]] 10:33, 17 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
=== Tunnels ===&lt;br /&gt;
Tunnels underneath the island lead to interesting places.&lt;br /&gt;
&lt;br /&gt;
as a res''Comments''&lt;br /&gt;
:How do you know they don't exist? :) [[User:Dr._J|Dr. J]]&lt;br /&gt;
&lt;br /&gt;
=== Treasure to capture ===&lt;br /&gt;
&amp;quot;Capture the flag&amp;quot; type objective, in this case the flags are treasure from each village. Bonus points in the form of XP or gold coins to be awarded to the holder of the treasure at certain intervals.&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
:I would like to modify this slightly Mystery Suggester. Please see the '''Unique Item Hunt''' suggestion. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
=== Writing on the tree (or sand) ===&lt;br /&gt;
Should be able to write stuff in the sand on the beaches and carve short messages into trees in the jungle. To avoid &amp;quot;carve-wars&amp;quot; the only way to get rid of messages on trees could be to chop the jungle down and wait for it to grow again before you can write a new message. -- [[User:Snarf|Snarf]] 22:32, 27 January 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
:FYI, currently working on this. --[[User:Simon|Simon]] 23:16, 20 February 2006 (GMT)&lt;br /&gt;
:Done. Watch out for quirks depending on where you're writing. --[[User:Simon|Simon]] 15:24, 27 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
=== Informational messages ===&lt;br /&gt;
You should be able to see what other people have done since your past turn. Much like the skill above, except for most actions that take place. Such as '[09:34]Joe used a medkit on Roger' or '[05:23]Dan Attacked a Boar and missed'. If this is implemented, there should be a menu that you can use to toggle certain bits of information, to reduce or stop spam. [[User:Durja|Durja]] 18:14, 6 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
:I don't want to see when people miss attacks, that's just too much information (unless it's me that they're attacking!) - [[User:Snarf|Snarf]]&lt;br /&gt;
:Would be useful to see when kills are made in the same location eg. Dan killed a boar or Joe killed Roger - [[User:Snarf|Snarf]]&lt;br /&gt;
:How about making a list of &amp;quot;informational messages&amp;quot; that might be required? - [[User:Snarf|Snarf]]&lt;br /&gt;
:* PlayerX killed PlayerY.&lt;br /&gt;
:* PlayerX killed animal.&lt;br /&gt;
:* PlayerY died from eating some poisonous berries. (self-inflicted death)&lt;br /&gt;
&lt;br /&gt;
=== Player VS Player Interaction ===&lt;br /&gt;
I would propoese a to hit % penalty for attacking members of same Home location.  I believe this will promote exploration and perhaps offer a measure of protection of newly &amp;quot;birthed&amp;quot; population.  As a recent victim of death by the hands of a warrior from my own villiage this has a bit of appeal to me ;). - [[User:Nankilstlas|Nan]]&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
:Instead of a hit % penalty, what about reducing or eliminating XP earned for such attacks? It would be similar to the ZvZ penalty used in UrbanDead, and its easier to rationalize not getting as much experience fighting one of your own than to rationalize that its harder to hit your own people for some reason. --[[User:Jackel|Jackel]] 19:52, 27 February 2006 (GMT) &lt;br /&gt;
&lt;br /&gt;
=== Spirit Movement ===&lt;br /&gt;
&lt;br /&gt;
A couple thoughts on this topic.--[[User:Jackel|Jackel]] 02:29, 6 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
*My character has the &amp;quot;trekking&amp;quot; skill, but as a spirit, actually moves '''slower''' (1 AP per square) than when he's alive! Spirits should move '''at least''' as fast as someone skilled at traversing terrain.&lt;br /&gt;
&lt;br /&gt;
*Spirits move effortlessly through the thickest jungle, water, swamp--as it should be. Why should mountains be an impediment?&lt;br /&gt;
:Perhaps there's some kind of mineral in the mountain that prevents the spirit from passing through it.. could be mined later on to spirit-proof huts or something (clutching at straws here, can you tell) ?&lt;br /&gt;
:They also can't move through the deepest water, but that is the boundary of the game I'm guessing.&lt;br /&gt;
&lt;br /&gt;
=== Areas explored stat ===&lt;br /&gt;
&lt;br /&gt;
Just add a stat in our character page that shows how any areas we have explored, use the same system that is used to determine who is in the top ten, but for everybody so we can all see how many areas we have explored(and how close to the top ten we are :). -- [[User:Daylan|Daylan]] 00:04, 7 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
&lt;br /&gt;
== Classes ==&lt;br /&gt;
&lt;br /&gt;
=== Priest ===&lt;br /&gt;
Starts off with a &amp;quot;Holy Scripture&amp;quot; and the &amp;quot;Religious Devotion Skill&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;
:None of the other classes start with a skill. I think they should just have access to the skill, and maybe stuff like scientists don't (I'm not saying all scientists are unreligious, just that there probably aren't any THAT religious!). [[User:MorkaisChosen|MorkaisChosen]] 11:06, 17 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
=== Scientist (Rename) ===&lt;br /&gt;
This is a suggestion to change the name of the Scientist class to Professor. From Tarzan to Gilligan's Island, the science-type in has been regarded as Professor rather than Scientist. --[[User:Lint|Lint]] 21:48, 23 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
*I like! --[[User:One of many doctors|One of many doctors]] 03:38, 1 March 2006 (GMT)&lt;br /&gt;
::I don't. If someone wants to roleplay as a scholarly Prof, more power to them. As it is, the term &amp;quot;Scientist&amp;quot; suggests a broader archetype, inviting players to make of their character what they will. which I favor. --[[User:Jackel|Jackel]] 23:56, 3 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
=== Villager/Settler ===&lt;br /&gt;
&lt;br /&gt;
[[User:Lint|Lint]] recently made a very salient point with respect to [[Game_Design|Class Balance]]. Namely, there are very few players '''(4% currently)''' choosing to be (Outsider) Settlers or (Native) Villagers. Realistically, these should be the most abundant classes, so clearly (aside from trival starting inventory) these classes clearly lack any definable appeal. I propose that these 2 classes (due to their years of plying and scavenging their surroundings) are more adept at searching then their peers. As such, they have a +20% bonus in base search percentage. There is precedent for this in UD, with the &amp;quot;consumer&amp;quot; class getting an immediate advantage in searching, and though the nature of that game (i.e. constant heavy barricading of Malls) makes it difficult for consumers to realize their advantage, this would not be the case in Shartak.  This change will undoubtedly make these overlooked classes more attractive to new players.--[[User:Jackel|Jackel]] 00:25, 4 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
:I wouldn't say that it's completely a bad thing that the Settler and Villager populations are low. (Wouldn't you say that the Consumer population is the lowest in &amp;quot;that other game&amp;quot;?) However, I do agree that this class doesn't appear to be getting the same respect as the others. The search bonus or perhaps the '''Agriculture''' suggestion might be justifiable. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
=== Animal ===&lt;br /&gt;
It would be interesting to play as an animal. They wouldn't be able to use some items or learn certain skills, but they could smell the trails of humans and other animals. Some could eat vegetation, an action similar to choping, and restore HP. --[[User:Darkferret|Darkferret]] 18:24, 4 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
&lt;br /&gt;
=== Pirate ===&lt;br /&gt;
Every tropical island needs pirates!  Could either be Outsider or a separate grouping altogether (current pirates being more native than foreign, from the news i read).  Don't know what special skills they have, maybe better at finding gold in towns, or general stuff on the beach, and any parrots they encounter follow them around (perhaps monkeys too).  If agriculture is implemented, they get to grow weed and poppy. Maybe they'd be better as the Outsider NPC counterpart to NPC shamans, and raid towns every so often. --[[User:Frisco|Frisco]] 04:14, 5 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
:I have no idea how we could implement them into Shartak, but I do like pirates... --[[User:Grigoriy|Grigoriy]] 05:29, 5 March 2006 (GMT)&lt;br /&gt;
:I have some ideas how to implement them. Just so you know, Pirates have been on my todo list for a couple of months now but I'm holding off sorting them out until I have skills and items worked out for them and have finished some of the higher priority things. --[[User:Simon|Simon]] 15:00, 5 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
== Game Mechanics ==&lt;br /&gt;
&lt;br /&gt;
=== Conversion ===&lt;br /&gt;
When an Outsider/Native dies they are reborn as a Native (don't really understand the spirit thing too well). The Outsiders then get a new class/skill, &amp;quot;Religious Conversion&amp;quot; that requires a &amp;quot;Holy Scripture&amp;quot;. This allows a &amp;quot;Priest&amp;quot; to convert one native into a Outsider&amp;quot;. The converted native would most likely start off as a Settler. --[[User:One of many doctors|One of many doctors]] 23:22, 16 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
* I believe that Natives are reborn as Natives and Outsiders are reborn as Outsiders, but I could be wrong. From a game balance perspective, I am not in favor of type-swapping skills unless Natives are presented with an ability to counter or convert Outsiders as well. It does fit nicely with the theme though. --[[User:Lint|Lint]] 23:41, 16 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
* That would probably be the shamans job, however it may have worked for Urban Dead but I don't think it will work in this game as whichever group has the most players to begin with will, once conflicts begin to arise, dominate by switching people from the side they are on the side the priest/&amp;quot;whatever the natives use&amp;quot; side making you able to graph one groups population by looking at the graph pop=(1/2)^x. Also since there wouldn't seem to be a way, short of finding a converter player to switch you back, to go back to playing as you once did would make the amount of people on one side quickly die off (even though thats what would happen in real life, favouring the outsiders) it would be a very unfun aspect of the game. And really these are HOSTILE natives, or so it seems, why would they let some devilman outsider tell it how it is? They wouldn't, they would simply spear them and laugh! In short all the converting ideas suck, I know I wouldn't want to log on to find I'm playing for the wrong side. -- [[User:Daylan|Daylan]] 10:55, 17 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
* So that means if my soldier dies, he's reborn as a native? Not only that, but to become an outsider again, first I would have to find a priest (which would be next to impossible with such a small number of players), and then he could convert me into a settler. That means I'll never be able to be a soldier again, which is a real punch in the throat for RPers. -- Grigoriy&lt;br /&gt;
&lt;br /&gt;
*All valid points. I guess this wouldn't really work we have the same number of players as Urban Dead. But this would be a great way to balance out the sides later on. Say there are too many natives, you just drop more &amp;quot;conversion items&amp;quot; and balance out the sides. Too many Outsiders? Just drop the number of conversion items. Doubt it would catch on though. --[[User:One of many doctors|One of many doctors]] 02:44, 19 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
*Conversion doesn't have to be forced.  It could require action on both sides, like a native doning a religious item and an outsider using the skill on that native.  After all, conversion isn't real without true faith. The native counter to this could be similar, requiring an outsider to die holding a packet of that headshrinking powder while a shaman uses the Zombification (ala Haitian witchcraft) skill.  -- frisco&lt;br /&gt;
&lt;br /&gt;
*You don't change class or anything when you die. --[[User:Murk|Murk]] 12:31, 4 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
=== Capturing villages ===&lt;br /&gt;
Since this is like some war between Outsiders and Natives I thought this appropriate. If all the (say) Outsiders are killed in York and there are none left, then it becomes a Native village and vice versa. Probably needs harder requirements to capture settlements though. Maybe each side could have one permanent place that can never change hands? --[[User:One of many doctors|One of many doctors]] 03:41, 1 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
:Not sure about this - what about all the idle players within the village? They might &amp;quot;wake up&amp;quot; after a couple of weeks to find they're in enemy territory. --[[User:Simon|Simon]] 11:00, 1 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
:You could have it so idle players goto the nearest friendly village-- [[User:Daylan|Daylan]] 02:58, 3 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
:Turf control in a limited AP browser game like this just invites lame zerging behavior. I don't like it. --[[User:Jackel|Jackel]] 00:00, 4 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
:Not villages, perhaps 3x3 square 'forts'? --[[User:Grigoriy|Grigoriy]] 01:10, 4 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
:I do like the idea, but I think Jackel's observation hits a key point. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
=== Unique skills ===&lt;br /&gt;
I think that each class should start off with one unique skill that the others may never aquire. That way it stops all the classes from becoming too generic. For example Settlers could have a &amp;quot;farming&amp;quot; skill, Soldiers could have a &amp;quot;bravery&amp;quot; skill, etc. Or mabey they could just have a attribute like Soldiers have an extra 10% chance of striking the target, Warriors have an extra 10% chance  of finding animals, Settlers have an extra 10% chance of finding an item, Scouts have a 3% chance of recovering 1 HP per AP spent, etc. --[[User:One of many doctors|One of many doctors]] 02:34, 5 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
:I am in favor of this (if it is not in effect currently). We'd have to work out the details to make sure each class is getting their fair share, but something that encourages players to try other classes or team up with other players using different classes for a better playing experience sounds good to me. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
=== Pet System ===&lt;br /&gt;
I will combine aspects of the '''Animal''' and '''Pirate''' suggestions and propose a pet system that allows you to tame one of the animals on the island. First, you have to weaken the animal. Then you throw a sphere device at it and shout &amp;quot;SHARTAK SPHERE! GO!&amp;quot; for 1 AP. There's a slight chance that you have captured and tamed the animal. The more powerful the animal, the less success chance. You earn no XP for taming an animal. Players can only have 1 pet at a time. They can release a pet whenever they want. If the owner dies, the pet runs away. Pets have fixed HP, attack, and accuracy based on the type of animal they are (ie. they do not level up or heal, just to keep it simple to design). They follow the player around and only attack when the player attacks. It would be nice if they attacked while you were not playing, but auto-defense mechanisms are unnecessary. Enemy animals randomly determine whether they are attacking the owner or the pet. Other players will have an option for targeting the owner or pet. There is no XP gained for attacking or killing a pet to deter any attempts at farming pet killing (I can't believe we even have to consider preventing such a thing). For added flavor, owners can name their pets. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
:ROTFL. Sounds a bit like Pokemon or Yu-Gi-Oh (don't worry, I'm not a fan, I have kids that were!).  Perhaps instead of spheres, you could keep the monkeys on a leash, heal a tiger or elephant to make it less likely to attack you, tame deer by feeding them, etc. Some animals like the wild boar would have to be pretty difficult to tame. --[[User:Simon|Simon]] 15:14, 5 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
=== Profile Effect Items ===&lt;br /&gt;
These are useless baubles that take up 1 unit of a player's inventory space, but if anyone views their profile they will see that the players possesses the item. Using the item won't accomplish anything and merely produce flavor text. However, if a player is in the presence of another player, using the item would show it off. As with all items, there's no way to trade them with other players. We can have eyepatches and peglegs. We can have tribal masks and warpaint. Maybe some clans would require a certain dress code. Maybe they need 30 pieces of flair. I think it provides an outlet for the less serious gamers. Problems: Serious gamers might be plagued with finding such items and dropping them, wasting (in their opinion) AP and Page Hits. Also, arguing over what items fit with the theme of Shartak will be a headache-inducing process. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
&lt;br /&gt;
=== Unique Item Hunt ===&lt;br /&gt;
''Capture the Flag''-ish minigame. Somewhere on the island is a single conch shell item. It can be found by searching anywhere. It takes 1 inventory space and appears when anyone views their profile. When the conch holder is in the presence of other players, flavor text is added to the area description to inform the others that the conch holder is in the area. If the person in possession of the conch drops it, dies, or is idle for more than 5 days, the conch returns to the system. The person who holds the conch the longest gets recognized in the statistics. Killing the conch holder earns special bonus XP. Adept conch holder killers may also be recognized in the statistics. Problems: Someone with multiple characters could take advantage of having the conch on one character and reap the XP and fame with another. There will be a point where a race condition will occur and might result in multiple conches and a broken game. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
* This kind of thing has been on my ideas list, although this is much more detailed version than the one-liner I had. --[[User:Simon|Simon]] 15:05, 5 March 2006 (GMT)&lt;/div&gt;</summary>
		<author><name>Daylan</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Suggestions&amp;diff=2256</id>
		<title>Suggestions</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Suggestions&amp;diff=2256"/>
		<updated>2006-03-07T00:04:03Z</updated>

		<summary type="html">&lt;p&gt;Daylan: /* Other */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Suggestions for Shartak are always welcome, although there's no guarantee that anything will be added. Comments on or modifications for any of the suggestions below can be added by editing this page. Please be considerate and don't just remove ideas that you don't like.&lt;br /&gt;
&lt;br /&gt;
Begin a new item with a * and &amp;quot;sign&amp;quot; your suggestions using &amp;lt;nowiki&amp;gt;-- ~~~~&amp;lt;/nowiki&amp;gt; so we know who to blame ;)&lt;br /&gt;
&lt;br /&gt;
Bug reports should go on the [[Bugs]] page.&lt;br /&gt;
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== To-do list? ==&lt;br /&gt;
&lt;br /&gt;
Perhaps I should add a to-do list here on the wiki so you can comment/vote on the ideas before they're implemented. Then again, perhaps I shouldn't as this would spoil the surprise ;) Not so much a &amp;quot;things I might do&amp;quot; list like this page but a &amp;quot;things I am going to do&amp;quot; list.&lt;br /&gt;
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--[[User:Simon|Simon]] 14:59, 5 March 2006 (GMT)&lt;br /&gt;
:I'd say unless your debating whether to implement a change, or are seeking feedback, just make whatever changes you are going to make and only tell us afterward. While I'm sure we are all interested in what might be in the pipeline for Shartak, it creates expectations, and expectations lead to frustration when the ideas you are planning aren't implemented in a timely fashion. Think of a game like Duke Nukem Forever, which created massive backlash among its fans for going through delay after delay. If the game designers had not created the expectation (and being unable to fulfill it), there would be no basis for the fan backlash. --[[User:Jackel|Jackel]] 02:23, 6 March 2006 (GMT)&lt;br /&gt;
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{| cellpadding=10 align=right&lt;br /&gt;
| __TOC__&lt;br /&gt;
|}&lt;br /&gt;
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== Skills ==&lt;br /&gt;
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===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;
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''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;
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=== Weapon Skills ===&lt;br /&gt;
The Warrior/Soldiers class should get weapon skills, like spear skills for the warrior and rifle skills for the soldier, make the soldiers skills make the rifle have better to hit then the natives spear but the rifle requires the searching of ammo, this makes the difference between natives and outsiders warrior classes more than the blowpipe and rifle (blowpipes do 1 less damage) EDIT: I ahnotice that the outsiders do indeed have rifle training, freshly added to the wiki I guess.-- [[User:Daylan|Daylan]] 11:07, 17 February 2006 (GMT)&lt;br /&gt;
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We have been doing some research(see the talk page in character classes) and it appears that warriors are no better at fighting(unless you count 10 extra hp as being really great) than any other class, correct me if I'm wrong but if there is no warrior only fighting skill what makes them warriors and not shamans w/ blowpipes(pardon the pun but they &amp;quot;blow&amp;quot;) and +10hp? and if that is all they are how come soilders get extra skills? -- [[User:Daylan|Daylan]] 02:55, 3 March 2006 (GMT)&lt;br /&gt;
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Also, if you've got a machete and the three melee skills, there's never any point in using a blowpipe (unless you've got 1AP left and a victim with only 4HP remaining). There should be a skill that increases the chances of hitting with a blowpipe, to at least 30% - especially since you have to search for darts. Viveca Lindfors, 6 March 2006, 17:25 GMT&lt;br /&gt;
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''Comments''&lt;br /&gt;
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=== Tracking ===&lt;br /&gt;
Anyone with the Tracking skill should be able to track where people have gone, either generic &amp;quot;A native passed by here recently&amp;quot; or more specific &amp;quot;Average Joe left heading north 2 days ago&amp;quot;.&lt;br /&gt;
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''Comments''&lt;br /&gt;
* Should probably be a timelimit so you don't see &amp;quot;Average Joe left heading north 90 days ago&amp;quot;. - [[User:Snarf|Snarf]]&lt;br /&gt;
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=== 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;
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''Comments''&lt;br /&gt;
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=== 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;
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''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;
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=== Skinning ===&lt;br /&gt;
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. --[[User:Lint|Lint]] 21:48, 23 February 2006 (GMT)&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;
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''Comments''&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;
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=== 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;
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''Comments''&lt;br /&gt;
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=== 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;
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=== 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;
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''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;
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===Comment Cartagraphy===&lt;br /&gt;
Applies to Natives &amp;amp; Outsiders, most likely best applied only to the classes, scouts &amp;amp; explorers. I am thinking that it would be great to get more out of the map. This skill would allow those who have it to be able to add a limited number of short comments to their maps. These comments could work as references so as to be able to use the map to help find points of interest at some other time. I could see this probably difficult to implement, but perhaps it could work in that one could click in a quadrant on the map which would reload the page and allow you to add a text comment / description to a form. This text comment on a save would place a reference number on that quadrant of the map and the text would be listed to the right or below the map with accompanying reference number. -- [[User: fitzcarraldo|fitzcarraldo]]|&amp;lt;sup&amp;gt;[[User talk:fitzcarraldo|T]]&amp;lt;/sup&amp;gt; 17:05, 5 March 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
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== Items ==&lt;br /&gt;
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=== Spear ===&lt;br /&gt;
It could be the native warriors main weapon, give it a base damage of 3, same to hit as machete but it wouldn't cut through jungle -- [[User:Daylan|Daylan]] 11:02, 17 February 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
:A spear for stabbing or a spear for throwing (i.e single use) ? --[[User:Simon|Simon]] 15:49, 25 February 2006 (GMT)&lt;br /&gt;
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=== Head-shrinking powder ===&lt;br /&gt;
This could be either a melee or area weapon used by natives.&lt;br /&gt;
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''Comments''&lt;br /&gt;
* What are the effects of it? Causes X HP of damage? Loss of AP? Loss of XP? Instant death? - [[User:Snarf|Snarf]]&lt;br /&gt;
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=== Meat ===&lt;br /&gt;
Heals 2 HP. Used by both outsiders and tribals. It appears in your inventory when you kill a beastie. [[User:Bungalow Bill|Bungalow Bill]]&lt;br /&gt;
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''Comments''&lt;br /&gt;
* But you can only carry 200 pounds of meat back to your wagon. &amp;lt;nowiki&amp;gt;&amp;lt;/oregontrail&amp;gt;&amp;lt;/nowiki&amp;gt; --[[User:Lint|Lint]] 01:15, 13 February 2006 (GMT)&lt;br /&gt;
* Or you have to cook it, taking one AP and possibly a fire-lighting skill (who wants to eat raw monkey?).[[User:MorkaisChosen|MorkaisChosen]] 20:12, 20 February 2006 (GMT)&lt;br /&gt;
** Maybe you don't have to cook it but you get less HP and possibly lose HP to food poisoning. [DarkFerret]&lt;br /&gt;
* Or, to make it more, hm, tribal, you could need to bring it back to specific places in the village where it could be (instantaneously) cooked and used as a replenished &amp;quot;health pool&amp;quot; any player could use. You would still have the occasional berries to eat in the forest, but real meal would occure at a settlement. It would also provide a more efficient healing system (as currently, you roughly get to spend 50 AP to recover 4 or 5 HP, which makes death the most efficient way to restore your HP). -- Leaf&lt;br /&gt;
**''There is a large pot of stew cooking, it appears to be half full.''&lt;br /&gt;
''You eat some and feel better. After a few spoonfuls you find your friend's pocket watch.'' [DarkFerret]&lt;br /&gt;
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=== Radio beacon/receiver ===&lt;br /&gt;
A radio beacon/receiver for outsiders to pinpoint specific locations of interest.&lt;br /&gt;
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''Comments''&lt;br /&gt;
* What's wrong with using the GPS co-ordinates of a specific location? - [[User:Snarf|Snarf]]&lt;br /&gt;
*Perhaps a way to have GPS waypoints or markers IN one own's GPS? --[[User:Wcervantes|Wcervantes]] 19:39, 16 February 2006 (GMT)&lt;br /&gt;
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=== Holy Scriptures ===&lt;br /&gt;
Used to convert Natives into Ousiders. Requires &amp;quot;Religious Devotion&amp;quot;. Most likely found around Outsider settlements --[[User:One of many doctors|One of many doctors]] 23:22, 16 February 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
*Nobody wants to have a class change againt their will. -Grigoriy&lt;br /&gt;
*Noone wants to die against their will either, but it does happen ;-) Might be irritating, but also might be quite interesting. It would have to be possible both ways of course, natives to outsiders and outsiders to natives. Perhaps the outsiders can convert natives to outsiders with holy scriptures using the religious devotion skill and natives can convert outsiders to natives with a bottle of beer using the seduction skill! ;-) --[[User:Murk|Murk]] 12:28, 4 March 2006 (GMT)&lt;br /&gt;
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=== GPS Unit (Redesign) ===&lt;br /&gt;
This is a suggestion to change the gps unit into an object that presumably fits better with the game setting. We currently have no other modern item available for use (anachronism - VOCABULARY WORD!). Perhaps we should use a sextant? And rather than reveal the position all of the time, it requires a 1 AP use in non-dense, non-enclosed area. --[[User:Lint|Lint]] 21:48, 23 February 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
*Yes, GPS units are indeed ''malapropos'' (another vocabulary word :D)--[[User:Grigoriy|Grigoriy]] 00:33, 27 February 2006 (GMT)&lt;br /&gt;
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=== Refillable containers ===&lt;br /&gt;
Does it really make sense that after drinking something, you automatically discard the container it had been in? I propose a modification to the inventory system so bottles/gourds work similar to rifles and blowguns--they can be refilled if they are empty. Obviously, you can't just carry around spare water like you can ammo, so to refill a water container, you have to be in water. This would clearly make areas near water more popular, which I don't think is a bad thing, or without precedent.   Furthermore, this could lead to new and interesting directions, such as other liquids that could be carried around, causing various effects. Off the top of my head:&lt;br /&gt;
:::::drinking too much &amp;quot;ocean&amp;quot; water will make you sick (reducing your hit % temporarily)&lt;br /&gt;
:::::a &amp;quot;create mysterious serum&amp;quot; skill  the shaman/scientist can eventually learn that (along with certain ingredients) lets them create a &amp;quot;buff&amp;quot; potion.&lt;br /&gt;
:::::special healing water springs that have double the recuperative effect&lt;br /&gt;
This would also address one of the concerns I've had regarding healing skills. To my knowledge, there is no place in Shartak where you are more likely to consistantly find healing kits/herbs, etc. its all fairly random. By comparision, UD has certain buildings where you can only find certain items (i.e. hospitals = first aid kits). IMO, its currently too difficult/AP consuming to heal. Without a way to consistantly find/create healing items, it's not likely there will be &amp;quot;healers&amp;quot; willing to use their hard-to-find healing items on anyone else. --[[User:Jackel|Jackel]] 22:14, 25 February 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
::Have you found the hut in Dalpok with all the drying herbs hanging up? Says something about a shaman being busy, I seem to have a reasonable success rate at finding healing herbs there. Not sure if there are more around. --[[User:Snarf|Snarf]] 22:17, 25 February 2006 (GMT)&lt;br /&gt;
:::No, I hadn't noticed such a hut(s), I've assumed they were all pretty much the same. If certain huts are more likely to contain certain items, I've another suggestion--'''label them'''. Any opinion on my primary suggestion of refillable containers? --[[User:Jackel|Jackel]] 22:31, 25 February 2006 (GMT)&lt;br /&gt;
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== Other ==&lt;br /&gt;
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=== Supplies in settlements ===&lt;br /&gt;
Could there perhaps be some kind of a more reliable way to get things in villages, apart from randomly finding them? Coming across abandoned items in jungles, evaquated police departments and such makes sense, but going on an epic quest for a machete under someone's carpet in an active village just seems a bit out of place.&lt;br /&gt;
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So, if it's not too much of a hassle, which it most likely is, I suggest there to perhaps be put some kind of trader characters in settlements, who could exchange all kindsa things for random junk you've found lying around in other places, or maybe you could get these fellas to make items for you free of charge, which you could go and pick up after a period of time?&lt;br /&gt;
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..probably too complicated for something that's rather useless. Oh well. --[[User:Ismo Kuikka|Ismo Kuikka]]&lt;br /&gt;
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''Comments''&lt;br /&gt;
:There's a trading post in one of the huts in Dalpok, can't get anything there though. Perhaps a sign of things to come? --[[User:Snarf|Snarf]] 10:33, 17 February 2006 (GMT)&lt;br /&gt;
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=== Tunnels ===&lt;br /&gt;
Tunnels underneath the island lead to interesting places.&lt;br /&gt;
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as a res''Comments''&lt;br /&gt;
:How do you know they don't exist? :) [[User:Dr._J|Dr. J]]&lt;br /&gt;
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=== Treasure to capture ===&lt;br /&gt;
&amp;quot;Capture the flag&amp;quot; type objective, in this case the flags are treasure from each village. Bonus points in the form of XP or gold coins to be awarded to the holder of the treasure at certain intervals.&lt;br /&gt;
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''Comments''&lt;br /&gt;
:I would like to modify this slightly Mystery Suggester. Please see the '''Unique Item Hunt''' suggestion. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)&lt;br /&gt;
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=== Writing on the tree (or sand) ===&lt;br /&gt;
Should be able to write stuff in the sand on the beaches and carve short messages into trees in the jungle. To avoid &amp;quot;carve-wars&amp;quot; the only way to get rid of messages on trees could be to chop the jungle down and wait for it to grow again before you can write a new message. -- [[User:Snarf|Snarf]] 22:32, 27 January 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
:FYI, currently working on this. --[[User:Simon|Simon]] 23:16, 20 February 2006 (GMT)&lt;br /&gt;
:Done. Watch out for quirks depending on where you're writing. --[[User:Simon|Simon]] 15:24, 27 February 2006 (GMT)&lt;br /&gt;
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=== Informational messages ===&lt;br /&gt;
You should be able to see what other people have done since your past turn. Much like the skill above, except for most actions that take place. Such as '[09:34]Joe used a medkit on Roger' or '[05:23]Dan Attacked a Boar and missed'. If this is implemented, there should be a menu that you can use to toggle certain bits of information, to reduce or stop spam. [[User:Durja|Durja]] 18:14, 6 February 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
:I don't want to see when people miss attacks, that's just too much information (unless it's me that they're attacking!) - [[User:Snarf|Snarf]]&lt;br /&gt;
:Would be useful to see when kills are made in the same location eg. Dan killed a boar or Joe killed Roger - [[User:Snarf|Snarf]]&lt;br /&gt;
:How about making a list of &amp;quot;informational messages&amp;quot; that might be required? - [[User:Snarf|Snarf]]&lt;br /&gt;
:* PlayerX killed PlayerY.&lt;br /&gt;
:* PlayerX killed animal.&lt;br /&gt;
:* PlayerY died from eating some poisonous berries. (self-inflicted death)&lt;br /&gt;
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=== Player VS Player Interaction ===&lt;br /&gt;
I would propoese a to hit % penalty for attacking members of same Home location.  I believe this will promote exploration and perhaps offer a measure of protection of newly &amp;quot;birthed&amp;quot; population.  As a recent victim of death by the hands of a warrior from my own villiage this has a bit of appeal to me ;). - [[User:Nankilstlas|Nan]]&lt;br /&gt;
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''Comments''&lt;br /&gt;
:Instead of a hit % penalty, what about reducing or eliminating XP earned for such attacks? It would be similar to the ZvZ penalty used in UrbanDead, and its easier to rationalize not getting as much experience fighting one of your own than to rationalize that its harder to hit your own people for some reason. --[[User:Jackel|Jackel]] 19:52, 27 February 2006 (GMT) &lt;br /&gt;
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=== Spirit Movement ===&lt;br /&gt;
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A couple thoughts on this topic.--[[User:Jackel|Jackel]] 02:29, 6 March 2006 (GMT)&lt;br /&gt;
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*My character has the &amp;quot;trekking&amp;quot; skill, but as a spirit, actually moves '''slower''' (1 AP per square) than when he's alive! Spirits should move '''at least''' as fast as someone skilled at traversing terrain.&lt;br /&gt;
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*Spirits move effortlessly through the thickest jungle, water, swamp--as it should be. Why should mountains be an impediment?&lt;br /&gt;
:Perhaps there's some kind of mineral in the mountain that prevents the spirit from passing through it.. could be mined later on to spirit-proof huts or something (clutching at straws here, can you tell) ?&lt;br /&gt;
:They also can't move through the deepest water, but that is the boundary of the game I'm guessing.&lt;br /&gt;
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=== Areas explored stat ===&lt;br /&gt;
&lt;br /&gt;
Just add a stat in our character page that shows how any areas we have explored, use the same system that is useddetermine who is in the top ten but for everybody so we can all see how many areas we explored(and how close to the top ten we are :). -- [[User:Daylan|Daylan]] 00:04, 7 March 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
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== Classes ==&lt;br /&gt;
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=== Priest ===&lt;br /&gt;
Starts off with a &amp;quot;Holy Scripture&amp;quot; and the &amp;quot;Religious Devotion Skill&amp;quot;. --[[User:One of many doctors|One of many doctors]] 23:22, 16 February 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
:None of the other classes start with a skill. I think they should just have access to the skill, and maybe stuff like scientists don't (I'm not saying all scientists are unreligious, just that there probably aren't any THAT religious!). [[User:MorkaisChosen|MorkaisChosen]] 11:06, 17 February 2006 (GMT)&lt;br /&gt;
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=== Scientist (Rename) ===&lt;br /&gt;
This is a suggestion to change the name of the Scientist class to Professor. From Tarzan to Gilligan's Island, the science-type in has been regarded as Professor rather than Scientist. --[[User:Lint|Lint]] 21:48, 23 February 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
*I like! --[[User:One of many doctors|One of many doctors]] 03:38, 1 March 2006 (GMT)&lt;br /&gt;
::I don't. If someone wants to roleplay as a scholarly Prof, more power to them. As it is, the term &amp;quot;Scientist&amp;quot; suggests a broader archetype, inviting players to make of their character what they will. which I favor. --[[User:Jackel|Jackel]] 23:56, 3 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
=== Villager/Settler ===&lt;br /&gt;
&lt;br /&gt;
[[User:Lint|Lint]] recently made a very salient point with respect to [[Game_Design|Class Balance]]. Namely, there are very few players '''(4% currently)''' choosing to be (Outsider) Settlers or (Native) Villagers. Realistically, these should be the most abundant classes, so clearly (aside from trival starting inventory) these classes clearly lack any definable appeal. I propose that these 2 classes (due to their years of plying and scavenging their surroundings) are more adept at searching then their peers. As such, they have a +20% bonus in base search percentage. There is precedent for this in UD, with the &amp;quot;consumer&amp;quot; class getting an immediate advantage in searching, and though the nature of that game (i.e. constant heavy barricading of Malls) makes it difficult for consumers to realize their advantage, this would not be the case in Shartak.  This change will undoubtedly make these overlooked classes more attractive to new players.--[[User:Jackel|Jackel]] 00:25, 4 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
:I wouldn't say that it's completely a bad thing that the Settler and Villager populations are low. (Wouldn't you say that the Consumer population is the lowest in &amp;quot;that other game&amp;quot;?) However, I do agree that this class doesn't appear to be getting the same respect as the others. The search bonus or perhaps the '''Agriculture''' suggestion might be justifiable. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
=== Animal ===&lt;br /&gt;
It would be interesting to play as an animal. They wouldn't be able to use some items or learn certain skills, but they could smell the trails of humans and other animals. Some could eat vegetation, an action similar to choping, and restore HP. --[[User:Darkferret|Darkferret]] 18:24, 4 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
&lt;br /&gt;
=== Pirate ===&lt;br /&gt;
Every tropical island needs pirates!  Could either be Outsider or a separate grouping altogether (current pirates being more native than foreign, from the news i read).  Don't know what special skills they have, maybe better at finding gold in towns, or general stuff on the beach, and any parrots they encounter follow them around (perhaps monkeys too).  If agriculture is implemented, they get to grow weed and poppy. Maybe they'd be better as the Outsider NPC counterpart to NPC shamans, and raid towns every so often. --[[User:Frisco|Frisco]] 04:14, 5 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
:I have no idea how we could implement them into Shartak, but I do like pirates... --[[User:Grigoriy|Grigoriy]] 05:29, 5 March 2006 (GMT)&lt;br /&gt;
:I have some ideas how to implement them. Just so you know, Pirates have been on my todo list for a couple of months now but I'm holding off sorting them out until I have skills and items worked out for them and have finished some of the higher priority things. --[[User:Simon|Simon]] 15:00, 5 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
== Game Mechanics ==&lt;br /&gt;
&lt;br /&gt;
=== Conversion ===&lt;br /&gt;
When an Outsider/Native dies they are reborn as a Native (don't really understand the spirit thing too well). The Outsiders then get a new class/skill, &amp;quot;Religious Conversion&amp;quot; that requires a &amp;quot;Holy Scripture&amp;quot;. This allows a &amp;quot;Priest&amp;quot; to convert one native into a Outsider&amp;quot;. The converted native would most likely start off as a Settler. --[[User:One of many doctors|One of many doctors]] 23:22, 16 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
* I believe that Natives are reborn as Natives and Outsiders are reborn as Outsiders, but I could be wrong. From a game balance perspective, I am not in favor of type-swapping skills unless Natives are presented with an ability to counter or convert Outsiders as well. It does fit nicely with the theme though. --[[User:Lint|Lint]] 23:41, 16 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
* That would probably be the shamans job, however it may have worked for Urban Dead but I don't think it will work in this game as whichever group has the most players to begin with will, once conflicts begin to arise, dominate by switching people from the side they are on the side the priest/&amp;quot;whatever the natives use&amp;quot; side making you able to graph one groups population by looking at the graph pop=(1/2)^x. Also since there wouldn't seem to be a way, short of finding a converter player to switch you back, to go back to playing as you once did would make the amount of people on one side quickly die off (even though thats what would happen in real life, favouring the outsiders) it would be a very unfun aspect of the game. And really these are HOSTILE natives, or so it seems, why would they let some devilman outsider tell it how it is? They wouldn't, they would simply spear them and laugh! In short all the converting ideas suck, I know I wouldn't want to log on to find I'm playing for the wrong side. -- [[User:Daylan|Daylan]] 10:55, 17 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
* So that means if my soldier dies, he's reborn as a native? Not only that, but to become an outsider again, first I would have to find a priest (which would be next to impossible with such a small number of players), and then he could convert me into a settler. That means I'll never be able to be a soldier again, which is a real punch in the throat for RPers. -- Grigoriy&lt;br /&gt;
&lt;br /&gt;
*All valid points. I guess this wouldn't really work we have the same number of players as Urban Dead. But this would be a great way to balance out the sides later on. Say there are too many natives, you just drop more &amp;quot;conversion items&amp;quot; and balance out the sides. Too many Outsiders? Just drop the number of conversion items. Doubt it would catch on though. --[[User:One of many doctors|One of many doctors]] 02:44, 19 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
*Conversion doesn't have to be forced.  It could require action on both sides, like a native doning a religious item and an outsider using the skill on that native.  After all, conversion isn't real without true faith. The native counter to this could be similar, requiring an outsider to die holding a packet of that headshrinking powder while a shaman uses the Zombification (ala Haitian witchcraft) skill.  -- frisco&lt;br /&gt;
&lt;br /&gt;
*You don't change class or anything when you die. --[[User:Murk|Murk]] 12:31, 4 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
=== Capturing villages ===&lt;br /&gt;
Since this is like some war between Outsiders and Natives I thought this appropriate. If all the (say) Outsiders are killed in York and there are none left, then it becomes a Native village and vice versa. Probably needs harder requirements to capture settlements though. Maybe each side could have one permanent place that can never change hands? --[[User:One of many doctors|One of many doctors]] 03:41, 1 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
:Not sure about this - what about all the idle players within the village? They might &amp;quot;wake up&amp;quot; after a couple of weeks to find they're in enemy territory. --[[User:Simon|Simon]] 11:00, 1 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
:You could have it so idle players goto the nearest friendly village-- [[User:Daylan|Daylan]] 02:58, 3 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
:Turf control in a limited AP browser game like this just invites lame zerging behavior. I don't like it. --[[User:Jackel|Jackel]] 00:00, 4 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
:Not villages, perhaps 3x3 square 'forts'? --[[User:Grigoriy|Grigoriy]] 01:10, 4 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
:I do like the idea, but I think Jackel's observation hits a key point. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
=== Unique skills ===&lt;br /&gt;
I think that each class should start off with one unique skill that the others may never aquire. That way it stops all the classes from becoming too generic. For example Settlers could have a &amp;quot;farming&amp;quot; skill, Soldiers could have a &amp;quot;bravery&amp;quot; skill, etc. Or mabey they could just have a attribute like Soldiers have an extra 10% chance of striking the target, Warriors have an extra 10% chance  of finding animals, Settlers have an extra 10% chance of finding an item, Scouts have a 3% chance of recovering 1 HP per AP spent, etc. --[[User:One of many doctors|One of many doctors]] 02:34, 5 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
:I am in favor of this (if it is not in effect currently). We'd have to work out the details to make sure each class is getting their fair share, but something that encourages players to try other classes or team up with other players using different classes for a better playing experience sounds good to me. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
=== Pet System ===&lt;br /&gt;
I will combine aspects of the '''Animal''' and '''Pirate''' suggestions and propose a pet system that allows you to tame one of the animals on the island. First, you have to weaken the animal. Then you throw a sphere device at it and shout &amp;quot;SHARTAK SPHERE! GO!&amp;quot; for 1 AP. There's a slight chance that you have captured and tamed the animal. The more powerful the animal, the less success chance. You earn no XP for taming an animal. Players can only have 1 pet at a time. They can release a pet whenever they want. If the owner dies, the pet runs away. Pets have fixed HP, attack, and accuracy based on the type of animal they are (ie. they do not level up or heal, just to keep it simple to design). They follow the player around and only attack when the player attacks. It would be nice if they attacked while you were not playing, but auto-defense mechanisms are unnecessary. Enemy animals randomly determine whether they are attacking the owner or the pet. Other players will have an option for targeting the owner or pet. There is no XP gained for attacking or killing a pet to deter any attempts at farming pet killing (I can't believe we even have to consider preventing such a thing). For added flavor, owners can name their pets. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
:ROTFL. Sounds a bit like Pokemon or Yu-Gi-Oh (don't worry, I'm not a fan, I have kids that were!).  Perhaps instead of spheres, you could keep the monkeys on a leash, heal a tiger or elephant to make it less likely to attack you, tame deer by feeding them, etc. Some animals like the wild boar would have to be pretty difficult to tame. --[[User:Simon|Simon]] 15:14, 5 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
=== Profile Effect Items ===&lt;br /&gt;
These are useless baubles that take up 1 unit of a player's inventory space, but if anyone views their profile they will see that the players possesses the item. Using the item won't accomplish anything and merely produce flavor text. However, if a player is in the presence of another player, using the item would show it off. As with all items, there's no way to trade them with other players. We can have eyepatches and peglegs. We can have tribal masks and warpaint. Maybe some clans would require a certain dress code. Maybe they need 30 pieces of flair. I think it provides an outlet for the less serious gamers. Problems: Serious gamers might be plagued with finding such items and dropping them, wasting (in their opinion) AP and Page Hits. Also, arguing over what items fit with the theme of Shartak will be a headache-inducing process. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
&lt;br /&gt;
=== Unique Item Hunt ===&lt;br /&gt;
''Capture the Flag''-ish minigame. Somewhere on the island is a single conch shell item. It can be found by searching anywhere. It takes 1 inventory space and appears when anyone views their profile. When the conch holder is in the presence of other players, flavor text is added to the area description to inform the others that the conch holder is in the area. If the person in possession of the conch drops it, dies, or is idle for more than 5 days, the conch returns to the system. The person who holds the conch the longest gets recognized in the statistics. Killing the conch holder earns special bonus XP. Adept conch holder killers may also be recognized in the statistics. Problems: Someone with multiple characters could take advantage of having the conch on one character and reap the XP and fame with another. There will be a point where a race condition will occur and might result in multiple conches and a broken game. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
* This kind of thing has been on my ideas list, although this is much more detailed version than the one-liner I had. --[[User:Simon|Simon]] 15:05, 5 March 2006 (GMT)&lt;/div&gt;</summary>
		<author><name>Daylan</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Main_Page&amp;diff=2225</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Main_Page&amp;diff=2225"/>
		<updated>2006-03-06T08:31:54Z</updated>

		<summary type="html">&lt;p&gt;Daylan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a central location for information relating to the game '''Shartak'''.&lt;br /&gt;
&lt;br /&gt;
Shartak can be found at [http://www.shartak.com/ http://www.shartak.com]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-bottom:10px;padding:6px 6px 10px 6px;border:1px solid #bbb;background:#eee;&amp;quot;&amp;gt;&lt;br /&gt;
'''Current Wiki Activity'''&lt;br /&gt;
* [[Search Odds Condensed]] has completed its first trial and has compiled the [[Search Odds Condensed (results)|results]].&lt;br /&gt;
* Simon has opened for discussion the possibility of Clans. Vote and comment on the subject on the [[Category_talk:Clans|Category talk:Clans]] page.&lt;br /&gt;
* There is a [http://www.blackant.net/other/shartak/ Shartak MetaMap] that is being worked on, check it out and add your map to help complete it.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|style=&amp;quot;padding:6px;border:1px solid #000;background:#6a6;text-align:center;&amp;quot;|'''Game Data'''&lt;br /&gt;
|style=&amp;quot;padding:6px;border:1px solid #000;background:#6a6;text-align:center;&amp;quot;|'''Guides'''&lt;br /&gt;
|style=&amp;quot;padding:6px;border:1px solid #000;background:#6a6;text-align:center;&amp;quot;|'''External Links'''&lt;br /&gt;
|style=&amp;quot;padding:6px;border:1px solid #000;background:#6a6;text-align:center;&amp;quot;|'''Feedback'''&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot; style=&amp;quot;padding:6px;border:1px solid #bbb;background:#eee;&amp;quot;|&lt;br /&gt;
&amp;lt;!-- Game Data section start --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[Locations]]&lt;br /&gt;
* [[Items]]&lt;br /&gt;
* [[Animals]]&lt;br /&gt;
* [[Character Classes]]&lt;br /&gt;
* [[Skills]]&lt;br /&gt;
* [[XP Gains]]&lt;br /&gt;
* [[Death]]&lt;br /&gt;
* [[Writing]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Game Data section end --&amp;gt;&lt;br /&gt;
|valign=&amp;quot;top&amp;quot; style=&amp;quot;padding:6px;border:1px solid #bbb;background:#eee;&amp;quot;|&lt;br /&gt;
&amp;lt;!-- Guides section start --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[Gameplay]]&lt;br /&gt;
* [[Tips and Tricks]]&lt;br /&gt;
* [[Search Odds]]&lt;br /&gt;
* [[Search Odds Condensed]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Guides section end --&amp;gt;&lt;br /&gt;
|valign=&amp;quot;top&amp;quot; style=&amp;quot;padding:6px;border:1px solid #bbb;background:#eee;&amp;quot;|&lt;br /&gt;
&amp;lt;!-- External Links section --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[Shartak Community Portal]]&lt;br /&gt;
** [http://www.frappr.com/shartak Frappr Map]&lt;br /&gt;
** [[Shartak Community Portal#Useful Files|Firefox Script]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- External Links section end --&amp;gt;&lt;br /&gt;
|valign=&amp;quot;top&amp;quot; style=&amp;quot;padding:6px;border:1px solid #bbb;background:#eee;&amp;quot;|&lt;br /&gt;
&amp;lt;!-- Feedback section start --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[Requests for Information]]&lt;br /&gt;
* [[Game Design]]&lt;br /&gt;
* [[Bugs]]&lt;br /&gt;
* [[Suggestions]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Feedback section end --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:6px;border:1px solid #000;background:#6a6;text-align:center;&amp;quot;|'''Clans'''&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; valign=&amp;quot;top&amp;quot; style=&amp;quot;padding:6px;border:1px solid #bbb;background:#eee;text-align:center;&amp;quot;|[[:Category:Clans|All Clans]] &amp;amp;#149; [[:Category:Clans_for_Outsiders|Outsider Clans]] &amp;amp;#149; [[:Category:Clans_for_Natives|Native Clans]] &amp;amp;#149; [[:Category:Clans_for_both|Clans for either]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In order to add or amend information within this site, you will need to [[Special:Userlogin|signup]] for a wiki account. This is separate from your Shartak account although it may be sensible to use the same username to avoid confusion.&lt;/div&gt;</summary>
		<author><name>Daylan</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Main_Page&amp;diff=2223</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Main_Page&amp;diff=2223"/>
		<updated>2006-03-06T08:26:57Z</updated>

		<summary type="html">&lt;p&gt;Daylan: added metamap as current wiki activity so more people will see it&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a central location for information relating to the game '''Shartak'''.&lt;br /&gt;
&lt;br /&gt;
Shartak can be found at [http://www.shartak.com/ http://www.shartak.com]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-bottom:10px;padding:6px 6px 10px 6px;border:1px solid #bbb;background:#eee;&amp;quot;&amp;gt;&lt;br /&gt;
'''Current Wiki Activity'''&lt;br /&gt;
* [[Search Odds Condensed]] has completed its first trial and has compiled the [[Search Odds Condensed (results)|results]].&lt;br /&gt;
* Simon has opened for discussion the possibility of Clans. Vote and comment on the subject on the [[Category_talk:Clans|Category talk:Clans]] page.&lt;br /&gt;
* There is a [http://www.blackant.net/other/shartak/ Shartak MetaMap] in progress, check it out and add your map to help complete it.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|style=&amp;quot;padding:6px;border:1px solid #000;background:#6a6;text-align:center;&amp;quot;|'''Game Data'''&lt;br /&gt;
|style=&amp;quot;padding:6px;border:1px solid #000;background:#6a6;text-align:center;&amp;quot;|'''Guides'''&lt;br /&gt;
|style=&amp;quot;padding:6px;border:1px solid #000;background:#6a6;text-align:center;&amp;quot;|'''External Links'''&lt;br /&gt;
|style=&amp;quot;padding:6px;border:1px solid #000;background:#6a6;text-align:center;&amp;quot;|'''Feedback'''&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot; style=&amp;quot;padding:6px;border:1px solid #bbb;background:#eee;&amp;quot;|&lt;br /&gt;
&amp;lt;!-- Game Data section start --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[Locations]]&lt;br /&gt;
* [[Items]]&lt;br /&gt;
* [[Animals]]&lt;br /&gt;
* [[Character Classes]]&lt;br /&gt;
* [[Skills]]&lt;br /&gt;
* [[XP Gains]]&lt;br /&gt;
* [[Death]]&lt;br /&gt;
* [[Writing]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Game Data section end --&amp;gt;&lt;br /&gt;
|valign=&amp;quot;top&amp;quot; style=&amp;quot;padding:6px;border:1px solid #bbb;background:#eee;&amp;quot;|&lt;br /&gt;
&amp;lt;!-- Guides section start --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[Gameplay]]&lt;br /&gt;
* [[Tips and Tricks]]&lt;br /&gt;
* [[Search Odds]]&lt;br /&gt;
* [[Search Odds Condensed]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Guides section end --&amp;gt;&lt;br /&gt;
|valign=&amp;quot;top&amp;quot; style=&amp;quot;padding:6px;border:1px solid #bbb;background:#eee;&amp;quot;|&lt;br /&gt;
&amp;lt;!-- External Links section --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[Shartak Community Portal]]&lt;br /&gt;
** [http://www.frappr.com/shartak Frappr Map]&lt;br /&gt;
** [[Shartak Community Portal#Useful Files|Firefox Script]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- External Links section end --&amp;gt;&lt;br /&gt;
|valign=&amp;quot;top&amp;quot; style=&amp;quot;padding:6px;border:1px solid #bbb;background:#eee;&amp;quot;|&lt;br /&gt;
&amp;lt;!-- Feedback section start --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[Requests for Information]]&lt;br /&gt;
* [[Game Design]]&lt;br /&gt;
* [[Bugs]]&lt;br /&gt;
* [[Suggestions]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Feedback section end --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:6px;border:1px solid #000;background:#6a6;text-align:center;&amp;quot;|'''Clans'''&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; valign=&amp;quot;top&amp;quot; style=&amp;quot;padding:6px;border:1px solid #bbb;background:#eee;text-align:center;&amp;quot;|[[:Category:Clans|All Clans]] &amp;amp;#149; [[:Category:Clans_for_Outsiders|Outsider Clans]] &amp;amp;#149; [[:Category:Clans_for_Natives|Native Clans]] &amp;amp;#149; [[:Category:Clans_for_both|Clans for either]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In order to add or amend information within this site, you will need to [[Special:Userlogin|signup]] for a wiki account. This is separate from your Shartak account although it may be sensible to use the same username to avoid confusion.&lt;/div&gt;</summary>
		<author><name>Daylan</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=The_Shartak_Wiki_talk:Community_Portal&amp;diff=2222</id>
		<title>The Shartak Wiki talk:Community Portal</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=The_Shartak_Wiki_talk:Community_Portal&amp;diff=2222"/>
		<updated>2006-03-06T08:22:56Z</updated>

		<summary type="html">&lt;p&gt;Daylan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Wow thats a sweet map thingy I added mine and now I can explore with a purpose.... maybe we could coordinate efforts to make the map complete like Im going to try to fill in the area right above grasslands to the east w/ water underneath all the way to the Raktam(about ten or so map blocks west of that) all the way up the line thats filled in just north of that. BTW how are we supposed to &amp;quot;let you know&amp;quot; if the map is vandalised?-- [[User:Daylan|Daylan]] 08:16, 6 March 2006 (GMT)&lt;/div&gt;</summary>
		<author><name>Daylan</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=The_Shartak_Wiki_talk:Community_Portal&amp;diff=2221</id>
		<title>The Shartak Wiki talk:Community Portal</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=The_Shartak_Wiki_talk:Community_Portal&amp;diff=2221"/>
		<updated>2006-03-06T08:16:52Z</updated>

		<summary type="html">&lt;p&gt;Daylan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Wow thats a sweet map thingy I added mine and now I can explore with a purpose.... maybe we could coordinate efforts to make the map complete like Im going to try to fill in the area right above grasslands to the east w/ water underneath all the way to the Raktam(about ten or so map blocks west of that) all the way up the line thats filled in just north of that.-- [[User:Daylan|Daylan]] 08:16, 6 March 2006 (GMT)&lt;/div&gt;</summary>
		<author><name>Daylan</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Requests_for_information&amp;diff=2220</id>
		<title>Requests for information</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Requests_for_information&amp;diff=2220"/>
		<updated>2006-03-06T08:11:24Z</updated>

		<summary type="html">&lt;p&gt;Daylan: /* Map */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| cellpadding=10 align=right&lt;br /&gt;
| __TOC__&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== About the wiki ==&lt;br /&gt;
&lt;br /&gt;
=== Editing ===&lt;br /&gt;
&lt;br /&gt;
Q. This wiki thing is odd and filled with odd people! I am frightened!&lt;br /&gt;
&lt;br /&gt;
A. That's not a question! But never fear, the wiki is a great tool that only gets better with more participation and information. Here is the [http://meta.wikimedia.org/wiki/Help:Contents Mediawiki Handbook] for detailed information on how things work. The [http://meta.wikimedia.org/wiki/Help:Editing Help:Editing] section is a handy reference for beginners.&lt;br /&gt;
&lt;br /&gt;
=== Signature ===&lt;br /&gt;
&lt;br /&gt;
Q. Typing all that code to sign my posts is tiresome. Is there a better way to do this?&lt;br /&gt;
&lt;br /&gt;
A. At the top of the edit field, you'll see a series of icons. The second to last icon resembles a partial signature. Simply click on this icon and it will generate the code to sign your posts.&lt;br /&gt;
&lt;br /&gt;
=== Clan pages ===&lt;br /&gt;
&lt;br /&gt;
Q. How do I list my uber l33t clan page like the others?&lt;br /&gt;
&lt;br /&gt;
A. Edit your clan page and add &amp;lt;!-- You don't need the nowiki tags, they are just there to prevent linking this page as a Clan --&amp;gt;&amp;quot;&amp;lt;nowiki&amp;gt;[[Category:Clans]]&amp;lt;/nowiki&amp;gt;&amp;quot; (no quotes). If you also want to &lt;br /&gt;
be listed as a specific type of clan, also add &amp;quot;&amp;lt;nowiki&amp;gt;[[Category:Clans for Outsiders]]&amp;lt;/nowiki&amp;gt;&amp;quot; or &amp;quot;&amp;lt;nowiki&amp;gt;[[Category:Clans for Natives]]&amp;lt;/nowiki&amp;gt;&amp;quot; or &amp;quot;&amp;lt;nowiki&amp;gt;[[Category:Clans for both]]&amp;lt;/nowiki&amp;gt;&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
For example, an Outsider-only clan would have: &amp;lt;nowiki&amp;gt;[[Category:Clans]] [[Category:Clans for Outsiders]]&amp;lt;/nowiki&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Q. How do I make the information box that appears on clan pages?&lt;br /&gt;
&lt;br /&gt;
A. At the moment there is not a way to do this besides copying the code they use and pasting it in your clan page. Make sure you properly edit it to display your own information.&lt;br /&gt;
&lt;br /&gt;
== Your vital statistics ==&lt;br /&gt;
&lt;br /&gt;
=== Hit points (HP) ===&lt;br /&gt;
&lt;br /&gt;
Q. I've only just started playing. How do you recover your HP?&lt;br /&gt;
&lt;br /&gt;
A. Food and drink are your friend! You can find food and water by searching, and also the odd med-kit and healing herbs. Watch out for berries, some will restore you and others take it out if you! More information on recovery items are noted on the [[Items]] page.&lt;br /&gt;
&lt;br /&gt;
=== Action points (AP)===&lt;br /&gt;
&lt;br /&gt;
Q. How does AP replenish?&lt;br /&gt;
&lt;br /&gt;
A. You get an extra AP every 20 minutes, up to a maximum of 75. It is reputably possible to have negative AP if you perform an action that takes alot of AP.&lt;br /&gt;
&lt;br /&gt;
=== Experience (XP) ===&lt;br /&gt;
&lt;br /&gt;
Q. How do you gain experience?&lt;br /&gt;
&lt;br /&gt;
A. All sorts of ways, but most notably by killing animals, or people! Chopping down the jungle seems to also yield amount of XP. More information on methods of earning experience points are noted on the [[XP Gains]] page.&lt;br /&gt;
&lt;br /&gt;
=== Gold ===&lt;br /&gt;
&lt;br /&gt;
Q. What is gold good for?&lt;br /&gt;
&lt;br /&gt;
A. Hmm.. good question. Also mentioned on [[Items#Gold_Coins|the items page]] as you get more gold by searching and finding gold coins.&lt;br /&gt;
&lt;br /&gt;
== Life and death ==&lt;br /&gt;
&lt;br /&gt;
===Character deaths===&lt;br /&gt;
&lt;br /&gt;
Q. What happens when you die? --[[User:One of many doctors|One of many doctors]] 23:26, 16 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
A. You are dead, and you can still walk around, as a spirit. You cannot talk, but some of the skills can help with that. You retain your items but cannot use them. If you go to a shaman he will bring you back to life, or you can use 50 AP to have your spirit moved home (e.g. York, Derby, Dalpok) and revived instantly.&lt;br /&gt;
&lt;br /&gt;
Q. How much XP is awarded for a player kill? Is it different for killing within your own group (Native killing a native)? Is it relative to the level of the other character?--[[User:Jackel|Jackel]] 14:28, 26 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
A.&lt;br /&gt;
&lt;br /&gt;
=== NPC's (Non Player Characters) deaths ===&lt;br /&gt;
Q: The 'statistics on kills' page [http://www.shartak.com/statkills.html] shows each group has killed a shaman numerous times. As I understand, there is always 1 shaman in each town/village. What are the consequences of this? Unable to be revived until one respawns? -[[User:Jackel|Jackel]]&lt;br /&gt;
&lt;br /&gt;
A. If the shaman of your town/village dies, you cannot be revived. Attempting to contact the shaman of your town/village while he &amp;quot;a spirit&amp;quot; yields this message: ''You sense that XX wishes you to be patient and ask again later as he is a spirit as well and is trying to return to his body so he can help others.'' It is unknown how long it takes for a shaman to be revived.&lt;br /&gt;
&lt;br /&gt;
=== Animal Respawning ===&lt;br /&gt;
&lt;br /&gt;
Q. Does anyone suspects how this works?  I killed a Wild Boar and a Tiger, in the same spot, and two hours later, they were alive again.  I don't know if because of a bug, or because they simply can revive? Has anyone encountered the same?--[[User:Wcervantes|Wcervantes]] 19:19, 21 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
A. This was a [http://wiki.shartak.com/index.php/Bugs#Consistent_Animal_Spawning bug]. --[[User:Murk|Murk]] 16:13, 24 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
==Items==&lt;br /&gt;
&lt;br /&gt;
Q. Can items that you are carrying be destroyed or damaged? Specifically, can a machete ever be broken or become dull with use requiring sharpening? Is there any reason to carry around more than one machete?  -[[User:Arminius|Arminius]] 01:59, 24 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
Q. I would like to ask for everyones help in finding more about the elusive heavy sword, like what density of jungle did you find them in, is there a hut underneath the jungle or was it a jungle square with a hut? Or if you actually find them in the jungle? THe info on them right now is shaky. Im currently going on a search-a-thon but help is greatly appreciated.&lt;br /&gt;
:: Please feel free to add some data to [[Search Odds]] or [[Search Odds Condensed]] to help in the effort to work out where to find this item and others! -- [[User:Fitzcarraldo|Fitzcarraldo]] 10:27, 26 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Q. Do poison darts poison ?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Locations==&lt;br /&gt;
&lt;br /&gt;
===Jungle===&lt;br /&gt;
&lt;br /&gt;
Q. Do chopped jungles ever grow back?&amp;lt;br&amp;gt;&lt;br /&gt;
A. Yes. --[[User:Murk|Murk]] 17:05, 26 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
Q. If so, how long is the growth rate?&amp;lt;br&amp;gt;&lt;br /&gt;
A. Not sure, but it's highly noticable if your not in an area which is being constantly tramoked by NPC's and players. --[[User:Murk|Murk]] 17:05, 26 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
Q. Would jungles grow while you were standing in one?&amp;lt;br&amp;gt;&lt;br /&gt;
A. Yes. This happened to me many times. --[[User:Murk|Murk]] 17:05, 26 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
Q. Are search rates changed by the density of the jungle?&amp;lt;br&amp;gt;&lt;br /&gt;
A. Not sure. The amount of searching i've done over time I could probably answer this, If i'd been at all observant of such details.. but I havn't. Your best help is probably [[User:Fitzcarraldo|Fitzcarraldo's]] [[Search Odds Condensed]] page. --[[User:Murk|Murk]] 17:02, 26 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==General Gameplay==&lt;br /&gt;
&lt;br /&gt;
Q. What time period is the game based in?  Excepting the GPS, the choice of items available impies anywhere from the 1600's to the early 1900's.  The GPS unit seems a little out of place but implies that the time period has to be present day.  Maybe i missed some other items or note about the date? --[[User:Frisco|Frisco]] 21:52, 26 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
A1. I'm not sure there is really an answer to this as such.. or perhaps many answers.. but.. the whole thing has a kinda lost world feel to it I think. Natives cut off from civilisation. Outsiders from the modern world stranded. Such an idea could explain almost any range of technology, except something like a satellite dish or long range radio transmitters that would allow outsiders to broadcast their distress and get rescued of course.&lt;/div&gt;</summary>
		<author><name>Daylan</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Requests_for_information&amp;diff=2219</id>
		<title>Requests for information</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Requests_for_information&amp;diff=2219"/>
		<updated>2006-03-06T08:10:10Z</updated>

		<summary type="html">&lt;p&gt;Daylan: /* Locations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| cellpadding=10 align=right&lt;br /&gt;
| __TOC__&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== About the wiki ==&lt;br /&gt;
&lt;br /&gt;
=== Editing ===&lt;br /&gt;
&lt;br /&gt;
Q. This wiki thing is odd and filled with odd people! I am frightened!&lt;br /&gt;
&lt;br /&gt;
A. That's not a question! But never fear, the wiki is a great tool that only gets better with more participation and information. Here is the [http://meta.wikimedia.org/wiki/Help:Contents Mediawiki Handbook] for detailed information on how things work. The [http://meta.wikimedia.org/wiki/Help:Editing Help:Editing] section is a handy reference for beginners.&lt;br /&gt;
&lt;br /&gt;
=== Signature ===&lt;br /&gt;
&lt;br /&gt;
Q. Typing all that code to sign my posts is tiresome. Is there a better way to do this?&lt;br /&gt;
&lt;br /&gt;
A. At the top of the edit field, you'll see a series of icons. The second to last icon resembles a partial signature. Simply click on this icon and it will generate the code to sign your posts.&lt;br /&gt;
&lt;br /&gt;
=== Clan pages ===&lt;br /&gt;
&lt;br /&gt;
Q. How do I list my uber l33t clan page like the others?&lt;br /&gt;
&lt;br /&gt;
A. Edit your clan page and add &amp;lt;!-- You don't need the nowiki tags, they are just there to prevent linking this page as a Clan --&amp;gt;&amp;quot;&amp;lt;nowiki&amp;gt;[[Category:Clans]]&amp;lt;/nowiki&amp;gt;&amp;quot; (no quotes). If you also want to &lt;br /&gt;
be listed as a specific type of clan, also add &amp;quot;&amp;lt;nowiki&amp;gt;[[Category:Clans for Outsiders]]&amp;lt;/nowiki&amp;gt;&amp;quot; or &amp;quot;&amp;lt;nowiki&amp;gt;[[Category:Clans for Natives]]&amp;lt;/nowiki&amp;gt;&amp;quot; or &amp;quot;&amp;lt;nowiki&amp;gt;[[Category:Clans for both]]&amp;lt;/nowiki&amp;gt;&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
For example, an Outsider-only clan would have: &amp;lt;nowiki&amp;gt;[[Category:Clans]] [[Category:Clans for Outsiders]]&amp;lt;/nowiki&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Q. How do I make the information box that appears on clan pages?&lt;br /&gt;
&lt;br /&gt;
A. At the moment there is not a way to do this besides copying the code they use and pasting it in your clan page. Make sure you properly edit it to display your own information.&lt;br /&gt;
&lt;br /&gt;
== Your vital statistics ==&lt;br /&gt;
&lt;br /&gt;
=== Hit points (HP) ===&lt;br /&gt;
&lt;br /&gt;
Q. I've only just started playing. How do you recover your HP?&lt;br /&gt;
&lt;br /&gt;
A. Food and drink are your friend! You can find food and water by searching, and also the odd med-kit and healing herbs. Watch out for berries, some will restore you and others take it out if you! More information on recovery items are noted on the [[Items]] page.&lt;br /&gt;
&lt;br /&gt;
=== Action points (AP)===&lt;br /&gt;
&lt;br /&gt;
Q. How does AP replenish?&lt;br /&gt;
&lt;br /&gt;
A. You get an extra AP every 20 minutes, up to a maximum of 75. It is reputably possible to have negative AP if you perform an action that takes alot of AP.&lt;br /&gt;
&lt;br /&gt;
=== Experience (XP) ===&lt;br /&gt;
&lt;br /&gt;
Q. How do you gain experience?&lt;br /&gt;
&lt;br /&gt;
A. All sorts of ways, but most notably by killing animals, or people! Chopping down the jungle seems to also yield amount of XP. More information on methods of earning experience points are noted on the [[XP Gains]] page.&lt;br /&gt;
&lt;br /&gt;
=== Gold ===&lt;br /&gt;
&lt;br /&gt;
Q. What is gold good for?&lt;br /&gt;
&lt;br /&gt;
A. Hmm.. good question. Also mentioned on [[Items#Gold_Coins|the items page]] as you get more gold by searching and finding gold coins.&lt;br /&gt;
&lt;br /&gt;
== Life and death ==&lt;br /&gt;
&lt;br /&gt;
===Character deaths===&lt;br /&gt;
&lt;br /&gt;
Q. What happens when you die? --[[User:One of many doctors|One of many doctors]] 23:26, 16 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
A. You are dead, and you can still walk around, as a spirit. You cannot talk, but some of the skills can help with that. You retain your items but cannot use them. If you go to a shaman he will bring you back to life, or you can use 50 AP to have your spirit moved home (e.g. York, Derby, Dalpok) and revived instantly.&lt;br /&gt;
&lt;br /&gt;
Q. How much XP is awarded for a player kill? Is it different for killing within your own group (Native killing a native)? Is it relative to the level of the other character?--[[User:Jackel|Jackel]] 14:28, 26 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
A.&lt;br /&gt;
&lt;br /&gt;
=== NPC's (Non Player Characters) deaths ===&lt;br /&gt;
Q: The 'statistics on kills' page [http://www.shartak.com/statkills.html] shows each group has killed a shaman numerous times. As I understand, there is always 1 shaman in each town/village. What are the consequences of this? Unable to be revived until one respawns? -[[User:Jackel|Jackel]]&lt;br /&gt;
&lt;br /&gt;
A. If the shaman of your town/village dies, you cannot be revived. Attempting to contact the shaman of your town/village while he &amp;quot;a spirit&amp;quot; yields this message: ''You sense that XX wishes you to be patient and ask again later as he is a spirit as well and is trying to return to his body so he can help others.'' It is unknown how long it takes for a shaman to be revived.&lt;br /&gt;
&lt;br /&gt;
=== Animal Respawning ===&lt;br /&gt;
&lt;br /&gt;
Q. Does anyone suspects how this works?  I killed a Wild Boar and a Tiger, in the same spot, and two hours later, they were alive again.  I don't know if because of a bug, or because they simply can revive? Has anyone encountered the same?--[[User:Wcervantes|Wcervantes]] 19:19, 21 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
A. This was a [http://wiki.shartak.com/index.php/Bugs#Consistent_Animal_Spawning bug]. --[[User:Murk|Murk]] 16:13, 24 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
==Items==&lt;br /&gt;
&lt;br /&gt;
Q. Can items that you are carrying be destroyed or damaged? Specifically, can a machete ever be broken or become dull with use requiring sharpening? Is there any reason to carry around more than one machete?  -[[User:Arminius|Arminius]] 01:59, 24 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
Q. I would like to ask for everyones help in finding more about the elusive heavy sword, like what density of jungle did you find them in, is there a hut underneath the jungle or was it a jungle square with a hut? Or if you actually find them in the jungle? THe info on them right now is shaky. Im currently going on a search-a-thon but help is greatly appreciated.&lt;br /&gt;
:: Please feel free to add some data to [[Search Odds]] or [[Search Odds Condensed]] to help in the effort to work out where to find this item and others! -- [[User:Fitzcarraldo|Fitzcarraldo]] 10:27, 26 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Q. Do poison darts poison ?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Locations==&lt;br /&gt;
&lt;br /&gt;
===Jungle===&lt;br /&gt;
&lt;br /&gt;
Q. Do chopped jungles ever grow back?&amp;lt;br&amp;gt;&lt;br /&gt;
A. Yes. --[[User:Murk|Murk]] 17:05, 26 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
Q. If so, how long is the growth rate?&amp;lt;br&amp;gt;&lt;br /&gt;
A. Not sure, but it's highly noticable if your not in an area which is being constantly tramoked by NPC's and players. --[[User:Murk|Murk]] 17:05, 26 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
Q. Would jungles grow while you were standing in one?&amp;lt;br&amp;gt;&lt;br /&gt;
A. Yes. This happened to me many times. --[[User:Murk|Murk]] 17:05, 26 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
Q. Are search rates changed by the density of the jungle?&amp;lt;br&amp;gt;&lt;br /&gt;
A. Not sure. The amount of searching i've done over time I could probably answer this, If i'd been at all observant of such details.. but I havn't. Your best help is probably [[User:Fitzcarraldo|Fitzcarraldo's]] [[Search Odds Condensed]] page. --[[User:Murk|Murk]] 17:02, 26 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
===Map===&lt;br /&gt;
I don't know if anyone else thought this was a good idea but perhaps if people were willing we could combine all of our ingame maps into one map in order to a full rough map, you can save the image and with a little photoshop/mspaint we could get an ingame map up on the wiki. I think this is possible even though I don't have any of the mad skills(RL not in game) nessecary to do it but I'd be willing to send my map to someone who does. -- [[User:Daylan|Daylan]] 08:10, 6 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
==General Gameplay==&lt;br /&gt;
&lt;br /&gt;
Q. What time period is the game based in?  Excepting the GPS, the choice of items available impies anywhere from the 1600's to the early 1900's.  The GPS unit seems a little out of place but implies that the time period has to be present day.  Maybe i missed some other items or note about the date? --[[User:Frisco|Frisco]] 21:52, 26 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
A1. I'm not sure there is really an answer to this as such.. or perhaps many answers.. but.. the whole thing has a kinda lost world feel to it I think. Natives cut off from civilisation. Outsiders from the modern world stranded. Such an idea could explain almost any range of technology, except something like a satellite dish or long range radio transmitters that would allow outsiders to broadcast their distress and get rescued of course.&lt;/div&gt;</summary>
		<author><name>Daylan</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:Death&amp;diff=2218</id>
		<title>Talk:Death</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Talk:Death&amp;diff=2218"/>
		<updated>2006-03-06T07:59:25Z</updated>

		<summary type="html">&lt;p&gt;Daylan: /* Questions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;the spend 50ap to contact a shamen applies to outsiders and natives so I took out the &amp;quot;an outsider&amp;quot; right before spirt.&lt;br /&gt;
&lt;br /&gt;
== Questions ==&lt;br /&gt;
&lt;br /&gt;
Q. When you say that a spirit can move freely, do you mean movement costs no AP?&lt;br /&gt;
&lt;br /&gt;
A. Movement does cost AP, what it means is you can travel through jungle that you would have to chop first without the need to chop.I have no clue what it means for water however, it may still take 2 ap to travel through. -- [[User:Daylan|Daylan]]&lt;br /&gt;
:Both water and swamp only take 1 AP when dead. --[[User:Dr. J|Dr. J]]&lt;br /&gt;
::Does movement through jungle with the trekking skill cost 1AP or 1/2? -- [[User:Daylan|Daylan]]&lt;br /&gt;
&lt;br /&gt;
Q. What actions can a spirit perform?&lt;br /&gt;
&lt;br /&gt;
A. With no skills you can only move, refresh, and contact shamen to get revived for 50ap, looking at the skills page it would seem that you can get skills to talk and a skill to scream whatever the use of that is.-- [[User:Daylan|Daylan]]&lt;br /&gt;
&lt;br /&gt;
A. Futhermore, the movement while a spirit does NOT appear to update on the player's map. A logical, if frustrating fact.--[[User:Jackel|Jackel]] 01:40, 6 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
Q. Is there any punishment for death? Lost items? Lost experience?&lt;br /&gt;
&lt;br /&gt;
A. As far as I could tell, I lost no xp or items when I died so the only &amp;quot;punishment&amp;quot; is having to spend ap to goto a shamen, ethier by spending 50ap or moving to the closest village and getting revived. -- [[User:Daylan|Daylan]]&lt;br /&gt;
&lt;br /&gt;
:Thank you both. --[[User:Lint|Lint]] 19:13, 26 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
== Revival at other towns/villages ==&lt;br /&gt;
&lt;br /&gt;
Can anyone confirm that a player can be revived at another town/village? My York scientist is currently a spirit, and not even very close to York, yet when I try to &amp;quot;contact a shaman&amp;quot;, I am told that Kahuni (the NPC shaman at York) is currently trying to become a non-spirit himself, and can't revive me. I can't see any option that would allow another shaman to revive me, so I wonder how it can be done. --[[User:Jackel|Jackel]] 01:44, 6 March 2006 (GMT)&lt;br /&gt;
:This is definitely possible, I have done it myself. All you need to do is find another village/settlement and then stand over the shamen. --[[User:Dr. J|Dr. J]] 01:46, 6 March 2006 (GMT)&lt;/div&gt;</summary>
		<author><name>Daylan</name></author>
		
	</entry>
</feed>